#darmuhs mod thread [ Terminal Stuff | Suits Terminal | Ship Colors | ghost Codes | Constellations ]
1 messages · Page 3 of 1
do filter none
Man, you can read?
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
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!```
so i'd say that first error is breaking my entry point to replace the pages, just a guess tho
honestly relatable tho, I forget about the LLL filter/sorting stuff all the time. As someone else mentioned filter none will fix that issue
That first error is one of the meaningless errors I have in my modpack I think
To do with LC Shrimp
And doesn’t actually break anything
To my knowledge at least
The point we got to undermine errors, lol.
I added it relatively recently, and iv had this bug since before then
well if you disable the mod and it still doesnt work for clients let me know
but i'm pretty sure that error breaks my patch lol
I’ll try it tmrw but I’m pretty sure it’s still gonna desync
Since all it is is an enemy mod
Albeit an incredibly buggy one
Spits out errors all the time
Maybe it’s bestiary completely messes with the terminal somehow
it'd also help if you turned on these
Shall do
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
I’ll probably drop into piggy’s thread about this at some point then too
At this rate I think LC shrimp will get deprecated cause it’s just broken beyond repair
with these I could determine if anything from my startofround patch loads and give you a better answer
Even outside this terminal issue
I’ll update you tmrw at some point cause I’m currently in bed rn 😭
Sleepy I am
no worries, I just recently got out of bed lol
Ayyy
Have a good day then
‼️‼️
Also before I go
I vaguely remember a while back someone reporting this issue with constellations
But I’m not sure if that was a separate bug to the plus pages one, despite the similarities
More or less the exact same issue I have currently with the constellation page (as well as the plus pages if you wanna group them as being the same bug) not loading for clients, but loading for the host
could be the same issue but would need logs to be sure
yeah this was just me being lazy with copy paste, will fix
literally unplayable get your act together ♥
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.....
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
that should be good, the visibility thing is only really if you want to be able to hide things (like cables, pipes, etc .)
tho you could theoretically hide the zipper if you wanted for some reason lol
okedoke for realsies this time: If I load in a save now with a bag, it's black. But spawning a new one still makes it blue until quitting and reloading.
Also would that just make it completely invisible? lol
Yeah the zipper would be gone but the bag would still be there
For other bags I guess the issue is the way it spawns in is the drop ship
So I'd have to patch that probably if I wanted to catch drop ship items on spawn
I think
Would luv it if possible
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.
Ig that just has to do with the config settings being loaded or not
Something to look into in the future for sure. Right now I'm working on getting terminal stuff on my new refactored methods
Yeah that's intentional lol
no worries love all your stuff, so thank you!
oh hey this might be actually weird, ones that were already loaded have the color but new ones from the dropship don't.
Yeah that's the lack of a drop ship patch prolly
you can change the color of the belt bag?
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
Yeah if you set up your filters in ship colors to allow it you can
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.
Also I have terminalconflictfix but I think this was happening before I added that.
oh thats helpful, yeah there's some known issues with purchase packs and unlockables
mostly if you buy an unlockable and also have one listed in a purchase pack
its something I plan to look into
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.
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
the intended behavior is to remove the singular item and it's cost from the price
Ah I had that a bit ago but I thought that was because I went over an item limit
it was a beeg pack
yeah the only item limit you run into should be the drop ship item max
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
yeah items in the storage cabinet are tricky because technically they're considered part of the storage cabinet 
see, they become the storage cabinet's children
I suppose that makes sense for position data and stuff but for colors? lmao
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
in this case the 4 beltbag items are children of the storagecloset game object
I could probably hardcode some sort of check but yeah that's the reason for it
and it'd be like that for anything you can interact with in game that you store stuff with
so like mel's furniture and maybe even ship inventory
I see I see.... Well if it's a hassle tbh the dropship color really is the only thing that matters (for items anyways)
it's just hard to work around when doing generative stuff
i did test a new patch to grab any networked object spawn which seems to work
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
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
All good, thank you for looking into it!
When do you think you'll update openlib next? Just outta curiosity - not rushin lol
bc I may just turn off the bag color until it's more consistent even tho its coolio
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
the two systems almost all of my mods rely on so I also have to make sure things play nicely together lol
so it just depends on how smooth things go as far as transitioning stuff over
@silk olive look at this throwback
https://www.youtube.com/watch?v=E_80-yAA0zE
God that powered by Advanced Company shit looked like such a virus popup
Ugh
oh my god 😆
that was a millenium ago
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.
i never knew it moved so uncomfortably
if you have the time could you play your next session with this setting enabled and provide logs from the players affected? Would appreciate this info in a github issue so I dont lose it as well
posted Jan 20, 2024 
the way that menu item was created at the start is so cursed too
Will do 👍
Hey darmuh!
I'm having an issue with 1 of my friends
It says that it's caused by MoonPlus
Here is his log
Out of my 10 friends that are playing, he is the only one who has the issue
what's the issue they are experiencing? aside from the errors
unable to enter into the lobby as a host
he can create a match and use everything
But he's getting the black screen when trying to enter onto our lobby
no matter the host or the save
I see a handful of errors in that log
have they restarted their game and tried to join?
so is the issue they can only host but not join as a client?
yup
I tried everything :,]
He just recently gave me the latest log
but it's only him out of my 10 friends :,]
the line from this error means one of these is null:
GameNetworkManager.Instance
GameNetworkManager.Instance.localPlayerController
GameNetworkManager.Instance.localPlayerController.IsHost
that's why I can't find the issue
which shouldnt be a thing when joining
I mean there's a handful of errors in the log as well that might help you figure out what's different
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)```
there's this too
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()```
lol I was just pasting that 
I was gonna paste that next 
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)
though, judging by where the error happened it looks like helmetLight may have been null there
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
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
gotcha
Speaking of TerminalStuff
@tidal patrol Glitch caught this error the other day, any idea what caused it?
i can peek at the line give me a sec
could be me depending on what you're doing darmuh
i mess with the radar list too but nothing out of vanilla calls
nah it's another null ref from localplayercontroller*
which is annoying because like, that should never be null 
lol
well, when this method is getting called anyway
yeah that's all my debug logging
why I ask people to turn it on when they have a reproducible issue because i'll find out exactly where shit is breaking 
Maybe TwoRadarMaps or one of Matty's mods? They have patches for that
I forget which of Matty's mods does it
It's either Lobby Control or Matty Fixes
for the client id? I doubt it (especially from those two). They're pretty smart with their changes not to introduce null values. I'd bet it's more likely some fuckshit going on with vanilla
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
So likely not GI
Or Lethal Elements, it does patch the map radar to glitch during Solar Flare
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
so I do think it's def more likely some stuff going on vanilla-wise
Could definitely be though yeah
guessing it was this one 💀
If it's that then that probably is from TwoRadarMaps maybe? 🤔
nah i doubt it's another mod
I also set Monitoring default view to cams in Terminal Stuff
Maybe I pissed it off doing that
XD
lmao I'd hope not
Hehe
do you know when this error happened btw? Or just looking thru logs
It was when he loaded into the lobby he told me
There was an error from BetterEXP, that error, and some errors from AdditionalNetworking
ah, then yeah maybe it was just that my method was called too early
context is def important with the error
Ye
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
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 :)
could you create a github issue for this so I don't lose track of it? Also if you could grab logs when it happens with these enabled it should be very helpful
this is the github for lethal constellations https://github.com/darmuh/LethalConstellations/issues
i'm guessing it's probably due to some incompat with LLL since it added the lever stuff but would like to be sure
github issue created 
I have... 103 moons I need to organize into some constellations 🤔
How many???
Maximum I had was 60
One hundred and three. Moons.
I can read lol
I haven't even played the majority of them, so they may get removed after some time 🤷♂️
Yeah, but I'm being dramatic.
Here, lemme make it even more dramatic
Now it's big 🎉
Atm I have somewhere between 50 and 60 moons
Which ones ya got?
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
How does the wesley journey thing work? I'm unsure 🥺
You mean like unlocking moons?
I guess?? I don't really know what the "journey" part of it is, at all
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
Fascinating 👁👁
Maybe will do that sometime. For now though, I need to figure out how I'm going to organize these moons and constellations.
What's your moon list in short
103 moons excluding 26 from wesleys moons is a pretty big collection 👀
Vanilla
Generic moons
Harvest moons
Tolian's
Rosie's
Moons of Otherworldly Oddity
Nightmare Moons
And a few other individuals
I see
I dont even remember how many interiors I have
Wesley's, all demonmae's interiors and storage complex for sure
Edifice is nice but really needs tile variety
I know
When I got it on Ultimatum earlier it really showed how much it lacks tiles
One of the reasons I removed it temporarily
Got a bunch of jump gap tiles on there
Yeah
it's a fantastic interior just needs Jade to return and work on it
Mhmm
Do you know any other vanilla styled interiors like edifice, storage complex or subsystems?
Oh right the storehouse, then there are no more interiors that I dont know about lol
https://thunderstore.io/c/lethal-company/p/Dantor/Dantors_Mental_Hospital/ This one is an og that always was vanilla feeling
I heard it's loot density is kinda bad
Idk if that is still the case
I haven't played with it as of it's update but iirc Dantor made efforts to improve it
I probably add it back and give it a try
I missed it
I am going to go through hell organizing my moons into various constellations, and then balancing interior spawns on them ☠️
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.
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
Wait what
Since when was dantor back
That's crazy
Couldnt reproduce with 5 local instances, might be only reproductible in online mode 😩 . Will attempt to get logs next time I play with a 5 people group.
StorePlus is not working for me, it just shows the vanilla store
01952488-0a71-ff54-0362-bd52e76fce96
Also, could you add the possibility to change the keybinds like suitsTerminal? I like using WASD more than using arrows.
seems one of your purchasepack items (unlockable upgrade) is causing this to report out of index https://github.com/darmuh/TerminalStuff/blob/1263f9a12e80aaad0acce00c51555927fc411ac1/DarmuhsTerminalCommands/SpecialStuff/Store/StorePacks.cs#L383
I thought my check at the top would stop that though lol. Maybe I need to check for negative numbers as well
this is planned for all menus yes
oh even more interesting, you have the default purchase packs setup 😵 Essentials:pro,shov,walkie;PortalPack:teleporter,inverse
and it's disabled 💀
I'll have to look into that lmao
Oh yeah I don't use purchase packs
fyi you'll need to wait for wesley's moons update to add a config option to disable journey mode in order for constellations to work. They added a script which disables my ability to show/hide & lock/unlock any of their moons
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
i'm curious if the error you're experiencing will go away if you enable it
Will try
if it does fix it, then you can try setting PurchasePackCommands to blank so that no purchasepacks actually get added
Nope, still not working
unlucky
yeah idk why you're getting that error. I'll have to test my dev branch on your profile at some point
i'm like halfway thru terminalstuff's refactor lol
no worries, take your time
:)
migrating storeplus now 
what is this 👆 and that 👆 thing listed as in ship colors
oh wait I found the google doc that's on the mod page that tells me all that. nevermind
logs pls
^^^
wait holdup
a lot of stuff is fucked up
its an issue with me i think
the issue was weather registry's new update
completely fucked like 10 mods
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
really weird
💀
🤭
is there a way to change the names of the constellations
like constellation canyon, constellation marsh, ect
never mind I think I figured it out
just in case youre still looking for that answer, it's this config item in the Setup section
ah thank you
I'm a bit confused? it says it'll reset the generated config but it doesn't seem to be doing that
and I'm not exactly sure how rename them since there wasn't a default example listed
it should any time you change that setting
you can always just delete the generated config if its not resetting
Is there a way to change the default text color in the terminal mod?
yes it's under Terminal Customization
is there an option to change the price color for store plus
the "affordable color" & "not enough creds color" doesn't change it
Pretty sure it only changes on item basis, not total cost.
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
ah okay
Daaarmuh 🥺
I appreciate you 🙏🏻

Darmuuh
do updates reset configs
or certain parts of them
is there an easier way to customize the "home text art" for the terminal
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
(string whatever = "ascii art here")
which one? This thread is for like 5 mods 
Depends on the update but generally you should be good. I usually try to put a note in the changelog if configs are gonna be reset anywhere
Ah
Suitsterminal
My fault lols
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
As batby mentioned in the old thread, it's not a very simple thing to implement. I do plan on doing something like this eventually but I don't have anything ready for the immediate future
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
to be fair, it's actually a ship inventory issue (since it's only ship inventory's upgrade that does this)
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
which is basically looking for the specific upgrade and excluding it
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
nothing currently in any of my mods. Might be something I can implement in the future
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 ♥
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
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
store all wouldnt be too bad either though i doubt it would be used often outside of ship clean up
yeah the persistence thing sounds up furniture locks' alley tbh
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
I've seen it used for a while in Lunxara's profile. It lets you lock furniture items to specific positions and stuff
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
if you want you can throw me a github issue to request the feature so I don't forget it in the future lol
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
nice!
not perfect bute huge alright im off for a bit thanks for the help darmuh as always one of the best mod makers
looks like this is their thread if you wanna report the pull all issue - https://discord.com/channels/1168655651455639582/1299278275952119808
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
Would it be possible to allow manual organization of store items?
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 
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
maybe later down the line when I've got the other menus in a good state. Would probably be something like menus
I think if anything I might add a priority items list that you can force to the top of the listing
uhhh, it's already configurable in-game with lethal config? Do you mean like rather than using a reference to the material (and it's color property) itself?
you're welcome to take a look and suggest a PR (or make your own fork if you prefer that)
yeah, I mean making it so that you can select a color and then just click on stuff to apply it
in scene
spray paint
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
fill bucket
yuh
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 
throwing shit at the wall
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
only relevant thing I found was this, but it costs unfortunately https://assetstore.unity.com/packages/tools/physics/super-raycast-91154
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
have a lot i'm still working on so probably won't pursue anything in the near future
oh for sure, I didn't really expect so
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
I would triple check you both have the exact same mods installed. If you do, please provide logs from the both of you
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)
huh, yeah not sure why my method doesnt detect changes from LQ. I'm pulling it from the vanilla riskLevel property that is tied to the selectable level. I guess i'd have to look into what LQ is modifying specifically
And yeah np for the death note menu update, that'll probably get updated at some point to the new refactored menu as well
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
Interestingly, i just also found that upon routing to the moon, it THEN corrects itself to the actual difficulty level, even if you load another terminal screen or route elsewhere
Like rn offense is "B"
And now its A- lol
Wait, Experimentation just switched back to B...
i suppose it does forget then
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
im here for the from constellations 
I'm here for the constipations
Oh, I know that one
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
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
that's on all values as I've seen cuz these values changes per moon where you orbit.
When I used this mod months ago (pretty sure still on the latest update) I had this same issue, reason why I stopped changing the difficutly directly on LQ
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?
CentralConfig
Cant see it in LLL
And i refuse to use CC 
Damm
understandable
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
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
I am quite strongly against it because it goes out of its way to override WeatherRegistry's stuff, without an option to opt out of that
Just nukes WR scrap value stuff and insists you use it's own config instead

oh, there was no way to disable that?
there is*
oof
welp, I don't know if there is another mod
Nope
unless they changed it more recently
0.16.1 changelog says it accepted the WR pr, so it might actually be fixed now
oh, that's good
I stopped using the mod when Wesley's Moons update got released
so I'm not sure about the latest updates
@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);
}
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
is there a specific reason you need to change it at runtime?
unlockable ship upgrades
ahhh gotcha, is the unlockable element a pay type thing or something else?
wdym?
like is it just supposed to be a standard unlockable or unlocked in a unique way
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
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
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
I'll have to think about it a bit more tho, just first glance thoughts yknow?
yee
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
ah i use LethalLib for adding the unlockables so I'd have to do a lot of base engineering in that way 🙃
its honestly not too hard to do on your own tbh
but yeah I know lethallib makes it easier
adding another hand into the terminal jar would be one of the last thing i'd wanna do tbh lmao
thats totally fair LOL
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 💀)
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
🙏 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
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
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
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
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
yeah that shouldnt be an issue i dont think
aight
I'll let you know if i think of anything else
is it still planned to fix the issue of OneTimePurchase from moons plus applying even when set false?
yeah I have it fixed in dev branch, just holding on a bunch of more changes that are still WIP
gotcha gotcha
hmmm, would not adding the unlockable/terminalnode to the vanilla arrays (until it's unlockable) solve that?
that would fuck up even more things tho
hmm
I'm gonna think of something that's gonna be toggleable on my end
🙏
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)
will check and let you know
if you are really bored, could you check if modyfing https://github.com/AndreyMrovol/LethalMrovLib/blob/main/MrovLib%2FContentManager.cs#L54-L57 (BuyableThing.Name) changes the name for Terminalformatter?
is BuyableThing your own thing in TerminalFormatter?
it's a thingy in MrovLib, yes
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
just got around to actually testing it and it works perfectly fine with darmuhsterminalstuff (on default settings anyway)
works with terminalformatter too @silk olive
(didnt test standalone, tested with both darmuhs stuff and yours together, only LAN didnt check multiplayer)
thats awesome! I figure storeplus might have some issues like being able to select the item with the name "???" since storeplus bypasses LoadNewNodeIfAffordable. I still gotta think of a creative way to handle that. Worst case scenario I make something public for you to influence storeplus with soft compat
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
haha gotcha, I appreciate the heads up
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 
sorry yall I've kinda been taking a small break from lethal modding
I'm not sure why portable teleporter is taking priority over the regular teleporter 
@modern wing off the top of your head do you know what the upgrade name is called for portable teleporter? I feel like the regular teleporter would get picked first in this case https://github.com/darmuh/TerminalStuff/blob/1263f9a12e80aaad0acce00c51555927fc411ac1/DarmuhsTerminalCommands/SpecialStuff/Store/StorePacks.cs#L345
Portable is an item?
Also, @vapid snow it'd help to have you turn on the developer logging stuff and provide some logs.

oh LMAO, yeah that changes things
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

Howdy, sorry I was busy. Still need a log?
I'm pretty sure I know what the cause is now so we should be good. Sorry for the double ping
More than okay, best of luck fixing the issue. No pressure tho, especially if you’re taking a break 
Hi darmuh!
Uhm...
I'm still unable to land on the moon when setting up a starting moon that it's not Experimentation :,]
on LethalConstellations
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
oof :,]
No issues man
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
yeah, I hoped that too :,]
use LLLHotReloadablePatch
it's an LLL issue
I have that, still unable
yup
only when the starting moon is not experimentation (a thing that Constellations let you do)
ic, weird
yeah and LethalConstellations doesn't do anything too crazy. This is the relevant code https://github.com/darmuh/LethalConstellations/blob/b299b0399a5077823d87d3484f0769c30370e74e/LethalConstellations/PluginCore/SaveManager.cs#L91
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
LethalMoonUnlocks Moon change when starting when enabling the DiscoveryMode works btw
idk why, but you may check the code if possible
yeah that'll be a good reference point
take your time man, I'll set again the starting moon on Experimentation atm lol
i got this issue as well, i don't use lethal constellations, i have hot reload patch, everything i can think of
it can be fixed if you reset your interact triggers with testaccountfixes
hmm
(should specify, it happened in a similar situation, i started a new save and routed to sector 0 for testing)
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? ):
@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
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 :,}
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
I have a bit of things I check for that you can set, but I'm not sure if disabling the interact trigger will stop it
well i cant exactly make the networkManager null as much as i'd want to
lol yeah I was thinking maybe you could set travelingtonewlevel as true?
if that's not gucci then I think you can also force the command disabled
you reckon that'll break the moon you're currently on? im disabling interaction while landed
until I add something on my end to check for the trigger
i'm not 100% sure but I dont recall the game checking that property much outside of routing in orbit
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
yeah sorry, in hindsight the command should probably check if the trigger is interactable
lmao all good, i'm doing a fine job breaking it myself 
cuz in infected company the lever is not interactable and i have no idea why but yeah
huh, yeah I haven't played with that mod before
great, my next update will come knocking at you in a few ways minimum i hope
it's a bit of an old unmaintained one, but always fun when it works
yeah I saw you got a big patch coming
rodrigo calls it a bug fix, it's slightly more, if i break your stuff ill show you what's breaking it 
hahaha that's fair
did you ever end up using the terminalaccessibleobject stuff I sent you?
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
all good, was just curious if any of it had issues LOL
oh no idea lmaoo
I still haven't gotten around to using it in anything of mine
yeah the filters are client-sided. In the refactor I do plan on adding a config option for default filter settings
not sure I want to network changing the filters tho, since it's a personal thing
thanks!
maybe not a network thing, but at least adding an option to be enabled by default
Anyone know how I am supposed to do this? I am confused on how to make constellations
I found out the constellations but did anyone figure out that experimentation lever bug?
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
LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3 add these to the GenBannedMaterials entry
maybe I should do the same for materiallbsh?
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
Use \n instead of \r
\r doesn't move to the next line
The default configs have \r which is confusing. The welcome screen is broken out-of-box and you have to change things to \n
default config uses enter to go to the next line instead of \n
from what i can tell
\r there for the participation trophy
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
shrug
\r should be just moves to the start of the current line
\n should be start of next line
\r is good if you want to make garbled text
ty
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
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
i haven't tried with shipwindows beta but it still might be fucked up with that
showcase of this
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
Just as a fyi I already had the wooden floors darker, ShipWindows overrides the values
Ah
Well that's annoying
I did notice the stairs were darker on your profile than the rest of the floor
Or you could yank ShipWindows
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
another person who has encountered this huh
probably not accounting that the ship by shipwindows is multiple pieces or something
oh it's a bug with the shipwindowsbeta compat?
So I'd have to downgrade widership then if I wanted to pull shipwindows, gotcha 👍
no thats just my theory
- pretty sure you’d only downgrade stuff if ur using only wider and not 2 story
Oh yeah, I forgot that is a ShipColors thing cus of visibility options
lol
wait it's shipcolors?
Yes cus ShipWindows replaces the base ship model so when you remove it it changes visibility for the original ship model
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
i dont know if it's that much more complicated
what does the ghost codes monitor glitch look like
If I has the primary mode set to hauntings, will only the Primary Interactions happen?
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.
So when I'm using the constellations mod, for some reason it routes me to a diffrent planet then what I type in
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
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
Thats on lethal things config not working, not darmuh
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
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
I tested this and cannot get it to work. Either another mod in my pack overrides it or it is not functional
Mostly yes, if you have a secondary mode set it will generate an additional set of configs for that
I have never seen that
must be a conflict because it surely doesnt happen on my end
I had this happen to my group too while playing Wesley’s Moons and a certain overly quacky moon became way too free for our own good
The other mods I have that change the terminal are GI, ButteryFixes, and LethalFixes, and of them only ButteryFixes changes moon routing by allowing “Gordion” to be typed to route to the Company Building
GI also has settings for moons. It may be complicating things.
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```
Well since Darmuh is away atm there is only so much to be done. I could do extensive debugging on my end and possibly make compromises, but I have bigger fish to fry. I will just be disabling this menu for now
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
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
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
99% mods arent host only
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
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?
Afaik that's TerminalFormatter, not Darmuh's mod
aaaaha might be sorry and thanks 🙂
For colours, once I hit Generate Webpage, do I close the game and go looking for the folder, or do I keep everything open?
Never used webpage, I don't know :']
Ohh...does it matter? First time trying this out :o
🌟 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
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?
No cheatsheet but there’s not really a reason to change the default layers
why is my moonsplus not showing me all the moons? and only a few
and my LLL custom moon price doesnt work
The plus menus are buggy, you will probably have to just turn them off
Terminal Formatter may be screwing it up
There are supposed to be multiple pages that you change between using your arrow keys
its actully not that buggy
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
only one of these ive seen is the moon one and that only happened while leaving the server while flying to a moon
and ive usede those menus a ton
ive used these menus plenty and have little to no bugs
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
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?
u can add them to the GenBannedMaterials for it to not happen
I don't think it'll do anything though
LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3
Okie dokie I'll add them just to be safe. Thanks :)
Is it possible to hide store items from storeplus?
Yup, check its config
I cant find any option to hide stuff

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
is there a conflict error withother terminal mods like terminal api?
things like beastiary and such wont open
its it possible to make it so you can sort moons by price with moonsplus with the terminal stuff mod?
I believe there is a sort config
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"
I have this same issue but no commands work, at all
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
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
here's the modlist and a full log
The dev is MIA right now unfortunately, these mods have several features that have been broken for months
Turn all these off, so you can use the Vanilla View Monitor instead
The Map was based on v69's map, it won't work with v70
ty
i tried this and it disabled the vnaillla view monitor as well
did i do sm wrong?
I think these may also need to be off
will try, ty
Cus it mentions they also count as cams
yw
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
id say it works quite well! i still use it all the time
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
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
I miss darmuh...
He owes me an update
We all miss him
I miss darmuh ...
Truely a darbruh moment.
-# I'm sorry i had to.
waiting patiently for the goat to return
Was it ever said why they left?
Are you returning?
no promises but I'm at least opening the project files to see where I left things 💀
Noice
TerminalStuff needs an update the most tbh lol
Cus all the cam stuff got nuked with V70
it has a lot of uncommitted changes already lmao
Lmao I also noticed it breaks after a lobby reload in some ways
would appreciate a summary of what doesn't work with the latest release
like typing Home just stops working
and it considers it invalid
Otherwise idk what else is broken
Oh yeah compat with TerminalFormatter doesn't work and hasn't for a long time
Whenever a client uses the terminal it just shows the vanilla node
when it syncs
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 
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
yeah it's a bit spaghetti 
you talking about the different plus menus btw?
Lmao tbf you've done code cleanup everytime you've rewrote it so it can't be that bad nowadays
Oh right I forgot the StorePlus and MoonsPlus menus had the bugs they've had for a while
always room for cleanup lol
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
yeah I'm pretty sure the uncomitted changes I have are fixes for those bugs
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
oh yeah, might need to ask him to add compat on his side but idk. I think you would just disable the store/moon pages in terminal formatters config right?
I'm unsure if the plus menus sync
to prevent the desyncs? Yeah probably
from a video I was tagged in fairly recently I can confirm the moons one does (so storeplus should as well)
But yeah the cams system broke cus Zeekerss redid the radar
yeah I see zeekers added some stuff
also finally fixed that \n bug I had a patch for
I will say I'm surprised you stuck it out so much longer on the REPO train 😆
good to see you bud, I hope you're having a good break <3
no rush doing anything, don't feel obligated to lol
A lot of devs stopped a while ago cus Photon sucks to work with
nice seeing you around is all
eh, I find photon pretty easy to work with
but tbh I haven't been doing much modding in general
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
appreciate you 
Fair
The only unity game i've played much of recently is peak lol
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
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 
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
lol
i appreciate you too!!! i missed you!!! you're awesome!!!
it's got decent replayability from what I've experienced. A new level gets generated daily and I think some modders (maybe batby) are looking into adding custom level support
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
Yeah I mean anyone who mods unity games will always take a peak at what's the new popular game
Ye
From the very start batby expressed 0 desire to mod repo so thats just not true
I thought he had a bit of interest cus he did join the server
he saw some of the community members and noped out I think
#1 darmuh fan
so uh... what's wrong with it?
oh, did you need any other reports of issues
this is quite silly
you know im surprised that doesnt break
yeah it prob got burried but i'd love a nice summary of what the current issues are
I was seeing someone reporting it no longer works
Hmmm
ite, i don't know every problem but i'll mention the ones i've gotten
it's because the implementation is simple as hell
maybe something with the tworadarmaps compat?
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
there's a radar zoom setting yeah
but in Vanilla that doesn't happen
but the default should be the same as vanilla default
unless zeekers changed that at some point 💀
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)
if you feel like it you can play with this setting to find what you think is the default
my tworadarmaps reference is version 1.2.0 btw 💀
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 💀
@tidal patrol So was testing the terminal map and noticed it just displays a freeze frame of the radar
DARMUH
sup bro :]
missed ya
I'll have to check out my dev branch on your profile because I haven't seen that in my testing
0197fd2a-894f-d912-5f9b-69d1079e78ac
yeah looks to be fine with dev branch of the mod
So it's probably a bug with the live version then
maybe. I also only tested real quick with solo just to see what it looks like
switched between myself and a portable radar
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
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
How's LethalConstellations holding on? Any issues?
I've not seen issues with that one
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.
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
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.
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
wait what? Wesley moons effect LethalMoonUnlocks? Is that just for moons from the mod?
I thought you even used them together before?
Wesley's moons Journey mode affects the hidden/unhidden status on all moons, even WM unrelated.
That's terribly inconvenient.
I used it, found out it was incompatible, told Darmuh and he made the statement that it:s incompatible

It affects only the Discovery mode (Unhide/Hide) status.
But the permanent purchases still works on WM
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
Nom nom
i plan to use terminal stuff, but can i use it now or should i wait for an update?
you can use it.
90% of the mod works perfectly
afaik there is a mod incompatibility with store plus.
I'm not sure what mod causes it
Moon Plus should be good
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
known
darmuh said they fixed it in dev branch
Sounds good, I just was letting it be known
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?
it's something i'm looking into that was probably introduced with the latest game updates
Btw can we get that SuitsTerminal update that fixes the UnlockableSuit errors?

not sure what errors you're talking about :)
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
This error
I would assume it's from SuitsTerminal
do you have more context as to when it happens? Maybe some log messages from before/after?
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
hmmm, yeah could be any mod that is telling the client to wear a suit
When we were helping Xu fix an issue with Oxyde iirc
Maybe an interaction with SuitSaver?
I know there's a few diff options out there which acts as a "suit saver"
GI also has an option like that iirc
fair fair
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
i dont think it'd be a compat issue
just some mod providing the base-game method with a null param
I was gonna say you could blame suitsTerminal if you had this set to something
is this from suit saver?
Yeah
So it's probably something Hexnet just needs to fix
this doesnt look like it'd cause any issues
Hmmmm
not the error you were getting anyway
yeah, I don't know what is throwing null
Yeah it's a harmless error from what I can tell
the values they are providing shouldn't be null
Maybe it's a suit mod causing it
but that's the fun thing about modding, sometimes you get null values somehow
yeah I have no idea lol
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
Yeah lol
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
Yeah probably not
Yeah no, but I will say I did remember one bug with SuitsTerminal that happens to clients sometimes
if you have Terminal History on in GI or Terminal Stuff it sometimes breaks the Suits Terminal
hello
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
you'd be the first to report issues with this feature. Are you pressing and holding the button when you talk?
yeah, i can look into this as much as possible tmr i don't have my pc open rn
i can probably record a test with a friend if that'd be useful
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
ok, would logs/modpack code be useful to u?
yeah, can't say I'll get around to it quickly tho
npnp
@tidal patrol ok im pretty sure my friends were just fully wrong and weren't pressing lmb 😭
because its working totally fine rn
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 
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.
I gotta head to work, but it seems that adding ANY keyword here causes the crash. It has to be left as "link" and "link2"
@tidal patrol
very odd, i'll try to look into it. If you have time can you see if this issue occurs in a fresh profile with just terminal stuff
Sures, omw home now
Okay interesting
It didnt occur on a fresh profile
Just tried again, and it actually isnt crashing now
Which means it specifically is something said here
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.
been a while since i've taken a look at the code for this particular command so i'll have to look into it
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
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 
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
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
Well whenever you do update the mod I look forward to it and I am glad you have returned your mods are all essential tbh
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
I'm glad you're back
It will be cool to have the mods fixed, I have only ever known the current semi-broken stuff
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
I was hoping it would, I really didn't have any idea if it would and just hoped lol
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?
