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Cant confirm to route the moons and they dont show up under Moons section #117

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CrazyMarv opened this issue Feb 13, 2024 · 14 comments
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@CrazyMarv
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I dont know what to do anymore cause for me the moons are not working i have every version updated and tried for a long time.
The proplem is that if i type moons i dont see the new moons and if i type the moons name i cant confirm the route.
would be nice if someone knows what to do i dont realy have any experience with modding.

@CrazyMarv CrazyMarv changed the title Cant confirm the moons and they dont show up under Moons section Cant confirm to route the moons and they dont show up under Moons section Feb 13, 2024
@HolographicWings
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I dont know what to do anymore cause for me the moons are not working i have every version updated and tried for a long time. The proplem is that if i type moons i dont see the new moons and if i type the moons name i cant confirm the route. would be nice if someone knows what to do i dont realy have any experience with modding.

hello, send me your logs please

@CrazyMarv
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how do i do that

@HolographicWings
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how do i do that

It's explained on the mod page

@CrazyMarv
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[Caching]

Enable/disable assembly metadata cache

Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.

Setting type: Boolean

Default value: true

EnableAssemblyCache = true

[Chainloader]

If enabled, hides BepInEx Manager GameObject from Unity.

This can fix loading issues in some games that attempt to prevent BepInEx from being loaded.

Use this only if you know what this option means, as it can affect functionality of some older plugins.

Setting type: Boolean

Default value: false

HideManagerGameObject = false

[Harmony.Logger]

Specifies which Harmony log channels to listen to.

NOTE: IL channel dumps the whole patch methods, use only when needed!

Setting type: LogChannel

Default value: Warn, Error

Acceptable values: None, Info, IL, Warn, Error, Debug, All

Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)

LogChannels = Warn, Error

[Logging]

Enables showing unity log messages in the BepInEx logging system.

Setting type: Boolean

Default value: true

UnityLogListening = true

If enabled, writes Standard Output messages to Unity log

NOTE: By default, Unity does so automatically. Only use this option if no console messages are visible in Unity log

Setting type: Boolean

Default value: false

LogConsoleToUnityLog = false

[Logging.Console]

Enables showing a console for log output.

Setting type: Boolean

Default value: false

Enabled = true

If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).

Setting type: Boolean

Default value: false

PreventClose = false

If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.

Setting type: Boolean

Default value: false

ShiftJisEncoding = false

Hints console manager on what handle to assign as StandardOut. Possible values:

Auto - lets BepInEx decide how to redirect console output

ConsoleOut - prefer redirecting to console output; if possible, closes original standard output

StandardOut - prefer redirecting to standard output; if possible, closes console out

Setting type: ConsoleOutRedirectType

Default value: Auto

Acceptable values: Auto, ConsoleOut, StandardOut

StandardOutType = Auto

Which log levels to show in the console output.

Setting type: LogLevel

Default value: Fatal, Error, Warning, Message, Info

Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All

Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)

LogLevels = Fatal, Error, Warning, Message, Info

[Logging.Disk]

Include unity log messages in log file output.

Setting type: Boolean

Default value: false

WriteUnityLog = true

Appends to the log file instead of overwriting, on game startup.

Setting type: Boolean

Default value: false

AppendLog = false

Enables writing log messages to disk.

Setting type: Boolean

Default value: true

Enabled = true

Which log leves are saved to the disk log output.

Setting type: LogLevel

Default value: Fatal, Error, Warning, Message, Info

Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All

Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)

LogLevels = All

[Preloader]

Enables or disables runtime patches.

This should always be true, unless you cannot start the game due to a Harmony related issue (such as running .NET Standard runtime) or you know what you're doing.

Setting type: Boolean

Default value: true

ApplyRuntimePatches = true

Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.

This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.

Setting type: MonoModBackend

Default value: auto

Acceptable values: auto, dynamicmethod, methodbuilder, cecil

HarmonyBackend = auto

If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.

This can be used by developers to inspect and debug preloader patchers.

Setting type: Boolean

Default value: false

DumpAssemblies = false

If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.

This can be used to be able to load patched assemblies into debuggers like dnSpy.

If set to true, will override DumpAssemblies.

Setting type: Boolean

Default value: false

LoadDumpedAssemblies = false

If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.

This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.

Setting type: Boolean

Default value: false

BreakBeforeLoadAssemblies = false

[Preloader.Entrypoint]

The local filename of the assembly to target.

Setting type: String

Default value: UnityEngine.CoreModule.dll

Assembly = UnityEngine.CoreModule.dll

The name of the type in the entrypoint assembly to search for the entrypoint method.

Setting type: String

Default value: Application

Type = Application

The name of the method in the specified entrypoint assembly and type to hook and load Chainloader from.

Setting type: String

Default value: .cctor

Method = .cctor

@CrazyMarv
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is this the right one

@Mr-Twave
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Mr-Twave commented Feb 14, 2024

is this the right one

use... "`" to format the entire response. (Graves marks, not apostrophes)
'''
[paste logs here]
'''

[paste logs here]

@CrazyMarv
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[paste logs here]

Enable/disable assembly metadata cache
Enabling this will speed up discovery of plugins and patchers by caching the metadata of all types BepInEx discovers.
Setting type: Boolean
Default value: true
EnableAssemblyCache = true

[Chainloader]

If enabled, hides BepInEx Manager GameObject from Unity.
This can fix loading issues in some games that attempt to prevent BepInEx from being loaded.
Use this only if you know what this option means, as it can affect functionality of some older plugins.
Setting type: Boolean
Default value: false
HideManagerGameObject = false

[Harmony.Logger]

Specifies which Harmony log channels to listen to.
NOTE: IL channel dumps the whole patch methods, use only when needed!
Setting type: LogChannel
Default value: Warn, Error
Acceptable values: None, Info, IL, Warn, Error, Debug, All
Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogChannels = Warn, Error

[Logging]

Enables showing unity log messages in the BepInEx logging system.
Setting type: Boolean
Default value: true
UnityLogListening = true

If enabled, writes Standard Output messages to Unity log
NOTE: By default, Unity does so automatically. Only use this option if no console messages are visible in Unity log
Setting type: Boolean
Default value: false
LogConsoleToUnityLog = false

[Logging.Console]

Enables showing a console for log output.
Setting type: Boolean
Default value: false
Enabled = true

If enabled, will prevent closing the console (either by deleting the close button or in other platform-specific way).
Setting type: Boolean
Default value: false
PreventClose = false

If true, console is set to the Shift-JIS encoding, otherwise UTF-8 encoding.
Setting type: Boolean
Default value: false
ShiftJisEncoding = false

Hints console manager on what handle to assign as StandardOut. Possible values:
Auto - lets BepInEx decide how to redirect console output
ConsoleOut - prefer redirecting to console output; if possible, closes original standard output
StandardOut - prefer redirecting to standard output; if possible, closes console out
Setting type: ConsoleOutRedirectType
Default value: Auto
Acceptable values: Auto, ConsoleOut, StandardOut
StandardOutType = Auto

Which log levels to show in the console output.
Setting type: LogLevel
Default value: Fatal, Error, Warning, Message, Info
Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = Fatal, Error, Warning, Message, Info

[Logging.Disk]

Include unity log messages in log file output.
Setting type: Boolean
Default value: false
WriteUnityLog = true

Appends to the log file instead of overwriting, on game startup.
Setting type: Boolean
Default value: false
AppendLog = false

Enables writing log messages to disk.
Setting type: Boolean
Default value: true
Enabled = true

Which log leves are saved to the disk log output.
Setting type: LogLevel
Default value: Fatal, Error, Warning, Message, Info
Acceptable values: None, Fatal, Error, Warning, Message, Info, Debug, All
Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
LogLevels = All

[Preloader]

Enables or disables runtime patches.
This should always be true, unless you cannot start the game due to a Harmony related issue (such as running .NET Standard runtime) or you know what you're doing.
Setting type: Boolean
Default value: true
ApplyRuntimePatches = true

Specifies which MonoMod backend to use for Harmony patches. Auto uses the best available backend.
This setting should only be used for development purposes (e.g. debugging in dnSpy). Other code might override this setting.
Setting type: MonoModBackend
Default value: auto
Acceptable values: auto, dynamicmethod, methodbuilder, cecil
HarmonyBackend = auto

If enabled, BepInEx will save patched assemblies into BepInEx/DumpedAssemblies.
This can be used by developers to inspect and debug preloader patchers.
Setting type: Boolean
Default value: false
DumpAssemblies = false

If enabled, BepInEx will load patched assemblies from BepInEx/DumpedAssemblies instead of memory.
This can be used to be able to load patched assemblies into debuggers like dnSpy.
If set to true, will override DumpAssemblies.
Setting type: Boolean
Default value: false
LoadDumpedAssemblies = false

If enabled, BepInEx will call Debugger.Break() once before loading patched assemblies.
This can be used with debuggers like dnSpy to install breakpoints into patched assemblies before they are loaded.
Setting type: Boolean
Default value: false
BreakBeforeLoadAssemblies = false

[Preloader.Entrypoint]

The local filename of the assembly to target.
Setting type: String
Default value: UnityEngine.CoreModule.dll
Assembly = UnityEngine.CoreModule.dll

The name of the type in the entrypoint assembly to search for the entrypoint method.
Setting type: String
Default value: Application
Type = Application

The name of the method in the specified entrypoint assembly and type to hook and load Chainloader from.
Setting type: String
Default value: .cctor
Method = .cctor

@CrazyMarv
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Author

Sorry hope its right now

@HolographicWings
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image
if the settings of your BepInEx.cfg are good, send me the LogOutput.log file catched after you got to the ship in game

@CrazyMarv
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LogOutput.log

@CrazyMarv
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I realy dont understand this i hope thats right

@HolographicWings
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HolographicWings commented Feb 14, 2024

LE seems to don't load the moons, try to change the version of lethallevelloader to 1.0.7

@CrazyMarv
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thanks you realy much but is there a coment to see the moons names

@Mr-Twave
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you mean you want to know which moons LE loads and LLL loads? they're different.

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