#darmuhs mod thread [ Terminal Stuff | Suits Terminal | Ship Colors | ghost Codes | Constellations ]
1 messages · Page 5 of 1
very cool i would like to give you 50$ but i cant i hope you understand my gratitude
cool mods
haha no worries, I do appreciate the sentiment 
hopefully able to do this before 2027 
Lmao
oh yeah for constellations
just a quick idea, limiting them to days passed in game might be a fun config too
whether to save up for a teleporter and actual gear or go to proper moons is an interesting thing but its hard to find a balance
having each constellation be unlocked after a number of days would be something id try
yeah it's looking like an oversight on my part. I need to update my RealCurrentID property on resets (this property was how I'm able to show "previews" in the menu while you're looking thru all the options)
Ahhhh
that definitely sounds like a neat idea. Maybe in my rework I will make lethalconstellations into more of an API that other mods can utilize to create stuff like this. Because making this a configuration item sounds like hell 
but... then id have to learn modding
it's fun!

and plenty of people here that are great teachers 
just dont have chatgpt (or any other LLM) make the mod for you because that will end up a mess lmao
itll stay in the backlog of tons of things id like to do
felt that
like improving at music writing drawing watching 50 series playing my 200 game steam library getting my drivers license.....
id say moddings at the bottom but i think everythings at the bottom 
ill pick it up some day
constellations turning into an api will be a great motivator to force me to get going
haha yeah some things obviously are more important than others. Depending on where you live a drivers license can be a requirement just to get around
i live in a pretty small and walkable place, just outside my home i can count 2 barber shops 4 restaurants 1 takeout plenty of convenience stores etc. within less than 5 minutes of walking
but i need it to get hired regardless
its been stressing me out that i have to get it, hopefully once thats done i can focus on everything else and i can comfortably pick up something like modding
just remember to make time for yourself and hobbies you enjoy 
haha for sure, though i need to make more time for everything else instead ! i will try
suitsTerminal update posted -
[1.7.4]
- Changed chat messages to be client sided to avoid spam from multiple clients using the commands.
- General fixes for chat commands, didn't realize I shipped them in such a poor state and I apologize for that.
- Should now check the message you just submitted for a chat command. It had been checking the previous message before that instead (regardless of who typed it).
- Should no longer detect other player's messages as a command you have submitted
- Will no longer check if the message being tested for a command is the same as the last message. Feel free to continually run the same command over and over
- Also trims leading/trailing spaces from the message being tested for commands.
- Fixed situation where default suits would spawn after getting fired and not be handled by suitsTerminal's rack manager. (Thanks Lunxara for the report)
- Fixed default suit not applying correctly after firing or when connecting to a new lobby if you had already been wearing it previously. (Thanks Lunxara/pacoito)
👀
The kind Matty (I think bongo coded most of it?) has previously provided DawnLib a decent bit of the code needed to inject interfaces (thus stuff like a functional Awake method) into classes
For other people's sake this was split up into a separate mod, for whoever wants to use a preloader without making one
that's pretty sick!
so that's what this message meant 
I was so confused what the hell that was and just glossed past it LOL
She had the right answer just not the right logic following up to it but it's good enough
I don't just inject awake btw, there's other interfaces there for other stuff allowing me to do something like:
SprayPaintItem.GetDawnInfo().ShopItemPreset.RequestNode;
Or whatever else in other parts of the game lol
that's really neat! I'm assuming there's some sort of handling for multiple mods trying to inject the same interface? Ie. if I were to add this same line in my own mod? https://github.com/TeamXiaolan/DawnLib/blob/1c003e0f28da4f52b12ea0dc2dedfba431050cc0/DawnLib.Interfaces/src/Interfaces/IAwakeMethod.cs#L9
Could probably make handling terminal commands a hell of a lot simpler with this sort of injection too 
Yeah the HandleErrors or whatever thing is how we're handling it
You can have it output a warning if a mod already added awake, error, ignore (usually what you want) etc
ahhhh I see, very neat
Ah yeah if Lacy was fronting she prolly would have thought of it, cus she's seen you guys talk about awake methods and such while the rest of us haven't mb ^^ I do know that new Library has helped sort a few major issues that couldn't be helped with otherwise so yeah my first idea was to suggest that Insert SylviaHeart whenever it's finished lol
bongo gave the idea and made the first implementation,
i then refined it, added a bunch of controls and wrote an ,i hope, easy to use API.
now i published it as a library so other authors don't have to write preloaders themselves 🙃
if you need, feel free to ask either in DM or in the thread https://discord.com/channels/1168655651455639582/1451954475102375987
Thanks for clarifying lol I barely remembered what it was
btw just for sake of cool knowledge later c#'s have property extensions which will be sick for solving problems like this
we won't get it in unity for god knows how long but still
means you could honestly skip the whole GetExtendedInfo() step and slip them right into the vanilla object
i know rightttt, i've been waiting for that for a while now, i heard about it a few months back and it'll be quite exciting
I absolutely love that I can do this
somewhat offtopic but people been tagging zeekerss for weird shit recently but once it seems closer to release i wanna ask him to consider slipping in constructors into his base classes for the tiny nitpick convience it would save modders
new CompatibleNoun(keyword, otherKeyword) plsss
honestly while it would be hell for me, I wouldn't be against a terminal rework
i think everything is way to deep in to do that
if there was a dedicated programmer there's some stuff you could indiana jones slip in but aside from that
yeah that's fair, every time I touch the vanilla terminal code I remember how convuluted it is 😭
terminalevents being actual events is probably the easiest biggest win without fuckery
true true, I'd also be down for Func<string> usage on node display text being a vanilla thing
it's how the OG terminal api mod handled modded commands with custom events tied to them and how i've been doing things since I started doing my own lib stuff
i remember in lll i had that event where it invoked with the current text and then applied the string it returned which was cool
yeah I remember that breaking a very early version of terminalstuff because I was also using the terminalEvents string to apply my command logic and for some reason (can't remember exactly) LLL was bypassing/removing it 
found it lmao, v3.0.0 changelog (2024-3-9)
i never interacted with him, but it would be great if, before the full release, he got in touch with the few of us that focus on bugfixes. at least to fix the easy ones that we already have reported.
i forgot it wasn't public yet but i asked him if before 1.0 he did some bugfixes and considered changes that would help modders and he said yes
so soonish-kinda-TM
I believe I remember reading a bit from one of his patreon posts that he'd been talking to a few modders here and there for some various things
something about the foiliage system I think in that post
hope yall got slid some cash 
that is not a thing that is happening lol
unfortunate 😭
Wait what
Wait what
Wait what
Wait what
tahw tiaW
i'm not having any luck getting videos to play - using the darmuhsTerminalVideos mod to reduce chance of user error
im about to disable anything that might be breaking it
what os
Do you have a video pack installed? Mod doesn't come with a default set of videos since like a year ago
This is the default videos https://thunderstore.io/c/lethal-company/p/darmuh/darmuhsTerminalVideos/
yeah, i had that installed
Can you post your full logs
where can i find them?
It'd be the LogOutput file in your bepinex folder
If I remember right, not at my PC atm
Thanks, I will take a look later
i'm also having an issue where the map updates, but the minimap doesn't unless you're looking at the main screen
not sure what that's down to - hard to test without making friends suffer for my amusement
i'm having a lot of weird problems.
(this was working perfectly fine earlier with the same mods)
edit: what the fuck i disabled all of my mods and this still happens
^ okay nevermind this one is my fault - it's savings
i didn't realise it would persist through save files (nor could i tell what it did, so i forgot about it)
yeah I could make that more clear, sorry about that
going off these logs it should be loading the video files fine. My guess since you're having more issues than just this one command is there's an incompatibility somewhere.
you can test this solo with portable radars btw. There's a mod that adds this as a feature called tworadarmaps, maybe you have that mod installed?
i do not (though ill give that a shot later ty)
i've tried it without any other mods, so i'm unsure - i also wiped my save data
whats the profile code? I can do some testing on my machine to see if I can replicate the issue
019b9b5f-5db3-06d8-3c89-01b21b40f185

can confirm it doesn't work with that profile code lmao
thats odd
i tried duplicating the profile and disabling everything else, could it be something tied to the profile itself?
I'm still leaning towards a mod incompat, especially with all the performance/tweak mods that exist now
i had tried disabling geniunely everything, though
ill give it another shot now real quick
does it work with other profiles?
ooh ok
im satisfied it isnt a case of "specific graphics card on specific os along with specific cpu" moment
🤣
yeah I doubt that would ever happen
I'll probably make an individual mod for just the video stuff in the future
idk if you saw in the thread history but i'm not planning on continuing with the all-in-one style terminal mod that is terminalstuff
i'm also planning on utilizing dawnlib rather than openlib for said projects so it will be a minute before that happens
the video stuff in general could use a rewrite anyway, it was put together in a very hacky way
sounds good
aside from linux having issues with vp8 files
how about mp4?
is that for unity editor?
yes but the phrasing is weird
so the way the videos command was built is it loads the files from a specific folder location at launch and then streams an individual one by it's file path using videoPlayer.url
i'm not sure if there's any issues with that on linux ofc, but yeah it's literally just streaming a file from their file system lmao
so i'd think if they could load the mp4 natively (outside of unity) it should(?) work for them in-game
@tidal patrol So the rack and suits reappeared for clients after an eject earlier
but not me as host
lmao
@pallid fiber Do you still have your log?
ah I probably don't need to look at log
I'm postfixing a method that host probably only runs
i'll look into it
perhaps it's time to rely on monkey injection lib
🐵
Yeah it will probably help
when you get a chance please test this out with a client (it requires latest monkeyinjectionlibrary)
if you don't have the time no worries i'll try to do some local testing some time later tomorrow probably
Well I just found out it doesn't work
lmao

But it is there
what the flip 
I guess it doesn't like the version it set for itself? (removing the version requirement still refuses to load it lmao) Sorry I didn't test the build with this line before going to sleep last night 🙃
Where you using Vanilla or Mel's ship? I swore the other day it worked after we got ejected. No one reported the suit rack returning in the vanilla ship.
hmm, I guess since it's a patcher and not really a plugin I am not supposed to define it as a dependency at all there (looking at how dawnlib does it)
here's a working dll if anyone would like to test (just make sure you have https://thunderstore.io/c/lethal-company/p/mattymatty/MonkeyInjectionLibrary/ in your profile)
lowkey i mighta just forgot cuz it used to just be part of dawnlib
but it doesn't matter, it'll run first anyway :p
I guess I could always ask matty then
Vanilla
Ah maybe we reset to add or remove something after getting fired. I swore we continued though and no one reported it being there cause it would have blocked our pocket room.
Right I remember I reset to pull ship windows after we got fired. Never mind then 😆 I was excited to finally not having to reset after getting fired finally I thought we did continue.
quick little lan testing shows this appears to be working as intended 🤓
will probably push this update later tonight
suitsTerminal update posted -
[1.8.0] (NEW DEPENDENCY)
- Mod has had a slight rework to use MonkeyInjectionLibrary
- This new dependency has made this mod a lot simpler to maintain as I'm now injecting properties directly into the base game's
UnlockableSuitclass.
- This new dependency has made this mod a lot simpler to maintain as I'm now injecting properties directly into the base game's
- Fixed bug caused by getting ejected from the ship for real this time. (Last version only fixed this for the host and not clients)
- Removed unused
Random Suit Commandconfiguration item and replaced it withRandom Suit Menu Item- New Random Suit Selection page, check it out by enabling the setting! (opt-in)
- Added
!randomchat command that will be enabled whenever chat commands are enabled - Fixed chat commands sometimes not working sometimes due to running as a postfix (now runs as a prefix when chat commands are submitted)
- Slightly adjusted suit positioning logic (when rack is enabled) so that the first suit is placed at the very end of the rack like vanilla
- Fixed paid suits not being removed from the suits terminal menu after being fired
- Also some general code cleanup
@tidal patrol Btw this might also help out Ship Colors as well, been noticing clients report a lot that the ship colors aren't changed for them
yeah i was thinking the same thing about ship colors. In general it could use a refresh
Yeeeeee
you should add a HandleErrors of either ignore or warn on your injected Start in case somebody else decides to add them too 🤔
in any case nice to see the libriary being used 😄
You made a great Library that has fixed some long standing issues that weren't able to be covered previously, you should be proud of yourself for making such a useful lib ^^ 
Yes this library totally fixes some long standing issues that no one ever managed to fix before
Well, you said it was in DawnLib before Matty's library so yeah ig you did it first
lol
That's not what I meant
Ah then maybe I worded it wrong and it was covered before 🤔
ah I figured the default HandleErrors would be fine since if someone else added it I could still patch it with this https://github.com/darmuh/suitsTerminal/blob/a896b5373498a4e77cecfc200e5971556978de84/src/suitsTerminal/Patching.cs#L9
Also would I need to handle the potential situation where someone else's inject interface uses the same name?
I agree it's a great new utility for us modders, definitely makes things a lot easier for me
the default error strategy is "Terminate", if something already exists or fails to inject, the game closes immediately.
for unity lifecycle events, or in general things you know might exist/be added by others ( and, most importantly, you are sure you can still patch even if not added by you ). you should override the error strategy to one that continues execution.
it's not needed rn, but in the future someone might inject your same Start ( or zeekers might natively add one )
if you mean the same interface name: no
unless someone uses your same Assembly Name, namespace and class name 😅
oooo I assumed (wrongly) terminate just meant my specific interface property would be terminated (not implemented)
yep that's what I was asking about. Wasn't sure if all of that was considered when implementing the interface or if we needed unique interface names
taking one from sponge mixins, you should prepend you mod name to the injected methods/properties to make them unique ( so other mods have a lower chance of conflicts )
anything else is as if you were to implement them natively in c#: you can have two interfaces with the same name as long as they come from different namespaces
as we're working at CIL level we actually are even more lax that C# and the uniqueness also includes the declaring assembly name
obvs for unity lifecycle methods ( Awake, Start, ecc... ) you can't and that's why the HandleErrors attribute exists 😄
suitsTerminal update:
[1.8.1]
- Per matty's recommendation, made some adjustments to IUnlockableSuit interface
- Defined
HandleErrorsin case others try to inject the same Start method - Renamed Attributes property to be a bit more unique, it's now called
SuitsTerminalAttributes
- Defined
- Added custom keyword handling for the suits menu! You can now configure keywords for the main menu, the suits listing page, and the favorites page.
- Note that adding a keyword to the favorites page or the suits listing page will have you exit immediately from that page, to access the full menu you must use the main menu keyword.
- You can always have the main menu keyword open to any page of your choosing, however this keyword will still exit to the main menu before fully exiting (unless you leave the terminal of course)
- leaving a configuration item blank will result in the keyword not being created, with exception to the main menu which will default to the
suitskeyword.
- Re-added handling for changing controls mid-game. This has been missing since the rework :)
- project folder has been reorganized a bit
what if you could put the little youtuber facecam on one of the extra monitors? also that would be so funny if it was compatible with live reaction mod
i'm sorry I don't know what you mean by this
i love playing with the terminal n customizing stuff !!
(constellations if its not clear)
@tidal patrol Would it be feasible to patch this so it stops overriding how other mods handle moon selection? Config gives the impression this would only be a problem were MoonsPlus enabled, which it isn't.
Even just a config to have TerminalStuff not touch moons at all would suffice. It's doing it on both the formatter and vanilla moon nodes 🫠
that's an issue on LMU's end. It's trying to access a class that has been moved since the mod was updated

basically they need to update this to the latest version of terminal stuff because some stuff has moved since they wrote this https://github.com/YoBii/LethalMoonUnlocks/blob/master/Compatibility/TerminalStuffCompatibility.cs
I don't really plan on updating terminal stuff further so it'll need to be done on that end
I'll be moving away from the All in One style mod to multiple separate mods once I've got the stuff I need migrated to a lib that will be more regularly maintained
Gotcha. I'm probably not gonna pester Core about this. Just hope he gets around to it I guess.
and unfortunately you can't downgrade terminalstuff for the compat to work since I made the change after v73 broke the networking
Hehe, because of course it had to do that.
I mean, not anyone's fault that unity found a security vulnerability
if anything, it's probably my fault for not considering LMU's compat patch when I made my changes
I doubt considerations were much on many minds during what was a period of chaos incarnate.
You're good, lol. I'm only using your mod for the fancy home screen, networked nodes, and always on feature. It's just so cool 🫠
Maybe Selene's Choice or something will work instead of LMU?
yeah I don't think selene's choice has any compat so you should be good
and yeah those 3 features will prob be split between 3 diff mods some day in the future (makes it easier for me to maintain)
Awesome, looking forward to it. I think everything in your mod is stellar, but I personally don't need all of it, so a more modular approach would be ideal—minimize chance of incompat for sure.
Ty for the help 👊
Now ghost codes when LMAO
yeah you're not alone in that one lol
2027 💀
seriously tho, idk when I will touch ghostcodes. Source is available for anyone who wants to take a shot at forking it
looks at @pallid fiber
it's something I would like to do but it's also the mod that needs the most work
like, a complete rework
A lot of people were using codes' insanity mode as a replacement for Insanity Remastered. That entire aspect of the game has been so meh since v73 hit because everything is broken now lol
it doesnt matter how long, i will wait 🙏
peak has to be chopped and cooked! to then be served and eaten :3
dawnlib update breaks shipcolors and terminalstuff customizations if you leave and rejoin a save, here is before
heres once i leave and rejoin the same save
heres my log, this doesnt happen on dawnlib 0.7.0 or below
So it starts from 0.7.1?
0.7.3, just double checked
this the full logs? Im not seeing the stuff I normally would for leaving/rejoining
how about this one? if anything i can just give you the code
yeah i'm not seeing much from these logs unfortunately. Would probably help to have these config options set like this
Hey Darmuh!
How's everything?
Hey dude! Been okay personally. Keeping busy with hobbies like this when I'm not busy with work lol. My country is absolutely going to shit though, which is not so fun
Hate to see that, hope that everything is well at least on your life :]
That moment when you realize @tidal patrol is a fancy nerd
if you have dawnlib, I wrote an updated (& less complicated) version that can be used with this config setting
I didn't port the levenshtein stuff because it felt like overkill anyway 💀
Pfft, if I have DawnLib xD So, do I make these adjustments in Dawn then and switch off your config, or keep it on?
It's too bad the Levenshtein algorithm can't resolve conflicts in my actual life
yeah you can use one or the other (wouldn't recommend having both on) If you run into any issues with the dawnlib one please let me know.
Unrelated to Lethal but I do find this pretty cool. I've been included in the in-game credits of YAPYAP for helping them test out potential modding compatibility 
I might be biased but I think it's worth checking out if you've got the time. We also got an unofficial modding discord set up if you wanna join and lurk 🫡
Seems like the client-sided option for the mod no longer functions. It does make it independent from other players having the mod, but joining servers of hosts who don't have the mod is not possible.
Not any time soon as I still have some work to do in DawnLib but you can put in a feature request on the github
gotta keep reminding me or I'll forget 😄
not in this case though ig
fixed the error/compat
I'm wondering though, this setting in terminalstuff seems to have no effect and idk if it's because of me or in general..?
would be nice to limit these because of the additional info
yeah I think it's been reported before, I forgot to hook it up to the config item
btw, for those interested in making the terminal text fancier I recommend checking out this page https://r4p0.github.io/blog/2025/09/03/textmesh_pro_documentation_rich_text/
it was originally something sent to me in the older terminal stuff thread but that link died and I found this one to replace it
I also remember someone saying the <mark> tag did not work for them. I tested it lately on my latest DawnLib PR and you just need to set the opacity of the mark value to something below 25% for it to look good
<mark=#ffff001A> leaves a pretty decent highlight for example
that's 10% opacity btw
const ALPHA_VALUES = {
5: '0D', // 5% opacity
10: '1A', // 10% opacity
15: '26', // 15% opacity
20: '33', // 20% opacity
25: '40', // 25% opacity
30: '4D', // 30% opacity
40: '66', // 40% opacity
50: '80', // 50% opacity
60: '99', // 60% opacity
70: 'B3', // 70% opacity
75: 'BF', // 75% opacity
80: 'CC', // 80% opacity
90: 'E6', // 90% opacity
95: 'F2' // 95% opacity
};```
got it from here - <https://mangohost.net/blog/css-hex-code-colors-with-alpha-values-transparency-explained/>
unity's example they provided uses an opacity of AA which is equal to like 67% opacity, which is why it looks like it just covers the text when tested
crazy crop discord
btw, regarding any current lethalcompany mods I have out. I'm having a hard time finding my original message where I mentioned it so i'll just restate it.
OpenLib is no longer getting updated
I have discontinued development on OpenLib (outside of major bug fixes of course). Mostly because I dont have time to be the sole up-keeper of a library but also because in order for it to be a good library I'd need to rewrite a lot of it. So rather than rewrite OpenLib I decided to start providing PRs to DawnLib as I plan to port all OpenLib mods to it in the future. DawnLib is a much better maintained library than my own and I trust Xu to provide a good framework for what I need out of it.
What this means for any mods that rely on it
Since I've been really the only person making mods using OpenLib, it's not the biggest deal. I plan to port every active mod over to DawnLib. This means if DawnLib does not have a feature, I am rewriting it for DawnLib as a PR. This does take time since ultimately I am refactoring the feature for a broader use than just myself and have to be a bit more strict with the coding style/organization. If anyone decides they want to fork/remake any of my mods without waiting for the DawnLib support that is absolutely up to them. They can do so and release it under their own thunderstore team.
No more All-In-One Mods
All-In-One style mods like darmuhsTerminalStuff will be broken out into multiple different mods as they are easier to maintain. Stuff like terminal customization, terminal syncing, terminal videos, terminal quality of life, etc. will all be their own separate mods
this is so good
the great dawnlib port hehehe
i love that it will be broken out into different mods too!
(also i saw your pr just gimme a couple days to get out of my break)
Yeah no rush dw. I almost mentioned in my message that it will also take a while because any PR I submit will ultimately need to be reviewed. And the reviewers are not machines who have lives and other projects they are working on 💜
yay
Sorry I did not see this until now. I’ll add a feature request on GitHub.
bro....
I dont even remember what was holding this update up 😭
past me hates current me... no commits, no changelog, nothing just vibes
@misty plover idk if I can implement your PR for terminal stuff. It's technically already in these uncommitted changes and I need to figure out what all was holding this back from a public release
oh, that's fine. I ended up doing transpiler looking for the exact hardcoded page count assignment the current release is doing. So when you update it will not find that anymore and I can remove it after. Should be all good.
sounds too familiar
and I support that even if it's a bad idea
if anyone would like to test this on their profile(s) and let me know if they have any issues?
will do
Some things that have changed (from reviewing my uncommitted changes):
- "view" commands were majorly rewritten (mirror, cams, overlay, video, etc.)
- shipinventory compat for loot command was updated to the latest version of the community maintained version
- moonsplus/storeplus menu size config items should be fixed
- storeplus has a couple new config items
hmmm, that's vanilla view monitor?
i just typed the command
yeah I mean you aren't using the "map" command
is it supposed to use map command instead
it's either or. Map is slightly different which is why it's disable-able
I'll take a peek at "view monitor" thanks 🫡
i did view bodycam too (obc enabled) same deal but the bodycam part seems to be perfectly intact
that is good
mind sharing your profile code?
I appreciate it 🫡
will LethalConstellations keep using LLL as API for the foreseeable future?
I'm hoping to have it use only DawnLib in the future (if possible)
Asking because for certain moons numberless planet names on LLL and Dawn are not equal
That's my plan too but for now I'm using both
maybe a heads-up for you as well. although if you completely switch it's a non-issue ofc
Also I do plan on adding a bit more to constellations to make it easier to modify by other mods (ie. LMU) so if you have any ideas feel free to lmk
that is news to me so I appreciate it yea
anything in particular in mind? So far I think I was always able to modify what I want. Mostly additional info, defaultMoon and price.
It's going to be a complete rewrite (will modify the mod guid to not break mods like yours that have compat built in)
this is the WIP branch currently, I stopped working on it when I got to a point where I needed to start working on adding features to Dawnlib https://github.com/darmuh/LethalConstellations/tree/wip/src/LethalConstellations
I have heard this somewhere before. 
luckily it really isn't that complicated of a mod idea it's just the current version that relies on LLL is very spaghetti
like the old project is still using direct references 🤮
LethalConstellations [0.3.3]
- Hotfix: fix: hide hidden constellations from the menu (#11)
btw @misty plover, whenever it does get to the point where I've got some builds worth testing I'll send them your way 👍
ohhh, of course now that I see this I recall something.. at some point I realized quitting to menu and loading up a new lobby would keep duplicating the constellations in the displayConstellation collection or in-game in the terminal. but I'm not sure if it was because of me or because you don't run some stuff when LMU is present or if it's a bug. now I'm just clearing the collection on disconnecting from my side.
just gave this a spin on my debug profile and it's an issue without LMU present. in 0.3.2
I seem to recall that being an issue yeah, if you want to put forth the effort into fixing it I'd appreciate it. Otherwise it's sort of just a known bug that needs to be played around for now
I ended up being able to replicate this in my own test profile with just open body cams and think I've figured out the issue/fixed it
if you have time please test on your profile(s), I will not be downloading that one myself lol
was it the old pdb causing it
It seems that if I set every moon in a constellation to be hidden, that locks the constellation from being traveled too. Is that intended behavior?
oh nah, I just included it this time since it helps translate any potential errors
are you using LethalMoonUnlocks?
Yup.
might be something LMU is doing, can check with @misty plover
If I remember right, you should be able to route to a constellation even if all the moons in it are hidden
Aww man, I didn't want to bother them with another hiccup I'm having.
Aww I see, yeah unfortunately I cant be much help with any current constellations issues. It only received the recent update thanks to them providing a PR
That's alright. I suppose that means you aren't familiar with this happening at any point in the past then.
not something I can recall but I have no idea if it's really even been tried
view monitor/bodycam is working
but moonsplus preview got stuck on the screen after selecting a moon
also is view monitor/bodycam supposed to be the same size as the moonsplus preview?
ok uh
when youre hovering the moon that gives this preview, it animates, but when you go to a different one it freezes on the previous one until you pick another one that has a preview
Well shucks...
not rn
darmuhs busy with other things atm
oh ok
ahhhhhhhh that's why your view monitor was so tiny. That would be something I need to fix from moonsplus 
it definitely shouldnt be
Hey, do you want to improve the splash art?
I kinda know how to do some things for the terminal :]
I mean, it's not bad, not bad at all
But it can always be improved :]
maybe i will at some point but im happy with it for now
gotcha :]
so this has most likely been a bug from moonsplus since I added those previews. I just never knew about it because I don't normally play with vanilla view monitor 💀
that is probably a side effect of what I'm doing in LMU. Currently when there are now moons discovered in a constellation, that constellation will be hidden and locked as well. However that should not happen with moons that are only hidden, I guess..? Might be a bug in that regard where I'm only checking for hidden not locked. Although it is a bit weird, right? What do you expect to see in that constellation? Empty moon catalog?
You can add moons to more than one constellation so maybe adding company moon could be an option?
I agree that finding a hidden constellation with seemingly no moons in it would be weird, but hiding all the moons in a constellation was my solution to forcing the constellation hidden. If even one moon were visible and the constellation hidden, the whole constellation was hidden and locked. :/
Ugh, wait. I may still have a slow brain waking up...
I know better than trying to interact with others shortly after waking up. >_>
Anyway:
Moons all hidden + constellation hidden: constellation is hidden and locked
Moons all hidden + constellation visible: constellation hidden and locked
Any moons visible + constellation hidden: constellation is visible
Should go without saying that both being visible works as intended but is not within the scope of my intentions.
Having the ability to route to company had no bearing on these settings either.
So I suppose as things stand now, my best course of action is to try and write a mod to tie custom logs to progression.
Or cut scope by removing LCon and simply use a list of moons instead.
I already did a request for LMU :]
I think this sort of thing would probably be better handled on my end in LethalConstellations (in the rework)
At least, providing an UnlockCondition event handler that could be triggered by any of those potential interactions
yeah, that could be a thing in LCons too
definitely something that has to wait for the rework though
ok so after crying for a few hours i finally have the strength to ask
is ghostcodes dead? :c
(im joking btw i didnt cry, but was told ghostcodes will prob not get any updates)
Ghostcodes is not dead, but it's not current priority rn
wanna know from darmuh because im making a list of mods that should get deprecated, and if darmuh is not working on it maybe deprecating would be the best option, but he is active so i guess if he wanted he can deprecate it himself lol
yeah it will be a while before I work on it again
Last time I deprecated it a bunch of people came in here asking why it was deprecated (only reason I haven't this time 💀 )
you could deprecate it in the meantime, you can undeprecate after :3
ohhh
but now its like
broken
well
idk
some people say it works for them
it completely crashes my game :c
am i just unlucky :(
I think there's like maybe like one or two scenarios where it will still work for people
Like if you have all the soft dependencies in your profile it probably wont crash
which are
but you'd also have to use it in a mode that doesnt use any of the networking stuff since that hasnt been updated since v73
well with all that
is my reasoning behind
deprecating it for the meantime
mostly to warn people that, it works but in a really specific way
facilitymeltdown, lethalconfig, terminalstuff, and toilhead
and that wont be updated for quite a while
yeah, I agree with ya
most common one I see throwing errors is toilhead yeah
aye aye 🫡
🙏
As mentioned in one of the pinned messages, it'll get a rework someday. But if someone doesn't want to wait they can always fork the github repo and upload under their own thunderstore team
The mod is really not all that complicated, it's just built in a really dumb and convoluted way (why I want to rework it)
Do a readme update just to say that it's mostly broken xd
haha I could do that but then I'd have to bump the version number and whatnot
I think you get the same idea across with just a deprecation alone
Most people see deprecated and immediately assume "shit broken"
yeah it's only a minor inconvenience when people come to ask anyway
Aprils Fool ass joke
plenty of folks here are nice enough to let them know whats up
LMAO now that would anger plenty of people 💀
letting you know I'm looking into some of these custom conditions moroxide suggested, as my rewrite of LMU's constellations extension made it fairly easy to add on top. In my case it's not a direct unlock, it will work exactly like the story progression stuff of wesley and co.
I have the honor to test it, so i can already say that it's good :]
Told xCore to tell you cuz you said that it was most probably your part to do it
sounds good, I will say in the rework I will try to make it more streamlined/easy for xCore (or other modders) to do stuff like that
think I fixed this if you (or anyone else) want to give this new version a try. If all is good I'll probably push this as the potentially last terminalstuff update
gonna try this
1 minor issue 1 major
minor: view monitor command doesn't stop the camera like normal, it restarts the camera
major: view bodycam doesn't work
it says map view is currently disabled when i enter it
and when i enter map it says map is disabled because of obc

here is log
this is intended when you use the "view bodycam" command from openbodycam
yea i figure
but yeah sounds like I broke this when fixing something else 😭
are you seeing this?
yes
get up wawa 🥀
long story short, I was resetting something on every node when I only intending to do so in the moons plus menu
ite
im gonna test the storeplus blacklist too
yeah that was part of some uncommitted changes I had sitting. No idea if there's issues there 💀
wah get up 🥀
wawawawawawawawawawawawwawaa
wah
woh
view commands are correct again
yayyy
i actually kinda like how view bodycam just toggles the bodycam footage if the monitor is already active
blacklist works on ship upgrades but not items
does it not do that natively? 👀
hides some ship upgrades i didnt want but didnt hide any items i put in
im not sure honestly i never switched between the two :p
I've not used it much myself other than debugging lmao
honestly that might be placebo, I'm looking at it now and the config item isn't hooked up to anything 💀
jk I see it now
it's going off of the node's creatureName which probably does not always match the item
honestly I see a better way of doing this so lemme try it really quick
well that ended up not being really quick, but mostly because I went out to get a shake 
this one has a working store filter (from my own bit of testing)
if no other issues found i'll try to post the update some time tomorrow night (~24 hours from now)
here's my changelog I just wrote up for it
- The system behind the various monitoring view types (map, minicams, overlay, etc.) has been reworked entirely.
- This was mostly a detangling of this system.
- MoonsPlus mini preview fixes, including fixing compatibility with vanilla
view monitorcommand.- Thanks glacialstage aka Sily Wawa for their help identifying/testing issues relating to this.
- ShipInventory compatibility for ship loot commands has been updated to version 2.0.8
- MoonsPlus & StorePlus menu size configuration items have been fixed (thanks xCore for reminding me to fix this)
- StorePlus new configuration item - DontAddToOther
- This was a requested config item to identify keywords that should not be added to StorePlus' Other section
- StorePlus new configuration item - HideFromStorePlus
- This was a highly requested config item to remove certain shop items from showing up in the StorePlus menus.
- Simply enter each store item you wish to hide followed by a comma for it to register the item as hidden. (This does not disable the item's keyword)
sorry i'll test it now
was trying to work on cities skylines 2, this one save i have the simulation slows to a halt immediately cus theres too many agents 💀
store blacklist seems to be working
items i put in it are not showing up
like flaregun and medic bag
ship upgrades are also working right
is good 
is ghostcodes no longer works?
no, it only works like a 10% of the og mod
damn what a goated mod just gone
not gone, it will be fixed sometime soon
i hope
one other thing to bring up before pushing
i recently switched my moon configurations from LLL to Lunar Config
and i use lunar's locking to prevent them from being routed to
(and some moons set to hide)
terminal stuff doesn't acknowledge Lunar doing it, but does accept LLL
so i have to set those moons in the "never show" box despite having "hide locked" and "hide hidden" enabled
i noticed this issue in the old build so i'm not sure if the new one fixes it
I imagine terminal stuff doesn't have DawnLib compat for moon status
yeah there's no compat with DawnLib currently
and idk if I want to bother with it right now 💀
I already did more than I wanted to tbh
Lol
I'll see if it's something quick and easy to implement 
I can send you a code snippet later if you'd like that tells you if a moon is locked, hidden, or both
sure I'd appreciate it, i'll prob be looking into it when i'm home later
well chat, do I make terminalstuff v80 compatible or update it for v73? 😭
Can't test it rn :']
Like it's 3:00am here
I've just tested it now and can let you know it will need some changes for v80
Openlib as well actually
If u have it ready maybe worth just releasing
since v80 still just in "open beta" branch
yeah that's what I was leaning towards, since it's still in beta
or you don't to not give the false sense of security
and yeah, that's the counter argument. Don't wanna update and make people think it's compatible with the beta 😭
random schmucks goin, "oh this mod updated, obviously for v80"
anyway, I'm compiling a list of errors now that i'm aware of at least
Neat!
Ok so main takeaway I have at the moment is the only breaking changes to my mods is that CompatibleNoun had it's default constructor changed. Which throws an OpenLib error as below:
Stack trace:
OpenLib.NodeInfo+<>c__DisplayClass7_0.<CreateInfoNode>b__0 (System.String Keyword) (at ./Terminal/NodeInfo.cs:42)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
OpenLib.NodeInfo.CreateInfoNode () (at ./Terminal/NodeInfo.cs:42)
OpenLib.CoreMethods.CommandManager.GetInfo () (at ./CoreMethods/CommandManager.cs:210)
OpenLib.CoreMethods.CommandManager.RegisterCommand (System.Boolean replaceExistingKW) (at ./CoreMethods/CommandManager.cs:249)
OpenLib.CoreMethods.CommandManager.RegisterCommand () (at ./CoreMethods/CommandManager.cs:223)
OpenLib.CoreMethods.CommandManager+<>c.<AddAllCommandsToTerminal>b__29_1 (OpenLib.CoreMethods.CommandManager x) (at ./CoreMethods/CommandManager.cs:191)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.DoIf[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Func`2[T,TResult] condition, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
OpenLib.CoreMethods.CommandManager.AddAllCommandsToTerminal () (at ./CoreMethods/CommandManager.cs:191)
OpenLib.Events.EventUsage.OnTerminalAwake (Terminal instance) (at ./Events/EventUsage.cs:39)
OpenLib.Events.Events+CustomEvent`1[T].Invoke (T param) (at ./Events/Events.cs:21)
OpenLib.AwakeTermPatch.Postfix (Terminal __instance) (at ./PatchThings/TerminalPatcher.cs:13)
(wrapper dynamic-method) Terminal.DMD<Terminal::Awake>(Terminal)```
all of the errors following that one can most likely be ignored
this error breaks Openlib so it's likely that none of the mods depending on it will work in v80
I have a fixed version of Openlib pretty much ready. I'll post it tomorrow morning since it'll probably be auto-flagged for review (as it has been in the past)
from what I can tell fixing openlib should fix terminalstuff, suitsTerminal, and ShipColors. LethalConstellations will need to wait for an LLL update and then we'll see if anything needs changing
@tidal patrol Zeekerss' patchnotes are starting to look a lot like yours
several pages long
terminal code remains untouched in the big 2026 💀
lol
lassoman is still getting updates 🤞
that explain how TerminalFormatter still works

I will be pushing an OpenLib update here shortly to fix all of my terminal mods
only reason they broke is because zeekers made a new default constructor for the compatiblenoun type (which is used for confirmation style commands)
and now we wait for the package to be approved 💀
Robyn too quick, it's already approved lol
oh right, here's the changelog
[0.4.2] (Openlib)
- Fixed compatiblenoun builder creating a standalone keyword out of the confirmation keyword. (https://github.com/darmuh/TerminalStuff/issues/49)
- Recompiled for v80 beta, this version will NOT be backwards compatible.
- Updated readme to reflect intentions of ending development on Openlib and migrating dependent mods to Dawnlib.
[0.4.3] (Openlib)
- Added Dawnlib compat method to set keyword priority to same level as DawnCommand when it is present.
- This will fix Dawnlib assuming a higher priority for commands built by Openlib instead of vanilla commands.
- Fixed Openlib commands overriding other valid keyword results when an openlib command's partial keyword matched the input of an existing command (even if it was an exact match)
You lied 0.4.2 was not the last release after all

😭
Love you darmuh 
Unlucky for me I found some things I needed to fix while finishing up my terminal stuff "final" update 💀
Oh shit new TerminalStuff update?
not anything too fancy but yeah, realized I had some uncommitted changes and have been finalizing them
once I figure out how I'm gonna rework it where I'm not crawling every transform on the ship at startup 💀
oh also, terminalstuff update is backwards/forwards compatible
just depends on which openlib version you install
cant wait for the compat when fumo finishes his dawnlib ship api
Neat
fumo is coding again?
i dont think he ever stopped
he's always working on something
for sanity reasons, I find it helps to jump from project to project
you also sometimes figure something out that works better on a project only when you start working on something else 💀
Fr
dang terminalstuff project is so old I gotta MANUALLY pack it up for thunderstore 😭
Grandpa vibes mod
It is a goated mod tbh lmao
tyty, has had a lot of work put into it over the years 🫡
crazy to think it's such an old mod
[3.10.0] (darmuhsTerminalStuff)
- The system behind the various monitoring view types (map, minicams, overlay, etc.) has been reworked entirely.
- This was mostly a detangling of this system.
- MoonsPlus mini preview fixes, including fixing compatibility with vanilla
view monitorcommand.- Thanks glacialstage aka Sily Wawa for their help identifying/testing issues relating to this.
- ShipInventory compatibility for ship loot commands has been updated to version 2.0.8
- MoonsPlus & StorePlus menu size configuration items have been fixed (thanks xCore for reminding me to fix this)
- StorePlus new configuration item - DontAddToOther
- This was a requested config item to identify keywords that should not be added to StorePlus' Other section
- StorePlus new configuration item - HideFromStorePlus
- This was a highly requested config item to remove certain shop items from showing up in the StorePlus menus.
- Simply enter each store item you wish to hide followed by a comma for it to register the item as hidden. (This does not disable the item's keyword)
- Fixed MoonsPlus bug where unhiding a moon would not actually update the menu item name to show the level name.
- Added compat for Dawnlib moon lock, hide, price, and disabled status.
- Will use LLL when
Allow LLL to Override Vanilla Moon Locked/Hidden Statusis enabled.
- Will use LLL when
- OpenLib version 0.4.2 and 0.4.3 contains generic command-related fixes that affect this mod.
- This version is compatible with v73 by using Openlib version 0.4.1 and compatible with v80 by using newer Openlib versions!
i blame v80 dropping for forgetting to send you the dawnlib code i was supposed to
no worries, I'm pretty sure I figured it out on my own 💀 (plus looked at LunarConfig for reference)
I've been sitting on a lot of these changes for wayyyy too long
yay ❤️
On uni homework/projects most of the time
do my uni project for me 🥺
6 or 7 minutes is all i can spend for you
okay, make me a unity project with the diamond square algorithm stuff setup, thanks!
Thats actually will be under 7 minutes
yeah get to it then
:hmmst:
@lapis rivet Looks like @tidal patrol's update broke your patch lol
Ah, I'll have to update for the new version then. Thanks for the heads up!
You're Welcome ^^
oh yeah, I was hoping to make that patch unnecessary now
Looks like it worked, the fix on my end was just removing the patch.
glad to hear! if you still need to patch it though, I switched from using those bools to this enum https://github.com/darmuh/TerminalStuff/blob/d86cfd4e18b6673d6a6b5e9d299353c6f037a3e5/DarmuhsTerminalCommands/CommandHandling/ViewCommands.cs#L27
Oh yeah I think your map camera override might be breaking the Monitor videos, I did notice they were just not working. Unless that is smth with darmuh's update
could be me yeah, you mean the bestiary videos?
The planet preview videos on the main monitor
oh not the terminal monitor?
Yeah
that would not be me 🤣
If it's main monitor it might be just a problem with base game and sponge then
I think*
Possible, he changed some stuff with it in V80 I think so you might need to double check if anything needs changed
Yeah, I'll have to look into that next then
Yeah they now work after I disable the map camera toggle
@tidal patrol A new beta, Terminal Stuff broken again
Unless it's just from DawnLib
will double check
Okay in this case it was DawnLib
You're good

So just GI had a patch break and DawnLib broke
Oh neat, zeekers made the scan command scan the ship for total scrap value when you're in orbit now
Wat
He improved the scan command
that's how I interpreted the latest terminal diff on 1a3's website. Ofc now I can't access it to screenshot it 💀
I havent checked it yet
here it is
I'm afraid TerminalStuff 3.10.0 is breaking the Terminal on consecutive lobbies.
After quitting to main menu and loading into game again, everything breaks, spamming errors referencing terminal. Revert to 3.9.0, issue gone.
This is on v73
I can't find the error causing it initially in log but I'll pull it up. sec
the last one for v73
0.4.1
okay cool, just wanted to make sure
hmm, looks like it's causing DawnLib to get a null ref?
im gonna test in a profile with just terminalstuff/openlib
yeah no issue without dawnlib
😭
Began listening to SceneManager_OnLoadComplete1 on this client
InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <ea489521390f48908a7ce45cb17a6848>:IL_0011
at Dawn.Internal.TerminalRefs.get_Instance () [0x00179] in ./src/Internal/References/TerminalRefs.cs:25
at Dusk.Internal.VehicleRegistrationPatch.RegisterVehicles (On.Terminal+orig_Awake orig, Terminal self) [0x00000] in ./src/Internal/Patches/VehicleRegistrationPatch.cs:187
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?-1651717040(Terminal)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Awake>?1119588392(Terminal)
at Dawn.TerminalCommandRegistration.GrabVanillaTerminalCommands (On.Terminal+orig_Awake orig, Terminal self) [0x0000c] in ./src/API/TerminalCommands/.TerminalCommandRegistration.cs:65
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Awake>?-544695252(Terminal)
(Filename: ./src/Internal/References/TerminalRefs.cs Line: 25)
What'd you do? Lol
ahhhhh, I prob need to tell DawnLib when I hijack the moons keyword with my own https://github.com/TeamXiaolan/DawnLib/blob/4386edd43385390d46e75a01a6a290ff546e56c7/DawnLib/src/Internal/References/TerminalRefs.cs#L25
not sure how this error is only just now happening in 3.10.0 though, should have also happened in 3.9?
You should probably change the keyword before any mod is able to pick it up then I imagine
part of the issue is it's configurable whether the keyword is hijacked or not
and I'm still confused why it's only happening now 💀
Lol
When I have time I gotta check if it's an issue in v80 as well 
yeah uh.. the keyword shouldn't be getting destroyed when I hijack it so this shouldn't be sending a null ref to Dawnlib
wtf is happening
omfg, I see the issue 🤦♂️
The comma in this should be a semicolon. Also, if the config item contained only moons it would still completely replace the vanilla keyword (rather than hijack it) 💀
luckily, this is an easy fix actually. So I should be able to release a patch that is still v73/v80 compatible lol
[3.10.1] (darmuhsTerminalStuff)
- Fixed MoonsPlus replacing the vanilla "moons" keyword and then deleting it after lobby reload. (bug introduced in 3.10.0)
How even did you do this? lol
Openlib has a function during command creation to check for an existing keyword and either re-use it or delete it
When you set one of MoonsPlus' keywords to moons it's supposed to only reuse the keyword rather than delete it and make a new one
but I messed up the if statement that checked the MoonsPlus keyword for the moons keyword, so it was just always deleting everything 💀
wittawy 
Least it was an easy fix 
why am i able to walk around freely while im in the terminal when i installed this?
that would indicate a broken terminal, would need to see your logs to determine what's causing it
clearly intended
do you not type and walk usually?
me personally i type and drive
Maybe they're using the v80 build on v73
lol
my initial thoughts as well but I don't want to assume without logs 🤣
it is for the v80 build, I got this mod initially because i thought it might fix the issue i had where i was getting stuck on the terminal
Can you provide your LogOutput.log file? There's a lot of mods that touch the terminal that can cause both issues you mentioned
i dont know how to do that
r2modman
also this was my log
not sure if thats even the right thing to screenshot lol
that is a portion of the file I'm looking for yes
I believe for r2modman it's settings -> copy log to clipboard
and then you can just paste it in here
that is what I was looking for yeah
gonna just list issues as I find them, not saying any of these are the reason your terminal is broken
- you are on the v73 MoreShipUpgrades, there's a separate v80 upload here https://thunderstore.io/c/lethal-company/p/WhiteSpike/Lategame_Upgrades_V80_Beta/
- JLL has not been updated for v80 yet
- LiminalPools throws the following error, which means they'll prob need to update for v80
- MentalHospital same thing
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()```
- and LCOffice
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()```
- CountryRoadCreature can't find LethalConfig (failed soft compatibility?)
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'LethalConfig, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
CountryRoadCreature.CountryRoadCreaturePlugin.LoadConfigs () (at <879a6fb098e44c678ce75dc98947f05e>:IL_0026)
CountryRoadCreature.CountryRoadCreaturePlugin.Awake () (at <879a6fb098e44c678ce75dc98947f05e>:IL_004A)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
- LethalCasino probably needs an update for v80 (missing method)
[Error : Unity Log] MissingMethodException: Method not found: void .MenuManager.DisplayMenuNotification(string,string)
Stack trace:
LethalCasino.Patches.MenuManagerPatch.StartPatch (MenuManager __instance) (at A:/dev/modding/LethalCasino/Solution/LethalCasino/LethalCasino/Patches/MenuManagerPatch.cs:17)
(wrapper dynamic-method) MenuManager.DMD<MenuManager::Start>(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MenuManager::Start>?427878358(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at ./Modules/Utilities.cs:82)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<MenuManager::Start>?439959004(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MenuManager::Start>?-2099165000(MenuManager)
Dawn.Internal.MiscFixesPatch.DoSoundFixes (On.MenuManager+orig_Start orig, MenuManager self) (at ./src/Internal/Patches/MiscFixesPatch.cs:171)
last one i'll post
- Lethallib looks to need a recompile for v80 with the new CompatibleNoun constructor
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-273125274(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at ./Modules/Enemies.cs:141)
the last one is probably what's breaking the terminal, but you should really remove/replace all of the other mods listed if you're going to play on v80
Also in the future, you can always post your LogOutput.log file in #help-and-troubleshooting and get some help debugging your mod profile there. Lots of people who talk in there actually play the game often and can recommend you alternatives when mods you like are not being fixed
there's also a bot that parses the log for errors for you
hope that helps @jade mauve 
i still gotta crawl transforms but I think i'm doing it a bit cleaner now 
this is a super barebones wip build if you wanna try it. No configs to play with only the generated stuff
noway
ShipColors update real
it should generate config items for all of the same things the previous version did but it could use some stress testing lol
the comments are for future me 5 months from now trying to figure out wtf is going on btw 💀
oh yeah I also added Light detection so stuff like 2 story ship's lights should get detected too
holy generated
and every section has an enable/disable config item to turn on/off the customization for the section
defaulted to false for obvious reasons
no openlib needed and yeah to simplify the code side of things I stopped grouping things by "grandparents" and the like
no dawnlib needed either, just bepinex
hahaha fair
and LethalConfig to make it easier ❤️
yeah LethalConfig compat has been added
Praying I don't need to ever look at the log
project is so much cleaner 
Im [Info : Unity Log] name 1 float: 1ing it
I hope he updates soon and removes that
He probably will
idk how im stress testing this
You're using my pack as a base right?
no
btw, for shipcolors if there's any config items you want back from the old version after testing please let me know and your reasons. I'll be honest I don't want to support config items that are not used much
Ah
I'll just send you the AsyncLoggers file then
Just ensure LogWrapping is on
can i change the colour of the terminal screen to be white so you cant see any text 🥺
it will prune that logging every frame
probably 💀
Basically
honestly it's probably a lot of effort so dont feel obligated LOL
I mean?
Not really
You have to change the main part of the terminal to change the screen
sigh
bad mod
oh yeah that might not be included because i'm filtering out BlackScreen
cant brick my game
these are the filters I have hard coded at the moment
private static List<string> SkippedMaterialNames = ["None", "testTrigger", "testTriggerRed", "DefaultHDMaterial", "MapScreen", "ShipScreen", "BlackScreen"];
private static readonly List<int> SkippedLayers = [1, 2, 3, 5, 7, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 27,];
Are there objects that share a name
bc the first thing i'm noticing that's kinda funny is some completely unrelated parts of the ship are in the same section
Got the antenna with the lights on the top of the ship and the cupboard's right door sharing a room
they are most definitely "childed" to the same game object if they are in the same section
that said, I can always verify if you give me the unrelated parts and what section they show up in
yeah iirc that was possible with the older version too 💀
honestly one thing that might break it is shop items (like flashlights) where multiple instances of the object can exist. I also didn't add the "refresh" button for lethalconfig so that stuff will probably require a reload to mess with their configs
unless you know how to use unityexplorer in which case you could find this method and run it to refresh lethal config
anywayyyy, im headed to bed glhf feel free to post any further findings here 🫡
not the lights around the thrusters from the ship landing/leaving
chills
LMFAOO
DUDE
there's no way
how did the Hoarding Bug sneak in here
😭😭😭😭😭😭
is it because a hoarding bug was spawned before I restarted the lobby
I have no idea
Blue bug
I can also recolor it's organs that I didn't know it had
like sure what the hell why not
oh stuff outside the ship is also being affected
that explains why I couldn't find some things
green apparatus and breaker box lights and green vents
having not played the update yet, i'm sitting here wondering wtf is that 💀
yeah I guess the name "ShipColors" is misleading lmao
Hoarding Bug organs
u never seein them normally
Never knew they had organs lmao
Ohhhh interesting
but yeah nothing too weird
outside like
some non-ship stuff getting things in there I guess?
I didn't go too in depth
red room
Not that I could tell
I may actually change the section naming convention. I just tested a flashlight and it breaks out into 3 different sections since the parent object holding it all doesnt have any colorables.
this is probably why I did it the old way
will play around with it for sure, but I'm glad the Light component stuff worked so well
i'm curious what customizations you can do for the dropship but i'm sure it's a pain figuring out what config items go to it currently
one way to find out
it might not get detected by shipcolors actually
I dont see anything in the configs matching this
Yeah doesn't look like it
turned it into a clown ship 💀
the item ship generates 16 color config items btw 💀

this is probably a problem tho
Am I stupid
for comparison, the dll itself is 39KB at the moment
so the generated config is more than 12 times larger in file size than the entire mod (that's a lot of text)
So I prob need to handle something differently. Because there's no need for me to be generating these config items as an example

I think this whole section is the entirety of the experimentation scene lmao
Sharedmaterial, they choose a color, you make a randomized gradient of that show up on different bushes / trees
yeah the whole point of this mod is to not use sharedmaterial so that changing the color of one thing doesn't change the color of another. Earlier versions of this mod did that and there was some wacky re-used materials between the ship and stuff in the interiors
A gradient?
How do you expect a gradient to work on materials that only take a base colour?
Wait im dumb not shared material
Genuine question
I meant it as you have a config option for one color and you give the same color in different shades for different bushes or tree leaves.
Do you mean like, config is a gradient and each bush will have a randomised colour in that gradient?
No
Config is a hex string, you deal with giving a range of difference from dark red to bright red
Hsv
I wonder if I can make a tomltype converter for this so you can make configs of it
Its probably easy but I might forget so if you want it make a feature request on DawnLib or smthn and I can do it/show you how if you don't want it on dawnlib
seems like you'd use this to evaluate between start/end color based on a float between 0 and 1 https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Gradient.Evaluate.html
I thiiiink s1ckboy wanted a colour config that can be read as a gradient in code implicitly? I'm sorry I genuinely stupid 😭 I feel. Like this is wrong
I'm not 100% sure either tbh 😭
That is like so far from my comment lol
Lemme rephrase
Please
You have one hex string, you take that and turn it into color, but in the process you give it a random saturation in hsv and apply that color randomly on each bush for example
ohhhhhhh
Is it random saturation for each bush or random saturation thats the same for all bushes
i'd assume each bush
Yeah same but just making sure
Kinda like a makeshift gradient in a way, I was kinda there, lol
Gradient wasnt the right word ig
and yeah I prob wont be keeping these config items. There's soooooo many
Yeah you deal with custom coloring per material but not sharing the color on them if that makes sense
So you target one material with one string config but your code deals with giving them each a different color thats relatively similar
ahh I see
Also, usually doing .sharedMaterial WOULD work for single instance edits but afaik if you're changing a property of the shader, like colour, then it needs to be through .material otherwise it gets shared
But if you're editing the sharedMaterial with a new one it only replaces that specific instance
Its weird logic, weird naming
honestly kind of a neat idea but I also cant guarantee all "bush" materials would actually be bushes 😭
And fucked up unity docs
Yeah thats why at first I thought sharedmaterial would work but nah
It's stupidly misnamed
yeah i'm only editing the color property
But as long as you remember sharedMaterial is unique per material and material is unique per properties then you'll be fine
i'm also detecting the _Color property even exists haha
If you find a shader without a _Color then nvm cuz I do that
yeah there's a few water shaders in vanilla that don't have _Color
This also will also be much more user friendly. Im all for giving players more control but theres an amount thats uh too much for them and they’d hate to go thru every single one of em lol
Mm yes bushleave17_108 should be slightly more orange 
haha yeah, if I were to include bushes, I'd probably not give that much control
the main reason shipcolors allows the level of configurability it does is because it's generated. Any level of user friendliness is then complicating my generation code lol
so stuff like bush142 is definitely not something I plan to support 🤣
I like bush4
Tbf idek how you want to generate this configs lmao
I have a few ideas, but will have to see how it turns out lol
My bushes already have a shader on em with randomized shades 
I also really dont want to allow editing moon/interior stuff because 1) who tf is going to configure all that and 2) load times will be much worse
I do like the idea of coloring vanilla bushes, trees tho
Maybe a different mod 
Colour me timbers
I'll think about it, if it's something I can do without too much hardcoded manual setup
and ofc, if it's performant
I mean i could hook you up with a foreach loop and a basic hsv util
There should be something in lethalhud already 
that would be cool but I more-so mean grabbing the material references to bushes/trees/etc. without including the entire level 💀
as someone who has made a moon do you know if anything other than bushes uses this component for example?
looks like every(?) bush on experimentation is a child of this object 💀
navmesh modifier? I think almost everything 😮
Oh i can search for it to see 💀
Gimme a sec lemme open up my project
or that 
I would still be curious how it's used in a modded moon if you want to look some time 
cuz navmeshmodifier is used on stuff that are spawned
all my trees for example use this
or rocks
actually no rocks dont i dont think
yeah I see it's used by the ship and the itemship as well
it looks pretty uniform on vanilla that there is a game object name of "Bushes" that has this component so maybe something possible there
mostly just looking into this out of curiosity btw
never knew the bushes and the trees all had their own singular parent objects, very nice organization there
organizations are either nice or forgotten
which is fair cuz he did everything on his own
yeah very impressive to do this all on your own
but I got huge list of stuff that are wrongly tagged, or uv is messed up and I'd love to show it to Zeek cuz they are really fast and easy things to fix
if only LC had something similar to REPO's testers system where people could report more technical stuff without getting drowned out by the typical "cant join, black screen with smoke" bug report
the amount of times people post this screen and think it is at all helpful 💀
As a buddy once put it: "I can't join the lobby. But I did join Skyrim."
yeah ngl Ive been thinking for a few days that I'll make like a mega thread of uv messups and tag issues which is specifically my petpeeve cuz I dont like it went concrete sounds like plastic
I reported the simplest of simple terminal bugs where all they had to do was remove an extra \n and it took zeekers damn near a year to actually fix it
oof
Maybe you have to pay for the patreon to access another chat to report bugs that will actually get looked at 🤷
Because zeekers has taken advice from 1A3, batby, and Scoops as part of the changes in v80 (as far as i'm aware)
a lot from buttery too
Buttery posts a shit ton of bug reports in the public bug report channel
Ah yeah, forgot about buttery
I guess might also just be name recognition in that server
bro does not know me 💀
@tidal patrol the lethal constellations webconfigs dont work
i try to generate a code and... it spits out nothing
v73 issue btw (i havent been using constellations with v80)
Must be a conflict, it works for me in v73
ButteryFixes being enabled seems to break MoonsPlus (and StorePlus) after reloading a save.
not sure whos side this is on but the error I get is from buttery
Try to turn off the Scan Improvements, it's likely a conflict with it
did
its not that
buttery knows of the issue
Got ya
they said it will be fixed next patch
didnt touch that so idk
you find a fix for this?
happening to me now
no not really
but its been happening to me on other gale profiles
also tried messing with it in v80 and the webconfig was blank...?
so
have to wait until darmuh gets back
yea same here
a day post-update wasnt the best time to be getting back into modpack making :v
yeah
have no idea why my shipcolors keeps resetting now upon reloading my save
relaunching fixes it
I'm doing some LAN testing for my vanilla-compatible modpack and I've found that despite disabling the mod networking and networked nodes config entries, I couldn't join the game as a vanilla client or vice-versa
I've made extra sure and tested it on a clean profile aswell
Maybe it's just a LAN thing?
DARMUH I NEED YOU DARMUH
LETHALCONSELLATIONS: EXCEPTION FOR LIST OF MOONS THAT WILL NOT BE AFFECTED BY DISTANCE PRICE (2 OPTIONS FOR GOING TO, AND COMING FROM)
I HAVE A FIRE PACK IDEA
pls make github issue with "Feature Request" in the name https://github.com/darmuh/LethalConstellations/issues
done, thanks for considering
great mod by the way, really appreciate it
just an fyi, lethal constellations will prob not get any new features while i'm still working on getting stuff added to dawnlib 
anywaysss, back to not being here
dang
any ideas on how I could make that work then?
any way to overwrite the constellations end price with a set price?
if you know how to code you could probably fork the mod
but I dont think there's a way to cheese the configs to get what you want
others who have more experience working with the configuration system may be of better help though
ive tried it a bunch and I don't think there'd be any way to with just config
bad news is; i can't code
so I may just have to switch plans for my pack
I REALLY liked the idea of a hub constellation
ill figure something out
thanks anyways
enjoy your break!!!
but you want the hub constellation to be a paid route as well?
Yeah, with a consistent unchanging price from any other constellation
I guess theoretically you could place all other constellation at the exact same distance from the hub. All possible locations will form a perfectly round sphere around your center of the universe (hub). Then you can place the other constellations on its surface and still have enough options to move them to relation to each other.
Think your universe is earth, the hub is at its center and other constellations are cities or points on the world map.
you'd be limited by the highest possible price from constellation to constellation being double the hub price though..
That would let me edit the price from non-hub constellation to the next, but the price from the hub going to those other constellations would be the sam
so I wouldn't be able to make constellation progression
it would all be the same price when you get to the hub
ahh only one way, i see

