#darmuhs mod thread [ Terminal Stuff | Suits Terminal | Ship Colors | ghost Codes | Constellations ]

1 messages ยท Page 2 of 1

tidal patrol
#

i figured this out tonight btw

#

ok heading to bed, will probably push an update some time in the next 24-48hrs addressing all of the noted issues

dusk veldt
#

hows this

wintry lava
#

I like this more greed

wild atlas
#

Hey Darmuh!
I'm still unable to use the LethalConstellations startin constellation lever even with the LLL update

#

Hope that it's fixable soon

spark raft
#

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.

โ–ถ Play video

Watch Rejoined the lobby and this happened and millions of other Lethal Company videos captured using Medal.

โ–ถ Play video
tidal patrol
tidal patrol
tidal patrol
#

there's a handful of issues with constellations that have been reported over the last while

wild atlas
#

gotcha

fair bay
tidal patrol
#

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

wild atlas
#

yeah, it's good

#

btw, I did a new pack with 113 mods

tidal patrol
wild atlas
#

the issue with the F button is still there

tidal patrol
#

will be fixed in the next update

dusk veldt
tidal patrol
sweet otter
#

they blew up my cat art!!

tidal patrol
#

[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 DontAddToOtherList to 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 RevealHiddenOnRoute with 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
rancid zealot
dusk veldt
#

btw would this update fix the issues with randommoonfx?

tidal patrol
tidal patrol
tidal patrol
rancid zealot
dusk veldt
#

also wow i didnt realize terminalstuff is at 900k downloads

tidal patrol
austere pulsar
#

Unable to load into a save with the latest update (crashes the game)

#

0194cf00-25f9-c24d-f584-7ece2f4e6343

tidal patrol
#

oh I think I see the problem my bad

sweet otter
#

chat is this a cook

tidal patrol
#

[3.8.3] (darmuhsTerminalStuff)

  • Fixed null error being thrown on load of a lobby with moonsplus disabled
wild atlas
#

that looks great!

#

I may try to recreate it

sweet otter
#

aligning it all was a pain

rancid zealot
tidal patrol
tidal patrol
#

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

sweet otter
#

could u make a list of these kinda things if u ever have time (im too stupid to find them ๐Ÿ˜ญ)

blazing matrix
#

@tidal patrol So you were the reason why we couldn't close out lobbies today?

#

Lol

blazing matrix
#

Naughty

tidal patrol
inland tundra
#

the constellations grouping works fine just the unlock/unhide part that doesnt work right?CatNod
cuz i tried the grouping and they show up properly after doing the wesleymoon progression as intended

tidal patrol
#

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"

warped stone
warped stone
#

hello~ I got a crash when loading to a previous save. Got this from the log

pseudo kelp
modern wing
#

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.

warped stone
#

got this issue with terminal stuff 3.8.2+
after reviving the pov is in the player head
got the error the same time

tidal patrol
tidal patrol
modern wing
#

Not very funny anymore.

#

I posted the LGU dll with the alternate currency btw, if you ever want to cripple it apart.

pseudo kelp
tidal patrol
# pseudo kelp 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

tidal patrol
#

[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 DontAddToOtherList config item
  • Updated readme to include a list of all text variables that can be used to replace text values in your custom strings
tidal patrol
modern wing
#

One menu?

thorn locust
#

What PC do

modern wing
#

3 are for trading

tidal patrol
#

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 catsmiley )

modern wing
#

2 are for converting things

tidal patrol
#

ohhh my fault

modern wing
#

Which seem to be in the order.

tidal patrol
#

holding shift to see between the different credits type is pretty neat

modern wing
#

Yeah.

#

I first thought of joining them but it looked like shite.

modern wing
tidal patrol
modern wing
#

Which is basically a subsystem of LGU's Alternate currency mode.

tidal patrol
#

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

modern wing
#

Okidoki

tidal patrol
#

you can ignore the font size multiplier stuff I gave up on that

earnest sundial
#

darmuh

#

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

tidal patrol
#

sorry for causing the issue

earnest sundial
#

oh weird I just had the issue again and it's up to date

#

let me reinstall

earnest sundial
tidal patrol
#

it might not be out on thunderstore yet

earnest sundial
#

im just glad I found this issue

earnest sundial
tidal patrol
#

only see 11 downloads

earnest sundial
#

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

tidal patrol
#

i see it in gale tho

tidal patrol
earnest sundial
#

just reinstalled it rn

tidal patrol
#

I'm also not looking to take on a project like that KEKW

earnest sundial
#

๐Ÿ˜ญ

#

seems like theyre the only ppl that know how it all works

tidal patrol
#

I remember watching them talk about it in dev-general

#

it's a pretty complicated project

earnest sundial
#

yeah

#

idk why but for some reason, all the models load into my hotbar perfectly

tidal patrol
#

but yeah both zaggy and matty are active they just also have other projects they maintain

earnest sundial
#

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

tidal patrol
# earnest sundial

yeah I'd just report this in the mod thread for it and I'm sure they'll get to it when they can

earnest sundial
#

I did, it's been like 3 days and 1 response

#

hope they're working on a patch or smth

#

its whateva

tidal patrol
#

yeah you just gotta be patient. Like i said it's not the only thing they're workin on

earnest sundial
#

all good

earnest sundial
#

dudes are super chill

sweet otter
#

"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

tawny lark
#

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.

tawny lark
#

rather after LethalCompTime updated. Ill go report the issue wherever that may be aswell

tidal patrol
tawny lark
#

can do, but dev of other mod has released patch already cause his mod had some other incompatibilities so may not have to

tidal patrol
tawny lark
#

log of running both mods, new version of LethalCompTime fixed the issue though

tidal patrol
earnest sundial
#

The issue with runtimeicons got fixed like within the hour

#

Do you know any good debugging people that can help me out?

warped stone
#

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

gleaming beacon
#

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

warped stone
#

bioscan = <number of enemies>
bioscan upgraded = <list of enemies>
if I remember it correctly

gleaming beacon
#

got it

#

hmm ok

warped stone
#

personally I use LGU's feature for that

gleaming beacon
#

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

tidal patrol
#

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

tidal patrol
#

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 lol

warped stone
#

cant find a mod that monitors the health of the crew but not on the monitors by the lever ๐Ÿ˜…

still siren
#

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.

tidal patrol
tidal patrol
still siren
#

idk that's the problem. Mod replaces this on start of the game and idk why

#

any idea what can cause this?

tidal patrol
#

the mod generates config changes every time you load into game yes

still siren
#

so how can I save my custom constellations?

tidal patrol
#

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

still siren
#

But names in generated configs matched it yes?

tidal patrol
#

yep

#

so I don't see anything wrong

still siren
#

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

tidal patrol
#

what does it change to?

#

also you're gonna want to reload the game whenever you make major config changes

still siren
#

I set everything to 0 but now the prices are diffrent

tidal patrol
#

did you relaunch your game after making those changes?

still siren
#

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?

tidal patrol
#

if your moons list changes it should update yeah

still siren
#

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

gleaming beacon
#

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

tidal patrol
#

can you provide screenshots?

#

Also make sure that there are currently enemies that exist

gleaming beacon
#

ya 1 sec

tidal patrol
#

like before and after screenshots

gleaming beacon
#

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

tidal patrol
#

oh yeah that definitely looks like the upgrade isn't working for some reason

gleaming beacon
#

i didnt plan on using it that much to begin with but not working is strange testing with no other mods active

tidal patrol
#

oh that looks right

gleaming beacon
#

worked with no mods so ill get back to you if i find the issue mod

tidal patrol
#

yeah weird that another mod would cause that issue

gleaming beacon
#

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

tidal patrol
#

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 lol

gleaming beacon
#

then its even weirder that it didnt work for like 8 tests. then worked with eveyr other moddisabled.

tidal patrol
#

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

gleaming beacon
#

i mean it is finding the monsters though since it still says X non employees found

tidal patrol
#

if you have extensivelogging enabled you can look for v1 scanner utilized, only numbers shown

gleaming beacon
#

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

tidal patrol
gleaming beacon
#

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

tidal patrol
#

hmm, yeah that's pretty odd

tidal patrol
#

i really dont think it's changed for like a year lol

gleaming beacon
#

fair fair im back after about a year lol it was probably fresh code last time i played

gleaming beacon
#

heads up it randomly came back to not working on a random new run i did so strange

tidal patrol
#

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?

gleaming beacon
#

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

tidal patrol
#

eh i dont think that should cause issues

gleaming beacon
#

"should" lol i agree

tidal patrol
#

did the restart command not work at all?

gleaming beacon
#

it says restarting the lobbo freezes and then my days moeny and ship remain unchanged

#

once it allows us tomove again

tidal patrol
#

you were in orbit right?

gleaming beacon
#

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

tidal patrol
#

hmm, yeah i'd appreciate logs the next time that happens

gleaming beacon
#

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*

tidal patrol
#

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

gleaming beacon
#

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

tidal patrol
#

oh lmao

gleaming beacon
#

i can see it

tidal patrol
#

yeah widership prob patches a different part of the game than what I call to reset the ship

gleaming beacon
#

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

shell rampart
#

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

tidal patrol
#

got a screenshot?

shell rampart
#

When I press enter only the keyboard click happens

#

nothing else

tidal patrol
#

can you enable the debug logging config items, then try to select a moon?

shell rampart
#

Where do I enable debugging?

#

In the config somewhere?

tidal patrol
#

yeah in the config enable both options under the debug section

#

you dont need to restart the lobby or anything

shell rampart
#

this error pops up

tidal patrol
#

Thanks, that is helpful

#

can you send your config?

shell rampart
#

Sure thing

tidal patrol
#

also your whole logfile would be helpful, that error doesn't make sense without something breaking earlier

shell rampart
#

here's the log

tidal patrol
#

sorry I was asking for your terminalstuff config

shell rampart
#

Ah shit

#

Didn't notice

#

Yeah dumb me

tidal patrol
#

and wow i'm surprised it was actually the first error confused

#

no worries

shell rampart
tidal patrol
#

do you think you could try setting UseVanillaPurchaseNodes to true?

#

i'm curious if it will be any different

shell rampart
#

sure

tidal patrol
shell rampart
#

Nope

#

So is vow and the rest

#

It was just pure vanilla with terminal stuff and suits

tidal patrol
#

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

shell rampart
#

yeah, although the store plus works as expected

tidal patrol
#

yeah luckily storeplus doesnt have any networking only features

shell rampart
#

ah, might be the issue

tidal patrol
#

moonsplus does with stuff like onetimepurchase and unhiding the moon (because I need to sync between players)

shell rampart
#

0194d945-1c01-671e-aabe-4adde4aa2809

#

here's the profile

tidal patrol
#

Thanks I'll give it a deeper dive later on

shell rampart
#

although I've enabled some of the misc mods now on it

#

but they were disabled during the testing

tidal patrol
#

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

shell rampart
#

It works with vanilla nodes on

tidal patrol
#

that is really weird

shell rampart
#

Although it made the paid moons free ๐Ÿ˜…

#

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

thorn locust
tidal patrol
wild atlas
#

take your time bro.
You've done a lot

shell rampart
#

Yeah, great mod!

#

Thanks for your hard work!

tidal patrol
#

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

gleaming beacon
#

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€œ...โ€ which are different symbols obviously

#

instead of codings more neutural " "

gleaming beacon
#

btw is their a reason "moons" only is alloud in orbit

tidal patrol
#

but tbh I should prob just replicate what vanilla does (which I'm not 100% sure how it handles it)

wild atlas
#

I'm trying on doing something

#

I'm doing this as a base from the old TerminalPlus mod

unkempt parrot
#

The contents from purchase packs doesnt seem to show up, They only do in storeplus

#

Only a visual bug it seems

wild atlas
#

Ok, Finished this.
Now it's time to make it onto the terminal

wild atlas
#

Ok, now I need to figure out how to delete an automatic break

gleaming beacon
wild atlas
#

@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
tidal patrol
tidal patrol
tidal patrol
wild atlas
tidal patrol
wild atlas
#

thx!

earnest sundial
earnest sundial
#

i disabled all of the fun stuff

#

how can I remove it's section in the terminal as a whole

tidal patrol
#

if it's all disabled it should be removed from the more menu

earnest sundial
#

Okay give me a second ill make sure again rq

tidal patrol
#

if it's not removed please provide screenshots of the menu and what happens when you try to enter the fun section

earnest sundial
#

sure

pseudo kelp
#

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.

sweet otter
#

putting the item name in multiple times

tidal patrol
#

with storeplus you can also buy multiple of one specific pack

wild atlas
# tidal patrol 1. Yes you can buy multiple items depending on what you set it up as. 2. I've tr...

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)

earnest sundial
#

is vtials compatible with the oxygen mod

lime minnow
#

no clue what this did but nullref can never be good

#

ah I see

#

it's not letting me access the terminal

tidal patrol
tidal patrol
tidal patrol
tidal patrol
#

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

toxic scaffold
#

@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

silk olive
#

oh

#

it's that

#

๐Ÿคญ

#

good luck

earnest sundial
modern wing
#

@tidal patrol I released it
Have fun.

toxic scaffold
silk olive
#

i had issues with that exact thing when doing my version of the store a while ago

toxic scaffold
#

crap

tidal patrol
tidal patrol
tidal patrol
solid wharf
#

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

blazing matrix
#

Oh fun

solid wharf
#

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)

solid wharf
#

hmmmm, wait, lemme check again

solid wharf
#

looks like I may have been miguided in my previous suggestion about this Hmm

#

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

blazing matrix
solid wharf
#

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

tidal patrol
#

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

solid wharf
tidal patrol
solid wharf
#

it's not changing the result in cases where it shouldn't be visible

tidal patrol
#

or wait

#

ahhhhhh

#

yeah I think you'd told me I didnt need to change the result

solid wharf
#

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

tidal patrol
solid wharf
#

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

tidal patrol
#

when would I call it? When I get the reference for the tworadarmaps radar?

solid wharf
#

you mean when would you set the field?

tidal patrol
#

yeah

solid wharf
#

if you mean initially, yeah, at game start whenever my map is available

#

and then subsequently whenever you show/hide map

tidal patrol
#

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?

solid wharf
#

uh

solid wharf
#

setting things in a getter sounds stinky but that is up to you

tidal patrol
#

I mean otherwise I think i'd have to set it in multiple different places lol

solid wharf
#

wait why?

#

not like there's a time limit on setting that

tidal patrol
#

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

solid wharf
#

yeah, but surely you have some shared method(s) where you show/hide the map?

tidal patrol
#

eh....

solid wharf
#

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

tidal patrol
#

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

solid wharf
#

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?

tidal patrol
#

well, vanilla map will be visible on the regular monitors right?

#

or do you mean specifically on the terminal

solid wharf
#

I mean the terminal

#

yea

tidal patrol
#

Yeah I repurpose one of the image components of the vanilla terminal and duplicate it for the miniscreens

#

let me find it

solid wharf
#

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

tidal patrol
tidal patrol
#

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

solid wharf
#

I'd rather avoid soft compat if possible, but I'll have to test my theory here

tidal patrol
#

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

solid wharf
#

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

noble crest
#

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)

solid wharf
#

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

rancid zealot
solid wharf
#

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

tidal patrol
tidal patrol
tidal patrol
noble crest
tidal patrol
#

[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 ConstellationSpecificInfoNodes description 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 GenVisibilityConfig config 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 lol

dusk veldt
#

2 in 1

#

peak ๐Ÿ”ฅ

#

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 yoiled

zenith fossil
#

๐Ÿ”ฅ

toxic scaffold
#

@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

wild atlas
toxic scaffold
#

both

#

oh no

#

i do not have terminalstuff

#

just GI

wild atlas
#

do you have on GI TerminalHistory?

#

the config enabled?

toxic scaffold
#

yeah i do

wild atlas
#

what value?

#

if Value > 0, change it to 0

#

and test again

toxic scaffold
#

its at 20

wild atlas
#

change it to 0

toxic scaffold
#

but i had GI and lethal constellations for a while, and i never had this issue

#

it updated and then the issue occured

toxic scaffold
wild atlas
#

Try using TerminalStuff History system

wild atlas
toxic scaffold
#

oh crap

toxic scaffold
wild atlas
#

hmm

#

I'll check it

#

in a bit

toxic scaffold
#

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

thorn locust
#

@tidal patrol I think the new update of lethal constellation breaks ship windows and the constellations in game.

thorn locust
#

[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

tidal patrol
#

Odd, I'll take a look at these issues soon. For now I recommend just sticking with 0.3.0

wild atlas
#

Oof :,]

timid wren
wild atlas
#

Can't confirm if it works with this (and/or the next) update, but it's alr a pinned message

timid wren
#

I don't use LethalConstellations.

wild atlas
#

oooh

#

mb

tidal patrol
tidal patrol
#

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 ConstellationSpecificInfoNodes is disabled
tidal patrol
tame furnace
#

yes yes thank you

tidal patrol
#

Can you confirm what version you're on?

tame furnace
#

of LC or LC?

#

wait

#

lol

tidal patrol
#

of LethalConstellations lol

tame furnace
#

Lethal company or constellations

#

ok lol

tidal patrol
#

LC could also mean LethalConfig KEKW

tame furnace
#

๐Ÿ’€

#

looks to be v0.3.1

tidal patrol
#

yeah that error should be fixed in 0.3.2

tame furnace
#

I do have an unreal amount of mods loaded,

#

so I've been trying to debug for the past hour

#

lmao

tidal patrol
#

I only just updated it an hour and some change ago so no worries

#

Sorry for causing you a headache

tame furnace
#

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?

tidal patrol
#

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

tame furnace
#

so even if I'm in another constellation, I can just route to the moon?

tidal patrol
#

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

tame furnace
#

I wonder if I can change that in config..

#

I see

tidal patrol
#

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

tame furnace
#

I haven't really looked into custom constellations or trying to group moons into constellations, but I'll have a look around

tame furnace
tidal patrol
tame furnace
#

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

tidal patrol
#

oh did I link the thread in the readme?

#

tbh I forgot, i've been meaning to update the readme at some point

tame furnace
#

actually, it's under the

For other mod devs looking to add compatibility

section

tidal patrol
#

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

tame furnace
tidal patrol
#

yep I see it now

tame furnace
#

sweet

tidal patrol
#

will get fixed at some point

tame furnace
#

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

tidal patrol
#

ohhhh interesting, I didn't know that

tame furnace
#

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

tidal patrol
#

yeah that's dumb

#

I figured discord would prompt you to join the server lol

tame furnace
#

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

tidal patrol
sweet otter
#

That's weird because it's a discoverable community server

tame furnace
#

exactly

sweet otter
tame furnace
#

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

tidal patrol
#

yeah most people in the modding community just kind of expect everyone to know about the server already KEKW

#

FYI, this link at the top of thunderstore should work to get here

tame furnace
#

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

tidal patrol
#

fair enough, yeah I probably wouldnt have joined the server if I didnt start working on mods

tame furnace
#

exactly

#

my only exp is with python for Discord bot API so C# or other lethal mods is out of my league

tidal patrol
#

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

tame furnace
#

also, when I try to install the mod using r2mm

tidal patrol
#

Huh, that's weird. I'd guess r2mm doesnt have the update yet

#

I and most people here recommend using Gale mod manager btw

tame furnace
#

never heard of her

tidal patrol
#

it's a bit more performant and is developed by one of the people here

tame furnace
#

ohhoho I see

tame furnace
#

did you just manually remove the embed?

#

thought I saw page preview for a sec

tidal patrol
#

yeah, they are annoying lol

tame furnace
#

o

#

you can send a link without embed by wrapping in alligators

#

I think..

sweet otter
#

<link>

#

yes

tidal patrol
#

๐Ÿ‘€

#

I never knew this lol

sweet otter
#

alligators ๐Ÿ˜ญ

tame furnace
tidal patrol
#

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 ๐Ÿ˜ญ

tame furnace
#

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

tidal patrol
tame furnace
#

oh nice

sweet otter
#

fighting the urge to rewrite all the descriptors for each color

tame furnace
#

ngl the spreadsheet is kinda hard to read, but I've also never used the shipcolors mod so

tidal patrol
#

it's basically just a mod that generates config items for you to change the color of everything on the ship

tame furnace
#

no more drab gray

tidal patrol
#

fun to play around with but definitely not a necessity

tame furnace
#

gradients?

sweet otter
#

probably why it's hard to read

tidal patrol
sweet otter
#

next update

tame furnace
#

that just reminds me of the discord bot API

#

so confusing

tidal patrol
tame furnace
#

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

tidal patrol
#

maybe something to consider in the future

tame furnace
#

also, it would be nice to see what moons are in what constellations

tidal patrol
#

I do want to rework my menu system in general

tidal patrol
tame furnace
#

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

tidal patrol
#

yeah that's all user configurable haha

tame furnace
#

Why didn't you call them star systems?

tidal patrol
#

the default uses level tags

tame furnace
#

oooh I see smart

tidal patrol
tame furnace
#

I see

#

can I configure the terminal to say "star system" instead? I think it fits better

tidal patrol
#

yes you can in your setup

tame furnace
#

sweeeet

tidal patrol
#

sorry, customizations* not setup

tame furnace
#

this a bug?

tidal patrol
#

more likely just handling the fact that a tag could not be read

tame furnace
#

can I change the text at the top to say "Star system routing matrix"?

tidal patrol
#

interesting that default moon is blank though

tame furnace
#

Imma route to it and see what happens lol

tidal patrol
#

yeah you would set the ConstellationsWord to "Star System"

tame furnace
#

uhh

#

it's not

#

going

#

lLMAO

tidal patrol
#

yeah prob because there's no default moon lol

tame furnace
#

lol

tidal patrol
#

a lot of the mod is jank until you set it up right

tame furnace
#

HOLY ERRORS

tame furnace
tidal patrol
#

yep

tame furnace
#

oh it's a null ref exception

tidal patrol
#

with all the potential user configuration there's plenty of ways for yall to break the game/mod

sweet otter
#

Can you break the game with all your mods

tame furnace
#

lol darmuh cross compat when

tidal patrol
#

you can with lethalconstellations and ship colors at least KEKW

#

actually, ghostcodes you prob can too

tame furnace
#

can you color code the terminal?

tidal patrol
#

yeah that's in my terminalstuff mod

sweet otter
#

oh right that's still not working as intended in ShipColors

tidal patrol
#

and any text you put in, you can add <color=hexcode>your text here</color> to color a specific text entry

tame furnace
#

I wonder what mod is causing the unknown system

tidal patrol
#

it's probably just your config

tame furnace
#

I didn't change the config

#

it's vanilla install

tidal patrol
#

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

tame furnace
#

wdym

tidal patrol
#

this setting

#

99% of people using the mod will have their own list of names rather than leaving it blank

tame furnace
#

but.. I haven't touched it

tidal patrol
#

yeah I'm saying you should lol

tame furnace
#

to fix the Unknown thing?

tidal patrol
#

yeah

tame furnace
#

even though I get an error log in bepinex

tidal patrol
#

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

tame furnace
#
[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)```
tidal patrol
#

so the default moon is your null ref

tame furnace
#

yaa so I was wondering what mod was causing it

#

detective work once again

tame furnace
tidal patrol
#

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

tame furnace
#

easy

#

that's a solvable if then loop

#

or rather if else

tidal patrol
#

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

tame furnace
#

ya I can do that

tidal patrol
#

since most people using the mod don't use the auto generated tag names

tame furnace
#

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#

tidal patrol
#

for sure, which I do have implemented in a way

tame furnace
#

true using the tag thing

tidal patrol
#

the real issue is more so that a constellation group was displayed without a default moon lol

tame furnace
#

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

tidal patrol
#

which reminds me i needed to push 0.3.2 to github

tidal patrol
tame furnace
#

I'm not surprised ๐Ÿ’€

#

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

tidal patrol
#

using gale?

tame furnace
#

ya

sweet otter
#

Export at the top

tame furnace
#

nvm

#

ya

#

lol

#

blind asf

tidal patrol
#

yeah Export > Profile as code

tame furnace
#

here ya go

#

0194f826-d9fd-5bac-8443-b6b395da3cb2

tidal patrol
#

thanks, i'll have a look at it at some point in the near future lol

tame furnace
#

nooo problem

#

Unknown defaultMoonLevel is NULL.

#

NULL i tell you!

tidal patrol
tame furnace
#

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

tidal patrol
#

oh yeah sector 0 will show as unknown

#

because it's normal sector is like ???

#

but the default moon should still be set

tame furnace
#

right

#

hmm

#

Where can I find the moon names?

wild atlas
tame furnace
tidal patrol
tame furnace
#

I see

unkempt parrot
#

Sometimes when I reload the lobby the cupboard likes to go back to the default color, Dunno why

tidal patrol
#

found that out when testing the visibility stuff

unkempt parrot
#

Oh

#

Yeah

tidal patrol
#

also funny enough, you can remove the doors with the visibility settings lmao

#

so long as GI isn't touching it ofc

lime minnow
tidal patrol
lime minnow
#

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

noble crest
#

one last thing with ghostcodes: is the timings frames/miliseconds or seconds

odd thunder
#

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

tidal patrol
#

hmmmm, yeah that should happen

#

i'll have to look into it

#

it's not 0 before you exit though right?

odd thunder
#

no

#

the two moons i tried it on were 580 and 720

#

and they were both 0 on reload

tidal patrol
#

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?

odd thunder
#

yea 1 sec

#

019502a9-5205-d21a-e6d2-c10168fe9a9f

tidal patrol
#

thanks :)

unkempt parrot
#

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

tidal patrol
#

obviously that shouldnt be happening lol

#

also are you using storeplus or regular vanilla store

unkempt parrot
#

Like the purchase pack having a teleporter, inverse, loud horn and signal translator then buying a teleporter will cause that to happen

#

Storeplus

tidal patrol
#

gotcha, so if you buy one of the 4 it will show up as $0 even if the other stuff isnt unlocked?

unkempt parrot
#

Yeah

tidal patrol
#

hmm, maybe a mistake somewhere on my end trying to update the cost

#

if you buy it at $0 do you get everything?

unkempt parrot
#

Nope

tidal patrol
#

well thats good at least, no cheese

#

i'll look into it more when I get the chance

blazing matrix
#

I've had no issues with Purchase Packs and furnitures ๐Ÿคทโ€โ™€๏ธ Gonna chalk it up to some conflict probably

tidal patrol
#

I mean you still use the vanilla store right?

#

not store plus

blazing matrix
#

Oh yeah I do

tidal patrol
#

yeah that would be the difference

blazing matrix
#

I could test StorePlus I suppose

unkempt parrot
#

Its something to do with storeplus

tidal patrol
tidal patrol
blazing matrix
#

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

tidal patrol
#

fair fair

#

i still have to fix the extra ship inventory upgrade from showing up lol

blazing matrix
#

Yeah it works just fine

#

LOL

tidal patrol
#

did you already have anything unlocked prior?

blazing matrix
#

That is a fresh save

tidal patrol
#

so from what I can tell, the issue is if you already have something unlocked the whole thing considers itself unlocked

blazing matrix
#

I just went to the PurchasePacks and pressed enter on them both and typed P and it just worked

tidal patrol
#

so like if you purchased just one of the furnitures from your pack and then purchased the pack it wont work

blazing matrix
#

Oh maybe

unkempt parrot
#

If they have price yeah

tidal patrol
#

oh nothing changes for the free stuff?

#

interesting

unkempt parrot
#

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

tidal patrol
#

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

north pecan
#

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

cursive plume
blazing matrix
cursive plume
#

Thanks ๐Ÿ™

gleaming beacon
#

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

modern wing
#

You can change the bindings.

gleaming beacon
modern wing
#

Interactive Terminal API.

gleaming beacon
#

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

modern wing
#

Because they don't use the same system.

gleaming beacon
#

ya makes sense

modern wing
toxic scaffold
#

oooh

#

thats cool

tidal patrol
modern wing
#

Own.

#

Was too bored to focus on dissertation plan presentation.

#

So ended up doing this instead, lol.

tidal patrol
#

okay good because i'm probably moving to a different menu base with my stuff, trying to standardize lol

tidal patrol
tidal patrol
modern wing
tidal patrol
gleaming beacon
tidal patrol
#

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

gleaming beacon
#

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

tidal patrol
#

do you have this enabled?

gleaming beacon
#

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

tidal patrol
#

oh yeah that's weird you didnt see it

#

it's the fire exit from which mod?

gleaming beacon
#

=uhh mel something i think one sec

tidal patrol
#

oh mel's furniture mod

#

got it

gleaming beacon
#

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

tidal patrol
#

Coulda sworn I'd tested with that mod and didnt see issues. But I didnt check every individual furniture

gleaming beacon
#

ya i know her other stuff shows cus its like the xmas tree and stuff which iv bought before

tidal patrol
#

Also the only difference between RespectStoreRotation enabled vs disabled is when it's on it checks the vanilla rotating store list for the item

gleaming beacon
#

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

tidal patrol
#

if it's not in the vanilla rotating store list then it is considered not purchaseable in that case lol

tidal patrol
gleaming beacon
#

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

tidal patrol
#

KEKW fair

tidal patrol
modern wing
#

Somebody asked so I put them in.

#

It was some time ago.

tidal patrol
#

oh lol

#

funny i dont think I could remove them from mine unless I changed how I hook into update

modern wing
#

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.

tidal patrol
#

yeah my menus dont stop the scrolling

#

so I need to make sure the content fits within the page to not add the scrollbar ๐Ÿ’€

modern wing
#

I just embraced it, lol.

tidal patrol
#

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 KEKW

modern wing
#

Anyways, I uploaded it now.

#

Now to only care about it like after 22nd which is when presentations are over.

tidal patrol
#

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)

tidal patrol
#

ultimately, it's not a huge cut into the code length in suitsTerminal tho, just good for standardization between all OpenLib mods

blazing matrix
#

Ayyyy

tidal patrol
blazing matrix
#

So update soon?

#

It looks way cleaner

tidal patrol
#

not any time soon no

blazing matrix
#

Ah got ya

tidal patrol
#

still got some things to look into

#

but yes it will be a much better menu :)

tidal patrol
pseudo kelp
#

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)

tidal patrol
#

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

tidal patrol
#

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 ๐Ÿ’€

solid wharf
#

are you limited to MeshRenderer currently? why not just use Renderer instead?

#

don't be like zeekerss with the enemy meshes arrays

tidal patrol
tidal patrol
#

[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.

tidal patrol
#

ok suitsTerminal update actually posted, I had a mistake in the manifest I didnt notice while uploading that stopped it from posting lol

tidal patrol
#

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 ๐Ÿ’€

sweet otter
#

How does this affect the economy

tidal patrol
#

I wouldn't recommend using it since it'd be desynced to hell but it's funny that you can do it

tidal patrol
sweet otter
#

Yeah

#

I think we knew that just never bothered further

tidal patrol
#

yeah lol, just remembered

rancid zealot
tidal patrol
tidal patrol
#

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 lol

#

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
  • 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)

austere pulsar
#

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

tidal patrol
austere pulsar
#

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.

tidal patrol
#

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

austere pulsar
#

Sure, will do later

tidal patrol
#

Appreciate it ๐Ÿ™

tidal patrol
#

(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

deft ivy
#

waiter, waiter, more hotfixes please

gleaming beacon
#

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

pseudo kelp
# tidal patrol

ah ty, and ye I was trying to get it to match a particular suit bc the blue matches like, nothing lol

tidal patrol
#

fair fair, it is an odd choice of blue

#

I wish you luck ๐Ÿซก

#

also i lied, have one more suitsTerminal hotfix I'll prob push before I head to sleep tonight

tidal patrol
#

[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 MenuStartPage to 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 lol

#

oh nvm I see you submitted it 4 hours ago, lemme go resolve it KEKW

tidal patrol
#

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

fickle rapids
#

@tidal patrol is it darmuhs terminal stuff that allows route random

modern wing
#

I thought there was a mod that specifically allowed that

#

Curiously enough, I think the mod was also called that.

sweet otter
#

Terminal Stuff does have it as an option tho yeah

tidal patrol
#

Also plenty of other mods that do it lol

pseudo kelp
#

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

dry birch