#darmuhs mod thread [ Terminal Stuff | Suits Terminal | Ship Colors | ghost Codes | Constellations ]
1 messages · Page 4 of 1
what mod you using for the camera? Looks coolo
yeah same thing happens to me
I don't use darmuh's tho
what mod has a setting to make the employee outline on the top left animated, again?
still being looked into, not sure if it's specific to terminal stuff though
this is what I've read about that feature specifically #1327068908129095700 message
thats a setting in emotesAPI, i think?
yes
Is there a way to make it so the terminal won't snap to the bottom when trying to navigate through the moon list?
it doesn't happen when each moon is only 1 line
what mod is adding the unexplored tag
lethalmoonunlocks
depending on the features you use it can be replaced with something in darmuh's
I'm mainly only using it for it's discovery mode
I could disable the tags from showing from that mod, but the tags give a lot of insight to different info, like where I've been, what planet I'm orbiting, etc. I'm looking for a way to possibly decrease the font size for the moon list, but I haven't found anything yet
Ahh I found it, I just decreased the font size in darmuhs by a lil bit and everything fits now
Hey, so I got a sorta technical question about Ghost Codes:
- When the mod is set to insanity mode, what values does it use as the thresholds for the different levels?
- How does the Terminal Reboot “effectiveness” config work? What does the value mean?
- How do the various interactions work? Is it a weight system or something else, and how is the type of interaction chosen?
- Do the Monitor interactions have compatibility with GeneralImprovement’s custom monitors?
I am curious about all this because I am using GhostCodes in tandem with InsanityRemastered to make a robust insanity system in my modpack. If I know better how it works I can fine tune both much better.
I'll try to answer these but keep in mind ghostcodes is a mod that has not been updated for 8 months now
Are you planning on overhauling or discontinuing it? Last I played it still works fine, the configs are just vague
- please see this section of the config (
ghostCodes.InsanityMode.cfgin sectionInsanity Mode Values)
Not any time in the immediate future. I just don't have the time to maintain it
I understand
- Effectiveness means how effective the reboot is at getting the ghost girl to stop their current haunt/chase. A 100% value of effectiveness means it will always work, where as 50% means it only works half the time
- It's all percentage based out of 100
Oh and the interactions are chosen at random after the "virtual bag" of interactions is shuffled
- They've unfortunately never been compatible with GI, I had planned on figuring that out at some point but it was pretty low priority so never got around to it
luckily Zeekers has been pretty good about keeping their updates backwards compatible so mods haven't needed huge overhauls to work. Just some stuff here and there which is why so many old mods still function fine lol
most of my mods' issues are self inflicted rather than caused by a game update 
Much thanks
Ah, I guess I should have been more specific. The configs say “Percent of Max Insanity”, what is max insanity?
ah, I see
If I remember right, lethal company's insanity property has a capped value of 50
it rises when you're alone, attacked, inside*, etc.
lowers when you're outside* or with a group
so the way it's supposed to work is the more "insane" your player gets the more rapidly codes are sent. The levels you set are thresholds for increasing the intensity
In hindsight I wish I didn't provide all these config items because yeah, of course that's confusing
at one point I had planned to set up presets that would automatically change everything so it's easier to just hop in and play but again it wasn't high priority and I never found the time
I am fine with setting it up myself, I just needed clarification. Anyway thanks again!
btw, if anyone does want to give the mods some love they are all MIT licensed. Feel free to fork and fix things up how you want it
just change the plugin guid and upload as your own with creds to the original
hey!
Would be good to pin this :]
pushed all my uncommitted changes to github as well
Newbie modpack maker here, is it possible to get Constellations and Wesley's Journey Mode to work together? I put together a spreadsheet categorizing his moons into a bunch of custom constellations with some demonmae and tolian mixed in then decided to actually read the mod page and realize I'm a fool and it ain't work like that 
i can't think of why they wouldn't work off the top of my head
if you include x moon on y constellation it'll most likely still be there when you unlock them through progression
you can also disable progression on Wesley's stuff
through its config
Yeah and that makes it work I believe
I had this idea to expand on Journey Mode's mechanics and the WM lore via having players progress through the story by routing to different constellations. Ideally you could "lock" whole systems by having one of the story mode moons be the default. You'd need to get the relevant unlock to progress to that system. And it'd amplify the feeling of exploring the worldbuilding done by Zeekers and expanded on by Wesley
Turns out of course you can't actually use Constellations and JM together cuz JM just gets overridden
¯_(ツ)_/¯
that's what I get for not reading
but hey, maybe someone figured something out!
.
Afaik it's not compatible due to the unlock method
but you could try

Damn this has been a half-year conversation already LMAO
Fair enough
Thanks for the update!
not sure what i did, but using this with lethalmoonunlocks made it so every time i returned to the main menu, deleted the save, and started a new save in that slot, it duplicated every constellation for some reason
Question, so Wesleys Moons progression does or does not work with Constellations at this moment?
I keep seeing so much talk of constellation and I'm curious
like I know some messages says it's not but like idk. Maybe that is meant for something else
scroll up a little
does anyone know whether it's safe to use the lever command to pull ship lever as client when LLL is installed or can it cause weird problems?
anyone know what might be causing the moon list to refuse to update when routing to a constellation? this has been an issue for a while when I started reworking my modpack from the ground up, but the weird thing is i started with moons and constellations first so im not sure what it is that's causing it. Logs don't seem to show any errors or anything, it does route to the moon for the set constellation, but the list of moons doesn't change. All I know is, the constellation is not being set when routing, I can route to the same one several times so it's not routing correctly, that's all I know
Fellas I keep forgetting to send the logs I'll try to use at least 1 more braincell to send them tomorrow assuming I remember
Btw this message can be outdated. I remember this was before they added the ability to disable the progression mode
I mean, it's still incompatible with the unlock methods ln Welsey's moons
But you can now dksable it
here's the logs
at the bottom is me trying to enter a constellation but it only changes the selected moon, the list of moons is not updated, and I could repeatedly route to that same constellation an infinite number of times and it won't ever change. Not sure what's doing this tbh
The only thing I can really think of is it doesn't support more than 3 moons in a single constellation but I doubt that's the case
actually i noticed some moons are missing in the "Moons" config option, I think my configs just somehow got mega busted so I'll try regenerating them at some point and will update after I do that
Huh... strange. I refreshed the configs completely and redid them and now the constellations route correctly. I have no idea how the config got corrupted when I first generated it, but I'm glad I finally fixed it
Yeah good rule of thumb for that mod is if you're having issues to redo the configs
Suppose so, I'm just not sure what broke it since the first time I generated it I had way fewer mods than I have now, ig something just went wrong somehow
and now I have to suffer finding out how to sort moons by difficulty... if there's even a mod for that
my suffering persists
i havent found a fix for this yet, but im assuming its either an incompatibility or i messed something up badly X3
Is it planned for constellations to have compat with wesley's new moon update?
Is there something else new besides the progression stuff?
afaik no
I mean, there are new moons
so as far as compatibility goes with Wesley's progression stuff I will recap:
- Outside of disabling the progression mode, it does not appear the creators of Wesley's moons want other mods to have the ability to lock/unlock routes.
- An exception has been made for LethalMoonUnlocks on the JLL side (code-base for the progression system).
- If Wesley/JLL want to expand on this compatibility to allow for LethalConstellations or other mods to also interact with moon route lock status I can add compatibility. Otherwise, LethalConstellations will remain incompatible with Wesley's progression system to respect their wishes.
https://github.com/darmuh/TerminalStuff/compare/3.X+%40{90day}...3.X+ 
-# I'm not even close to done....
ong same
PR to my lib for half of the changes
Hoooly
lmao I feel that OpenLib has a lot of changes too. I wish I could get AI to do some of the easy shit but I know it would just fuck it up somehow
Central Config:
Good luck :']
STAY STRONG MY BOY
DOING GOD'S WORK OUT THERE!!!!!
Reworking 98 files 10k+ additions and almost 11k deletions is just insanity
Absolute insanity. Partly my fault because I'm only just now enabling stuff like nullable on the project, deciding to switch to file-scoped namespace formatting, marking a lot of existing methods as Obsolete in my lib, etc. 
some more progress...
-# getting rid of the old More menu for something that is more automated and includes all commands added via OpenLib
very nice
Noiiiice
hello! i have a question about ghostcodes, is there anything it is not currently compatible with? it seems like my current pack works just fine when playing alone, but in multiplayer everyone including the host sees that the ship doors are open regardless if in orbit or not and when landing the ship, anyone who exits will fall through the floor or respawn near the suit rack... im confused if i maybe set something wrong in a config? this only started happening when i added the last 5 mods in this pack: 019960ff-60ba-95f1-ebf8-62abac5497cf
I'd have all clients provide you their player logs and look for any errors that get thrown. I'm not aware of anything in particular but the mod has also not been updated in a while
sounds good! ill try it later on when they're on to test what's going on
@tidal patrol I think I discovered something interesting regarding:
- LethalConstellations
- Wesley's Moons JourneyMode enabled
- LunarConfig
I have to do more tests, but this first thing, worked
To be more specific
Mod needs to be recompiled in unity 2022.3.62f2 and/or ran through the netcode patcher (specific steps in #dev-general pins)
From what i remember the update wasn't done though
Btw netcode patcher will need to be done on basically all of your mods
I will say of everything CSync seems to be the most broken
I do feel like CSync getting phased out could be a good thing though, not too many mods use it so I've always felt like it's bloat in a way
Lol yeah I'm aware. I helped test the netcode patcher fix yesterday using terminal stuff. Got a few more things I need to fix (unrelated to the game update) before I can release an update though.
Also you should be able to disable the networking in the mod config and it run fine in the meantime. No methods I'm patching in terminal stuff have been changed and there isnt any crazy assets in use
Nah only mods that add networking rpcs would need to use the patcher. SuitsTerminal, shipcolors, and Openlib do not need the patcher for example. Since they don't add any rpcs (if my memory serves me correctly)
oh thats good
And constellations did its networking thru a runtime networking lib so if that lib doesn't get updated I'll have to add networking the normal way to it
I'm a bit busy irl these days but I will put some more focus into lethal to get things functional sooner rather than later
this lib specifically, https://thunderstore.io/c/lethal-company/p/xilophor/LethalNetworkAPI/
I have a feeling it's not going to be updated so will work on changing that (after terminal stuff & suits terminal probably)
I think xilophor is still kinda around though
They might be able to do something abt v73
yeah maybe, if they get to it before I get to constellations then I wont have to do anything 
I saw that LethalNetworkAPI should still work since it only uses vanilla rpc's and isn't making use of the Netcode Patcher
thats not at all whats its using but yeah it probably doesnt need to update
Does it use eba's netcode patcher actually? I thought I recall some of it's changelogs mentioning it does, I don't think it's using the unity netcode patcher though so it doesn't need to update to the new one to fix issues since it never relied on it
good to know! So LethalConstellations is likely unaffected by the update 
I may end up swapping it to traditional rpc handling just to standardize with my other mods though (we'll see when I ever get to it)
especially with the better rpc's we have now
yeah I heckin love SendTo.Blabla
TerminalStuff is the main thing that needs updated,for now I just turned off networking to fix it erroring lol
It works for now to do this lmao
yep, I figured as much. I have an update in the works but there's a lot of changes (from before the unity update) that I need to make sure still work the same as the old version
nah it's changes in my lib
Ahhhhh fair
I could totally release as-is but i'm sure I'd hear back some complaints when something breaks 💀
I also kinda want to use the game update as an opportunity to release breaking changes to my lib (rather than marking a bunch of stuff obsolete)

I guess I shouldn't, since suitsTerminal as an example should not have been affected by the update 
yeah but people wont play v72 mods with v73 for the most aprt
so go for it
part*
one thing I did recently which I think is pretty neat is create a NetworkObject generator so I don't need a unique asset bundle for every mod I add networking to
mrov actually reached out to me about that btw
last I heard he said it was his fault 
Just don't have suits be visible off of the terminal
simple

Yeah, but I have it
My friends don't like to change suits on the terminal
Then just pair it and TooManySuits together?
And I like having the starting suit that this mod gives

I still love how if you look at this a certain way it looks like a dude smoking
XD
would anyone be willing to help me test openlib/terminal stuff updates in their current packs?
in like the next ~12ish hours
send me a build too, im doing terminal things in dawnlib too and i never tested proper compat with your mod :p
:]
I'd be down, my pack rn has been all testing
I'll be always here bud
I'd like to test the LLL beta :']
awesome, i'll try to post some dlls here later and ping yall 
That's like the last thing I need to actually test my pack correctly
didn't get as much done as I had planned but i'm sure it'd help to have some people try to break things (or remind me of things that are still not working). Here's what i'm working with currently 
if you test please provide logs of any errors you find or steps to reproduce issues
oh and the openlib in there should be backward comptible with any other mod that uses it. So if it throws errors please let me know
I'll check it in a bit, I'm just waking up
Unable to change moons on MoonPlus except Gordion(Company)
Able to change moons manually, but the moon now will appear as hidden
oh weird, can you remind me what your moonsplus settings are?
If it's possible, activate the ping for me, I'll respond as soon as possible :]
fixed both issues here
gotcha!
Let ke know to test this new version
cool!
something especific do you want me to test?
up to you, I tried to tidy up storeplus/moonsplus some more but you're welcome to test anything
I redid some of the networking but it should be relatively the same
and ofc, the color commands code got some cleanup now that I know how to do things in a cleaner way
Hey, by any chance. Did you removed the extra spaces on the home screen?
I kinda want to redo my home screen
i completely forgot to mention this weird behavior with gordion
it does this when you change the starting moon in science bird tweaks
mine is set to gordion, whenever you move the tab it goes back to normal
wanted to bring it up earlier but i forgor
uh it should be the same. Are you seeing something different?
does this happen with the test version I posted? I'm also not exactly sure what the weird behavior is
sorry haven't tried the test ver, i'll check in a min
all good just wanted to double check. Feel free to lmk when you try it out
ite
Here is a list of my old request / Bugs I've found :]
Idk if this is still a thing with LethalConstellations
Ok. I cab't find the home page one
So... In short.
You know that you can change the text in the homepage on the "Home1", "Home2", "Home3," "Help" (Afaik, I have some time without modifying those) section...
It turn out that between Home2, Home3 and Home3, Help there is a blank space that I can't modify.
I wanted to do a Homepage that is completetly cornered in a box, so currently thar's not possible.
Will send a Screenshot soon
i'm trying it right now and it just didnt load at all it seems
Found it!
ok, time to search on my old laptop to get this
lost it :,]
Time to re-do it
Made it again :]
would help to have the full log. This is a warning message specifically from lethalconfig.
Did you replace both openlib and terminalstuff with the testing files?
ohhh right this. I can't remember if I'd changed it already. I can take a look again some time soon
Thanks!
Ohh, I only disabled terminalstuff when I tested, didnt know the zip had openlib in it as well
yeah i'm updating both
I'll try it again with old openlib disabled as well and see how it goes
Found a bug in newer version
You can't access to other modded terminal stores through the "others" section of store plus
Like LGU, Ship Inventory, Reserved, Emotes
It appears, but after selecting it, you get back to the storeplus menu
thanks for letting me know. I hadn't gotten around to testing that yet
Gotcha
it was the same issue as selecting moons with the vanilla purchase node setting enabled. Just used the wrong method 
it does still happen
what exactly is the issue? That company moves to the top of the list?
company doesn't start at the top if it's the moon you start on (via SBT)
and then gets moved when you move the cursor
hmmm, not sure why that would be happening
can you send your config?
or a profile code ig
the profile's 354 mods i'll just send the cfg
lmao thanks 
sbt?
science bird tweaks
oh, so there are 3 now
3 mods that let you change the starting moon
LethalConstellations
LethalMoonUnlock
ScienceBirdTweaks
cool
few more things
this is getting sent periodically
and something i bought on storeplus never arrived
interesting
my guess is another mod is changing the hud clock's text to remove a new line that I expect to be there with this code https://github.com/darmuh/TerminalStuff/blob/4cfc194a4ff99659cc230e65a0abaf6a258a9927/DarmuhsTerminalCommands/SpecialStuff/TerminalClockStuff.cs#L25
I can/should add a check before that since that will always be possible lol
in the PlayerHUDManager clock not the terminal one right?
terminal clock uses the hud clock's values
yeah no biggy, it's still an issue I can solve on my end
that mod changes clock a little and i don't think it can be disabled
yeah no worries it's an easy fix

Oh was it the compact mode for the clock?
https://github.com/s1ckboii/LethalHUD/blob/master/HUD/ClockController.cs#L97 silent ping so you dont need to search thru my folders 
Basic mode
I didnt make any changes to the clock with your mod
so good news is it has nothing to do with sciencebirdtweaks. I can replicate the issue without that mod. Bad news is it has to do with how I'm forcing the company to be first in the list (or any other moon if you config it that way)
idk if that's good or bad :,]
it's a puzzle for sure, probably not something I should dwell on before pushing an update. Is there any other issues anyone found besides the ones noted here already?
not on my tests besides this
yep I had already fixed that one
I also change the home page lines so that there is never any set extra lines
I'll try doing a test with a friend soon today night (in a few hours)
If you have a new version to test, let me know
yeah I can post one
current dev build. Should have everything fixed except for the alwaysontop thing I mentioned above
gotcha, any news with this?
yep
from the changelog I'm putting together:
- Removed hard-coded spaces from HomePage text. Config defaults have been updated with this in mind.
yay!
I'll try setting that new main screen in this new beta
@fickle rapids @blazing matrix if yall still want to test, this is probably the build I'd be pushing soon if no further issues are found
soon as in some time in the next 24hrs 
working perfectly!
I just have to do some small fixes on my side
Also, I love finally being able to set the affordability for default ❤️
Question.
Is it possible to add more than 1 moon on top?
for example, adding Company, Galetry & Oxyde
I think that would require me to add a custom sorting option or something
since the current option to insert just one specific moon is also not really working how i'd like it
I see, so currently is it not possible
yeah not possible in current build
bad news :,]
My friend can't join
I'm checking why
they might not have replaced both openlib and terminal stuff
yeah, I checked twice
I'm testing without the beta
pretty sure there shouldn't be any issues that causes joining to fail. I've done a lot of testing there via two lan clients
I'm confused, my friend is sending me this now.
I uninstalled Darmuh, and I keep getting this issue.
I'm sending him the new code and still the same thing
If they still can't join even after removing the manually imported mod then something isn't initializing on their end
hmm
Can't find what it could be :,]
@tidal patrol I noticed a performance boost with the new Terminal Stuff and OpenLib, did you do some code cleanup and stuff?
There's a fuckton of code cleanup lmao
Glad to hear it feels better
Well I think you should be safe to update it, nothing seemed to explode and I kept Suits Terminal and ShipColors present incase of a potential explosion lol
Glad to hear. I tried to keep shit backwards compatible for now
The culling will come another day 
Ohhh?
Oh yeah you fixed the map right? So I can reenable the view monitor replacement
I should test that
lol
Sounded like the bugs with MoonsPlus and stuff got worked on though from what WaWa said
Yeah there were also some fixes I've sat on for like 6 months 
But yeah one day I wanna reorganize everything and remove some older not-so-pretty code but that will have to wait for a day where I can implement it to everything at once
I guess worst case scenario I let an update rip and we find out more on the issue once it can be loaded thru mod managers rather than manually
Yeah well he said he was testing with your stuff completely disabled so I assume some other mod in his pack went wonky
Definitely a possibility
Yeah if he reprod it without your stuff I definitely doubt it's your mod that caused it
lol
found this in the log
theres is a mod mismatch
but we are sharing the same code
might wanna double check you both have the mods installed in the same folders
I found an issue while dropping a manual replacement in a separate folder a few months back
So...
My friend added the beta file in the folder AND he was able to join
but
he has black screen
yeah logs would tell us more than the screenshot
je Joined a singleplayer match, and he could go correctly
that screenshot is your typical, xyz failed while joining
this is concerning
[04:36:20.0275915] [Error : Unity Log] NetworkPrefab (darmuhsTerminalStuff Networker) has a duplicate GlobalObjectIdHash source entry value of: 0!```
looks like I will not be yeeting the update as I'll have to dig into this one
Lolol rip
@wild atlas if you don't want to share here, pls dm me profile code so I can do some lan testing on my own to try to replicate
let me check
0199f07d-2cea-7bda-87a6-6e5c1cd9bccc
no big issues lol
I just forgor to share it
Can't believe you included a duplicate network prefab darmuh
lol
I'm generating them at runtime actually
Didn't have any issues with my smaller testing profiles ofc, but if a mod is statically assigning theirs idk if I can help that lmao
I may need to look for a later injection point that unity wont cry about 
At least this should be an easy thing to fix and you can maybe have it updated before my lobby tomorrow
lmao we'll see about that
It just depends lol
yepp
I am gonna test the map rq at least lmao
thanks I appreciate that
I can't remember if I fixed it or if I just stopped noticing it being frozen
It do indeed be working
what map?
Ah, I see

Wait when did you go below 200 mods Moroxide? I remember your pack used to be like 300 or smth at one point
lol
v70
past this point I had to do a massive reduction
Meanwhile, so much shit in my pack still works
but I'm sattisfied with the result
me too! besides these mods, everything else on my modpack works flawlessly
mirage dependencies are lightweight at least
Ye
they just up the numbers
lol
and then there's cases like this, cus I never use all the moons in the M.O.O.N.S bundle
its better than having the bundle but disabling a bunch imo
number go higher better than storage go smaller 
is the mod count really that important for some people?
these are my only moonpacks
i never really consider it unless i know i have so many that it starts messing with performance
and I think it's enough for now
I don't even have Kenji's but I have Kiri and Lua
Skelaah's I just have the new one
Obscura
Taldor & ascension are great
for people who don't normally play with mods it absolutely does matter. I remember having a friend thinking 50 mods was a lot 
I have a friend that thinks that too lol
even if I explain it with all the optimizarino and that
even worse when you have a friend who feels mods ruin the game 😭
i guess thats fair
im so deep in the mod cesspit it doesnt affect me anymore
I have a guy in my server that thinks that too lol
he thinks that mods are hacks
to be fair, some certainly are 
and that it ruins the creator's main vision
did it loaded?
yeah I was able to replicate the error
good!
so going to mess with my network prefab generation and see if I can resolve the issue
I have a feeling if I just create them later I won't run into this issue
Unfortunately my runtime generation of network prefabs ran into an engine limitation so I had to change some things
I still don't want to have to package a network object prefab asset bundle with every mod I make that has networking so I created one for openlib that can have a class with rpcs added to it at runtime
I've done some testing and it seems to be working fine, would appreciate some help testing tho
@wild atlas whenever you're available please try these out with your pack
Will do it in a bit with my friend
Thanks!
hey darmuh
uhm... this file too?
it does not have any file prefix
yeah that's an asset bundle
gotcha
i can prob rename it later, but yeah they are built without an extension
just contains this
we can enter!
ok uhm, time to check what's this
the "Routing to:"
I think it is TerminalFormatter
yeah I dont add anything like that
with this latest build the networking config item should be completely host-controlled now btw
and in the future when I move more mods over to openlib's networker. If any mod has networking enabled then they all will have networking enabled lol
i might change that but will cross that bridge when I come to it 
gotcha
yup, The terminal is syncing correctly with the client
and host

and if you re-hosted with networking disabled it should not spawn the networker
allowing your lobby to be "vanilla compatible" (at least if there were no other mods present lmao)
great
That's DawnLib
I see
wow
i'm getting ready to push an update for openlib and terminal stuff
hopefully nothing blows up on me
yay!
Yippee
it exploded :[
💀
go to #1229912303588212796
yeah had this happen with PEAK once
but I figured out what caused that pretty easily
not sure why both packages would be rejected
posted there, guess we'll have to wait and see what the issue is
annnnnd they're approved
yayyy the mods back
Openlib:
[0.4.0] v73 update
- Various BetterMenu adjustments to account for use in darmuhsTerminalStuff
- Added new event TerminalMenuKeyPressed for BetterMenu event handling specifically
- TerminalKeyPressed still exists for older menu bases and other functions (like shortcut handling)
- Project cleanup, now includes Config.Build.user.props, Directory.Build.props, and Directory.Build.targets files inspired by PEAKLib.
- Mod assemblies are loaded via nuget references, Game assemblies are gotten from user defined game data folder, etc.
- Added NetworkClass to handle generic's that inherit networkbehaviour.
- Also added new openlib.bundle to package our Network Prefab that these classes would be attached to.
- If any mod enables networking, the network prefab will be spawned on the host client (making the mod required by all clients)
Terminalstuff:
[3.9.0] (V73 Update)
- Networking updated for Lethal Company v73
- This included many optimizations/changes on the backend of this mod.
- Now utilizing Openlib networker.
- Networking is now entirely dependent on host.
- MoonsPlus updates
- Menu now has separate pages for affordable moons & good weather only moons
- Sorting logic has been modified and a new config item has been provided to change the default
- Overall code overhaul should fix many issues from v3.8.5
- StorePlus updates
- New default config items for sorting style/savings
- Overall code overhaul should fix many issues from v3.8.5
- Removed hard-coded spaces from HomePage text. Config defaults have been updated with this in mind.
- Overhauled commands to use OpenLib's newer command addition system.
- This is a backend change and should not make a notice-able difference but did take me some time to implement.
- Many more undocumented changes.
terminalstuff update was a bit rushed so there's some small issues still present i'm aware of. Unfortunately v73 breaking a large portion of the mod forced my hand to put something out
the issues i'm aware of are purely cosmetic so it should still be a large improvement on the last public version
thanks so much for the update
a lot of the stuff i saw before looks like it was fixed
your storeplus even shows the furniture from smoothreserves which is cool
though there is still this?
atp i think its some item not registering correctly
i'll go through my list to make sure
what happens when you purhcase it? Could it be a purchase pack with a blank name?

hmm, would like to see the full logs for that when you get a chance
might not be a me-issue but at the very least I should filter it out of the store lol
yeah i think that'd be a start
wondering if something else was null there since the dropship errored out
its probably a null item that still has a shop definition
yeah I thought I was already filtering those out tho
No idea what happened but whenever I go to the moonsplus thing whenever I move down or up or page to page. The terminal makes no sound.
Will LethalConstellations gets investigated too? It works well but after some time, constellations are duplicating on the terminal list which is not game-breaking, but a little bit annoyinga
hi, i'm unable to open the terminal, console spits out the following
[07:20:44.6053263] [Info : Unity Log] Set interminalmenu to true: True
[07:20:44.6113258] [Warning:darmuhsTerminalStuff] currentNode is NULL, loading home page as fail-safe
[07:20:44.6143260] [Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0008)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
LethalLevelLoader.TerminalManager.OnBeforeLoadNewNode (TerminalNode& node) (at ./Patches/TerminalManager.cs:142)
LethalLevelLoader.Patches.TerminalLoadNewNode_Prefix (Terminal __instance, TerminalNode& node) (at ./General/Patches.cs:536)
Terminal.LoadNewNode (TerminalNode node) (at <83220f1fc337491eba19b3618ec61339>:IL_0013)
TerminalStuff.EventSub.TerminalBeginUsing.ChooseStartPage (Terminal instance, TerminalNode& nextNode) (at ./EventSub/TerminalBeginUsing.cs:108)
TerminalStuff.EventSub.TerminalBeginUsing.StartUsingTerminalCheck (Terminal instance) (at ./EventSub/TerminalBeginUsing.cs:74)
TerminalStuff.EventSub.TerminalBeginUsing.OnTerminalBeginUse () (at ./EventSub/TerminalBeginUsing.cs:31)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:126)
OpenLib.Terminal_Begin_Patch.Postfix () (at ./PatchThings/TerminalPatcher.cs:76)
Terminal.BeginUsingTerminal () (at <83220f1fc337491eba19b3618ec61339>:IL_02A2)
DMD<>?836252730.Trampoline<Terminal::BeginUsingTerminal>?-847997912 (Terminal ) (at <fc05460d18994574b3c39653db50f0d3>:IL_0025)
EmotesAPI.CustomEmotesAPI.BeginUsingTerminal (System.Action`1[T] orig, Terminal self) (at /home/runner/work/LethalEmotesAPI/LethalEmotesAPI/CustomEmotesAPI/CustomEmotesAPI.cs:260)
DMD<>?-1485960662.Hook<Terminal::BeginUsingTerminal>?616446868 (Terminal ) (at <a5b9779c17464da5851da90dfa456762>:IL_0019)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)
InteractTrigger+<specialInteractAnimation>d__68.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_0033)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:Interact_performed(CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)```
potential interaction with EmotesAPI/LLL?
after that i can type in the terminal but i still can move, hitting esc works and it leaves the terminal
what did you type in the terminal to get this? Or was it as soon as you interacted with the terminal?
yes lethalconstellations will be looked at
this was an intended change. I plan to add a config option to enable the sound but I haven't gotten around to it
As soon as I pressed E to enter the terminal
can you share your profile code or config
Sure, I'll be back in a few hours I'm sending you a code asap
i'll prob be heading to bed soon so don't feel rushed to send it
I have a feeling it may be a mod compat issue but you could also try messing with this setting TerminalStartPage
@tidal patrol So uh the map is still broken, it updates if not on the terminal but freezes while using it
i have a feeling it's another mod in your pack that is disabling the camera renderer whenever you're in the terminal. I vaguely remember having a discussion with zaggy about this ages ago
I don't think so, cus the networked node was also broken
if a client pulled up the map it was just a black screen for everyone else
and the vanilla view monitor works just fine
will look into it, but those features work fine in a smaller pack
tested with your profile. When lethalsponge is disabled there's no issue with the map command. Enabling it brings the issue back
It's prolly map cam quality overrides or patch camera script
think it's the last setting
Patch camera script
that config setting determines whether ManualCameraRenderer is patched at all - https://github.com/CassCoffey/LethalSponge/blob/4506c0491a7cafa4acfd810b3313ee7180c3500b/LethalSponge/Plugin.cs#L125
I can experiment with my own patch to see if I can override theirs but yeah that's definitely the reason for the map being frozen
having a blank screen from networked nodes is a separate issue I'll need to look into
would help to have steps to reproduce
It happens when a client pulls up the map
that it's blank
when both clients are in the ship?
I don't recall if the client could see it or not but I know I saw it as black
@quick tartan Did you see it frozen or not at all?
You were the one pulling it up
i'm saying when the person on the terminal runs the command, where was the person who saw it as blank?
in ship, in the facility, out of the ship etc.
because I've never seen that issue in my testing but I've only tested in the ship in orbit
The map was frozen on a person when I would load out and back in. Like it would not follow along with them in the terminal. The map disappeared when I was switching between people.
I was on ship, in the terminal, when landed.
honestly I have a feeling the issues might be related then
ok, i found a separate issue now. Thanks for the extra info
Has anyone had issues with vanilla moon names showing up properly in the MoonsPlus page?
Also with items from certain mods showing up in the StorePlus page? Specifically in my case with LC Gold Scrap Mod's items?
Before v73 they populated in there just fine
i'll post an update here in case someone runs into the same issue: it seems to be some sort of interaction between this mod and the Zeranos moon, breaking the terminal for some reason
is there a place where people have been sharing their shipcolors customization codes?
So... It seems that the One Time Purchase option does not sync between the buyer and the others.
The same friend, did a match on my modpack.
After 5 quotas, the client was no longer able to use the terminal
(long logs)
Client:
Host:
Interesting, I'll have to dive into that one
Odd, I wonder if there's another mod affecting the displayed price? Vanilla node just loads the normal purchase page rather than doing things in-menu
If you dig thru this thread or the original ship colors thread im sure you could find some examples. Lunxara's profiles also usually have some sort of ship colors customization going
Is there any difference between terminal stuff 3.9.0 and 3.8.5? Or is it specifically a change from v72 to v73 of lethal company?
Yeah, the match lasted 6 hours. I was not there so I was not sure how that could happen
I’ll have to check tomorrow, I’ll let you know. I’m curious if it could also be a change with Gold Scrap as well, but idk how the StorePlus page works
I’ll let you know
I am aware that the price change desync was present even in previous versions, the only mod that I have that change the moon price is CentralConfig, so it could be that, although I use it to set the prices
LunarConfig doesn't work with One time purchase due to updating the price back every landing
And LethalConstellatioms is not an option with Wesley's Moons :']
Yeah it's a tricky one with so many mods to touch the same thing
Also on a side note, I've decided it's time to refactor the different view-type commands like cams, map, and overlay since there's a lot going on in the codebase that feels unnecessary. It may take me a minute to completely untangle the current system but I think it'll be well worth it to avoid all these odd visual bugs that happen from time to time
@tidal patrol I noticed the favorites menu in SuitsTerminal is missing
just checking, did ghostcodes and constellations break
I havent tested either just wanted to ask since im patching my modpack rn
I've technically used it on v73 but I haven't done a lot of testing and didnt encounter the girl yet, so idk
back from my break since stuff is healing around here lol
And i dont use constellations
I've only got like 3 more days until I get back to my pc I'll try to let you know then
Unless you figure it out before that
Constellations should work
Not sure about Ghostcodes
constellations does work but be aware of duplicating constellations that aren't gamebreaking, but might appear mildly annoying
im sure that will be adressed since darmuh is still around lol, happy terminal stuff was patched
I already adressed it to darmuh, they said they will take a look at it
-# I think I did
can't tell about ghostcodes tho cuz I don't play with this
@tidal patrol It seems there are some small issues with the History config with my custom menu :,]
It seems that it weirds out when the last command is "moons"
No red logs btw
bad response lol, I was going to say that it'd be cool, altought those 2 things are completely different
ghostcodes seems that uses rpc, so it's most prob broken
ill say it did seem to work when doing a random test, at least the door function, unless wesley's hallowed weather can do the same
afaik it doesn't
solo or mp?
solo so I assume in MP is prob busted
@tidal patrol 🤔
Sorry yall, been busy with some paid freelance work. I'll take a peek at all of this again sometime soon once I've got the free time
dw bro, good luck on your work :]
2 bugs found.
- It seems that clients no longer can go to MoonsPlus system when the playtime is kinda long (like 3 hours).
Sending you the logs of that rn
- I think the same thing happens (It happened to a friend, I was not there), but when using View Camera, or Minicam, the radar map stops working, it freezes.
Logs incoming
pic of this
Video of this
I found out that "route random" doesnt work anymore with v73. Is it a known issue? Or maybe it's a compatibility issue, I'm still figuring some stuff out with my modpack update
It says and nothing happens
no error in the log
[17:32:25.1082585] [Info : Unity Log] Parsed word: route
[17:32:25.1092622] [Info : Unity Log] Parsed word: random
bug
if there are multiple moons in a row with preview videos, it only shows the first one until you get to a moon without a video
thought id just send this here for when you get back bc im not sure on whose end this problem is, Has a conflict with dawnlib, if you join a lobby, open the moons menu, fly to one, then leave the server, then either rejoin the save file or start a new one, the moon menu will only have modded moons and the company
doesnt happen with either mod standalone, may have to have the moonsplus menu on
didnt test without it
I don't know if this is a known issue, or if it was just a me thing, but v73 has an incompat between ghost codes & remnants. Can't get past start screen.
.> or maybe it's just broken on v73... I somehow managed to boot ghost codes in v73 once or twice in a row and now it's borked
ghost codes is prob broken
There is probably a 3rd mod having a problem with both of them
I've been able to load with both ghostcodes and remnants pretty reliably
nope, I'm just running ghost codes for testing at this point. Can't even launch.
Any way to show more than 6 entries per page here? the Menu Page Size config has had no effect
@blazing matrix this is a long shot, but do you still have the ShipColors config for the christmas ship shown on the ShipColors website page? i would love to use it! no worries if not and sorry for bothering you. (:
Also if anyone else has their configs for their ShipColors ships (wider and 2-story please), i would love to see/use them!
Probably but it won’t be compatible with the current version of 2SS
I won’t be updating it for a bit since it’s still spooky season but I do look forward to bringing it back
oh yeah, i just realized that the ship's layout is totally different in that picture lol. do you have any other ship color configs that are current? 👀 no worries if not, thank you for the reply! (:
Is it normal for the terminal stuff to not display the correct backgrounds when going over the moon (Only for the terminal, if I route to the moon it will show perfectly fine nearby the ship lever screen)
if the toggle to show hidden moons in moons plus is off, will the moons show up there when you route to them once?
@tidal patrol the issue got fixed that makes oxyde not work, but now it only appears in one constellation instead of all of them.
I think it's more of a Dawnlib issue than a Constellations issue
I already asked pacoito he fixed the issue of it not working. But now it’s registered as an actual moon and not a company moon, so it will only appear in one constellation.
add it as an ignored (or it was a blacklisted?) moon
it should make it appear on all moons
That’s a thing?
afaik yes
I've not used constellations from a while due to Wesley's Moons System
but it should be there
What did you use it with Wesley for
just uninstalled constellations lol
Oh
It was not set as a company moon, it was registered as a regular moon but outside LLL (using DawnLib) so it wouldn't show up in PatchedContent.ExtendedLevels, which LethalConstellations uses (so it was just kinda outside the whole Constellations system)

There's no such thing as a company moon type explicitly
oh
pretty much completely off topic, id love to see another hub moon
tho not another place to sell

does ghost codes still work on the current version? (v73) sorry it’s been a while since i’ve looked around, couldn’t find any info when searching it in this server
What part of the ship is this called? (I have widership and two story (with the third floor) and ship windows, I can't find it's name!) (this was taken on the 3rd floor)
its very possible this can't actually be changed bc of how things r set up
unless u have the window enabled
I have all the windows enabled
even if disabled it won't be colored
even since I added the ship windows mod it's always been there uncolorable
well from what I can tell it's possible if it's the ShipWindows window and not that more plastic-like one from 2story?
I think
doesn't ship windows override 2 story ship windows tho?
well yes
Hello, for some reason using Wesleys Moons prevent darmuhsTerminalStuff autocomplete from working 🤔 someone know a fix?
uh
@tidal patrol not sure exactly what happened, but suit terminal isn't accessible by clients now and super shop is broken. Cant even access normal store with it off. I'll have errors for you later when I go to reproduce them. Im wondering if it had something to do with Dawn libs new update cause the only thing I did differently from the previous lobby was update wesleys and dawn lib.
I just tried it yesterday, seemed to work?
at least with terminal stuff
It's something else in conjunction with Lethal Constellations.
kinda hard to manage
ik it had issues with oxyde before
but that was fixed
Wesley's Moons...
ah for progression?
I expected that to be an issue
as I dont use the progression on my main pack
I do
and that's an issue with both mods
So I've been checking up ways to make it compatible
with no good results atm
but I've not given up yet :]
i dunno, i posted it in both, it stopped when i turned off darmuhs
oh i double forewarded the wrong thing
Well it still could be an issue with unlocks
causing darmuh to have the error
(also better chance they update since darmuh is on and off in terms of being active)
hi darmuh or anyone who is familiar with openlib, I'm having a really hard time wrapping my head around adding my own commands. I need like, solid examples of test commands and would really appreciate it if someone could provide. Just like, an example of, say, AddBasicCommand
you might be better off using dawnlib for this since it's a bit more frequently maintained
I have still yet to get around to adding much documentation for OpenLib and the documentation that I did add is pretty outdated
this is what terminal stuff uses out of OpenLib for example to standardize command creation (even with all the different configuration items)
and then this is how the quit command uses that https://github.com/darmuh/TerminalStuff/blob/0da068d8c01f3098c3216c9d2ee086796bc5f610/DarmuhsTerminalCommands/Configs/Commands.cs#L120
this is prob an issue i introduced when I last updated terminal stuff (breaking LMU's hook)
would appreciate some logs if you're still running into this issue. I do see the dawnlib has had a few updates since this
Might be able to work with all of the networking features disabled, otherwise the answer is no
Ok cool
It prevents the ship landing after the first day and doesn’t fix with networking disabled
yeah either LMU's dev has to fix it on their end or I need to revert some changes to fix it on mine. You will have to drop one of the mods from your profile till then
Ok sure
Thanks
looking at this further this will need to be updated on LMU's end. I won't be reverting the changes for this namespace
thank you for your response!! ill look forward to the update where it works in multiplayer again, that mod is too good 👻
My issues were resolved when Dawnlib updated.
@tidal patrol Since you're here rn can we get the favorites menu for the suits back? It got removed whenever you updated OpenLib and TerminalStuff, I was also thinking you could expand upon this setting existing, why not add the option for this to be a global config setting so mods like Suit Saver could be removed that way each client can setup their preferred default
Hi darmuh :]
Hope you're doing good
will look into it 🫡
doing well just a busy guy 
Glad to know you're good :]
Yippee 
@tidal patrol Any idea why this error threw for a client?
@tidal patrol for my mod I'm using ASCII borders and widgets not directly tied to the game. Would you kindly provide me with the internal ID that you use for players' choice colors for terminal text?
for whatever reason something in this line is returning null
if (GameNetworkManager.Instance.localPlayerController.IsHost)
https://github.com/darmuh/TerminalStuff/blob/0da068d8c01f3098c3216c9d2ee086796bc5f610/DarmuhsTerminalCommands/Networking/NetHandler.cs#L159
Only reason that should ever be null is if, for whatever reason, that method is getting called while they're not currently connected to an active lobby
i'll have a look thru it at some point, do you know when the error was called or just something you noticed parsing the logs after a session?
Smth I noticed through parsing through it
If you're not changing the color you can probably just use this Plugin.instance.Terminal.screenText.caretColor
I also removed EnemySkinKit cus it was erroring like crazy
gotcha, yeah i'd guess maybe they disconnected right after someone put in the route to a new moon
Possible yeah
and if you are changing the color I use this to normalize between my mods
the color is currently just defined as color.Green since it's what the game uses
I want it to be optional tho so I'm working on that first
Game actually doesn't use color.green, it's a slightly different shade iirc
@tidal patrol well if your mod just edits the internal HEX I could probably just reference that and not have to worry about it right
cuz I was like "ok i need to make a detector for terminalstuff and then apply its changes there" but if the text is already changed by your mod all I'd really need is the internalID of the text color
right? lol sorry im new to this
Yeah it just changes the caretcolor property of the terminal's screen text. As long as you have a reference to that you don't need to do anything with my mods
the only reason you'd need to interface with my mods is if you are also changing the terminal text color. As then you'd have two mods competing to change the same property. The mod that "wins" is the mod that changes it last lol
I'm having a really hard time referencing the terminal text color, I have no clue why. It's just bringing up null. Losing my mind a bit
you might be trying to reference it before the terminal instance exists. Or you're not grabbing your terminal instance properly
sorry to be a burden but do you have a reference of someone grabbing it properly i could see
this is basically what you want to do. Postfix terminal awake and assign your static instance to the instance from the patch https://github.com/Zaggy1024/LC_TwoRadarMaps/blob/2c7fe6e889913fd0c7a03f01df2823b14c94cde9/TwoRadarMaps/Patches/PatchTerminal.cs#L16
I do basically the same but my mods subscribe to an event from openlib that patches into terminal awake (rather than patching it again with each mod)
Still getting a null value. Sorry to pester you about this, I'm just at a loss for it, haha.
you'll have to start throwing in some debug logs then
what does your code look like
[Info : Unity Log] Terminal caret color retrieved: RGBA(0.000, 0.000, 0.000, 1.000)
That is so weird. So it is registering, it's just registering at nothing. That's not even the fallback value (green). It's initializing after I type the command into the terminal, so it's definitely all set up at that point. Very curious.
can i see the code
Just a small thing, in the future id like to see a blacklist for store items
like there is for moons
Would you want people to still be able to type the keyword in to buy the shop item but just not have it show up in storeplus?
maybe have that toggleable on weather they can or not?
same for moons
cause some people may wanna hide them but not delete, but some may just want them fully inaccessable
hmmm, yeah I'd say just removing them from the storeplus menu is pretty easy
if making them untypeable is a pain the simple blacklist is all I NEED
but completely locking down a shop item is a bit more involved (and also feels like I may be overstepping other libs lol)
by simple you mean removing them from storeplus?
ye
gotcha, then yeah I can implement a filter during storeplus initialization
I've just had this requested in the past and it had me thinking how much should I really control access to a shop item lol
realistically the sorta thing where an item is completely disabled would be handled by the lib that registers them. Maybe a feature one of these new libs could take over in LethalLib's place in the future
got a thing like it that you might be interested in in dawnlib
items etc are given a TerminalPredicate thing, currently that stuff supports like hiding them from the terminal, locking them, etc, sort of how the moon stuff works
lol yeah dawnlib is one of those "new libs" I was thinking of 
loool, yeah i found my opportunity to self insert
but yeah dawnlib just uses a transpiler to hide an item from showin up if the predicate has that result currently
I wouldn't rely on it on my end but maybe you can put together a user config for dawnlib users in the future
kinda like how LLL would generate configs on load
not a big fan of having stuff in dawnlib to allow changing vanilla stuff, it's why i've been supporting #1390479837025538048
like it is possible in the code, but i just didnt really want it to be a dawnlib feature
and by vanilla i meant vanilla + non dawnlib registered things
yeah that makes sense. So maybe a feature for lunar config then if that's their whole thing
yeah I mainly need the hide option for stuff that doesnt have a proper config to disable from the shop
I can definitely add the filter to storeplus (hide the item) but I think as far as locking/disabling store items I will leave that for others to handle to avoid conflicts
slight issue I noticed, if you have a lot of moons clients loose frams a lile when the host is browsing them
nothing major
but like 10-20 frames off 144
doesnt seem to happen when the clients are selecting moons tho
@tidal patrol You might wanna fix the TerminalStuff networked nodes causing lag, whenever someone is using the terminal everyone else starts lagging until they stop using it
could that be fixed temporarily by disabling networked nodes?
just wanna do it for tn
@blazing matrix @rancid zealot down for some testing? Found a quick change I could make in openlib that should be more performant
if I had someone to test with rn sure
no worries, doesn't have to be right away
replace the openlib dll when you have a chance to test
Would only the host need this or everyone?
it's a client sided fix
so if half the lobby is on the test version and half the lobby on the old version. Only the people on the new version would feel a performance difference
@tidal patrol It do indeed be fixed
I am no longer mad stuttering when people use the Terminal
yeah once you pointed to the networked nodes itself causing lag I traced it down to something I really should have been caching
peak
for the curious, GetAllNodes would run every single time someone received a network sync rpc
I had a feeling it was like an unoptimized courotine or smth
Resources.FindObjectsOfTypeAll is not something you want to run very often
☠️ Definitely not
anyway, I can push a hotfix for this to openlib sometime later tonight
Neat, will this also restore the Suits Terminal favorites menu?
I did not test that
Lmao
I'm not sure about that one, still need to look into it
Yeah the performance fix is definitely more important
i'm also considering breaking up darmuhsterminalstuff into multiple mods and retiring the all-in-one format. It's a bit much to handle especially when I have to sit on fixes because there are still other issues with the mod.
Fair, I do think the MoonsPlus and StorePlus stuff could just be made into a TerminalPlus mod
yeah terminal plus sounds good haha
I made the full swap from Terminal Formatter over to those cus I really like them
imma be real I disable pretty much everything else
I use a lot of stuff from the mod honestly
besides those 2 haha
its good stuff, just not stuff I need
The replaced Map is also way better than the vanilla View Monitor
yeah that's another part of it, lots of old features that dont get use anymore but I still gotta support them lmao
I've always wanted to integrate some sort of way to easily add pages commands etc to the terminal into DawnLib since I also have to mess with the terminal, hmu if you're interested in stuff like that if you do reworks similarly
I definitely have the groundwork for that in openlib already which you could use as inspo
Oo interesting okay
I've also messed with the terminal enough that I think I get it, it's fairly straight forward honestly just... A lil weird lol
yeah it's not too bad you just need to keep track of all the pieces lol
they hang onto each other by slim threads at best
Openlib update
[0.4.1]
- Fixed performance issues related to LogicHandling.GetAllNodes
- Results are now cached and a new method called RefreshAllNodes has been created for situations where the cached list is not satisfactory
looks like thunderstore automod yoinked it from the listings it has been approved
me waiting for mod manager to update so I can have it before my game night tn XD
man I hate the delay on manager
still seems to happen on my pack after the update
can you remind me what happens with your pack again?
ok turns out my friends gales were behind
nevermind
-# dawnlib moment, thought openlib exploded 

hello, do you ever think about updating ghostcodes for v73?
I'd love to but I really don't have the time
no problem Good luck
hiiii
soo
does anyone know the state of ghostcodes?
is it usable? do i gotta disable anything?
one of my fav mods, i really hope it doesnt die :c
It’s a good one indeed the configuration is just very strange
default values are good enough for me :3
As I said previously, I'd love to update it but don't really have the time. The source is available on github if anyone would like to fork and re-release their own version
on another note, need some testers for a suits terminal rework (been working on this on and off)
mod is still client sided so should be fine to test regardless of whether you are host/client and not everyone in the lobby needs the latest version
something specific to test?
Or just make sure it works?
also sup :]
it just needs overall stress testing. Basically everything has changed so want to make sure I didn't introduce any new issues while fixing everything up
or re-introduce any old issues 
Oh, right, I forgot this lol
There's an Incompatibility issue with the "BiggerShip" mod made by mrov, they move the suit rack, but with SuitsTerminal enabled, it doesn't work
maybe @silk olive knows what you can do to add it the compat?
despite the biggership issue, everything else works correctly, did a test landing on some moons, and then changed suits with the commands, everything works :]
oh what the hell
i was sure it worked before lol
will fix
maybe it was fixed in the "latest" published version, but this is a new beta :]
This is prob something I can fix on my end, I forgot about this issue my bad
I knew I was forgetting something lol
Btw if you have any soft compat with suits terminal I'm changing the mod guid since I made so many breaking changes. That's prob why whatever compat previously made on bigger ship's end was not working
fixed the compat with bigger ship on my end (and added some more rack config items)
released for public beta testing 
[1.7.0] v73 rework
- Completely reworked project and updated mod for v73 of the game.
- This includes many changes that may not have been documented.
- Reworked menu to actually preview each suit as you hover over it
- Your suit will change for only you until you confirm the change in the menus.
- Leaving from the menus will result in your suit restoring to your currently equipped suit.
- For other clients, they will not ever see your suit change.
- Configuration options have changed slightly, please take a look at the readme.
- As part of the rework, the Picture-In-Picture mirror camera now utilizes the base-game terminal's image.
- Handling in general is now much more in-line with how the vanilla terminal works.
- size/position has also been slightly modified again.
- SuitAttributes are now handled as mono-behaviours and are destroyed when the suit is destroyed as a result.
- This has untangled some of the spaghetti that came with tracking each suit item.
- Rack management has been simplified significantly.
- Reworked how the default suit is applied, should now be more consistent.
- Also added personalized defaults that will persist beyond profile codes and be unique to you.
- Removed support for old legacy commands that generated based on the amount of suits in a profile.
- MOD GUID HAS CHANGED any mod that had compatibility code based on the guid of this mod will no longer detect it.
- This was on purpose to make breaking changes that would not break other mods with existing compatibility code.
- Fixed compatibility with mods that move the suits rack (like bigger ship) on suitsTerminal's side by utlizing the rightmostSuitPosition transform when placing new suits.
- Raised hard limit of suits that can display on the rack. Note that at a certain point suits will float off of the rack unless you have a larger rack (like is provided in BiggerShip)
- Also added a configuration item to customize the rack offset which determines the space between each suit on the rack.
if you run into any issues please let me know and then roll back to version 1.6.2, as I can't guarantee i will be around to push hotfixes since it's the holidays
pushed a quick hotfix with 1.7.1 (forgot to reference openlib in the package build lol)
How do I setup my global default suit?
Oh huh, the arrows break when trying to even hover the default option
LMAO
Or rather you just can't hover it
And every suit is showing the option to remove as default
Hmmmm
LOL
@tidal patrol
For now I did a workaround and just copied the default from my SuitSaver.txt into the default.txt until the problem is fixed lol
oh I think I know what caused that and it's a quick fix
was this error when trying to hover over the default option?
Yeah
gotcha, I should be able to fix it with the same fix I have in mind
hmm, seems to be an issue specifically when selecting the suit from the favorites listing (rather than all suits)
i'll ship a hotfix for now which just adds a couple early returns to avoid any null ref errors. From some quick tests this has restored the menu item's functionality. Will dive deeper for a more permanent fix another time
[1.7.2]
- hotfix for a blank default suit entry causing the mod to detect every suit as a player's default.
- Added some early returns for situations where suit preview would throw null errors
- Will dig deeper into why these null refs were popping up later
The issue is not fixed on my end, I still can not hover the option to make a suit be defau;t
XD
And here is when I send my log and pack code
019b4d3d-ecf4-a6c3-42d2-dd5e4fff0776
i think you were still on the old version? The below is from this log output
[22:00:48.6123415] [Info : BepInEx] Loading [suitsTerminal 1.7.0]
yeah the profile code you gave is on 1.7.1 (which is just repackaged 1.7.0 because I needed to update the version number to add openlib as a requirement in the thunderstore package)
the hotfix I added last night is in v1.7.2
I updated it to 1.7.2
did you upload the wrong DLL?
profile code shows 1.7.1
and this process is automated by a build action so it's pretty unlikely
somehow it looks like it didn't upload the correct package, let me see if I can fix. I also have a small fix I can push for something else I noticed anyway
I just pushed the update for the synced profile
But ye I was testing with the new version lol
yeah I started using tcli in all my projects so I don't have to bother with repackaging everything and manually uploading to thunderstore
this is the first time i've ran into an issue with the build actions and yeah it was def something odd to say the least
triple checking the package this time 😅
[1.7.3]
- Made going back in menus more consistent, if you enter a specific suit's menu item you will return to the menu item you selected it from (favorites or main suits listing)
- Also, looks like thunderstore didn't upload 1.7.2 properly. Hopefully fixing this issue.
@tidal patrol is ghost codes the next priority to be updated or is there other things you plan to do first?
ghostcodes 
One of my fav mods, but its completely broken on v73 :(
Let me talk with someone (this doesn't confirm 100% anything)
Omg
Moroxide has the contacts
I have a lot that I want to do but there's not a lot I have the time for (at least in a short term turnaround). This is a few things that I want to do for Lethal Company in no particular order:
- LethalConstellations rework
- ghostCodes rework
- break TerminalStuff up into multiple standalone mods such as - terminal sync mod, terminal qol mod, terminal cams mod, terminal store plus, terminal moons plus, etc.
- Openlib documentation(?)
I also have a handful of projects I've basically neglected for other games (sorry s1ckboy). So if anyone wants to take my existing code and make their own version of the project i'm all for it. That said, I do have an idea how I'd want to do things once I get to it. And when it comes to ghostcodes in particular, I think the latest commits are unfinished changes so you would need to find the commit that lines up with the latest release.

@tidal patrol TerminalStuff errors on lobby reloads which breaks the terminal
prime example of needing to break that mod into multiple standalones because why tf is this getting a null value for this line????
[22:40:08.3713081] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalStuff.Networking.NetHandler.UpdateTravelHistoryRpc (System.String moonName) (at ./Networking/NetHandler.cs:159)
TerminalStuff.Networking.NetHandler.__rpc_handler_1936887197 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <d5d5004c1ece4bcf8a4ad2b5e30848a7>:IL_0066)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
if (GameNetworkManager.Instance.localPlayerController.IsHost)
https://github.com/darmuh/TerminalStuff/blob/0da068d8c01f3098c3216c9d2ee086796bc5f610/DarmuhsTerminalCommands/Networking/NetHandler.cs#L159
workaround until I fix it looks to be disabling moons plus
Im confused whats the issue and fix here? Cause I haven't had an issue with lobby reloading. Is it just moons plus?
Yeah it's erroring for some reason
Might be from smth that updated but I got no idea what
I'll check my configs cause im on the latest version and haven't had this issue.
Can you reproduce it easily @blazing matrix ? Maybe something else is conflicting?
It's happening for clients
Idk if it happens for the Host
Haven't tested
Still point is I'm not experiencing it in mine and I do have moon plus on. I'll try to run tests later to for sure say if clients break in mine or not but if the result is clients not being able to use the terminal then I can say I believe something else is conflicting cause I have clients always hoping on thw terminal.
there's a number of other errors in the log file that was provided earlier
I see this a lot but not sure what mod would be the reason for it
Stack trace:
System.Nullable`1[T].get_Value () (at <1071a2cb0cb3433aae80a793c277a048>:IL_0008)
HUDManager.GetTextureFromImage (System.Nullable`1[T] image) (at <83220f1fc337491eba19b3618ec61339>:IL_0000)
HUDManager.FillImageWithSteamProfile (UnityEngine.UI.RawImage image, Steamworks.SteamId steamId, System.Boolean large) (at <83220f1fc337491eba19b3618ec61339>:IL_0086)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <c39a522eee05469b8171a6cfeb646c59>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0014)
I just know it's nothing of mine
That's from clients joining
DawnLib funny
Yeah that one is ignorable.
how about this one?
Stack trace:
CustomStoryLogs.Patches.TerminalPatches.AddCustomLogs (Terminal __instance) (at ./Patches/TerminalPatches.cs:25)
Terminal.Start () (at <83220f1fc337491eba19b3618ec61339>:IL_0206)
DMD<>?-900459698.Trampoline<Terminal::Start>?2076144128 (Terminal ) (at <2ce14f64621948f9ac7d2b774cfe5f8f>:IL_0025)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at ./Modules/Enemies.cs:149)
DMD<>?-1916201006.Hook<Terminal::Start>?-181243824 (Terminal ) (at <5837baeeacde4480a13a6d556fcc24a5>:IL_000F)
DMD<>?1966058832.Trampoline<Terminal::Start>?-471561300 (Terminal ) (at <61d173fee4fe45d48b5f5448452e22ec>:IL_0025)
Dawn.StoryLogRegistrationHandler.RegisterStoryLogs (On.Terminal+orig_Start orig, Terminal self) (at ./src/API/StoryLogs/.StoryLogRegistrationHandler.cs:23)
DMD<>?346861348.Hook<Terminal::Start>?959404624 (Terminal ) (at <e4439aedbf8d41fe98048c3bf692e0ce>:IL_000F)
DMD<>?996330012.Trampoline<Terminal::Start>?1148450404 (Terminal ) (at <45bd93b2cb1a4f06987e15806be9f1f8>:IL_0025)
Dawn.WeatherRegistrationHandler.RegisterModdedWeathers (On.Terminal+orig_Start orig, Terminal self) (at ./src/API/Weathers/.WeatherRegistrationHandler.cs:21)
DMD<>?-256014206.Hook<Terminal::Start>?-1172522284 (Terminal ) (at <ad46aa3e49dd4f3cb34949cc2d46c558>:IL_000F)
DMD<>?200160372.Trampoline<Terminal::Start>?-525375100 (Terminal ) (at <d0e9b54085dc434bad4c275b99e52e60>:IL_0025)
[email protected] (On.Terminal+orig_Start orig, Terminal self) (at ./Mirage/Hook/Config.fs:40)
DMD<>?504101726.Hook<Terminal::Start>?-1629654220 (Terminal ) (at <9f88e6d49b394a229a9a57e327acfb06>:IL_000F)
I'm having some bugs from the Yuleman mod so I wonder if the errors are from smth with that
Dunno, I hate CustomStoryLogs lol
looks like that error happened a bit before mine on the second lobby load
just guessing off of all the weather logs thats when it was
Yeah idek what is using CSL
Nothing is rn
Remind me to nuke it
lmao
@dense garnet Could be why I'm getting it and not you
You removed CustomStoryLogs yeah?
hmmm, and earlier there's this
at System.Environment.get_StackTrace () [0x00000] in <1071a2cb0cb3433aae80a793c277a048>:IL_0000
at LethalPerformance.Patches.ReferenceHolder.MoonCachingPatch+Patch_NavMeshSurface.OnEnable () [0x0005e] in /_/Patches/ReferenceHolder/MoonCachingPatch.cs:55
at Unity.AI.Navigation.NavMeshSurface.OnEnable () [0x00000] in <0744d8ee42a6451ba33b0129b4d1afd7>:IL_0000
at UnityEngine.Object.Internal_CloneSingle (UnityEngine.Object ) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:IL_0000
at UnityEngine.Object.Instantiate[T] (T original) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:IL_0000
at Unity.Netcode.NetworkSpawnManager.GetNetworkObjectToSpawn (System.UInt32 globalObjectIdHash, System.UInt64 ownerId, System.Nullable`1[T] position, System.Nullable`1[T] rotation, System.Boolean isScenePlaced) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.NetworkSpawnManager.CreateLocalNetworkObject (Unity.Netcode.NetworkObject+SceneObject sceneObject) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.NetworkObject.AddSceneObject (Unity.Netcode.NetworkObject+SceneObject& sceneObject, Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkManager networkManager) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.SceneEventData.SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager networkManager) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.NetworkSceneManager.HandleClientSceneEvent (System.UInt32 sceneEventId) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.NetworkSceneManager.ClientLoadedSynchronization (System.UInt32 sceneEventId) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) [0x00000] in <d961951ab868489cbec1aa9b2480688f>:IL_0000
at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:IL_0000 ```
That is just from BiggerShip, ignorable
and this before that lol
[23:15:55.8719284] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
HUDManager.AddChatMessage (System.String chatMessage, System.String nameOfUserWhoTyped, System.Int32 playerWhoSent, System.Boolean dontRepeat) (at <83220f1fc337491eba19b3618ec61339>:IL_005B)
HUDManager.AddTextMessageClientRpc (System.String chatMessage) (at <83220f1fc337491eba19b3618ec61339>:IL_0104)
HUDManager.__rpc_handler_1568596901 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <83220f1fc337491eba19b3618ec61339>:IL_0066)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64)
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()```
I think i only have that mod when running Wesley Journeys. I doubt its the culprit, but its been a couple months since we did the Wesley Journey
Wait hold up @blazing matrix did you get fired and continued?
client logs look like they disconnected from host and then connected to a new(?) lobby
wonder if the chat error is something from suitsTerminal
Might be, a couple players did leave and rejoin
But it was fine after they restarted their games
doesnt look like something suitsTerminal would cause on a closer look
I did notice that im using the networked chat message method which causes everyone to see everything. Gonna make that client sided
@tidal patrol Btw after an Eject the default suit doesn't reapply and I had the options setup for no suits to be on the rack but when Furniture Lock unlocked the Vanilla suits again they appeared where the rack normally is at with Bigger Ship ((I have it disabled on my end))
Also gonna test if I can repro the issue with rejoining a lobby
as Host
hmmm that's weird, were you or someone else streaming when it happened? I'd like to see a timestamp of the vod or something I can look at
I can't get the issue where the terminal breaks but on a rejoin my suit did stay Orange til I accessed the terminal to apply it, but it never played the sound and just updated when I put it on lol
😵
That issue might be fixable if you have the suit get applied when Suit Saver normally applies it
I noticed Suits Terminal does apply it pretty late in comparison
if you can give me a profile code and steps to reproduce I can look into it (add a fuckton of debug logs to diagnose the issue)
So might make smth be inconsistent
019b630c-db62-a066-6420-e91916c19419 Here you go, I'll also push the current changes to synced as well since you were messing with it last time
it specifically applies once the spawn animation is complete (to ensure clients have a full listing of the suits available)
Ah I wonder if the patch just acts funny when rejoining a lobby then
@tidal patrol @blazing matrix the suit issue on being fired has been happening even before. It happens with Suit Saver too. I dont think thats a Darmuh issue cause another mod of our breaks too on getting fired. I believe something else is causing mods to act weird after being fired.
Since its actually easy to reproduce I'll try to narrow the culprit down tomorrow finally. Its been one ive just ignored and restarted the save.
And what ever this mod was thats been doing it only started breaking shortly after v73 I believe. Cause both LGU and Suit Saver worked fine after being fired before.
if you have suitsTerminal's logging config set to Debug level you should see this log message when my mod detects a ship reset (this should include getting fired or manual ejections)
also pretty odd it's just a couple vanilla suits? Wonder what my hook is missing for that to happen
Gonna test if it's Bigger Ship cus Bigger Ship was what broke Suit Saver after a wipe, it's because Suit Saver runs a patch too late after a wipe. I don't think it messes with LGU however
Suit Saver would break cus Bigger Ship has to setup the larger rack first
No
It's not Bigger Ship in this case
Suit Saver wasn't actually breaking it just wouldn't be able to grab the suit cus the rack wouldn't be setup when it would try on a wipe
It does log it's equipping the suit but it doesn't actually do it
I think the patch is just inconsistent
cus it also wouldn't work properly on rejoining a lobby
It's cus you're deleting them before Furniture Lock unlocks them again it looks like
Rather than when you delete all the other suits
Kinda weird
bit late but I think this is a conflict? I had this bc of something then disabled a mod and it fixed it a while back
I dont rememeber what tho is the issue
@tidal patrol If it’s not easy to fix by changing how the method works I wonder if it’s something that Monkey Injection Library can help with
whenever you get to doing the terminal stuff split, id like to see a way to have a list of moons at the top(I have a few company moons I want to be at the top)
i believe with dawnlib's terminal they do go to the top (cuz they get the company moons tag)
though that terminal does get overriden by a few mods, including i imagine terminal stuff lol
yeah moonsplus completely overwrites the page lol
makes sense, that type of thing should override the terminal page
Terminal RAM go brrrr
hello
solar flare weather doesnt work with darmuh's terminal radars & cams
ill be disabling this weather over at my pack for this reason but is there a chance thatll be fixed?
lethalelementstheta btw
probably needs some compat built between the two
I haven't looked into it but probably possible to do on either end
so funny enough, those logs messages are a red herring. The message displays whenever the suit is deleted by anything (not me) so that I can track my suit attributes property getting deleted along with it (and remove it from my static list). The actual issue is that while base game usually calls StartOfRound's PositionSuitsOnRack method every time a suit is spawned, there seems to be some mod (or maybe a vanilla method i'm unaware of) that is calling StartOfRound's UnlockShipObject method to unlock all the vanilla suits on a ship reset. Unlocking/spawning them from here does not call the PositionSuitsOnRack method which is why the suits were not getting caught by my patch. I've been able to fix this by adding a patch for UnlockShipObject that checks 1) if the object is a suit and 2) if the unlockable name is not one within my listing. Once these checks are complete I call my RackManager method to determine if the unlockable (suit) should be displayed or not. It's not a perfect solution since I'm relying on name matching, but it is working for the time being
I wish Zeeker's UnlockableSuit class just had an awake or start method that we could patch because then we wouldn't have to rely on these different startofround methods
Btw we found out why the suit doesn't reapply on an enject or when rejoining the lobby
The game thinks you're still wearing it, this was confirmed because paco had a different suit set as default than what he was wearing and when he rejoined it put the default suit he had set back on
but if you get ejected or rejoin while wearing the default suit it doesn't put it back on, you stay orange
I hope it's just some funny oversight with the patch lol
hmmmm, I can look into that
i found some bugs when using the "distance" thing for the constellations mod, so i reverted to just using regular prices in my pack, but id still like to gate progression. i dont know what your plans are for that mod since its been a whiiiile since it got updated, but would it be possible to have a "required constellations" value? (and also maybe having constellations be permanently unlocked once routed to)
that way my players will need to route to the 2nd constellation before going to the third
-# *i did not really recopile the bugs i found while using the distance thing and i dont remember enough to elaborate on them 💔
Yeah but my assumption was mostly just that it doesn't delete them again when it deletes all the others, so when Furniture Lock runs it's patch to reunlock them they're on the rack cus Suits Terminal doesn't hide them again after an eject
im seeing a different problem currently 
Lol interesting
That was the issue you did a hacky fix for wasn't it?
I do not know as I think Lyra was fronting last we reported the problems
lol
i'll have to refer you to this message #1327068908129095700 message
I do plan on giving that mod some attention but it's dependent on my availability to look into it.
It doesn't work with the default terminal radar either, Science Bird Tweaks just recently pushed a patch for this
you can see if it fixes it
No Signal Solar Flare is the fix it has, off by default
lol yeah I've had to be a bit creative with some of these things due to the way the game handles things
splendid
ty

