#darmuhs mod thread [ Terminal Stuff | Suits Terminal | Ship Colors | ghost Codes | Constellations ]
1 messages ยท Page 2 of 1
ok heading to bed, will probably push an update some time in the next 24-48hrs addressing all of the noted issues
I like this more 
Hey Darmuh!
I'm still unable to use the LethalConstellations startin constellation lever even with the LLL update
Hope that it's fixable soon
https://medal.tv/games/lethal-company/clips/jCI2BNte9Q_1im_Kf?invite=cr-MSxmUEIsMTkxNzQ4NTczLA
https://medal.tv/games/lethal-company/clips/jCIaXxOp3mY8K5aVY?invite=cr-MSxXZG8sMTkxNzQ4NTczLA
For some reason every time I rejoined the lobby it would always have the filter on and I can never go back to moonsplus. I'm unsure why. (do note that imperium was on to test out some stuff) If I completely close the game and reopen it then its fixed.
Watch Moonsplus was on and the keywords were "Moons and moonsplus" and millions of other Lethal Company videos captured using Medal.
Watch Rejoined the lobby and this happened and millions of other Lethal Company videos captured using Medal.
moonsplus gets initialized during the player spawn animation. So if a dev mod skips that it won't get initialized
ooooo yeah this looks good
i'll give constellations a look once Im done cleaning up terminalstuff
there's a handful of issues with constellations that have been reported over the last while
gotcha
This issue was caused for me specifically when I tried to turn on random starting constellation. Try turning that off for now and see if that fixes it
yeah if you guys have anything you're doing for workarounds for issues you've run into I'd appreciate the info. Will help me resolve them so the workaround is not needed
added this so you can remove them manually
we have a winner
the issue with the F button is still there
yeah I found a mistake on my end that throws an out of index error in the filter menu
will be fixed in the next update
i love it!
Thanks for helping out with that 
they blew up my cat art!!
[3.8.2] (darmuhsTerminalStuff)
- Added new video reel for hidden moons. Thanks & Credit to @dusk veldt for providing the new clip!
- Added new config item
DontAddToOtherListto StorePlus section that will allow you to filter out any external menus from showing up in the "Other" listing of StorePlus - Added more checks for if networking is enabled in SaveManager to prevent errors (the features that require savemanager all require networking enabled)
- Fixed issue with MoonsPlus OTP only working when using vanilla purchase nodes
- Hopefully fixed some inconsistencies when using
RevealHiddenOnRoutewith MoonsPlus - Fixed error being thrown when leaving the lobby due to Company building specifically having a null terminalNode
- Fixed incorrect store prices due to a wrong assumption of using the terminalNode's itemCost value instead of the Item's creditsWorth value.
- Added handling for terminalnodes that are not buyable items having a buyitemindex above -1
- This caused some irregularities with prices as well
- Added handling to always use the terminalnode with the higher price
- Fixed issue where items added by LethalLib that were disabled still showed in the store
- Added null checks for TextPostProcess postfix
- Readme finally updated
- tried to add an accurate credits section but I may have missed some peeps. Sorry if I did
an option to have multiple moons pinned at the top would be nice
btw would this update fix the issues with randommoonfx?
I knew I was forgetting someone for credits. Will add you next hotfix 
yeah should definitely fix that issue
and yeah I can maybe add that feature
update is very nice btw
also wow i didnt realize terminalstuff is at 900k downloads
it's slowly catching up to ghostcodes hehe
Unable to load into a save with the latest update (crashes the game)
0194cf00-25f9-c24d-f584-7ece2f4e6343
looking into it
oh I think I see the problem my bad
chat is this a cook
[3.8.3] (darmuhsTerminalStuff)
- Fixed null error being thrown on load of a lobby with moonsplus disabled
aligning it all was a pain
btw how does this work with constellations? cause id love to see a menu like moons plus for those if it isnt like that already
constellations does have an interactive menu now but it's a bit messier visually due to all the additional information
Nice
StorePlus is the latest iteration of my version of the interactive menu where I explored having nested menu items and menu items that have custom logic loaded on selection
we'll see if maybe I can find a way to touch up on and improve my other menus with this new stuff
could u make a list of these kinda things if u ever have time (im too stupid to find them ๐ญ)
@tidal patrol So you were the reason why we couldn't close out lobbies today?
Lol
Naughty
yeah I could probably add that to the readme 
the constellations grouping works fine just the unlock/unhide part that doesnt work right?
cuz i tried the grouping and they show up properly after doing the wesleymoon progression as intended
That is correct. Also I believe it was said you can install the moons/interiors individually if you'd like for other mods to be able to unlock them
Otherwise I have also read the plan is to remove the restriction at some point once people have been able to explore via the intended storyline "journey"
love your work โค๏ธ looks clean and pretty. if its not too much to ask for a copy of your config?
Seconding this lol
Also does the "fun" command to bring up the silly menu stuff still work? When I type it in it seems to bug out. (The actual commands like gambling seem to work, just not the menu)
Is that like actual screen you're making or it's just decorative?
I don't know much about terminal stuff so I don't know what allows, lol.
got this issue with terminal stuff 3.8.2+
after reviving the pov is in the player head
got the error the same time
Profile code : 0194d29b-76dd-6f92-e21a-378906befcf2
Logs :
Thank you for the detailed bug report. I'll try to get a fix out tonight as I have a pretty good idea of the cause
fun command usually gets over-ridden by LLL's "fun" tag filter unfortunately. I'd recommend enabling this
Not very funny anymore.
I posted the LGU dll with the alternate currency btw, if you ever want to cripple it apart.
Thank youuu! I wasn't sure what that faux menu option meant lol
yeah sorry it's not explained in great detail on the terminalstuff pages. This is from the OpenLib readme (which could also use an update)
Faux Keywords are keywords that will only work in the terminal from within the TerminalNode they are assigned.
These will not overwrite existing keywords.
Feature is still WIP and is currently used in LethalConstellations
basically, more is the only command that will work from anywhere and the commands inside will only work after running the more command
[3.8.4] (darmuhsTerminalStuff)
- Fixed NRE being thrown on player respawn that would cause the pov to be inside the player's head
- Moved MoonsPlus initiation to delayed terminal start instead of on player spawn (not sure why I had it that way to begin with)
- Fixed another NRE thrown at OneTimePurchaseLoadIn due to the company building having been visited in a save
- Fixed StorePlus settings menu that was broken after adding the
DontAddToOtherListconfig item - Updated readme to include a list of all text variables that can be used to replace text values in your custom strings
is that 4 different commands for one menu?? 
One menu?
What PC do
3 are for trading
also it looks like my resizable credits stuff works with your playercredits thing which is cool (doesn't fit perfectly but it doesnt break and no errors thrown
)
2 are for converting things
ohhh my fault
Which seem to be in the order.
holding shift to see between the different credits type is pretty neat
A command to allow converting between player credits and company credits.
for those curious this is what i'm referring to vv
Which is basically a subsystem of LGU's Alternate currency mode.
i'll prob do what I did for the rest of LGU's commands and add some hard filters to only include one of each
but i'll wait till you push it to thunderstore before I do that
Okidoki
not sure if you wanna mess with my resizable credits background stuff for the alternative currency but if you do this is the code relating to that https://github.com/darmuh/TerminalStuff/blob/3.X%2B/DarmuhsTerminalCommands/VisualCore/CustomAutoSize.cs
you can ignore the font size multiplier stuff I gave up on that
darmuh
Watch Glitch.. and millions of other Lethal Company videos captured using Medal.
I think moonsplus is making my camera fuck up like this
this is the only issue it seems to pick up after i die
and after i die, my camera does this
should be fixed in 3.8.4 #1327068908129095700 message
sorry for causing the issue
all good
it might not be out on thunderstore yet
im just glad I found this issue
alrighty
only see 11 downloads
are you good with backrounds and skybox stuff?
i've got an issue and the people who run runtime icons don't seem to be active
i see it in gale tho
they are active, they are just busy with other projects rn if I recall correctly
just reinstalled it rn
I'm also not looking to take on a project like that 
I remember watching them talk about it in dev-general
it's a pretty complicated project
but yeah both zaggy and matty are active they just also have other projects they maintain
but they have the skybox bordering the icon
and it looks like ass
this type of thang
i'm not a modder but I havent seen something like this before
so im guessing its complicated as hell
also im trying out the update rn
yeah I'd just report this in the mod thread for it and I'm sure they'll get to it when they can
I did, it's been like 3 days and 1 response
hope they're working on a patch or smth
its whateva
yeah you just gotta be patient. Like i said it's not the only thing they're workin on
all good
right after this he messaged in his thread actually
dudes are super chill
"Updated readme to include a list of all text variables that can be used to replace text values in your custom strings"
Ooough it's so scrumptious
Found incompatibility with ghostCodes and LethalCompTime. Loading into a save gives the green/black fog screen of death. Broke after the recent update. And the console endlessly spams this message.
rather after LethalCompTime updated. Ill go report the issue wherever that may be aswell
can you provide full logs when you get the chance?
can do, but dev of other mod has released patch already cause his mod had some other incompatibilities so may not have to
gotcha, just curious what in ghostcodes would cause that
log of running both mods, new version of LethalCompTime fixed the issue though
yeah looks like their timeofday patch broke. Interesting
Also
The issue with runtimeicons got fixed like within the hour
Do you know any good debugging people that can help me out?
does the vital scan only scan the player who put the command?
if possible I request for a vital scan upgrade to show all crew's condition according to their health
I imagine it like this
<playername1> = Alive
<playername2> = Injured
<playername3> = Critical
<playername4> = Deceased
dumb question but what does the bioscan upgrade actually do. it says provides more detail but i dont see any extra info if i do a scan before buying vs after buying.
i just wnat to know if its worth getting working or not obviously i know it should do more than it is
bioscan = <number of enemies>
bioscan upgraded = <list of enemies>
if I remember it correctly
personally I use LGU's feature for that
iv got like 92 mods (obviously half are like libary and apis) and trying to cut them down a few just to make things easier for my friends to use.
and this mod does what like 5 other mods do so its just better in "general" for my needs but learning the bonus stuff and checking if its worth setting up or not
used to have.. betterscan? or whatever back when i last played but i think its a bit op for our purposes so wasnt adding a scan for enemies or better junk scan at all origionally (my friends havnt played since pre old bird so while their isnt a ton of mod changes there is still a lot of new or different to play with which is fun)
thansk for the help ill just have to see why its not updating once bought
hmm, definitely something I can revist. Currently the upgrade just makes the cost of the scan free rather than changing it's behavior. Would you want the upgade to both change the price of the scan and provide more detailed information? Or just replace the price change upgrade with the further detailed information?
Also in regards to both bioscan & vitals: Other than general fixes for making sure their unlock status persists between saves (networking required) I have not reviewed much of the actual code for these. So I'm sure they're due for a touchup anyway
both would be ideal
Oh and to answer the first question, vitals scans the player that is currently being monitored
I could probably update it to give you the status of any player regardless of who is being monitored. I just didn't know how to back when I first wrote the code for it
vitals has been a command in the mod since version 1.2.0 which was uploaded 2023-12-9 
cant find a mod that monitors the health of the crew but not on the monitors by the lever ๐
Does anybody know why this LethalConstellations_Generated.cfg doesn't work. It just on game start replace this file with some auto generated file which doesn't work as it supposed to.
what does your setup config look like
so what's wrong with this config?
idk that's the problem. Mod replaces this on start of the game and idk why
any idea what can cause this?
the mod generates config changes every time you load into game yes
so how can I save my custom constellations?
they are saved via your setup config
and if there is no difference then the config loads your generated config entries
so this is your setup right:
## WARNING: Changing this setting will reset your generated config!
## This setting cannot be updated in-game!
# Setting type: String
# Default value:
ConstellationList = Alfus, Betus, Gammus, Deltus, Sigmus```
as long as those names match what is in your generated config, it will read/update the generated config values that match those names
But names in generated configs matched it yes?
Am I stupid? The names are the same so why my generted moons (these which I sent to you) change to wrong ones (I didn't send it here). The problem is that i want to keep my custom constellations but it is replaced
what does it change to?
also you're gonna want to reload the game whenever you make major config changes
moon prices, constellation description
I set everything to 0 but now the prices are diffrent
did you relaunch your game after making those changes?
okay I think I understand the problem. I think it replaced config because of moon which I didn't considered. Because the only one which is hidden and has price
what do u think?
if your moons list changes it should update yeah
Okay now it works. I'm still not sure why some planets price was changed but I just change it back to 0 and it works fine. Anyways thank for help
alright im back. through minor testing i still cant get bioscan (with upgrade) to show more than just count of monsters that the base sells. any idea on known reasons that would happen
can you provide screenshots?
Also make sure that there are currently enemies that exist
ya 1 sec
like before and after screenshots
mhmm ill go to ap lanet with monsters show it tehn buy and show again
credits change because i realized i needed to admin myself some money to buy it
and it was removed from store
after purchase
prob going to disable all mods exept and see if it still persists to check if its a conflict
used peter map cus it spawns a buttload of dogs upon landing which is also why the mosnter count goes up so fast
oh yeah that definitely looks like the upgrade isn't working for some reason
i didnt plan on using it that much to begin with but not working is strange testing with no other mods active
oh that looks right
worked with no mods so ill get back to you if i find the issue mod
yeah weird that another mod would cause that issue
mhm not sure what even would. i have no other scan mods. and nothing that majorly changes the monsters and how they register (i assumed) so ill start readding mods and let you know if / when it breaks. would be strange if once all are on it just works
what determines whether to give you the upgraded list or not is literally an internal bool of mine and just making sure you have the credits required to run the command 
then its even weirder that it didnt work for like 8 tests. then worked with eveyr other moddisabled.
ah nvm, it could be this point of logic as well which is a failsafe for when the list I filter for is empty
it's been quite a long time since I've really looked at this code
i mean it is finding the monsters though since it still says X non employees found
if you have extensivelogging enabled you can look for v1 scanner utilized, only numbers shown
well i jsut reenabled everything bit by bit and its worked eveyr time since so this is my first load up with all teh mods back
yeah in this case it could be an issue with my filtered output
if it works now idk what was going on earlier
WELP it works now. so disabling and reenabling everything fixed it
thanks for your help lol if it stops working again ill cehck the extensive logging
hmm, yeah that's pretty odd
no worries, I might revise the code related to this command at some point anyway
i really dont think it's changed for like a year lol
fair fair im back after about a year lol it was probably fresh code last time i played
heads up it randomly came back to not working on a random new run i did so strange
Wonder if it's a certain enemy name that breaks my filter lol
think you can drop a profile code and i'll take a look at some point?
ya np its a bit wonky cus its constantly jsut shifting around as me and my friends are testing stuff
0194d931-8fbe-6da6-eaac-a8db2d3b89d3
sometimes it works sometimes it doesnt.
interestingly i jsut did "restart" and it loads and says restarting but nothing actually changes after and i know that worked yesterday
im sure through downloading and uninstalling mods over and over theirs just some weird terminal error conflict
eh i dont think that should cause issues
"should" lol i agree
did the restart command not work at all?
it says restarting the lobbo freezes and then my days moeny and ship remain unchanged
once it allows us tomove again
you were in orbit right?
ya
i think tahts just a delay thing cus when i closed and reopened the game
one of my saves got restarted
but the other itried it on is still there
hmm, yeah i'd appreciate logs the next time that happens
ya i gotta turn back on logging i have so much logging stuff disabled cus we were trying to find an issue and it was spitting so many logs out default i gotta get yours all turned on cus its strange
also a fun big
bug*
yeah I mean if it's a lot feel free to disable it. But with it on I can better figure out the inconsistent stuff
when i got restart to work since i have hte wider ship it spawns in the small ship
so i cant get to the wider ship areas
oh lmao
yeah widership prob patches a different part of the game than what I call to reset the ship
through the window (for those that care leaving andcoming back resets the big ship)
that would make sense. not an issue im worried about in general realy just hte bioscan constnatly not updating when bought
Is it normal that I can't route through Moons Plus?
Only Darmuhs Terminal Stuff and Suits Terminal is enabled
So can't be other incompatibilities
nah you should be able to
got a screenshot?
can you enable the debug logging config items, then try to select a moon?
yeah in the config enable both options under the debug section
you dont need to restart the lobby or anything
Sure thing
also your whole logfile would be helpful, that error doesn't make sense without something breaking earlier
sorry I was asking for your terminalstuff config
do you think you could try setting UseVanillaPurchaseNodes to true?
i'm curious if it will be any different
sure
also is experimentation supposed to be hidden in this case?
Nope
So is vow and the rest
It was just pure vanilla with terminal stuff and suits
hmmm, yeah that's no bueno
might be an issue of having networking disabled, though i'm sure you have it off for a reason
can I get a profile code? I'll need to look into this myself
yeah, although the store plus works as expected
yeah luckily storeplus doesnt have any networking only features
ah, might be the issue
moonsplus does with stuff like onetimepurchase and unhiding the moon (because I need to sync between players)
Thanks I'll give it a deeper dive later on
although I've enabled some of the misc mods now on it
but they were disabled during the testing
yeah no worries, i'm sure it's something I messed up in terminalstuff
most likely related to networking being disabled the more I think about it
It works with vanilla nodes on
that is really weird
Although it made the paid moons free ๐
and when vanilla nodes where disabled, I couldn't fly to any moons but when I selected the paid ones it would subtract the credits
Oh no wait. It just displays the price as 0
but it still subtracts the correct amount of money
Nevermind
Please can you add the update I suggest eariler. Changing the page the terminal returns you to after purchasing a constellation. ๐
Like I said before, it's planned. I'll get to it when I have the time
take your time bro.
You've done a lot
it be like this sometimes
basically I was checking if a list contained the level and needed to return the inverse result for what I was using it for
[3.8.5] (darmuhsTerminalStuff)
- Fixed some issues with MoonsPlus when networking is disabled.
- Added notes for all config items that require networking
- Removed credit calculating method that requires networking
- Added more networking disabled checks throughout all mooninfo methods
- Fixed IsHidden check for moons when LLL is not present
hopefully the last hotfix needed so I can move on from terminalstuff for a bit
man coding is so much fun my favorite is when its like " is missing so missing a ! is on par
i had a coding assignment back in college and the proffessor messed it up and we couldnt figure out why and the naswer was his text file contained LEFT and RIGHT quotes โ...โ which are different symbols obviously
instead of codings more neutural " "
btw is their a reason "moons" only is alloud in orbit
I originally made this design decision because I didn't want to accidentally end up allowing to route to other moons while not in orbit
but tbh I should prob just replicate what vanilla does (which I'm not 100% sure how it handles it)
The contents from purchase packs doesnt seem to show up, They only do in storeplus
Only a visual bug it seems
Ok, Finished this.
Now it's time to make it onto the terminal
Ok, now I need to figure out how to delete an automatic break
on its own not a massive issue but one of my players had some frustration since we didnt know hte moon cost for one of wesleys moons while we were selling so they didnt wnat to spend more or less money but overall not a major issue was just wondering why the design choice. accidently moon stuff makes sense
@tidal patrol When you have some time, do you know of a way to eliminate the extra breaks between:
- Homeline 2 and Home help line
- Home text art and Homeline 3
I'd have to update the mod (and the default config)
yeah I understand. I will try to update it to be more like vanilla (where you can see the listing any time)
I will look into this at some point. Glad it's only visual
can you do it? 
(anytime ofc)
yeah i'll put it on the list of things to look at :)
thx!
this is tuff
yo darmuh
i disabled all of the fun stuff
how can I remove it's section in the terminal as a whole
if it's all disabled it should be removed from the more menu
Okay give me a second ill make sure again rq
if it's not removed please provide screenshots of the menu and what happens when you try to enter the fun section
sure
Is it possible to buy multiple items at once with the purchase packs? Also idk if this is a known thing or not but I've managed to get terminalstuff to work with generalimprovements, just by not messing with the terminal confis options too much. Saw it mentioned before how those were incompatible.
putting the item name in multiple times
- Yes you can buy multiple items depending on what you set it up as.
- I've tried my best to keep compatibility with GeneralImprovements despite touching many of the same things. There's just a few things i've noted in specific config items you should be aware of conflicts (like in some cases the feature cannot be disabled in GI)
with storeplus you can also buy multiple of one specific pack
Hello!
Found a bug that can be a small issue with LGU.
There's a small bug on LGU when you use the command "ForceCredits"
If you leave after the using ForceCredits and don't generate a new save (going again on orbit), if you enter the same save, the credits will get negative.
Turns out that in one of these latest updates of TerminalStuff, if you enter a save with negative credits, you'll get softlocked.
Withthis log (The latest 2 logs appears after pressing "esc")
that could also affect mods that makes the credit get onto negative, like a debt (I don't remember the name, but I remember there was one)
darmuh
is vtials compatible with the oxygen mod
no clue what this did but nullref can never be good
ah I see
it's not letting me access the terminal
a longer error here
hmm, I think i'll need full logs so I can see the original error. Nothing comes immediately to mind that would cause an issue with negative credits
I'd assume yes until proven otherwise
(I have no idea what oxygen mod does)
will look into it ๐
also i'll just say it here, not been feeling the best lately so haven't worked on mods too much. Think i'll be doing things in the following order (slowly) LethalConstellations update -> small openlib update -> terminalstuff hotfixes -> shipcolors small update
@tidal patrol hello, is there a way to hide a specific entry in storeplus ?
seems like using terminalplus and ship inventory displays two entries in storeplus, and buying the one at 10c buys a regular teleporter instead
can be replicated with only terminalstuff and ship inventory (and their various apis) so its a problem between these 2 mods
Add a whole new thing you need to watch to stay alive
@tidal patrol I released it
Have fun.
i guess i'm screwed ?
i had issues with that exact thing when doing my version of the store a while ago
crap
kk!
i'm guessing ship inventory has 2 upgrade items for some reason?
probably not then. I haven't added any soft compat for other mods that add new player properties
that's what i had to do because i was losing my mind lol

looks like maybe the TwoRadarMaps terminal camera is drawing when it shouldn't be:
this is with OpenBodyCams disabled even
I think I had said in the past I needed to make changes to it in OpenBodyCams, but not in TwoRadarMaps, hopefully I'm not misremembering
Oh fun
actually, not sure if we had talked about this before, @tidal patrol, but we should find a solution where your terminal mod takes control of the enabled state of the map from TwoRadarMaps, since you have your own way of rendering it
if you destroy that component and either place it on another object or set the enabled state yourself in a similar way, it should work
it does disable when leaving the ship at least
(with Lunxara's pack)
last time we talked about this you had me add this patch. I'm guessing it's not working? Or is this something different? https://github.com/darmuh/TerminalStuff/blob/1263f9a12e80aaad0acce00c51555927fc411ac1/DarmuhsTerminalCommands/PatchThings/OtherPatches.cs#L27
hmmmm, wait, lemme check again
looks like I may have been miguided in my previous suggestion about this 
without the component I created in TwoRadarMaps, the terminal map is always active, so what you really need is to either
- set TerminalMapCamera.currentCameraDisabled based on whether the map is currently visible in the terminal, or
- change result to false when the map is not visible
either would have the same effect, so whatever you prefer is good
I can add a check in TwoRadarMaps to stop doing the visibility tracking when your mod is installed, that's probably better than you doing that on your side since I may want to move it around later
then I gotta also make sure that everything still works correctly when OpenBodyCams is also present lol
Lmk when this update goes live 
I have a lot to look at, I have no clue when that'll be
could be a day's work or a lot more
depends on what I want to put in it and how thorough I want to be
do you still want me to do this on my end?
i'm pretty sure my patch should be returning false when the map is not visible
unless I messed something up
I vaguely remember that was what you had suggested before
you mean the current version of the patch you linked? it looks like it's setting it enabled if it's in use, rather than the opposite
it checks if the map should be visible and otherwise returns false
it's not changing the result in cases where it shouldn't be visible
so in vanilla, the camera is always enabled when the player is in the ship
probably makes sense to keep that I assume
so you presumably only want to disable it when the map is not visible
you can do that without a patch if you use currentCameraDisabled
can you elaborate on this?
just set it to true by default, then set it false when the map is enabled in terminal
it disables the camera, same way you would be doing so with the patch
added benefit is that disabling the terminal map based on whether it's in use means I think I actually can just leave my component in place and then your extra blockage should just act as an && on the condition
and it appears to enable the terminal map since the canvas is always active with your mod, so it's fine there
when would I call it? When I get the reference for the tworadarmaps radar?
you mean when would you set the field?
yeah
if you mean initially, yeah, at game start whenever my map is available
and then subsequently whenever you show/hide map
because I have a getter setter for the map radar reference which chooses conditionally between vanilla and yours based on whether your mod is present
so I guess it'd be convenient to set it there?
uh
setting things in a getter sounds stinky but that is up to you
I mean otherwise I think i'd have to set it in multiple different places lol
I mean i'm changing it based on whether it should be visible or not right?
set TerminalMapCamera.currentCameraDisabled based on whether the map is currently visible in the terminal to me sounds like any time a command is displaying the map radar i'll need to change this property
yeah, but surely you have some shared method(s) where you show/hide the map?
eh....
I got the impression you were saying you were gonna do it in the map camera getter which sounds a little weird to me
I do see a little snag though
I think maybe the reason I had you make it enable the camera was for the vanilla case
so hmm
yeah because vanilla radar should be enabled at all times on the ship right?
and I guess I could move the MapCameraUsed bool check to my patch that determines whether the terminal image should be enabled (and assign to currentCameraDisabled there)
but yeah i'd have to check for tworadarmaps specifically
I think..maybe I can work this out on my side
if I make TwoRadarMaps and OpenBodyCams both check if the vanilla map is visible
that should always be false with your mod installed, right?
since you have your own Image hooked up with the map render texture?
well, vanilla map will be visible on the regular monitors right?
or do you mean specifically on the terminal
Yeah I repurpose one of the image components of the vanilla terminal and duplicate it for the miniscreens
let me find it
I mean the main question is whether I can expect that the component that displays the map in the terminal in vanilla will never be enabled when your mod is installed
if so, then I think this works
yeah specifically the terminalImage component of Terminal https://github.com/darmuh/TerminalStuff/blob/1263f9a12e80aaad0acce00c51555927fc411ac1/DarmuhsTerminalCommands/VisualCore/SplitViewChecks.cs#L62
it depends, because I dont replace the vanilla view monitor stuff if openbodycams' cams command is enabled
and then also if all the cams commands are disabled I don't replace anything ofc
so some conditional fuckery going on
since i'm already doing soft compat stuff for tworadarmaps maybe you can add a public bool that I can tick based on the conditional stuff?
its messy but I think it'd work at least
I'd rather avoid soft compat if possible, but I'll have to test my theory here
fair fair, I'm mostly just saying I already have a lot of soft compat stuff
so a possible solution is me reaching in to toggle something to change behavior on your end
anyway, feel free to let me know what you find out. I will say i'm out of my depth on some of this manualcamerarenderer stuff
it's not so bad it's just a bit of a pain when multiple mods want to mess with the same thing
I think I'm onto something but I'll know in a moment
works in TwoRadarMaps thus far, gonna test with OpenBodyCams in a moment
Am I mis-understanding how the primary/secondary config thing works for ghostcodes? Does it not load the secondary if the primary isn't available (ie: haunting if the ghost isn't spawning becomes insanity, etc)
new solution in TwoRadarMaps is this:
thus, it is only enabled if the vanilla map is enabled, or your mod enables it in the postfix
I see you are sick and hope you get better, just small qol thing for darmuhs term stuff, when pressing up at the top of a list it could to the bottom and vice verse'
yeah looks like things work pretty nicely just changing the condition like this in TwoRadarMaps, everything else just works
I'll just push out a simple TwoRadarMaps update for this
it is done
I should've trusted my past self's advice to you but at least I got there in the end lmao
yes you are misunderstanding. The secondary mode loads when a level from this list is loaded
i'll see what i can do, though it may be a while until this particular issue is addressed
hahaha it happens, I remember when I finally got around to it you were busy with other stuff anyway
๐
Ahh okay, thank you for clarifying :) I'll have to go configure that properly then
[0.3.1] (LethalConstellations)
- Added ExitPage config item in Menu Settings section to determine what page opens when leaving the constellations menu.
- should work with any valid keyword and will load the help page if that fails.
- Updated LLL Version requirement to 1.4.8
- This was needed to fix some issues with constellation initialization on second lobby loads.
- Updated OpenLib requirement to latest version.
- Fixed various lobby reload issues
- Updated
ConstellationSpecificInfoNodesdescription to mention that a valid shortcut is needed for this feature to work.- Currently my method for adding info commands requires a valid keyword to add it for, maybe I'll change that in the future but for now this means shortcuts are required.
- Attempted to optimize a good portion of this codebase to use linq over foreach loops whenever possible
[0.3.3] (ShipColors)
- Added new Visibility feature that is default disabled under the
GenVisibilityConfigconfig item- When the config item is enabled, all objects with a color config entry will also generate a visibilty config toggle.
- When visibility is disabled, the respective game object is disabled.
- You can disable literally anything so this does have the ability to brick your game if you're dumb about it. Use at your own risk.
- Added new API methods to force hide or force show certain objects.
- I expect ship model replacement mods like wider ship, ship windows, 2 story ship, etc. to need to use these API methods when a player is switching between different model configurations.
fun lil thing you can do with the new visibility stuff, combine top/bottom half of each teleporter type into a combo-tp 
2 in 1
peak ๐ฅ
shipcolors is a pretty cool mod
made my ship have a blue tint so it looks less "old" i guess
and also storeplus is awesome
i love mods that expand/improve vanilla stuff
just makes the game feel fresh again 
๐ฅ
@tidal patrol seems like the latest update of lethal constellations broke the scrolling part, when in the constellation menu
when i try to change the constellation with the arrows, it brings older requests instead
Do you have GeneralImprovements or Darmuh'sTerminalStuff?
yeah i do
its at 20
change it to 0
and try again this
but i had GI and lethal constellations for a while, and i never had this issue
it updated and then the issue occured
on it
Try using TerminalStuff History system
GI also was updated recently
oh crap
the history doesnt show anymore, but i also cant move the cursor
i'll downgrade LC just to check if its the update or not
0.3.0, no issue
0.3.1, the issue is present
no config changed at all
I'm having the same issue
@tidal patrol I think the new update of lethal constellation breaks ship windows and the constellations in game.
[21:26:41.7274795] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalConstellations.PluginCore.MenuStuff.RouteShortcutsAndInfo (LethalConstellations.PluginCore.ClassMapper cons) (at ./PluginCore/MenuStuff.cs:365)
LethalConstellations.PluginCore.MenuStuff+<>c.<ConstellationsKeywords>b__22_0 (LethalConstellations.PluginCore.ClassMapper cons) (at ./PluginCore/MenuStuff.cs:332)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
LethalConstellations.PluginCore.MenuStuff.ConstellationsKeywords () (at ./PluginCore/MenuStuff.cs:332)
LethalConstellations.PluginCore.MenuStuff.Init () (at ./PluginCore/MenuStuff.cs:238)
LethalConstellations.EventStuff.Subscribers.NewLobbyStuff () (at ./EventStuff/Subscribers.cs:40)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:97)
OpenLib.StartRoundPatch.Postfix () (at ./PatchThings/OtherPatches.cs:22)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::Start(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::Start?-1373898610(StartOfRound)
Just tested with a fresh config
It breaks the mod and some other mods
Odd, I'll take a look at these issues soon. For now I recommend just sticking with 0.3.0
Oof :,]
For 'darmuhsTerminalStuff' can you add 'All Wesley's Moons' support with the terminal?
I also use 'TerminalFormatter' will that mess up anything?
I use a mod for 'ShipWindows' and can't buy "Door Windows" from the shop, thinks it's a shortcut command.
#1327068908129095700 message
Can't confirm if it works with this (and/or the next) update, but it's alr a pinned message
I don't use LethalConstellations.
- I'm not sure what you mean by 'All Wesley's Moons' support in terminalstuff
- Shouldnt be any issue no.
- if you have the door command enabled (open/close the ship door) you'll need to [change the keyword](#1203500753939988532 message) from
doorto something else
do you have logs from this issue? I just realized the logs jori provided were for a sep issue
actually, it looks like jori was mentioning it's the same issue so i'l go ahead and push a quick hotfix for that one and see if it fixes things for both of you
[0.3.2] (LethalConstellations)
- Hotfix for NRE that occured when
ConstellationSpecificInfoNodesis disabled
yes yes thank you
Can you confirm what version you're on?
of LethalConstellations lol
LC could also mean LethalConfig 
yeah that error should be fixed in 0.3.2
I do have an unreal amount of mods loaded,
so I've been trying to debug for the past hour
lmao
I only just updated it an hour and some change ago so no worries
Sorry for causing you a headache
oh no it's all good
I thought maybe I had some mod conflicts but couldn't find literally anything in logs
I saw some warnings about Wesley's Moons not working correctly
but compatibility is existent to an extent right?
Wesley's moons new journey update locks down the hiding/locking of it's moons. So for those moons specifically I cannot change whether they are locked/hidden
so even if I'm in another constellation, I can just route to the moon?
I've read some people working around that by putting them all in a constellation together or something. But other than that there isn't any explicit compatibility
Apparently they will add a config option to disable the journey stuff in the future, but it does look pretty neat/unique.
Maybe we'll have some sort of compat worked out in the future but I guess the moon author was not happy with other mods changing the locked/hidden status of their moon
I haven't really looked into custom constellations or trying to group moons into constellations, but I'll have a look around
Not sure why, it definitely wouldn't stop me from getting them both in my pack


also
I had to blow myself up trying to find the link to the thread, since it's not updated on the mod page; if someone isn't a member of this server, they can't view the link or thread
might want to link the lethalcompany modding discord server on the page in the future
oh did I link the thread in the readme?
tbh I forgot, i've been meaning to update the readme at some point
actually, it's under the
For other mod devs looking to add compatibility
section
I see why you were typing in the other thread now lol
yeah I maintain a handful of mods so it's easier to track everything in one thread vs 4 or 5
yep I see it now
sweet
will get fixed at some point
Keep in mind if you end up updating the link to this thread, only people who have already joined this discord server can view it, otherwise it's just a blank page
ohhhh interesting, I didn't know that
I had to find this discord server before I could go to the thread since it doesn't just prompt you to join the server it's in
kinda dumb tbh
me too, I started going crazy cause I thought my pages were broken
turns out it was just bad handling on discord's end
womp womp

That's weird because it's a discoverable community server
exactly
fortunately some redditors mentioned this server existed so it just took a google search
though most people would probably just give up
anyway I'll fool around with constellations and custom ones to see if I can work out the moon thing lol
yeah most people in the modding community just kind of expect everyone to know about the server already 
FYI, this link at the top of thunderstore should work to get here
I'm not a developer and didn't have any mod problems in the past, so I never looked into the server.. in fact I only joined so I could "detective" my way into finding the thread lmfao
fair enough, yeah I probably wouldnt have joined the server if I didnt start working on mods
exactly
my only exp is with python for Discord bot API so C# or other lethal mods is out of my league
eh, if you can mess with python I don't think C# is much of a leap
my only experience before this was messing with gsc scripts in cod4
I've heard it's relatively easy even if you don't know coding, but I'm lazy as hell so I've never gone to modding extent
also, when I try to install the mod using r2mm
Huh, that's weird. I'd guess r2mm doesnt have the update yet
I and most people here recommend using Gale mod manager btw
never heard of her
it's a bit more performant and is developed by one of the people here
ohhoho I see
yeah, they are annoying lol
alligators ๐ญ
that's why our patron god the Discord markdown guide is my saint now
oh that's nice
reminds me that i still need to clean up the readmes for most of my mods and the documentation for my library ๐ญ
I don't mind helping out docs or wiki when I figure out more with the mod
best part about github is easily community lol
oh gale has profile transfers that's cool as hell
any help is much appreciated. @sweet otter for example created a wonderful spreadsheet for my ShipColors mod
oh nice
ngl the spreadsheet is kinda hard to read, but I've also never used the shipcolors mod so
it's basically just a mod that generates config items for you to change the color of everything on the ship
no more drab gray
fun to play around with but definitely not a necessity
gradients?
probably why it's hard to read
nah no gradients only solid colors

ok constellations updated
moment of truth
ayy
personally I think it would be easier to tell what system I had selected if it was moved more, like with more >>>>> instead of just one
just me though just me
maybe something to consider in the future
also, it would be nice to see what moons are in what constellations
I do want to rework my menu system in general
i agree this would be a good feature
and another suggestion! if they are constellations, they should sound like constellations
I think I'll name mine..
Vespera, or australis
oo there's a generator
yeah that's all user configurable haha
Why didn't you call them star systems?
the default uses level tags
oooh I see smart
the person who initially had the idea for the mod was calling them constellations so I stuck with it
I see
can I configure the terminal to say "star system" instead? I think it fits better
yes you can in your setup
sweeeet
this a bug?
more likely just handling the fact that a tag could not be read
can I change the text at the top to say "Star system routing matrix"?
interesting that default moon is blank though
Imma route to it and see what happens lol
yeah you would set the ConstellationsWord to "Star System"
yeah prob because there's no default moon lol
lol
a lot of the mod is jank until you set it up right
HOLY ERRORS
ah, makes sense
yep
oh it's a null ref exception
with all the potential user configuration there's plenty of ways for yall to break the game/mod
Can you break the game with all your mods
lol darmuh cross compat when
you can with lethalconstellations and ship colors at least 
actually, ghostcodes you prob can too
can you color code the terminal?
yeah that's in my terminalstuff mod
oh right that's still not working as intended in ShipColors
and any text you put in, you can add <color=hexcode>your text here</color> to color a specific text entry
I wonder what mod is causing the unknown system
it's probably just your config
yeah i mean you'll want to set up your own constellation names
the default generated tag names is just there to show you what a config could look like
wdym
this setting
99% of people using the mod will have their own list of names rather than leaving it blank
but.. I haven't touched it
yeah I'm saying you should 
to fix the Unknown thing?
yeah
even though I get an error log in bepinex
you can send me a profile code where the issue occurs and I can try to fix it
but it's recommended to use your own names rather than the generated tags
[03:01:37.5836137] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalConstellations.PluginCore.MenuStuff.TravelToNewConstellation (System.Int32 getPrice, System.Int32 indexNum) (at ./PluginCore/MenuStuff.cs:157)
LethalConstellations.PluginCore.MenuStuff.AnyKeyEvent () (at ./PluginCore/MenuStuff.cs:78)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:97)
OpenLib.CoreMethods.InteractiveMenu.HandleInput () (at ./CoreMethods/InteractiveMenu.cs:83)
OpenLib.Events.EventUsage.OnKeyPress () (at ./Events/EventUsage.cs:69)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:97)
OpenLib.TerminalUpdatePatch.Postfix (Terminal __instance) (at ./PatchThings/TerminalPatcher.cs:105)
(wrapper dynamic-method) Terminal.DMD<Terminal::Update>(Terminal)```
yeah i mean, based off the stuff you said earlier that is probably due to the default moon not existing
so the default moon is your null ref
if that's the case, why not have it just generate its own names?
I have played with stuff like that
but figured the tags that moon authors add would be more fitting
unfortunately that means relying on the moon authors to set valid tag names
oh yeah, i mean it shouldn't be displaying a constellation without a default moon
thats why i said you can send me a profile code and i'll take a look
but for the meantime i'd recommend just setting your own names
ya I can do that
since most people using the mod don't use the auto generated tag names
I was just saying like, if the mod is finding custom moons and they have tags, then the names can just be what's provided, but if they aren't detected or valid, then a name generator or random pool could solve it
not sure if that's possible in C#
for sure, which I do have implemented in a way
true using the tag thing
the real issue is more so that a constellation group was displayed without a default moon lol
you're free to look at the source if you'd like https://github.com/darmuh/LethalConstellations
oh I see I see you wanna figure that out
sure I'll get you a profile code
keep in mind I have like 150 mods and lots are outdated so there's lots of bugs and crashes
which reminds me i needed to push 0.3.2 to github
all good I've seen profiles twice that size lmao
I'm not surprised ๐
I wasn't able to run so many mods before I got my new cpu
but after getting my 9800x3d I've been able to powerhouse every mod
except the crashing ones
ok how do I get the profile code what
using gale?
ya
Export at the top
yeah Export > Profile as code
thanks, i'll have a look at it at some point in the near future 

wait what
how do I not have lethalconfig
sometimes my genius is almost frightening
wonder if it's one of the Starlancer moons?
like the hidden one
oh yeah sector 0 will show as unknown
because it's normal sector is like ???
but the default moon should still be set
Lethalconstellations.generated
Looks like I can set their locked or hidden states in LethalConstellationsGenerated
the config entries are there but they wont work. The author of wesley's journey specifically made it so the properties I access in LethalLevelLoader cannot be changed by other mods
I see
Sometimes when I reload the lobby the cupboard likes to go back to the default color, Dunno why
are you playing with GI? The setting that removes the doors messes with ShipColor's object references
found that out when testing the visibility stuff
also funny enough, you can remove the doors with the visibility settings lmao
so long as GI isn't touching it ofc
to add onto this, I changed the starting page back from constellations to help and the terminal is usable again, but the page is still inaccessible and throwing a different error from this one I think
can you send your profile code? This line should not have an NRE
I'm not sure when it started either, it worked fine for a while but then I swapped constellation and it stopped displaying its moons. Then after a while it stopped working altogether
one last thing with ghostcodes: is the timings frames/miliseconds or seconds
seconds ๐
i think this terminalstuff config might still be activating even though it's false
in testing sessions today, i'd go to a paid moon, exit to menu while landed, and it would be 0 credits when reloading that save
hmmmm, yeah that should happen
i'll have to look into it
it's not 0 before you exit though right?
gotcha, yeah it's prob an issue with my reload logic then. Prob missing an early return somewhere
i'll look into it
just in case it's profile specific, can you send a profile code for me to test with?
thanks :)
Seems like buying a furniture that is in a purchase pack will bug out. It makes the pack free but nothing happens when you buy it
hmmm, what is the purchase pack's contents?
obviously that shouldnt be happening lol
also are you using storeplus or regular vanilla store
Like the purchase pack having a teleporter, inverse, loud horn and signal translator then buying a teleporter will cause that to happen
Storeplus
gotcha, so if you buy one of the 4 it will show up as $0 even if the other stuff isnt unlocked?
Yeah
hmm, maybe a mistake somewhere on my end trying to update the cost
if you buy it at $0 do you get everything?
Nope
I've had no issues with Purchase Packs and furnitures ๐คทโโ๏ธ Gonna chalk it up to some conflict probably
Oh yeah I do
yeah that would be the difference
I could test StorePlus I suppose
Its something to do with storeplus
up to you, I still consider it more of a beta despite all the work thats been put into it lol
you should still be able to use the command even with storeplus enabled. If you want to, try and see if the issue occurs by buying it with the keyword
I know, it's just worth testing if I can repro it cus I remember you sending me a video of it working for you when you tested my pack
did you already have anything unlocked prior?
That is a fresh save
so from what I can tell, the issue is if you already have something unlocked the whole thing considers itself unlocked
I just went to the PurchasePacks and pressed enter on them both and typed P and it just worked
so like if you purchased just one of the furnitures from your pack and then purchased the pack it wont work
Oh maybe
If they have price yeah
Yeah its fine when all the furnitures are free for the purchase pack, It only causes that bug when one of them has a price
huh, yeah that's weird
I'll have to dig into that bit of code since I havent touched it in a week or so
definitely sounds like an issue of dynamic pricing for furniture/upgrades
I would love to see a feature in the future for pulling items in the store to a config and being able so configure prices, the ones I've tried so far either breaks the terminal or does not sync to clients
Out of curiosity, I recognize the wider/2story ship mods here but what mod gives you that furniture and how did you color the walls purple?
ShipColors + Melanie's Furniture mods
Thanks ๐
i just got lategame upgrades and i noticed in the shop i use arrow keys to move up and down the list. but on the lategame upgrade menue specifically only wasd works
You can change the bindings.
where can i do this is it under lategame or darmuh
Interactive Terminal API.
i see thanks. its weird using the main sho with arrows and all the sudden the controls change halfway through so good to have that consistant thanks
Because they don't use the same system.
ya makes sense
@tidal patrol Nom. 
Now to use this as my debug tool, huee.
oh neat! Is this your own implementation or are you poking terminalstuff for data?
Own.
Was too bored to focus on dissertation plan presentation.
So ended up doing this instead, lol.
okay good because i'm probably moving to a different menu base with my stuff, trying to standardize lol
it is fun to do haha
I'm learning abstracts/overrides :)

yeah sorry for the odd input differences. I may open up the controls to be changed in the future via config
maybe
nah your good arrows are fine. i was just confused cus i clicked the tab with the same layout and nothing was working but thats on their side not yours i prefer arrows
yeah I just know some people prefer the wasd style that ITAPI provides lol
and I'd like to try to be consistent between the two when possible, especially if i'm forwarding to the other menus haha
i have had weird issues with the "fireexit" item showing up in teh shop properly. if i type it in without seeing it sometimes i get the its locked not in rotation message but if i turn on all rotations it will let me buy it but i dont see it. but i assume thats just some conflict with one of hte mods i have modifying shop rotation not this terminal showing it im to lzy to mess with it right now
do you have this enabled?
its set to true now i had it false. with both i didnt SEE it but if i typed it it would let me buy it with TRUE and with FALSE it wouldnt though i assume thats because it wasnt in rotation regardless of it showing on terminal or not
=uhh mel something i think one sec
ya as i said though it could be in their settings or yours or im blind even and just not seeing it. i only recently noticed i wasnt seeing it cus we dont use it but i do have it enabled
Coulda sworn I'd tested with that mod and didnt see issues. But I didnt check every individual furniture
ya i know her other stuff shows cus its like the xmas tree and stuff which iv bought before
Also the only difference between RespectStoreRotation enabled vs disabled is when it's on it checks the vanilla rotating store list for the item
so i also didnt check and only just noticed i never saw it so i turned off rotation and still didnt see it but again THAT is probably on my end i may have something else effecting store rotation BUT i have bought it even without seeing it
if it's not in the vanilla rotating store list then it is considered not purchaseable in that case lol
I mean, from what I remember of my code base there shouldn't be any other mod that causes that issue? I'll look into it but I guess what i'm saying is dont scratch your head too hard on this one haha
ya i dont think its you i think its on my end no worries ill mess with it later. a downside of adding a terminal mod as one of hte LAST changes you add to a modpack is that now its like ok is it the terminal changes or your personal settings
fair
i just noticed did you add back the keyboard clacking sounds for ITAPI? Could sworn those were off in your menus before
oh lol
funny i dont think I could remove them from mine unless I changed how I hook into update
I remember patching it because of some shenanigans.
Something about scrolling, I think.
Which is also in the same branch as making the sounds, lol.
yeah my menus dont stop the scrolling
so I need to make sure the content fits within the page to not add the scrollbar ๐
I just embraced it, lol.
yeah I like how you went about it
I'd def need to switch up my patching if I wanted to do the same though
maybe 
Anyways, I uploaded it now.
Now to only care about it like after 22nd which is when presentations are over.

using suitsTerminal as a guinea pig for new standardized menu base. most of the core functionality of the menu is provided by OpenLib while allowing for a decent amount of customization via events defined by the mod (in this case suitsTerminal)
SuitsPlus? ๐
ultimately, it's not a huge cut into the code length in suitsTerminal tho, just good for standardization between all OpenLib mods
Ayyyy
hahaha kinda, just updating the menu
not any time soon no
Ah got ya
lol
Is it possible to edit every type of material with shipcolors, or are some just off-limits? Was trying to edit the belt bag to not be such a saturated blue and I was only able to generate a config for the zipper (lmao).
I assume it's just a shared thing with something else... but if that blue is a shared material with something else, does anybody know what it is?
(or how to figure out what it is)
you'll have to play around with the different filter configs
it'll probably generate a whole lot of stuff you don't want, but set all the "banned" config items here to be blank and list every layer number from 0 to 31 in accepted layers
if you dont get any config items after that then it would probably take a little looking with unityexplorer to see whats getting missed
nvm I just tried it and yeah, the main meshrenderer isn't getting detected
so i'll have to look into that at some point because manually coloring it in unityexplorer looks pretty neat
cant really color it yellow or anything like that though, the blue texture has a full white color value so you're just kinda morphing the existing blue with another color lol
posting this here for me to look at another time (shipcolors)
and yeah, more I think about it more I realize that in order to get material to work with the mod i'll need to add support for a secondary class SkinnedMeshRenderer ๐
are you limited to MeshRenderer currently? why not just use Renderer instead?
don't be like zeekerss with the enemy meshes arrays
Yeah true I prob could just do that lol
OpenLib 0.3.0 changelog
[1.6.0] (suitsTerminal)
- Moved menu system to OpenLib's BetterMenu system
- offloads a lot of the menu handling logic from this individual mod to OpenLib
- new menu is also a general improvement in comparison to suitsTerminal's old menu
- menu now has a main menu page with sub menus for favorites, picking a suit to wear, and the help page
- Updated duplicate names in advancedmenu to show the suit's syncedsuitid for the duplicate suit
- Moved the majority of command creation to OpenLib's new CommandManager system
- should be no noticeable difference, the new system is just a refactor of the old class that was used
- Optimized TogglePiP method to early return when state is what it's being set to
- Removed TerminalStuff soft compat (handled by OpenLib now)
If you experience issues with OpenLib version 0.3.0 or suitsTerminal 1.6.0, please report the issues with logs and revert to previous versions of both.
ok suitsTerminal update actually posted, I had a mistake in the manifest I didnt notice while uploading that stopped it from posting 
openlib diffs for the curious https://github.com/darmuh/OpenLib/commit/7c85a7f1ecdeb3cabf36f12c0cd030da98524797
yeah that worked lol. I guess I assumed when I first created the generation I had to specify the type of renderer
also, with the addition of all the skinnedmeshrenderers you can now mess with the suit colors/first player arms colors (like aside from just making your own suit)
this profile doesn't have moresuits ๐
How does this affect the economy
I wouldn't recommend using it since it'd be desynced to hell but it's funny that you can do it
btw the reason terminal would never generate configs is it's on layer 29 (unless you use a mod to change that)
yeah lol, just remembered
an option for store plus's pages to have more items per page would be nice
I can look into it but at a certain point this may result in the issue I mentioned here #1327068908129095700 message
ahhh
np then
I can always provide a config item and note that at a certain point you may run into issues with the page scrolling
but just a heads up that I'll need to change some core things if I want to prevent scrolling and control that with the menu
basically in a similar way to WhiteSpike's Interactive Terminal API
main reason I haven't done this yet is I'm using a postfix in Terminal Update to handle input (when a menu is active) and in order to prevent the scrolling I'd probably need to prefix or add a transpiler which is a bit more prone to conflicts/issues if I mess it up
not impossible tho, just scarier 
also the more I think about it, I think it could resolve some common issues like GeneralImprovements' history feature sneaking commands into the input part of the menu while it's active
so who knows, maybe I give it a go
on another note, shipcolors + terminalstuff compatibility is getting a small update now that the visibility thing is something terminalstuff cannot do (wire successfully removed)
bro typing on a non-existent keyboard
[0.3.4] (ShipColors)
- Changed from using MeshRenderer references to using Renderer references which should now include SkinnedMeshRenderer references as well
- This was done to get the beltbag's skinnedmeshrenderer, however, this should add a lot more references detected by the mod in general.
- Thanks for the suggestion Zaggy
- Updated default layers config to include the terminal's default layer (layer 29)
- Updated TerminalStuff compatibility
- If a provided game object is the terminal will
- Check if terminalstuff's customization config item is enabled
- If terminalstuff customization is enabled, will not create color config items
- will still create visibility config items regardless of terminalstuff's color customization
- If a provided game object is the terminal will
- This update doesn't need OpenLib version 0.3.0 so will leave the required version as 0.2.14 in case there's any issues that require reverting to a lower version
- feel free to update your OpenLib, just mentioning it shouldnt be needed at this time
poked into Lunxara's stream and was told about a small compat issue with terminalstuff's shortcuts and the new better menus. Will fix shortly (in OpenLib)
I think all custom keybinds aren't working anymore for suitsTerminal
It went back to arrow keys
but it still says the custom keys here
oh let me look into that mb. Prob forgot to apply the changes to the menu but updated the related strings
Also, small suggestion but could it be possible to go straight to the suits selection when typing suits like before?
Having to press change suits is a bit redundent. I understand that this is probably because you added the favorite suits section but I don't have that many suits in my pack.
Not that big of a deal if you don't wanna do it, just a suggestion I had.
honestly I kind of expected this suggestion at some point. Let me see what I can do, will probably add a config item on suitsTerminal's side (this will also be a good test of whether I need to change anything in the new openlib menu system)
at the very least hoping to get a hotfix out first to address the keys and this issue #1327068908129095700 message
@austere pulsar could you actually create a github issue with your request just so I dont forget?
I dont think i'm going to get to that specific one tonight
Sure, will do later
Appreciate it ๐
(0.3.1) OpenLib hotfixes
- BetterMenu UpdateMainActions method added/publicized for updated main keys of a menu
- should fix configurable keys not working in latest suitsTerminal
- does need to be called when changing any main action key to update the dictionary of actions related to the key
- Thanks IAmSympathy for the report
- Updated AnyMenuActive in InteractiveMenus with an obsolete tag and having it redirect the results from MenusContainer.AnyMenuActive
- Also updated MenusContainer.AnyMenuActive to check for InteractiveMenus to keep things all working together
- should fix darmuhsTerminalStuff shortcuts not respecting the new BetterMenus system
- Thanks Lunxara for the report
[1.6.1] suitsTerminal
- Fixed terminalstuff shortcuts compatibility
- shortcuts will now properly respect when the suits menu is active
- Fixed key rebinds not actually rebinding the controls
- requires OpenLib 0.3.1 update
- Added config event method for refreshing keybinds mid-game
alright that's 5 updates in the span of 8 hours im prob gonna call it a night unless some shit is really broke
waiter, waiter, more hotfixes please
lol darmuh doing his best meanwhile every time he looks over at discord "sir please thing is broken" or "hey could you add this thing!"
mans busy with so much
mfw i find out shit broke
ah ty, and ye I was trying to get it to match a particular suit bc the blue matches like, nothing lol
fair fair, it is an odd choice of blue
I wish you luck ๐ซก
also i lied, have one more suitsTerminal hotfix I'll prob push before I head to sleep tonight
[0.3.2] (OpenLib)
- Added EnterAtPage method to BetterMenu for loading a different menu item at load-in
- for suitsTerminal config item in 1.6.2 of suitsTerminal
[1.6.2] (suitsTerminal)
- Fixed menu items duplicating on additional loads.
- Added config option
MenuStartPageto set which page loads on start of the menu- default is main menu, which shows all nested menu options
- requires openlib update (added some new stuff for handling different entry points)
- Slightly changed picture-in-picture camera position
- Made it so terminal text can cover the picture-in-picture camera again
@austere pulsar dw about the github issue I got around to it 
oh nvm I see you submitted it 4 hours ago, lemme go resolve it 
oh uh @solid wharf btw, apparently @blazing matrix's profile will sometimes show the player in the suitsterminal cam (the openbodycams one) as just their pov arms. It's not consistent tho so no idea if it's openbodycams or something else with my implementation. I didnt change anything with the cams implementation at all recently (plus Lunxara said it's been happening every now and then for just the host)
not gonna scratch my head about it till we have a consistent way to reproduce the issue but I did notice it once when testing earlier as well
@tidal patrol is it darmuhs terminal stuff that allows route random
I thought there was a mod that specifically allowed that
Curiously enough, I think the mod was also called that.
Terminal Stuff does have it as an option tho yeah
Yeah it's an opt in config item in terminal stuff
Also plenty of other mods that do it lol
Is there a config setting I can (should) change with shipcolors to make it not reset shipcolors_generated settings? I noticed with some restarts testing other things it made the colors on the bag default again.
btw banette colorscheme on da bag goes very hard tyty
it seems to be randomly nullifying vast portions of the config on startup, maybe bc things aren't loaded idk
Moonsplus, storeplus and the constellation menu are all stuck host sided for me, clients cannot see/use them.
