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

1 messages · Page 4 of 1

quartz summit
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my terminal is showing a frozen map :(

grizzled briar
sacred forge
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I don't use darmuh's tho

rough aspen
tidal patrol
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this is what I've read about that feature specifically #1327068908129095700 message

quartz summit
odd thunder
#

yes

prime jacinth
odd thunder
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what mod is adding the unexplored tag

prime jacinth
odd thunder
prime jacinth
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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

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Ahh I found it, I just decreased the font size in darmuhs by a lil bit and everything fits now

flint basin
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Hey, so I got a sorta technical question about Ghost Codes:

  1. When the mod is set to insanity mode, what values does it use as the thresholds for the different levels?
  2. How does the Terminal Reboot “effectiveness” config work? What does the value mean?
  3. How do the various interactions work? Is it a weight system or something else, and how is the type of interaction chosen?
  4. 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.

tidal patrol
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I'll try to answer these but keep in mind ghostcodes is a mod that has not been updated for 8 months now

flint basin
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Are you planning on overhauling or discontinuing it? Last I played it still works fine, the configs are just vague

tidal patrol
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  1. please see this section of the config (ghostCodes.InsanityMode.cfg in section Insanity Mode Values)
tidal patrol
flint basin
#

I understand

tidal patrol
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  1. 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
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  1. It's all percentage based out of 100
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Oh and the interactions are chosen at random after the "virtual bag" of interactions is shuffled

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  1. 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
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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

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most of my mods' issues are self inflicted rather than caused by a game update lol

flint basin
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Much thanks

flint basin
tidal patrol
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ah, I see

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If I remember right, lethal company's insanity property has a capped value of 50

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it rises when you're alone, attacked, inside*, etc.

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lowers when you're outside* or with a group

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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

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In hindsight I wish I didn't provide all these config items because yeah, of course that's confusing

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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

flint basin
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I am fine with setting it up myself, I just needed clarification. Anyway thanks again!

tidal patrol
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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

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just change the plugin guid and upload as your own with creds to the original

wild atlas
tidal patrol
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pushed all my uncommitted changes to github as well

sturdy quartz
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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 skullcry

sacred forge
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i can't think of why they wouldn't work off the top of my head

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if you include x moon on y constellation it'll most likely still be there when you unlock them through progression

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you can also disable progression on Wesley's stuff

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through its config

sturdy quartz
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Yeah and that makes it work I believe

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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

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Turns out of course you can't actually use Constellations and JM together cuz JM just gets overridden

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¯_(ツ)_/¯

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that's what I get for not reading

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but hey, maybe someone figured something out!

wild atlas
wild atlas
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Afaik it's not compatible due to the unlock method

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but you could try

sturdy quartz
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Damn this has been a half-year conversation already LMAO

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Fair enough

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Thanks for the update!

fallen stirrup
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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

grizzled briar
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Question, so Wesleys Moons progression does or does not work with Constellations at this moment?

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I keep seeing so much talk of constellation and I'm curious

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like I know some messages says it's not but like idk. Maybe that is meant for something else

barren heron
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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?

honest furnace
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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

honest furnace
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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

tidal patrol
# wild atlas

Btw this message can be outdated. I remember this was before they added the ability to disable the progression mode

wild atlas
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But you can now dksable it

honest furnace
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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

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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

honest furnace
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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

honest furnace
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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

tidal patrol
honest furnace
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and now I have to suffer finding out how to sort moons by difficulty... if there's even a mod for that

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my suffering persists

fallen stirrup
grizzled briar
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Is it planned for constellations to have compat with wesley's new moon update?

tidal patrol
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Is there something else new besides the progression stuff?

wild atlas
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I mean, there are new moons

tidal patrol
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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.
tidal patrol
fickle rapids
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PR to my lib for half of the changes

gentle plinth
tidal patrol
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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

flint basin
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Central Config:

sacred forge
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DOING GOD'S WORK OUT THERE!!!!!

gentle plinth
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Reworking 98 files 10k+ additions and almost 11k deletions is just insanity

tidal patrol
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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. KEKW

tidal patrol
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-# getting rid of the old More menu for something that is more automated and includes all commands added via OpenLib

odd thunder
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very nice

gentle plinth
warped hearth
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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

tidal patrol
warped hearth
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sounds good! ill try it later on when they're on to test what's going on

wild atlas
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@tidal patrol I think I discovered something interesting regarding:

  • LethalConstellations
  • Wesley's Moons JourneyMode enabled
  • LunarConfig
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I have to do more tests, but this first thing, worked

blazing matrix
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@tidal patrol

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Need you to return from retirement

odd thunder
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To be more specific

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Mod needs to be recompiled in unity 2022.3.62f2 and/or ran through the netcode patcher (specific steps in #dev-general pins)

blazing matrix
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Ye

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But he had an update pending anyways, now it's just critical lol

odd thunder
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From what i remember the update wasn't done though

odd thunder
blazing matrix
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I will say of everything CSync seems to be the most broken

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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

tidal patrol
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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

tidal patrol
odd thunder
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oh thats good

tidal patrol
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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

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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

tidal patrol
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I have a feeling it's not going to be updated so will work on changing that (after terminal stuff & suits terminal probably)

odd thunder
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I think xilophor is still kinda around though

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They might be able to do something abt v73

tidal patrol
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yeah maybe, if they get to it before I get to constellations then I wont have to do anything KEKW

blazing matrix
fickle rapids
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thats not at all whats its using but yeah it probably doesnt need to update

blazing matrix
tidal patrol
# blazing matrix

good to know! So LethalConstellations is likely unaffected by the update catsmiley

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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)

fickle rapids
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especially with the better rpc's we have now

tidal patrol
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yeah I heckin love SendTo.Blabla

blazing matrix
#

It works for now to do this lmao

tidal patrol
blazing matrix
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If it's all the radar related changes it should

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he didn't touch that

tidal patrol
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nah it's changes in my lib

blazing matrix
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Ahhhhh fair

tidal patrol
#

I could totally release as-is but i'm sure I'd hear back some complaints when something breaks 💀

blazing matrix
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Lmao

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You update then suddenly everything explodes

tidal patrol
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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)

blazing matrix
tidal patrol
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I guess I shouldn't, since suitsTerminal as an example should not have been affected by the update lol

fickle rapids
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yeah but people wont play v72 mods with v73 for the most aprt

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so go for it

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part*

tidal patrol
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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

blazing matrix
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I still have SuitsTerminal

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it works

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lol

wild atlas
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I had to remove it for compatibilty with BiggerShip :']

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Sup Darmuh

tidal patrol
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last I heard he said it was his fault lol

blazing matrix
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simple

wild atlas
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My friends don't like to change suits on the terminal

blazing matrix
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Then just pair it and TooManySuits together?

wild atlas
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And I like having the starting suit that this mod gives

blazing matrix
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Or just use TooManySuits

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idk

tidal patrol
blazing matrix
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XD

tidal patrol
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would anyone be willing to help me test openlib/terminal stuff updates in their current packs?

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in like the next ~12ish hours

fickle rapids
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send me a build too, im doing terminal things in dawnlib too and i never tested proper compat with your mod :p

wild atlas
blazing matrix
wild atlas
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I'll be always here bud

wild atlas
tidal patrol
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awesome, i'll try to post some dlls here later and ping yall catsmiley

wild atlas
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That's like the last thing I need to actually test my pack correctly

tidal patrol
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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 catsmiley

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if you test please provide logs of any errors you find or steps to reproduce issues

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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

wild atlas
wild atlas
tidal patrol
wild atlas
wild atlas
wild atlas
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Let ke know to test this new version

tidal patrol
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love the new Rpc attribute

wild atlas
#

cool!

wild atlas
tidal patrol
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I redid some of the networking but it should be relatively the same

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and ofc, the color commands code got some cleanup now that I know how to do things in a cleaner way

wild atlas
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I kinda want to redo my home screen

odd thunder
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i completely forgot to mention this weird behavior with gordion

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it does this when you change the starting moon in science bird tweaks

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mine is set to gordion, whenever you move the tab it goes back to normal

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wanted to bring it up earlier but i forgor

tidal patrol
tidal patrol
odd thunder
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sorry haven't tried the test ver, i'll check in a min

tidal patrol
odd thunder
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ite

wild atlas
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Here is a list of my old request / Bugs I've found :]

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Idk if this is still a thing with LethalConstellations

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Ok. I cab't find the home page one

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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

odd thunder
wild atlas
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Found it!

wild atlas
wild atlas
wild atlas
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Made it again :]

tidal patrol
tidal patrol
wild atlas
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Thanks!

odd thunder
tidal patrol
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yeah i'm updating both

odd thunder
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I'll try it again with old openlib disabled as well and see how it goes

wild atlas
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You can't access to other modded terminal stores through the "others" section of store plus

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Like LGU, Ship Inventory, Reserved, Emotes

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It appears, but after selecting it, you get back to the storeplus menu

tidal patrol
wild atlas
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Gotcha

tidal patrol
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it was the same issue as selecting moons with the vanilla purchase node setting enabled. Just used the wrong method lol

odd thunder
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it does still happen

tidal patrol
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what exactly is the issue? That company moves to the top of the list?

odd thunder
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company doesn't start at the top if it's the moon you start on (via SBT)

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and then gets moved when you move the cursor

tidal patrol
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hmmm, not sure why that would be happening

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can you send your config?

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or a profile code ig

odd thunder
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the profile's 354 mods i'll just send the cfg

tidal patrol
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lmao thanks KEKW

odd thunder
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this is the setting changed in SBT

wild atlas
odd thunder
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science bird tweaks

wild atlas
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oh, so there are 3 now

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3 mods that let you change the starting moon

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LethalConstellations
LethalMoonUnlock
ScienceBirdTweaks

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cool

odd thunder
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few more things

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this is getting sent periodically

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and something i bought on storeplus never arrived

tidal patrol
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interesting

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I can/should add a check before that since that will always be possible lol

odd thunder
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in the PlayerHUDManager clock not the terminal one right?

tidal patrol
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terminal clock uses the hud clock's values

odd thunder
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ah

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LethalHUD then prob

tidal patrol
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yeah no biggy, it's still an issue I can solve on my end

odd thunder
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that mod changes clock a little and i don't think it can be disabled

tidal patrol
#

yeah no worries it's an easy fix

gentle plinth
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Oh was it the compact mode for the clock?

gentle plinth
odd thunder
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I didnt make any changes to the clock with your mod

tidal patrol
# odd thunder this is the setting changed in SBT

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)

tidal patrol
#

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?

wild atlas
tidal patrol
#

yep I had already fixed that one

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I also change the home page lines so that there is never any set extra lines

wild atlas
tidal patrol
#

yeah I can post one

tidal patrol
wild atlas
tidal patrol
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yep

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from the changelog I'm putting together:

  • Removed hard-coded spaces from HomePage text. Config defaults have been updated with this in mind.
wild atlas
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I'll try setting that new main screen in this new beta

tidal patrol
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i basically removed two different new line breaks

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after homeline2 and hometextart

tidal patrol
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soon as in some time in the next 24hrs lol

wild atlas
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Also, I love finally being able to set the affordability for default ❤️

wild atlas
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for example, adding Company, Galetry & Oxyde

tidal patrol
#

I think that would require me to add a custom sorting option or something

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since the current option to insert just one specific moon is also not really working how i'd like it

wild atlas
#

I see, so currently is it not possible

tidal patrol
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yeah not possible in current build

wild atlas
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dw

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btw, I finished this :]

wild atlas
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My friend can't join

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I'm checking why

tidal patrol
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they might not have replaced both openlib and terminal stuff

wild atlas
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I'm testing without the beta

tidal patrol
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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

wild atlas
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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

blazing matrix
wild atlas
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Can't find what it could be :,]

blazing matrix
#

@tidal patrol I noticed a performance boost with the new Terminal Stuff and OpenLib, did you do some code cleanup and stuff?

tidal patrol
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Glad to hear it feels better

blazing matrix
tidal patrol
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Glad to hear. I tried to keep shit backwards compatible for now

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The culling will come another day beevil

blazing matrix
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Oh yeah you fixed the map right? So I can reenable the view monitor replacement

tidal patrol
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It might be fixed

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I don't know for sure

blazing matrix
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I should test that

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lol

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Sounded like the bugs with MoonsPlus and stuff got worked on though from what WaWa said

tidal patrol
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Yeah there were also some fixes I've sat on for like 6 months lol

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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

tidal patrol
blazing matrix
blazing matrix
#

Yeah if he reprod it without your stuff I definitely doubt it's your mod that caused it

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lol

wild atlas
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theres is a mod mismatch

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but we are sharing the same code

tidal patrol
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might wanna double check you both have the mods installed in the same folders

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I found an issue while dropping a manual replacement in a separate folder a few months back

wild atlas
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he has black screen

tidal patrol
#

yeah logs would tell us more than the screenshot

wild atlas
#

je Joined a singleplayer match, and he could go correctly

tidal patrol
#

that screenshot is your typical, xyz failed while joining

wild atlas
#

that's his logs

tidal patrol
#

this is concerning

[04:36:20.0275915] [Error  : Unity Log] NetworkPrefab (darmuhsTerminalStuff Networker) has a duplicate GlobalObjectIdHash source entry value of: 0!```
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looks like I will not be yeeting the update as I'll have to dig into this one

blazing matrix
#

Lolol rip

tidal patrol
#

@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

wild atlas
#

0199f07d-2cea-7bda-87a6-6e5c1cd9bccc

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no big issues lol

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I just forgor to share it

blazing matrix
#

lol

tidal patrol
#

I'm generating them at runtime actually

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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

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I may need to look for a later injection point that unity wont cry about Think

blazing matrix
#

At least this should be an easy thing to fix and you can maybe have it updated before my lobby tomorrow

tidal patrol
#

lmao we'll see about that

blazing matrix
#

It just depends lol

tidal patrol
#

yepp

blazing matrix
#

I am gonna test the map rq at least lmao

tidal patrol
#

thanks I appreciate that

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I can't remember if I fixed it or if I just stopped noticing it being frozen

blazing matrix
#

It do indeed be working

wild atlas
blazing matrix
#

it was broken in the live release

wild atlas
#

Ah, I see

tidal patrol
wild atlas
#

lol

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yeah

blazing matrix
#

Wait when did you go below 200 mods Moroxide? I remember your pack used to be like 300 or smth at one point

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lol

wild atlas
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past this point I had to do a massive reduction

blazing matrix
#

Meanwhile, so much shit in my pack still works

wild atlas
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but I'm sattisfied with the result

blazing matrix
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Mirage is honestly what adds the most to it

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all the deps

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lol

wild atlas
odd thunder
#

mirage dependencies are lightweight at least

blazing matrix
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Ye

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they just up the numbers

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lol

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and then there's cases like this, cus I never use all the moons in the M.O.O.N.S bundle

odd thunder
blazing matrix
#

I could have the full bundle, since moons hotload

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but like

odd thunder
#

number go higher better than storage go smaller wharg

blazing matrix
#

I'd rather just have the ones I mainly play on

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yeah

odd thunder
#

is the mod count really that important for some people?

wild atlas
#

these are my only moonpacks

odd thunder
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i never really consider it unless i know i have so many that it starts messing with performance

wild atlas
#

and I think it's enough for now

blazing matrix
#

Skelaah's I just have the new one

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Obscura

wild atlas
tidal patrol
#

for people who don't normally play with mods it absolutely does matter. I remember having a friend thinking 50 mods was a lot KEKW

wild atlas
blazing matrix
#

Yeah people don't understand most of it is usually just dependencies

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lmfao

wild atlas
#

even if I explain it with all the optimizarino and that

tidal patrol
#

even worse when you have a friend who feels mods ruin the game 😭

odd thunder
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im so deep in the mod cesspit it doesnt affect me anymore

wild atlas
#

he thinks that mods are hacks

tidal patrol
#

to be fair, some certainly are KEKW

wild atlas
#

and that it ruins the creator's main vision

wild atlas
tidal patrol
#

yeah I was able to replicate the error

wild atlas
#

good!

tidal patrol
#

so going to mess with my network prefab generation and see if I can resolve the issue

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I have a feeling if I just create them later I won't run into this issue

tidal patrol
#

Unfortunately my runtime generation of network prefabs ran into an engine limitation so I had to change some things

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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

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I've done some testing and it seems to be working fine, would appreciate some help testing tho

wild atlas
#

Thanks!

wild atlas
#

uhm... this file too?

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it does not have any file prefix

tidal patrol
#

yeah that's an asset bundle

wild atlas
#

gotcha

tidal patrol
#

i can prob rename it later, but yeah they are built without an extension

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just contains this

wild atlas
#

ok uhm, time to check what's this

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the "Routing to:"

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I think it is TerminalFormatter

tidal patrol
#

yeah I dont add anything like that

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with this latest build the networking config item should be completely host-controlled now btw

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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 lol

wild atlas
#

yup, The terminal is syncing correctly with the client

#

and host

tidal patrol
#

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)

wild atlas
#

great

blazing matrix
wild atlas
tidal patrol
#

comparing public release to what I have now Aware

tidal patrol
#

i'm getting ready to push an update for openlib and terminal stuff

#

hopefully nothing blows up on me

wild atlas
blazing matrix
#

Yippee

wild atlas
tidal patrol
#

💀

wild atlas
#

go to #1229912303588212796

tidal patrol
#

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

dusk veldt
#

yayyy the mods back

tidal patrol
#

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

odd thunder
#

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

tidal patrol
#

what happens when you purhcase it? Could it be a purchase pack with a blank name?

odd thunder
#

i'll check

#

it duplicated greed

tidal patrol
odd thunder
#

dropship lands but does this when i interact

#

doesnt open

tidal patrol
#

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

odd thunder
#

to just like

#

block nameless entries or something?

tidal patrol
#

yeah i think that'd be a start

#

wondering if something else was null there since the dropship errored out

odd thunder
#

its probably a null item that still has a shop definition

tidal patrol
#

yeah I thought I was already filtering those out tho

spark raft
#

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.

gaunt timber
#

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

hollow basalt
#

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

tidal patrol
tidal patrol
tidal patrol
hollow basalt
tidal patrol
hollow basalt
tidal patrol
#

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

blazing matrix
#

@tidal patrol So uh the map is still broken, it updates if not on the terminal but freezes while using it

tidal patrol
blazing matrix
#

if a client pulled up the map it was just a black screen for everyone else

#

and the vanilla view monitor works just fine

tidal patrol
#

will look into it, but those features work fine in a smaller pack

blazing matrix
#

I can send the pack for you to check though

#

0199f925-daa1-8f39-c52a-aa9a80391da9

tidal patrol
#

tested with your profile. When lethalsponge is disabled there's no issue with the map command. Enabling it brings the issue back

blazing matrix
#

It's prolly map cam quality overrides or patch camera script

tidal patrol
#

think it's the last setting

#

Patch camera script

#

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

blazing matrix
#

that it's blank

tidal patrol
#

when both clients are in the ship?

blazing matrix
#

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

tidal patrol
#

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

quick tartan
#

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.

tidal patrol
#

honestly I have a feeling the issues might be related then

#

ok, i found a separate issue now. Thanks for the extra info

desert elm
#

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

hollow basalt
hollow basalt
#

is there a place where people have been sharing their shipcolors customization codes?

wild atlas
#

So... It seems that the One Time Purchase option does not sync between the buyer and the others.

wild atlas
tidal patrol
tidal patrol
tidal patrol
tidal patrol
wild atlas
desert elm
#

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

wild atlas
#

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 :']

tidal patrol
#

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

blazing matrix
#

@tidal patrol I noticed the favorites menu in SuitsTerminal is missing

rancid zealot
#

just checking, did ghostcodes and constellations break

odd thunder
#

Hope not

#

Ghost codes is so good

#

Are you using newest openlib?

rancid zealot
odd thunder
#

I've technically used it on v73 but I haven't done a lot of testing and didnt encounter the girl yet, so idk

rancid zealot
#

back from my break since stuff is healing around here lol

odd thunder
#

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

wild atlas
gaunt timber
rancid zealot
gaunt timber
#

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

timber spindle
#

What If Insanity Remastered + Ghost Codes work together

wild atlas
#

@tidal patrol It seems there are some small issues with the History config with my custom menu :,]

wild atlas
wild atlas
wild atlas
rancid zealot
rancid zealot
blazing matrix
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

wild atlas
wild atlas
#
  1. 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
lavish blaze
#

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

odd thunder
#

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

rancid zealot
# tidal patrol Sorry yall, been busy with some paid freelance work. I'll take a peek at all of ...

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

fluid tendon
#

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

odd thunder
#

I've been able to load with both ghostcodes and remnants pretty reliably

fluid tendon
#

nope, I'm just running ghost codes for testing at this point. Can't even launch.

sterile remnant
#

Any way to show more than 6 entries per page here? the Menu Page Size config has had no effect

proper nimbus
#

@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!

blazing matrix
#

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

proper nimbus
spark raft
#

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)

thorn locust
#

@tidal patrol Constellations are broken with coderebirth when going to oxyde

odd thunder
#

if the toggle to show hidden moons in moons plus is off, will the moons show up there when you route to them once?

thorn locust
#

@tidal patrol the issue got fixed that makes oxyde not work, but now it only appears in one constellation instead of all of them.

wild atlas
thorn locust
wild atlas
#

it should make it appear on all moons

thorn locust
#

That’s a thing?

wild atlas
#

afaik yes

#

I've not used constellations from a while due to Wesley's Moons System

#

but it should be there

thorn locust
#

What did you use it with Wesley for

wild atlas
thorn locust
#

Oh

pallid fiber
#

There's no such thing as a company moon type explicitly

thorn locust
#

oh

rancid zealot
#

tho not another place to sell

pallid fiber
rancid zealot
#

maybe like an intergalactic fleamarket

#

with strange npcs and stuff

warped hearth
#

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

spark raft
#

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)

sweet otter
#

its very possible this can't actually be changed bc of how things r set up

#

unless u have the window enabled

spark raft
#

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

sweet otter
#

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

spark raft
#

doesn't ship windows override 2 story ship windows tho?

sweet otter
#

well yes

signal hull
#

Hello, for some reason using Wesleys Moons prevent darmuhsTerminalStuff autocomplete from working 🤔 someone know a fix?

quartz summit
dense garnet
#

@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.

wild atlas
#

Lethal Constellations...

rancid zealot
#

at least with terminal stuff

wild atlas
#

kinda hard to manage

rancid zealot
#

but that was fixed

wild atlas
rancid zealot
#

I expected that to be an issue

#

as I dont use the progression on my main pack

wild atlas
#

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 :]

lone barn
wild atlas
# lone barn

Seems this is something more from LethalMoonUnlocks

lone barn
#

i dunno, i posted it in both, it stopped when i turned off darmuhs

#

oh i double forewarded the wrong thing

rancid zealot
#

causing darmuh to have the error

#

(also better chance they update since darmuh is on and off in terms of being active)

fluid dock
#

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

tidal patrol
#

I have still yet to get around to adding much documentation for OpenLib and the documentation that I did add is pretty outdated

tidal patrol
# lone barn

this is prob an issue i introduced when I last updated terminal stuff (breaking LMU's hook)

tidal patrol
tidal patrol
lone barn
tidal patrol
lone barn
#

Ok sure
Thanks

tidal patrol
# lone barn

looking at this further this will need to be updated on LMU's end. I won't be reverting the changes for this namespace

warped hearth
dense garnet
blazing matrix
#

@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

wild atlas
tidal patrol
wild atlas
blazing matrix
blazing matrix
fluid dock
#

@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?

tidal patrol
blazing matrix
tidal patrol
#

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

blazing matrix
#

This is the full client log btw

#

Yeah possible

tidal patrol
#

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?

blazing matrix
#

Smth I noticed through parsing through it

tidal patrol
blazing matrix
#

I also removed EnemySkinKit cus it was erroring like crazy

tidal patrol
#

gotcha, yeah i'd guess maybe they disconnected right after someone put in the route to a new moon

blazing matrix
#

Possible yeah

fluid dock
#

I want it to be optional tho so I'm working on that first

tidal patrol
fluid dock
#

@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

tidal patrol
tidal patrol
#

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

fluid dock
#

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

tidal patrol
#

you might be trying to reference it before the terminal instance exists. Or you're not grabbing your terminal instance properly

fluid dock
#

sorry to be a burden but do you have a reference of someone grabbing it properly i could see

tidal patrol
#

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)

fluid dock
#

Still getting a null value. Sorry to pester you about this, I'm just at a loss for it, haha.

tidal patrol
#

you'll have to start throwing in some debug logs then

#

what does your code look like

fluid dock
#

[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.

rancid zealot
#

like there is for moons

tidal patrol
rancid zealot
#

same for moons

#

cause some people may wanna hide them but not delete, but some may just want them fully inaccessable

tidal patrol
#

hmmm, yeah I'd say just removing them from the storeplus menu is pretty easy

rancid zealot
tidal patrol
#

but completely locking down a shop item is a bit more involved (and also feels like I may be overstepping other libs lol)

tidal patrol
tidal patrol
#

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

fickle rapids
#

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

tidal patrol
#

lol yeah dawnlib is one of those "new libs" I was thinking of KEKW

fickle rapids
#

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

tidal patrol
#

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

fickle rapids
#

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

tidal patrol
#

yeah that makes sense. So maybe a feature for lunar config then if that's their whole thing

rancid zealot
tidal patrol
#

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

rancid zealot
#

nothing major

#

but like 10-20 frames off 144

#

doesnt seem to happen when the clients are selecting moons tho

blazing matrix
#

@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

rancid zealot
#

just wanna do it for tn

tidal patrol
#

@blazing matrix @rancid zealot down for some testing? Found a quick change I could make in openlib that should be more performant

rancid zealot
tidal patrol
#

no worries, doesn't have to be right away

blazing matrix
tidal patrol
#

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

blazing matrix
#

@tidal patrol It do indeed be fixed

#

I am no longer mad stuttering when people use the Terminal

tidal patrol
#

yeah once you pointed to the networked nodes itself causing lag I traced it down to something I really should have been caching

tidal patrol
#

for the curious, GetAllNodes would run every single time someone received a network sync rpc

blazing matrix
#

I had a feeling it was like an unoptimized courotine or smth

tidal patrol
#

Resources.FindObjectsOfTypeAll is not something you want to run very often

blazing matrix
#

☠️ Definitely not

tidal patrol
#

anyway, I can push a hotfix for this to openlib sometime later tonight

blazing matrix
#

I did not test that

#

Lmao

tidal patrol
#

I'm not sure about that one, still need to look into it

blazing matrix
#

Yeah the performance fix is definitely more important

tidal patrol
#

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.

blazing matrix
rancid zealot
blazing matrix
#

I made the full swap from Terminal Formatter over to those cus I really like them

rancid zealot
#

imma be real I disable pretty much everything else

blazing matrix
rancid zealot
#

besides those 2 haha

rancid zealot
blazing matrix
#

The replaced Map is also way better than the vanilla View Monitor

tidal patrol
#

yeah that's another part of it, lots of old features that dont get use anymore but I still gotta support them lmao

fickle rapids
#

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

tidal patrol
fickle rapids
#

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

tidal patrol
#

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

tidal patrol
#

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

rancid zealot
#

man I hate the delay on manager

rancid zealot
tidal patrol
rancid zealot
gaunt timber
#

nevermind
-# dawnlib moment, thought openlib exploded cathuhPikaHoldIN

left saffron
#

hello, do you ever think about updating ghostcodes for v73?

tidal patrol
left saffron
brave ledge
#

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

timber spindle
brave ledge
#

default values are good enough for me :3

tidal patrol
#

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

tidal patrol
#

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

wild atlas
#

also sup :]

tidal patrol
#

or re-introduce any old issues lol

wild atlas
#

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?

wild atlas
silk olive
#

i was sure it worked before lol

#

will fix

wild atlas
tidal patrol
tidal patrol
#

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

tidal patrol
#

fixed the compat with bigger ship on my end (and added some more rack config items)

tidal patrol
#

released for public beta testing lol

[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

tidal patrol
#

pushed a quick hotfix with 1.7.1 (forgot to reference openlib in the package build lol)

blazing matrix
#

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

tidal patrol
tidal patrol
tidal patrol
#

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
blazing matrix
#

XD

#

And here is when I send my log and pack code

#

019b4d3d-ecf4-a6c3-42d2-dd5e4fff0776

tidal patrol
# blazing matrix

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

blazing matrix
#

did you upload the wrong DLL?

tidal patrol
#

profile code shows 1.7.1

tidal patrol
#

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

blazing matrix
#

But ye I was testing with the new version lol

tidal patrol
#

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.
clear spindle
#

@tidal patrol is ghost codes the next priority to be updated or is there other things you plan to do first?

dusk patio
#

ghostcodes perceive

brave ledge
#

One of my fav mods, but its completely broken on v73 :(

clear spindle
#

Too much I need to fork already

wild atlas
# brave ledge

Let me talk with someone (this doesn't confirm 100% anything)

tidal patrol
# clear spindle <@99711558879305728> is ghost codes the next priority to be updated or is there ...

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.

blazing matrix
#

@tidal patrol TerminalStuff errors on lobby reloads which breaks the terminal

tidal patrol
# blazing matrix <@99711558879305728> TerminalStuff errors on lobby reloads which breaks the term...

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

blazing matrix
#

👍

#

@dense garnet You'll wanna do this too probs

dense garnet
blazing matrix
#

Might be from smth that updated but I got no idea what

dense garnet
#

I'll check my configs cause im on the latest version and haven't had this issue.

broken rampart
dense garnet
#

Can you reproduce it easily @blazing matrix ? Maybe something else is conflicting?

blazing matrix
#

Idk if it happens for the Host

#

Haven't tested

dense garnet
# blazing matrix It's happening for clients

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.

tidal patrol
#

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

blazing matrix
#

DawnLib funny

dense garnet
#

Yeah that one is ignorable.

tidal patrol
#

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)
blazing matrix
#

I'm having some bugs from the Yuleman mod so I wonder if the errors are from smth with that

blazing matrix
tidal patrol
#

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

blazing matrix
#

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?

tidal patrol
#

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 ```
blazing matrix
tidal patrol
#

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()```
dense garnet
#

Wait hold up @blazing matrix did you get fired and continued?

tidal patrol
#

client logs look like they disconnected from host and then connected to a new(?) lobby

#

wonder if the chat error is something from suitsTerminal

blazing matrix
#

Might be, a couple players did leave and rejoin

#

But it was fine after they restarted their games

tidal patrol
#

I did notice that im using the networked chat message method which causes everyone to see everything. Gonna make that client sided

blazing matrix
#

@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

tidal patrol
#

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

blazing matrix
tidal patrol
#

😵

blazing matrix
# tidal patrol 😵

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

tidal patrol
#

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)

blazing matrix
#

So might make smth be inconsistent

blazing matrix
tidal patrol
blazing matrix
dense garnet
#

@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.

tidal patrol
tidal patrol
blazing matrix
#

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

blazing matrix
#

I think the patch is just inconsistent

#

cus it also wouldn't work properly on rejoining a lobby

blazing matrix
#

Rather than when you delete all the other suits

#

Kinda weird

rancid zealot
#

I dont rememeber what tho is the issue

blazing matrix
rancid zealot
fickle rapids
tidal patrol
fickle rapids
#

makes sense, that type of thing should override the terminal page

modern wing
#

Terminal RAM go brrrr

cedar terrace
#

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

tidal patrol
#

probably needs some compat built between the two

#

I haven't looked into it but probably possible to do on either end

cedar terrace
#

awesom

#

ill keep an eye on either mods patchnotes til then

tidal patrol
# blazing matrix It's cus you're deleting them before Furniture Lock unlocks them again it looks ...

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

blazing matrix
#

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

tidal patrol
#

hmmmm, I can look into that

cedar terrace
#

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 💔

blazing matrix
tidal patrol
blazing matrix
#

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

tidal patrol
#

I do plan on giving that mod some attention but it's dependent on my availability to look into it.

blazing matrix
#

you can see if it fixes it

#

No Signal Solar Flare is the fix it has, off by default

tidal patrol
cedar terrace
#

ty

blazing matrix
#

Yeah no idea if SB accounted for Terminal Stuff but if it doesn't work it's prolly easy to ask them to account for it

#

since darmuh plans to split up Terminal Stuff into individual mods