#Lategame Upgrades
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I mean I've read about it on LGU github that morecompany overrides vanilla code for some kind of check so the peeper doesn't work anymore
like overall doesnt work?
Peeper just doesn't want to work, even you place it inside the building Coil-Head acts like it's not even a thing
and gets right back to chasing you
Because MoreCompany makes a prefix patch.
โ๏ธ
Meaning that their code is executed before vanila code.
And then they return false, which forces the game to not execute the vanila code.
Which we changed through transpilers for the peeper.
well, the adv company dev is pretty confident when he says that his mod is just better in every way that more company...
time to test that out ig
If it uses transpilers than most likely. The sad thing is though more company has hats and tons of mod type things that add more hats so no matter what it's like that will win lol
adv company now supports cosmetics
yup
Yeah, Adv added cosmetics.
and unloads morecompany on startup
I think someone is working on a fork for more company so hopefully that pulls through
that'd be nice
They're basically making a new game honestly.
to me it looks more like lethal company definitive edition
ok testing the peeper brb
Looking for feedback, might need that because I literally need it
@indigo prawn If I want to change the interactable's text when the wheelbarrow's full, it would have to be in Update, right?
And to turn the trigger off, is just setting "interactable" to false, yes?
set the disabledhovertip to say "wheelbarrow is full" or whatever then when you set interactable to false it will automatically display that
Hmm
if (currentAmountItems == maximumAmountItems)
{
trigger.disabledHoverTip = FULL_TEXT;
trigger.interactable = false;
trigger.oneHandedItemAllowed = false;
trigger.twoHandedItemAllowed = false;
logger.LogDebug("Wheelbarrow's full");
return;
}
trigger.hoverTip = START_DEPOSIT_TEXT;
trigger.interactable = true;
trigger.oneHandedItemAllowed = true;
trigger.twoHandedItemAllowed = true;
logger.LogDebug("Wheelbarrow's not full");
}
So this should work, right?
yeah I think so
@delicate jackal
It was, yeah.
i spawned like 30 cause i couldnt find the first ten, then the second ten
this is all I'm doing in my updates for conditional interactables for example and it switches text, makes it not interactable and all that jazz
gonna test on a vanilla dungeon juuuust to be extra sure
FInally, a video of the peeper working that isn't mine. 

The one where it says there's no items to deposit works.
ah
There's only one trigger though.
And I save it in the wheelbarrow script.
Because this one appears.
if (player.currentlyHeldObjectServer == null)
{
trigger.disabledHoverTip = NO_ITEMS_TEXT;
trigger.interactable = false;
trigger.oneHandedItemAllowed = false;
trigger.twoHandedItemAllowed = false;
return;
}
Which is this.
And I can't actually interact with it.
aaaand another one on a vanilla dungeon with advcompany enabled
got ticking and snipping sound effects. Everything is synced and configurable I think that one is wrapped up.
So you failed on purpose?
Fly away you goi
i can imagine staying back to charge the walkie and flash before heading out of the ship, turning to leave and just seeing a teammate flying into the air like this
also im working on a shopping cart model now as an alternative to the wheelbarrow
naa, im gonna just use a texture the way the bottles scrap does
keep it inline with the game's style
yeah that sounds way better
i think it'd be really cool having a purchasable wheelbarrow that takes weight off your items and lets you carry more items at once, or the alternative: a crappy shopping cart you find laying around on the moon that barely takes weight off and maybe gives you like. one or two extra items per haul and has a silly squeaky wheel that attracts dogs LOL
its technically better than just hauling by hand, but.... maybe just buy the shiny new wheelbarrow when you can...
yeah I'll probably make it a mapobject spawn that's semi rare. One per map and 10% chance to spawn or something
I like the squeaky wheel idea
having to decide between moving stuff faster but noisily, or quieter but needing more trips to get it all
can you make forcecredits a host only thing in 3.0 or the next update?
Yeah
@indigo prawn PlaceableObjectsSurface's Update changes the trigger script's interactable according to wether the player is holding something or not.

Haha yeah I figured it must be some edge case with placeable. Push comes to shove you could just disable the collider but less verbose
How does the vanilla game handle having a max amount of items that can be placed? Are you using .PlaceObject()?
That's the neat part.
There's DepositItemDesk.
Which has a PlaceableSurface and a limit of items.
There's no hovetip that says "you've placed too many items" or anything right? Kinda just seems like it's disabling collider there
.enabled = false.
That's what I do on the bomb after a wire is cut
Isn't that behaviour thing tho?
here's the actual attempt of placing.
And in its Update, we have again this.triggerScript.interactable = GameNetworkManager.Instance.localPlayerController.isHoldingObject;
Oh it's kinda doing its own thing
Used BetterLobby, works as fine
Cause storage closet just uses PlaceObject. This is using desks RPC placements thats neat
PlaceableSurface has an interact trigger linked to.
Unless you mean desk
I would have to check.
Yeah I mean specifically the desk
thank you the moment my friend found out about it we had 1000000 credits
I wouldn't be surprised if on the game object there's no placeable script seeing this.
There's BoxCollider, lmao?
Sorry for interrupting but I gotta ask rq,
Is it possible that having multiple people have upgraded Hunter on the same session makes it unusable or was it just another bug that made sample not spawn or spawning phantom samples that you cannot grab? (it was ver 2.8.3)
Will test it tmrw but I was just curious
Hunter is shared to all by default.
Phantom items I have no idea how those happen, lol.
The only bug I know about Hunter right now is if someone joins late and decides to buy hunter before syncing and hunter's maxed, it will break it.
Because it will increment it past our list and it will just complain that there's no key.
I'm just gonna unlink the trigger and see if it still works.
Prolly not but who knows, lol.
Oh also I was about to say (forgor)
We were playing w/ the load lgu <playername> and even tho my friend got notification of "5s to load" we were waiting for like 20-30s and nothing loaded for him
Should the host buy it to trigger the load lgu or it should be loaded from anyone on the session?
Good to know, thanks
Person that wants to sync types load lgu <playerName>
playerName being the person that has the upgrades.
Yeah ok so basically zeekers made placeablesurface too strict and not modular enough and instead of changing it so it worked with the selling counter he just copy pasted and changed a couple things to have a different behaviour for it I guess.
Wait, buy what?
What did you do exactly?
So basically I bought all of the upgrades
Mhm.
and because nobody really is into copying and pasting the whole list
We wanted to try the load method
My friend used the load lgu fumar
So we could either BoxCollider.enabled = false to get the desired behaviour but have it not be verbose or we could also do what zeekers did and make another mimic placeable surface to do what we want.
And the upgrades are all shared?
It popped that it's trying to reach for my upgrades and it should take approx. 5s
and then there was nothing, he didn't gain anything, no notification of a success
Noone touched the config for sharing perks
LAN or online?
online
I should add a displaytooltip there so less people get confused by that that's a good reminder
And if you do it on yourself, you don't get any loaded messages?
btw the reason for that was me being confused of how some of the perks are able to be set as individual purchase and some of them don't (ex. Beekeeper for individual & Hunter without this part of config)
You mean I should try to load my own upgrades?
Yes.
Yeah hold on I'll try
God friends will hate me for steam popup of rejoining back over and over to LC ๐ฅฒ
@indigo prawn Yeah...
I will just.
Leave it unlinked, lmao.
Because it has parentTo and BoxCollider so I'm gonna need those anyways.
Nice haha
seems to work
Nevermind, the log's filled with null because it's expecting something.
I will just put a blank.
In the Misc section, "Share All Upgrades" is true?
Of the config.
it is
Blank doesn't work either, sigh
well, didn't know it's set as default
Darn
I have no idea why load lgu failed really.
Because it should use your steamid to fetch your save and put it on them.
hmm
Looking at this it doesn't look like you're really using the placeablesurface and you already have it all set up so if you just replace that with a box collider I think it would be good to go
At a glance from my phone haha
Looks like you're just using it to get the box collider it's pointing to (placeablebounds) and getting the inverse transform point but both could be done with a bland gameobject containing just a box collider then you won't have to worry about competing for the trigger.inyeragtable
Oh nice
Like I said, I was only using the collider and the parentTo out of it
Not really much else.
Because i was doing the place myself anyways. 
Wait, "Share All Upgrades" was in earlier version of 2.8.x right?
Because one time I just maxed out running shoes but noone else got it as their perk
Should I just get them manually as false individual purchase?
Is that an old save?
I guess it was. We've removed it after all and started with new one
But I'm just curious whether the option from misc should handle it by it's own
It should ignore all settings of individual purchase if it's true.
When it's false, then it will check one by one if it's individual or not.
Ok, I don't really have anyone to test it rn but I'll let you know if noone will before me
Thanks once again
Anytime.
I have to math again.
Also I have to make sure you can't put wheelbarrow inside a wheelbarrow.

LOL
infinite wheelbarrow stacking
speaking of, heres a lovely grimey shopping cart
Noice.
Any plans to make forcecredits host only / have the option to disable forcecredits completely?
@indigo prawn
Yes
is there a list of what all the upgrades do? "------ info" doesnt work
info should work
it doesnt for me
But I guess thunderstore then
What are you typing
Oh no
Type info then the thing
Not the thing then info
https://thunderstore.io/c/lethal-company/p/malco/Lategame_Upgrades/
Scroll down to Upgrades & Items
I can switch it to interpret that way around too I didn't know people can or did type it that way
ahh ty
ive always done it that way
im new tho so
tbh I make that mistake about 70% of the time even though I've been playing for a while. I just figured it was my adhd lmao
would be possible to add a confirm to buying a upgrade like buying an item you need to type con/confirm?
the amount of times ive mistakenly bought an upgrade and my crewmates have is a bit embarrassing
found out the hard way that the malware broadcaster explosions do in fact kill you loool
Yeah, weve had more than a couple deaths to exploding turrets
Locksmith isn't working for me. I'm playing on a save file created in v45 and bought lgu stuff on that in v45 too. load lgu didnt fix it
I can go to the door and do the minigame and it also plays the sound that it got unlocked but it's still locked
The console shows any errors after finishing the game?
nope nothing
maybe, gonna try it real quick
So, I can't reset the upgrades anymore and my movement speed seems to decrease (into the negatives) everytime I type "reset lgu" and the upgrade didn't even show in the shop screen, but the samples dropped from the enemies
i disabled it, because it didn't work because of other mods
Yeah, strong legs is crashing
nope wasnt the problem sadly
Which is before all levels are reset.
It says it's loaded in chat when you buy it?
Yep, I only enabled strong legs and now i can reset as usual
I guess if you decided to buy it before, turn it off in the config after and come back, it will probably break it.

I don't understand though.
It removed the minigame so the SetActive is working.
It's a solo test run, not in a lobby with others
So the only problem is really UnlockDoorSyncWithServer()
Which is vanila code. 
Actually wait, it did the sound too.
That's also vanila code.
Holy moly.
Does a log saying "Unlocking door" appear?
I disabled info and debug logging, let me restart the game with other logs real quick
Because everything seems to be working just fine on our side because we call vanilla's function to unlock it.
Did you try with a key.
No "Unlocking door" after finishing the game?
018cf392-9733-305c-1560-7aa53a4efae9
Well I dont know what would interfer with doors in that pack
I'll try without game master, that one is quite buggy on my side
either scoopys dungeon mod or lethalexpansion core maybe?
They should just make dungeon rooms tho.
oh yeah the event doesnt even trigger on scoopys dungeon doors
moreEmotes
No AC
wanted to use it but deleted it since reservedslots wont work with it
even with scoopys disabled it doesnt work
It finally loaded.
I'm assuming it loaded that long because of the moons? thats the only real "content" in that pack
yeah I had that problem too lmao
something with gamemaster for me
had 3 days and 7 hours left โ
is it a setting I messed up? or just some LU magic
It's the mod's way of patching unlocking.
I turned it off and I managed to unlock a door with locksmith.
is there any setting I can turn off? or do I have to disable the mod itself / hope for a fix?
Uhh.
Probably KeysCanLockDoors setting.
If you turn that off, it will do the vanila thing.
If I know how to read.
alright, will try that right now
Actually wait, it shouldn't make a differnece.
The door is still locked when it reaches here.
Unless they call unlock door?
well turning that off fixed it
Lmao.
yep defo working now
Oh wait.
I think I know what's happening?
I think it unlocks it and then immediately locks it.
lmao
For the record there is another standalone mod that lets you lock doors with keys that does work with locksmith, cuz i use it in my modpack just fine
I dont remember what its called but you can probably just search "lock doors" and find it
Nice
I love one handed shovel
I actually don't mind them being small in the wheelbarrow.
Just need to make sure they're the right size when they are taken out, lol.
Uhh.
@maiden merlin Gib wheelbarrow models kthx.
Me want to break it.
I hope I got the right person, lol.
oh shit ye
@maiden merlin @wanton crystal I need five ritual items and a reward item. If either of you guys could make them I'd much rather do that than get a free model with CC attribution.
The reward item can be like anything as long as it somewhat makes sense.
Again only five ritual items are needed but here's a bunch of ideas of what they could be:
goat/animal skull,
teddy bear,
heart,
flower?,
candelabra,
crucifix,
human skull,
rabbit?,
Some red old book or scroll,
any other spooky ritual item you can think of I'm sure will be fine to substitue
oooh, yeah i can defo throw some of those together
Sick
Yeah I know it's a lot to just ask for 6 items lol sorry about that but I know what direction to go with for this contract.
Basically when you hover over the altar it will say "x altar" where x is a random ghost / demon type. If you do demon x or some command in the terminal it will tell you the instructions for that demon. They'll be hardcoded and I'll try make the ingredients relative so you can also memorize what demons have which rituals. But basically a ritual will consist of 3 items if you successfully do the ritual it will do the animation and give you the reward, if you fail it will spawn a ghost girl and maybe the altar will explode or something.
did a little polishing to it and added the altar model and some sound effects then I've just been working on other small things this morning but i'm happy with that
hey some little props arent too hard to make
๐
though uh, spike's been having issues with my wheelbarrow model
it apparently has no material, despite it definitely having one and the shopping cart working just fine
dont suppose thats been an issue with any other models?
haven't put it in game but it's hdrp lit and everything in here
its definitely the same zip
Anyways what's the animation for when the player grabs the uhhh.
Jetpack, I guess.
Because it's the only one that shows both hands.
And I assume I have to put it here.
I don't know actually all my two handed items use the one handed anim lol
Rip.
I just positioned it in a way that makes it look like it makes sense but that won't work for the cart
Yeah.
HoldJetpack
That'd be really nice if that fits well. Make sure you check two handed anim
Yeah.
That's code thing so I don't have to 24/7 reconstruct the asset bundle.
Close.
i'm just trying to upgrade my lategame then now hoarding bugs are performing a ritual

Just need to fix the items not going inside the cart.
They're still going way off.
Summon the company scrap counter with a 666% purchase rate
i think itd be really funny if you need certain items for the ritual, but if you happen to not be able to get one, a teammate's body will work in its place
yes please omg
one guy with a shovel like "tom dropped the book down a hole, we need a sacrifice!!" and everyone else fucking running
concepting up some goodies
Suggestion, allows upgrades to be able to use the info command to better understand what they do, I barely even know what hunter or the peeper does
they already do, type info before an upgrade name
Is masked and nutcracker not being in hunter purposeful?
because there are 9 killable enemies in the vanilla game and only the other 7 are listed
i think adding masked drops would violate geneva convetion
Masked is finding out the name of mask asset.
Being back a whole masked body for study
I mean, I already do that with dead teamates and the mask the dead to grind xp
Maybe the company can train them to salvage
It's fixed now. Yeah, what it does is it calls unlocking the door on the client, then essentially sends a message to the server to call unlocking the door on every client, which means because of my toggle patch, it is now locked on the client that unlocked it, but unlocked for everybody else.
Already informed. Lol
gotta confirm first but thanks in advance ^^
damn that's sweet great work
vanilla transform sync neglect, it's more visible on certain items but present on all. Adding a NetworkTransform component fixes it but I don't think it's a big enough issue to warrant the extra strain imo.
WHAAAT i need that ASAP
should we have the items be their regular size or keep them shrunk down? I was feeling regular size at first but they look cute shrunk
Uhhh.
maybe something less noticeable
like 70% size or w.e
but if its aesthetic then idk keep it small
I would have to somehow neglect the parent's size changes.
i mean its not a realism game
that is so good lmao
i like the idea of smol items i just wonder what the limits are there
Is the model object the root or does it have a 1,1,1 scaled parent?
You can change the amount of items it can take and weight reduction it applies when being carried by one.
sweet
would be funny if they were full sized and just piled up out the top of the cart
cause if so you could possibly set the parent object to be the models parent or create a sister and position it appropriately
It has a parent.
I would have to put the network object on the model, I guess.
Why's that
Because DiscardItem needs NetworkObject.
To parentTo.
Unless there's other magic I can do that you haven't told me yet, lol.
Why not keep netobj on the root object and set that as the parent object so any children have scale 1,1,1 applied to it instead of the models scale
not 100% fixed. When I go through any open door the minigame now starts. No matter if I unlocked or opened it or if it was open already. Only happens the first time going through a door. Not doorframe but actually opened door. I'm pinging you here because I dont know whose mod it is
Ah jeez.
Now everything's locked, lol.
Okay, I think I know why, but that's funny.
I will try see if I can do anything with the scale.
But yeah, logic wise it's working.
oh shit can you not have a decimal for added hit damage on protein powder?
No, force is integer.
Has it always been?
Code wise, yes.
oh, well that explains the rounding issues
Chance of dealing a crit which will instakill the enemy.
Is that in percentage?
ie 25 is 1/4 of the time?
Okay, actually, now I don't know.
thank you
@steady trail, you are the dev, right?
Alright, so I did some more trickery that should've worked, but apparently made things a bit worse. I basically patched UnlockDoorSyncWithServer to ignore calling UnlockDoor on the client and just send it straight to the server for it to bounce back to the clients.
Never mind, I know what I did.
I just reread the code in my head. Lol
still bugs me that you dont have the dev role 
same
Alright, bug fix going out. @peak raven
gonna test as soon as thunderstore has it
Update went out.
@maiden merlin that will be the system but with models. And all the items and ritual site will be in the facility of course
ooooh sick
i wanna do a bit of doodling for myself for a bit, but ill definitely be modelling some fun stuff later
from the sketches i posted, any that are particularly "yes, we need that" or "no, this sucks"?
the reward from doing the ritual is just supposed to be something to sell, right?
yeah that's right
i think the bust would be a cool high-value item to earn from doing it
I think all looked good to me
alright!
i can probably make all of them and just see which look best
can also consider which are gonna cause confusion to players (and whether thats a good thing or not)
"the ritual needs a bell" "its not working" "what do you mean" "i have a brass bell and its not working" "not a brass bell, an altar bell!"
Works like a charm now! Locksmith working just as expected now.
Alrighty, that's good to hear!
blood for the blood god
Cool
I'm out getting cat food rn
Now to check if the weight updates whenever someone removes an item while someone's holding the barrow.
Only -21 and my car had a rough time starting :/
Yikes.
Still need to fix the weight problem.
Last issue I got is every wheelbarrow having the same weight. 
thats siiiick
shopping cart
i can see myself dragging few bodys of horder bugs in that cart
that would be funny
thats so goofy omg 
i love it lol
def think it should make the player a lot slower though
You can change the weight reduction as of now.
nice
Kieth also suggested adding the barrow's weights to the config aswell.
Make it so if you hit something you have a configurable chance for your character to just go flying (or a certain amount of stuff to fall out, but that's not as funny)
Squeaky wheel so it makes noise lile the toy robot
Yeah, squeaky noise was proposed for a while.
I'm gonna see how playerSliding works right now.
Doesnt packing a heavy object already kinda do that?
Would drunk effect (TZP effect) while walking/running with it work for that effect?
Or does it have to be really slow mouse movement while walking/running with it?
Ah wait, it gives boost on stamina, ergh.
Maybe low deceleration and acceleration, and while you can look around, moving in a different direction is difficult unless you're not moving
hard to explain
Like this?
thanksssss
That's just an LC better saves thing I'm bad and haven't made a pull request yet.
the wheel barrow was the greated idea to ever come out of my feeble mind lmao, thank yall for implementing that it is such a cool feature
You can do that through weight so eh.
well it has smooth turning already right so there should be like a turn acceleration thingamabob that could add to the impression of a wheelbarrow
can you make the sound more random? Not just the same file played over and over again xD
looking awesome tho, can't wait for it

I would need more sounds, re.
I guess I can also mess with the pitch and loud of it like robot toy does.
I just got these from free sound sites so ehh.
https://bigsoundbank.com/search?q=cart
That site is royalty free I think
thats what it says on its main site at least
I will check it out, right now I'm checking the configurations.
At the moment, you can configure (for each wheelbarrow):
- Weight of the wheelbarrow itself
- Restriction type (None, ItemCount, weight or All)
- Maximum weight allowed in the wheelbarrow (only in effect if restriction is Weight or All)
- Maximum item count allowed in the wheelbarrow (only in effect if restriction is ItemCount or All)
- Weight reduction multiplier applied on each item when carried in a wheelbarrow
- Noise range (how far an enemy can hear the wheelbarrow's sound
- Look sensitivity drawback (how much sensitivity is reduced while moving with a wheelbarrow)
- Slide/Sloppiness (how sloppy the player's movement is when moving with a wheelbarrow, the acceleration bits mentioned)
And of course: - For the store, you can customize the price
- For the scrap, you can customize its minimum and maximum value
And obviously, the turn on and off option.
so, i got an odd bug
last time all my brackens turned into pills because i added new mods
today my brackens turned into eyeless dog and my eyeless dogs turned into brackens
but i havent changed my mods
It probably messed up the itemid load order.
i only had 3 eyeless dogs but 6 brackens, ive lost half of my beloveds ๐
is this gonna be another mod?
@peak raven
atrocious noises please make them quieter
Hello, could someone explain to me how exactly the "peeper" item works in the game? I entered a game alone and when I found a coil head I put the turret (peeper) in front of him but when I turned around or stopped seeing him the coil head automatically moved normally
MoreCompany fucks it.
It's supposed to do [this](#1178407269994594435 message) and [this](#1178407269994594435 message)
I don't know but in my games the mannequins/coil head move even if I have the peeper watching them
more company
teehee
oh im a local celebrity now
neat
I was too tired to get mine.
biggerlobby and advcompany work, more company kills the peeper dead
oh
probably was that
why do i like this idea but not the twohanded mod
Because having the ability of having items outside of your inventory is kinda good.
So something to balance it out must occur.
ayo its doing what to the peeper
so
the cart is something u can find but the wheelbarrow is something u can only buy ?
and what is the difference ?
cart squeaky
Here.
neat
i wanna pull up into the ship with a cart full of dead horder bugs
sell bodys mod funny
Also I will probably add the no crouch thing when using one.
Just an excuse to not trigger the bug where you drop the wheelbarrow through the ship floor when crouching
@indigo prawn All good or nah? 
With what I just said about the crouch thing.
yeah sounds good
nice this looks really fkin good!
anyone know if any of the bodycam mods are compatible with respawns?
(i know its not exactly related but this is the mod i use for respawns so hoping someone here knows one)
anyone encountered bug that you can't sink into quicksand anymore, you just slowly walk on top of it?
i'm trying to find source of this bug, but can't
maybe someone encountered it?
Diversity touches a bit on Quicksand patches.
hmmm, let me disable it and visit march again
yep, that's the one
thanks
gonna report it now
๐
Anyone else having issues with Locksmith not working?
Anyone else seeing Strong Legs not working when outdoors?
indie the building or inside the ship it works fine but stops working when im actually outside
We don't distinguish between inside and outside though. We just increase the players jump force. 
What's happening and where are you trying to do the locksmith thing.
Well thats the only times my jump looks different
Tried reloading the perks and nothing changes
Can you provide logs of when that happened?
Not really. Ill try to remember when I wake up and try to recreate
Rip.
Yeah, the rona is really screwing with my sleep
hello. does anyone know if this is caused by lategame_upgrades or some mod incompatibility with it? #1195344976792518686 message
i think that's diversity if i remember correctly. and i think they know about it already
oh shit my bad ๐
We only change the deadline to allow enemy spawning (because past a certain threshold, enemies don't spawn at all because they're dependent on the amount of days before deadline)
However, it shouldn't reflect at all when we do this swaparoni because we don't do any sync to show up in the console.
Because TimeOfDay.Instance.UpdateProfitQuotaCurrentTime(); is only called when you're extending the deadline.
aha i thought it might be intentional but it didn't cross my mind why it would be
can you give me an example when enemies don't spawn?
float num2 = num + (float)Mathf.Abs(TimeOfDay.Instance.daysUntilDeadline - 3) / 1.6f;
This is the number that is influenced by the amount of days before deadline
int value = Mathf.Clamp(AnomalyRandom.Next((int)(num2 - currentLevel.spawnProbabilityRange), (int)(num + currentLevel.spawnProbabilityRange)), minEnemiesToSpawn, 20);
Which is then used here as a minimum value.
The higher the amount of days, the higher num2 will be.
So if the amount of days gets sufficiently high, it will be higher than the maximum value, giving an error and not plot out any enemies to spawn.
the thing with this deadline thing. i was playing with my friends the other day, and we were sure it wasn't 0 days until the deadline but we got fired ๐
not sure what caused it. because it doesn't happen always

it might not be lategame idk really. it's too late now to check
/// <summary>
/// Shoutout to ustaalon (https://github.com/ustaalon) for pointing out the issue when increasing the amount of days before deadline affecting
/// the enemy spawning
/// </summary>
[HarmonyPatch("PlotOutEnemiesForNextHour")]
[HarmonyPatch("AdvanceHourAndSpawnNewBatchOfEnemies")]
[HarmonyPrefix]
public static void ChangeDaysForEnemySpawns()
{
logger.LogDebug("Changing deadline to allow spawning enemies.");
previousDaysDeadline = TimeOfDay.Instance.daysUntilDeadline;
TimeOfDay.Instance.daysUntilDeadline %= DEFAULT_DAYS_DEADLINE;
savedPrevious = true;
}
[HarmonyPatch("PlotOutEnemiesForNextHour")]
[HarmonyPatch("AdvanceHourAndSpawnNewBatchOfEnemies")]
[HarmonyPostfix]
public static void UndoChangeDaysForEnemySpawns()
{
if (!savedPrevious) return;
TimeOfDay.Instance.daysUntilDeadline = previousDaysDeadline;
savedPrevious = false;
}
Don't know why it would do that.
Only if something's stopping from PlotOut and AdvanceHour from executing, not changing back.
maybe some mod conflict
aight then ty. idk whats up with the note and guide still
i have not idea what mod is doing it but it's not important unless other things break ๐
aha. i just read this ๐ so dynamicdeadline without lg won't spawn any enemies after some quotas
yes ๐
Uhhh.
I think that's why?
Because we both have the same patch.
Like imagine this:
We have LGU and Dynamic loading in this order.
LGU switches 8 days to 0, for example.
Then dynamic switches 0 to a 0 (because it has LGU change)
After that, we place down the previous values.
LGU puts back 8
Dynamic puts back 0.
I think that's what is happening.
aight i'll disable dd ty
I think I can fix it by just adding a check if someone already did it.
Though I can't do anything if I'm the first to change it.
it would be nice for someone who doesn't use discord or github. i didn't think lg would affect deadline tbh
Because it has Extend Deadline command.
And since you can buy it as many times as you want, it would break enemy spawns if purchased extensively.
The other way would be to completely change the enemy spawn chance calculation soo
understandable
so lg doesn't change deadline dynamically, and you have to purchase days?
Yeah, it's basically a command.
aight
Though I don't know if the default value is fair.
Nobody told me about it yet so I have no idea.
1500 ๐
Because I don't want it to be too pricey that it's not worth but also not too cheap to be basically free money.
It's configurable anyways but yeah.
if i disable extend deadline, would dynamic deadline work fine with the rest of lg?
would be appreciated ๐
Done, will be live in the next release.
offtopic, but question: is that me or mod ratings on thungerstore gone haywire?
there's like 1000 likes on shitpost mods
suddenly
The backend is having issues I believe.
ty!
wheres ur modder role at man
Didn't really bother getting the role, it just makes me pink, lol.
you are on this council but are not granted the pink rank of modder
yea BUT, it makes u look like one of the devs for this mod
Anyone know what might be causing me unable to buy some items?
I can query with info <item> but not buying them.
Ex: executing peeper doesn't give me any response.
Tested with portable teleporter, night vision, etc.
Tho it also happens with items from LethalThings (ex: pinger) but working fine with AdvancedCompany items.
Try downgrading lethallib to 0.11.2
Yeah I did that just now (because the game stuck on start screen with new LethalLib), either way, still has the problem.
Oh it works now, there was a recent updates from other mods (such as AdvancedCompany), but I still keep using Lethallib 0.11.2
Oh, MoreCompany fucks Peeper? Are there any other well known mod conflicts other than that and LCBetterSaves?
AC unfucks Peeper so there is that
hihi, just to confirm, this means that it makes every upgrade bought shared between all players right?
Yes and it will ignore all individual settings you put on each upgrade.
oh perfect, thank you!
anyone experienced bug that spectator camera suddenly frozen in place and you can't switch between players anymore?
sometimes happens after player dies, sometimes completely randomly
i'm having hard time finding the reason of that
Hi :P I was wondering, how does the Interns upgrade work?
It says it revives a player but it also has the option to "apply to all team members", so I'm a tad confused
anyone else using Lategame Upgrades notice the Peeper not working?
If you have MoreCompany, that's why.
You mean the individual part?
I think @indigo prawn can explain it better than me on that regard, lol.
must just be copy paste residue, just disregard it I'll remove it for next update.
Ah okay.
So it just respawns the player at the ship right?
(And doesn't delete their body?)
or does it
just a little difficult to test so i thought id ask
It respawns the player in a random location in the facility, last time I did it. :v
ooh
Got revived infront of a turret, lmao.
does it delete body too though?
Uhhh
No because it's meant to replace that.
It's like a new person but the player replaces that person.
How so?
the terminal typically shows the body is the thing
like if you set it to look at a player
i guess it just overrides the body's terminal cam?
bodies and players are completely seperate
yeah, but then does the terminal still show the dead bodies location?
yes
but then on the terminal, the dead body and the respawned player would have the same name
I think so yeah
idea, interns could maybe respawn the player through a dropship
Sorry if this is not appropriate to ask in here but can someone explain how the peeper works? Do I drop it and it'll look at the coilhead or does it work in hand?
have you tried left clicking with it in hand or pressing q?
(I actually haven't tried the peeper at all lol, i just assumed that you would "place" it down through left click)
You just drop it on the ground and the coil head will stare at it and you can roam free without it chasing you
ok ty
any timeline on when this next update will drop?
Just waiting on models really. Haven't worked on anything yesterday or today but might slip a couple more qol / minor changes in.
Only need 3 more models then we're good.
Probably should do a little testing but fuck it we ball
for some reason running speed didnt save? only the host got it, is this an issue with the mod or?
it might seem smoother if it slowed down turn speed
Idk I haven't been able to replicate load issues. Get the non hosts to type 'lgu load HostName'
Or maybe load lgu x
Maybe just load idk
worth mentioning it was after a rehost too
ye
oof none of these worked unfortunately
it just opens the upgrade store
I might be talking out of mon backside (gosh i hope not :P) but I'm pretty sure someone previously mentioned that this is an issue with Lethal Company itself, where it doesn't save a bunch of stuff, especially in modded
fixed it, tysm! im assuming i gotta do this after rehosting everytime right?
You shouldn't but I guess so
Are you playing on lan or an old version of the game or anything?
Would it be possible to have a confirmation screen before purchasing an upgrade? Maybe make the screen tell the player what the level of the upgrade they are about to buy does. In contrast, the info command would still be used to show what every level do
That'd be great, also is there a way to make a translation for the mod?
nope, also oof doing so oddly made me slower but idm not having the runspeed
I'd be willing to translate the mod to french if that is of any help
ill test if you want i got a big modpack tho :<
Most of our text is stored in a JSON file so I could just create a system that checks if one is present in the directory and load that instead of the English one. I'd have to move some more stuff over to it but probably worth doing yeah.
Perfect, I guess let me know when you have worked it out and I'll make a translation. Worst case scenario, I'll be looking at the patch notes on the Thunderstore page and will notice when that update is released.
I'll probably just use chatgpt to translate things tbh haha or my gf for french
Actually I guess French Canadian is pretty cursed for all other French speaking countries so I'll keep my gf out of this lol
Yeah I was planning on GPTing it too but double checking everything to make sure the sentences make sense
Make a comicly bad French canadian version and a European French one 
"Tu cours crissement plus vite"
Great mod, thanks. I have a question. I've been trying to rebind the LeftAlt for the night vision cause it interferes with ReservedItemSlots. I've tried using t in lethalconfig and tried both t and <Keyboard>/t directly in the config, but it just breaks the usage. Any advice?
You edited the config file directly?
Yes.
Gotcha. I'll give that a try, got to have someone kill me since I can't figure out how to drop the night vision. :p
What will probably happen is my guess.
Is that, when you restart the game, T will work.
Because we assign it when the game loads.
We don't really have a mechanism for when config is changed midway in a game.
I did a restart. Config file shows Toggle Night Vision Key = T
Must have another mod causing an issue.
Hm
Reinstalled the mod and rebound it to T. Works now. Thanks much!
i am having a weird problem, i did some testing with another mod to see how the upgrades would be like, so i got some upgrades like protein powder, me and my friends are wanting the upgrades to be per run instead of a permament effect between all runs but we can't seem to turn off the ability for the upgrades to transfer between saves, we messed with the config, but the upgrades still go through even to new saves
There isn't supposed to be an ability to transfer upgrades between saves, lol.
Do you mean after being fired?
nope, i leave the game and delete the save, yet i still have the upgrades like protein powder etc. on other saves
lc better saves moment
Are you using something that changes the menu's save menu as in the delete button?
its probably this then
Okay, yeah.
Because they make their own delete button and we don't patch that.
We patch the vanilla's, lol.
so is the only option to just get rid of lc bettersaves?
fair enough
shopping cart
Sad Amazon sent the final model for the pentagram thing Alberta is just having a bit of a gamer moment right now so I'm laying low lol.
Oof.
how does lightning rod work? I bought it and it doesn't show up anywhere
It doesn't have a model right now.
But basically right now if you're close enough to the ship, instead of the item being selected to be striked, it will redirect that to the ship.
Because it has an effective range based on far you are from the ship.
very sorry i didnt end up modelling anything for the ritual thing after i planned all those things ๐ญ adhd is such a thing
a good bit late but you can also input reset lgu into terminal to remove the upgrades manually
he added a few commands for failsafes in case shit breaks and he isnt able to fix so... yeh.
does someone know if a code sent by the ghostCodes mod is able to blow up turrets/landmines when the malware broadcaster upgrade is bought?
how does the discombobulator work?
Gives the ship an AoE stun ability with a little damage at max level
You type "atk" into the console to fire it off
Hey I apologize for asking this in here - but I just noticed I'm having this exact issue (whether I have lethalexpansion or dynamicdeadline as a way to extend the deadlines)
Is there a known way to play with a dynamic or progressive deadline without enemies suddenly not spawning when you're around >10 days on quota? Searching all over in here this is the only mention of this.
Why does LGU not adhere to semantic versioning ๐ญ
Question: How does the Bigger Lungs upgrade interact with Lethal Progressions' Stamina Upgrade? Is it stacking?
They actually affect different things, the stamina upgrade gives you more stamina while bigger lungs makes it regenerate faster. Having lots of stamina but no bigger lungs ends up being a big detriment because jumping still costs a percentage of stamina, which regenerates slower as you have more of it
Yes.
Does the betteritemscan mod clashes with the better scanner upgrade? Mine is at max level but it doesn't seem to be working coz I can't scan through the wall and the range feels like vanilla
Did you turn on the scan on walls option on the config?
yep, i think i fixed it by disabling lcbettersaves, its working now
I don't see it lol
wheelbarrow is rare scrap, wheelbarrow is purchased in store
I thought shopping cart was supposed to be the scrap
Oh yeah haha
when typing "lgu", nothing is displayed in the terminal
Probably forgot the asset bundle I guess
Lmfao.
no it's in there
can you send your log
oh it's the config item syncing
it still has the old !cfg return
probably from one of the 6 merges this morning haha
idk I spent around an hour doing them though, all things considered it came out pretty well.
Do I delete the old cfg?
either that or just use this
just uploaded, it will take a minute to show up
the version 3 mod conflicts with the LethalAutocomplete mod (https://thunderstore.io/c/lethal-company/p/red_eye/LethalAutocomplete/)
Had to stop using this mod in the past due to conflicts with others
Hi, could potentially be because of a conflicting mod but the transmitter (after the upgrade) is no longer sending any messages after the latest update of this mod. Attached is the mod file I'm using if useful.
Was causing no mobs to spawn for us, happened on the latest version I believe
Hello! When trying out just Lategame Upgrades, my character freezes on after respawning
Note: No configurations were edited -- everything default
1. new game with just this mod
2. jump off ship at the start of experimentation to die
3. ship goes back to space, player respawns
4. player stuck in place, cannot move```
Another issue: I tried modifying the CFG through modman and after saving it, LGU store doesn't show up in terminal (this was **after** the stuck test)
If someone else has the same problem but doesn't know what's causing the mistake, it will be good for them
Hi I updated lategame upgrades to version 3.0 and experienced alot of bugs who can I discuss about them?
But I need to know the problem to know how to fix it.
I'll gladly tell you if you ask. Doesn't let Moons confirm going to Moons
Tell them here.
Did you have deadline past 10 days?
Give me your mod list. LGU alone does not cause this issue.
Looking into the stuck thing, cfg issue is known <#1178407269994594435 message>.
bros i have a problem with the contracts, i was playing normally and i get rescue a lost scavenger but when I closed the server and opened it again the person disappeared from the ship, in addition to this I tried the contract to deactivate the bomb and it appeared so close to a wall to the point of passing through it that the serial numbers were impossible to see, only 2 numbers could be seen
from the new changelog this feels like a whole new game wth ๐
ty for the update tho
@indigo prawn You will have to use something else to pick a place to spawn the bomb if this can happen, lol.
Also you forgor saveScrap.
You dummy.
- some players couldn't see lategame upgrade items (medkits, Extraction Contract crewmates)
- when entering the Data Contract laptop on the console next to the login screen instead of the IP address there was written
[IP] - when entering the Data Contract laptop some players couldn't see the Windows screen
- after dying, respawned players couldn't move (but could be pushed)
other than that the update is insane! I love all the new features very much ๐
Perhaps it could be implemented that the bomb can be moved from the place but the moment you want to leave the facility without having deactivated it, it will explode.
I updated the mod 5 minutes ago but I suppose that if the bomb counts as a normal item it could respawn inside walls, closets, etc. so seeing the numbers is going to be very complicated. but the other function could be that when you look at the pump a text "serial number xxx-xxx" appears. I think that would be the easiest but the truth is that I'm not sure, I don't know how mods are created xd
Hm yeah I guess I have seen turrets and mines in pretty weird spots. Might have to raycast in 8 directions and move to the halfway point of the longest raycast or something.
It's added to all items list. Maybe something with how the object is structured. I think Physicsprop is disabled on start so that could be it.
@warm dragon was the players getting stuck from your mod or conflicts with others?
Not sure
I'm more curious is how an non-existent PC can still call interact when killing the scene.
Because that's the only place I'm seeing disabling movement, lol.
Okay, resolved the problems with .csproj, now I can compile. 
I'm disabling lategame upgrades and im going to see if thats the issue
It is.
wait were you able to fix it?
Well, no.
But I tested with just LGU on. 
I'm trying to find out why it's doing that.
Because it really shouldn't.
its probably making a conflict somewhere
Okay, found out why.
Anyone having issues with the shopping cart despawning after quit out? Or is supposed to do that
Shit, I forgot to put saveScrap.

Oh no! Okay, thank you! I was just confused!
๐
Oh you mean the item bool
You shouldn't have to tick that but as long as it doesn't hurt and save things outside of the ship
is it fiexd now
Also you were putting Sick Beats's previous movement speed without they're being Sick beats on
mee to
All of that upgrades variables are either 0 or their respective value
Yeah.
And you were doing
__instance.movementSpeed = SickBeats.PreviousMovement
Regardless if it was on or not.
after dying, respawned players couldn't move (but could be pushed), after deleting this mod - it works fine
definitely gonna have to play with the balance for the loot bug swarms on my groups configs, lol
Whack
Lategame upgrades causing players to not be able to move after a death
bomb defusal went fine but got mulched on the bugs.
i see now
Merged and fixed, will be live in next release.
shotguns were not as effective as I would have hoped for dealing with swarms of enemies
Wait where did you see this?
That sounds right
doesnt see the lategame store anymore, anyone else the same problem?
oh shit, i just noticed update is out, read the changelog and hyped now
amazing work
#1178407269994594435 message
Probably this?
3.0.1 should have fixed that
They could have not updated yet, lol.
i have 3.0.1
Kek.
Gib logs please.
How does the uhhh.
MapObject work exactly?
@indigo prawn
Because I don't see in the dev menu to spawn in.

Just add like register shop item or something temporarily to get them in the spawn menu I suppose
Should I hold off for a group session on this version with folks reporting getting stuck?
Hmm
But when they load, they have the item info about it, right?
Just trying to understand why the cart is disappearing.
Also extend deadline died again? Lmao?
Ok I've done further testing on the 3.0.1 update and:
- The issue of being unable to move after respawning still happens
- Hoarding bugs are very aggressive even if Exterminator Contract is not active, attacking immediately on sight regardless of location.
I didnt have time to test the other bugs I reported in the previous comment
We just need registerItem in there and it will be good
RegisterPlainItem
Whatever it's called
Items.RegisterItem
That's it
when you accept contract - you need to go to the described moon manually?
Yis.
also where can i find ritual site? outside?
Yes.
Nah it's inside
Is it now?
Giant pentagram you'll know it when you see it
Yeah everything's inside I just do the testing outside
Shame to waste a beautiful sunny day inside the facility
You can also hear the sound effect it plays, like ghost girl whispering sounds from about 15 meters away.
Yeah I'll never change lol
If i get a second contract, will it delete my current one?
Hello guys
It will be fixed in the next hotfix of this.
I download earlier this mode seems so cool but yea stucked when respawn
We're still checking other issues, just gives us a moment.
Okey!
Yeah, we're dummies and just assumed you have Sick beats upgrade and moved next to a boombox.

You can configure it.
Config
Good. Extermination contract on an eclipsed moon sounds like its own little hell
thanks for the awesome mod -- can't wait to try the next update after the hotfix
Is LGU not showing anything in the terminal a known bug?
ahha its ok goodluck, keep it up your mode is awesome fr
Been having it since the latest update
Try restarting your config completely.
Because supposedly 3.0.1 fixed that.
So yeah, if it still happens, give us logs please.
It's free 5 slots tho.
Will do, redoing config now
Winder if an active boombox will provide buffs from the cart
True.





