#Lategame Upgrades
1 messages · Page 15 of 1
Actually @steady trail let me check if it’s still a problem and I’ll get back to you, y’all have more important things to do like keep the main system from breaking :P
Hmm
Hey, me and my bros are also having the upgrades problem.
With all the bug discussion happening today someone should say something nice. Night vision is super good, having a free slot without resorting to reserved slots is always great!
I'm having zero issues over here in solo land
The hell did the bird monkey do to the wheelbarrow lol
Yeah I love what this mod adds it just currently only works for the host lol
My players can't even access the LGU menu. All items added by LGU are invisible for them as well, which is strange.
If it didn't install correctly somehow, it's Thunderstore's fault and not ours. The burden of labor for us is literally clicking a button. I don't know where the point of failure would be.
🤷 probably
don't you need to download yet another 3rd party software just to downgrade?
i'm not doing that
No?
what's this "r2" people keep mentioning
cool, i'll bear that in mind for the future
my mod list is big so i'm not comfortable downgrading for other reasons as well; i don't know if one of my more recently-updated mods relies on the current version of lethal lib or not.
Specifically if you have it installed already and click download again
They were stuck on trying to grab the items inside so they wouldn't stop camping the wheelbarrow.
To downgrade? No.
To manage mods easier and with less user error? R2 Mod Manager (since it's a mod manager).
If you only need to downgrade, you just need to download the .dll file for a specific version.
is r2 dependent on overwolf?
No, that would be thunderstore mod manager.
is it much harder to share your modpack with your friends from r2?
You have the file way and the code way.
Which then you would press on "Import/Update" in the profile selection and then respective options.
oh so exactly the same
R2Modman is the debloated version of thunderstore with a miniscule UI change and no ads
is the data contract bugged?
username and password didn't work
wheelbarrow seems to be a bit desynced as of the new update? it shows up for us both just fine but the contents of it aren't properly synced
when my friend takes a haul to the ship and drops it off, the items are counted by the ship as normal, but when she returns with the wheelbarrow, on my screen it is still full, I cannot put anything else in it, and if I drop the contents, they teleport from the ship to where I dropped them on her screen
Also: wheelbarrow was getting struck by lightning inside the facility on stormy weather
Maybe logs will help understand better because right now I'm just getting that a desync happen (maybe caused by grabbing an item) and now players don't see the same thing anymore.
Unless the wheelbarrow is unloaded for other people for unknown reason, the code should be always executed for everyone.
ive ben having a glitch where after we get the running shoes upgrade it gose away after the ship lifts off and doesn't come back untill we reload the game. i can send over my mod list if anything is conflicting with it.
018d57d9-619c-6cd1-edd1-ef3039c68b28
Can you send your logs as well?
ahh probobly that
i disabled the "sluggish" item becuase at frist i thought that was the cuase of the error
but it seems to reset after lifting off as a falesafe
thanks for the help
you think you can contact the devs of the mod to make it compatable or nah
rip
https://discord.com/channels/1168655651455639582/1177870747180478524 tho there is a thread here for the mod
also unrelated are yall gonna add an animation in for healing with the medkit insitead of just deling negative dammage to the player or leave it as is
Don't know, messing with animators is scary.
As we would probably have to add our own entries into the vanilla's animator without killing anything else.
And making a new animator, well...
Would probably be incompatible with others.
fair
I did experience desync with Hunter Items with latest update
Latest version of LL
But have never seen that type of desync prior
Could be coincidence, could not be
I'll do further testing and report anything I find
Just take this note as a grain of salt
I use the hunter upgrade fairly often so if it is a reoccurring issue you'll hear from me again
So quick question, just had this pop into my head
when a game starts up (assuming no buggy save reading or whatnot) - all upgrades are unpurchased.
But nightvision battery
got me thinkin: Is there plans to make it possible to set it in config an upgrade to already be active off the get-go?
or is that set to just ensure the price of level 1 is 0
I wasn't around when NV was made but I believe it was just easier at the time to have it start at level 1 rather than 0 as 0 is considered "not purchased" and might cause issues with "garbage" values when not purchased.
Again, I wasn't around so this is just speculation.
Just curious if they planned on letting a config state level 1/2/3/max in other upgrades off start o -o
which I know can be done by just making the price of level 1 - 0 or something
is it bugged or am i unlucky with only getting the exorcism contract, its the only one you will get currently?
Exorcism (x2).
Defusal (x3).
Exterminator (x2).
Extraction.
Data (x2).
Just got these after rolling 10 times.
Sounds like you broke the random machine, lol.
yeah we've gotten exorcism 5 times
sorry, just wanted to double check, you guys said you would implement a system that keeps contract types from repeating after each other right?
Yeah it should be impossible to get the same one twice unless old version
Or you disabled all but one
Ahh silly birb
@steady trail aww man, the data contract fix didnt make it into the 3.1.1 release? xD /sadface
The DISC cannot be collected, as it spawns inside the laptop; was talking to you about it last week
Ah yeah.
I remember said that about the collider.
I just got better today so I didn't think about it
aye, its all good; ill just disable it for now, RNG keeps dishing it up to me lol
Anyways, appreciate what you guys are doing for us; Glad to hear your feeling better.. Ill drop by again later in the week and hassle you some more 😉
Also I thought of a solution to the running shoes problem, can you just reapply them after the ship lands down as a failsafe or something
Then how do I know that it was reset to vanilla value and it wasn't just some sort of debuff from some other mod?
This is entirely my opinion but it would be much better for everyone if each mod, instead of forcing their own value into attributes, they should just increment/multiply by a value and then remove that value when it shouldn't apply anymore.
Yeah it's much easier and simpler for them to implement a better solution instead of others compensating for other mods
I just noticed that some mods like ImmersiveScraps and VanillaContentExpansion aren't compatible whenever we play with lategame Upgrades and those two combined only vanilla scrap will spaw, when we disable lategame then they start spawning again. Was this already mentioned ?
It shouldn't mess with other mods who add stuff. 🤔
We only add our items through LethalLib and don't remove anything.
If we do remove, it's only our stuff, not others.
I can just report what I've tested and when enabled it's only the vanilla and lgu stuff that's spawning
And no errors appear when loading the game?
there are some errors they don't mention anything that caught my eye
We've just disabled the shopping cart only and it worked again
So it doesn't like MapObjects, lol.
The running shoes issue happens when I have the InsanityRemastered mod enabled
I use immersive scraps with LateGameUpgrades and it seems to work fine
when youre slowed by the insanity?
wait nvm I just had one spawning maybe the spawn rate is just very low. But it's weird like in later days it's mostly vanilla scrap and lgu that's spawning
I'm gonna keep an eye on it
Nah just in general. Having InsanityRemastered enabled just breaks the running shoes upgrade. It works in orbit, but then the speed is gone once the ship lands
would you recommend using both immersiveScraps and VCExpansion?
insanity remastered probably resets the speed manually upon getting out of a game so that you're not slowed forever
thats dumb
I don't know what it's exactly doing but it seems to move between set ranges?
Ah no, wait.
It enforces movement speed never gets over those "2.3f" and "4.6f"
this is probably known, but the LGU drops from the hunter upgrade get desynced in multiplayer, I think it only happens for non-host players, not sure. but the drops spawn twice every time a creature is killed, one of them isn't real and has no value, this ghost drop also persists for the entire session until the lobby is closed
when eyeless dogs die while discombobulated, they don't play the death animation and instead stay in the stunned animation
I have this set but I'm still dropping my items when I use it
lategames upgrades contract extraction guy disapeared when i reloaded the save, any idea what it's comming from ?
has the shopping cart disappearing problem fixed?
The most recent update of LGU seems to break Strange Objects
I reloaded five times and the cart was still there.
That also happens with stun grenades.
Do you have any mod that also touches the teleporter in some way?
@indigo prawn you were messing around with things like these, maybe you have an idea what's going on?
Oh yeah right
The issue should be that when reloaded the condition on line 18 is true
I was going to add a || !isInShip or something but forgor
Lol.
What's the best way to start contributing to this mod? aka Unity Editor vs VisualStudio. C# isn't my strong suit so I would appreciate some guidance
Unity Editor is when you want to make assets such as items and other stuff.
Visual Studio is for actual coding/programming in C#.
Gotcha
Are prefabs required for each upgrade feature, and if so, does that require unity?
Each upgrade require prefab due to Network Object component, yeah.
Also I can't find the setupProject.exe file mentioned in the readme, and in VS it's missing some dependencies it seems. Where can I find it?
oh yeah I removed that. Really I should just set up Nuget stuff for the project but
Kieth removed it, lol.
rip lol
we kept accidentally overwriting it and we were the only people using the repo so yeah it's kind of a pain to set up an env but once you're good you're good. But yeah switching to nuget refs and deterministically hashing network prefabs instead of actually creating network prefabs would make this much nicer to contribute to
and clean out the unity files a bit
So what's the easiest way to get setup?
just clone adn resolve references and you should be good to go
as far as the unity proj goes set up the unity project template and drag the contents of the unity files folder in
How do I resolve references? I can see all the references in the assemblies section, but it's still can't seem to find some of them in the code
You have to update the paths to what you have in your file system.
Lemme just post mine cause I guess it's easier.
In the csproj.user file, you will have each entry for a file path.
Change the file path according to where you have your stuff respectively.
Ok so I modified the paths in that file, does it go in the same folder as the csproj file?
Yesh.
Cool, I'm down to one error now after building. It fails on this line in the project file <Exec Command="cd ..\NetcodePatcher-2.4.0
NetcodePatcher.dll $(TargetDir) deps/" />
do I need to install netcode patcher via the command line?
Oh, interesting, it's not there.
I guess, yeah.
Unless @indigo prawn something else I don't know about, lol.
In the meantime, can you explain the different functions in the BaseUpgrade object? What is the purpose of Increment(), Unwind(), Register(), etc? And what do I need to do in each of those overrides?
Yeah the netcodepatcher postbuild event serializes really weird. This project was also set up before netcodepatcher had all these new tools so it uses the old manual installation method
Should I use the old method then?
I think if you check your post build events it should deserialize though? Either or. As long as you're patching the netcode. If you're not building any networked behaviours you could even omit that. The networking for synchronizing purchases and applications of upgrades you shouldn't have to touch.
So if you downloaded the dotnet tool or whatever for example I think you could use that same event but without the directory change command
Gotcha, will try those things
Yeah I don't know yet if my upgrade will actually need netcode, but I guess we'll see
Thanks for all your help so far by the way, I really appreciate it
Adding to this mod is already far easier than trying to do the same in my own mod
What about an upgrade that causes more sales in the normal store? Not the upgrades menu, only physical shop items are affected by the upgrade
ребята, мод не хочет нормально работать с другими игроками. при команде lgu в терминале магазин открывается только у хоста. что делать?
вот что видят другие игроки:
pretty OP bug putting it in a spoiler just to be safe ||if you buy LGU upgrades and leave the game and go back in you have all your money back + the upgrades you have bought||
не уверен что тут можно на русском писать, но вообще была багнутая версия LethalLib которая подобным образом ломала половину модов. Последняя версия вроде как должна быть пофикшена, но если нет то могу посоветовать откатиться до 0.13.2
to be more precise, at least from our testing ||after every orbit up, game state is saved, you can do whatever you want. Buy stuff, orbit to another moon, whatever you do, as long as you don't leave the game (to menu or quit) while still in orbit, or land down then orbit up again, save will revert back to saved game state, but LGU state doesn't as it probably saves after every purchase||
very easy way to replicate is just ||after orbiting up, buy some upgrades, land on some moon, then without orbiting up, leave the game then load the save (we call it rehost or relobby). you should see lgu upgrades saved but save is back to just after orbiting up||
forgot to mention the landing thing my B
my b too i completely forgot to report this observation weeks ago until you mentioned it here
I never got an answer to this, I'd still like help with it if anyone can
If you give me the logs of when this happens, it would help.
How does one find the logs? cuz I will definitely do this
BepInEx folder.
It will be LogOutput.log
But I need when your game had this happen.
yeahyeah, Ik, I wasnt gonna send it now lol
ok, when it happens next ill grab it and chuck it here
are contracts supposed to be available every day of a quota?
me and a friend had it on one of our quotas but it hasn't happened again since
we've now been only getting it for one day
which is straight up not profitable
yeah this simply can't be
you'd be Losing money at that price
since you only get 500
The 500 you earn counts towards your quota though
ok but I could just kill countless eyless dogs and make far more?
I'm just confused since the first contract we done gave us a bomb to defuse each day of the quota
now it expires after 1 day
?
You're specifying a moon instead of random, making it the same price makes no sense as you're making it what you want.
It's supposed to reset after leaving the contract moon.
But since it's configurable, you can always change it to your liking as making it likeable for every single person is not possible.
call this upgrade Company Connections
or you could just call it Nepotism
it would be in line with certain themes of Vanilla LC
what's the point then? it's just a loss
also how am I gonna see that if you turn off ping
and this isn't a behaviour I saw in the config
again, which is confusing about it
The keep contract after finishing it?
I meant contract configurable, not that specificaly.
Because it doesn't matter if I ping or not.
first time we bought a contract
the bomb for it showed up each day for the quota
which would actually make it possible to turn a profit from the contract
but every other contract I've taken after it just results in one
Not to infinity til quota ended.
default pricing is wack though
yeah ok but the default is just objectively bad
it doesn't take much to see that
you're paying to lose money
idk, make it so that the each-day-of-quota thing is intentional
I can make it configurable when I have the time for it.
cause that way you then have to actually do the challenge each day, and you make actual profit out of it if you manage to do it multiple days
its not a loss. you're turning money that you've already given to the company into more money you can give to the company. its not about having more money you can spend, its about going for longer, higher quota's
I will not make it a default setting however as the intended implementation is for the contract to last one day landing on that moon.
when you're at the point that you are spending 3-5k to satisfy the quota you literally have nothing to spend the money you've actually made on.
Thats what Lategame Upgrades is for.
Hey, enjoying the mod, but reload often due to the issue where someone does not hear someone else and occasionally upgrades dissappear. Any advice how to keep them persistent across my party?
If it's possible to get the logs of when you disconnect and come back on to the same save and see you have missing upgrades, I would appreciate them. Maybe something is crashing in between which stops the saving process or something.
This keeps happening to us too, we've just ejected a save because we refused to buy the malware broadcaster for the third time
This is the log from our latest game, this includes the attempt to run an exterminator contract, and it included sound effects like the footstep sound effect completely failing to load.
||why are we spoilering things now im not really sure why and i dont get it||
Which version of LGU is most stable right now? Most recent?
When looking at tons of monster samples that game lags a lot
I disagree. Since the unconfigured mission payout is always as much as the mission cost, no matter what, as long as you do the mission you break even. All the loot you secure in addition to this mission is extra on top of the 500 you already made that day, which is a decent chunk of change. Paying extra to choose the moon you want it to be on is not only a completely optional and configurable feature, but is also intended to be that way because it's a luxury you would only invoke to avoid getting a mission on a moon with unfavorable weather or with a price barrier you wouldn't be able to afford in addition to the contract. All of this works to make this feature act as an effective moneysink for accumulated credits that helps you meet quota, which is what I understand to have been the intent of this mod since its inception.
I have had no issues so far
Yeah, I already literally explained this to them lol
Or if you want to go to an expensive moon so you can have a massive day 🫡
we found a bug, the peeper will go disappear when we shut down the game and launch again
is insurance one landing feature or works while staying on the same moon
One landing.
why complain when there's configs for it
do you play solo mostly?
When checking if the patches are working correctly..
please help to fix this because the peeper is quite useful in lategame🙏🏻
I can't reproduce it. The peeper is saving just fine.
Yeah, never had mine disappear either
i think that maybe a crash of lgu and lethalthings, because what happened was some item changed into the hacking tool from lethalthings
ive disabled it and it seems fine
Adding/removing mods which add items to an existing save will cause item issues as the item indexes will be different.
contract <moonName>
It will then prompt a confirm to make sure it's the right moon you want.
Last I checked, you can also type shortened words like mar for March (this assuming no other moons were added)
uh oh
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.WheelbarrowScript.CheckIfPlayerCarryingWheelbarrowLookSensitivity (System.Single defaultValue) (at <5df352d853744165802bbbbdf4656be7>:IL_003A)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::PlayerLookInput>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)```
And you're stuck in the void?
Yup
Someone reported the same and they said it was not related to LGU.
The wheelbarrow stack trace was just consequence of the actual issue.
The issue I'm talking about.
is there a way to stop the console from scrolling so I can read where the issue begins?
It outputs a file called "LogOutput.log" in the BepInEx folder.
Which has the logs from the console.
You can just open it with some notepad software.
oh nice
#1178407269994594435 message
And
#1178407269994594435 message
y'all are working your asses off, good job :}
It was just changing where to patch for that one, lol.
anyone else randomly gain supersonic speed
i think its maybe bc of the shopping cart
I became so fast that 1 button press moved me so far i went off the map
still waiting for help with this. We literally cannot do extermination contracts until this is fixed
I think that's because game can't handle more enemies so it's just fucks up the sounds.
so I should just lower the amount of enemies?
Idk how true that is, I already lowered it from 20 to 12, but ill lower it even more to like, 8, I guess
#dev-general message
A small mod could quickly be made that puts audiosource importance in an appropriate hierarchy. By the sounds of it they're all the same value. The players audio sources should really be the highest so they're culled last.
is that possible to increase amount of sounds globally?
seems like vanilla values are too low for the heavily modded game
I think it is now yeah
this is #1 thing that annoys me to hell
especially on march
disappearing footsteps
hate that
And I think the default is 32. Might be pulling that out of nowhere though. Can't remember where that's set though and how accessible it would be for us.
The mixer group might have that option actually idk tho
i really hope that it's possible to fix
We just successfully did a data contract but we couldnt pick up the disk for some reason
Looks like it's fixed but not live
when you would relase the patch?
also
theres bug/issue with sound limit
maybe you can take a look at it?
yeah ive mentioned that quite a few times in here
the extermination contracts get bugged all the time
I'm too unexperienced with audio sources to know what I'm doing for that, lol.
Plus it would most likely be a completely different mod as it's a fix for a vanilla issue which is more present in modded gameplay. 🥲
Is it normal to have zero monster spawn when you have a bomb contract for exemple ?
😔
actually
let me show
#1197317600594628628
a person metioned smth
"I've just checked, it looks like LC has it set to 40 real voices and 512 virtual voices. It can easily be modified by doing something like this:"
// 64-128 is probably more than enough
audioSettings.numRealVoices = 64;
// virtual voices should always be higher than real voices, otherwise Unity will log warnings to console
audioSettings.numVirtualVoices = 512;
AudioSettings.SetConfiguration(audioSettings);```
"Would be a very simple mod."
I only know of having too many days before deadline may cause the monsters to not spawn though we should have a patch which solves at least that issue.
it can be lethal quantities i'll try looking for the culprit and let you know
Now if you have 1 day, I don't know what can be causing that.
gimme that mooooood 👺
i want to hear my footsteps on march again
actually i'll try to install visual studio myself and do it
who knows, maybe i'll succeed
well it was with lethal quantities
can you fix it or should i contact the modder of lethal quantities ?
What does it do?
You can change what spawns and what not, monsters, spawn curve, scrap, map generation, hazards, for each moon individually. this way you can personalise your experience and difficulty. Really great mod ! but comes with a lot of incompatibility haha
Hmm, I don't see any patches where it can conflict with ours.
Maybe some logic fault is happening which makes the list of enemies null or something?
yeah idk why
all i know is that i have spawns without it
and my lethal quantities is setup in a way that i have a lot of spawns so i see the difference immediatly
Is LCBetterSaves still an issue or has that been resolved? There's a commit in their git few weeks old that reads 'lgu fix'
I didn't check but there's a pull request which should make saving less of a headache.
@steady trail or @indigo prawn what is the process for making a prefab? I’m having trouble understanding how to do it in unity, and what exactly I should put in said prefab for my upgrade. Or would you recommend copying one of the other prefabs and doing something similar?
If it's an upgrade, you just need the prefab to have network object component.
How do I create one in unity? Is there a project file I need to open like I would for visual studio, or do I just create a standalone prefab?
#1175883003474485369 should have an unity project for that
Our unity assets are in the uhh UnityFiles folder.
does intern command not show in "lgu" list?
It shows in help command.
my games probably bugged, cant see it in help command but i can use the command
probably terminal mod conflicts
🥲
no big deal tho, it still functions 😄
Hmm, could we maybe pin the links to the GitHub and thunderstore pages?
@indigo prawn Do you even have pin perms, lol?
I keep getting this error in the log, not sure what I'm doing wrong. I thought I made my prefab exactly like the others.
[Debug :More Ship Upgrades] [AssetBundleHandler] Loaded asset located in Assets/ShipUpgrades/DoorsHydraulicsBattery.prefab
[Debug :More Ship Upgrades] [AssetBundleHandler] Loaded asset located in Assets/ShipUpgrades/ScrapInsurance.prefab
[Error :More Ship Upgrades] [AssetBundleHandler] An error has occurred trying to load asset from Assets/ShipUpgrades/TeleporterUpgrade.prefab
[Debug :More Ship Upgrades] [AssetBundleHandler] Loaded asset located in Assets/ShipUpgrades/TeleporterUpgrade.prefab
[Debug :More Ship Upgrades] [AssetBundleHandler] Loaded asset located in Assets/ShipUpgrades/ScavItem.asset
Did you build the assetbundle with your thing?
Asset bundle?
Yeah, in the Unity Editor, you need something to allow making asset bundles.
What's that?
Then include your prefab to the "shipupgrades" asset bundle.
Asset bundle? It's what it means, a pack of assets.
An AssetBundle is content that is stored separately from a main game or application and loaded (or downloaded, in the case of mobile and online apps) at runtime. This helps minimize the impact on network and system resources by allowing customers to download and install only the parts they need. AssetBundles can also be used to update or add to ...
Ok, I've changed the asset bundle setting for the prefab. Is there anything I need to do to "build" it, or does it appearing in the folder mean it's done?
Building asset bundle is not immediately included in the editor, it needs to be written the script for it.
The link I provided has an example of one.
And it has to be in a folder called "Editor" which is for editor scripts.
I made the prefab in the LC unity project template, does that work?
Hmmm
[Error : Unity Log] Unable to open archive file: G:/Thunderstore Mod Manager/DataFolder/LethalCompany/profiles/Jordan/BepInEx/plugins/shipupgrades
[Error : Unity Log] Failed to read data for the AssetBundle 'G:\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\Jordan\BepInEx\plugins\shipupgrades'.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
This is after setting the asse bundle of the prefab
And the bundle is really on this path?
do you happen to know the item name for the portable teleporter? (i.e KeyItem,FlashlightItem, etc.)
ItemType?
something like that
Because of BetterTeleporter?
exactly
better teleporter seems to override the config for portable tele to stay in your invent
if there's no workaround, i might just try to find another tp mod
Oh, should the asset bundle be the path to the mod within the plugins folder?
Thunderstore puts everything into folders
Both the .dll and the bundle go to the same folder, yes.
Ohhh gotcha, will try again soon
The dll assumes the bundle is in the same folder as the dll.
Well...
🤔
These are just two examples, lol.
all i really care about is the portable teleporter not getting left when they tp back
long ass string tho
i can quickly test actually
Because both teleporters derive from this one.
i see, like a tag system
Sort of.
It's just because both had the same logic with just variable changes.
And having a base class for both is easier to maintain as it will have the logic both will use.
So if there's an issue with one and we fix it, the other automatically gets fixed too.
MoreShipUpgrades.UpgradeComponents.Items.PortableTeleporter.BasePortableTeleporter
looks right to you?
Seems right, yeah.
or do i just use the end string
end string?
like just "BasePortableTeleporter"
or the whole one
you know what, trial and error
XD
I believe you need the whole one.
is the broken monitor bug back?
where you can't type or is that just ue
ok yes its ue
@steady trail do I need to rebuild the asset bundle file after I add my prefab to the unity files folder?
yeah
It sounds like I need to do that somehow - should I copy all the files into unity and then build the bundle? I've been referencing one of the recent PRs to follow along, and it doesn't make any changes to the asset bundle file. Is it perhaps built somewhere else? Sorry for all the questions, I'm really new to all of this. If it would be easier to just make a PR so you can review it, I can do that
or I should say once you add your asset/prefab and make sure it's marked to be a part of the asset bundle you need to build the asset bundle so it's included in the asset bundle.
yeah do the first thing you mentioned
What's the easiest way to load everything in? Just drag and drop?
if it's a simple addition you can also just make a pr and I'm sure we can iron it out
yeah it should all resolve fine
I would appreciate that, thanks!
I'm having trouble pushing my branch to your repo, are there special permissions I need?
sorry didn't see that, here's some info
No other issues with LGU outside of Night Vision being counted as a group purchase when I have it configured as an Individual purchase
I should've been more clear. I'm familiar with git, and I've already made a branch off of main locally. I'm having trouble pushing back up, it keeps returning a 403 error. I've tried a variety of git clients including the command line, perhaps is there some permissions on the repo that I need to be given to push?
If you made a fork, you should commit to your local branch then make a pull request from that branch to the forked repository's main branch.
I just cloned the repo straight, I didn't fork at all
Are you saying I need to fork?
Probably. I don't see your branch in the git so it should just be a local copy as of now.
Yes, it's local. I just keep getting "permission denied" errors whenever I try to push up to the remote
Well yeah, you shouldn't have permission to commit into the main branch. Thus why you should make a pull request instead.
As pull requests will be reviewed if safe or not.
Commits into the main branch would be just be a problem to maintain from evil doers, lol.
No, I branched off of main onto my own branch. I should be able to push my own branch up, right? I'm not committing directly to main
So you made a branch from LGU's without forking?
Yes
Did you ever publish that branch?
At least, I have to publish first to start pushing my stuff on my branch.
Right, I'm trying to push my code on my branch to github so that I can create a PR to main
Would it be easier to just chat on a voice call?
It's up to you really, I'm making some refactor on the upgrades/items to make it easier.
Yes you need to fork git repos you don't have ownership / write permissions of in order to make a pull request 👍
Only the owner and people granted write permissions on a public repo can create branches on it autonomously
Gotcha, thanks! Will do
Am I the only one that has sync issues with clients when lethalLib is updated past 0.13.2?
No world objects from this mod show up for clients at all. Same with Lethal Things
The upgrade bus is synced across clients, right?
Yes and no
No networkvariables just conditional RPCs. If upgrade sharing is false much of the upgradebus will be unique to each client.
What would be the easiest way to sync a property across all clients then?
The best solution is situational. You can achieve deterministic synchronization in some situation where reliable events will execute on each client locally.
You can create a ClientRpc method so circumstances that happen only on the server or local controller can reliably be communicated to all other clients.
You can also create a networkvariable if it's a single variable and it will automatically handle itself. You still need to be mindful of ownership or if disregarding ownership you have to be mindful of race conditions or polluting the network.
We don't have any networkvariables but many other people use them. Evaisa has a ton of network variables in LethalThings if you want a reference.
is the lower the number the more the upgrades go on sale?
or the more common i should say
You mean the level?
The only difference levels have is changing the price of what the sale hits it as.
I'd assume maxing it would take it out of the choices making it easier for sales to hit other upgrades... but I cannot fully say.
i think the config the lower the number the more likely a sale is going to happen because 0.85 is 15% i assume 1.00 is 0% chance and 0.00 is 100% chance
Oh yeah, it still has that backwards logic, lol
I just think of it as chance to be full price
setting it to 0.4 was a bad idea
Lol.
yall take upgrade suggestions? got an idea for a multi teir teleporter upgrde that makes the recharge time an the time it takes for you to be teleported go up
with an optinoal config option to make you keep your tools or not (or even scrap just like the portable one)
Is it safe to update lethallib with this version of lategame upgrades ? heard there was problems
I’ve been working on a teleporter upgrade for bringing items through. Perhaps the charge time reduction could be incorporated in the future
if i can ever get it working lol 💀
question, was the bug of upgrades resetting on server restart fixed?
anyone know which larger lobby mods, if any, will allow the peeper to work?
If we're talking inverse, maybe the first level lets you keep slot 1, then another slot for each upgrade level
mine is working on previous version of lategame and lethallib, didn't try last version yet ( i'm using biggerlobby) what about you ?
We're using More Company because it came with cosmetics but peepers dont work with that one
yeah i tried more company like one month ago but it came with a lot of bugs so i got back to biggerlobby
would be cool
AdvancedCompany works
I've been hearing talk of bad mod interactions with AC though
Yeah since it does a lot of things like more company there is more chances to have incompatibilities here and there
I mean maybe a mod from November from a modder who doesn't interact in this discord maybe lol.
MoreCompany is literally pointless, people only want it for Cosmetics which you can do with AC - Also AC would probs consolidate most of the mods you use anyway, replacing probs 10+ mods you use that are now outdated. Imo.
Last I checked, LGU works completely fine with AC and back. (besides one issue with Scrap Issurance but it should be not too difficult to fix)
Obviously you will have to change some configs in perks/upgrades side to not have two of the same thing but besides it's fine.
^
LateGame_Upgrades & Advance Company are COMPLETELY compatible, just use a little commonsense and not stack two of the same functions on each other i.e. Stamina Perks (AC) + Stamina "BiggerLungs" (LGU).
Misinformation is detrimental to stuff.
This is why in my back I have balanced it. About 4 or 5 LGU's are disabled because of its interaction
I've also made better scanner 3 nearly unobtainable -u-'
speaking of which I'mma actually change that value into something "obtainable"... just very-very late game possibly with a sale obtainable
Why wouldn’t it work though? Theoretically those perks should stack if they’re both using multiplication or addition to buff the stat
Instead of forcing the stat
Me and my friends have been trying out Lategame, and it seems to raise our contrast in game making it literally pitch black on the inside. we cannot even see the floor or walls around us even when scanning.
We have a few mods installed so we individually started disabling the ones we recently tried and LG disable was the one that fixed it.
however, when we die and begin spectating, our contrast was normal and we could see correctly again (but the person we would spectate could still not see)
even the lights/ bright areas are almost too bright which is why we assume contrast levels and not an added darkness to the game
what's lg disable? I know GameMaster caused an issue like that due to it breaking the vanilla night vision light when loaded alongside our mod
LG disable > Lategame disabled (we use thunderstore and disabled the mod that way)
The only other mod that I would assume could interfere would be BetterItemScan, ReservedFlashlightSlot, or BetterSpec
But I dont believe they should
Alright. Well yeah sounds like something is butting heads over the night vision object. Your logoutput.log file in the root of your bepinex folder (or if you're using a mod manager I think somewhere else) should have some errors related to it
oof, gimme a minute to try and find that, im terrible with file managment/ searching
for some reason its working fine now? 😵💫
I have a question about the exterminator contract:
Do all of the bugs that spawn during the event (configurable in the config) just all spawn at one location and stick together or do they spawn in different places and roam mostly separately?
Misinformation at its finest
Anyone know about an issue with toomanysuits rack disabling while using lategame?
That would be ... not the weirdest interaction, but I'd doubt LGU would deal with suits or the suit rack o- o
I would believe more that LethalLib would mess that one up than LGU, lol.
yeah thats why i was confused but ive tested and it works with LGU disabled but breaks once its enabled
h u h..
toomanysuits hasnt updated in a month or two
i guess um... put it as a github issue (is there a github issue section for LGU?... there must be - it's just not pinned directly)
I'd also report it to toomanysuits if they have a github or channel here o- o
Because last I checked, we never touch unlockables or the rack itself.
;_;
i do have lethallib tho so maybe its that?
i mean, lethallib is required for many many mods
It does seem to be ... well... loading in
that is weird
I like how people only now decided to make an issue about the fact you can buy upgrades then leave as it will keep them and you get credits back.
Even though this was basically since release. Lol.
Yeh - I noticed this bug myself once.
Proceeded to just not do it out of game fairness
Also: on the flipside - you can't buy something and then leave when it comes to the store because the damn game forgets it <n<
Learned that out the hard way
Meanwhile I was trying to make the creating an upgrade process easier..
internal class PlayerAttributeTierUpgrade : TierUpgrade
Apparently C# (at least target runtime) doesn't support reference to fields so I can't do magical things with it.
I thought that was what forcecredits was made for, until it was fixed, whoops xd
It's fine, lol.
Anyone could use forcecredits too which would lead public lobbies impossible to manage, lol.
also can we get confirm prompts on each lgu store option?
Yeah buying an upgrade then reloading to have a discrepancy between save files is just using forcecredits with extra steps so it was never priority at all to fix it
And especially before config syncing no one was using this is public lobbies so that's why that one went un restricted for so long too.
No clue why people would want to play this game or games like this with randoms
I mean, if you play like that - you're deliberately abusing a system to cheese your progression.... in that regard, you could simply set AC to give a lot of starting credits, or get one of numerous mods that lets you change starting credits (per player sometimes), or change the pricing of the upgrades to really cheap... or set the discounts to happen often...
like... it's one thing if you could buy it - land on a moon, and then it refunded the credits to you without you wanting it to happen - it's another when the steps to cause the bug is to purposely buy an upgrade and then leave to then get back in immediately after.
Yes, people will say "Well what if the deadline just ended, and you wanna go up from the company - and then buy the perks when they could have a discount before leaving?" - to that... like... think of it as a parting gift of assisting the resuming of the run after a day or two (or many days) go by before you get in. 🤷♂️ ... or end your runs not after selling to meet the deadline, but before. So you don't have the money to buy LGU's, and discounts won't entice you prior to leaving.
Just set the ship to The Company, 'n exit the game. It remembers the last planet you set the ship to autopilot towards (without needing it to land).
It also helps to do that for allowing others to come back in (if anyone left) to gain experience for AC (as you only gain experience after quota has been delivered at deadline day)
I hopped on my save today and all of my LGU items have been replaced by items that I can only guess to be from MoreInteriors
my medkits got turned into rocking horses, my peeper became a typewriter, my advanced portable tele became a gramophone
and weirdest of all, my shopping trolley became a regular portable tele remote
I've got some other item that became an army helmet, not sure what but I can't even reach it as it's outside the ship
Did you add a new mod to your set up? I have had that happen when adding mods. I havent coded or this game or indeed at all in like half a decade, but if I had to guess items get shifted around in an array and when you load in, whatever that item ID was might have been shifted in the mod loading and now you have stuff from the new mod or whatever.
nothing added, but MoreInteriors updated
Moreinteriors added items in the update
a quick alt f4 and downgrading of moreinteriors has fixed this
although the items are still in the spots I moved them to somehow lol
except the shopping cart it seems
that's just gone
is there any chance we could get a standalone for the contracts
the "skill" upgrades only work for the one who bought them right?
configurable yes you can allow just you or all
okay yea i found the option. thanks
You might have fun doing some merge when you decide to PR @violet ocean , lol.
i want to know why the locksmith not working
i bought it
but it just ain't working
do i need t ohave the lock picker bought?
tho only lock/door related mod i have is "MrHydralisk-EnhancedLockpicker-1.1.3"
You’re not using DoorFix?
Are you walking into the door? That’s how to start the minigame
oh alright i'll remove that mod
Yeah DoorFix breaks it because it reduces door hitboxes
i hope enhanced lockpicker with its "door jamming" thing doesn't break it too
no that just re-locks doors i think
I know it's been asked before, but is there a more specific name for the shopping cart or wheelbarrow?
For example, for whatever reason, with LGU, it doesn't get picked up by Shipmaid to ignore the items from sorting - but the LightningRod from AC does get grabbed (Sort of like, when you need the full name of items to prevent them being teleported with certain mods)
The mod's name is ShipMaid?
Oh.
I found that, if I put it in the "SortingDisabledList", instead of not sorting it, it still does, it also ignores me setting manual overriden locations FOR it to go to
Tl;dr user error
Actually, I learned, Shoppingcart is actually called ScrapWheelBarrow and the regular wheelbarrow is StoreWheelbarrow which is why it didn't actually work
Learning is fun
Lol.
we just found that even i set individual purchase on night vision goggle, it still apply to all client instead of only 1 person
Fixed in next release.
ok thx
i tried to understand what's going on in portable teleporter code to prevent it to drop items, but understood nothing
i'm trying to make it work with better teleporters and having a hard time tbh 😄
did you consider teleport upgrade as another lategame upgrade option?
so you can, for example, keep walkie and flashlight on you while using upgraded teleporter or inverse teleporter
or even more upgrade stages, like tier1 = only weak flashlight, tier2 = also walkie, tier3 = pro flashlight, tier4 = shovel
something like that
i think it will fit perfectly
and if you want to bring back all your loot - you can always buy portable or advanced portable teleporters, so there's reason to spend money on them
I think that's what @violet ocean was [doing](#1178407269994594435 message) earlier.
awesome
cause right now i have only two options - either ignore portable teleporters or use awful vanilla inverse teleporter
Did the bomb successfully, but it disappeared 3=
And no errors popped out in console?
for me it disapears only when i realod a save, is that what you are talking about ?
I made stuff with Fast Encryption in the meantime. :v
Some didn't like transmit going away so I just made the vanila type faster.
Plus removed the length you can put (10 characters) and just be restricted by how much the terminal allows you to, lol.
no, it disappeared immediatelly when I did it successfully, like I said
also, we just rescued a scavenger, and when we placed him on the ship he was doing voice lines literally non stop
Time to go look, I guess.
Thought it's like
3 AM
So I will just check what's happening and probably fix it tomorrow if I can.
damn, my terminal displays nothing all of a sudden after reloading a playthrough after a week or so
or any playthrough, includinga fresh one
shite
I dont have anything else that should impact the terminal aside from like extra moons
crap
They're looking into it so should just be a matter of time.
Yay, a non-replicable bug.
I love those.
I only know that you can change the volume of scavanger's voice lines if they're too annoying.
you were right, ty
@indigo prawn from what I am looking at bombs Start, it always starts armed? Even when they are on the ship after reload?
it is LLL, same thing happened to me
LLL has bug on vanilla map now, they are fixing it
Yeah loading stuff hasn't been implemented yet so no contingent logic will be either. I should be good to build and publish tomorrow though
Still need to check contract stuff because of ValueSyncer besides that, everything else seems fine.
I had an idea for a mod, but I kinda think it would work better as an LGU suggestion since you already have a similar set of items. We have the wheelbarrow and we have a shopping cart, what if we had a little electric scooter? Works almost exactly like the wheelbarrow but only stores 2 items in a small basket. Has a battery life. When holding (assuming it has battery), players will move faster than their normal speed (not influenced by running shoes, I think that would be op and also not make sense). When sprinting, the scooter drains extra battery instead of player stamina. Weight is almost entirely disregarded. Fairly heavy when the battery runs out. It obviously makes noise, so you will draw the dogs to your location and it's just as unwieldy as a wheelbarrow if not more so, but would make 1-player transportation a breeze on large scale maps (especially some modded maps, but also Rend, maybe Dine).
And it would be kinda fun. I think it would work best for dramatic escapes. Like if you're the last survivor and it's late at night, or if you have the meltdown mod installed and took a bit longer than planned to get out of the facility, you can shove the apparatus in the basket and hold sprint to slam down the accelerator. It would be somewhere along the lines of 300 credits as it's more a mobility tool than item storage like the wheelbarrow. Can BARELY jump, just enough to get on the ship really.
They seem to be working just fine, both in the contracts and samples.
Also I think git is missing some unity files, some of the ritual items didn't have an icon and bones was just not rendering at all, lol.
@indigo prawn The peeper works on MoreCompany v1.8.0 (& higher) since I replaced the coil-head patch with a transpiler
huge
Do you know if it works on Advanced Company? Not sure if this means it should be working now or not (maybe it's an upcoming fix thing) but we are seeing it seems like the peeper doesn't work on the current version when using advanced company
no clue about advanced company
Can’t remember, did you guys think about having config that increases the contract reward values by the quota?
I'll have time this weekend to make a PR I think
peeper works on AC, been using it in maps like Acidir where coilhead spawns are high
maybe you have a mod related to coilheads or maps/interiors that have problems with networking
happened with LE (not core) back then
I think the only one enabled rn is coilhead stare
is there an advanced company fork that only has the portable terminal
don't think so
i have to report that medkit acts strangely
i set it to 4 uses, 50 hp each
50 hp part works correctly
but i was able to use it much more, not 4 times
also looks like number of uses not synced between players, for some players it was depleted and others was still able to use it
So is the maximum being applied correctly on one person or not?
Because you're saying like there's two different issues.
I fixed the sync issue but I don't know the other issue you're describing.
looks like uses amount are different for each person, not synced
So it's the same issue?
and i'm pretty sure i used medkit more than 4 times, but i'll test again
if it repeats
I couldn't reproduce it so 🤷♂️
yeah, gonna test today then
@indigo prawn Are you fixing one and if so, which one? Lol.
Nah I just merged two. In the office today and just opened my phone while something was running
Ah maybe I should have merged them in a different order then
It wouldn't matter, they would conflict anyways.
Probably a sign that storing each upgrade's levels should change, lol.
To like a map or something.
Also GitHub when two files create a newline and declare completely different variables
It's so trigger happy with conflicts. I get it but so annoying haha
Merged them all so it should be fine.
can you see which upgrades you currently have with which level? is it always displayed in the chat if its active? or is there another way of displaying that?
LGU store should show the level.
my lgu store has a sale everyday lol
@steady trail @indigo prawn I've made my PR! Please review, I would appreciate some eyes on my code and this is out of my wheelhouse https://github.com/Malcolm-Q/LC-LateGameUpgrades/pull/291
we are still finding instances of the data disk that cannot be picked up
the text for how long the creatures affected by the discombobulator doesnt dissapear for my client player, and it renders the in game chat unusable for them.
Also the extraction target literally will not stop doing voice lines after we rescue him. it is like, literally constantly
we've also just folund a pentagram that wont display its name
really getting frustrated now, three of the five different conracts are not working properly >=T
take the player logs of who sees these glitches happening
and report it via. github ., .
send over the dependencies list, and the player log of the session that has these issues - and explain in great detail what exactly is going wrong
tis all I can really recommend @vague pollen :x
im not sure how to report issues on github
or where the log is
If it is your last log o.o\
if I havent played since then will it be my last log?
If all those errors/bugs happened the last time you launched the game and played - yus
if it happend the 2nd to last time, you must find the folder
as it (-being the game) backs up the last 2 sessions, but this button only copies the last.
nah it would be the last
then smack that button like you would smash that subscribe button
paste it somewhere to keep.
@violet ocean I don't know if you get notified of each review made but I made some on it.
I’ll check a bit later, thanks!
I'm not seeing any reviews 👀
:hmm:
Prolly missed a button?
They're in pending.
You should be able to see it though in the PR.
This is all I'm seeing
Thonk
I see things now
Okay, apparently I missed a button.
No worries, reading through all your comments now. Thank you! Will push updates later today
I've never used swift but it seems well made
Haven't touched Mojo yet either which is his newest language. Not really sure how much application Mojo will see though. The benefits seem kind of mute tbh considering anything that is needing to be performant is already C or Rust under the hood but neat none the less
Responded to all of your comments, I had a few questions
C is fun, especially with memory management.
I'm bad I've never touched c. Spent a good amount of time with c++ when I was a kid but other than rust no lower level languages for me lately
And I'm just playing in rust not really doing much. I like working in lower level languages but have a hard time coming up with fun / captivating projects.
The lowest I got was Assembly so yeah.
Especially for something like finding a duplicate value in a list.
Problem: no matter what the config is, the mod does not work on third-party clients (there is no response to the conditional command in the lategame store, and the purchase does not work) (everything is fine on the host)
I would like to see an example of a save file for several players at once
(mine as an example: {"playerSaves":{"76561199009286712":{"DestroyTraps":false,"scannerUpgrade":false,"nightVision":false,"exoskeleton":false,"TPButtonPressed":false,"beekeeper": false,"terminalFlash":false,"strongLegs":false,"proteinPowder":false,"runningShoes":false,"biggerLungs":false,"lockSmith":false,"walkies":false,"lightningRod":false, "pager":false,"hunter":false,"playerHealth":true,"wearingHelmet":false,"sickBeats":false,"doorsHydraulicsBattery":false,"beeLevel":0,"huntLevel":0,"proteinLevel ":0,"lungLevel":0,"backLevel":0,"runningLevel":0,"scanLevel":0,"discoLevel":0,"legLevel":0,"nightVisionLevel":0,"playerHealthLevel": 3,"doorsHydraulicsBatteryLevel":0,"contractType":"None","contractLevel":"None","SaleData":{}}}})
I need logs, the save is useless to me.
yeah, I can share if needed (just asked for example to test it by myself)
Then share please, thank you.
from the end
something like mod loaded for other player
[Warning:Lethal Company API] СмертькАтам responded with these mods:
ACS.AdditionalContentFramework
ainavt.lc.lethalconfig
atg.FnafPowerOutage
atk.lethalcompany.laternights
atomic.terminalapi
BetterTeleporter
BoomBox.BoomBoxNoPower
BoomboxSyncFix
Boxofbiscuits97.QuotraRollover
cobster.exitdoor
LC_API
com.elitemastereric.coroner
com.elitemastereric.slimetamingfix
me.swipez.melonloader.morecompany
com.github.lethalmods.lethalexpansioncore
evaisa.lethallib
com.malco.lethalcompany.moreshipupgrades
but not working any command and shared update
I don't see an error from LGU.
thats the question = )
What does Lethal AutoComplete do?
And these logs tried to type in the terminal?
If I were to steal this code for my Peepers, would there be any conflict with how you set up the transpiler?
shouldn't be, the transpiler only replaces the player count from 4 to the actual count
(by replacing the coil head patch i meant i replaced the patch on morecompany not this)
oh you added a transpiler to MoreCompany, I thought you added the SpringManAI transpiler.
yeah i probably could've worded it slightly better 😂
was it your transpiler WhiteSpike
For Peeper? Yes.
The Peeper camera, not Peeper creature.
This is gonna hurt my brain a little.
I should be able to just use the same code for my creature without the two interfering right?
There shouldn't be an issue, yes because of the OR at the end.
It should end up with
flag = false || PeeperCameraCheck(transform.position) || PeeperCreatureCheck(transform.position);
I bet you never expected someone else would make a Peeper.HasLineOfSightToPeeper method :P
I just mean it's wild that two people ended up making the same mechanic and both named it peepers
Bobilka, the modeller for the peeper, named the file sir curity man which I liked haha
But peeper was already decided
Nice.
Anyways, I made the dictionaries for levels and actives.
It will probably pop out an KeyNotFound exception at some random code I forgot to update so I will keep it on hold for now.
It also cares about old saves so they don't just get wiped.
Though it is painful to look at.
ah right on that's sick
And it will successfully deserialize the old object into the new object?
Well
It still has the old variables.
Because otherwise I can't get them.
I could make two objects, one for new and one for old, I guess?
Now that I think about it.
ok nice I've just never serialized an object then deserialized it into a modified version of the object
It's like 3 AM though so my brain is not at full capacity right now.
if the former approach works then that'd be sweet but if it doesn't I think that would be needed. Then we would kind of have a scope of how backwards compatible they would be though
haha
alhough if save data is being put in the game save data I guess it's not even being serialized anymore so it shoudl be fine
I'm still putting a json in it, lol.
Making the NVG not drop on death makes it persist after being fired, even though all upgrades are meant to be lost
(I have keep upgrades off)
just tested with only lategame installed
even with it didnt works for non host clients
(lgu answer examp)
from host logs
BepInEx seems to cause errors
It's always at the top of my log whenever there's a problem
yeah because it's how the mods are loaded into the game
can't mod a unity game without bepinex
No? None of my mods depend on it
they definitely should, you're talking about bepinexpack right?
Yeah. I can actually run the game fine without it. Installing it gives errors
I just wanted to see what it did
It just breask your game, what a stupid mod
what the hell mods do you have then??????? bepinex is the mod loader
have you confirmed that the mods even work without it?
Yah. Hatsune Miku is on my boombox
i have no idea how your mods are working. bepinex is how mods are loaded into the game.
this site looks extremely suspicious
I know my mods work because Hatsune Miku my boombox and the spider says "21" when it alerted to initiated a chase.
download.cnet is NOT sus its where you get beanmod, the greatest and bestest mod 5/5 stars
Ya that one is really cool it adds a Touhou moon and rabbit scrap
Oh I think i known the issue, it's because I already have a mod launcher. It's called Lethal Company Script Extender (LCSE)
Ty for ur help autumn
I would appreciate if you have all log levels on if it's not already because right now it's telling me the impossible. Which is loads fine but does nothing.
Because there's no real reason clients not having any log whatsoever while host does.
I come to warn you that an error occurs when I want to use a portable teleporter.
I'm using the Lethal Level Loader mod + mods like Scoopys_Variety_Mod v1.1.0, LC_Office v1.0.3,
MoreInteriors v2.2.0,
SCPFoundationDungeon v2.3.1,
and the error is that when I enter one of these dungeons and I want to escape with the portable teleporter or advanced portable teleporter it makes the animation as if it were about to take me to the ship but nothing happens. He stays in the same place and doesn't take me to the ship.
Which may be? The error occurred to me when I was in the dungeon of the mod Scoopys_Variety_Mod v1.1.0
it was a sewer level
The last time I saw that error was when someone reported having WeepingAngels.
So I tested it with one spawned in, tried to teleport and it brought that error.
It was a long while so I'm not sure if it has been resolved since then.
Yep, still the same issue when trying to use WeepingAngels or SCP173. They both still cause that issue where you can't teleport when they're focused on you. Port. Teleports are bugged to when it occurs. I think vanilla teleport too as well.
Sure that's an accident?
Idk if either would canonically have anti-teleport but that would actually be an interesting mechanic for en enemy
it's a bug, dude
@steady trail I've updated my PR. Due to the messiness from the merge conflicts, I ended up just redoing my last commit, so it has all the changes now from your recent reviews
While I did say you can use a check on localPlayer to see if it's dropping or not but I think like this will cause desync issues.
Because imagine:
Two players are in the inverse, you activate and teleport.
1st player sees their items kept and others dropped.
2nd player sees their items kept and others dropped.
Because by returning true, you allow DropAllHeldItems to continue execution on other player controllers.
Two things:
-
It would be neat if config was added to make it so that instead of contract reward being constant it was contract reward + (config value)(current quota - 1)
-
Since helmets are wearables I wonder why the diving kit isn't?
There can be a hud element to display if you are wearing either and a key bind to remove it
- Because diving kit was made before the helmet.
- This is like fourth or fifth you're asking about it. Why not just make it?
LGU's open source and MIT so you can just make a Pull request with that feature and I will review it.
I just realised, you don't have the modder role, you do help with the code of the lgu mod tho right?
?modder @steady trail
Added role Modder to whitespike
Yay! @steady trail you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
I've seen you around a lot so I think this is a bit overdue lol
I didn't miss out on much anyways so don't worry about it, haha.

This mod seems to softlock PoolRooms interior inside vanilla moons. I only ran with Lategame Upgrades + dependencies and PoolRoom's dependencies. I get this issue.
Seems like a conflict between LethalLib and PoolRoom.
It doesn't happen with any other interior?
Nope. Bunker, Sewer, Dungeon, Mental Hospital, DevilMansion, SCPDungeon are just fine. Seeded just fine with them. Someone else has concluded as well LGU and PoolRooms are having the sofllocking seeded issue. Just letting you konw.
Just for LGU I've
New Profile, existing save, LGU + poolroom softlocks but not for other interiors
New Profile, exisiting save, LGU + poolroom new cfg, softlocks but not for other interiors
New save does fix poolroom interiors showing up on vanilla. Just tested that while LGU is active.
Well yeah, it's not happy with LethalLib stuff apparently.
can we get a config for syncing certain upgrades like for expample you can check "upgrade is kept through out save" to true even if you delete the save you keep it
Like a global save?
I would have to look carefully at how we save stuff since it has been a while since I last touched it.
And this is like a config for each upgrade to keep or not through saves, that's it?
yeah
better saves glitches it out to be perm so mabye you could replicate the issue but only allow to do it when config is set to true
I mean yeah because it fails to delete the lgu file sometimes, leaving it to the next save in the same slot.
Though I fixed that by putting the save into the game save itself rather than having two files altogether in the appdata.
This should fix the issues caused by using LCBetterSaves.
Does LGU have compatability with InputUtils? If so, I petition to add the NVG hotkey to the list of keybinds due to the alt key being used by Reserved Item Slots.
you could bind it to rightalt i think its just RightAlt in the config
i tested i think my nv wasn't working because the charge was almost hit integer limit
So right now I have a perfect example of the Data contract messing up because the file cannot be grabbed after completing it correctly
Would it really be all that hard to just despawn the old PC when it makes the floppy disk?
Haven't built a new version yet cause more stuff kept getting fixed and added but it looks chill now so I'll do that real quick
i wish advance company and lgu would merge
so i could stop worrying about conflicting items
oh awesome Keith, thats great
same with lethal things
I waited until a Loot Bug wandered around me and grabbed it and moved it, this time, for what its worth
is there a github post concerning the exorcism circle as well?
I was having insane issues with that the last time I played, wondering if that also got fixed
don't see anything. What was the issue.
no matter what position I was standing in aiming the cursor at the pentagram didnt give me the ghost name at all
we also had a weird issue where once we extracted the extraction target he literally just spammed voice lines non stop
oh that does remind me sometimes custom moons will have the contract item in the wall, or have the exorcism piece you interact with in walls
i kinda wanna make it so the contract reward is a range instead of a set reward so i need to start looking at things again
cause just breaking even can be mid so a range of 500-1k could be nice
contract's work with modded dungons or no?
does LG have C4?
What mod has c4
Tell me now cause I need it
Oh wait do you mean the defuse contract?
Hey everyone, sorry if this issue has already been talked about/this isn't the right thread for this, I tried looking through the search but no luck.
Has anyone else had an issue of upgrades resetting to a set point each time you restart the game? I lose any upgrades I purchase in my save, with them always being replaced with just Malware broadcaster or just Beekeeper level 2. Always those two.
Do you use better saves mod?
I did at one point but got rid of it. I suspected that was the issue and tried to delete all traces of it like configs and at one point the entire appdata folder for Lethal Company, but even that didn't seem to resolve the issue.
Send a picture of ur LC saves
In folder
I'm pretty sure you need to also delete the lgu folder/file
Cuz it relies on the save number or smthn
Are these also located in the Appdata folder, or does the mod use a separate location from the base game?
Uhh I think it's in the thunder store local profile folder
Just go thunderstore, settings, and open local files
Ah ok ty, I don't have an LC save folder, I wiped all my mods and profiles, and redownloaded every mod as part of my troubleshooting.
You'll have to wait for someone who might know to come on then, I haven't messed with saves in so long so I can't remember where they are lol
Your help is still very appreciated! 🙂
I might just go through the process again, wipe everything, and delete the entire Thunderstore data folder as well this time. I would imagine that has to solve the issue^^
Edit: Fixed! I deleted the entire Thunderstore folder, my Lethal company folder in Appdata, and uninstalled the game, and now LGU is working properly once again. I'm guessing that even when you delete the mod & the entire profile, something is still left-over somewhere from LC Better Saves that isn't getting removed.
is 4 medkits a normal thing to happen on a employee rescue contract or is this a spawnrate bug?
probably normal, cant be expected to find 1 medkit in an entire facility
Default is 3. Don't know if it's configurable or not.
Though it would only reflect at plugin load.
@indigo prawn eveything should be fine for release btw so whenever you're ready.
Probably the teleporter one will be kept on hold for a while longer.

Also i keep forgetting that I have barbed wire basically done.
Should be server side anyway
Just need model for it, lol
Oh yeah
For now it's just a cube.
That can damage/slow/stun enemies and damage/slow players when configured.

Don't know what default Im gonna put on this
But for now it's gonna be in a branch til I consider it finished.
Because the issue with slow is that I can only apply it by the enemy's agent speed.
So if a custom enemy appears, slow won't workie. 
hmmmmmmmmmm
was def more than 4 but only at the entrance
but the dude spawned inside a wall so sadge
(given that it was the custom sewer dungeon)

how does one go about identifying the demon on the exorcism contract? my team and i found the pentagram and spent hours in-game trying to figure out how we were supposed to know what demon it was to no luck 😔
Plus one to this, have no clue how to identify the demon type
alright got another demon contract and the altar showed the name, first time i encountered it the altar didn't say anything
i have a bug that the upgrades only work with the host , not share with other , anyone know how to fix this
other still can access lgu store but have to buy it again
Check the configs. It might be set to individual purchase
i dont have that config in config files
it's called moreshipupgrades in the config editor
i still got it on
not sure why
So:
- You have "Shared Upgrades" in Misc section ON ?
- If not, you have each upgrade's "Individual Purchase" OFF to be shared?
If you got here, did the changes if necessary and the issue persits, you have load lgu <playerName>, where the person typing the command is the person that wants the upgrades and playerName is the name of the player you want to get upgrades from.
Regardless, give the logs of when this happens (when you buy the upgrade and the share does not happen) so I can have a better look at the issue.
i got the shared upgrades on , and it only work when other use load lgu , not sure why
Found a problem. Equipped Night vision goggles are NEVER lost, even when set to drop on death. They persist through dying, through quota wipes... Seems the only way to get rid of them is to delete the file outright
huh, they was dropping on death just fine last time i checked
i've had that on old save files, new save files "fix" them
also the fact if an new/existing mod adds a new item entry, they kind of fuck up the old save
Config changes while in-game are not reflected til a restart btw.
I know
Is there a way to add custom monters to a hunter tier, even if it is just "peepers drop snare flee sample" or "Fiend drops braken sample" type deal?
Right now no. It's not implemented for custom enemies.
I would probably have to change the config parser to allow that, not sure.
Yeah I've already reported this bug twice x.x
unrelated but what mod is that, that lets you edit configs while the game is open?
LethalConfig
awesome, ty
Mostly requires you to restart the game anyway
Don't really understand why the altar sometimes not showing up the name of the demon. Either an error shows up before it synced (which is odd) or it just decides to not change the text (which is even more odd). I really need the logs of when this happens from every player in the lobby as the name needs to be synced to every client.
A small thing to report, when resetting lgu and then saving by going into orbit, when i close the game and return, NV Headset Batteries and Shutter Upgrade remained.
Is resetting lgu supposed to be temporary?
Out of all upgrades you had, only those two remained?
NV's normal at 1 because it starts at 1.
Shutter is not.
shutter remained at max upgrade yeah and you're so right i forgot about Lv 1 NV
I'm checking if the main branch still has that issue (because I messed with level storage and stuff and maybe it fixed itself when I made the changes)
Hmm, it seems to be fixed so I guess in the next release, you won't have this issue anymore.
Assuming everything else I changed also works, lol.
Heyo, got a suggestion to make for maybe a new lategame contract, which is based on Monster Hunter/Hunt Showdown!
Imagine if you had to hunt a specific monster either outside or inside that had a lot of health (which can be tracked with a constant health bar, or a health bar that shows while aggro'd!) Maybe a bigger version of the monster (A Hoarding Bug the size of a Jester or a Centipede the size of a Forest Giant), or a killable version of a monster that previously could not be killed! (Jester, Spore Lizard, Forest Giant, Earth Leviathan, Hygrodere)
Had the idea pop up in Masa's head, so figured to share. ^^
Love the mod! 💜
honestly if we're going for a phasmophobia/demonology vibe with these contracts, why not have some kind of visual clues nearby circle that hint at what demon you're dealing with instead (spirit orb, emf reader, hand prints etc.)
If I was to do that, I could probably only do it at the pentagram itself, not sure.
Though if the demon is not even being shown through text, I doubt visual would show up either, lol.
anyone have thoughts on conflicts they've experienced with this mod? I have a a fairly large modlist and i'd like to know how much heck i might get into trying to add Latgame Upgrades
seeing if thunderstore has a modlist i could copy paste, sec
or if i could see modlists of players that are not experiencing issues, that would also work
This mod tries its best at being compatible friendly with other mods through its transpiler patches and if an incompatibility is reported here, I usually solve it if it's from this mod's side.
alright, thank you friend
I have a 115 modlist with personal touches, and this mod is still functioning as intended.
yeah ~80 mods here and no conflicts except for the expected ones like using ALT to use ReservedItems triggering Night Vision but that can be fixed by changing keybinds
i think my shopping cart fell through the map 😦
will the incompatibility with bettersaves or morecompany ever be fixed or is that a problem that those mods have to fix
i think morecompany was fixed if you're referring to peeper
no im refering to a bug thats happens where people who arent the host have seperate credits
It's inside the wall, lol.
You even got the prompt when you glanced over it ahaha.
completely blended in with the environment
use keybinds to change the button for reserved item slots, i personlly use t
yeah i say that in the message you quoted lol
shopping carts that spawn on the surface seem like they can't be picked up by the host
Surface?
yeah, shopping carts seem to randomly spawn on the surface
really, ive never seen them outside?
Odd, we only registered the scrap as inside map object, unless they decided to change the implementation to also appear outside.
I had one ONCE. I assumed it was somehow incorrectly placed by another mod
Hazards outside mod?
Is the stamina cost decrease on jumps in bigger lungs stack?
Is it unlocked at level one or max level?
the shopping cart isn't a hazard
It is
I think it increments with it yeah so stamina jump cost should always look the same. At least on default configuration. Haven't checked in forever though.
Depends how they're checking I guess but I'm assuming they're just making mapobjects spawn under the same conditions as outsidemapobjects
Damn I didn't know running shoes were so good but all us still died tho lol
I'm getting mixed messages
It applies once right now.
And it starts applying at third purchase of bigger lungs.
I can change it to be the same logic, it's not really a priority right now.
is Enable the ability to purchase contracts / missions working? i've set it to false, along with all the types of contract, and i was still able to receive a contract
why is it a hazard
Because MapObjects are considered Hazards in vanila game.
does it not just spawn the same way as scrap like a normal person
No because registering as scrap would make it spawn more than once.
And that's not what we wanted, we only want 1 spawn per map.
i guess i will report this in hazards outside then
i bought the discombobulator and it didn't show up?
neither me nor my partner can use the atk command
Did any error show up when bought?
idk it's too far back but for some reason my game bricked when i tabbed out 😭
oh i found the proper log
is it just me or does late game upgrades only work for host
you might've not configured each upgrade to not be for individual
how do i fix that then
oh nvm
this is already true by default
i do however still set all these to false
lmao
hey, i am sure i'm doing something wrong but how can i used the scan commands from the better scanner
i tried writing scan enemies etc in the terminal but it just tells me that no commands like this are known only the vanilla scan works normally
(i bought the better scanner upgrade to level 3)
i've had that issue before but i don't remember what was causing it
might be a mod compatibility issue
well at least i can keep my sanity :D
was thinking i am totally stupid for not figuring out how this is supposed to be used
if its a compatibility issue i guess i have to live with it until its fixed
thx :)
won't get fixed unless the root cause is found. you'd probably want to at the very least share logs or your modpack for info
Hmm, odd. It didn't put the gameObject into the map.
I did mess around a bit with the whole code structure of the upgrades so maybe I might have fixed it accidentaly, not sure.
Were your configurations different by any chance when you connected to each other? One of you had Disco off?
should’ve been the same, i had just shared the code before playing. I was the host also
if you want the full logs when I get home I can send them, I tried the purchase more than once. I just figured that bit looked like the most important
Very odd indeed.
Can I request the Hunter drops from LGU be less FPS intensive?...