#Lategame Upgrades
1 messages ยท Page 11 of 1
yeah, i guess
I guess titan is a different story though
You can get up there without ladder.
looks like yall are having fun today
Time to make you a dev to increase our work force.
Hope this is the correct log file
Just re-did the config and it still happened
Deleted my previous config file loaded up my game and it worked
Re-did all the config stuff for upgrades etc and it stopped working
also is it just me or is this very confusing?
lol it is confusing because it's enabled by default and worded a bit oddly
god please no
"This option turns on sharing for all upgrades, regardless if they are individual or not"
Also yes, people didn't like that off by default.
sharing just makes more sense since its "OUR" money
I never got that argument
RemoveShopItem crashed, yayyyy
Like when you buy a flashlight it buys 1 flashlight not 4
That's what makes teamwork stronger
but flashlights don't cost 1/2 the money
I am getting the same thing with nothing coming up when typing lgu and just redid my config as well
doesn't get used with my friend group at least ๐
not sure if it got fixed but if "extend deadline" was on a discount, it doesn't apply the discount and will still use the price it was set on.
not sure if it was because the price was changed (in the config) or discount only works on default values
No because the terminal node has salePerc and I completely forgot about that detail when making the extend logic.
Also how the hell did not crash.

My computer's cursed.
surprisingly, all it did was make me go to another moon at 0 days and not be able to sell
instantly get ejected after going back to orbit xd
I have the same issue with the blank lgu store, I found that if I disable any items from the store in the config, I get the blank screen. With every items enabled, it show up fine
I'm getting the same RemoveShopItem exception
can i suggest making extend deadline cost equal to current quota, not fixed?
or at least as an option
Well, they are not instantly angry.
installs rocket launcher mod
"They gonna be in a sec"
extradaydeadline had that feature but it conflicted with LGU so i just removed it.
i cant see playing LGU without QuotaRollover though
i just see having a purchasable deadline better than having a progressive one. makes you think of saving money to extend and such
This was at 1 fps btw.
yes, but default price is too harsh, isn't it?
I changed it to 800
But I had no idea how harsh it was because nobody talked about it.
there's too many good stuff in this mod and no money to buy anything actually
lol
we usually fail when we exceed 2k quota
no matter with lgu or without it
skill issue maybe
don't quote me on harshness of extend
minor bugs:
-Helmet has a blank white square as an icon "model is fine"
-The "hand" icon when trying to interact with the wheelbarrow is a white square
-The wheelbarrow tends to spawn with the handles stuck in the drop pod so you cant take it until the pod leaves
Also, is is possible to move or change the opacity of the "sick beats" icon? gets in the way of my mini map
what i think is actually harsh is like diving kit
it costs 650 or something, and basically useless
depends how badly you wanna visit a flooded moon
flooded weather is the easiest one
especially on forest maps like vow or march
experiment is fine too
desert ones are harder, but not too much harder
thats why you have configs, you adjust it to you (or your groups) capability, i have it set to 500 cuz i know my group fucks around
that's true
but still hard to find balance
i think i must change one thing at a time
my group kept it at 1500 since we also run lethal progression
QuotaRollover is your friend with that overtime bonus
does QuotaRollover have a interacton when getting a full wipe?
or is it basically a failsafe that makes it much harder to lose?
i definitely think it makes things easier
i also love my gambling machines
you either win or lose all scrap
anyone just standing there, gambling their pants off
fun
is that a mod or something?
yes, there's slot machines at the company moon
its a mod yes, basically it just makes it so if you go over the quota, it rolls over/carries over to the next quota
unless you meant the gambling machines, which is a mod too yea
which can increase scrap value, decrease it or even zero it
was considering this mod too actually, like a last ditch effort
I'm trying to test things for a modpack, and when typing lgu or lategame store, nothing shows up in the terminal, it just goes to a blank screen. are there any known incompatibilities that would cause this? I'm attempting to test by removing other mods that interact with the terminal but nothing seems to have changed yet
It's not.
If you enable all items, it works.
We're just dummies when you turn off an item.

do a modlist dump
kek

do config dump(?)
would be easier if you just do a modpack, easiest way to check for conflicts
Okay.
I just merged the uhhh.
LethalLib registering the scrap wheelbarrow and bugs not being instantly angry.
what would be the best way to get a modlist and config dump?
lets go with config. just copy paste the config of your lgu here
the text file itself
like drag it
๐ let me find that
also, if you have a working modpack already uploaded to thunderstore, just link it here since it would list all your mods there anyway
do the contracts last for one "trip" to the moon or do they last the entire quota cycle?
Lemme check..
is there a way to provide a direct link, or do you just want the profile code?
ohh, you manually added it
looks like theyre persistent "you already have a contract on <moon>!"
Just ran into an issue where respawning with Lategame Upgrades installed causes you to be unable to move.
I also thought that but after resetting (due to the respawn being unable to move bug) the contract disappeard
so it might be a bug but im not sure
Yeah, you didn't have Sick Beats upgrade and didn't stand next to a playing boombox.
How dare you.

well here's the code and config
- code:
018d0a91-9040-5183-ef35-183cb69a91fd - https://gist.github.com/bconlon1/0b1fe5c13b473ec04b0cf61f81267bc7
Yeah, if you turn on Peeper, it will probably start working.
config looks fine, i guess its conflict now. what terminal mods do you have
It's not.
We're currently having issues with items disabled that kills it.
If you have all on, it won't die.

Hmmm
So what errors are on the console now?
Because it should be complaining of an item you turned off.
I don't need the config.
im hosting and testing on my own
Not sure who devs this but could the person please tell me how you coded the intern upgrade?
singleplayer session basically
It's still trying to remove an item.
as I cannot create a dead body from nothing as nobody hase done it, maybe I can bring a player back from being dead
So one of the item enabled is still false.
can any item from any mod being disabled break the lategame store? or should it only be if an item from this mod is disabled
No, we only check ours.
same
@indigo prawn When you have the time, update the unity assets thing. Otherwise I'm just unable to open the main menu, lol.
is it intentional that after you die in a round your speed boosts and jump boosts dont work?
by round you mean the whole quota cycle or a singular day.
cuz cycle = yes, day = no
singular day
I probably know why.
Don't know about the jump boosts though
Like you mean momentum?
i mean its just like default movement after a day. but if i reload the save the speed and jump boost upgrades work fine
I understand the speed going away.
Jump boost shouldn't though.
okay my issue seemed to have come from modifying a different entry in the config
deleting the config and letting it regenerate to default fixed it
ill have to find out which entry caused the issue
It's all items enabled.
If you have one of them false, it dies.
Well, except wheelbarrow because it's not inside AlterStoreItems()
I know that Strange Objects resets some stuff of the player when the ship comes back to orbit or something.
I don't know of any other mod that does that right now.
ngl that might be it, i have like 180 mods kek
The asset bundle?
Yeah.
What needs to be done to it
And the zip
It's still appearing the blank square when interacting the wheelbarrow.
And uhh,
These.
Yeah.
It's on GitHub
Also again just use dnspy or ilspy to see how the vanilla game does it haha. Maybe I'm missing something but it seems like you're trying to do this on hard mode not looking at the source code
I don't think the vanilla game does it
It has to, how do you think you respawn back to the ship, lol.
What version lethal lib are you running
It has to be specific one?
It's complaining about the dictionary being empty tho.
cant walk after death
I didn't push the fix to that so it could just be !cfg return resulting in missing items in the dict
also stuck in place on rez, lol
Yeah
Like how many lines do I need to add? Is there just a line I can use to revive a player using a id, positon, whatever else?
It seems like there is a lot of false boolean checks
Because it's a copy paste from vanila.
It's literally what the game does to all players whenever the ship goes back to orbit.
oh I see, its forces all the effects off of them
Yeah there's no circumstance where it only revives one player
It just does that in a for loop
tbh maybe a skill issue but is it possible to make the bar jump in thefacility map with the left behind crewmate
hes so heavy
I'm actually not sure but you can set his weight in the config
or buy an extension ladder
okok cool thank you
Alright, I was able to reorganize my mod so that the game revives the dead player that was being mimicked by a masked at the position the masked died at. I just have to add the actual code that revives the player...
My friends and I also ran into the not being able to move issue. Except it occurred mid-match, not just on res. They also seemed to be unable to take damage while in this state.
Probably something crashed during KillPlayer and just didn't kill you, lol.
But yeah, it should be fixed next hotfix release.
what was it?
#1178407269994594435 message
This.
I dont get it lmao
oh do you need a boombox?
So we save your previous movement speed and then apply this boost when you enter its radius.
Yes.
And whenever you get out of the range of the boombox, we got rid of it.
There's an edge case where you could die inside the radius so we have to get rid of the effect somehow.
The first solution was just assuming that you had Sick beats upgrade and that you entered a boombox radius at some point.
Which is not true.
so do we just turn that off? cuz i did buy that upgrade lol
Also noticed the shopping cart didn't persist between loads, has that been addressed? I'll make an issue if not.
We know about it.
Well
You also need the upgrade for it.
So that it actually changes the PreviousMovementSpeed value.
yeah i had the sickbeats upgrade already
Ok then yeah.
just not the boombox
Checking this actually.
So it's just get it, put it in the ship, orbit, then get out and back in the game, yes?
I explain the case.
It kept appearing blank, which is why I deleted the config.
When I entered to restart the config, the "lgu" store was visible.
But I noticed that if I change the settings to remove some perks, the menu goes blank again.
I'm looking at what settings that affects.
Also perks?
yes, I have the last version of the mod

I know of store items being disabled kills it.
I didn't know of upgrades also doing that.
any fix for the respawning issued
It's already in the git.
I use Advanced Company, personal perks, like bigger lungs and that is not necessary because the other mod already has it
I mean
Oh, i'll check this, cuz I have disabled the teleporter
I didn't put the dll through git.
But Kieth will put a release in thunderstore sooner or later.
The only shop item that I have disabled now is the medkit
It will probably still break.
It only works if all are not disabled.
Because of our shenanigans at removing items from store at runtime.
I still didn't fix the cart not saving, lol.
I'll give it a test
hey guys, besides the cart issue and the respawning issue, i love the 3.0 update, especially the shopping cart, the shopping card is now the equivalent of beehives for me lmao
i just have the urge to find it, no matter if i die or not
does the wheelbarrow save fine and just not the cart or both?
I just checked the wheelbarrow, it doesn't either.
So it's probably an asset thing?
I have activated all the items and the lgu is still not displayed
And no errors?
I'll see
Yeah idk I just tried messing around with stuff, coulnd't get anything
the only issue that I see related to lgu is this

which item do you have disabled?
yes, i'm hosting
i had all of those apart from helmet disabled
Don't know if that helps
but apparently, I'll have to disable the Helmet.
because AC there is an object called Helmet lamp that is overwritten by this one
do i gove you guys the .cfg?
the only thing that I disabled is the helmet in the config
but before i had that enabled and nothing
This lines up for new saves as well?
Right now, yes.
I just tested with night vision though and it worked so maybe next update it will resolve?
Oh, I though it was a perk
Because it's just a patch on PlayerControllerB
You're the bossman.
If you say it's good, I believe you with my good little faith.
idk I have a splitting headache I kinda just wanna push and see what happens
Hm yes, explosions everywhere.
lets hope
Still have no idea about the wheelbarrow not saving though.
Does it matter where I put the colliders?

yeah we'll have to fiddle with that. Collision could be it or something could make the game think it's not inside the ship. It's weird though I even tried setting savevariable true in UE before taking off and still nothing. It's been ages since I checked any of that logic but i thought that was the overriding deciding thing. Early versions of LGU just spawned upgrades out of the dropship put them in DDOL and their item was set to savevariable true so they would come back when you reloaded a save lol.

Fuck.
Now I know why
It's because I make a hard copy of itemProperties into the barrow to change weight.
Erghhhhhhhh.
@indigo prawn Hey, does this thread still accept suggestions?
I was wondering if the contracts feature could be split into it's own mod? Love the idea of contracts, but I don't necessarily want to play with the upgrades
You could just go in the config and disable everything else tbh
I thought about it, but since the mod gets updated frequently I'd have to update my config everytime it gets updated no?
Most likely yes.
But I'm thinking about it in terms on keeping it simple for the modder to maintain.
I think I'm done modding for the foreseeable future so if whitespike or someone else wants to do that sure but I won't be doing that or really anything else.
I'll still be updating my mods, and whitespike can add anything to LGU he wants and I'll just build and push at his discretion.
But I wanted to get 3.0.0 out and healthy then I won't be too active here on out.
Thank you for what you have done thus far. ๐
No worries then, and if I can get my modding setup working I could try my hands at it ๐
im not sure if its this mod but when im supposed to die i just cant move and go into a "god" state
it's LC API
God state?
Out of curiosity would it be possible to make it so the wheelbarrow screeching can be turned off (only for players not mobs/enemies) because it's a very ear rattling noise for some/myself
I can make it configurable tomorrow, I guess.
but if i remove it wont like no mods work? 
Hilarious how an API manages to make your place invincible, lmao.
Don't feel inclined to do so! I don't know the ins and outs of modding so I don't want you to do something that'd be annoying or sm'n 
It's not actually.
Alright, well, thank you!
any chance of being able to configure what contracts can be activated?
this doesnt look particularly fun as a solo player ๐ฌ
Yeah for sure
Yeah having team oriented goals and missions is cool and all until there's no team haha
๐ฅ๏ธ ๐ช
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๐ช ๐ฅ๏ธ
๐ฅ๏ธ ๐ช
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by the time i get to looting as well theres gonna be 2 hours left LOL
also i think theres something wrong with the help screen
Not again.
Oh well.
Lategame Upgrades was removed
WELL
if (helpNode.displayText.Contains("Lategame Upgrades")) return; this check is useless
I will just put a bool, fuck it.
is there a command to check an active contract?
Like which one exactly?
I know there's a prompt for when you try to get another one with an active one.
well like, i just got a contract and my adhd ass has already forgotten what moon im going to
oh cool it does say what moon your current one is for, cool
cool :)
Just did it, it was just making a bool check.
nope, only disabled one mod
Thanks a bunch, and my friends thank you too!
particles dont disappear when samples arent being held
Anyone else can't die since the late-game-upgrades mod updated just now?
Friends and I are playing, after the mod update non of us can die. This includes updating to 3.0.2
Same
People were talking about LC_API.
Sorry looks like there's something to do with LC_API
Should have checked the bug-reports first
Although, I have no clue what to do about it lol
Maybe down-grade?
Down-grading fixed it
Does peeper work with more company or not yet?
actually, does it work with advanced company even to add on?
wait I pinged you, sorry
either way, if anyone knows the answer to their and my question answer whenever please, reply and ping is fine for me.
ur good
It works on AC.
huh, okay. thanks
MC does not.
another question, is there a mod that saves the placement of furniture?
like, I hate redoing it every time.
I don't know for sure.
But there's a tag for furniture, maybe it will help with that?
alright.
i'll see.
well I found a snap grid system so thats nice, but not what I was looking for
and the other one says
Typed lgu in terminal and it doesn't appear
am i missing more instructions on how to decide ghost type for the exorcism contract?
Just look at the ritual site and it will say x altar
contracts dont seem to stay after restarting lobby
Like poltergeist altar or moroi altar or stuff
also seeing this
also experiencing heavy desync though so trying to figure out the cause in my modpack
since updating this mod, ive been getting a whole bunch of invisible loot on the map
like, cant even interact with it, theres just doritos on the map with nothing there
^ this was happening to one person per lobby in our testing like they were on a different DunGen than the rest
Apparently this happens when you disable some items and/or upgrades in the configs
can't see the store either
i have a few items disabled and the list shows up
i can show my list in a sec
might narrow it down to whats causing it
So it's just specific items being disabled that's causing the issue then
I have every item enabled and its not working
well can confirm item bug is still happening without lgu
only other thing I feel like has updated recently is skinwalkers other than that im gonna have to start nuking half the list and testing ig
i dont have skinwalkers so its not that
the bug where when someone puts an item down they can't see it anymore until someone else picks it up right?
we have that too
don't have skinwalkers so it's not that
this isnt even dropping stuff, its not there in the first place
im getting a bug where one person is in the wrong dungeon layout
that just sounds like a desync
and it happened to my group like even before this update
oh then that's something new 
also, lategame upgrades keeps causing our items to disappear and new items to reappear
there's like
10 hacking tools in our ship and half of our other loot is gone
that happens whenever the items from your mods change
my bracken collection keeps turning into other things
Don't load old saves with new versions
Having items be added / removed will shift the indexes / ids items are saved under so all your items that were before saved as say 4 are now 3 and load whatever 3 is now.
It still happens on fresh saves
unless that was a response to a different issue then my bad
Yeah that was for the guy above me. For you though just try re enabling a couple things and re trying. It should be fine with most things disabled even but it seems there's one messing it up. If you can send your logoutput.log that would be handy
Sure thing!
I can't put on the night vision goggles for some reason, does anyone know how to fix this?
@indigo prawn Here's the LogOutput.log. I disabled Night Vision goggles and it prevented me from accessing the lgu store.
got a bug with the bomb defusal contract, clients cant seem to cut wires, also, for the bomb we were trying to defuse, the bomb spawned halfway in the wall so we couldnt read the serial number
Okay so disabling the Medkit also causes this issue I am having
...as well as the diving kit
Other than those three, I don't think there's anything else that prevents lgu store to not popup
like this?
yes
What I found out currently is that, disabling any of the following items will break the lgu store:
- Diving Kit
- Night Vision
- Medkit
Oh are you on the latest version?
I think that should be it. Make sure you're on 3.0.2.
I see someone already suggested disabling specific contracts and I agree, but I would like to add the possibility of altering certain criteria related to the contract? By which I mean, maybe allow us to set a minimum time until the bomb goes off and other details? I only get to play this mod solo but I love the contracts feature.
wheelbarrow and cart are so goddamn cool
That said, I got 500 credits for the salvager rescue
AGREED. The only one I found I had to abandon but the concept is so useful
just wanted to say ive been also having the issue of data contract's ip address just being written [IP] on the 3.0.2 update, me and my friends were going nuts trying to figure out if there was something we're missing
how do i make it so late game upgrades doesnt max everything out by default (for eg., on a new moon, everything is maxed out) i looked in config but couldnt find anything
its for a modpack
@indigo prawn
it just says "you have nothing to place"
transmit command not working since update, any fixes right now?
Contract and sick beats ?
I am not up to date with these
What are they ?
Sick beats gives buffs to people in range of an active boombox. Contracts grant a random side mission on a random moon with a significant credit reward.
Heya, I've been running some tests as I've also been getting the blank screen.
My current findings:
Currently the 2.8.8 version seems to work just fine with my current config and setup with all mods installed.
Disabling all mods doesn't seem to do anything, however a clean install with just LGU and it's dependencies seems to work.
Currently testing if anything regarding the config causes the issue, as presented here #1178407269994594435 message
I will be home in a bit so I can test a fresh install
Hmmm... Working now
I reenabled pepper and Bigger Lungs
And there we go
Disabled Bigger Lungs, and kept Peeper reenabled
It's working
Peeper might be scuffed
No, I had it disabled along with Peeper. As I personally felt peeper might make coilheads redundant, had bigger lungs disabled as it might clash with lethal progression so I disabled that
Worked with the 2.8.8 version
Borked in V3 and beyond
should i reset my config for v3?
Ah I see
Might as well
I reenabled peeper and bigger lungs, and it worked.
Now I've disabled bigger lungs and it still works
Try enabling peeper?>
I regenerated my config for v3 since it added some stuff in the config
wrong guy
I do it in every mod that has config changes to ensure that I don't waste some time figuring out what the hell happened
I thought you had the same issue
It auto-updated my config with contracts so
Also if you are wondering, peeper is fine for me
Weird
nah just askin if i should delete config since v3 adds alot
Only those three i listed are not okay
You dont need to if you had no problems
safe > sorry
For my case, I had a problem cause I disabled some of the upgrades and shop items before v3 so I had to figure out what the hell happened
Currently, I figured out that disabling either medkit, diving kit, or night vision goggles makes typing lgu show a blank screen
Weird, for me it's the peeper
I just reeanbled it on my main pack, with all mods live and it's good.
I will try to deep dive on it later on if I can with my shallow understanding
Let me try this on a clean install
Aight, that confirmed it for me
Clean install -> Disable peeper -> save
Boot it up and it's busted
Oh yeah maybe I should try it with Peeper too on my end
I did remember there were some difficulties in regards to the peeper being enabled/disabled before in the patchnotes, so maybe it's an old issue that's resurfaced
I dont think I tried that for Peeper cause I pretty much need Peeper
Well you just need it enabled, and it should be goood
Yeah i just wanna see if I can reproduce it on my end
I'll add it to the list of stuff that has issues so i can tell my group the reason why we have some of the shit we don't use enabled
More importantly is to isolate why, it helps the Dev a lot. Which in turn means it can get fixed so you won't need to tell em ๐
Well just temporarily
@warm dragon I hope this helps isolate the issue, also thank you for creating such a wonderful mod. It's been a while I've been so excited to show it off to my friends, they'll love it.
Addition: Disabling the helmet or Advanced Portable Teleporter seems to do the same thing. As it doesn't work
So it might be several items
I've not had any issues with disabling helmet personally
the wheelbarrow appears to permanently reduce your jump height
Disabled Backmuscles : LGU works
Disabled Beekeeper: LGU works
Disabled Diving Kit: LGU doesn't work
Disabled Better Scanner: LGU works
You might be right on your part too, and judging from all these items. It's not specific items, but items you can place/hold/equip?
Aight, that's it for me for now. I do have to go, for a bit but hopefully this'll help
When you use the portable advanced teleporter or the portable teleporter the items in the inventory stop working. in the lategameupgrades v3.2 version
typing 'contract info' instead of 'info contract' in terminal doesn't display info, unlike every other upgrade
^except interns too ig
'info wheelbarrow' is missing a newline at the end
probably known bug, crosshair/interact symbol becomes a white square when depositing items in wheelbarrow
also scan UI doesn't fade when carrying items in wheelbarrows
sooooo right now it's better not to bother with contracts, as hacking one and extraction one are bugged?
and wheelbarrow is not saving on the ship too, right?
by the way contract last only for one landing or until you complete it?
Until you complete it.
It breaks with any item from the store, yes.
It does not do that by default.
You're probably using save data from other saves that got mixed into that one.
Better saves as of now is the only one that does that.
You can always use reset lgu to reset the save anyways.
Sad to know that it is still broken
Can't really do much considering it's the first time I'm seeing the item sync thing.
So I have to read and then test to know what I'm doing with it.
It shouldn't as the only thing that affects jumpForce as of now is Strong Legs.
Wheelbarrow as of now just affects look sensitivity and movement when moving with it.
can confirm this happens on my game too
Can you provide logs of when this happens, please?
And is this when you have keep items off?
yea
it happens on my end too
Can test the mod myself its broken but does anyone know if contracts work on modded interiors?
It shouldn't care about which interior you pick.
No? what if its in a weird ass room?
It doesn't care, it picks a spot to spawn, same logic with scrap.
ok I was about to ask that, that makes more sense
still the satan circle is big, does it make sure it fits in the room?
I don't know, I didn't check the code for that.
But if it's the same logic with bomb, no.
bruh knowing zeekers its bound to spawn inside walls 
It already did, haha.
Bomb's serial is inside the wall so you can't do anything.
Also lightning strikes it, that was hilarious to look at.
I don't know if it does the same with other items.
I'm just trying to make the wheelbarrows save because apparently making a new itemProperties won't work.
like can it be done or is the stuff inaccessable in the wall?
If the bomb's serial is inside the wall, yes.
Otherwise, no.
More than one spawns though so I don't know if it can be an breaking issue that makes the contract useless though.
I got like 5 bombs in one contract so ehh.
so contracts are in the lgu store? you can keep repurchasing it and its random what you get?
Yes.
If you type contract it gives you one.
This assuming that it isn't broken by having a store item disabled as it currently breaks the lgu store thing.
it costs 500 and gives you a reward of 500?
But it shouldn't matter as it's just UI
You can configure all of that to your liking.
And not necessiraly.
More than one loot item can spawn.
Like I just said.
oh I see, so its like 1-5 or so when you do a thing
so you can make back 5 times the cost?
From what I can see from the code right now, yes.
do you code?
I do.
I did not code the contracts whatsoever.
Damn that's a lot of emails
Costs $500 to give you $500 towards your quota

oh shit TOWARDS the quota?
Because it's a scrap item, yeah.
Yeah if you sell scrap it goes towards the quota
oh nvm
you can also get 20 doses of lootbug juice with a different contract, lol
Yeah.
if you can manage it, that is
you are saying I can get 10000?
If you have Hunter and manage to kill the hoarding bugs in exterminator contractor.
its more like ~1600 ish
Takes some doing though. Buffs and a good chokepoint help a lot
I'm gonna try walk to the gas station to get milk for my tea without getting frostbite then I'll boot up and poke around.
Wheelbarrow, yes.
from my understanding, extraction and exorcism are the only 2 that only spawn 1 target?
Extraction spawned more than 1 scavenger for me, lol.
oh huh, just not sure how to balance the costs
Though this line over here says something else, lol.
hm
Crazy
Okay, I may have fixed the wheelbarrow/shopping cart not saving.
Yeah, they stayed in.
And the weight is applying correctly.
@steady trail i saw this on the mod's page
"LC Better Saves will cause upgrades from one save file to continue to the next."
I've had some weirdness with saves, any idea what causes this issue? I'm the dev of LCBS and can try to patch in a fix
it breaks any mods that try to manipulate saves in a way that aren't just writing info to the save file - e.g. LGU tracks things with external parallel files which get messed up when LCBS reorganizes
do you have any other examples? I'm not familiar with any other issues at the moment, except one
another progression mod
Lethal Progression
why do i spawn in with everything maxed out
It's because we make a new patch on deletebutton from vanilla and you make a new one and we didn't patch that, leading to LGU files not being deleted.
At least, last I checked that was the issue of deleting.
The other issue is that it starts to reshuffle saves past the 9 saves counter.
yeah I still gotta fix this
I have some time on my hands now, I'll see if I can't fix both of those
Oki, I'm here to help if you need.
Probably previous save things, you have reset lgu to reset LGU.
side note, what all is tracked in the LGU save file? is there a reason the data couldn't be stored in the original save file instead?
Yes. It's like a shield.
As far as I can see, just levels and bools. I don't know why it's on a separate file, you would have to ask @indigo prawn about it.
It was already like that when I got here.
sure thing - I might look at making a PR for that as well. it'd likely resolve a decent amount of compatibility stuff
certainly for BetterSaves, but also forward compatibility
Well, there's now two strings and a dictionary.
Yeah that's been on my to-do list it's just ancient and I didn't know the vanilla save files could be tampered with then.
if I have time after my LCBS changes I'll look at what it'd take to make a PR for that
does it have a cooldown so getting hit with a turret doesn't insta break it?
bc it definetly sounds helpful for not getting brackened
i'm guessing it doesn't protect from bracken?
I would need to check.
Because I don't see a cooldown right now.
Also the turret doesn't just spam damage player.
It does 50 damage on like 1 second interval if you're inside its shooting cone.
Yeah, I don't see a cooldown.
About the bracken..
Yeah, it won't protect from it.
Because it instantly calls for KillPlayer.
I don't imagine the helmet would reasonably protect your neck from getting rotated 180 degrees anyway
Also multiples.
Fuck.
The bracken locks you in place anyways when doing the animation so it would just spam it til you're dead, lol.
Haven't been able to test it too much but i imagine wheelbarrow/cart uses are limitless
Ok maybe overdramatic wording but definitely a tier item
No i mean what you can use it for
To store items in it and take it with them?
Like a wheelbarrow?
I'm confused.
It does not break, no.
Lol.
a couple more issues that just popped into my head, from when we found the shopping cart last night (we were pogging out of our gourds)
- reticule is just a white square when hovering to deposit
- the shopping cart still calls itself a wheelbarrow in one of the hover messages
i'm imagining at least the reticule thing is on your radar
Yeah, the reticule is messing with Unity.
Which apparently has to be Kieth because git can't handle the zip anymore, lol.
Too fat to go through.
damn, advcomp kills the extend deadline command (as expected)
Probably.
They just use extend and they immediately parsed it on the spot.
So it's likely that ours isn't called at that point.
no, yours works but just doesnt do anything
Rip.
i wonder if i can turn it off on advcomp's side
lets c
Current version just dies.
And I have no idea because it's complaining it doesn't exist the script to extend.
I have a thing like that with back muscles
And for that to happen, the gameObject for the script has to not exist.
is there something like craft tweaker or kubeJS for lethal company
A library?
aha
Terminal games parses back as it's own thing so i have to disable the mod to make the sale
sadge
@dawn phoenix
I cant access the lgu store anymore
We know. It breaks if you have any store item disabled.
This also includes night vision.
advcomp moment
bruh
Ah
For some reason the gameObject isn't enabled so it never runs Start
I made a bandaid for now as I would have to touch...
Unity....
Ergh.

Oki.
looks to be working fine now
ah ok
Also hmm
people who have residual LGU files hanging out in their save directory will still have some issues but they should clear up after making/deleting files and stuff
@indigo prawn You're doing this to check if you can spawn the ghost girl, right?
What if it doesn't? Does it just do nothing? (Besides the explosion)
Because some moons don't have her as spawnable.
yeah and idk if her and others indices changes across levels so I just left that
oh there's some where she's not spawnable at all? damn I thought she at least had a sliver of a chance on some
Nope.l
Otherwise this wouldn't happen.
Because I don't see any other way for ghost girl to not spawn besides not being spawnable in the first place.
Maybe you can use InsideEnemies instead?
I will look at it better.
there is a bug i found while doing the exorcism contract
apparently you cannot search up the items for de ogen
cus the terminal does not register the name for some reason
i was just coming over to say this actually
It was just taking the "De" part, not "De Ogen".
It will be live in next release.
nice, so will the store fixes be coming as well?
Uhhh.
I didn't fix that yet.
Since I have no idea how the item syncying is working as of now.
gotcha
Because it was an idea to when you decide to change config options in-game related to items and those weren't reflected til you restart the game.
And since is called before making the LGU Upgrade store and it crashes, the drawing of LGU store never happens.
I can just reorder it to not affect AS MUCH visually but it would still crash so ehh.
sorry, this will be an annoying question - i haven't set up a modding environment in a bit - what do I need to do besides clone & run the SetupProject.exe? as-is I have lots of missing packages and references and stuff
i'm pretty sure I'll be able to write the json directly into the es3 as a string and keep the change minimal
but getting to the point where my environment is happy will be the challenge ๐
I can just give you what I use right now.
Change csproj.user to the paths where the folder of dll's are.
Plugins one is where LethalLib dll's folder is at.
๐๐ป
The BEPINEX one.
The LC_PLUGIN_DIR is where the output dll will be copied to.
Okay so like, I have no clue if anyone has experiened this but skimming through this chat I couldn't find anything so I'll just say it. I have a bug that after fixing the settings on LGU, typing it in doesn't load in the terminal ui at all, nor let you buy any upgrades - completely breaking the mod. Making a new profile fixes it but then after changing the prices, it breaks again... I've tried fixing this for so god damn long and I've just completely lost it
Here
Does the lightning rod still cause the ship to constantly have its power shut off?
Uh yes.
At least I didn't touch that as of now.
It shouldn't be hard to make though.
I was wondering because I never bought it because it would just cause the ship to shut down
That's fair, yes.
I just made a prefix patch on ShutdownShip where it doesn't execute when you have lightning rod upgrade.
I will make a PR for it and see if Kieth accepts it or not.
When this is done anyways. 
Also, if I have an issue with not wanting medkits, but wanting contracts since the extraction contract requires you to buy a medkit.
Hmm
It's mostly a matter of me personally not wanting to integrate healing in to my own games.
They're seperate objects technically
Contracts don't spawn on custom interiors, right?
They shouldn't care.
so if you have medkit disabled 3 will still spawn on extraction contracts
Is that right? It tells me to buy a medkit.
buy or find
So there would be one spawned for the extraction contracts?
Oh it also spawns medkits, good to know.
Medkits spawn during extraction contracts, yes.
Good to now
Wonder who the hell else they sent to try and save this dude and didn't survive. Is this what happens to players who go missing?
Does the spawned one provide other players with healing? Or given that it's a separate item from the bought medkits, is it solely for the mission?
Quick question about the signal transmitter
I own the transmitter
I purchased the upgrade
Now the transmitter isn't working at all
should provide healing yeah so if you set the config option for healing to 0 that would fix that
Fixed but not live.

The alternative would be to make the medkit disappear when used on scavenger, I guess.
But eh.
I think we got a good amount of fixes in, I'm about to push a new version. Anything you're about to add?
ooh, does this version have the ability to disable specific contract types?
Maybe if you switch the order of AlterStoreItems and SetupCustomTerminalNodes.
It still won't fix the issue.
But at least they will not have a blank LGU page.
I've fixed that issue that's alright
Ah okay.
Nevermind then.
I think that's it from what I could gather from all the issues and reports.
has the weird [IP] bug been addressed as well ? i only just now checked back on this
What about the thing where it spawns multiple contract things?
I remember being able to find like 3 bombs/scavengers in one contract, lol.
I can't wait to have a file where I progress enough to use contracts actually
And seeing that comment, I was like oh this is not supposed to happen, lol.
I have no clue actually I hope something scary like the items not being despawned isn't happening
The wires to cut are saved on each bomb, right?
A random order is picked and synced on the bombs Start yeah
Ok ok.
How does one identify the type of demon? Is there some manual somewhere what each one does to find out?
So it's probably interact trigger text not updating when changing between them, it just decides to do that.
Just look at the ritual site
The altar will tell you which one.
Oh
might it be possible to have the contract trigger a free medkit drop when you arrive on planet?
It does that
Doesn't it already do that by spawning 3 inside the facility?
Or well, more, I don't know.
i dunno either, my crew doesn't appear to be up for a shift so early in the day, lol
also just wanted to extend a thank u to the devs for adding phasmophobia into the phas killer game because me and my friends were laughing our asses off at that last night
I found at least three when I did one so.
My main concern is that my wish to have no healing items conflicts with the free medkit on extraction contracts. Though, I suppose doing the objective is worth more than keeping the medkit in the first place
I mean yeah.
LMFAOOO
Either set the healing value to 0 so it doesn't heal or exercise self control I guess. I can look at making an option that checks and alters behaviour based on if medkit is enabled or not though.
Did you ever check that one issue with teleporting fucking up inventory?
only issue i've had with contracts so far in practice has been triggering for a weather moon
I saw that and made me terrified.
This one
I didn't really change any logic, I just made base and derived classes.
oh at least its incompat
Because it was basically the same logic with different values.
Lmao.
Am I missing the point or doesn't make sense to purchase a contract for 500$ and the reward is 500$?
You're paying $500 to be able to put $500 towards the quota
You're basically buying $500 off your quota with a challenge. You can change the values however you like though I don't really bother spending time balancing stuff because I don't play the game and even know what it feels like anymore and you can't please everyone anyway
hence the 200+ config options lol
unless you've got hunter lv1 and the extermination contract. then you're killing bugmen for their delicious goo
So you already pushed the 3.0.3?
just finished readme addition
Oki oki
something you want to sneak in?
Not really, just wanna get rid of the 10+ issues we got, lol.
Did you do anything about ghost girl spawn or is still the same?
I guess you can restrict to moons that have her as spawnable.
But it's up to you really what you want to do on fail.
No not yet
A couple of things about the bomb on defusal contracts.
you know what maybe we should just make something else spawn instead of ghost girl, I know ghost girl is fitting but it's kinda anticlimactic
Sometimes it spawns somewhat in a wall hiding the serial number
There's also that one thing bombs clipping through walls.
Scanning it should reveal the serial number, however, sometimes scanning doesn't always detect it
because she just goes invisible and teleports away right now. If three thumpers were to spawn on the ritual site though that would be way more spooky
Were you able to solve that problem? because that happens to me with the lategameupgrades v3.0.2 mod
I had it not being able to be scanned at least once so far
Not really. Person said it was something related to Advanced Company on how they drop stuff.
I would have to look at it a bit more to understand the core issue.
yeah the bomb thing is really annoying I think I might need a completely different spawn system tbh or means for it to resolve itself once spawned.
just double serial number as cursor tooltip
but it would be nice still to have scanning reveal the serial number, or perhaps it's easier to just prevent it from spawning partially in to walls
as emergency solution
I could just find a random door to spawn everything underneath then we know it's in the center haha I don't like that though
Lmao.
that's not a bad bandaid that would be pretty fool proof. Still the issue of wires potentially being inthe wall though
Also, I find the bombs are always so close to the main entrance, is that intentional?
Well.
We're just adding the items to the spawn algorithm.
We can't really influence where it spawns the item.
Okay, had to check. Just getting lucky with it
that's the other thing that makes me want to bite the bullet on a custom spawning algo
which wouldn't be too bad really I guess I just should
Yeah, bomb seems absolutely free many times as I am testing
So long as it doesn't do the same thing as vanila where it can spawn items on the roof or bottom of the pit.
(Yes, they are actual spawn spots)
But you can't make it too hard or else kaboom? could be tricky
yeah I know it's so weird haha
Make them spawn immediately in hunt mode?
But that ticking is loud enough to hear for a fair ways away. I don't imagine it would ever be impossible to find
If that's even possible
We would still have the issue of moons that don't have her as spawnable enemy.
Is there anything else broken with LGU that I should know about aside from transmitter?
oh yeah the transmitter fuck
Before I make any more goofs 
I fixed it!
That ticking also has to stop after diffusing it. Annoying thing to bring into the ship
it was the logger issue.
oh nice
Also fixed this.
wonderful
just update then
At least I call audio.Stop() when difused.
then it should mostly be good
Was the mod update pushed out?
I haven't tested what happens when it explodes. Does everyone die and mission ends?
No, it just acts like a landmine when you fail.
Ah, I see.
Take contracts as bonus objectives.
If you could, make it a substantially bigger explosion. I think it would be funny to kill others in a bigger area.
I personally found a few things from the lategameupgrades mod that I would like to share with you.
*first
In the bomb detonation contract, when I manage to defuse the bomb, the TIC TAC sound continues.
*second
In the contract to rescue the hostage I loved it but I would like that in the future when I leave him on the ship I can teleport him and get money or an item worth 500 as a reward.
*third
In the contract to hack the laptop I also liked the Windows XP interface โค๏ธ but when the terminal gives me the username and password sometimes it does not recognize it.
*room
In the pest extermination contract I only saw fps drops with so many enemies (I guess it's my PC xD)
*finally
When I wanted to change the price of some LGU perk or some item in the store and went back to the game and typed LGU, the LGU store did not appear.
It was blank, which meant there was nothing to buy.
that would be all I saw thanks
yeah it's bigger than a vanilla landmine
Oh, I was fooled by how big the explosion looks. Thought it was the same explosion radius
Yeah, we can't really stretch the explosion effect.
It would probably look ridiculous.
Ah, I see.
As long as it is functionally a big explosion, that's what matters
and what will get the idea across
Yeah, the enemies are constantly looking for players so it causes some frame drops due to player checks.
all of these should be fixed and for frames you can choose how many bugs spawn on those missions so you can find a happy number.
Maybe have a distinctly more booming explosion sound on it to represent that bigger explosion?
Does it even play a sound?
It plays the usual explosion noise
Just a suggestion, but not as important as the fixes.
I don't even see where it plays the sound in the code though, lol.
Well I wouldn't imagine it's silent
If there is not a way to do that, that's fine.
When people die to it from a fair distance away, they'll get the idea anyway
I assume the explosion prefab has a playOnAwake audiosource
Oh yeah people concerned about the power in the ship going out I recommend buying cozy lights
coping lights
Lmfao.
Also Demonic Tome is apparently worth nothing?
There's an git issue about it.
Lost Scavenger had a fit of voicelines halfway through carrying him through the map. Not sure why
The voicelines were always on point.
"Did you hear that noise" while a coil-head is rapidly approaching my location
Shit at least it's easy to fix. I'll check if it's truly worth nothing or if the scan node just isn't updated.
The issue also shows the item being sold as nothing.
Alrighty
I wish fast encryption didn't remove the neat effect of the signal translator
Quick note, scavenger did not save, lol.
Why are the upgrades only for the person who bought them by default? When it takes money from the credits-pool everyone worked for it should be applied to the whole crew right? or do i misunderstand?
By default it should go to everyone
true is default
But the logic there was it specializes everyone and makes it more team oriented instead of turning everyone into a solo power house
can confirm, we sold 4 books and got none from it
The option under the misc section overrides that
yeah but i think then there should be individual credits somehow.. otherwise you work for someone elses upgrades kinda..
If you're unable to work in a team setting and delegate and make team decisions that benefit the group yeah
so this makes all of trues falses?:
Yeah
It will ignore all individual settings, yes.
If all upgrades are shared, I highly recommend nerfing pretty much every stat booster significantly in your configurations.
okay because this one was set to true by default as well
kinda contradictory
It's not.
Just know it overrides the rest.
by rest you mean the "individual purchase" for every upgrade
I know I have to change it but it cracks me up how many people are confused by it lol. "Convert all upgrades to be shared." -> "Does this convert all upgrades to be shared???"

@indigo prawn Did you look into this or nah?
Yes, it overrides all the other individual settings that would say otherwise
It looks like it's crashing somehwere.
thats not what i asked. i just wanna make sure. and isnt this discord for asking? everyone should be able to play this how they want. thats why theres a config right
And we're not allowed to make comments anymore? Damn.
No I didn't see that one
ofc but in a nice way maybe
Oh I think that's a vanilla casting issue
Oh?
I just always inferred that, since there was a particular setting regarding shared upgrades, that it was a simple way to set all upgrades to shared without having to go over all of them individually
Sure, perhaps the language isn't entirely clear about that, I just figured that was the case. It's the only way it made sense.
There's weird shenanigans where if a number is entered in the terminal it tries casting it and can cause an int overflow
I'll just drop the range I guess
At least I think that's what happens
But idk it's weird
okay i realize that. but english also isnt my first language so sometimes i have to think about it several times for it be clear to me:D
Ah, I see
Nah if this many people get confused we need to change the description to be more informative
We will wait for the logs I guess to know where it crashed.
Because they say when they type the entire IP, it doesn't do anything.
So it means it IS a valid IP.
Because everything else fails.
Oh wait
Also side note, putting the pass in the logs is not a good idea, lmao.
Why would it try to cast something with multiple dots though.
215.87.92.241
no clue
but if you boot up and enter that in the terminal it will raise
not even with the bruteforce command
Bruh
