#Lategame Upgrades
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Yeah I think I like the lightening rod idea but I'm not too sure how to approach it. Having it be % chance to not strike the player seems like it wouldn't change gameplay. I mean if I noticed my key was playing the strike animation and I know I had a 30% chance that it would still strike me I would still drop it.
Oh unless you mean it would have a chance to not even play the strike animation and you just know you're safe yeah that would be good
That's a neat idea yeah Vector3.Distance with a little clamp and lerp action
I meant the bottom one, where it would just completely redirect it. Wouldn't even start the sparks.
People may think it's not working until their ship gets zapped more times hehe
Yeah I like that. The lightening looks like a plugin or something he used and the code is pretty split up but it's been on my todo list to investigate.
so, my idea is on the basis of the game having a "percent chance this item is going to be hit every x seconds" and it would just make that percent lower
Perhaps there could be an alternative upgrade or just an addition to the lightning rod that prevents the ship power-outages from strikes.
True, but if the ship is being redirected to it could get annoying if it's leeching strikes a lot.
i guess
Really depends, would have to see it in action.
i like how we arent just throwing vague suggestions at him, we are brainstorming and troubleshooting before we even see any attempt at implementation
Yeye! Makes life easier for all of us really.
Esp if we can get some of the logic out of the way early.
helps him get the new stuff out faster having multiple potential ways to do it based off suggestions
Ye!
Though, I do wonder, would my previously suggested Panic Device be too much or would it be a decent upgrade?
The general idea is that once your HP falls below a certain threshold, it would unleash an electrical shock around you, permitting a short stun.
I'm thinking it would probably be a once-per-mission thing, and could activate on death if it's an insta-kill.
ooh, if you look at taser helmet i thought similarly but on a single-enemy that is hitting you basis
or have it be one-time use item
Could be interesting as an item, your implementation would be better in that case.
Where it could save you from a Bracken or Snare automatically.
i mean the wide-range stun could be great for like getting out while a jester chases you down
you could stun it for a moment to get to exit just in time
True, would also help if there's multiple enemies in close proximity.
Yeah I could implement that pretty quickly. When I get back to adding content an item in that vein will be added I'm just not sure which one yet. There's been quite a few suggestions all that achieve about the same thing by different means. I think the one I'm leaning towards having a distraction item, like the monkey toy grenade thing in cod zombies. Basically just left click and it drops on the ground and steals agro for x seconds. I prefer this one because the user can fail using it / not deploy it fast enough / have an enemy get the better of them. I think that makes gameplay feel more tense and like you do have an ace up your sleeve but you have to play it correctly whereas the items that automatically stun enemies without user input are like broad safety nets.
Keith been typing for awhile, wonder what he's cooking
That's fair!
I suppose I've been thinking just a smidge too inside the box hehe, I should experiment with more items in my head.
i think there could be a place for broad safety-net items as long as they have downsides
like the diving kit thing i suggested where it could be quite heavy or it could take a 2-handed slot so you cant carry big stuff out
I can think of one unfortunate issue with that implementation, being that you can't pick up smaller items while you're carrying a two-handed one.
If you do what most people do - leave items outside - they're as good as lost.
well if you are on a moon that has a flooded entrance you are likely to not just drop shit out there
True.
or drop and pickup very quickly lol
lol yeh
Yeah that could work
anyways i just thought that safety net items can be put in, jsut with downsides attached where you arent just gonna use all of them every mission
like on the taser helmet i suggested perhaps it damages you as well when it stuns stuff
so it would save you but only for so long
Hm..
could also take a slot in the all-mighty inventory
all i'm saying is a mix of both safety nets and specialty items is possible with the right balance
This is moreso something I wish was in LC by default, but wouldn't it be neat if you could remotely toggle lights on and off from the terminal with the map randomizing the state of lights?
Would get terminals further use if you get a dark facility, because then you could light up the way for people, or even mark a path back.
oooh, like each hallway getting it's own code
That's beyond the scope of this mod, I just think it'd be cool.
OH, a mechanic to add to that would be the fuses blowing if too many lights are on
so you have to sacrifice some lights in order to make it better in some areas
Then the fusebox could be used for something, I don't believe it has a use at the moment?
I could be totally wrong though.
I'd totally make a lighting rework mod for the facilities but my knowledge of unity is limited.
lmao my knowledge of coding is non-existent
I'm unfortunately stuck with Lua and Java, with a bit of C#, C++, and Python on the side.
Currently learning Python, C# I have an OK grasp of, but I dunno how to even begin making mods.
I started with mods a week ago, people are pretty handy and there's some good videos. I was thinking I might make a tutorial for more stuff today.
so i was using night vision and basically when youre inside the facility and it runs out of power it doesnst turn off
and now you have an infinite nv but only on the inside of the facility
but it turns off properly outside
That would be neat.
If kieth doesn't fix it soon I'll take care of it by the end of the night, and then he can then accept the pull request
Honestly if you know lua java and python you know C#. The more you learn the more you realize everything is pretty much the same but operates slightly differently under the hood.
Yeah I'll hotfix that rn I forgot night vision doesn't turn off in the facility
thank you @storm kiln
he forgor
also malware seems to do nothing to mines when the upgrade is enabled but the destroy trap and explode trap are both set to false
hmm ok that's weird I'll give it a test
wait what
i think if both false it would do nothing to them, no?
If both are false they should get disabled for longer.
ah.
ok cuz when reading i thought that if both were disabled, the point was to just disable them for x seconds like doing it from the terminal
just to make sure, your disarm trap value in config is set to an appropriate value?
Disarm time*
yeah the default 7
ok thanks
are you client or host?
host
are you getting an error in your console when you send it?
sending the command for the mine? no im not using the terminal i was just saying thats what i thought the functionality was supposed to be
R2ModMan has lethal company support? I couldn’t find it on there
I had to get thunderstore mod manager
Oh I meant your bepinex console window that pops up when you launch the game. Ok so a client is sending the command
Yeah I've been using that.
How do I get lethal company on there?
I’d much rather use R2ModMan since it’s not glorified adware
i have to find a mine again lol
update it
o
funny thing is that thunderstore is just r2modman pirated by thunderstore
Yeah it’s the same software I realized, just with ads on it
And launched through overwold
Wolf
to the extent that codes from r2modman work for thunderstore and vice versa
Lmfao
i get that they do it to keep the site running but fuck overwolf
Very strange, it works perfectly for me on client and host. So it just does absolutely nothing? Does the green bar show up or anything? does broadcasted code show up? Does the entered text leave the terminal when enter is pressed? Has everyone you're playing with updated the mod? Does everyone have the same config file / at least the malware broadcaster settings are the same?
So if there is supposed to be another bar for malware then no it doesnt show up. I cant see the terminal as im playing solo.
It also doesnt disable turrets
for me
haha
it's an extension to the terminal
makes it so when you input a code those things happen
Malware Broadcaster is an upgrade that makes it so when you enter codes into the terminal that would normally disable map hazards it destroys / disables them for longer
Well I needed to verify that the longer disabling stuff worked anyway so I'm glad you said something lol
I just cowboy'd that into release without testing
i set the disable time to 99999999999999
lmao
time to go in and disable EVERYTHING and see if bugs arise
stress testing the mod in ways not known to many
good idea haha
goes into game with 40 people and the mod just to see how well they fare
so, i have a question, if you set this to 0 does it go back to how beekeeper was pre- config patch?
Yes
k, thanks
same with night vis battery and carry weight
bet, thank you
making the upgrades OP but super expensive =)
cus i'm chaotic like that
I think I might take this mod off the terminal and have a custom UI thing. Keywords are just kinda messy and very prone to stepping on eachothers feet. Like If you have Better x and better y you'll only be able to buy whichever one was registered first. And there's even more scrutinous scenarios than that. I see Noop is working on a nice looking terminal api but a custom interface would be cool.
Having a custom UI could make the overwhelming amount of upgrades and stuff less overwhelming if laid out correctly too
idea
a little touch-screen i-pad somewhere on the ship where you can buy and scroll thru upgrades
potentially like just outside on the side?
or like inside as a movable object
thanks for the lightbulb, Keith XD
oh, something to add to config is better section defining like put each upgrade in it's own section
especially once we get lots of upgrades cus we wont want to scroll thru all of them super slowly
z to inspect to fullscreen it and navigate
🤯
i feel validated, appreciations comrades
a good way to test stuff like disabling all things in a level is the mod gamemaster as you can turn off monsters and stuff like that
have you checked if doors explode when you type their codes in, btw keith?
if not, add to config PLEASE
just for the funny
should be fixed yeah
I think there was a recent complaint but old mod version. There must be an easy way to check and notify users when they're using an outdated mod right
uhhhh most mod managers tell you you have mods to update
common sense
unfortunately it is not so common
ah ok nice
manual installers just have to figure it out
it's part of troubleshooting on the user's end
find out if it was a user error, if yes then fix it, if no then tell dev lol
also if they put in a bug report which version they are using then it's way easier to figure out if they were just using an old version cus well... they tell you
but normally people will just say "it no work, broken, no like, bad mod"
Okay but how do I get rid of it lol
delete those.
I do it and it still comes right back when I boot the game up.
i think the issue is that he's not removing the actual mod and just the configs
Nope the mod is removed.
Why are you getting rid of hookgen patcher?
Im just trying to remove it and the mmhooks from my game and everytime I do they come back with brand new files and everything.
are you trying to get back to vanilla version?
So when I delete it Its gone but once I boot the game up they return.
No I know how to do that its just I cant keep the config file and the mmhooks folder from appearing in my Plugins and config folders respectively.
did you delete the patchers folder?
Ah that might be it then lmao
i jsut looked in mod releases, why is there a mod called amber alert
Or the relevant files in it. Can't remember if there's default bepinex patcher files in there
From what I read it gets rid of the Ghost girl?
THEY COULD HAVE NAMED IT ANYTHING
oh hey, an upgrade called ghost buster, makes it so the red girl is less likely to spawn (could be minimal for balance)
red girl is a straight run ender for solos unless you go straight to ship and hide for your life
or could make her have a chance not to kill you so you have the potential to not die but also a chance to have your head pop
I thought about adding a crucifix that has a semi rare chance to spawn on the high tier moons that if picked up either despawns her or grants the holder immunity to her.
that would be really cool
make it only spawn in mansion
lmao
or make it a "despawn red girl when you left-click" item
maybe it breaks on use?
ooooooh, if you could figure out how to make it a scrap item after breaking that'd be cool
A little bible item that when used does that and plays an audio clip of some short verse or something
quick exorcision haha
i was thinking on the idea of the crucifix still
Yeah my idea with the crucifix was have it be valuable rare scrap with a purpose so players can either use it and hold onto it for its safety or sell it for x amount of credits.
i was thinking also be able to sell for minimal scrap after use (like 5-10)
that would be nice to have organized suggestions, having people be able to vote on potential additions would be really cool but I don't think there's enough people interested in this for that haha
dont sell yourself short man, this mod could get big
it's already really good and you seem to just be getting started
i'm putting this out there as an idea if you can figure out a way to do it: portable terminal, the name says enough
Bigger Lungs increases your stamina capacity, but jumping still takes the same %total so the upgrade actually makes jumping more expensive to use
to be fair jumping with an exoskeleton id say would traditionally take more effort than if you were jumping normally 😎
Yeah any of these scenarios where an operation is done on the sprintmeter directly and sprintTime doesn't have a say in the result are currently untouched.
I could throw a patch in the jump one tho.
when me and my friends installed this mod, it created a dim light around us, is there a way to disable it.
so i was doing more testing and found that whenever you have a save where you purchase night vision, it will work like normal, until once you leave the lobby and return to the main menu to load the save again. when you try to use night vision again it will just be a dim light that is emitted while outside the facility, and inside no light at all
Is this when spectating? Do you have any upgrades purchased
weird ok thank you
no, straight from the very beginning we have this dim light around us when we enter the building
hm ok what other mods do you have?
more company, tzpheal, hotbarplus, and Lategame Upgrades
Is the light like this or stronger?
i've noticed you get this kinda effect with vanilla so you arent stuck in the pitch black
like the above image
Yeah that's how the lighting / limited vision works in the facility. It's pitch black but you have a little light on your char
potentially a more company issue if it's showing everyone's lights tho
not saying it ISNT an issue with this mod, just probably another mod's doing if i had to guess based on context
trying this rn. Does the issue persist if you completely restart your game?
Ohhh I think that's a neglected config assignment issue. Resetting should fix it and I'll have it hotfixed asap thanks @storm kiln
same hallway
this is vanilla
this is an issue
have oyu tried something similar with this mod turned off?
Yeah you can see the glow around them. Some mod is making their nightvision things server side instead of client side.
we just tested without the mod and we werent lit up
hm ok
ill get screenshots though
might be something with your night vision, kieth
or maybe an incompat with morecompany?
Maybe I'm just confised and curious how that's possible. It doesn't go anywhere near a server or client rpc.
so to clarify this is you without my mod installed and the second is you guys with it installed?
like coconut.jpg
ah ok so the former is without night vision purchased and the later is with?
or is that what happens when you toggle it on and off?
i think the issue is that they havent bought ANYTHING and it's a new save
oh right he said that
am i right, joe?
yeah its a brandnew save
how is he going in between them then?
day 1
thought so
this is without your mod
oh jesus christ
how are you toggling these states
what are the conditions of the photo on top and on bottom
the top no players are in frame
oh my god I'm dumb lol
i had that disappointed father says your name shit going on
so to clarify my first 2 screenshots are with your mod
so, it still is an issue with this mod tho, right?
and the last one is without
all on day 1 , no upgrades
yeah with the mod all my friends glow
the first one is no other people on screen, second is with his friends to show glitch, third is without mod and players in front of him
couldnt have said it better lol
just making it extra clear and making it easier to look back at if he needs to
I think I found it thanks a bunch @frigid moon
oh yeah if u were wondering still it does persist on restarts and it remains a dim light even after a full game restart on the save file
oh? was it something with the night vision stuff?
ok sorry about that I'll have a hotfix out asap
no problem dude, your mod looks super cool and can't wait to play it!
i agree except i AM playing it
Yeah I made a stupid patch really early when I was first figuring out night vision and forgot about it completely
I think it must have been like this for a while honestly haha
me and my friends are used to vanilla so when we saw the glow were instantly thrown off lol
omg no way it was the good old "old code fucked everything"
i kinda figured that was the case and tried modifying the config for the nighvision stuff lmao
i-pad update gonna be wildin
@storm kiln @frigid moon ok both issues are fixed and uploaded to thunderstore. Should be visible soon.
awesome, thanks!
Hopefull not too many people downloaded that lol. It's weird not having like a staging environment. Maybe before releasing big updates like this I'll put them on my github as a nightly build.
get a beta tester lol
do late game upgrades stay even after you get fired or do you gotta buy em back
sorry to bother but does this work with more company? and are the upgrades applied to all players?
that's what makes this game a roguelike. in all seriousness it should as getting fired essentially deletes your save file then makes a new one in it's place
i wouldnt know tho as i havent been fired with an upgrade bought YET
it should and currently i believe so tho he has expressed the want to make it on a per-player basis
anyways, back to my crevice of calamity to plot the end of the world
You have to buy them back.
is stronger legs bugged then bc i was still jumping hella high after being fired?
boom turn that into a feature 🤯
upgrades persist on the save even after restarts
config wtv
I guess that means running shoes will be persistent on fire as well
your work as a mod dev will never be done
Can't remember if there's any other upgrades like that. I guess I need a foreach in the upgradebus reset and it will be fixed, thank you.
outdated readme 😔
😡
Can we have an "audio therapy" upgrade that lets you play smooth jazz cliently please
I would find it immensely helpful for those times I am entirely alone™️
bruh
get real
It was a joke!1
Though I do wonder if it'd be entertaining as a little pointless upgrade
Probably not worth the resources though.
the tv is worth for sure tho
True!
Can't believe I got nerd reacted on the internet, sobbing

I'm not sure if I'm just dumb or something, but I have no idea where the config for this mod is. I saw one that's called Installing and License but I never saw a config file.
thank u appreciate the response!
Hey, developer, me and my friend group adore your mod and the new configs! We had a couple ideas if you'd lend an ear:
Sorry if you've hear these before, lol
- Tiers for upgrades like lungs or sprint shoes. This could help facilitate an incremental power creep rather than a huge power spike or one nerfed early game upgrade. This could also just be multiple of the same upgrades and we're able to config them ourselves.
- Anyway to distinguish the scanner upgrade's range on monsters vs. scrap?
also i dont know who the dev(s?) is, sorry if im out of line posting here
make sure you update in whatever mod manager you use and also launch the game once and it should generate the config file for you
Yeah bepinex/config/
It has a weird long name. Com.malco. something.
Hi there. Glad you guys like it. Tiers are at the top of my list rn. I'll be creating a custom interface for upgrades and the means to support inline purchases like that tomorrow.
Yes that is possible. I'll try make note of that and add an additional field to the config for increasing the distance of each.
pretty cool aint gonna lie
@indigo prawn I do not know, if anyone requested it, a hand-gun. When you buy it, hand gun gets implemented into your hand, you can shoot creatures with a press of a button, ammo recharges with you charging any item on the coil
Thanks for response, glad tiers are coming. Keep up the good work
Yo! I'm one of the friends. I'm super enjoying the mods and the updates. Thanks a lot and keep it up man.
i am also an friend and i agree!! very fun mod
Yeah a few people have suggested things of the sort. Not too sure which path I'll take just yet. I think I'm leaning towards a gun that stuns enemies instead of one that kills them but idk. I'm not against a gun that can be shot once per moon and instakills. I think that would make it feel very tense yet powerful.
I worry about weapons and items that kill monsters though because I instantly think about the case where a team justloads up on the item and absolutely clears out the place. I guess things will be able to spawn back but idk
If I disable night vision regeneration, will it regenerate between days
Like if I try to make it work like how flashlights do with a normal batttery life but only restricted to each day
Like making the drain 0.005 for a 200 second battery life and the regen into 0
Ah I think it will basically just be like one time use haha. I didn't think of anyone turning Regen off but I could try implement a case for it. I could make it so the charger charges them.
Would be a good idea
RIght now the night vision works like the Stamina meter, 10 second battery life with a 20 second regen
I also had some input on the Advanced Portable Teleporter.
Why instakill, make gun do as much as shovel does, just distant, for safe spider or thumper kill
Instead of it having a chance to break, could we make it maybe a 1-2 time use per day?
Like, only usable once a day in a moon. Afterwards it just doesn't work until the next day.
You can make gun do as much attraction as loud horn does, so it will be risky to try to kill dog or giant(If it is possible to kill giants)
I heard that earth leviathan can kill a giant
Someone wrote to the GitHub that the beekeeper upgrade makes them crash when they get stung by a bee now? I tested it on a host and remote client. Has anyone else had this?
my thoughts on the gun that kills topic are that we already have a stunning 'gun', and it's just awful. It handles like crap, and even if you stun it, it's not going to help unless you have buddies shovelling it. If it were a gun that deals damage, I think that'd be fine, but maybe something between "instantkill" and "stun". Also to be fair, the real problems don't have a healthbar.
Giants, Red girl, Coilhead, Jester. Anything else can already be sooomewhat dealt with (especially abusing railings inside), the biggest thing a gun that does damage could help with might be bracken and dog.
Yeah the stun gun seems horrific I've never really used it. If I did make a gun that stuns it would just be hitscan and stun the enemy for x seconds.
Realistically and with the sentiment of the chat I think I should just make a one size fits all option and have the ammo, stun or damage, and stun length/damage amount be configurable so users can have the gun they want. The reason I don't like having a gun with a significant amount of ammo that kills is I feel like it would make the game feel less scary and tense. That's just me though. I think these games the vibe comes from being so squishy and defenseless and being able to pick things off at a distance harms that. But yeah idk long story short I think I'll just try please everyone with the config.
this is real as fuck, stun gun costs 400 and is basically totally useless alone, very annoying on the vanilla side of balance
but if you have a buddy you can kill literally everything that can be killed
I know I was shocked when I shot my friend with it and saw how it handled
Right yeah fair enough
yeah I wasn't saying you SHOULD DEFINITELY MAKE KILL GUN, just thought I'd mention my distaste with the vanilla equipment lol.
sees bracken peek a corner
both of you immediately rush him, stun and smash his skull in 
I'm kindof picturing something like a pistol that may 2-shot hoarderbugs, sure you can kill them, but more will spawn
and at that kind of damage it wouldn't even save you from a bracken
it would
brackens are about the same health as bugs
iirc
i think i heard that was a bug with shovel hits counting multiple times but idk
with the new shotgun mod, I tried shooting an approaching bracken and managed to kill it in two shots
whar
I tried the shotgun mod and it did no damage
and just... that mod is so.... that's not how a shotgun should shotgun. . .
yeah it's really weak
but i said that there too
do you have to shove it in their face or smth?
idk it feels like it has an effective range of about 6ft
and after that does nothing
brur
I spent two full batteries shooting an eyeless dog from on top of the ship (with it on the catwalk, me being as close as i could) and it didn't die
that's 12 shots
nah. just nah
but the main scary things in this game are simply not solved by being able to deal damage
it doesn't matter how much damage your glock does
a coilhead does not care
a jester is gonna jest
a giant is gonna eat you
so none of the upgrades are appearing in the store and im confused as to why
the enemy balance feels pretty good
I hate tf out of coilheads though, they just endlessly tail you for your whole looting journey, and you can't do shit because the flashbang stun mechanic is broken
Likely not installed correctly or potentially conflicting

this server needs to start a r2modman campaign so we stop having to deal with installation issues being reported
they're likely just immune to it, the current best ways to deal with the coilheads and jesters is to hope like hell you're on the facility tileset, and have a shipbuddy lock them in a sealed dead-end room without a vent
so then the bestiary log is just bullshit
DLL and shipupgrades file need to be in plugins folder. Dependencies need to be installed
oh? does the bestiary say they get flashbanged?
yeah they are
i didn't read it
ive got it all, i took out latecompany just in case
smth along the lines of "puts them in extended sleep mode"
and it does nothing rn
lol
probably a bug
What other mods do you have? Hookgen patcher is installed correctly? You followed the instructions in installation.txt?
im pretty sure i did
Send a sc of your plugins folder
but i can double check
You can also send your logoutput.log file in your bepinex folder
I had this up on my monitor while reading something on the other, and this image came up and blinded me
light mode... why
certified windows explorer moment
i honestly need to change it
I mean, you can recolor that
i don't even know how to change it to dark mode tbh
settings > personalization > colors
oop
I have also just now learned of this
thats so much easier on the eyes
i think i learned when i searched it up a few years ago
What was it
the patches didn't go in right for some weird reason when i trasnfered the files

Haha
waow
Be warned I just did a pretty big update and not a ton of testing so I think some stuff is a little busted
might have to take the shotgun out though
ik its not apart of your mod but my mans decided it was gonna be free
i was thinking it wasn't gonna be cheap
31
I could do way more
Before the current update was there a problem with mines and turrets not exploding?
We played last night and they didn't seem to be detonating- just poofing.
Do you know what version you had
I think it was v 1.2 that introduced the explosions for them.
I believe it was v1.2
Oh ok idk then lol
Yeah 1.2.0
I think I'll hop in-game and try to bumrush buying it rq
To see if it's fixed on this update
Oh you know what they may actually only be exploding for the client that explodes them right now I may have forgot to put that in there I thought the RPCs of those explosions were self handling though
Just told my friend "HEY DISABLE THIS" and another friend to stand behind a turret
And it just disappeared
poof
ooooh so it would only client side explode on their end?
Ah that's too bad. One day they will have the meme potential they call for haha.
If other clients aren't seeing it that must be happening. I must have just misplaced it or read through the landmine explosion and where it's place is in the netcode too quickly.
ahh okay.
Well let me check real quick with a friend to see if despite not seeing the vfx if they'll die
I assume configs are how you add values to items?
Config files are how you change aspects of a mod
O
By the way- Nightvision config doesn't appear to be working. On top of that I don't believe it's actually lasting the default 10 seconds
So my config you can enable disable change price and behaviour of upgrades and items
Oh sweet
I set it to 0.05 (default 0.1) for 5 seconds, and it still seems to be lasting longer- unless I'm doing something wrong.
So night vision is
Timer - (timedelta * duration multiplier)
Where timer is a max of 1 and a min of 0
Lasts 20 seconds
So 0.05 would increase the duration to 20 seconds
OH
Thank you so much that helps explain
hahaha we just timed it to see if it would help explain
Yeah I'll update the comments in the readme I can't remember what I put
my bad for being a goof
on that one lower value = higher time
ik i'm a bit late but simpleton's explanation
Not an actual value
Yeah I could change it so users enter the desired duration in seconds and then it just lerps between 0 and 1 for UI that would be more intuitive
Genuinely don't know how I got that confused and didn't read- but yeah for clarity's sake might help idiots like me haha
how do i get the stronger scanner
buy it it's called "better scanner"
Also as for mines and turrets we did confirm that it does no explosions when disabling.
ive tried that but it doesnt work
Do you see the upgrade in the Store?
i noticed that they werent even disabling on my end they were simply ignoring my request to stop existing
no but if i were to type in portable tele it works
ik that some of the mods works
Ok thanks for testing I'll see what I did wrong
If anyone is in the mood to test beekeeper that would be great
you cant see the better scanner upgrade in the store but can see the other items?
I can go ahead and try it Kieth.
See if it crashes your game when you get stung lol
By the way, do config files sync between clients? Or will I need to send over the configs as well
uhhhh
Someone commented on my GitHub saying that's what happened idk
like in a nightly build?
Yeah they won't sync automatically unfortunately. May be explored in the future
Ahhh that makes sense
i dont see anything in the store but if i were to type in what im trying to buy from the mods it pops up
Thank you very much
Apparently the latest release. I tested it on client and host but idk. Maybe I accidentally changed something in the latest HotFix?
oh well uh i just got like 20 bee hives in one quota cus march felt nice (i got stung almost the whole time i was on ship, no crash)
might be they set the config so that it's OVER the normal amount of damage?
that might be causing it?
i set it to do no damage and well as advertised
What version does your manifest.json say? Did you change the config for bee stings at all?
Ah ok thank you
yeh, set it to cost alot more too
cus i was like "know what? make it good but 'spensive"
Haha
i love user configurability on mods
Do you still have your manifest.json or does a mod manager dispose of it?
that would be in the folder of the mod, yes?
Yeah should be
Can't say for certain for mod manager downloads but if it was downloaded manually it would be in the zip
these dumb beehives aren't spawning
dumping here
If my items aren't in the store it's a pretty big flag something went wrong btw. Are you able to buy other upgrades? Night vision, back muscles, stuff like that?
Awesome ok that's good to see
I know it's brutal aha
it's luck-based frfr
the only one i know for sure i was able to buy was the portable teleporter
Now as long as Lann doesn't crash when a beehive is found we're golden
the easiest is Vow cus of the ease of exploring
Ah ok strange. You're sure you installed the dependencies correctly? Hookgen patcher missing can cause weird silent ish errors.
march is quite large so alot harder to find hives but alot more generally
Yeah I thought people were just overreacting saying beekeeper was op then I saw a streamer use it and get like 8 beehives haha
Let me double check and make sure I did
useless on high-tier moons tho cus no daytime creatures spawn
they prob set the damage to an amount that wasnt taken into account
Mine is on default settings other than the cost being 1
Nice, thanks guys. And to confirm your config isn't changed for incoming bee damage?
Sick
Default other than cost correct.
Yeah I wonder what they did
imagine beta testing SMH couldnt be me
We're going to test if exporting our profile with code will also update other people's config files
next step to try replicating is to set it to a value HIGHER than the original damage the bees did
they might not have read config and just set it high
so it did like 20 billion damage and crashed them
we have to take into account users being dumb lmao
y'know what? fuck you. -unkeeps your bees-
Yeah ik it's quite hard to crash unity like that. They have everything wrapped and you can do insane stuff and still have it run in a safe stable manner. The first thing I thought when he said he was crashing is he went over or under 2.2b
idk man, i just know from experience with like skyrim if you go too high on damage value the game stops working and usually crashes, obv not same engine but an example from another game
Oh wait in that bottom thing he says he reinstalled and didn't change config and it doesn't crash. I must have read that too quick I guess he did type 999999999999 into the config.
he totally typed 9999999999999 in the config
He typed a negative number
LOL
that honestly could have happened
i should become a beta tester for Kieth since i cant do coding...
hrrrrm
Yeah you can reference null objects and do all sorts of no no's to your heart's content but if you overflow a var it will go down that's why it was my first thought haha.
yep
By the way- may I make a suggestion for Nightvision?
seen that as an animation lmao
Yeah I really appreciate it I'm going to move to instead of me doing testing and throwing it out there and pissing people off I'm going to put a build on my GitHub with some tools to easily test the additions for 24 hours before putting it on thunderstore. I'll @you when I do this if that's alright.
Yeah always
My friend brought up a good point in that nightvision can be spammed to "maintain" it even with low recharge.
a period of 1-3 seconds where you cant use it once it runs out
^
def a good idea
Yeah I'll throw something like that in
Awesome!
if you have 3 active hives on your ship with no damage beekeeper you get a laser light show... on your screen
Yeah I was thinking maybe I should just make it so if it's set to no damage mode the bees just don't agro on you
Seems like it gets pretty annoying
i dont mind the noise
the stagger is what gets me
if it just acted the way it did before it would prob bee fine
(when at 0.0)
Recalled my login just so I could give a thumbs up on the mod page. Thanks for being so responsive.
lmao
I think in the future I definitely want beekeeper to be tiered and unlocks are based on how many beehives you've collected. An upgrade that increases damage as well tied to how many enemies you've killed. Excited for that stuff
so what you do is you can buy a basic beekeeper
Like malware disabling for longer and longer until it finally blows up (since blowing things up could also murder enemies)
OR you can unlock it after so many hives
And speed is self explanatory along with stamina
and then the upgrades are unlocked thru more hives
Yeah exactly. This is neat too because it would automatically have people grow an expertise in the role they've adopted. The operator guy is the only guy who can explode map hazards or disable them for a long time, the shovel guy does mad damage, the guy who runs loot back can run the fastest.
Natural upgrades as compliment to purchased upgrades always feel really nice. Class systems and even hints of them are so much fun in team games
or for the solos make it so you are a jack of all trades and desperately scrambling for everything you can get
It adds longevity to an otherwise rogue-like game
me being solo over here
Yesterday my friends and I got to this quota (on the previous 1.2.1 patch) and we realized the upgrades were sorta op
i wanna see an upgrade that's like 50K but permanent
That's hardcore I could not haha. I'm usually always the operator lol I honestly hate horror games so that's why I like that this one gave purpose to the coward.
Prestige type things are a neat idea.
But with the config patch, the nerfs, and also changes it's gonna feel a lot better this Thursday when we play.
Kieth. we should play with your mod at some point
Wow
i would love to hear about more in-depth stuff while we play
Mostly BetterScanner is a bit super broken since you can see loot from other floors and through like 3 walls
Yeah that would be fun I have hardly played since I started modding haha
I'm down to join up anytime if you're interested in having me
Yeah that's one I've been concerned about since implementing but didn't revisit
yeah, well if you need to take a break and let off some steam we are slowly assembling a squad of people who love your mod
The LOS change is VERY nice because it lets you see objects with scanner that you -should- see.
Surprised it seems like a lot of people sleep on it
But the range increase is a bit much
that's why there's a config baby =)
I set the bonus range to 5 and now it helps you see objects in the same room- but nothing more. Helps the operator remain relevant.
The main reason I removed los is I'm traumatized from one run opening 4 locked doors in a row just to find an empty room lol
lmao
happens with everything
thing is truck bitch cant see up a floor whereas the scanner can
I like it because it means we don't miss items that we can -clearly- see but the game decides you can't see it with scan.
I didn't even think about how it effected the operator tbh that's a great point
Yeah that was my big issue with it
Putting myself out of business
Operator becomes nothing more than a glorified body stacker unless you have malware- and then it's a one and done deal.
so you could set it to like 10-15 so you can see up or down a level but not 3 rooms over
ALSO
Yeeee
if he ends up implementing the map size increase you would be able to see even further as truck bitch
By the way- Exporting your profile DOES save your config files and lets other also have the entirety of it. If you make balance changes after sending it out- please make sure people use it instead.
Otherwise they may have a different experience than other people.
hmhm
yeah, i always make sure i give them final thing after all configuration
and if we change it later i make sure we change it to same values
Yeah I'm a little concerned having the config this open, I think a lot of people will end up breaking stuff and getting frustrated. I should probably set up some sort of damage control and safety net for inputted config options asap. Setting up an RPC so remote clients can sync the necessary options with the host would save a lot of headache for people.
Ooo that would be nice
One step at a time though. Can't wait to be done all the bugs and ironing out and nonsense.
gotta finish the frame of the house before you can get a fridge in there
@indigo prawn me curious if you could make upgrades cost existing scrap too?
give reason to collect specific types of scrap
(I just read over your conversations regarding classes and stuff and that seems really cool, have class designated upgrades so everyone has a specific role.)
There a way to make an item usable just once a day? If so that might be something good for the Porta teleporter
The advanced one.
once a day get a free teleport with all your items rather than the chance to destroy the teleporter?
or both
:D
man id love to learn unity so I can do this stuff but its just left a bad taste from all their business decisions
Yeah that shouldn't be a problem
It would add a bit of purpose and priority to salvaging rather than just run in and grab everything
Yeah that should be pretty straightforward to set up I could look into it down the line
especially with hullbreakers active where theres like 8 billion enemies
am way more interested in any sort of classes thing tho, and would love to help test where I can if thats a thing you are doin. :)
just an idea for the classes thing, at least my take on it, though im sure some parts are either impossible or unbalanced
classes would follow something like
Operator upgrades: Mans computer and has specific upgrades designated to them alone, so malware broadcaster, longer trap stuns, maybe light controls in the facility, minimap for the operator with visuals specific to the operator(scrap/enemies/door codes)
Salvager upgrades: Can hold multiple heavy items, better stamina/sprint speed overall, improved scanner for finding scrap
Medic upgrades: can heal other players at the ship or on the go(two separate upgrades), has health bonus upgrade(Weaker than brawler), can scan to locate bodies or monsters through walls
Brawler: deals increased damage with shovel, and special damage types with yield and stop signs(stop sign applies a short stun that can be stacked, yield will slow the monster or player hit), brawler will get a health bonus upgrade that stacks but gets more expensive, mind that certain entities dont care about this bonus health and will kill you anyways(bracken, coilhead), ability to enable the killing of certain creatures, stacking permanent damage bonus when killing creatures.
dont you tell me turrets no longer explode
The explosion only happens client side atm cause I forgot about it lol
okay
They're still removed though
phew
what is disabled for longer then?
as far as i knew there are only three interactables from the monitor
mines turrets and doors
doors stay the same right?
and mines & turrets explode
Hi everyone! I'm trying to change the Running Shoes section of the new config file. I'm using r2modman and I can change the configs from there with no problems, except for the Running Shoes speed. I noticed that the value type is Int32, but aren't movement values more precise than just integers? Shouldn't they be floats instead? I want a value of 5.2 for the movement speed bonus, but this doesn't work and defaults to the regular 6 every time I try it. Changing the value to 5 instead of 5.2 works, so I'm pretty sure it's a type difference or something. Is this intentional or is there a way to fix it?
In the config you can make it so instead of destroying traps you just disable them for x seconds
They are floats but they must have type hinted as ints. It will be fixed today, thanks
smart
Another lategame perk that would be cool to have would be like “Strong Arms: Gives the player the ability to carry Multiple Two-Handed Objects in their inventory.”
i said the same thing earlier, man
i said it here
though it shows plenty of people want this lmao
Ok Malware broadcaster now has a client rpc for spawning explosions and it's tested on host and client and working.
Beekeeper patch method was changed to be simpler and broader so those people who are crashing hopefully don't anymore
Config is updated to have appropriate type hinting.
Anything I'm forgetting for fixes?
name changes and sepparation from the main store
well that comes later
Instead of the beekeeper u should make a steamer and use that steamer to make the bees fuck off or smth
main thing i'd do is config sections
so section off the upgrades into their own categories in the config
(like this)
is this a sc from that mod manager?
ah ok
seems they did something in the actual file to make it do that
ok, i see what they did, posting here so you can see easier too
using notepad ++ to see this
it seems what they did was they put the
[section name here]
description
setting type
default/recommended value
actual user-inputted setting
go again for next part of config
so for example you could do
[Portable Teleporters]
Enable Advanced Portable Teleporter
Setting type: Boolean
Default value: true
true
(next line here)
damnit
my # 's got formatted
It's built through the bepinex.configuration api but yeah got it all set up thanks
hell yeah
now people can get straight to what they want, good framework for user ease of use also for when more stuff is added*
@storm kiln can you remember any more bugs we found before I post this
i was having a bit of an issue with malware, i had the disable time to i think it was 999999 and destroy and explode on but when i typed code into terminal it did nothing
as in the terminal beeped and said sent
but the turret/mine was still there
might've been the timer setting i had not being disabled despite having destroy on so it just had an aneurysm and didnt do anything?
i'll try a setting a bit lower and see maybe
Right on. I just changed some stuff with it and did a test on client and host and all was well so maybe this update will fix whatever is happening there.
potentially
Could the lightfooted/stealth upgrade be tweaked to also make turrets take longer to recognize that you’ve entered their range?
I'm sure they could. Great idea I think that would make more incentive to buy that upgrade.
I think it’d be good for people who are missing their registered van jockey
or add a seperate one called "stealth suit" or some shit
makes it so giants have a harder time spotting you and such
so you could both step lighter and also be less likely to be seen
Yeah los restrictions sound like they'd have a nice place.
maybe an upgrade which let's you survive one explosion per moon landing or something like that and an upgrade which increases health/resistances
in regards to things like limiting LOS, they could be further upgrades already to the stealth upgrade
ie, first is the less noise you make, then a further purchasable upgrade is the turret detection, then further is the LOS
just make it additions to the base item
all i remember was persisting upgrades, the dim light nv thing and idk
there was also the config issues and syncing configs to host but he said he fixed those
i think we good (for now)
Should be fixed now. Night vision now also has exhaustions and turn on cost can't remember if that was you who suggested that
v 1.3.0 should be on thunderstore in a minute
Ah fuck persisting upgrades
lol
That should be a quick v 1.3.1
t'was Zaero
like a steel trap
i just got update, is that with persisting fixed?
got it, just making sure
@indigo prawn My dude you are awesome! Thank you!! It was me who suggested it
all employees
he's hoping to make them per person at some point, possibly configurable whether it's all or per person
issue here
i think it doesnt like removing old sections
Lategame Upgrades mod - so that after death modifiers such as night vision, strong legs and other passive things disappear for the player who bought them. But somehow it’s not fair?
what
Yeah delete your old config
The night vis color is always white
oh... found out why
its supposed to be 00FF00, not 00FF00FF
each pair of numbers equals one of the 3 values in RGB R=00 G=FF B=00 so there is no need for a 4th
wait... it's still white?
i just checked my files, the mod auto updated itself when i booted up the game, back to 00ff00ff
The last code is for the alpha value
alpha?
Err, how transparent it is
255 = solid color
0 = nonexistent
or rather FF = 255 / 00 = 0
oh
well that dosn't help the color problem, but thats cool to know
what is the problem?
my color is set to 695D94DC if you'd like to try that. It works perfectly fine. I did have to delete the old config and make the mod regenerate a new config file though before the color would change. (Unsure why)
I was actually going to half report something and half ask for a feature
The feature I'd like to request is the ability to move the night vision battery display as well as the ability to change the keybind.
The bug I'd like to report is that the better scanner sometimes immeditalty crashes my game upon retriving information about an item. I have absolutely zero idea what causes this, but I'm not playing with any mods that add more scrap type items
im gonna restart my pc, hold on
weird I'll look into this
Keybind is something I've meant to do and keep forgetting about.
Haven't heard that about the better scanner yet so I'll try recreate it thanks. What mods are you using.
File config / import for r2modman
i've had the better scanner not scan close things, dunno why but it doesnt happen every time
I assume you're the maker of the mod?
yes, Kieth is
I uninstalled & reinstaled the config menu, and it's still showing up as white, best i can do is increase the brightness
Send your logoutout.log file
where can i find that?
You installed the dependencies correctly? Hookgen patcher correctly? It's in the root of your bepinex folder
Are you installing mods through r2modman or manually?
manually
and still, where is my logout file?
is it "logoutput?"
Yes, it's in the root of your bepinex folder
ok, im gonna go and eat dinner
Hm. Your hookgen patcher seems to be behaving weird.
This is how you installed it right?
"Put the config folder in the BepInEx\ folder. Put the patchers folder in the BepInEx\ folder."
You are using v 1.2.6 tho it may resolve it if you just update the mod
when it says that, does it mean the straight up bepinex folder, none of the subdirectories like "cache" or "patches"
yeah, i updated my version of upgrades, it works now
maybe i should get a mod manager...
i am once again recommending R2modman
Yes. Drag the patches folder and drop it inside the bepinex folder. If something says 'put the x folder in the bepinex/y/ folder then you would drag the x folder and drop it so it is inside the y folder.
no ads, no overwolf, simple to use, overall great
Yeah they seem pretty handy.
then i belive i instaled it correctly
how do i access config guys
Bepinex/config/com.malco. something it has a long ass name
i mod from thunderstore is it still same folder
i search for bepinex but nothing comes up
What does that mean. Do you mean you use a mod manager? If you use r2modmanager is has the config for mods builds into the UI
yeah thunderstore is mod manager
oh i think i found it mb
there is edit config tab on left lol
Nice
r2modman is thunderstore but with no ads and doesnt need overwolf
I thought of a new idea
"Last Ditch Effort" -- Despite having "not made" quota, on the last day if you managed to grab enough scrap to originally meet the quota, you won't get fired and can continue that run.
This, but what if, not a single person could be left behind, all bodies have to be retrived, teleporters disabled
How about an upgrade that, after the Apparatus is pulled the terminal can still use the service doors once more.
As far as I'm concerned once the Apparatus is pulled ALL of those doors close.
they either all open or the swap the state they're in from what i know
cus i've seen them open when app is grabbed
also yes, i'm a beta tester now
yippee
bigger lobby
o
👀
just saved that snip LOL
i am proud of that shit
anyways, Kieth, if you need a beta tester i am now officially one and i'd be happy to help test stuff when you need
I'm not labeled as one but I'm down to help
it's pretty easy, just check Channels & Roles and check the box
Cool I'll @ you guys with the next nightly build that will be very handy
lmao Kieth is slowly assembling an army of fans
😍
I think community / contributors is more appropriate but yeah I'm pretty happy with how this is turning out. Never had a project people are this interested in before 👍
we're all interested and we'll be waiting gladly
cant wait to see how badly the new LC update borks this mod
For Better Scanner, what is the default unbufed scan range?
I don't know how much of a buff 20 is.
I think like 7 or something maybe 10
The main thing is scanning through walls seems a little op
Also being able to find the ship and entrance from pretty much anywhere
And for context for distance units the loud horn plays a sound audible to enemies in a 50 unit radius
Yes
It kinda made game unfun a lil bit
just make it more expensive
it's a really handy upgrade for high quotas
would be even more balanced with the upcoming tier system
or turn off the see thru walls via config
"upcoming" i think the main thing he's working on is a way to get upgrades without terminal store
upcoming doesn't exactly mean rn
just saying it'll be in the future (probably)
nvm it literally does mean 'about to happen'
you get my point tho
lmfao
yeh, i do
Hey has anyone updated to the latest version of lethallib and noticed any problems with lategameupgrades? Evaisa said I may have to rebuild with it but I haven't heard anything from anyone yet
Haven't been on my PC for a while
I've been playing with the mods and we haven't had any problems.
i havent been using as of yet, been racing to titan with minimal mods and randoms
I can hop on and mess around with it for now.
I believe I jsut updated everything I had.
Have noticed that the "Beekeeper" info for the terminal is still a bit outdated. 
oh yeah right, I need to change the info stronger legs result too
I should probably look everything over and update it. Might be a good time to change names
Oh this is neat.
If you have 4 Pro flashlights your weight goes:
3 > 5 > 8 > 10
But if you drop them one-by-one:
10 > 8 > 5 > 0
You don't even have to drop the last 1.
*This is with the Back Muscles upgrade.
I harass the bees
Unsure if this can really be fixed by you can "use" the Night Vision even whilst dead.
typing "Bigger Info" gives me the info for "Beekeeper"
Oh, Bigger Lungs just doesn't have an info page I guess.
I mean outside of some random things here-and-there it seems to run just fine.
I'm not running into anything game-breaking or detrimental in anyway
Ah.
If you die whilst using the [Advanced]Teleporter and the ship took off then on next revive it'll still show you as having "items" but they don't actually exist.
bro is the customer in that one thing of the playtester walking into the bar
Unsure why, but with the latest version of LethalLib installed, the upgrades in the terminal display twice not once. I've reset the config and it has made zero difference.
After a bit more testing, it seems specifically version v1.4.0+ has this issue. v1.3.0 & v.1.3.1 respectively do not have this issue.
I'd think it's probably related to a coding difference (ethal lib going from 1.3.1 -> 1.4.0 would imply that causing a problem, but I'm unaware of the specifics past that due to not wanting to dig deeper.
Was unsure if it was just a display issue as well, I didn't test buying things or anything past that. 
yo uh
i got a error
saying The AssetBundle 'C:\Users\kai5m\AppData\Roaming\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\Default\BepInEx\plugins\malco-Lategame_Upgrades\MoreShipUpgrades\shipupgrades' can't be loaded because another AssetBundle with the same files is already loaded.
why the hell is a mine spawning everytime
this is common for most mods for me, dunno if it actually breaks anything
Oh, LCAPI was being naughty with bundles but it got an update to fix that. If you're installing mods manually you'll want to make sure LCAPI is up to date
And this?
if the mod is working fine i recommend ignoring it, i have about 50 mods in one modpack and about half throw that error at me, cant report em all so i just leave it assuming it's an API out of date or jsut a thing that the game does
Yeah Its working
Wrll
Well
Its showing the Stuff in the shop
if you want to test if it is working set a price like 1 credit then go into a fresh save and buy an upgrade and see if it actually does stuff
easiest one to test would be night vision as there is a HUD element and also a visual effect radiating from you when you activate it
sorry, not easiest best* one to test
also: another achievement, IM AN ASSISTANT!
Where do I Change that
manual or mod manager download?
Manual
so, have you launched the game with the mod installed?
Yes
so, go into your bepinex folder for me
Done
then go to the "configs" folder if you have one (you should)
Yep
and next you'll need a text editing program like Notepad ++
right, open the config for late-game upgrades with the text editing program
ok
should look like this
yup
then look for whatever upgrade you want to change an aspect of and do it, be aware of how it's described, stuff like beekeeper makes it so you take less damage the lower the value is
anyways i need to afk for a few minutes, hope you got it under wraps now
many mods require both so it should be fine
if you want hop in a call and stream your text editing tool so i can see what exactly you're changing
@indigo prawn Does the upgrades increments the different statistics, the run time increased by 7 or does it set the value?
Set
Is there a why for it to be made to add?
Cause if it adds instead of sets, it will allow multiple mods to influence 1 stat.
In next version, almost implemented. Will likely post a nightly build today.
Actually I'm not sure I'll have tiers in today. We'll see how it goes.
lmao
I just noticed the Lethal Experience Mod and that would have direct conflicts due to one adding and 1 setting.
Oh I see what you mean now. Yeah I could switch them to add and subtract instead thanks.
👍 Hell yeah, removing mod conflicts
lemme know when that nightly build is up, i'm SO down to try it out
Will do, just been taking a break and helping my gf cook for a bit
awesome, a great coder and a good boyfriend how much better can you get?
A big dick, probably
If it's before midnight PT I'll be down to test it with you, Rootbeer.
Test wha
I would love to test stuff, I have compiled 65 suits by going through most suit mods. Would be great change of scenery
the beta build of lategameupgrades
also what are you talking about???
wdym
OHHHH
i understand, you want a break from compiling suit mods
i thought you were gonna beta test suit mods and i was like "huh?"
God no
Can can can i test it🥺🥺🥺
Do you still have any plans on changing Night Vision?
I saw your earlier post from the 27th Kieth, and I think it is fine where it is.
with the exception of the cost, making it a tad more expensive would be worth it.
You can change it yourself in the config file.

That is my config file for it.
This is just Night Vision....
## Toggleable night vision.
# Setting type: Boolean
# Default value: true
Enable Night Vision Upgrade = true
# Setting type: Int32
# Default value: 700
Price of Night Vision Upgrade = 2000
## Multiplied by timedelta. A value of 0.1 will result in a 10 second battery life.
# Setting type: Single
# Default value: 0.1
Multiplier for night vis battery drain = 0.1
## Multiplied by timedelta.
# Setting type: Single
# Default value: 0.05
Multiplier for night vis battery regen = 0.05
## The color your night vision light emits.
# Setting type: Color
# Default value: 00FF00FF
Night Vision Color = 00FF00FF
## Kind of like the distance your night vision travels.
# Setting type: Single
# Default value: 2000
Night Vision Range = 2000
## Kind of like the brightness of your Night Vision.
# Setting type: Single
# Default value: 1000
Night Vision Intensity = 1000
## The percent battery drained when turned on (0.1 = 10%).
# Setting type: Single
# Default value: 0.1
Night Vision StartUp Cost = 0.1
## How many seconds night vision stays fully depleted.
# Setting type: Single
# Default value: 2
Night Vision Exhaustion = 10```
@crystal merlin \Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\ProfileName\BepInEx\config\com.malco.lethalcompany.moreshipupgrades.cfg
Or you can find it in the Config Section on the Mod Manager.
yeah I forgot this manager has a config section
not up to me, it's up to Kieth, i'm just a tester and fan
Keith
Kietj
Don't think I'll be able to release anything tonight but I have the meat and potatoes of the new system down pretty solid. Just gotta do some grunt work to fill out the new tiers and write the Increment() overrides and variable info texts then I can start the task of a custom saving and loading piggyback system.
I don't think upgrades ffor individuals will be in this next update same with contextual / passive upgrades but they won't be too much trouble to add next. Just feels like I should get and test this out first.
looks awesome even though it isnt finished yet as you said
Yeah moving forward all additions will be as config customizable as possible to try please everyones very different playstyles and wants. So just keep in mind if you see a default value or behaviour there's a very good chance it can be changed to your liking.
Thanks yeah I like how it feels. We're getting closer and closer to being able to make more content for it aha
Sounds good!
Amazing work!
Also theres a glitch with the one upgrade that makes u fast
Sometimes it doubles for a player
So theyre just fuckin sonic
haha weird. It just does .movementSpeed = x so I'm suprised to hear that. Are you guys playing with any other movement speed altering mods? I could be that the other mod is doing a += and sometimes mine inits a little faster or something.


