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

1 messages · Page 3 of 1

dry birch
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01951447-3024-c6f5-8bdb-5cb8369187d0

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unsure which log is which

earnest sundial
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My friends had this issue

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It got stuck like this

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What happened?

fickle rapids
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do filter none

modern wing
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Man, you can read?

gleaming beacon
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somehow i dont think "radarzoomkws" is to return <lootlist>

dry birch
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Is this known already or?

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I got phantom pinged, reveal yourself, cowardplink

tidal patrol
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yeah if things aren't loaded in the game the config entries will show as orphaned. They should still work tho once the object spawns in. If the bag config item isnt working when it spawns then that would be something I'd have to scratch my head on figuring out

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first log appears to be client where I see this error:

Stack trace:
Unity.Netcode.NetworkObject.SpawnInternal (System.Boolean destroyWithScene, System.UInt64 ownerClientId, System.Boolean playerObject) (at <895801699cfc4b4ab52267f31e2a4998>:IL_002F)
Shrimp.Patches.StartOfRoundPatch.Start_Prefix (GrabbableObject __instance) (at G:/Unity/modding/Shrimp/Patches/StartOfRoundPatch.cs:15)```
second log has the following messages (where the first one doesn't):
```[14:14:03.8317360] [Message:darmuhsTerminalStuff] Store page replaced with StorePlus page!
[14:14:03.8818700] [Message:darmuhsTerminalStuff] Moons page replaced with MoonsPlus page!```
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so i'd say that first error is breaking my entry point to replace the pages, just a guess tho

tidal patrol
# earnest sundial

honestly relatable tho, I forget about the LLL filter/sorting stuff all the time. As someone else mentioned filter none will fix that issue

dry birch
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That first error is one of the meaningless errors I have in my modpack I think

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To do with LC Shrimp

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And doesn’t actually break anything

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To my knowledge at least

modern wing
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The point we got to undermine errors, lol.

dry birch
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I added it relatively recently, and iv had this bug since before then

tidal patrol
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well if you disable the mod and it still doesnt work for clients let me know

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but i'm pretty sure that error breaks my patch lol

dry birch
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I’ll try it tmrw but I’m pretty sure it’s still gonna desync

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Since all it is is an enemy mod

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Albeit an incredibly buggy one

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Spits out errors all the time

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Maybe it’s bestiary completely messes with the terminal somehow

tidal patrol
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it'd also help if you turned on these

dry birch
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Shall do

tidal patrol
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it doesnt matter if it touches the terminal or not btw. The patch is at StartOfRound Start (as a prefix) which a lot of different mods patch into. The fact that it is erroring out is not good

dry birch
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I’ll probably drop into piggy’s thread about this at some point then too

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At this rate I think LC shrimp will get deprecated cause it’s just broken beyond repair

tidal patrol
dry birch
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Even outside this terminal issue

dry birch
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Sleepy I am

tidal patrol
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no worries, I just recently got out of bed lol

dry birch
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Ayyy

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Have a good day then

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‼️‼️

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Also before I go

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I vaguely remember a while back someone reporting this issue with constellations

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But I’m not sure if that was a separate bug to the plus pages one, despite the similarities

dry birch
tidal patrol
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could be the same issue but would need logs to be sure

tidal patrol
gleaming beacon
pseudo kelp
# tidal patrol yeah if things aren't loaded in the game the config entries will show as orphane...

Yeah it isn't working when the object wasn't originally loaded in the ship, and when the object is there in the ship on load in. Like, both sitations seem to result in a bag set to be black as being the default blue. If I had to guess (as someone who has absolutely no idea) might be something different with using the renderer instead of the meshrenderer? If it wasnt' happening before with the other types of scrap. But idk.

Actually I'll check if the zipper has the same issue, because that had loaded before you made the change.....

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Ok I just spawned in and the bag is correctly black.... I swear I tried this like 10 times yesterday! These are my current settings, do any of these settings being unchecked undo customizations? Either way I guess I'll just keep these checked lol

tidal patrol
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tho you could theoretically hide the zipper if you wanted for some reason lol

pseudo kelp
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Also would that just make it completely invisible? lol

tidal patrol
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Yeah the zipper would be gone but the bag would still be there

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For other bags I guess the issue is the way it spawns in is the drop ship

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So I'd have to patch that probably if I wanted to catch drop ship items on spawn

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I think

pseudo kelp
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Would luv it if possible

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another weird thing about that - at least this seems weird to me but maybe in the code it's not so weird - when I change the config it does update the bag right away. Actually, nvm thats not so weird.

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Ig that just has to do with the config settings being loaded or not

tidal patrol
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Something to look into in the future for sure. Right now I'm working on getting terminal stuff on my new refactored methods

tidal patrol
pseudo kelp
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no worries love all your stuff, so thank you!

pseudo kelp
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oh hey this might be actually weird, ones that were already loaded have the color but new ones from the dropship don't.

tidal patrol
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Yeah that's the lack of a drop ship patch prolly

dusk veldt
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you can change the color of the belt bag?

tidal patrol
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My patch is for auto parent to ship which is called when you spawn in for everything already in the ship so if it spawns in another way (drop ship) it won't get colored

tidal patrol
pseudo kelp
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Sorry got another thing lol, but this is for terminal packs. Based on my messing around I think the terminal is taking inputs from packs that are listed earlier in the config than other packs. Kinda hard to explain but I'll decribe it like this:

Let's say I have 3 packs, and I'll write it like how it goes in the config:
One:pro,walkie;Two:toilet,teleporter;Three:boombox,spray

If you try to order pack "Three" it'll say "you've already unlocked this for your ship" if you already have a teleporter on your ship because it's reading the "Two" pack. Moving Two past the Three pack in the config makes you able to buy Three again even if you have a teleporter on your ship.

Only noticed this because it's interfereing with portable teleporters too. If you made it like this:
One:pro,walkie;Two:toilet,portable;Three:boombox,spray
You can order "Two" even if you have a teleporter on your ship, but can't order "Three" because somehow it knows "portable teleporter" is the full item name and reads that, preventing buying the pack.

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Also I have terminalconflictfix but I think this was happening before I added that.

tidal patrol
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oh thats helpful, yeah there's some known issues with purchase packs and unlockables

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mostly if you buy an unlockable and also have one listed in a purchase pack

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its something I plan to look into

pseudo kelp
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Yee kinda a niche thing, but still wanted to mention. Only noticed because I had a furniture pack and everything after it in the list seemed to be unpurchaseable.

tidal patrol
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yeah I haven't looked into it too much but someone else mentioned here earlier that the price of a purchase pack will be 0 if any unlockable in it has been purchased

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the intended behavior is to remove the singular item and it's cost from the price

pseudo kelp
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Ah I had that a bit ago but I thought that was because I went over an item limit

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it was a beeg pack

tidal patrol
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yeah the only item limit you run into should be the drop ship item max

pseudo kelp
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onemorething.jpg
Just in case it's a different thing with the color patch you mentioned; the bag seems to not get the color on load in if it's on the shelf in the cabinet

tidal patrol
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yeah items in the storage cabinet are tricky because technically they're considered part of the storage cabinet lol

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see, they become the storage cabinet's children

pseudo kelp
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I suppose that makes sense for position data and stuff but for colors? lmao

tidal patrol
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how my code works is it crawls from a singular parent object to all it's children searching for Renderer type components. Once the Renderer type components are found it looks for materials to adjust the material's color property

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in this case the 4 beltbag items are children of the storagecloset game object

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I could probably hardcode some sort of check but yeah that's the reason for it

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and it'd be like that for anything you can interact with in game that you store stuff with

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so like mel's furniture and maybe even ship inventory

pseudo kelp
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I see I see.... Well if it's a hassle tbh the dropship color really is the only thing that matters (for items anyways)

tidal patrol
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it's just hard to work around when doing generative stuff

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something fun I noticed, if you change the color config mid-game it will only change the color of the first one your game spawned. That's because I only keep a reference to the first one in my container class

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anyway, the above will require an openlib update so dont expect it any time soon. Have some other stuff in the works that I cant post just yet

pseudo kelp
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All good, thank you for looking into it!

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When do you think you'll update openlib next? Just outta curiosity - not rushin lol

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bc I may just turn off the bag color until it's more consistent even tho its coolio

tidal patrol
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kinda depends, i'm working on migrating two core systems in terminalstuff to newer systems. And part of the fun is finding out what holes my new system has that I need to fill in the gaps for

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the two systems almost all of my mods rely on so I also have to make sure things play nicely together lol

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so it just depends on how smooth things go as far as transitioning stuff over

tidal patrol
blazing matrix
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Ugh

silk olive
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that was a millenium ago

lavish blaze
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I noticed a bug with suitsTerminal and MoreCompany. When we are more than 4 in a lobby and someone uses the !wear command to change outfit, then someone else changes with him. Doesnt happen when changing through the terminal, but sometimes the terminal doesnt work for someone for some reason (it was the 5th player that was having issue, but idk if it's always the case) so we ressort to using the command.

dusk veldt
tidal patrol
tidal patrol
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the way that menu item was created at the start is so cursed too

wild atlas
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Out of my 10 friends that are playing, he is the only one who has the issue

tidal patrol
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what's the issue they are experiencing? aside from the errors

wild atlas
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unable to enter into the lobby as a host

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he can create a match and use everything

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But he's getting the black screen when trying to enter onto our lobby

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no matter the host or the save

tidal patrol
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I see a handful of errors in that log

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have they restarted their game and tried to join?

wild atlas
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several times

tidal patrol
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so is the issue they can only host but not join as a client?

wild atlas
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yup

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I tried everything :,]

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He just recently gave me the latest log

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but it's only him out of my 10 friends :,]

tidal patrol
# wild atlas

the line from this error means one of these is null:
GameNetworkManager.Instance
GameNetworkManager.Instance.localPlayerController
GameNetworkManager.Instance.localPlayerController.IsHost

wild atlas
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that's why I can't find the issue

tidal patrol
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which shouldnt be a thing when joining

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I mean there's a handful of errors in the log as well that might help you figure out what's different

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like does everyone get this one?

[03:33:10.9308623] [Warning:LethalRichPresence] Cannot initialize Discord
[03:33:10.9334670] [Error  :LethalRichPresence] ActivityUpdate:: Object reference not set to an instance of an object
[03:33:10.9880567] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalRichPresence.Lifecycle.ActivityUpdate () (at ./Lifecycle.cs:241)
LethalRichPresence.Lifecycle.Start () (at ./Lifecycle.cs:37)```
fickle rapids
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there's this too

tidal patrol
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or this one

Stack trace:
MoreShipUpgrades.Managers.UpgradeBus.Reconstruct () (at <5b9f96b3311141ec94eb05a7998ddb78>:IL_002B)
MoreShipUpgrades.Configuration.LategameConfiguration.PluginConfig_InitialSyncCompleted (System.Object sender, System.EventArgs e) (at <5b9f96b3311141ec94eb05a7998ddb78>:IL_000D)
CSync.Lib.SyncedConfig2`1[T].OnInitialSyncCompleted (System.Object sender, System.EventArgs e) (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/SyncedConfig2.cs:49)
CSync.Lib.ConfigSyncBehaviour.OnNetworkSpawn () (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/ConfigSyncBehaviour.cs:95)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean)
Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()```
tidal patrol
fickle rapids
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idk who made terminal stuff but clearly it sucks

tidal patrol
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I was gonna paste that next KEKW

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which I was wondering if they activated a rainbowflashlight and then left the lobby (and maybe my code didnt catch it to stop the coroutine)

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though, judging by where the error happened it looks like helmetLight may have been null there

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anyway, yeah I'd compare to another client's logs and see what errors are present in both vs what's unique to this client other than the one you sent me just to make sure there's nothing else distinct to this player's logs

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i'll add some null ref handling for the flashlight one. Might have to experiment using a different property for the host check thing if that error is not caused by something else breaking before it

wild atlas
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gotcha

blazing matrix
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Speaking of TerminalStuff

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@tidal patrol Glitch caught this error the other day, any idea what caused it?

tidal patrol
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i can peek at the line give me a sec

fickle rapids
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could be me depending on what you're doing darmuh

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i mess with the radar list too but nothing out of vanilla calls

tidal patrol
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nah it's another null ref from localplayercontroller*

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which is annoying because like, that should never be null lol

fickle rapids
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lol

tidal patrol
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well, when this method is getting called anyway

fickle rapids
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wow plugin.spam

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what a spammer

tidal patrol
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yeah that's all my debug logging

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why I ask people to turn it on when they have a reproducible issue because i'll find out exactly where shit is breaking lol

blazing matrix
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I forget which of Matty's mods does it

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It's either Lobby Control or Matty Fixes

tidal patrol
blazing matrix
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GI also recently added an option to be able to teleport Radar boosters but GI usually doesn't touch stuff so long as you don't have said thing enabled

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So likely not GI

blazing matrix
tidal patrol
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I mean I remember from your pack specifically there was another ClientRpc I had that was reporting a null client id that I added null handling for

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so I do think it's def more likely some stuff going on vanilla-wise

blazing matrix
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Could definitely be though yeah

tidal patrol
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guessing it was this one 💀

blazing matrix
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If it's that then that probably is from TwoRadarMaps maybe? 🤔

tidal patrol
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nah i doubt it's another mod

blazing matrix
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I also set Monitoring default view to cams in Terminal Stuff

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Maybe I pissed it off doing that

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XD

tidal patrol
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lmao I'd hope not

blazing matrix
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Hehe

tidal patrol
blazing matrix
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It was when he loaded into the lobby he told me

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There was an error from BetterEXP, that error, and some errors from AdditionalNetworking

tidal patrol
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ah, then yeah maybe it was just that my method was called too early

blazing matrix
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I reported them all just now

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lol

tidal patrol
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context is def important with the error

blazing matrix
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Ye

viscid mantle
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In LethalConstellations, when I have ~random~ enabled as the starting constellation with a set list, the ship lever never becomes interactable. Reopening the lobby lets the lever be interacted with, but the ship never lands and can no longer be rerouted.
Testing this same pack without ~random~ on works fine, so it's definitely the issue.
Import Code: 01951daf-4a70-9dd6-439d-b47cf792f708

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By the way, its an amazing mod that has totally changed how I play big modpacks and has single-handedly renewed my interest in the game. Thanks for making it :)

tidal patrol
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i'm guessing it's probably due to some incompat with LLL since it added the lever stuff but would like to be sure

charred tiger
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I have... 103 moons I need to organize into some constellations 🤔

charred tiger
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One hundred and three. Moons.

gaunt timber
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I can read lol

charred tiger
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I haven't even played the majority of them, so they may get removed after some time 🤷‍♂️

charred tiger
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Now it's big 🎉

gaunt timber
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Atm I have somewhere between 50 and 60 moons

charred tiger
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Which ones ya got?

gaunt timber
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Wesley journeys (finished), gorgonzola, catalyst, starlancer's, rosie's anomaly moons, demonmae's nightmare moons, aquatis, sanoradia I don't remember anymore
To the count I included vanilla moons, so it's over 40-50 modded moons

charred tiger
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How does the wesley journey thing work? I'm unsure 🥺

gaunt timber
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You mean like unlocking moons?

charred tiger
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I guess?? I don't really know what the "journey" part of it is, at all

gaunt timber
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It's just wesley moons but named "Wesley journeys" or whatever with roguelike mechanics, you start at galetry and the rest you figure out yourself

charred tiger
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Fascinating 👁👁

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Maybe will do that sometime. For now though, I need to figure out how I'm going to organize these moons and constellations.

gaunt timber
charred tiger
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Vanilla
Generic moons
Harvest moons
Tolian's
Rosie's
Moons of Otherworldly Oddity
Nightmare Moons

And a few other individuals

gaunt timber
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I see

charred tiger
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Gonna try to split them up into 8-10 constellation 🤔

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And then.... interiors ☠️

gaunt timber
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I dont even remember how many interiors I have
Wesley's, all demonmae's interiors and storage complex for sure

blazing matrix
gaunt timber
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I know

blazing matrix
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When I got it on Ultimatum earlier it really showed how much it lacks tiles

gaunt timber
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One of the reasons I removed it temporarily

blazing matrix
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Got a bunch of jump gap tiles on there

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Yeah

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it's a fantastic interior just needs Jade to return and work on it

gaunt timber
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Mhmm

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Do you know any other vanilla styled interiors like edifice, storage complex or subsystems?

blazing matrix
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Generic's Storehouse

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Dantors Mental Hospital

gaunt timber
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Oh right the storehouse, then there are no more interiors that I dont know about lol

blazing matrix
gaunt timber
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I heard it's loot density is kinda bad

blazing matrix
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Idk if that is still the case

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I haven't played with it as of it's update but iirc Dantor made efforts to improve it

gaunt timber
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I probably add it back and give it a try
I missed it

charred tiger
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I am going to go through hell organizing my moons into various constellations, and then balancing interior spawns on them ☠️

gaunt timber
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I wanted to organize them too, but since wesley moons updated (like a month ago) I scrapped the idea
All balancing I did on LQ, scrap, entities, interiors and size, adjusted difficulty, etc.

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I'm proud of what I created but it still needs balancing
To constellation sorting maybe I return at later date because of better moon price adjusting than LQ handles

odd thunder
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Since when was dantor back

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That's crazy

lavish blaze
austere pulsar
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StorePlus is not working for me, it just shows the vanilla store

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01952488-0a71-ff54-0362-bd52e76fce96

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Also, could you add the possibility to change the keybinds like suitsTerminal? I like using WASD more than using arrows.

tidal patrol
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I thought my check at the top would stop that though lol. Maybe I need to check for negative numbers as well

tidal patrol
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oh even more interesting, you have the default purchase packs setup 😵 Essentials:pro,shov,walkie;PortalPack:teleporter,inverse

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and it's disabled 💀

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I'll have to look into that lmao

austere pulsar
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Oh yeah I don't use purchase packs

tidal patrol
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I've heard that maybe using the individual moons rather than the whole pack of them may also work but I haven't tested myself

tidal patrol
austere pulsar
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Will try

tidal patrol
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if it does fix it, then you can try setting PurchasePackCommands to blank so that no purchasepacks actually get added

austere pulsar
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Nope, still not working

tidal patrol
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unlucky

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yeah idk why you're getting that error. I'll have to test my dev branch on your profile at some point

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i'm like halfway thru terminalstuff's refactor lol

austere pulsar
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no worries, take your time

tidal patrol
tidal patrol
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migrating storeplus now lol

heavy mural
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what is this 👆 and that 👆 thing listed as in ship colors

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oh wait I found the google doc that's on the mod page that tells me all that. nevermind

earnest sundial
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store aint workin

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i type in store and it just doesnt go to it

tidal patrol
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logs pls

earnest sundial
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sure give me a second

earnest sundial
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wait holdup

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a lot of stuff is fucked up

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its an issue with me i think

earnest sundial
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completely fucked like 10 mods

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disabled all 8 screens on mod, messed with your termianl mod, set my quota to be 7 days, made it start on day 0, ect

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really weird

tidal patrol
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💀

silk olive
hollow zodiac
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is there a way to change the names of the constellations

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like constellation canyon, constellation marsh, ect

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never mind I think I figured it out

tidal patrol
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just in case youre still looking for that answer, it's this config item in the Setup section

hollow zodiac
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ah thank you

hollow zodiac
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I'm a bit confused? it says it'll reset the generated config but it doesn't seem to be doing that

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and I'm not exactly sure how rename them since there wasn't a default example listed

tidal patrol
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it should any time you change that setting

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you can always just delete the generated config if its not resetting

hollow zodiac
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ah I see now

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might've been gale trying to refresh it

hollow zodiac
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Is there a way to change the default text color in the terminal mod?

sweet otter
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yes it's under Terminal Customization

hollow zodiac
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is there an option to change the price color for store plus

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the "affordable color" & "not enough creds color" doesn't change it

modern wing
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Pretty sure it only changes on item basis, not total cost.

tidal patrol
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Yep, currently the two color options are for each item. I'll add a subtotal color config item in the next update. It's taking a minute because I've been busy lately and when I do have the time to work on it I hit a few snags in the new systems I'm implementing

hollow zodiac
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ah okay

charred tiger
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Daaarmuh 🥺
I appreciate you 🙏🏻

fickle rapids
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Daaarmuh 😡

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I hate you 👎

tidal patrol
charred tiger
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Darmuuh

earnest sundial
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gonna use this mod

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loooks sick

hollow zodiac
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or certain parts of them

hollow zodiac
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is there an easier way to customize the "home text art" for the terminal

sweet otter
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if u want to do ascii art and have visual studio u can input the ascii art in a string and it inputs all the lines breaks n stuff automatically

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(string whatever = "ascii art here")

tidal patrol
tidal patrol
hollow zodiac
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Ah

earnest sundial
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My fault lols

hazy mural
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Would it be possible to add an actual map to this? Like a simple 2d spiral symbol that uses the existing coordinate system to plot it on the map using an invisible grid and adding a selection system that automatically jumps to each added symbol, then creating some decals for each symbol like a gas giant, Black Hole, Nebula, And solar system I feel it would be intuitive and (probably) easy to implement as well

Also just as a side note the Constellation Info Text message in the config is wrong its using the text to explain ConstellationWord

tidal patrol
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Also just as a side note the Constellation Info Text message in the config is wrong its using the text to explain ConstellationWord

Could you elaborate on this btw? I'm not sure what you mean

charred tiger
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Me when Darmuh mods

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(They're good mods)

blazing matrix
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Oh so this is a you issue

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Why did it only start happening for me today?

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XD

tidal patrol
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to be fair, it's actually a ship inventory issue (since it's only ship inventory's upgrade that does this)

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it's more that i need to add a fix explicitly for it (in store plus) in a similar way to how mrov's terminal formatter does it

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which is basically looking for the specific upgrade and excluding it

gleaming beacon
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is their an easier way to empty the storage. after a reset i have persistent decoration mods but it stores all my stuff. typing each item is a annoying. is their a way in this mod or even another that makes storage abit easier to empty. similar to the menuing of shopplus where its just a arrow enter arrow enter to select

tidal patrol
gleaming beacon
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gotcha thanks. figured id ask here first since this is the main terminal mod i use and i like how the shop works. kk ill search elsewhere for now ♥

tidal patrol
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yeah something like the shop, but for storage, might take a bit of time. However I think a "remove all from storage" command shouldnt be too difficult

gleaming beacon
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i mean honestly a persistance mod that left stuff where it was would be nicer lol but only one i found only works vanilla. remove all isnt a bad idea though

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store all wouldnt be too bad either though i doubt it would be used often outside of ship clean up

tidal patrol
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yeah the persistence thing sounds up furniture locks' alley tbh

gleaming beacon
#

its crazy how many mods iv looked at like im in newly updated constantly, searching or sorts of stuff and not only have i nver seen that mod its recently updated so it would be in new lol. ill check it out. evne if it stores it on reset if removing it puts it back in same spot thats still a massive time save

tidal patrol
#

I've seen it used for a while in Lunxara's profile. It lets you lock furniture items to specific positions and stuff

gleaming beacon
#

ya goona test it out

#

that also pulls out of storage cool

#

well means i dont need any terminal changes huge!

#

though...terminal storage still is a pain in the butt without this mod

tidal patrol
#

if you want you can throw me a github issue to request the feature so I don't forget it in the future lol

gleaming beacon
#

ya i can look into that later for sure its still a cool idea to have better storage in general.

#

ooh you know what.furniture lock DOES save locations even of modded items. BUT its pull all from storage button at least atm from 5m of looking at it. only seems to pull out unmodded stuff. still huge with persistant locations though

gleaming beacon
#

not perfect bute huge alright im off for a bit thanks for the help darmuh as always one of the best mod makers

tidal patrol
hollow zodiac
#

will there be a help page plus where I can use the arrow keys to navigate through everything like moons, store, bestiary, storage, other, constellations, ect

charred tiger
#

Would it be possible to allow manual organization of store items?

solid wharf
#

random thought, but ship colors could be configured in-game if you use a custom pass to render each object with a unique color into a render texture and sample the center to implement a renderer raycast Hmm

#

I wonder how hard that would be to set up

#

there's probably tutorials for it tbh, but I'm not sure how involved it is

#

really it would be even better if each submesh had a different color, but that might be a little trickier

tidal patrol
tidal patrol
tidal patrol
#

you're welcome to take a look and suggest a PR (or make your own fork if you prefer that)

solid wharf
#

yeah, I mean making it so that you can select a color and then just click on stuff to apply it

#

in scene

tidal patrol
#

ohhhhhh, like a paint gun

#

that's kinda sick actually

sweet otter
#

spray paint

solid wharf
#

definitely not something I can do in the near future, just thought it might spark your imagination

#

kinda paint gun but it would work like your config options where it affects the whole material

#

just a convenient way to select an object to change really

sweet otter
#

fill bucket

solid wharf
#

yuh

tidal patrol
#

hmmm, I mean yeah that would be pretty cool but def would still need to work within my current system to save configs for lobby reloads and whatnot

#

I wouldn't know where to start for something like that though KEKW

sweet otter
#

throwing shit at the wall

solid wharf
#

hmm okay I guess this is a less common solution than I thought

#

tried to find someone implementing this online and a couple cursory searches didn't come up with anything relevant

#

and I believe it also doesn't use the solution I was thinking of, not that it's necessarily better or worse

#

anyway just a random thought, maybe you will find some info on it yourself if you are interested

tidal patrol
#

have a lot i'm still working on so probably won't pursue anything in the near future

solid wharf
#

oh for sure, I didn't really expect so

nocturne pike
#

Hey @tidal patrol , so me and my gf been trying together, 1 time per 10 tries she manages to join but or else there always an issue relating to unknown compatibility with openlib. Just wanted to know if this has a solution or not

tidal patrol
clear spindle
#

I see you're refactoring it so idk if this is covered yet, but changes to a moon's difficulty in LQ dont apply in the Moons Plus page, it uses whatever the default moon difficulty is set to
Stuff like the routing price works fine though

(Also ty for the Ghostcodes Death note interactive menu thing, works great, cant remember if i thanked you already for that addition)

tidal patrol
#

And yeah np for the death note menu update, that'll probably get updated at some point to the new refactored menu as well

tidal patrol
#

on another note, realizing I need to update my ship inventory compat for my loot related commands to use the new guid from ShipInventoryUpdated

#

from one of the latest patch notes, the issue of two ship inventories showing up in storeplus appears to have been fixed in that version of the mod

clear spindle
#

Like rn offense is "B"

#

And now its A- lol

clear spindle
#

i suppose it does forget then

tidal patrol
#

I peeped LethalQuantities' github and tbh I still am not 100% sure what they're doing with the risklevel property. My menu grabs the risklevel every time the menu text updates so if that mod is changing anything and it's supposed to stick, then my display should be reading it properly. Hopefully the issue fixes itself in the refactor haha

limber hawk
#

im here for the from constellations plink

dusk veldt
#

I'm here for the constipations

wild atlas
#

Lethal Quantities change the moon values ONLY on the moon you are rn

#

If you move to another moon, the previous moon gets changed to original

#

so the difficulty changes back to the normal one

clear spindle
#

Thats moon prices i am sure
Each moon has different route prices to other ones
Difficulty is the same as description and other values though, its global for the moon

#

Without Darmuhs, all the moon difficulties match up with LQ config for that moon whether you are there or not

#

That is both with and without TerminalFormatter

wild atlas
clear spindle
#

yeah, for me difficulty and other info stays consistent no matter where you are routed despite LQ changes

#

Is there an alternative to LQ for just changing the moon difficulty level?

clear spindle
#

Cant see it in LLL
And i refuse to use CC Cri2

clear spindle
wild atlas
#

I think you can only active the difficulty and misc changes on CC

#

in case you at least wanna check it without enabling the most gamebreaking ones

#

cuz, speaking honestly that mod is not That bad

#

It worked for me when I wanted to use it

clear spindle
#

Damm, i will just wait until Darmuh's updates then
In any case i have a temporary workaround, which is just to keep the moonplus page only accessible via moonsplus and not moons, so players can opt into trying it
And i just foreworn them that moonsplus doesnt show accurate difficulties yet
Once its fixed i will then make it replace moons

clear spindle
wild atlas
#

there is*

#

oof

#

welp, I don't know if there is another mod

clear spindle
#

unless they changed it more recently

#

0.16.1 changelog says it accepted the WR pr, so it might actually be fixed now

wild atlas
#

so I'm not sure about the latest updates

fickle rapids
#

@silk olive @tidal patrol @vague socket you guys mess with the terminal the most so i just wanna make sure of something.

there is a scenario where i change an unlockable's name to change the display name in the terminal, i also patch a method that checks what the player wrote to replace the node inputted with another that just has some text in it, im wondering if this is gonna play fine with any of yall's mods? (so far seemed fine with LLL as far as i could tell but u can never be too sure)

relevant code:

    private static void Terminal_LoadNewNodeIfAffordable(On.Terminal.orig_LoadNewNodeIfAffordable orig, Terminal self, TerminalNode node)
    {
        Plugin.ExtendedLogging($"Node's shipUnlockableID: {node.shipUnlockableID}");
        Plugin.ExtendedLogging($"Shockwave Gal's shipUnlockableID: {UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable}");
        
        if (node.shipUnlockableID != -1 && StartOfRound.Instance.unlockablesList.unlockables[node.shipUnlockableID] == UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable)
        {
            Plugin.ExtendedLogging($"Twas equal, replacing with deny purchase node with a name: {UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable.unlockableName}");
            if (UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable.unlockableName == "???")
            {
                UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable.unlockableName = "SWRD-1";
            }
            else
            {
                UnlockableHandler.Instance.ShockwaveBot.ShockWaveBotUnlockable.unlockable.unlockableName = "???";
            }
            orig(self, UnlockableHandler.Instance.ShockwaveBot.denyPurchaseNode);
            return;
        }
        orig(self, node);
    }
silk olive
#

I'll try to check that tomorrow, but I'm 80% certain the unlockable name change might not work with TF

#

since I'm caching all of those at startup

tidal patrol
fickle rapids
tidal patrol
#

ahhh gotcha, is the unlockable element a pay type thing or something else?

fickle rapids
#

wdym?

tidal patrol
#

like is it just supposed to be a standard unlockable or unlocked in a unique way

fickle rapids
#

oh, i mean all ship upgrades are a pay type thing, thats the default.

im having it where i make the player do a specific task, whether it be scanning something specific and whatnot, which sets the specific UnlockableItem to be unlocked on my end and depending on whether its locked or not, I change what it says on the terminal in points like ship saving and loading into lobby

tidal patrol
#

yeah that's what I was wondering if it was like a unique unlock type

#

it will kinda be hard for me and mrov's store stuff to detect your changes I think

fickle rapids
#

i mean ideally i wanted the thing to be out of the terminal completely rather than a redacted name like ??? but i couldnt figure out how to hide it.
im assuming the name change is the only thing you guys would have issues with me

tidal patrol
#

I'll have to think about it a bit more tho, just first glance thoughts yknow?

fickle rapids
#

yee

tidal patrol
#

ya I get where you're coming from

#

I think if you didnt want it to exist until it was unlocked you could add the terminal node later, but then idk if our stuff would detect the new store item. I know vanilla would tho

fickle rapids
#

ah i use LethalLib for adding the unlockables so I'd have to do a lot of base engineering in that way 🙃

tidal patrol
#

its honestly not too hard to do on your own tbh

#

but yeah I know lethallib makes it easier

fickle rapids
#

adding another hand into the terminal jar would be one of the last thing i'd wanna do tbh lmao

tidal patrol
#

thats totally fair LOL

fickle rapids
#

worst case scenario i have to settle for being unable to change the name, my system would still work (Assuming my patch to AttemptLoadNewAffordableNode works with you guys' mods 💀)

tidal patrol
#

yeah if I think of anything i'll let you know

#

ideally you'd be able to do something with the vanilla terminal to indicate your unlockable is locked or whatever

#

but yeah gotta think about it

fickle rapids
#

🙏 if it doesnt work and you ever get something for me to soft compat to like refresh the terminal buyable list or smthn like that i'd be totally fine with doing that

tidal patrol
#

yeah i'd just hate for you to have to do soft compat with a bunch of diff mods

#

honestly if not for vanilla, the other ideal would be something in lethallib would cater to special unlock conditions

#

but idk if lethallib is actively maintained anymore

fickle rapids
#

not entirely, i can have hamunii do PR's but that's about it, none of the current maintainers afaik are really interested in doing anything themselves

tidal patrol
#

yeah and I get it lol

#

also as far as the name specifically, I can add a check at runtime to see if my cached name is different from the one at run time and update it

#

i doubt it'd be that much of a performance diff

fickle rapids
#

that would be amazing

#

also i hope having the same display text in the terminal is fine

#

i noticed that the usage keyword didnt change after i changed the name so i assume theres no problem

tidal patrol
#

yeah that shouldnt be an issue i dont think

fickle rapids
#

aight

tidal patrol
#

I'll let you know if i think of anything else

odd thunder
#

is it still planned to fix the issue of OneTimePurchase from moons plus applying even when set false?

tidal patrol
odd thunder
#

gotcha gotcha

silk olive
#

that would fuck up even more things tho

#

hmm

#

I'm gonna think of something that's gonna be toggleable on my end

fickle rapids
#

🙏

#

at the minimum just support for changing the names of the words in the terminal at runtime would be nice

#

(assuming it doesnt exist already, i wouldnt know, havent tested)

silk olive
#

will check and let you know

fickle rapids
#

is BuyableThing your own thing in TerminalFormatter?

silk olive
#

it's a thingy in MrovLib, yes

fickle rapids
#

ill try to see if i have time to do that tonight, currently working on a lot of stuff with rodrigo lol, this whole unlockable thing was just a tiny part of what i've done already tonight

fickle rapids
#

works with terminalformatter too @silk olive

#

(didnt test standalone, tested with both darmuhs stuff and yours together, only LAN didnt check multiplayer)

silk olive
#

that's amazing

#

😇

tidal patrol
fickle rapids
#

You've got time to think about it, there's still maybe a few weeks before I'm able to implement the dozen new mechanics rodrigo wants

tidal patrol
#

haha gotcha, I appreciate the heads up

vapid snow
#

I'm currently trying to set up a purchase pack with ship upgrades
ShipStart:inverse teleporter,signal,teleporter,welcome,loud,cozy

But I'm running into a funny problem with another mod. I have whitespike's portable teleporter mod installed and anytime I purchase this pack, I end up ordering one of those instead of the ship teleporter.

#

Appreciate any advice on how to get the right teleporter to be bought greed

tidal patrol
#

sorry yall I've kinda been taking a small break from lethal modding

tidal patrol
# vapid snow

I'm not sure why portable teleporter is taking priority over the regular teleporter Think

modern wing
#

Portable is an item?

tidal patrol
#

Also, @vapid snow it'd help to have you turn on the developer logging stuff and provide some logs.

modern wing
tidal patrol
#

yeah okay. That makes a lot more sense

#

and skip the unlockable part

#

so def a me-issue to figure out 🙃

#

I could prob change Contains to StartsWith, since most people will be using the first 3 letters of an item name usually for these sorta things

#

that or I can add indicators for whether something is an item or an unlockable to specify in the config item

vapid snow
tidal patrol
vapid snow
wild atlas
#

on LethalConstellations

tidal patrol
#

sorry I still have no idea why that is happening

#

my guess is some issue between LLL's lever code and my startup code, but I admit I haven't looked into it much

wild atlas
#

oof :,]
No issues man

tidal patrol
#

I'll look into it at some point, but I'm ngl I was kinda hoping the issue would fix itself at some point as LLL gets updated

fickle rapids
#

it's an LLL issue

wild atlas
fickle rapids
#

oh

#

that is odd

#

is the lever just un-interactable?

wild atlas
fickle rapids
#

huh

#

yeah not sure then

wild atlas
#

only when the starting moon is not experimentation (a thing that Constellations let you do)

fickle rapids
#

ic, weird

tidal patrol
#

it uses the following vanilla method to change the level - StartOfRound.Instance.ChangeLevelServerRpc

#

I have a feeling it might be LLL is not fully initialized when the level is changed or something, especially since that vanilla method works when changing the level later on

wild atlas
#

idk why, but you may check the code if possible

tidal patrol
#

yeah that'll be a good reference point

wild atlas
odd thunder
#

it can be fixed if you reset your interact triggers with testaccountfixes

odd thunder
#

(should specify, it happened in a similar situation, i started a new save and routed to sector 0 for testing)

peak bison
#

hi, anyone know why i see all the default moons when i go to the exomoons catalogue instead of seeing the ones from my constellations? ):

sterile mica
#

@tidal patrol not really a bug report but
are you familiar with any mods that are compatible with lethalconstellations that let you also fix the moon order?

#

i want my moon list to look like this but LLL keeps messing it up

#

i tried making the difficulties scale accordingly (D,C,C+ / B-,B,B+ / A,S,S+) but some of the moons are still stuck in their positions

#

like sierra keeps going above every other moon and veld keeps going below reign

#

also some of them just dont connect correctly

wild atlas
#

Hello!
I noticed something when playing with a friend.
For my modpack I wanted to add the MoonsPlus with the Filter by affordability.
But that option cannot be enabled by default.
So I usually enable it on the filtering option.
The issue is that, when I add this option, it's only enabled by me

#

But the other players will not have that option enabled, so they will see the moons even if it's not affordable

#

If it's possible, please add an option to add the filter on by default :,}

fickle rapids
#

sorry to be that guy but @tidal patrol i know in darmuhs terminal stuff the lever can be forcibly (i think anyway) pulled, if i disable the interact trigger does that stop your terminal from being able to pull it

#

i personally prefer being allowed to brute force the lever since mods like infected company actually only work with your mod because infected company has a broken lever issue lol, but i have a REALLY good reason why i cant allow the player to pull the lever to head back into orbit

tidal patrol
fickle rapids
#

well i cant exactly make the networkManager null as much as i'd want to

tidal patrol
#

if that's not gucci then I think you can also force the command disabled

fickle rapids
#

you reckon that'll break the moon you're currently on? im disabling interaction while landed

tidal patrol
#

until I add something on my end to check for the trigger

tidal patrol
fickle rapids
#

hmm then it's probably fine as i can reset it back in a moon object's OnDestroy

#

ill let you know if i break your mod

tidal patrol
#

yeah sorry, in hindsight the command should probably check if the trigger is interactable

fickle rapids
#

nono

#

the command is perfect

#

it's the only reason infected company is playable

tidal patrol
fickle rapids
#

cuz in infected company the lever is not interactable and i have no idea why but yeah

tidal patrol
#

huh, yeah I haven't played with that mod before

fickle rapids
#

it's a bit of an old unmaintained one, but always fun when it works

tidal patrol
#

yeah I saw you got a big patch coming

fickle rapids
#

rodrigo calls it a bug fix, it's slightly more, if i break your stuff ill show you what's breaking it Kek

tidal patrol
#

hahaha that's fair

#

did you ever end up using the terminalaccessibleobject stuff I sent you?

fickle rapids
#

been on the back burner since rodrigo needs to animate stuff to make em "disabled" temporarily, but i have it saved somewhere for a side update at some point, probably

tidal patrol
#

all good, was just curious if any of it had issues LOL

fickle rapids
#

oh no idea lmaoo

tidal patrol
#

I still haven't gotten around to using it in anything of mine

tidal patrol
#

not sure I want to network changing the filters tho, since it's a personal thing

wild atlas
grizzled briar
#

Anyone know how I am supposed to do this? I am confused on how to make constellations

grizzled briar
#

I found out the constellations but did anyone figure out that experimentation lever bug?

flint basin
#

Hey all, just got acquainted with these mods and they are pretty epic, especially TerminalStuff and GhostCodes!

#

I have noticed a couple small issues with TerminalStuff that I would like to mention:

  • In the menu configs, the \r characters do not work and cause the text to overlap with itself and just be a garbled mess. If these are replaced with \n they work fine

  • If a shop edit mod is used to change shop prices, the Cruiser is listed as 370 credits even if its price is changed

  • Some custom packs like the premade “essentials” do not have their contents listed on the buy page

warped stone
#

dunno if this from ship colors

#

should I ignore?

blazing matrix
#

LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3 add these to the GenBannedMaterials entry

warped stone
#

maybe I should do the same for materiallbsh?

earnest sundial
#

Why is all my text funky?

#

I thought I put it in right, I had a \r and everything at the end of each line

flint basin
#

Use \n instead of \r

sweet otter
#

\r doesn't move to the next line

flint basin
#

The default configs have \r which is confusing. The welcome screen is broken out-of-box and you have to change things to \n

sweet otter
#

default config uses enter to go to the next line instead of \n

#

from what i can tell

#

\r there for the participation trophy

flint basin
#

Maybe they are just fragile, I modified them to not have color changes but still have \r, and they were broken

#

There were some lines I left as default and they were still broken

#

Maybe I missed something

#

Either way \n fixed things

sweet otter
#

shrug

#

\r should be just moves to the start of the current line

#

\n should be start of next line

flint basin
#

\r is good if you want to make garbled text

earnest sundial
#

Type HELP for a list of standard commands.\n
Type STORE for a list of gadgets in stock.\n
Type SUITS for a list of suits in stock.\n
Type VITALS for a list of the crew's vitals.\n
Type CHUTE for a list of the chute's inventory.\n
Type SCAN for a list of all scrap nearby.\n
Type BIOSCAN for a list of non-homosapien life.\n
Type RDR for a high-quality view.\n
Type BDYCM for a high-quality view.\n
Type [ERROR] Mantif Laboratory files unavailable.\n

#

I had a LOT there

regal sky
#

accidentally asked a question in old shipcolors thread, might've gotten it solved but still got smth i need to ask about (yeah i managed it yippee)

#

I'm trying to colour the wooden floors added by melanie's 2 story ship, I've been able to colour the lil wooden tops of the stairs but the floors elude me

sweet otter
#

i haven't tried with shipwindows beta but it still might be fucked up with that

regal sky
#

But yeah I managed the door frames as you can see here

#

you ended up being right

#

though they're a bit bright ingame so i might adjust them a smidge

#

or change the colour entirely

blazing matrix
regal sky
#

Ah

#

Well that's annoying

#

I did notice the stairs were darker on your profile than the rest of the floor

blazing matrix
#

Yeah

#

Lol

regal sky
#

after realising i couldn't dye the floor

#

I might just have to deal then

blazing matrix
#

Or you could yank ShipWindows

regal sky
#

I could yank shipwindows either yeah

#

but pretty skyed box

#

Okay idk how to properly yank shipwindows i guess because while the wood seems to look fine from the outside when pulling it to test I appear to have found myself with an entire other ship in my ship

#

I'm just gonna deal with the mismatched wood

wintry lava
sweet otter
#

probably not accounting that the ship by shipwindows is multiple pieces or something

regal sky
#

oh it's a bug with the shipwindowsbeta compat?

#

So I'd have to downgrade widership then if I wanted to pull shipwindows, gotcha 👍

sweet otter
#

no thats just my theory

#
  • pretty sure you’d only downgrade stuff if ur using only wider and not 2 story
blazing matrix
#

lol

regal sky
#

wait it's shipcolors?

blazing matrix
#

Yes cus ShipWindows replaces the base ship model so when you remove it it changes visibility for the original ship model

regal sky
#

Oh

#

Yeah that'd. that'd probably do it huh

#

So if I wanted to kill shipwindows that'd be a hell of a lot more complicated

#

once again i think i'm just gonna deal with the mismatched wood

sweet otter
#

i dont know if it's that much more complicated

regal sky
#

ig might be an issue of finding the relevant visibility toggles

#

but that's about it

earnest sundial
#

what does the ghost codes monitor glitch look like

earnest sundial
#

If I has the primary mode set to hauntings, will only the Primary Interactions happen?

pseudo kelp
#

Would....... turning off the ship's horn renderer in shipcolors prevent the horn sfx from coming through when you pull it? I was just trying to have a sleeker looking ship lmao, but I think that's what caused my elusive "horn no workie" bug.

hardy coyote
#

So when I'm using the constellations mod, for some reason it routes me to a diffrent planet then what I type in

flint basin
#

I find having MoonsPlus enabled while still having Vanilla Nodes, it tends to be a bit buggy. Is this how you have it set up? If so, disable the Vanilla Nodes

gaunt trellis
#

question regarding Darmuh's Terminal Stuff: why does stuff we have disabled like the Hacker Tool or Pinger show up in the store, despite us having those disabled?

#

we have all of these disabled in config, and they still show up

vapid snow
fickle rapids
#

I'm pretty sure lethal things does it fine

#

It's just the way it's done overall is not ideal

#

But its something to fix on darmuhs end

#

The issue is that while all the nodes and whatnot don't exist anymore when it's disabled

#

The item stays on the buyable items list

#

Because getting rid of items from that list breaks things

#

I havent figured out a good way to fix being able to disable items from the shop in runtime

#

If you know darmuh, let me know and maybe we can do an update to LL that'll help this, it's a few mods that suffer from this issue

flint basin
#

I have noticed that Darmuh’s plus menus are bugged and hard to use

#

Moons Plus makes moons free after being traveled to regardless of configs, so it unfortunately destroys the balance of almost any modpack

flint basin
flint basin
# earnest sundial

Mostly yes, if you have a secondary mode set it will generate an additional set of configs for that

rancid zealot
#

must be a conflict because it surely doesnt happen on my end

versed spindle
flint basin
covert osprey
covert osprey
#

I was wondering why I couldn't get any videos to play on the terminal and later I saw that the video files/folder failed to load. I don't get other helpful messages in or out of game. Typing 'lol' just says "No videos available to play!"

[Info   :   OpenLib] OpenLib is loading with version 0.3.2!
[Info   :   OpenLib] Binding configuration settings
[Info   :   OpenLib] OpenLib load complete!
[Info   :   BepInEx] Loading [darmuhsTerminalStuff 3.8.5]
[Info   :darmuhsTerminalStuff] darmuhsTerminalStuff is loaded with version 3.8.5!
[Info   :darmuhsTerminalStuff] TerminalStuffMain listing initialized
[Info   :   OpenLib] Checking if networking is disabled...
[Warning:darmuhsTerminalStuff] Unable to load video files from path configuration: television-videos```
flint basin
covert osprey
#

Please ignore my above message. I have stupid brain syndrome and named the folder terminal-videos, not television-videos...

#

Only took me 50 times to notice

flint basin
#

Does anyone know what units the intervals on the GhostCodes mod are using for the configs? I assume seconds but I feel like it is something shorter

fresh warren
#

so when i have a colored ship does the other person also have to have the same color or no?

#

or is it host only

rancid zealot
#

at best only the host can see the color of the ship im pretty sure

#

at worst players who dont have the mod cant join

covert wolf
#

any chance this can be fixed? The name of the moon is too long that it moves everything

#

also any chance you can add some command to add credits?

wild atlas
covert wolf
covert osprey
#

For colours, once I hit Generate Webpage, do I close the game and go looking for the folder, or do I keep everything open?

wild atlas
covert osprey
#

Ohh...does it matter? First time trying this out :o

sick glen
#

🌟 Feature Requests for Store Plus & Moons Plus

Request 1: Show Item Count in Store Plus

  • Add a config option that displays how many of a specific item are already on the ship when using Store Plus.

Example: If I already have 5 walkie-talkies, the store should indicate that "5 walkies are currently on the ship."

Request 2: Improve LateGameUpgrades Integration
Enhance compatibility with LateGameUpgrades so that:

  • Late-game upgrade options do not require clicking "Other" in the store.
  • Late-game upgrades should have their own dedicated section in the store menu. Also it should also display LateGameUpgrade contracts, which currently do not appear there.

Request 3: Better Visual Highlighting & Blacklisting Moons & Items in Moons/Store Plus

  • When using the Moons Plus option to select which moon appears first, the selected moon should be highlighted green (like the company option currently is).
    The Company option should unhighlight itself when another moon is selected.
  • Also add the option to hide/blacklist moons & shop items via a config

Example: If "Galetry" is selected, it should appear in green, while the company option is no longer highlighted and or have the option to blacklist from the moons.

#

P.S. Also "Offense" is not position correctly in the list of moons in moon plus

covert osprey
#

For colours, is there a cheat sheet for which layers have what or do I just need to check them one-at-a-time/unlock all of them?

sweet otter
#

No cheatsheet but there’s not really a reason to change the default layers

prime wraith
#

why is my moonsplus not showing me all the moons? and only a few

#

and my LLL custom moon price doesnt work

flint basin
#

The plus menus are buggy, you will probably have to just turn them off

prime wraith
#

aw dang it

#

for some reason i only have those

#

how do i fix this?

flint basin
#

Terminal Formatter may be screwing it up

#

There are supposed to be multiple pages that you change between using your arrow keys

sick glen
flint basin
#

From experience:

  • StorePlus sometimes does not work and needs you to enter/leave terminal
  • MoonsPlus makes moons free despite config being turned off
  • Custom Cruiser price is not listed
  • Vanilla nodes config is very scuffed
rancid zealot
#

and ive usede those menus a ton

rancid zealot
flint basin
#

Some of the issues are much more prominent in multiplayer lobbies, it seems this modpack’s networking may have some holes

#

I have not had some myself but people in my lobby (both client and host) and reproduce them almost on command

covert osprey
#

Good afternoon! (*' - ')/
I get the following error messages when I load up a save file with Ship Colours enabled but there are no apparent issues once I'm in the game. No extra lag (that I can notice), no missing textures, etc.
Should I leave it be or do I need to add something(s) to the blacklist?

sweet otter
#

u can add them to the GenBannedMaterials for it to not happen

#

I don't think it'll do anything though

#

LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3

covert osprey
#

Okie dokie I'll add them just to be safe. Thanks :)

viral python
#

Is it possible to hide store items from storeplus?

wild atlas
viral python
#

I cant find any option to hide stuff

dusk patio
austere pulsar
#

My friend can't move up and down in the suits/ moon plus menu, it makes them go up and down in the terminal history instead

His log:

#

He figured that he need to do Alt+Tab to fix it

noble crest
#

is there a conflict error withother terminal mods like terminal api?

#

things like beastiary and such wont open

raven geyser
#

its it possible to make it so you can sort moons by price with moonsplus with the terminal stuff mod?

flint basin
#

I believe there is a sort config

rich roost
#

I want to add modded shop items to this, would it just work if i typed out there name here? for instance: "Essentials:hookgun,hookgun,hookgun"

strong bluff
wary anchor
#

Hey yall, im not sure if im just being silly or not but it seems like when trying to add multiple constellations to a moon via the config, only the first constellation listed actually works. Like for example i have "Aridia,Glacia", but it only appears while in the Aridia constellation. Its either that or im misuderstanding how this works lol

cedar terrace
#

hey, with our mod combo it seems the map command is broken

#

the map on the terminal is a single snapshot of how the map was upon opening it up

#

it does not update

flint basin
#

The dev is MIA right now unfortunately, these mods have several features that have been broken for months

blazing matrix
#

The Map was based on v69's map, it won't work with v70

cedar terrace
#

ty

cedar terrace
#

did i do sm wrong?

blazing matrix
#

I think these may also need to be off

cedar terrace
#

will try, ty

blazing matrix
#

Cus it mentions they also count as cams

cedar terrace
#

ooh i think it did the trick

#

ty

blazing matrix
#

yw

cedar terrace
#

aaand how well does constellations work? havent really tried it, but it looks like its been almost half a year since an update

#

using malfunctions btw

frank shell
#

speaking of i actually had a question about it myself, is there any easy way to make a moon appear in all constellations? SOLVED!

#

and on the opposite side, i have a moon that DOES appear in all constellations for some odd reason, i have it set to only appear on one constellation so i find it a little odd

cedar terrace
#

can someone explain constellations in a bit of eetail to me?

#

i dont quite get exactly what to do and how to config it, the things it can accomplish

#

example use cases would be nice too

wild atlas
#

I miss darmuh...
He owes me an update

flint basin
#

We all miss him

sacred forge
#

I miss darmuh ...

odd thunder
#

waiting patiently for the goat to return

flint basin
#

Was it ever said why they left?

wild atlas
flint basin
#

So it has not

#

I know they are on hiatus, that much is obvious

tidal patrol
#

no promises but I'm at least opening the project files to see where I left things 💀

blazing matrix
#

Noice

#

TerminalStuff needs an update the most tbh lol

#

Cus all the cam stuff got nuked with V70

tidal patrol
#

it has a lot of uncommitted changes already lmao

blazing matrix
#

Lmao I also noticed it breaks after a lobby reload in some ways

tidal patrol
#

would appreciate a summary of what doesn't work with the latest release

blazing matrix
#

like typing Home just stops working

#

and it considers it invalid

#

Otherwise idk what else is broken

blazing matrix
#

Whenever a client uses the terminal it just shows the vanilla node

#

when it syncs

tidal patrol
#

also, i realize terminalstuff has my name in it but all of my mods are MIT licensed so anyone could have forked things if they wanted KEKW

blazing matrix
#

Lmao

#

Tbf I think you've done so much of the coding and rewriting at this point that other devs might not know where to start on forking it

#

XD

tidal patrol
#

yeah it's a bit spaghetti lol

tidal patrol
blazing matrix
#

Lmao tbf you've done code cleanup everytime you've rewrote it so it can't be that bad nowadays

blazing matrix
tidal patrol
#

always room for cleanup lol

blazing matrix
#

but nah basically if a client types moons, it will load the vanilla node and not TerminalFormatters, I think Mrov mentioned it's cus his nodes aren't actually nodes

tidal patrol
blazing matrix
#

same goes for Store

#

or any other terminal page with a node changed

#

I know you had compat going at one point but idk what you did tbf

#

lol

tidal patrol
blazing matrix
#

I'm unsure if the plus menus sync

blazing matrix
tidal patrol
blazing matrix
#

But yeah the cams system broke cus Zeekerss redid the radar

tidal patrol
#

yeah I see zeekers added some stuff

#

also finally fixed that \n bug I had a patch for

blazing matrix
#

Yeah

#

lol

#

I think both your mod and GI had patches for that

tidal patrol
#

yepp

#

lots of overlap between GI and terminal stuff for obvious reasons

blazing matrix
#

I will say I'm surprised you stuck it out so much longer on the REPO train 😆

sacred forge
#

no rush doing anything, don't feel obligated to lol

blazing matrix
#

A lot of devs stopped a while ago cus Photon sucks to work with

sacred forge
#

nice seeing you around is all

tidal patrol
#

but tbh I haven't been doing much modding in general

blazing matrix
#

I will say I played the updates for REPO and Phas recently and I liked Phas's more, I kinda burned out hard on REPO after a couple months and the new update didn't add any new content that made it feel fresh again

#

Phas's was actually decent after several updates of like

#

nothing

tidal patrol
tidal patrol
#

The only unity game i've played much of recently is peak lol

blazing matrix
#

Tbh the main complaint I see people say is that the specific version of Photon REPO uses is bad lol, not even that Photon is so much the issue but that it uses Photon Pun

tidal patrol
#

yeah I've seen a bit of that too. I'm just saying it's really easy to mod with

#

with LC I have to use Evaisa's patcher. With pun I can just hijack a photonview and tell it to send everyone an Rpc method to run. If the clients dont have it they just get a little warning message in their console KEKW

blazing matrix
#

Also I never got Peak cus I know Landfall's games have a habit of being something you stream twice and never play again but if it keeps popularity I may grab it sometime

sacred forge
tidal patrol
blazing matrix
#

I mean tbf I remember Batby was interested in REPO too but it didn't last long so ig we'll see lol

#

It at least is lasting decently long though which is good

tidal patrol
#

Yeah I mean anyone who mods unity games will always take a peak at what's the new popular game

blazing matrix
#

Ye

fickle rapids
blazing matrix
sacred forge
#

he saw some of the community members and noped out I think

odd thunder
#

That's what I remember him saying

#

Also hi darmuh

sweet otter
#

#1 darmuh fan

tidal patrol
odd thunder
#

oh, did you need any other reports of issues

tidal patrol
#

this is quite silly

fickle rapids
#

you know im surprised that doesnt break

tidal patrol
blazing matrix
#

Hmmm

odd thunder
#

ite, i don't know every problem but i'll mention the ones i've gotten

tidal patrol
tidal patrol
blazing matrix
#

Possible

#

Oh wait is it your mod that is also making the default Radar be more zoomed in now compared to Vanilla?

#

I noticed that it's super zoomed in without TwoRadarMaps

tidal patrol
#

there's a radar zoom setting yeah

blazing matrix
#

but in Vanilla that doesn't happen

tidal patrol
#

but the default should be the same as vanilla default

blazing matrix
#

I'll double check it cus the vanilla values may have been updated

#

lol

tidal patrol
#

unless zeekers changed that at some point 💀

blazing matrix
#

I think he changed it with V70

#

to make it be more zoomed out

odd thunder
#

1: moonsplus setting paid moons to free on save reload (already addressed in your dev branch)
2: storeplus adds null entries occasionally (will get an img of what i mean)
3: storeplus doesn't register some furniture/ship upgrades (some of melanie's utility furniture, all of the cooking furniture, lethalphones switchboard don't appear in the shop)

tidal patrol
blazing matrix
#

Looks like the default is 30 now

#

I was checking TwoRadarMaps

tidal patrol
#

my tworadarmaps reference is version 1.2.0 btw 💀

blazing matrix
#

Yeah 30 looks normal

#

Yippee

tidal patrol
#

I'll fix the config item default/range 🫡

#

I'll prob try to update the references to use nuget rather than a bunch of locally saved .dlls 💀

blazing matrix
#

@tidal patrol So was testing the terminal map and noticed it just displays a freeze frame of the radar

tidal patrol
blazing matrix
tidal patrol
blazing matrix
tidal patrol
#

maybe. I also only tested real quick with solo just to see what it looks like

#

switched between myself and a portable radar

tidal patrol
#

actually, tried it with your synced profile from your server and I see the radar is freezing when I enter the terminal. So will have to figure out what's causing that

flint basin
#

Welcome back Darmuh, I got into your mods (TerminalStuff and GhostCodes) while you were gone, it is cool to see you return before they kick the bucket

true orchid
#

How's LethalConstellations holding on? Any issues?

wild atlas
true orchid
#

Put all Wesley's moons in their own constellation, but switching to that constellation makes switching to another one essentially not work. It just keeps showing Wesley's moons.

versed spindle
#

Wesley’s moons have a journey mode thing where they appear based on collecting certain items which might affect how this mod hides and shows moons

#

You might need to disable it

true orchid
#

Unrelated.

#

Journey mode just hides Wesley moons that you haven't unlocked yet. It doesn't affect vanilla or custom moons.

#

Not to mention that I don't want to disable that.

#

Actually, disabling journey mode just makes Wesley moons show up outside its constellation.

wild atlas
# true orchid Unrelated.

Actually Related.
Wesley's moons Journey mode affects the hidden/unhidden status on all moons, even WM unrelated.
WM Journey is incompatible with LethalConstellations

#

And Discovery mode from LethalMoonUnlocks

grizzled briar
#

wait what? Wesley moons effect LethalMoonUnlocks? Is that just for moons from the mod?

true orchid
#

Wesley's moons Journey mode affects the hidden/unhidden status on all moons, even WM unrelated.
That's terribly inconvenient.

wild atlas
true orchid
wild atlas
tidal patrol
#

yeah the discovery mode locks down the LLL methods that LethalConstellations uses to hide/unhide moons. Not much I can do on my end about it alone

modern wing
#

Nom nom

dusk veldt
#

i plan to use terminal stuff, but can i use it now or should i wait for an update?

wild atlas
dusk veldt
#

what features dont work?

#

i wanna use the moon/store plus things

wild atlas
flint basin
#

Moons Plus has a bug where it will make moons free after visiting them even if the config is disabled. I had to turn it off because it completely destroyed my modpack’s balance

odd thunder
#

darmuh said they fixed it in dev branch

flint basin
#

Sounds good, I just was letting it be known

rugged tree
#

Hi, sorry new here. Not sure if this is reported / asked about before, but the radar on the terminal updates at about once every 4-5 secs. While the main monitor is pretty much realtime

I've faced this as host and client both. Any config I can tweak to resolve this?

tidal patrol
blazing matrix
tidal patrol
blazing matrix
#

Idk if you have anything else you need to change with it since the mod is pretty stable outside of it erroring for clients

#

One sec

#

I would assume it's from SuitsTerminal

tidal patrol
#

do you have more context as to when it happens? Maybe some log messages from before/after?

blazing matrix
#

I think when the client is joining normally

#

I just see it a lot when clients send me their logs

#

This is a log from a few days ago

tidal patrol
#

hmmm, yeah could be any mod that is telling the client to wear a suit

blazing matrix
#

When we were helping Xu fix an issue with Oxyde iirc

#

Maybe an interaction with SuitSaver?

tidal patrol
#

I know there's a few diff options out there which acts as a "suit saver"

#

GI also has an option like that iirc

blazing matrix
#

Yeah I have GI's off

#

lol

tidal patrol
#

fair fair

blazing matrix
#

If it is a compat issue between the 2 mods, it's possible you might be able to contact the dev to fix it I think they're still active in here from time to time and they do have a thread

tidal patrol
#

i dont think it'd be a compat issue

#

just some mod providing the base-game method with a null param

blazing matrix
#

Ahhhh

#

It would be this mod

tidal patrol
#

I was gonna say you could blame suitsTerminal if you had this set to something

blazing matrix
tidal patrol
blazing matrix
#

So it's probably something Hexnet just needs to fix

fickle rapids
blazing matrix
#

Hmmmm

fickle rapids
#

not the error you were getting anyway

tidal patrol
#

yeah, I don't know what is throwing null

blazing matrix
#

Yeah it's a harmless error from what I can tell

tidal patrol
#

the values they are providing shouldn't be null

blazing matrix
#

Maybe it's a suit mod causing it

tidal patrol
#

but that's the fun thing about modding, sometimes you get null values somehow

tidal patrol
#

i've seen issues sometimes where some custom model suits don't work together because they both try to replace the same named suit

#

but i'm pretty sure your pack doesn't use any custom model suits

blazing matrix
#

Yeah lol

tidal patrol
#

so yeah error is probably originating from suit saver but I wouldn't say it is caused by suit saver

#

I also don't think suitsTerminal is the cause tho

blazing matrix
#

Yeah probably not

blazing matrix
#

if you have Terminal History on in GI or Terminal Stuff it sometimes breaks the Suits Terminal

wild atlas
#

hello

brittle trail
#

is there any known reason why the walkie term feature doesn't work - it's making the ptt noises but no speech is picked up when speaking on the terminal

tidal patrol
brittle trail
#

i can probably record a test with a friend if that'd be useful

tidal patrol
#

yeah whatever you'd like to provide would be helpful. I haven't seen anything change in lethal's code when it comes to walkie talkies

brittle trail
#

ok, would logs/modpack code be useful to u?

tidal patrol
#

yeah, can't say I'll get around to it quickly tho

brittle trail
#

npnp

brittle trail
#

@tidal patrol ok im pretty sure my friends were just fully wrong and weren't pressing lmb 😭

#

because its working totally fine rn

clear spindle
#

So, after testing for a while, i managed to narrow down with my group what was causing our modpack to crash upon reloading a lobby every time
We found it is darmuhsTerminalStuff
With it disabled, we can reload lobbies
When enabled, trying to reload a lobby will crash the game whilst loading, no unity window or anything in the log, just abruptly closes
So now its a matter of trying to figure out what exactly in the config would cause it
01983c00-d455-eb96-8510-d5b915ad5057
I'm gonna first try deleting the config to reset, to see if that fixes it
And then gradually add back my changes to find the culprit

#

I first suspected it was MoonsPlus maybe doing something weird with LQ messing with moon prices?
But even with MoonsPlus off it was happening

#

This was also an issue prior to v70+
We only just figured out what it was now

#

Okay, good news, wiping the config fixed it
So it definitely is just 1 specific config in there that causes it
i will try and find the culprit Cri2

clear spindle
#

i've narrowed it down to the "Custom keywords" section. At first i thought it was because i placed a ";" at the end of the last keyword, but even after removing that it still was crashing
So i will try resetting the keywords and see what that does

#

Something here is causing the crash.

clear spindle
tidal patrol
clear spindle
#

Sures, omw home now

clear spindle
#

My guess is that it crashes because "discord" and "wiki" are not only the keywords for the command, but are also part of the description of said commands
Meaning when it pulls up the descriptions, it might be trying to use the keywords, making a loop or something????

#

thats my best guess.

tidal patrol
#

to be honest, after a quick glance i'm pretty sure this is a backend thing that might just go away when I eventually update the mod

#

reminded me why I had taken a step away from lethal modding for a bit. I was working on migrating from using my messy ManagedConfig class to a newer rewritten system under CommandManager

#

basically there's a lot I needed to/still need to migrate over to the other system

clear spindle
#

ooo, i see

#

in any case, i have it fixed for now, whatever it was

tidal patrol
#

suitsTerminal is a good example of a mod I was able to fork over to the newer system completely

#

but a lot less commands in that mod vs terminal stuff lol

flint basin
#

Oh yeah one thing I wanna say about TerminalStuff, the \r command puts the carrot back to the start of the line without making a new line. This breaks the ASCII art and whatnot because all the text is piled on itself. Just replace them all with \n and the issue is fixed

tidal patrol
#

yeah I'll update the defaults to not include \r when it's not necessary. I think at the time I was just trying to emulate zeeker's formatting

blazing matrix
#

I legit can't play without your stuff anymore, which is why I was so happy when the fix for Suits Terminal was to stop allowing Terminal History lol

wild atlas
#

I'm glad you're back

flint basin
#

It will be cool to have the mods fixed, I have only ever known the current semi-broken stuff

blazing matrix
#

Oh yeah btw @tidal patrol I fixed the null suit errors, it was either cus of some suits I needed to update in my addons mod or cus of the ignore less suits setting in More Suits, I updated my mod and turned that off and the problem was resolved though lol

blazing matrix
#

I was hoping it would, I really didn't have any idea if it would and just hoped lol

grizzled briar
#

I'm looking to check out darmuh's storeplus features but I have heard of darmuh's having some issues. Could someone list those issues to see what I need to do/not do?