#Lategame Upgrades
1 messages Β· Page 6 of 1
I breezed down the chats cause don't have time to read if there was other developments. Reply at work while on break.
That works, but only it only says the discombobulator was synced, even though protein powder is also bought
Yeah we tried both capital and not
im currently waiting for a friend to hop in to verify
I mean the splashscreen that shows up when you join a lobby with LGU the first time says something like "upgrades are applied to individuals only be default" with like 5 exclamation marks but yeah.
maybe we should add a really big neon sign pasted all over the ship about how upgrades are individual
Haha
This whole journey has made me realize the really annoying tutorials in games that force you to move the camera and double jump and stuff so they know you know how to are actually really useful for a lot of the population
I thought everyone hated them but I think they're actually putting in a lot of work
yea, when i was in the military in regards to tech i learned i had to speak as if everyone was 5 years old and had never touched a computer before in their lives
not a fault of people here or anything necessarily, nor am i calling people here stupid
but being annoying is much more effective for us
In all seriousness though yeah configuring the mod so that on default it's more intuitive is probably the right move. Most of the questions asked in here can be resolved if they read 7 words that are shoved in their face when the game launches and that doesn't work so I'd say it's a good sign to change the default.
unfortunately so, i did like the defaults being more individual focused but if its cut the same questions down to half or less id be a fan
imo, it works better when the upgrades are shared between all players. lethal company is at its heart a co-op game, and encouraging others to spend all of the team's credits on only themselves seems like its kind of against the spirit of teamwork
but creating proper roles with individualized items alternatively encourages a more cohesive team with distinct roles, instead of everyone being a jack of all trades, giving each person more importance to their job
so while initially youd be correct, id argue by the end it encourage more coop
@civic jewel found it out, host didnt have evisa hookgen smfh
grrrrrrrr im gonna tickle the hosts footsies so hard for fumbling the bag
oh my goodness
unrecoverable fumbles
i see what you mean, but idk, i feel like not as many people play the game that way. i know my group for sure doesnt. the option is great for groups looking for that kind of playstyle tho
thats fair for sure, and absolutely why we gave the option for the config!
we realized that while we DO prefer individual, the game is a casual day at the end of it
so if people wanna share it all, go for it
on an unrelated note, i think night vision upgrades might be sort of bugged? even after upgrading it feels the exact same, could just be placebo but i'd have to do more testing to confirm it
the difference between the battery from the first upgrade to last is from 9 seconds to about 15
Just like how when you buy a flashlight or a shovel everyone gets the flashlight or the shovel
Shared upgrades makes everyone more independent and removes the co op aspect. Having them be individual like the rest of the game makes it more cooperative and dependant on eachother. But whatever people have fun doing.
not using the defaults, these are the values i have for night vision which i suspect is why it might be working incorrectly
which ones, 1st image or 2nd image
using those values the night vision by default lasts ~35 secs
the drain is so tiny from 0.1 lmfao
but i havent tested values in the 0.0xx area for sure, in my testing i honestly kept not noticing time changes unitl i timed it on my phones stopwatch
i'll hop into a new file and get some data rq
drain multiplier: 0.024
startup cost: 0.02
upgrade decrease %: 30
default: ~41 secs
1st upgrade: ~58 secs
2nd upgrade: ~51 secs
3rd upgrade: ~48 secs
needless to say, something is definitely not working right
regen speed looks to be fine but i didn't time those
interesting, each upgrade decreasing time doesnt make much sense...let me try and look over
Might I suggest lowering the price of the upgrades considering since the prices didn't change after making client side? Seems pointless to have them clientside considering they cost the same amount if you have the upgrades effect everyone.
the prices were lowered, actually
thats also why sales exist
running shoes alone took a like 40% discount i believe since it was shared
Hello,
how can i make the late game upgrade work for the entire party?
65 or 60%
under 'misc' change the config for shared upgrades
Ah ok
Yeah I can add that in. Again the mod isn't really designed around the shared upgrades as it started as a mod for my friends and I and is continued to be made from that perspective.
But having a config option for that sounds important for people who do shared upgrades lol
im just here to annoy kieth and give him a hard time :p
Like this?
yes
oops
didnt mean to reply
but doesn't work
are you restarting your game?
yep
i definitely tested it earlier today and it was working, so its something on your end
Do all your friends have that option set in their config or just you?
yep
yep
Ah ok I see
oooooooooooooo sorry
all of the
them
what i meant to reply to you, was that i did the math myself incrementally and resulted in a 0.000648, which i thought was a too low %, but im testing it in rn and it is certainnly effective, im at almost 10 minutes and only like 60% through it
so im not sure specifically whats causing the upgrades to be a problem..
up to t3 i believe anyway
What does the info command display for each level?
forgive my green ass screen as im timing how long this bitch lasts
Oh right it doesn't calculate the speed for each level
this was with the preset value of 0.000648 i did the math on his 0.024 * 30% 3 times
is it just doing it from the base level? i thought i initially had it go from each level
cause it was suppose to base itself from nightVisionLevel
If all clients have the same config and upgrades aren't sharing you're probably playing with more company or bigger lobby and created a kinda broken lobby with netcode that isn't really working. If you recreate the lobby it should be good.
If it's not that then I'm not sure.
I did change it so instead of += it was = so it works with loading
ah icic
I had this mod that you said and several others, I deleted them all and left only what was necessary (I think) for your mod to work, the way I tested it was by the speed of the running shoes, my friend didn't even come close to my speed, and I changed the settings several times, I set them all to true, then just the "misc" to true, and still nothing
Does the Mod need anything else to work?
and yes my friend also did this to test
We are
Yes
the mod only needs these dependencies
so as long as they are all installed correctly im not sure why it wouldnt be working if you both have the same configs
because currently its all working for me
Okay, I'll test something else, If I don't get anything I'll come back here again
thanks for the help so far
I got the same thing, peopel also can't get protein powder from the load command, and if you try and unload protein powder it removes the upgrade but doesn't remove it from the shop
Yeah protein powder saving is busted rn forcecredits 123 to buy it back on load :/
I was hosting lmao so I didn't want to leave
The bigger issue was that I couldn't just unload it
The shop still shows level 1 powder but my dead corpse after hitting a thumper 3 times with a stop sign says otherwise
π
I knew there was something up with protein powder, since it loaded Malware Broadcaster just fine when I played, but not that.
Uhh weird question but you need to be online to be able to load upgrades?
(Internet got obliterated by a storm and im waiting for it to get fixed)
By load i mean the command
If you already got the .dll file before the internet died, you should be fine.
In other words, if you got the mod before interned died, you should be fine.
load lgu Player, that was it?
Correct.
That's normal, it doesn't refresh the terminal.
If you had any upgrades to load, they would appear in the chat window.
Last time i played on this save file i had maxed running shoes
Now they arent here after i load
When was the last time?
Is this the only mod you have?
Nope
Besides dependencies, of course.
I should send the mods right
Yeah, it would probably help.

Yeah
Also now i realised im changing brutal reborn for brutal plus
It got more configuration
A lot of the issues from this update are from me copy pasting things and forgetting to tweak them lol.
If you're on lan you won't have a steam id. Your upgrades are saved under your steam id. Use forcecredits 123 to get back the upgrades you remember
Love yall for the help
wait, are upgrades saved with the save file or do you have to do some weird stuff to get your upgrades back every single time you load in?
Saved
whenever i try to buy the protien powder it says pro flashlight
How are you typing to buy the perk?
by just typing it, is there another way?
I meant what are you typing.
hi, quick question. are all the upgrades automatically given to everyone or does it only apply to the person who bought it
I believe default value in the configurations are Individual.
if you want the perks to be shared between, you will have to change the configurations.
so lets say if i want "back muscles" to be shared between everyone ill have to change "individual purchase" to false?
is there anything else i should do?
you can go to the misc section and set all upgrades to be shared
Hey, has anyone been able to get the load command to work? I've been trying to get the upgrades loaded for someone who joined late and I can't seem to get it to work
this is my mod profile code if that helps: 018c7e54-fbb9-96fc-2a07-c0ce1ba10ce3
wait, is this the new command? So if someone wanted to load my upgrades, the command would be "load lgu BadDrFinn"?
Player1 is the second person that joins
is there a slash before the command? and you just type it into text chat, right?
Terminal.
Thank you!
Alright, that one is on me, but I would seriously recommend the option to be left off on default. The majority of people do not want to have individual upgrades, so just keep it in mind when developing this mod further around individual purchases
Yep, like the message two under the one you replied to says, it's going to become default.
I think the problem is that the upgrades are all way too powerful to let every single player have every single one, but it doesn't always feel good to not share some of them. That's why so many people want that as the default.
At least they can change it to their liking.
Yea that's why we let there be so much in the config you can change, make life ezpz to choose what people would want to share, and wouldn't
I will however be the largest advocate for all individuals
I agree with the idea behind it being for individuals, I just play with a big group so the mod seems a bit more unstable as a result.
I do like the individual upgrades to tailor each player towards something. Like I usually get the shovel damage buff, a friend gets strong back cause he likes to bring many items in
Usually for some reason I just can't stand Dine, but I am the van jockey for dine and I have so much fun being the malware broadcaster guy
i tested it and it worked for me @indigo prawn, but unsure if it were a fluke or not
ah ok, and you tried restarting and loading into the save with beekeeper?
Cause I see load() isn't using the saved beeLevel so that could be where it's coming ffrom
i didnt reload, but i did load lgu and it showed all but protein
gotcha
couldve been a fluke, but it was because i wanted to verify whatever bugs were bein posted
better saves v1.5 seems to be a problem, but apparently 1.4 works
Yeah ik I just made a remarkably stupid mistake on the PR I'll get another one up soon and actually test it this time
we got the intern vs interns discrepancy, the spectating ui not fully removing, players being unable to be teleported after becoming an intern, peeper not fully workin as more than a delay tool
what else...
sorry to bother but what conclusion did you come to about the night vision thing from last night
I just hopped on and so far have done just a few simple things
Added config to disable intro screen from displaying, switched some default config values, made it so if shared_upgrades is true in config when clients join they automaticcally copy the hosts upgrades, fixed the bee thing, fixed protein powder loading and saving
and some peeper issues
fantastic, i saw a couple prs which just need some slight edits formatting wise to follow the rest of the stuff we have
oh yeah we have 3
Hue.
there he is
Well
looking at yours rn that's pretty cool you made one
I just looked at the suggestions and was like
"This shouldn't be too difficult"
Spent three hours trying figure out how to get the booster that I wanted.
Lightning rod was nice.
ideally i wanna try and get it to work as a final upgrade for lightning rod/disc where it has a chance to kill up to one entity around the ship like a dog, make it as a final upgrade for both trees
make it so the lightning rod has a % chance to take lightning to the ship, store the energy, and release it at final tier
Actually, I could have just used a patcher on radar booster. That would have prolly worked.
what does the vanilla flash command do on a radar booster?
I thought that was ping
It's just for when players are lost.
Wait
You said flash.
I read ping
Hahah
Flash is basically flashbang.
yea flash does what a flashbang does
@civic jewel
silly kieth made it so it wasnt changing from each new level you had from nv, should be fixed next update
Malware broadcaster is one of the most fun upgrades easily, since being able to weaponize turrets and mines against creatures is a blast
Also against your teammates.
Nothing more satisfying than detonating a turret on top of a thumper
Does the bracken also die to landmines and turret explosions?
Oh wait, yeah.
You can one hit bracken with landmine.
I just remembered that video with the flashbang on the mine with bracken chasing.
idk much about that scenario but the assignment probably shouldn't go back to +=
if anything the formula should be changed if nescessary.
Having it how it was on += made it so if you loaded a save the values would be different.
I guess I could change it back to += and have the load() call AdjustNightVisionProperties() with i in a for loop
yeah that would work
yea it would, in my limited testing it worked fine for me when i originally pushed it
but it was a very condensed test done by me, me, and me
hello! is there a way to not lose the upgrades on game exit and rejoin
are you using better saves?
as we bought some stuff but the next day we didnt have any upgrades
oh i should check it! should i get it?
better saves is an incompat with us rn, so it doesnt work with us
it is so far the most common issues for items being gone on reloading a save
oh we dont have it installed
what version are you on? v45 of the game and v2.6.1 on the mod?
but reallt good mod guys it really changed our gameplay ! yeah both correct
alright ill see what i can replicate then, would you be able to show me your modlist? everything besides protein powder loads for me on a fresh save
If you're playing on lan or a pirated copy or anything that would prevent a steamID from loading saving and loading won't work at the moment as well.
we play all at steam with online!
but i can send you my mod list π
aprecciate the effort tho! hope we havent messed up somehow
i know terminal api caused some problems with other users, but im not sure how thatd impact saving
it wouldve just made it so you were unable to purchase things
oh i see. well when we rejoin our world we usually lose the points so that we have to rearrange them on the skill tree and the upgrades. also when i use load lgu it says player 1,2,3 instead of the steam_name that is suggested as a command in the page
maybe it doesnt recognise us as players
if i type my name it cant find me
right now steam names dont work, youd have to type in the player slot which you are
as example, the host would type load lgu Player, the second person to join would type load lgu Player1, so on and so forth
yeah figured after a while. also the message wait 5 secs stays forever after the load lgu player
C:\Users\YOUR_PC_USER\AppData\LocalLow\ZeekerssRBLX\Lethal Company
Can you send the LGU_ files at this location?
yeah let me try and see!
You can hit the windows key + r then enter %appdata% and hit run to get to your AppData
yeah found it π
boy everything sure is false
yeah xD but i dont know why is that π
yeah I wonder why
when you close your game do you alt f4 or do you close the lobby normally?
i do quit from the game
Alrighty I'll try look around but I don't have an answer for you at the moment.
For the time being if you don't already know you can use the command forcecredits 123 in the terminal to set your credits and re purchase upgrades :/
oh isee! i hope i didnt messed anything but i just close the game from the quit menu . havent messed around with the cfg as well
so apparently it just turned off all the upgrades i bought
for the off chance things dont save, if people run into the issue we could make a save command which lets people manually save items no?
ie save lgu saving everything lgu related
if this is a rare bug maybe its something with the modlist interfering with lgu
Yeah we could I just wonder how much value it would bring or if it would work. Doesn't hurt to try but the saving is reasonably straight forward. The fact that it registered and saved multiple clients but not their upgrades is the most confusing to me.
That means the host was receiving RPCs from the clients and did a successful save but not with the right values somehow lol
oh for sure, i just figure on the off chance things dont work having more fall backs dont hurt
yeah
like having force credits, credit sync are great
are you guys playing right now?
ye!
i mean everything is cool i was just wondering if i missed smth or if i did smth to mess with the lgu . we dont mind the upgrades resetting but it was weird
i aprecciate the effort tho being put into the matter
If you could do me a favour and replace your save file with this one and tell me if some upgrades do or don't load that would be handy
That will be tied to the second save slot
so this will replace lgu_1 right
yes
il give it a try sure
thanks
eveyrthing except protein powder seems to be working
both unlocked+lvl1
for me being the host
ok gotcha thanks that narrows it down.
will this affect other players too?
Ah the two others you had playing with you.
Type reset lgu to wipe the upgrades that got activated. Sorry about that
or delete the lgu save file and reload the save whichever is more convenient
after the wipe i see nv headset batteries is lvl 1
i remmeber being this way before
It always is π
^^
- Added config to disable intro screen from displaying,
- switched some default config values, * made it so if shared_upgrades is true in config when clients join they automatically copy the hosts upgrades,
- fixed the bee thing,
- fixed protein powder loading and saving,
- fixed peeper stuff
- added intern || interns
- hopefully fixed intern spectate hud
- fixed back muscle info
- fixed upgrade sales
- Added shared upgrade sales for shared upgrades crews
- Fixed saved objects becoming other objects on load.
- Fixed discombobulator info
@civic jewel if you wanna play and test some of these with me lmk
im free to
Question
I bought a Protein Powder upgrade, but I didn't onetap a snre flea
Does hitting it off someone's face not damage it?
Not sure
has any consideration been given to some sort of armor upgrade that makes you take less damage
its been talked about yea
it is calculated properly, but we do have it worded weird which we will change eventually
0.8% just means the total weight is only 20% of its original, you take a 80% decrease
Do players have to rebuy upgrades if they died?
Fair enough. Cheers for the clarification.
right now i think its only night vision you need to rebuy
on death
Hm.
I ask cause I don't think Running Shoes is affecting my teammates.
A friend and I raced and I was significantly faster [we have the config set to upgrades for everyone]
Left alt lol
Real gamers controllers have a left alt
think my friend is using a basic Xbox controller
tell them to use keyboard
We did. We already made fun of him for using controller lmao
Well to be fair the one thing controller will always do better than keyboard at is anything movement related but kb&m is basically better at everything else π
i think it depends on the movement
anything vehicle related absolutely
also, for you who will want to know what happened but wont check thunderstore
we still have things to fix with the night vision drain and regen stuff on upgrade, but it all still functions
@indigo prawn hey just so you know walkie gps doesn't seem to be buying for the whole group even when the config "Convert all upgrades to be shared" is on
Oh ok thanks
Hey yall, im sorry if this has been asked before, i read the FAQ and skimmed some of this thread, but I wasnt sure if when buying an upgrade, does it work for everyone? I tried looking on the mod page and didnt see any reference to anything saying that the upgrades affect only one person or all of them and havent had a run yet where i had enough money to test it out
its a config option, under 'misc' you can set all to shared, or go individually and select which are shared and not
(thank you for saying you checked both places i adore you)
as of latest version it should default to everyone i think? i think thats what we included but i cant recall, either way its in the config
to access the config in r2 modman itll be named the com.malco.moreshipupgrades
for manual installs itll be in your bepinex config folder with the same name
Thank you! Very helpful response. I think im running the previous patch, but was planning to update anyway, ill check the configs though
alot of fixes this update, kieth and i were in a call for about 6 hours doin various testings and stuff like that
let us know of any issues you find so we can try and nail em
Thank you, love the mod btw
thanks for downloading and playing!
this the changelog? actually noticing a distinct lack of changelog on the main page. :<
Oh yeah
what are you doing awake your ass was yawning up a storm
xD?
Idk there's something wrong with me I'm always yawning
gonna have to knock you out and get you some real rest
Haha
set up the config
but somehow
nightvision only works for one person
everyone has the battery
but when they activate nv nothing happens and it drains the battery
I know someone already ask this but I don't really understand the answer because I'm not good at English
So if I set Individual Purchase to 'true' the money is still shared? and everybody lose money?
It cannot be seperated?
was able to replicate this bug, host maintains night vision ability, @indigo prawn instead all clients other than host encounter that bug we came across where it was killing the light source entirely, seems we fixed it for one person but not all
why is it that only the person who bought the upgrade gets it
i remember buying speed shoes in a lobby and it only applied to me
make it apply for everyone
you can change that in the config
has anyone had a problem where you cant exit the terminal
i didnt see that at all
thanks anyways
I'm highly against setting the config default to share. If people can't bother reading the mod page then that's on them. People need to not just download mods without reading the info. Especially when they could come here and read a little to discover the answer quickly. Maybe add a (individual upgrades) tag to the end of the name?
Honestly it's a lose lose. Because you got all the people confused and upset coming in. The people who love the individual settings aren't in here cause they have no issue. Now if you change it you will see a flood of people going what happened? It's all shared now?! Is this a big?!?;
Nice deja vu.
oh yeah this is probably config syncing. Since we have JsonIgnore on the night vis color when it serializes and deserializes it becomes null. Should be an easy fix.
Yeah I guess we'll see
if the default is the only thing that changes then shouldn't people who already have it set to individual be unaffected
Anyone that has the config already are not affected.
Because it's a default when no value is present.
hiya, ive been using lategameupgrades for a bit now but recently i havnt been able to load my upgrades that ive bought after reloading a save. when i use the load lgu player command in terminal it just gives me something like: (steam name) not found, we have found these names -> player, player (1), player (2), player (3). on the website i havnt been able to find anything about that.
yeah just do load lgu player for the host
I must be pulling it from a weird place or something weird is happening so it's not getting the actual players name
I think I found that.
Lemme just check real quick if it is indeed this.
Yeah..
You're using Object.name instead of PlayerControllerB.playerUsername.

okay so i just tested that, had an old save with 450 creds, bought one thing. it was the only one i bought. it then said "light footed activated" in chat. when i did "load lgu player" it said "light footed activated" for a second time in chat. then i reloaded the save, light footed was turned off. so i did "load lgu player" since it is just me in the lobby and i hosted it, and it didnt work
money was still gone
all while staying in orbit so game was saved
Why is this labeled as client mod?
where do you see this
It's not?
Interesting yeah I guess it's failing to load. Are you playing lan or on a pirated copy?
nope, online and bought the game
Wait what do you mean by old save? How old?
from another older version of LGU or more recent?
i think more recent
oh also if you have lc better saves it's problematic rn
but i can try with a newer save
oh shit
well
there it is
yeah that's it
any other more saves mod that isnt problematic?
I'm not aware of any others
if you downgrade lc better ssaves to 1.4.0 it's semi compatible
but if you delete a save it will become unsynced. When you delete saves with that mod they get shuffled around and renamed so the LGU save files will be tied to a different save.
Just a query - I'm having a little looksee in the config - if I change "True" to "False", would that mean it'll apply to everyone instead of just the buyer?
If you don't have shared upgrades set to true yes
by default upgrades are shared but if you have an old config it may not be updated
I must have an old config then - just to confirm, setting it to false will mean it's shared?
Yes.
Simplified night vision and improved the info to make it more transparent. Should be simpler for users to configure now too
and it takes into account the startup cost as well so it should be 100% accurate. Loading is also simplified so any discrepencies should be gone
Something should appear on top right when holding.

are you using another walkie talkie mod
Every change we make for the masses we get told we're wrong...
Sadly we cannot satisfy everyone.
We still do try nonetheless
Did 3 pull requests today. Adding some safety and flexibility to the project setup one and creating a little exe for people who don't have python rn.
So many prs came out of nowhere, really nice that some people are fixing bugs too.
looks like we can start yelling at whitespike to do stuff π
Only if you turn me into a genie.
i dont know if youd wanna be a genie
stuck in there for god knows how long until someone finds you
Better than dealing with people.
fair, i accept that

i also tire of people
Isn't unload supposed to turn the items in lgu back to locked? 
It should call Unwind() on BaseUpgrade. If it's not unwinding correctly then something is missing in that upgrades override of Unwind()
or it's not being called
just to chek the night vision still isnt getting fixed until later right
Last I checked, it does indeed unwind the upgrade but it doesn't update the terminalNode associated.
So it will keep saying it's on while it's not.
I would show real quick but apparently something happened in the stringbuilder that killed the plugin from loading, lo.
Prolly because I didn't update the AssetBundle.
im currently noticing after build the shop is ded for me, actions not being associated so looking at that rn
from the latest push to git
alright so im not crazy
im just making additions right now to strong legs and i was like 'no shot i broke the world' and then reverted my changes and got the same issues lmfao
Uh ho.
It's dying already on Beekeeper assuming the terminalNodes were from the items
Lemme try using the zip.
Instead of the output thing.
Which forces me to open Unity Editor, aaaaa
Oh well.
Coding in good faith it is.
i dont even touch unity and i just try and do basic lil shit for kieth
i like unity and all but im not tryna dig too deep
I just used unity because of the networkobjects for the scripts. : , )
Took me like 5 hours to figure out the folder the assets were on had to be "ShipUpgrades" for the paths to not break.
yeah don't touch the git rn give me a minute to resolve all this shit I've just been pushing for the sake of checkpoints throughout the resolutions
this asset bundle should resolve those though
Yay, it didn't die.
Hi there! I had a quick question, I have a mod that adds "teleporter" items to be whitelisted. (Attached) The config looks like this and I was wondering if the "Portable Teleporter" was able to be added. Does it have an item name that I can place here?
While it didn't die, it didn't have the "Lightning Rod" entry, so it didn't put the rest after that, lol.
yeah ConstructNodes isn't happy rn
Portable Tele
Advanced Portable Tele
should do it
and Peeper if you want that too
With spaces?
Yes
That's the item name for them, yeah.
that's the item.itemName
Okay sounds good, also haha I love the Peeper! Havent gotten to use it yet but I love the concept!
yeah it's cute
Unless the game decides to remove them while processing, it should be that.
Gonna test it out now, thank you so much and keep up the amazing work!
I think they're just doing .split(",") on their config so it should be good
ah I forgot to copy the infojson file from your assets thing over. I think I'm gonna add instruction for PRs so that if assets are added they're added to a seperate "IncomingAssets<PR>.zip" file, didn't realize resolving .zips was gonna be so icky when I set it up
Gotta love binary files.
Hm it looks like it doesnt work putting the item name in there, maybe its hard coded into the actual mod.
what's the mod called
oh it uses the type
oops yeah I didn't read these these are types
:o i didnt know the difference sorry
TPButtonScript
AdvTPButtonScript
coilHeadItem
all good
If you use a decompiler, you should be able to.
No, it't just because our item's ToString() are like this.
Ah
We can override it to make it just the intended name.
@rich pebble But yeah, it will probably work if you include everything before.
so its MoreShipUpgrades.UpgradeComponents.[Names]
For now, yeah.
Okay lets test it out, thanks for working with me!
We can change it to that it works with any plugin that uses item.GetType().ToString(), lol.
Well, work as in between config and dll.
Yeah I guess it just doesnt work, Im trying to figure out how to open dll files
Huh.
Yeah it takes the flashlight but not the teleporters
Apparently there's a log in the keep list.
You shoud be able to see it in the BepInEx console thingy,
Nevermind, it looks like it only logs in the clients when syncing configs. ;)
any eta on a night vision fix? me and my group are kinda waiting until its not completely broken to play again
Hm yes, virus.
these files have working night vision?
π ±οΈirus
yeah. Make sure you reset or change your config though. Some of the names for the night vision fields are I think the same but have drastically different default values.
alright, cool
alrighty so the lightning rod is more likely to attract lightning instead of your object based on how close you are to the ship. So if the lightning range is 100 units and you're 50 units away from the ship you have a 50/50 chance of the lightning targeting your object, or the ship. If it does decide to target the ship the sound effects and static electricity visual is removed from your object so you know you're safe.
God windows hates pyinstaller
Pretty much.
I couldn't even delete the exe either.
Okay, I think I fixed it?
I don't know how but I did.
Also this is what I meant at the time.
It should be a simple fix anyways.
Just turning a 1 to a 0.
quick question what do interns do
its a revive of a dead player
oh is it one time per level or do you need to rebuy it
one time use, then repurchase
if a player is dead it revives them in the facility
ie, one time use per purchase
not one time use per level
so if 3 people are dead, you turn the monitor to one dead perosn, then buy intern, then switch monitor to another, and rebuy, then repeat
ok
yea ive been solo for the longest time havnt found a group to play modded with so this is usless for me
good to know cause i bought it once and didnt know what it did
thx for the info
so does individual purchase do nothing on interns?
pretty much cause you would have to have someone buy it while monitor is on your body
so without some one to buy it for you, you cant revive yourself
well yeah, but if it was set to shared then it would apply to everyone, which i'm guessing is just a mistake due to the nature of the upgrade
idk man ive only touched it once
just copy paste nonsense yeah
same reason the teleporter had a shared option for a bit
First of the complex upgrades tying the scanner upgrade to the ship scanner, also a bit of a nerf to better scanner, you have to wait until level three until you can do the scanning through walls and scanning enemies through walls is disabled by default.
First unlock just increases range,
Second unlock gives you two new commands, hives and scrap,
Third unlock lets you scan through walls. hives and scrap are meant to be used with the walkie gps and the scrap command should come in handy in the later moons
the coordinates feel like they'll be a nightmare to use
a system to lock your gps coordinates onto a scrap item would be very cool and appreciated, maybe as an upgrade to the gps itself
If you've ever played minecraft you'll feel at home lol. Move in one direction, are the numbers moving in the direction I want them to? no -> move in other direction, yes -> continue moving in that direction
Like it would show on your screen the coordinates of a selected item?
yeah
yeah I could probably throw that in
that's a good idea, a little expansion to the gps upgrade so that it also shows the nearest scrap item or most valuable. Hopefully I could make it so that it's subtle and doesn't take too much of your hud
I think I'll do that thanks, maybe add a keybind to iterate over them so there's not a ton of text the top right text just changes with a little label. Maybe first upgrade just shows your coordinates, second upgrade adds the option to see the nearest entrance/exit, third upgrade adds the option to see the nearest or most valuable scrap.
having it direct you on the walkie talkie screen itself would be incredibly sick, but i have no idea how feasible that is, if at all
yeah, that sounds great
yeah I've thought about a couple of ideas for directing lost people. I think my favourite so far is creating navigation markers using the navmesh but idk if it's anything I'll act on
I could do simple things with the walkie talkie screen like have it change color or have a little icon pop up if you're heading the right direction/some sort of ui thing like that but putting a proper map on it with pathfinding I don't even want to think about rn
even metal detector style beeps lol
i was thinking just simple stuff like turn left/right, go straight, etc. like an actual gps
audio cues could work for that actually
in lethal company i cant dig through the walls to get there
a metal detector object could be neat haha
i have enough trouble making it back to the main entrance at certain times
(never forgiving those two people for leaving me with a coilhead and winding jester)
Anyone bring up a possible store-item that is basically just a mobile-battery with an AoE?
Essentially it would only function if you're actively holding it [and maybe manually turn it on] with a radius around it that provides an "on/off" current for the service doors or even potentially lights in that room[radius].
It would have it's own battery that you can charge in the ship as well.
Would definitely help for the group that decides to pull the apparatus immediately and there's no power-box nearby. 
dont know if it has been said already, but the night vision goggles use key doesnt actually change when you update it in the config. it changes the chat message when you pick up the goggles, but still is used with LeftAlt.
Change the key to its capital variant, not its lowercase
is lgu for the entire lobby or just yourself
Either
We have a massive config which lets you choose what is for the team and what is individual
ahh okay thanks! that feels dumb that it only recognizes capital keys and not lowercase. is that an LC_API thing? not familiar with lc api
It'll be a long titled document in config named com.malco.moreshipupgrades.cfg
Unfortunately just when I got around to making it it seems weirdly case sensitive, I haven't gotten around to fixing it because it wasn't a big deal π
i was reading your github contribution to the mod and you had your twitter linked there, and it had the bday animation so thats how i saw hahah
Ah icic
Thanks a ton!
I'm getting old, big 26 today
You know what they say.... Young at heart right...?
Right????
Lmfao
Happy birthday!
Do you think at some point we could maybe see a config to toggle keeping certain items after failing quota/losing? Same ship different crew vibe
question how come nightvision doesnt work for some people? anyone got a fix
All progress also seems to wipe after quitting game not saving properly?
lol, happy birthday dude
Night vision doesn't seem to work for non-hosts in multiplayer
Because we're too lazy to make a serializable colour right now. 
So what's happening is that when clients join, we get host's config and put it into clients'.
So we serialize everything in the config and send it to the client, deserialize it and put it in the respective spots.
Problem is UnityEngine.Color is not serializable by default so we just ignore it while doing the JSON.
What ends up happening is that, since there was no value given for the color, it just defaults to 0, which is black.
Thus instead of having night vision, you have ... one of those things you use to cover the eyes while sleeping, lol.
Can we solve that somehow? It worked until a week or two ago
Or do we have to wait for a fix?
That was because before we didn't sync configs so it used the value present in each config.
This wasn't a problem because it was already well formatted for each person in the lobby.
It can be fixed by making a serializable color.
But that's dev's problems, not user's.
User's cant really mess with the synchronization, I believe.
Rip, guess downgrade it is
Yeah this was an easy fix and will be live soon

I fell asleep, but thank you for the birthday wishes @inner wharf and @mild trench :)
a sleeping mask, lol
Also do not feel old, I am 28
Mostly jokes!
I've had a bunch of experiences already and feel old, but I try and push through :)
Also nerfing the better scanner was probably the right choice, that was always one of the first things my crew got since it was basically just "We can now find every item on the map"?
yeah ikr, removing enemies from the scan by default I think will help not kill the vibe of the game too.
I agree, enemies being visible on scanner before you even encounter them doesn't fit. Using sound cues to tell that a nutcracker is stomping around allows you to prepare for it without ruining the suspense, for example.
Unfortunately, I'm now going to be freely running straight into a shotgun barrel on the manor with its twists and turns
100% skill issue
How many more hours I need than 130 to make it not a skill issue smh
My ears don't work so good no more
At least you aren't kicked when you try going through a door.
Is the kick an instant kill?
Yeah.
lmao
You bump into the nutcracker, you just get kicked into oblivion.
makes sense, the nutcrackers would be good at cracking nuts
How many shells do you get with his shotgun?
Haven't really played since the update. Did one session but not for long.
You always get two shells.
The shotgun's loaded shots depends on when you kill the nutcracker.
makes sense
What's the flippin point
mah immersion is ruined
That's what I'm sayin
I mean.
Even if you tried to kick him, you would probably hurt yourself more rather than the nutcracker.
Haha
Imagine hitting him and inflicting self damage
that would be kinda fun to add a giant walnut that's useless but if you put it in the path of the nutcracker and he runs into it or something he cracks it open and it can now be sold
On that note I thought about adding a foraging upgrade that makes it so when the outdoor enemies spawn they spawn some valuable alongside them. So like a Forest Giant will spawn idk a valuable flower or some shit at his position when he spawns then you have to sneak around and retrieve it
could have it be like some bark from the forest giant cus they are legit just sentient trees
yeah good idea
could even have it be a giant two-handed SLAB of bark since they are so big
Da 300 pound wood
i imagine it would have to be either big or would have to stand out from the enviroment a bit to make it relatively easy to spot
Could always incorporate it to the walkie gps, terminal gives coords and you gotta go out and hunt it down
Well yeah, since we already have it for hives, it shouldn't be harder for any additional valuables outside.
well it might be harder as Kieth suggested it could spawn when certain enemies do outside
would make eclipsed moons a little more valuable
cus you would have more loot outside as well
It counts as loot so you can sell it after using it
might have gone a little overboard with the new ship scanning commands but oh well
scan players returns a list of alive players and dead players and their coords (it shows empty because I'm testing on lan and using steamid to filter controlled players from pooled)
scan doors if the targeted player is inside the facility returns the 3 closest exists to them and if outside returns all entrances
scan enemies returns a count of all alive enemies
also I threw the pager back in as an upgrade to the signal transmitter. Now you need a signal transmitter to use it and it does the same as before except it also plays a little sound effect when received. It's now just called Fast Encryption.
Ooh, scan doors sounds especially useful, since I find that people go 'Lore, help me get out of the facility' and I have to say 'I have no fucking clue where you are, I have been watching XYZ instead'
Yeah I might add a compass type system to allow for easier communication of navigating out too but we'll see
"Spike, tell me where the exit is."
"Not on this screen, good luck."
Like bro, what am I supposed to do, remember the whole map layout?
"Lore help there are 4 coilheads, a jester, and a nutcracker, how do I leave"
"Bro you're standing in a dead end on a staircase"
I mean, I do actually have a great memory and can usually remember the map layout/the route I took to get in and out of the facility... when I am the one actually going into the facility.
Yeah, when you're the one, it works fine.
The problem with my group is that the only other guy any good at handling the terminal and stuff is an alcoholic so half the time we play he's wasted
Now when you are on the terminal, constantly changing between, you won't remember where they are.

because now that the terminal operator is able to see player coords and door coords they can navigate the players out using the pager or walkie talkie comms but if the receiving player can't see their coords it's going to be tricky like "ok turn around, move forward a bit" scan players -> check coords "ok yeah that's the right way keep going that way" whereas if there was a simple and persistant like "player is facing North" that shows up on the view monitor screen and the scan doors also returns what direction it is from the player you could just be like transmit <name> you are facing South, go East for exit or something
if the lost players have a walkie talkie and gps upgrade it will be easy just transmit them the coords but otherwise it will be a bit of a pain for sure. So adding something that doesn't make it too easy but takes some of that pain away sounds like a good idea
although I guess the terminal operator could just make note of which direction is which coordinate on the monitor. The monitor is always oriented the same way
and I believe in dungeons it's laid out pretty aligned with x and z. Forward from main entrance is positive or negative x and left right is z. The orientation of the screen changes a bit I think but I don't think that does
Anyways, I was thinking of putting a handler for the assetbundle so that BuildCustomNodes does not decide to commit die and kill the whole terminal thing when an asset is missing or a typo in path or something, lol.
I don't know if it's gonna be useless or not but it could help in preventing things like this. #1178407269994594435 message
Plus a log saying what happened helps.
Rather than a whole stack trace.
yeah verbose logging would be nice. Definitely want to make sure it's not able to silently or semi silently fail though.
Just incase it happens on something that is pretty minor or old and it's missed in the logs and doesn't get tested before going live or what have you and we end up pushing a live version with an assetbundle missing or misusing something
I gotta run some errands but if anyone wants to test these out and find some bugs lmk if it's fruitful
@opal raptor you can use these instead of downgrading as well btw
Hey, was wondering if you ever considered making an optional config for Night Vision goggles where battery could be infinite but each upgrade increases the efficiency of the "light" it provides
Yeah, i do mean how far it goes and how strong the light is
I haven't but it would be easy to set up. The values above the default range and intensity can kinda get weird though
That could be a separate upgrade for NV. We end up having two upgrades for NV: one for battery and one for quality of the light.
yeah, what i mean (ofc its just a suggestion) is it always being infinite battery, but base provides the light of like aparatus, and then each upgrade increases the range and brightness
hey guys, ive just installed the late game upgrades( lgu) mod and so far everythings going great im just wondering how does the portable teleporter work? i bought it and when i went into the dungeon i couldnt use it it kept making like an 'error' sound when i left click, can ito only be used in certain situations?
You have to buy a ship teleporter as well
Somewhere to teleport back to
even if the default range is the max upgrade one it would be nice! Since while it does make sense we dun really like managing for view offten, but i don't wanna make it infinite rn in config cuz it would feel cheesy with how it is rn, unless a super high price, but then we dont have any buildup to it
Oh yeah starting it lower that's a good idea. I'll probably throw that in since it will take no time.
It won't be a seperate upgrade though just changing config values. So you'd set the drain time to be 0 and you'd set the range and intensity increment to be like 300 or whatever and you'll have the desired effect.
scan enemies seems a bit op, perhaps it could just list the amount of enemies
Yeah! That would be perfect, thank you! :D
I'll just make the default value in the config 0 so the default behavior is maintained.
Sure, I'll add a cfg option.
@steady trail what do you want on the readme for credit
Uhh.
My name and git is prolly good enough, haha.
your configs will get replaced on this one. The appropriate values for some night vision config entries are much different now so I thought I should just force a fresh config
and this is in as well
any chance that the config could be setup to have all the upgrades be unlocked for everyone rather than individually by default, like how it used to be?
It's set to have all upgrades be unlocked for everyone by default
The option is shared upgrades in the misc section
Coordinates top right
When holding a walkie
Someone said they couldn't see them and they had 2 other walkie talkie mods installed so there's likely an incompatibility there
it was already set to be shared but all the mods said to be individual as well
Yeah that will only take effect if the one that sets them all to be shared is off
That way if you turn shared upgrades off its off
I'll change the wording to include override or force so it's more clear though
Are you able to edit this pinned message and switch out the link? I think I might move the FAQs to a post on the issues page.
I think it should let you
i shoudl be able to yea, just send me the link whenev
ah ok, sounds good
Frequently Asked Questions(FAQ) the mod isn't loading/working/nothing is in game The dependencies are Bepinex, LethalLib, and HookGenPatcher. If you're having trouble manually installing mo...
done so
If anyone has ideas for other behaviours to add to certain tiers of upgrades lmk. I don't have any ideas for running shoes but I feel like it should have one or some
malware broadcaster could probably work as a tiered upgrade with stun, then permanently disarm, then explode
i think light footed should be removed entirely and made a tiered upgrade of running shoes
Oh yeah those are great ideas I think I'll do that
Especially light footed that's the perfect thing to sprinkle onto running shoes
maybe the final upgrade could let you regen stamina in water but that doesn't make a whole lot of sense
that could be good for bigger lungs
Speaking of water I'm pretty sure I'm going to add that two handed diving kit item. Seems like it would be fitting and making it two handed seems like enough of a balance
Oh yeah then I forgot to do the health increase upgrade and medpack item
that made me think of how you'd still be stuck in the giant pond in march which in turn gave me another idea: what if the final upgrade of running shoes let you walk/jump up steeper surfaces
Climbing shoes haha. I'll check the code
so me and my friend are having problems
none of the upgrades are doing anything for us
we gave ourselves a bunch of credits
and bought a bunch but none of them seem to do anything
individual upgrades is off
and we're up to date on the current version
@indigo prawn
Did you install it manually or with a mod manager
mod manager
its abummer because the mod seems really cool
but nothing seems to be working
What happens when you buy discombobulator and type atk in the terminal
When you buy things does a red message in chat pop up and say "x is now active!"?
And you have the dependencies installed right? Lethallib and hookgen
dependencies are installed
when i buy the discombobulator
and do atk it says that i don't even have it so it won't work
says i need to buy it first
it's the upgrades really that i want to work
so i'm not sure what's going on
Have you restarted your game? You can send your logoutput.log and I'll look at it
It's in your bepinex folder
where do i find that folder?
I'm actually not sure for mod managers they probably move it. @civic jewel would know if he's on
Yeah looks like it
Hey, I have this set to 'false' and when we bought better scanner, it gave it to everyone.
This is handy something weird is happening I'll look into it. If you haven't already restarting your game might fix it tbh
Is it set to false in the better scanner section?
It's set to False in better scanner too ,yes.
i can list the ones that i have installed
or well
it's set to 'true' for individual purchase
So, not really sure what the issue is here. Is there something wrong in the code, like how last time the beekeeper upgrade was what the protein powder level was pulling from?
Yeah send your mod list please
Yeah I'll HotFix this
If you set that to false it should work how you want lol
Someone made a PR on the repo and at a glance I was like 'oh yeah that makes sense why was that like that' turns out it was right the way it was
So it's all reversed, you mean?
So I'll revert it. I've only been testing with misc.shared on.
Yeah lol
Ahh okay
You guys are sure you're both on 2.7.0 right? You have a lot of networkconfig mismatches
Not even too sure how you guys are getting in game idk it's weird. If you send your mod list I can try test soon though
yeah we're both 2.7.0
i'll send the list right now..
BepinExPack, More Company, HookGenPatcher, LethalLib, Lategame_Upgrades, ReservedItemSlotCore, ReservedFlashlightSlot, ShipLoot, Helmet_Cameras, Skinwalkers
Ok I'll try test sometime soon. And just to make sure, everyone has this exact list?
I'm curious if you still get networkconfig mismatches without my mod installed
Oh wait my mod is loading before lethal lib is that's probably it
I wonder why. If your mod manager allows you to change mod load order or anything move lethal lib to the top
hm I don't think that's it actually
ok so i changed the load order and things are working
but...
i tried it alone so i don't know if it will work with my friend
he'll be back on in an hour or so and i'll report back
oh
If you want you can use / send them this dll
it forces lethal lib to load first and also targets .21 of bepinex
I left it targeting .22 of bepinex forever cause I swear that was the version on thunderstore but I guess not.
ok thanks.. would you mind telling me how to install that?
do i have to put that in a specific folder?
uh wherever you found this there should be a folder called plugins, or there will be folders with the same name as your mod profile probably and inside there there will be a folder called plugins. Inside that plugins folder there will either be a dll with the same name or a folder named something to do with my mod and inside that folder will be the dll. Basically just find and replace the dll
I've never used a mod manager so I'm not too sure. You may also be able to right click somewhere and I wouldn't be suprised if the mod manager has a open in file explorer button
I could also just hotfix this and the other thing rn
ok perfect thank you. i found the folder
i'll let you know how it goes
really cool mod man
Nice yeah hopefully this fixes it. I think I saw one other person describe this issue but they didn't provide as much info as you. Fingers crossed
I couldn't find an answer but is the loading bug with BetterSaves fixed?
Um actually I'm not sure, Paul said he put up a new version but I don't know how it intermingles with LGU. I keep meaning to do a PR but all these little fires pop up or I get distracted by something. I guess I'll do that tomorrow. The safe bet is no it's not compatible yet though
And if you wanna test and report back be my guest
Alright, I'll try it right now
Seems like it isn't. Loaded up a new save, did forcecredits 50000, bought Beekeeper, landed and left, then left the game and rejoined and the upgrade was gone.
Yeah sounds right
Did starting discounts get removed? Talking about discounts that are there when you make a new save.
Quota
Thanks!
So just to confirm, I need to set this to 'true' instead?
If I want the upgrades to be individual again
Oh, you guys just pushed an update? Did that fix it?
Oh this shouldn't be true yeah I meant set the individual upgrade options to true
Yeah I did some things to the load order and target and threw that in
Hey, not sure if its possible but an idea for running shoes, less movement reduction from quicksand/underwater
I'll look into it
I've found that Fast Encryption doesn't work for people who weren't there when it was purchased. In our specific situation, shared upgrades was on in the config, we bought Fast Encryption, turned off that setting in the config and restarted, and from then on the "transmit" command was broken for anyone other than the one who purchased the upgrade.
By broken do you mean the vanilla translator behaviour fires when others use transmit or nothing happens when they use it?
By turned off that setting in the config do you mean you turned off shared upgrades or a different setting? If you turn off shared upgrades upgrades will not be shared.
Broken as in the "transmit" terminal command does nothing at all
We had shared upgrades turned on because it was on by default, we purchased the upgrade, we turned off shared upgrades, then the people who hadn't themselves purchased Fast Encryption could no longer use the "transmit" command.
My understanding is that Fast Encryption should work as a ship upgrade as their isn't a specific 'individual purchase' setting for it in the config.
@indigo prawn hey man, just want to say thanks again for being so helpful. playing now with a full party and it's working perfectly π
No, thank you. A couple others have reported stuff like this but didn't spend the time talking with me and sending info. There's a issue on my GitHub that's been open for way too long I should be able to close.
Right, you're right my bad. Hard to remember how everything is set up now lol. I'll try recreate this sorry for the inconvenience.
hi the scan enemies ceases to work after using it a set number of times any fixes to it?
Can you send your logoutput.log?
What exactly happens when you try use it? The enter key doesn't do anything / scan enemies stays on screen? It doesn't pick up any enemies? It doesn't recognize the command?
yes so basically pressing enter key gives no output/doesn't do anything
Gotcha your logoutput.log file is in your bepinex folder if you can send it I should be able to track it down
If you also have the logoutput.log file from a session where this happened I'd appreciate if you sent it
Question about Better Scanner.
Wit hthis new upgrade, is it possible for me to be able to give the second tier upgrade for ship commands to everyone but keep the actual scanner part of it individual?
has anyone tried the the NV after 2.7.0 update? seems like the upgrade is affecting my normal vision and not the NV goggles.
That screenshot was taken on a pitch black facility
seems fine for me. Send your logoutput.log if you can
not atm I can look at adding that though
Did you load a save where you had night visionunlocked?
my friend and I were experimenting with the values. I set it back to default and it's back to normal now. Not sure what cause it though
Lol what mod lets you take stuff from monster bodies?
new hunter upgrade
level 1 lets you collect samples from snare fleas and hoarding bugs, level 2 spiders and baboon hawks, level 3 bracken thumper eyeless dog
That sounds awesome! π

God damm, this is something i always wanted in the game, for there to be small reward for killing the monsters
Been having issues with the Peeper; after picking it up while it was watching a coilhead, the coilhead AI sometimes breaks, such as moving despite being looked at, or sometimes "sliding" after moving into vision from a doorway. Not sure what mod is specifically incompatible with this too, but whatever mod it is, it seems to cause the coilheads to continuously inch while the peeper looks at them and players are looking away. Not as big an issue as that first one, though.
https://medal.tv/games/lethal-company/clips/1KmQ4vsf5tUfX-/d1337ERGsJZv?invite=cr-MSxNdVAsOTY5OTE2OSw
Watch peeper bug and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
woah
are you host or remote client in this vid
Host, I was solo
Have you played/relaunched the game since recording this?
I recorded this just now
can you send this file please?
The logs look clean to me.
I see game master has this in update. were you always playing with gamemaster or did you just add it to help record this bug?
Ah might be game master, if that's the case
always played with it on
then been testing with just gamemaster + this mod
Was trying to single out what mods maybe affecting it, and gamemaster was the only way I can spawn in coilheads consistently lol
ok, I'll try take another look at the peeper and how I'm getting it to stop coilheads so it opens up more compatibility. I had quite a time wrestling with the coilheads getting them to stop so I should probably refactor that anyway. Honestly the currentchasespeed change shouldn't really be resulting in the behaviour that's happening but there's a few things that shouldn't have been happening that were so I wouldn't be suprised if it is vulnerable to that. It's weird I'm using the vanilla code to stop it and more but certain things won't behave like they should. Specifically getting the running animation to stop was way more fussy than it should of been. I guess it's just a sign to not be lazy and set up a nice transpiler though.
can you make an option to enable/disable individual purchase for all item at once, it will be very helpful
I hope that make sense, I'm not good at English
damn didn't see it, ty
How can I use interns?
I'm typing interns and it returns me WeOneGuy is still alive and can't be replaced
You use it on someone selected in the radar and type intern.
If they're dead, they're alive.
If they're alive, you didn't spend anything.
Hey uh, how do you take off/drop nightvision goggles once you've equipped them?
The glue for them is way too strong
What isn't working exactly?
What are you expecting it to do?
Because there was an overhaul on it.
Im on the latest version, after failing to meet quota and getting back the money again to get the upgrades, it will not allow me to use any of these
the scan enemies, scan scrap, scan player, scan doors, scan hives. None of that would work even though I had the skill maxed
ALSO I have scan scrap though walls set to false but still shows me scrap through walls
Locksmith wouldnt work. Basically being reset on quota ang getting upgrades back nullifed them
Correct
thank you, dude
Ok so basically whenever you try to buy the upgrade again after fired scene, the RPCs just commit die.
So we prolly have to reset the gameObjects, not sure.
Yeah I haven't tested post firing in forever probably resetting something and not setting it back.
The tags system in servers in the new update is a good idea
damn it guys. stop unbalancing my B A L A N C E D game.
Should make public modded servers easier.
New gamemode type thing is cool to see. I really wanna make a tarkov style gamemode
Just want to know what it'll do.
Convert all upgrades to be shared. = false
Purchased upgrades will only apply to the client that purchased them
Then each upgrade has the option to make it shared so you can sprinkle them in
whait. but each upgrade has Individual Purchase section. which one override other?
There is already a mod that adds this and yes you have to flush him to stop him. But it doesn't kill him just resets him.
If convert all upgrades to be shared is true it will naturally override the individual purchase options
If false the values of individual purchase are used
got it, thx
np yeah it's the way the mod is intended to be played I'd give it a try
beekeeper
final upgrade increases beehive price
So what, as soon as we have at least one person with max beekeeper, we increase the hive's price? 
Yeah I guess so
Could just set up a no owner server RPC that gets triggered when someone hits max level that flips a bool that is checked by a redlocustbee start postfix that if true increases that bees hive value by x
Where can I see the config in Thunderstore? I only see these two
ohh, thanks π
Also, its named as ShipUpgrades or something like that
search up ship
btw in case you're doing this, item price is spread out a bunch.
iirc the it should have a .ScrapValue
the .itemproperties will have a .creditsworth and maybe one other
Then .GetComponentInChildren<ScanNodeProperties>().subtext needs to be updated with string.Format("Value: ${0}", x)
Yeah
Gotta love shotgun things
Where you change one place, you change everywhere else.
You must be having a blast refactoring then lol
It decreases the chances for fuckups, haha
this whole repo is like the epitome of 'nothing is more permanent than a temporary solution' I really like that you're cleaning it up I keep neglecting it so bad
Gotta love having running shoes giving protein powder buff.
Haha
Yeah, refactor isn't easy because you have to change the code flow. Once you get used to it, it's hard to let it go.
So me and my friends decided to update Lategame upgrades from 2.5.1 to 2.7.0. Turns out we can't die or leave the planet if version of the mod is above 2.6.0. We play Lethal Company v40.
yeah don't do that
is 2.5.1 compatible with v40?
Hahah
"this code works and I have no idea why"
Black magic was involved in the making of the product, hahaha
accidental backwards compatibility is always appreciated
And, can we get an option in the config to change the max level of the upgrades. After we got lvl4 lungs, shoes etc it got boring, sorta?
You can
yeah I thought that was in 2.5
By putting more prices.
Your mod really keeps us playing it)
The amount of levels is determined by the amount of prices you put in the config.
And it keeps adding the increment also set in the config.
'0'
so you can make the value of the increment value lower and increase the amoutn of times you upgrade it or whatever
I'm blind srry
nah all good, this is an absurdly big config
I love when I was debugging the protein's max level.
"What do you mean you can go up to 11 levels? I only have one price set"
"Oh, it was doing the string's +, not int's"
It would be great if players could see in the terminal whether the upgrade is being purchased for everyone at once or separately. Like
Diskombobulator (for all) - 450
Bigger Lungs (Individual) - 600
may just add a line to the info node instead
I feel like the store already looks a little cluttered with
name - lvl x - price - sale
I think using parentheses will help separate the info bits
Bigger Lungs (LVL 1) (INDIVIDUAL) [SALE] something like that
or just separate them to two lists depends of settings
[Individuals]
Back Muscles
Beekeeper
Better Scanner
Bigger Lungs
Light Footed
Locksmith
Night Vision
Peeper
Portable Teleporter
Protein Powder
Running Shoes
Strong Legs[Shared]
Discombobulator
Fast Encryption
Interns
Malware Broadcaster
Lightning Rod
We can prolly do that
If we really could, maybe "lgu shared" and "lgu individual"
It's just a matter of how to show the information
I think I like this one the most since it doesn't take any more horizontal space
seems the simplest and most intuitive
i'll prefer using one command to see all. but additional commands for different lists is nice as well
Yeah the ones Kalem has listed under Shared should be automatically Shared
they can be Individual depending on the settings. so, ill prefer to have options to choose
just wonder is the portable teleporter hasn't an icon or if its only my issue
yeah I don't have icons for those, gotta make a png thanks for reminding me
sad amazon made one of these samples for 7 creatues and they're different colors and have different giblets. I put a little animation on it and some particle effects and I love how it looks
like a little lava lamp kinda
what happens if i eat it
which size icons should be?
I don't think it matters just as long as they're square
Actually for sake of not making the asset bundle too big maybe no bigger than 256x256
256x256, 128x128, 64x64
Sweet, thank you
What is that jar?
Hoarding bug sample
Is it only for hoarding bugs?
And will it be in the new mod update?
It looks interesting
I saw a mod for selling mobs
But it hasn't come out yet.
Yeah, new hunter upgrade.
LVL 1 lets you collect samples from hoarding bug and snare flea
LVL 2 baboonhawk and spider
LVL 3 Bracken thumper eyeless dog
How much will the dogs cost?
Because I saw in that thread message like βEyeless dogs are very common, so they will be quite chipβ
And I personally don't understand how to kill them π
I have their samples at 100-150 credits by default. Configurable of course. The only time I've killed a dog was with lightning though. Haven't played since shotgun was added.
I know the only one way: using rocket launcher
But it's quite expensive.
So I don't think its a good way
Someone has to sacrifice for a bite. And others hit it with shovels. Usually, you don't die from one bite, and the dog will be stunned by a hit.
But if you have a zap gun or shok grenade you even have not sacrifice.


