#Lategame Upgrades
1 messages · Page 12 of 1

I'll just change the first range to (0,213) and we should be good
yeah, range(0,213) will keep it under 2^31 and safe casting
i just tried the bomb contract and i followed the defusing instructions. it said red-green-blue. i cut the red one first and it explodes. idk if it has something to do with the contract taking place in scp foundation dungeon or if its just bugged in general
Pretty sure that's just interact trigger fuckery if you switch too fast to one?
can you send your logoutput.log?
also if you enter the wrong serial number it gives you false instructions.
Because lol.
where can i find this file? ive currently set logging levels to only warning, fatal and error in bepinex config. if it hasnt been logged i will enable info logging and try to reproduce
should be in the root of your bepinex folder. Not sure if using a mod manager moves it.
idk if you can find it
i will try again to get a bomb contract and try to reproduce
I don't see the success or failure messages so we don't know still
is it normal that there are two bombs? the first i could successfully defuse but for the second one i cant cut the wires. nothing happens
they are like 2 meters apart from each other
I wonder if there's a mod that loops over mapobjects and increases their spawn curve for difficulty
oh I think it's a lethallib thing
yeah it is hahaha
an incompatibility thing?
something you can resolve?
i didnt try other contracts if there are bugs
i just hope the sync between clients work
i cant try in multiplayer with friends rn but next time we play together we can try
@indigo prawn apparently shopping cart is bugged
i was holding it and friend was depositing beer
my weight was locked at 200 lbs
God damnit.
when i dropped cart it stuck at 107 lbs permanently
I completely forgot the deposit while holding.
and my friend flied to space on hypersonic speed while holding it
Basically every time you close and reopen a lobby you will increase the amount of map objects.
so you have to restart the game to prevent this?
Ours is very noticeable because it always spawns one so
open the lobby once 1 of each item will spawn, close that lobby and reopen it, 2 of each item will spawn and so on
yeah that's right
damn okay
only the host or everyone?
i dunno why his speed was supersonic while holding shopping cart
host
why is that a thing?

@steady trail am I reading this right?
the ! is trying to remove duplicates when they don't exist instead of when they do right
I don't want to set up an env for lethallib but I'm pretty sure that's it
If spawnableMapObjects does not contain given prefab, remove all from list?
Yeah, that's what I am reading, yes.
Yeah in which case RemoveAll will just do nothing alrighty well at least it's an easy fix
God damnit, why does it work solo and not multiplie clients?
Because I'm an idiot and probably doing it twice.
Because the default is backwards logic.
I think?
I would have to look at the code agian
I'm more busy fixing the wheelbarrow weight shit.
we must be missing one in here
I'm looking at it
Sick Beats does not provide stamina regen boost if you are walking. Is that intentional?
@fossil jetty I'm trying to fix it right now
woah your message moved
They deleted it, yes.
Oh, I see. I was being addressed before. Sorry, I don't understand the nature of the code to have noticed.
Or coding in general
Or maybe I wasn't. I don't know. Glad to hear it though!
Anyone having problems with the weight of the shopping cart multiplying and your weight staying high even after dropping it?
Yes.
If you look at the embed above, it probably describes what you're experiencing.
At least it doesn't disappear when you reload the lobby, that's the lesser of all possible evils.
So, quick check real fast, if you do 'buy contract' to unlock contracts for 500g, you then have to spend another 500g to get your first contract?
Cause, we just bought the upgrade while at the company, and when we went up, we didn't see any special information.
contract gives you a contract
There's no unlock, no nada.
You type it, if you have enough credits, you get a contract.
uhhhh
How would I go about figuring out what just happened then to the contract we should have gotten? Do they delete themselves on day end, or leaving company?
It shouldn't?
Unless when going to company, it does not reset currentLevel.
Which would be stupid.
So, what does 'buy Contract' DO???
...Welp...
Thankfully I can forcecredits and just set us up enough to buy a contract then.
Probably for the best, lol (I have no idea, what input did you put in the terminal)
hold on mr whisker
oh
it said but wheelbarrow for 100
how it says the same but for 400
Hello, does anyone know if the bug that causes items to disappear has been solved? I just played a contract game where I rescued a colleague and when it came time to exit and reopen the game it kept disappearing, as did the items in the mod, could you explain to me if I have to do something specific to solve this or just Shall I wait?
So, do you hold the extracted person until company?
hell yeah
Yeah.
So that Company can discipline them appropriately.
He doesn't know, chat.
do u like my friends ?
they fit
i believe so
It's not live, how can you say that lmfao.
just saying what u wanna hear
they are just saying they believe in you
hackermans is in your computer
indeed
Don't, that just makes me procrastinate.
also, do the scavengers lines count as audio towards dogs?
Cause good lord, they chit chat.
So, while in ship, no sound, even though their lines play.
No, I'm wrong, they make sound.
I was reading the ifs wrong.
is there a known issue with doing the "Cut the wire" interaction with the bomb, nothing happens and the action will just go an infinite number of times?
And you're not flickering the mouse while trying to disarm one?
Interact triggers can get messy when holding to interact and looking elsewhere.
contracts are saved into save file?
Yeah.
not sure, i'll try to catch errors later then
why are my friends always telling me why am i bloody ?
Anyways, I fixed the wheelbarrow weight issue.
You turn 500 credits to 500 profit quota.
You can configure it anyways so it doesn't matter really.
Balance has been off for like a big while.
Especially considering the people who put the values are people that stopped playing to do these, lmao.
hello, i buy contract, ritual not spawn ? no object and no ritual zone for players, for host is ok
@indigo prawn
ngl, the scavengers need to be quieter, holy hell.
Contracts are Kieth's thing for now, lol.
There.
Now to have everyone complain of it floating in the middle of the air. 
Oh what
Ok embed, if you're gonna do that, I won't allow you.
Now probably I can play some game I want.

if u put 2 beehives into the wheelbarrow my dude is holding it like a beehive
Holding the wheelbarrow like a beehive?
No way that it overrides the hold animation.
who knows
Oh no
It's item specific though.
You can specify what animation you want to play when holding an item.
So for that to happen, it had to be completely ignoring the wheelbarrow and choose the last item it got, lol.
Wait is this a thing where Zeekers made beehive holding animation different
Or is this a thing where the animation system for the wheelbarrow is just a lil funky
the thing is it happens only with 2 beehives, not one, two and more
and only beehives
(i killed the beez)
(Wait what)
I feel like shooting a bee hive with a shotgun irl does not actually kill the bees ok bad argument lmfao
i smacked their queen and they died
who knew a shovel is such a good weapon
Wait so you put 2 beehives in and then when you use the wheelbarrow right after it picks up the wheelbarrow like a beehive?
I don't know.
i will murder them all
I just know that the objects stored in the barrow are tied to wherever it goes.
Is it a common issue that the bomb can only be defused by the host?
@indigo prawn
I have no idea.
It works fine then
Hi there, is this where I can submit a potential bug report?
Buggin
Here or github issues.
Take your poision.
On github, you will probably have a duplicate tag though, lmao.
Okay; My friends and I were doing contract missions, and we appear to be stuck on having an exterminator mission even though we completed the contract and deposited the egg at the company building
Yeah, is there anyway we could organize known bugs into like the pins or something
And no visible errors in teh console?
We do have the hunter upgrade as well so I'm not sure if that could have any conflictions
It shouldn't matter though.
EndGame() is called whenever you're leaving to orbit from a moon.
So if the moon you landed on is the same as the one in the contract, it resets everyone's contract to empty, essentialy.
That's weird, it didn't reset for us at all
Let me see if I can find some
Nice
Since you know more than me right now.
bro deam the amount of hording bug 😂 epic mod
If you want I can upload my log file
It's kind of a mess but I'm also not sure exactly what I should be looking for
Here you go
Oh, could that be causing the contracts to not reset?
I see I see
I should also mention when we first tried doing contracts we got an extraction contract and that cleared just fine once we completed it
Its just been the extermination contract that's gotten stuck so far
We did do an extermination mission after the extraction which went fine and completed, but we then got a second extermination mission thats been stuck ever since
Hmm
And you landed on Assurance while it was repeating this?
Oh yeah, I can see that.
We got the contract and initially landed on assurance, but we got absolutely wrecked lmao
Oh.
I wonder what happens when everyone dies
Like what triggers it.
It should be same but I can't be so sure.
Some of us lived, like two of us
Ah.
It's very strange
I think on one of the runs we were only able to get loot bug samples from hunter and no egg
I think it should've failed the contract once we returned to the company building cause we failed the contract but for some reason it might not have registered?
It keeps going after landing on company.
It only resets when you land on the assigned planet.
Sorry, leave*
Technically both are correct but you get what I meant.
That's strange, maybe it's to do with leaving the planet then since we still had the contract after we left
You pulled the lever?
Holy shit i needed to find this
Or was it til midnight lever pull?
I'm pretty sure we pulled the lever when we left
Hmm.
It was either that or we pulled the lever near midnight, I can't remember very well
Don't know then, it's the only place where we reset it and it should make sense being there instead of other places.
I will look into it later.
Oh?
are we supposed to buy a contract for 500 and get 500 as a reward ?
it goes towards your quota instantly
They're scrap, yes.
u knew
You can configurate it anways.
u-
?
the wheelbarrow is a good sorter
how much goes in quota ?
The worth of the item you get.
500
u pay money to get money
so you get spend 500 just for a quest that give you a special scrap ?
Which you can sell for your current quota, yes.
Again, you can change the price and value of the contracts.
ok
As our balacing can be very different to yours.
If you do one a day that's $1500 off your quota.
so its like
u have money left and u need more scrap for quota
so u use money to reach the quota
Pretty much but yeah it's flexible so you can have it however you want
nice idea
But yeah the contract system is mainly to give people more means to reach higher quotas instead of just making them more powerful.
really ?
Yeah, we got a github issue about it
advanced, normal or both ?
Uhh.
It should be both as of now.
Because it tweaks how players get teleported.
I will look into it when I have the time.
i will check it out if u wanna
alright then
yo mista dev, can you list the maximum amount of objectives avalible for each contract? 
It was designed to have only one.
all contracts?
Yeah.
Ah, well that makes balancing easier
Does LGU add a helmet to the store now? 🤔
Wonder if it uses an inventory slot
It would be nice to see medkit and helmet durability
Upon wearing, it does not.
Yay
Found a bug I think
Last night when I was running 3.0.2 the bug where the bomb ticking doesn't stop was causing other sounds to stop playing. No footsteps, no doors, no enemy sfx, no boombox music. I updated to 3.0.3 this afternoon to do more testing and all the issues were fixed except for one. Defused bomb, brought back to ship, no ticking anymore, but still no boombox music. However when leaving the moon and entering orbit, the music comes back.
I do have a pretty high mod count in my modpack however, I'll have to test if the problem persists if I remove all other mods. It's just a pain to keep restarting until I get a defusal contract, and sometimes I still can't find the bomb at all.
I'll keep troubleshooting and keep you updated
I may have also found another bug, in 3.0.3, me and my friend were using a shopping cart we found to transport loot we found and we discovered that whatever weight is on the shopping cart just gets transferred into your passive weight. I managed to get up to 638 lb passively in this picture due to with bug. No idea how it happened or if this was a problem with previous versions as well, but I might as well bring it up.
Will be fixed in next release.
I had to redo the whole total weight calculation when I couldn't just use itemProperties.weight.
Because otherwise, it wouldn't save the item.
also my and my friend just rebooted server and the weight issue was fixed, however the shopping cart we had on our ship just despawned
And I prefer weight miscalculations than items not saving, lol.
mhm me too
oh no, it stays moon to moon
btw I have the "wheelbarrow scrap" disabled if thats what the shopping cart is
oop its gone now that I reloaded
thank god
the discombobulator and better scanner terminal commands do not work
If you provide logs, I can look into it.
And explain more at how you're trying to trigger them.
atk was working fine for me earlier
the pc is broke, it closes automatically
Give the logs and Kieth will look into it.
the target for the extraction missions is creeping my crew out and i love it
the block of text
weird wonder why it appearred
You probably did what it said on top.
we got him on day 1 and had to buy 2 extra days. buddies are getting really sick of Jeff
this one?
I just see a spam of login attempts really.
Besides that, everything else is normal.
ok, it closes the screen out but the mouse is still on screen like you are inn it
The only time it puts the mouse up is this.
And for the screen to close, you either:
- Got the disk
- You pressed escape.
the extermination contract is a nightmare, wh y are they naturally hostile
Because the facility's a nest and hoarding bugs don't like people at nests.
Yeah if they were passive I feel like that would ruin it haha
Just run past all of them. Though making them passive until the nest is destroyed could be cool
How many hoarding bugs do you have to deal with? Protein powder literally makes them a one-hit at the first level
20 by default lol
That doesn't seem that bad
nope, if you sit there and do nothing for a few seconds it closes
I don't see any timer for doing nothing to close it in the code.
So eh, skill issue.
I also haven't experienced that so idk as of yet
Okay.
No touchy
And that isn't coded.
I can fix the mouse still on screen by tabbing
Are you host?
yes
I don't see a player saved when interacting with the computer.
Do you reckon somebody else clicking escape would turn it off?
yeah I guess that's it
got so used to input being inside Item Activate I completely forgor
without protein powder you get gutted immediately, so
setting for it 👁️
Hi, so I'm reading that the cost and rewards for the contracts are configurable? I was wondering what the defaults are because my friends and I just completed our first ritual contract and the book was worth $0.
That's a bug that's fixed but not live. All other contract rewards should be fine and worth $500.
If you're the host you can do forcecredits YourCredits + 500 to feel less slighted
Thank you, much appreciated!
The scan node of the bomb isn't being included in the asset bundle now for some reason no matter what I do.
Haven't seen that before
oh this is because of the lethal lib changes nvm
possibly
the lost scavenger is honestly super annoying, would be nice if there was a way to disable their voice lines because they talk so often that their lines overlap. also, was them spawning infront of a turret a coincidence?
it just takes a random spot to spawn
adding a config option right now. Someone else said it was too loud. I need a default value, in your opinion should it be half as loud by defaul, 25% less loud, 75%, what do you think?
75% quiter probably. also, would be nice if using the contract command when you already have one repeated the instructions for it
oh i didn't know that existed
yeah the info command exists for everything and is very helpful.
It will tell you what everything does at what level and adapt to your config.
what does using the medkit on the lost scavenger actually do?
makes him retrievable and chatty
ah, thought you could pick em up either way
everytime my friends and i pick up the wheelbarrow, our weight increases and it doesnt get rid of it, is this a bug on my end?
nah its bugged too for my friends and i
we throw them in a cart and take it to sell, but dropping the cart with G makes our weight carry higher. Buddy of mine had like 1k weight but nothing on him
its also storing more than 4 items for whatever reason
yeah this too
snare flea sample effects stay on your hand
yeah seems to be all blood types, radioactive yippee
gotta love rocking a 17,000 quota
also learning that if you have 10k or more in the bank, its cheaper to intern somebody and port them back to the space canoe
how exactly are we supposed to excorcise the ghost? we put all the items in and nothing happened
the wheelbarrow is bugged so when you put items in it the weight gets permanently stuck on you lol
Hello, the command ' demon ' in the terminal for contract ritual not working. I can see list of demon, but i have an error if i want to see one demon log. And in the ritual circle, only host see the demon name ( players see only an icon of head of creew in the Middle of screen ) ( sorry for my poor english, i'm french and i don't use a translator
)
what's the error?
Hmm wait i launch the game and take à screenshot
Real quick question, I assume contracts are not compatible with custom interior mods?
I assume there would be clipping and other issues?
I'm not sure, I think someone else successfully did it with the backrooms one or something though
And in the ritual circle, only host see the demon name
Just fixed that thanks
I can see list of demon, but i try too see logs of a demon, i have this error
And this error, the host have it too
Just poltergeist
type demon poltergeist
oh damn, I didn't know it worked! sorry for the inconvenience I'm probably stupid lol
does lgu mess with the lighting? it was a bit messed up when we played a contract, although we were unsure how to. actually complete the contract too
ah it shouldn't
if you type info contract it will give you information on each contract
we got the excorcism one, but putting everything down didnt do anything, so we werent sure if anything else needed to be done
I think I see the issue, sorry about that should have a patch up within the hour. For the time being if you get another one make sure the same person places all the objects.
alright, ty! also just to report this too, im not sure if this was also a bug for the mod but one person wasnt able to see the items despite having the same exact mods i do
and the third time we attempted the contract i lost the ability to see items as well
hm don't think I've heard that. If you can send your logoutput.log file (should be in the root of your bepinex folder) I'd like to take al ook.
@indigo prawn were you guys successful with fixing this mapobject problem and multiple bombs?
Yeah I made a pull request on lethallib and it was brought in
here you go! sorry if it turns out it was another mod clashing, ik it can be a bit annoying for things to just end up being that
if you update lethallib to the latest version it should work
Oh and also, I played last night with friends, some see the ritual, others do not (for example 2 players see the ritual + the objects of the ritual and 1 other player or more do not see the ritual neither objects nor the music of the ritual) I don't know if this synchronization bug has been reported
i think this is p much what happened with us as well
one friend straight up couldnt see any items
or the ritual site
Ah yes possible, on the other hand I only saw it on the ritual (because the game doesn't want to give me anything else lol)
for me lethallib 0.13.1 is the newest version
yea cause i didnt update it :D the mod manager says there are no updates
oh yeah 0.13.1 is the right version
okay then
I have the 0.13.1 🙂
would be nice if there was a setting to disable some contracts, and speaking of, could i suggest some contract ideas?
alrighty this should show up soon
Crazy
@indigo prawn question mark? apologies if i am being annoying at all
Config for disabling specific contracts will be coming soon.
You can always make suggestions, idk what WhiteSpike's sentiment for the mod and plan for it is but I was planning on winding down into just maintaining it. V 3.0.0 I think is going to be my last update where I work on new content and stuff.
can people sit in wheelbarrows and carts
I kinda wanna let my friends sit in it and just roll them off from top of titan
yes they can!
you need to put them in with the shovel though
for balancing
smack them 3 times, turn in a circle twice, pick up their fragile body like theyre a princess and- oh alive?
Sorry i think youre out of luck
maybe one day
I just tried the contracts a lot with my friends today and it seems like only the host is able to actually do anything. i.e. only they can cut the wires, use the old PC, and interact with the ritual.
Everybody was able to do the hoarding bug egg one though. Oh and the medkit + people were invisible for some people (i think they joined after after the contract was purchased, though)
update to 3.04 those should all be resolved. Joining after the contract is purchased would result in that yeah. I'll add some code to ensure synciing on each level pull though.
I see, thanks! Good to know it was resolved already
Did that update also fix the bug with contracts staying after completing/failing them? Even after like a successful bomb defusal or explosion, the next day said we had a contract active at the same exact place 🤔
Is there a way to disable the shopping cart item?
drop it in a pit
thats a method that can be used to disable a lot of things
While I'd love to, I'm running a massive list of mods and for some reason, one of them is interacting with the shopping cart so that only sometimes, grabbign the shopping cart prevents any further interaction options. As in can't pick up/put down/open doors/etc. And we don't have need of it, even disabling the wheelbarrel, so if we could just stop it from spawning in, that'd be the most straightforward method of resolution.
Pits are a good way to take care of teammates with airhorns, too!
Enable the Wheelbarrow Scrap Item in the config and set it to False i'd assume
There's also one to disable it from being purchasable in the store
yeah but then theres also the shopping cart scrap that spawns
which is the problem
Isn't wheel barrel from the store and shopping cart a scrap? I think it's called wheelbarrow scrap in the config, but it actually means shopping cart
Oh! You're right, thats a text issue
@cedar rose yas listen to boyo they know what theyre talking about
My friends and I are enjoying the contract update a lot and were hoping it would help us push those quotas that are like 5k+, but we notice that the contracts are only available in small/free moons.
Is there a way to turn them on for big moons? Because in the late game with high quotas, it is basically required to go to a big moon. Contracts provide a good amount of extra money, but we would be forced to go to a small moon, rendering the "extra" cash useless since there are a lot less scraps. Overall, this doesn't help pushing further into the game's high quota requirements.
Maybe there could be two different contracts to purchase: free moons and paid moon. These paid moon contracts could and would be more difficult since the maps are bigger and have more enemies, so bigger rewards could be warranted as well.
Oh, thanks @vital crow Really appreciate it!
Today on "OSHA Moments": Being killed by a turret, then coming back as an intern right in front of said turret.
Just fixed the particles not disappearing on the samples.
My laziness turned GetComponentInChildren to GetComponent which always returned a null object.
The error or bug still persists when using the portable advanced teleporter or portable teleport.
when you use any of those 2 items from the lategameupgrades mod
The inventory items cannot be used and their image is seen but it remains as an empty slot. If you put another item in its place, it will be replaced by the new one.
Could it be an incompatibility with advancedcompany? or is it just the lategameupgrades mod???
Advanced company
is there a way to find information about the exorcist contract? i kept explooding when i put a certain ammount of ritual items
hi everyone, ive installed lategame upgrade mod and found that my nightvision goggle is not working. it only has a flash and show the battery bar dropping when i turn it on, but the environment still has nothing change. hiw can i fix it?
Will look into it when I have the time.
info contract tells you how to do each contract.
Enviroment?
https://github.com/paul-merkamp/LCBetterSaves
I'm not gonna be able to make a PR myself, but it should be a quick fix to embed the json data in the save file. See the bottom of the readme for my mod for some quick instructions on how to make that happen.
This shouldn't be a high priority for you since LCBetterSaves has hardcoded support for your mod. But it will improve general compatibility with other mods + forward compatibility
I've disabled the wheelbarrow in my config but it's still showing in the store for some reason.
Which wheelbarrow did you turn off?
Actually, don't answer that.
I already know the problem.
Oh?
Also wanted to posit the idea of including more details of current contracts / how long contracts last - in the info contract text, possibly on the moons list.
- How long does a contract last - one day, or until I complete it, or until the end of the quota?
- What happens when I buy multiple contracts? Do they stack, replace each other, go to different moons or the same moon?
- Which moons currently have contracts, and what contracts are they?
This is all info I was pretty hungry for when experimenting with the contracts in my game
Could there be an update for the portable teleporters, so that they are compatible with other mods? Because apart from AC I think there are other mods that are incompatible, I'm looking for which mod it is because I have many installed xD
I don't understand the issue with them when using AC though.
When I look at this log, I just get confused.

I use the Advanced company mod with lategameupgrades and other mods.
When I want to use the portable teleporter or the advanced, the items come with me but when I want to select the items in the inventory it comes out as if it were empty.
and when I exit the game and re-enter all those items are on the ship for some strange reason.
Because DropAllHeldItems is being called when we tell it not to.
And I don't know where.
Maybe some routine to make sure the gear AC introduces is also dropped? I know the author opens up some methods to use for other mods.. I'd just ask in his thread if that can be resolved from either side.
There's no other mention of a DropAllHeldItems call besides LateJoinSpectate()
I would have double of my logs then. 
Ergh.
I hate you, harmony.
And transpiling isn't really an option when it's an enumerator I would have to patch.
Erghhhhhh

I will try work something out.
It's just gonna be more painful than it has to be but ergh.
Oh, is the item thingie a new thing?
I might be able to fix that from my side, I think
I removed this line :)
__instance.ItemSlots = new GrabbableObject[Patches.InventoryPatches.MAX_INVENTORY];
It was a test anyway because I had some problems with unequipping items as they appeared as "Destroyed (RocketBoots)" instead of null.
But found a fix for that
So dont worry @steady trail next update of AC will fix this
It was bascially some testing of me to make it work somehow and I left it in accidentally basically. Because I found another way of fixing the problem
But yeah, if it's fixed, I would appreciate it.
I guess at least that this line was the problem
It was called in a Postfix of DropAllHeldItems :D
Yeah.
I saw that in the source and felt weird.
Because you're basically resetting the player's inventory, lol.
Yea, like I said. It was just some debug experiments

It was because of the strobe light with the helmet lamp
But then I remembered, that I dont have to reset the inventory like that as Unity overrides the ==
So I can basically just do == null 
Instead of item is HelmetLamp which resulted in being true

But next update will take some time. I am removing basically 99% of my terminal code and put it all into my own Portable Terminal.
Yeah, I understand that. Vanilla terminal isn't really the greatest.
And some other modders are claiming AC is breaking everything and all their related terminal errors are ACs fault
So I remove AC from the terminal so they dont have any excuses :P

It is easier to point at someone than yourself, yes.
I just ignore those people as they don't really provide any kind of feedback.
Actually, I probably still have to make the transpiler because it would probably drop equipped items.
Because apparently post gets called regardless of base being called or not.
I can remove the Unequipping too, I just have to test what equipment is still equipped
I can change that :D
Everyone needs to have the mod or only the host?
I guess I can remove the whole postfix by now
But it makes sense in DropAllHeldItems no?
As I check in Update anyway :D
Ah lol
All need.
So postfix is gone 
You mentioned other mods so was it just AC or was there other mod you had problems with when using the portable teleporter?
Do you have a teleporter?
the one you place in the ship?
oh
are there any known issues with contracts in custom modded interiors?
should i avoid it?
That I know of, no.
noice
Contracts shouldn't care about which interior you pick anyways.
Because it uses the spawn scrap algorithm to spawn them.
okay and when object placements are fucked its the interiors fault
Not necessarily. The algorithm also picks weird spots to spawn.
For example, a turret can spawn on the wall in the room where you have to jump across.
if in doubt blame zeekeers
No, sorry, apparently the other mods were outdated and I updated them and now the only thing missing is the bug that I mentioned before.
😄
So, the pentagram explodes when the ritual fails?
That's not all it does
If you botch the exorcism, it's time to leave
Yeah I know
And spawns ghost girls (if the level allows it anyways)
I just did NOT know that it will explode

everyone fucking screamed when it exploded
Can the exorcism contract's moon selection be restricted to moons that have a chance for the girl to spawn
Kieth knows about it and he has ideas of their own for the workaround so I will just let them cook.
Ohhh cool
Im still iffy on the randomness of it, tbh. Too easy for it to be on a bad moon
I have a clip where the pentagram exploded, 4 little girls chased me to death 
Hmmm
Do contracts expire through failure only?
They expire when you leave from assigned planet.
Expire here also contains when you get the item from it.
I just want to remove the commands from the shop as they don't really need to clutter it.
And put them in the help command instead.
Oh that's good to know thanks!
Had one fail to clear after we brought the guy back
They are meant too? Last night it never expired, we tried and failed to do the data one more than 5 times because of the forced closing issue and idk of my teammates were just skill issuing and couldn’t read the fonts but they couldn’t figure it out, each time they would screenshot and send the codes to one another and they could barely get past the bruteforce “ip address”
They were always meant to, yes.
Oh, if I type contract it just reminds me I still have one on vow
After going to other planets several times too
I got it the first quota and we had it until we died on the sixth quota or so
I don't know what else you want me to do to change this code to fix what you're describing.
Because EndGame is always called when the lever's pulled to leave the planet.
I don’t know then
I’ve had the same issue with that
i mean the brightness of environment still doesnt change when i turn on my night vision goggle
Also, is there any method to show all the buyable options in lgu? because currently some options is hidden although i can still type the words to buy them. For example, night vision google is hidden
Store.
Also LGU's NV is just a coloured light around your player model. It doesn't do any post processing fancy stuff.
u mean it doesnt work as real nv that make my view brighten? only makes other can see my model glowing?
As it was implemented to not replace flash light.
No.
It doesn't make sense doing that when it gives you a 10s time of battery
Becuase like I said.
It's not meant to replace the flashlight.
oh, i think it will be better to be a pro version of pro flashlight. currently it seems lack of reasons to buy it
Just because it's a light around you and you don't have to charge it at the coil, you just wait for it charge?
but it cannot light anything, when i enter dark rooms it is still dark, same as i didnt have the nv
Do you know you can press a button to turn it on?
yes, as i mentioned, i turned it on, and it only flash a green light once, and all things keep the same
Then I don't know how light green is the same as black.
I notice that the contracts are only available in small/free moons.
Is there a way to turn them on for big moons? Because in the late game with high quotas, it is basically required to go to a big moon. Contracts provide a good amount of extra money, but we would be forced to go to a small moon, rendering the "extra" cash useless since there are a lot less scraps. Overall, this doesn't help pushing further into the game's high quota requirements.
Maybe there could be two different contracts to purchase: free moons and paid moon. These paid moon contracts could and would be more difficult since the maps are bigger and have more enemies, so bigger rewards could be warranted as well.
Sorry for the repost 😔 thanks again!
oh sorry, i see the difference now...
sorry, i would like to ask one more thing. yesterday me and my fd grab a shopping cart in the moon and bring to our ship and quit game. but today when we open our game. the cart lost. is that normal? cart from moons cannot be saved?
I fixed that issue past... 3.0.3?
I don't remember the version now.
oh, it seems happen again then. nvm i only faced that once, i will tell you if i face that issue again
Hehe, when we found our first shopping cart last night, my buddy immediately fell in love with it and took it everywhere
Dude was pissed when we wiped and lost it
Yeah, it was nice making til I had to make it so the items' weight affected the wheelbarrow.
That wasn't so much fun but hey, I eventually managed to get it.
Without causing the not saving issue too so yeah.
I mean, it's fine when you're running level 4 back muscles
Oh, that's what you meant
i had the same issue, when i press ALT to turn on the NV, it does a brief 0.1 sec green flash and then it goes back to normal
it does this since you changed the NV as an item
when it was only an upgrade before it was working and then when you made the update to make it as an item, it stopped working
i checked all my settings and they are fine idk why it doesnt work
when i say "you" i mean the dev of the mod
thats normal, the nv in this mod is not the nv we understand in fps game. it is glowing around ur player model. u can test it in dine to see what i mean
its glowing around my player? i didnt notice, but it doesnt help me see better in the dark tho
in the old version it was like a NV in fps game
green screen
what? then i love this more than current version
You can change the color in configs
yee i know but the light only works for 0.1 sec
and then it stop working
you should go check
You must have a conflict
oh, thats why i cant test it because im using game master to try the mod. ill disable it and test again
GameMaster is breaking tons of stuff for me, I have it on when testing stuff in my pack but disable it the second I wanna play properly
finally work!
You can configure its colour, range, incremental range and all that sort of stuff.
ohhhhh ty i had game master
now it works ty bro
They're just going for disciplinary action.
Will there be an alternative way to "sell" the hostage rescue contract NPC in the future?
I mean that when you manage to get it to the ship it teleports or something and leaves an object whose value is the reward.
whether in the same game or in the company.
It would be excellent.
Because currently they have to sell it for scrap and it looks a bit strange, that's my opinion, I don't want to say it's bad. But I would like to see something like that.
I'm sorry, my phone is breaking due to lag.
As a general heads-up for people reporting in on having their shopping carts / wheelbarrows go missing, know that if you're adding / removing / updating other mods that include new scrap or tool assets, LC is pretty barebones about how it keeps track of what objects actually are -- so anything changing that total 'list' in your game will essentially 'shuffle' any objects in your save when you return to it.
is there any way to fix that / even if we just have AC will this issue still occur?
Not unless someone reworks how lethal company regards objects at a fundamental level
The surface answer is ‘don’t add/remove any item mods or run updates that modify how many items are in a thing’
Our mod should be safer in that regard with the latest update. As far as enabling and disabling items goes it should no longer cause index discrepancies. Adding / removing mods that change the index still will though yeah
ohhhh! damnnn i see.
wait, by "remove any item mods" do you mean we cant uninstall scrap mods normally?
dont think u do but just checkin
If you're using a save with x item inserting mods and take one of those mods off, expect that save to have completely different items saved.
Anything that adds or removes something to the overall 'list' of items in the game will shuffle them around when you introduce or remove (or sometimes even update) those mods if they're changing that list.
If you persist through a save without making any changes to mods from when you initially set them up the items will be consistent throughout
so upon disabling/adding an item, existing save files become incompatible. Thats it.
not incompatible, but it shuffles
I mean you can still play the save, it's just going to effectively randomize all the items you have between when you last loaded it and afterwards.
LC doesn't seem to distinguish between tools and scrap for that, I've had big bolts turn into advanced personal teleporters in between updating and testing mods
The problem is then people run into mod channels and accuse any given mod of breaking their items when there's realistically no way for any mod to prevent that from other mods making it happen. There was some discussion afaik in AC for putting together a replacement system that actually tracks items properly, with the caveat that if you stop using AC / that system it will wipe all the items out (in that save) in the process.
i dont understand
"mod is designed to be played with this off"
default value: true
does it not do what i think, or is the default for some reason not what it is designed to be
That means whatever upgrades you buy in lgu store will be shared across all players
so true = all shared
false = all not shared (configure individually)
yep
i dont understand why the default is true
meaning if you buy an upgrade, others won't have that upgrade
Probably popular demand
It's the only thing I can think of
Before it was set to false
like way before
it makes it very confusing to configure since it is below all the individual choices, and i am assuming it overrides them
yeah that's what i remember
It does yes
that should be noted somewhere above
is that me or lootbug contract is kinda impossible to complete
lootbugs attack like x10
and there's lots of them
we wasn't able even with 3 rocket launchers from lethal things
anyone else randomly losing loot after relaunching save?
You can configure amount of bugs that spawns.
If they turned into some other item, that's normal between removing/adding/updating mods which add items.
bro Will there be an alternative way to "sell" the hostage rescue contract NPC in the future?
I mean that when you manage to get it to the ship it teleports or something and leaves an object whose value is the reward?
could just have him spawn a gold bar and despawn when you go back into orbit
I did like the idea of giving him back to jeb/the company though haha
can i suggest ability to discard contract and view current contract status?
we died so many times on lootbugs so we preferred to do something else
their damage is like 60 in 1 bite
weird, everyone was pretty sure it was 60 per one bite
@indigo prawn You could make it so that when you take the hostage to the ship it drops a gold bar, and when the ship is in orbit it disappears with an effect as if it were using the teleporter and with the voice line that the hostage already has says "thank you" and leaves .
Maybe I'm asking a lot of you but I would appreciate it very much 😄
whiteSpike we love you
the exterminator nest can. uh.
Yeah.
It can.
As any other scrap.
Contracts just prove that spawn scrap algorithm needs some tweaking, lol.
we need god to come down there and tell someone to tp god back to the ship 😂
is it recommended to run this mod with Advanced Company, seperately, or does it not matter?
thats one of the questions ever....
this mod isnt affiliated with ac whatsoever
(but it works)
gotcha
You would have to tweak the configs as many of our upgrades collide with their perks.
lightning rod is the only one that overlaps i think?
Besides that, no real issues arise from it as of now.
this seems like a better fit with how the game was intended to feel
yeah this mod rocks
yeah they both play pretty nice but certain things will have to be disabled. For example both mods add night vision. Last I heard only one could be used.
@steady trail btw someone said the wheelbarrow is sellable lol
and it swindled them haha
As in it has scrap value?
ac
's is named enhanced vision
or something
Pretty sure you can sell any store item, lol.
oh yeah you're right I thought isScrap was a gate for that for some reason. I guess selling !isScrap just doesn't count towards quota
Yeah.
It has some logic for when you're selling non scrap, I think
It's hilarious to look at.
I haven't looked over there yet
Is that why keys don't count?
The wheelbarrow selling will just be a hard learned lesson then haha
I used a gambling mod to get the value of a key to 100+ credits and still got nothing, that made me sad
This is when it tries to sell the items it grabbed.
Don't ask the inner if, I don't understand it either.


Someone suggested it and it wasn't really hard making it.
Compared to what the other mod does about keeping items patch wise, I think I did a good job lol.
the wheelbarrow is being heard across the map on the current version
(most annoying sound when playing with 3 wheelbarrow)

same for the shopping cart
ok ty
The latest version of LU (Lategame Upgrades) seems to be incompatible with AdvancedCompany? Is it just me, or is this the case for everyone?
In what way?
I installed AdvancedCompany and then Lategame Upgrades didn't work!
What didn't work.
How can I put this, it's just that Lategame Upgrades entire mod doesn't work
So the store doesn't load?
Yep
It loaded just fine for me.
You will have to give me your logs to understand the problem.
Well ....... Where's the logs?Can you talk to me, please?
YES.
Okay, thanks.
I am a solo player and this absolutely will save my life on the two handed scrap I can't store
I'll go look for it.
Oh, I think I see why.
My Lethal Lib didn't update to the latest version LOL, sorry!
Just as I thought, I updated Lethal Lib and it works, thank you!
Any idea if protein powder should work with modded melee weapons?
text says shovel and signs, i guess there's a weapon tag somewhere. That's just me guessing tho
If they have Shovel component, it will.
spike to the rescue
Aight thanks!
Wheelbarrow still making squeaky noises & it's also global entirely
clients hold the wheelbarrow funny (I thought it was a feature)
spoke too soon
Also the collect x/y at the end doesn't count items in a cart
so we had 55/513 or so but we actuall had 486
FUCK
contracts are still broken, even completing them won't remove them
we have infinite vow defusal
oh its also +1lb above config always
this was the username/pw combo we got, but we both tried punching this in over and over, to no avail. Tried the different possible letter misinterpretations too
I see it as G7peQxzo and plZmgf
tried G7peQxzo and pIZmgf as well as pl2mgf but ya we couldn't succeed.
The rewards are odd too, it costs 500$ to accept a contract, and the reward (specifically for extraction) is 500$? so you make nothing from it?
It does go to your NEXT quota however
I don't we're able to choose our own contracts huh? It's random?
^ I think this would be nice, only on the account that my friensd and I got the scavenger extract 4 times in a row, and wanted something different 😦
Found another wheelbarrow bug! the itemcount cap also adds +1 to it
ie 5 is 6
not a bug really but ouch
luckily it was 1 so we got it first try
(Ill put these all on git in a few hours when I am done gaming with friends)
Fixed next patch
Thank you!
Did you address the other 5 wheelbarrow bugs I reported?
also has anyone got a contract not on vow? thats 4 in a row now
It also seems you may only be able to be given one per save? This save every one I bought was bomb defusal on vow
Did you sell the cart with a bunch of items in it?
I haven't looked at the wheelbarrow really I think Spike is on top of everything though
But if you did this don't do this haha
no, I am talking about the end game screen, the tally doesn't count things in a cart like how it doesn't count the apparatus
Oh I see
ok fk this bomb
also is there no config for removing the shopping cart
there is the wheelbarrow scrap if thats what it is but if so then making it false doesn't disable it
ok time to see what is on git yet
So the shopping cart has more weight reduction but is louder and wheelbarrow is the other way around ?
Wheelbarrow and Shopping cart is godsent items for loot runs
Indeed
What's the difference
is there a way to cancel the contracts?
Wheelbarrow is bought, shopping cart is found as scrap
haven't been able to get the password on computer contract working
no matter what variation we put in the user and pw field it never accepts it
I just want to be able to toggle off the Wheelbarrow and Shopping Cart...........
cba to check if this has been asked but can there be a confirm thing when extending the deadline like normal purchases, i just wanted to see how much a day costed and before i knew it my moneys gone
Just got a cat to 64 thousand, thank you gambling company 👍
it says how much a single day costs though in the LGU menu
oh i didnt see
still i think a confirm purchase menu wouldnt harm anyone
I will probably do it along with the ability to cancel a contract.
When I have time, anyways.
Does the shopping cart drift to one side due to a bad wheel like real shopping carts always do? 🤔
I'm in favor of it because it's funny, I was just curious
Well it's a lot more weight to carry at once, a lot more to lose at once too. Especially if you botch a jump
@umbral bough Get a contract, land on it and leave it right after with the same mods you were using before.
If it still doesn't reset it, some mod is preventing vanilla calls from happening.
alright will try to do quick, I gotta leave in a min
are the fish, cube, and airhorn all weightless btw?
alright now I can test the conttract
I just changed where the RPC is called to reset.
extraction on assurance
If a patch on ReviveDeadPlayers doens't work, I don't know what will.,
went to assurance and killed myself, now just have to wait
ok the contract did clear!!
Cool.
Then something was just deciding to not call EndGame()
Because I only saw one Reset.
alright got a infestation contract on experimentation
yep, leaving reset it, got a extraction on experimentaiton now
Didn't do anything on the randomness of contracts on that .dll btw.
It's still the same as before.
we can just pull a spotify and make it less random so it feels more random
Lmfao.
ok succeeding on the contract also removes it 👍

sick
god send
Someone suggested being able to grab an item from the wheelbarrow but it seems I would need to make basically a new grab function where you pass the item as parameter.

Ok, it also plays the sound when they drop (it wasn't before)
Now to check between clients.
Which is likely to break.
It will probably only do it for whoever's holding it as of now.
Is the reward incentive the same for all contracts? Spend $500 to get a $500 piece of scrap?
Yeah, you can configure it anyways.
Will look into that later, is it a flat amount or can you give it a range of value?
Flat amount.
Has anyone written up anywhere what all the upgrades do?
You can do info <upgradeName>
thats a problem
Not sure if you take suggestions, LGU is a great mod and we love using it in our list. I like the contracts and the variety it brings to the gameplay loop, only problem we really have with it is that there’s no incentive to go for them in our runs if it’s just a pure money reward. Titan can clear 1200-1600 scrap a day pretty reliably. Maybe there could be a stacking permanent discount on lgus in the store for each contract completed? Admittedly I’m not a modder and that might be much easier said than done
Someone already suggested to have contracts where you can specifiy a moon, I will look at that when I have time.
What if completing a contract raised the final day buyrate?
Might conflict with mods that randomize the buyrate though
Nitrate?
Buyrate*
Fucking phone...
I don't know how the buy rate is influenced.
We just spawn a scrap item.
Fair. It might also be too op...
Or do you mean as suggestion?
It would probably be considering you can keep doing it as you have money
And you can also extend so yeah
True, I forgot extend deadline was a thing
I need to reenable that because I copied my "casual mode" modpack which had it turned off...
I can always make it a thing and make it configurable for everyone's liking.
Not right now though, maybe later.
My group gets better results from extensions. Our current quota is just under 20k as of last night
To the point we use the interns function to save money
Yeah, latest update was basically focused on making runs longer and with more variety so we're glad we managed to do that to some degree.

Protein powder lvl 3 got removed right? I'm not just misremembering there used to be higher levels?
Default were always two.
Oh
You can change the amount of levels by adding more prices on the upgrade though.
When will they update the lategameupgrades mod again?
Do not ask for whom the lategameupgrades mod updates. It updates for thee.
Can someone explain me the data contract?
- You land
- You look for computer
- Computer has IP, input
bruteforce <IP>to console - Prints user and password, insert them in computer
- Look for .db file by using typical cmd commands
- Get .db file out and appears a floppy disk
In computer.
No, the compute you find in the facility
Put in computer.
ok then?
It opens a cmd window.
And you have to navigate through its folders til you get the file you want.
aight
Terminal = in ship
Computer = brackens laptop
it’s like tech support in real time here
We're stealing the brackens bitcoin?
No wonder he's mad. He didn't sell when he had the chance when it was super valuable
hello cats
welp next time I know what to do
Pretty sure the instructions are almost word for word what Spike said but if you have ideas on how to make it clearer I'm all ears



