#Lategame Upgrades
1 messages · Page 16 of 1
Also on the topic of changing things (potentially), could the walkie GPS detect other walkie-like things (in my specific case: AC headset and AC Tactical Helmet)? So if either of the two are equipped, it shows the walkie GPS information.
or at least not if equipped - but in the hands (just like walkie themselves). So in AC's case, it'd be holding alt and ensuring it's in your hands to get the GPS coordinates
Next update should have particles turned off when dropped.
Right now we just patch the object used for the walkie talkie, would probably have to check if the grabbableObject has any sort of thing that plays in the radio.
Thank you for the responses @steady trail đ
fyi just putting this out there not doing anything official cuz school hours but i have it on dont share purchased stuff and it still does with things like night vision, if one player has a goggle on all can use it
Fixed in next release.
so i'm curious. i made the suggestion of upgradable teleporter.
Where the first stage would like make store bought equipment teleport with you.
and then the more you upgrade the ship teleporters, the more it'll allow you to carry
amazing
There's a PR for a teleporter upgrade though I haven't seen any updates on it.
That would kinda be busted no?
Go in, teleport 4 loot out, inverse teleport in, teleport loot outâŠ
Removed the âcarrying itemsâ aspect
I'd rather say an upgrade for the inverse's cooldown
when is the next release happening?
Next school semester.
When we manage to get everything into the git because @indigo prawn is taking a break from modding and apparently the repository doesn't have all the unity assets (when I built with it, bones went poof lol).
I could try checking it one more time and see if it was just my error but I always copy paste the git contents into the unity project before messing with it so eh.
i cant get it out :<
;-;
not really. the teleporter machines are rather useless. but like adding those upgrades (which would be satanically expensive). would simply increase the carry weight over time.
What does âcarry weightâ mean here though?
doesnt it have like a 9% chance to stop working
so like in the top corner of your screen next to your character. it displays howmuch weight you're carring
Teleporter machines are used to get players in and out so that they can get scrap. If you could just teleport someone in and then teleport them and scrap out that would mean the entire moon surface would be ignored
Oh wait⊠are you talking about the portable teleporters from this mod?
the handheld teleporter item already does that
you can disable that feature on the port tele so its just an escape rope
Well itâs all configurable, I guess if you really want to you can make those teleport you home. But theyâre not really useless
They save you from death quite often
Although to be honest⊠I donât use them :P
and those vanilla teleporters would be even more useful with the idea i suggested
i use advance and lgu with most of the existing advanced upgrades disabled and it feels pretty balanced
specially for moons like stormy ones
i dont think you get teleported fast enough for lightning unless its on purpose
Well as I said if you gain the ability to teleport a bunch of scrap out of the facility then youâre not really experiencing the part of lethal company where you actually need to take loot back
you'd skip the lightning problems by teleporting the player with their items straight back to the ship
Yes youâd skip ALL the problems
i disabled the teleport scrap feature like after the first session using it lol
i still keep one incase i get cornered by a thumper or spider which happens alot
But yeah idk. I have my teleporters set to only teleport the item youâre holding, cause you might want to take in a flashlight or something
this is giving me an idea for an placeable item that would slowly teleport 1 scrap to the ship
I might change that in the future⊠since it DOES allow you to teleport 1 scrap out, and maybe instead of flashlights i can just use AdvancedCompanyâs helmet lamp or something
see? there is some thing to be done here.
the upgrades for the on ship teleporter could be like
Something like this could be okay! just not in massive amounts
i think if the scrap teleport feature was off by default there might of been a little less spite
thats why i said slowly like an entire in game hour and a half
and it would be one a time
1st: teleport only with the item at hand
2nd: teleport with all store bought items
3rd: teleport with only <number>lb of scrap
Id personally not like just, teleporting yourself in and then teleporting yourself out⊠to be the optimal way to play the game
and from there every upgrade would allow you to teleport with heavier loads of scrap
all of those options could work
my dude.
Mhm?
stop striking down good ideas.
that tech could be super useful and can be balanced by it's price
How am i striking down ideas :P
Iâm noting how theyâre flawed
If you can balance it it works
he said hes against this
like this first one would be like atleast 1.5K and 2nd unlike all other upgrades would cost more than the first, around like 2K to 3K
and the final one where it'd probably at most allow you to carry 15LB of scrap weight would cost possibly 5K
Ok, but, after you buy all these upgrades, will the optimal way to play the game be teleporting yourself in and then teleporting yourself out?
Because if so
Thatâs a flawed system
the chance to break on use is kind of the balancer
You payed a price to skip that part
It breaks so the guy will have to pay again to skip again
it's about leveling up and upgrading yourself.
this is def getting hostile so im gonna sit this one out
A system is FLAWED, if it means you skip an entire part of the game
No Iâm not trying to be hostile :) apologies if i sound like that
This is true!
Iâm talking about things from a game design perspective, but yeah, if you want you can make upgrades like that
It just seems weird to me
Because itâs like, as youâre upgrading yourself/your ship, youâre experiencing less and less of the game
(At least with this concept)
I personaly use the mod that let you keep 1 item with the teleporter, just a personal preference, i'm not using it that much but i think it's a good QoL
Note that pretty much every other upgrade here adds on to the gameâs mechanics instead of allowing you to skip them
these could be 3 tiers
Same! I dont think 1 conditional teleported scrap is enough to make a teleport in/out strat be optimal
Yeah
well if the broken chance was also in this it would make it even less optimal
Break the teleporter inside your ship? Lol?
Some ppl want to personalise their game to be easier too, not everyone is a pro gamer so it's their choice also
like it would fix when you got into orbit
Thatâs really fair actually, yeah. If you want to make the Portable teleporter just be way more powerful, but still have limited uses/cost more than it returns, that could workâŠ
Oh wait youâre talking about normal teleporter. Uhm⊠then people would just use it until it breaks
is he ? i was talking about the LGU items for the breaking part
The beginning part was a suggestion of an upgrade for the ship teleporter.
oh
ig but if were using the 1 scrap at a time thing getting only 3 scrap from tele and then leaving wouldnt be very effecient
If you could upgrade it to do 4 at a time though⊠no matter the cost, it would end up probably making optimally getting loot unfun
Ok tbh
I donât even know why Iâm talking about game design here xD this is a modding community so they donât have to make good design decisions
true configs fix all complaints (obv not but can adapt to preferances)
Yeah modding is a bit like everyone is designing the game like they want it, so for you it's op so you don't want that but for some ppl it's cool
Yea :P I guess Iâm against it since upgrading it would make the system less fun over time
Configs never fix complaints
because the ones complaining don't read them
But I AM all for letting teleporters teleport like 1 or 2 items, for QoL and making the game cooler.
Teleporting with loot is kinda a cool concept tho if it wasn't game design wise
Inverse allowing keysđđđ
YEAS!!
Ohhh hm well
But yeah, allowing keys or checking so there's always a path out
That would totally work
what if there was a chance a monster might get teleported with you
Pfft
I really like this concept. this would be super fun
instead of it just being a qol change
1% chance to teleport every single monster, turret, and landmine to your location in the facility
Including outside monsters and beehives
Good luck employee!
instant eyeless dog would be fire
Pfft
hey, we've reset our save file multiple times but we still keep getting given Protein Powder LVL 1 for free.
It only seems to be happening when the other player joins too, which is weird
happens with bettersaves
this issue used to happen to me but i dont know what i did to fix it exactly
it was either not having upgrades in slots 1 & 2 or making sure only the host buys the lgu upgrades
its got nothing to do with better saves
and ive always been the only person to buy upgrades
if it really isnt the saves or syncing then idk what other mod you have that would cause this
im not using better saves, bruh
Also, is this the mod that add's "eject" as a command?
That's vanilla.
well it aint working lol

i don't think it worked for client?
that would be really bad if a client can just walk up to a terminal and kill a run
no its host only
there isnt really a definite way to test what mod causes these bugs since the desync bugs dont happen all the time
Ok so supposedly...
I uploaded a release into Thunderstore thingy.
It should have a changelog attached to the version if what changed and what not.
this assuming I didn't fuck up the upload, lol
Nice.
You did the uhhhh.
wow update is here
keybind?
InputUtils thing, yeah.
yeah, thats me haha
I appreciate that, I was too busy messing with other stuff.
You will probably notice me putting your thing in the changelog, haha.
no worries, sorry about the 1000x commits, first time even looking at lethal modding/BepInEx
It's fine, I don't really mind the amount of commits. So long as I can understand what it was wrote, haha.
when you pushed the changelog.md i saw hehe
i'm trying to make a drop ship upgrade that make it faster. trying to figure it out rn
The ship landing faster?
not the ship, the store ship
Ah
drop pod
haha 23:46 here
My brain can't really code during these hours, it just can't.
just trying to see if i can make it. if it turns alright I will try to send a PR
Oki oki, I will be waiting.
Meanwhile, I'm gonna go like sleep and wake up to the possible fire that awaits for me.
Nothing about the exorcism?
I can't fix magic, no.
Without logs or any sort of consistent replication, it's hard for me to fix an issue.
As all attempts I had with exorcism always showed the ghost.
peak update!
hold up we can unlock the time stone now?
Something in the new update is causing a really bad bug when combined with something else in this pack: 018dcf2a-1c40-18d8-a749-b54ff49dec7a
Basically can't interact with anything on the ship so can't play the game
People load in fine but you can't go anywhere
Unsure what the conflict is but hopefully if other people with the same issue drop their codes we can narrow it down
Notably I downgraded LGU to the previous version and it's working
But upgrading to 3.2 breaks it
glgl
you should post a log file
%appdata%\r2modmanPlus-local\LethalCompany\profiles\IanMods\BepInEx
if its windows, the profile name from the code is correct and you are using r2modman
LogOutput.log is the file
or go to settings>debugging>copy log file contents to clipboard if you are using r2modman
got it, let me update the mod to the newest version and then I will do so
Game loads fine
Save loads fine
Then I get the "press E to pick up" message for a long time despite not looking at anything I can pick up
Then it goes away and I can only pick up and put down things, can't interact with anything else
Downgrading LGU to 3.1.1 completely fixes the issue
Real shame because some of the 3.2 issues look cool
Seem to be getting a lot of errors thrown surrounding LGU so
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.UpgradeComponents.TierUpgrades.AttributeUpgrades.BiggerLungs.ApplyPossibleIncreasedStaminaRegen (System.Single regenValue) (at <13d90aedf5284891a2670b1d386abe07>:IL_0021)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
fwiw I have Bigger Lungs disabled
as I'm using Lethal Progression to manage player upgrades, including stamina upgrades
yeah, saw a lot of BiggerLungs on your logs
probably missing some check if BiggerLungs is enabled
yeah I'm getting the same issue
same issue here
Noticed my scanner not detecting hostiles/wildlife (red targets) after upgrading Better Scanner in the latest update. Scraps (green targets) are still detected fine though.
Also the "scan scrap" command from the second level Better Scanner upgrade seems to always pick up scrap on the ship, instead of the available scrap on the current map.
Anyone having an issue where switch opens the moons selector instead of changing the currently selected player on radar?
I already caught déjà vu, old problem
Perhaps these mechanics somehow affect AC presets?
I'm not sure exactly, but I'm curious
While I appreciate giving me snapshots of logs, I want the full log.
I can provide it no problem
Or who did you contact? đ„Ž
It applies to anyone.
018dd0d9-7ebd-4633-79f9-4219c850639d (code of the assembly on which I received the error)
https://drive.google.com/drive/folders/1u8d4N_Q7KvfsT5Y6FJQMRdnygdEVDoQl?usp=drive_link
An error was made in the video "1-Lategame_Upgrades.mp4" and a warning appears in the console. Then the screen freezes and nothing happens
@steady trail Is that normal?
So long as I get logs or a consistent replication method, I'm fine with anything.
Well then, help me figure out the problem đ„ș
Hm, beekeeper died.
Yes, this is a problem from LLL or other similar mods that change the spawn of mobs
I'm not exactly sure
Or LE
Not really, it's just me assuming every upgrade is enabled.
Or AC
Because testing every possible scenario of enabled & disabled is not really reliable for me.
I turned mods on and off from 150 of my attendees
And I found 7 problematic mods
Wrote a report to everyone
After which everything was fixed, except for some
And I was pleased
This is a long verification method, but it works
I know my assembly like the back of my hand

I will need logs for when you can scan something through the wall, I guess.
It could be crashing somewhere before the enemy through wall check.
And scan scrap always picks up scrap that is still inside the facility:
GrabbableObject[] filteredScrap = scrapItems.Where(scrap => scrap.isInFactory && scrap.itemProperties.isScrap).ToArray();
Though I have a feeling that after a reboot, any saved items will have their isInFactory reset (because you can pick it up and drop it again and UI will show as you collected from the facility).
Would there be a way to either change the Diving Kit's HUD to an "open glass window" instead of the "metal mesh" type it currently has, or maybe give the option to switch between either ?
cf. illustration (left: "clear visor" / right: current "metal mesh type")
Or maybe have it as an upgraded diving kit? so that it's a "Tier 2" and maybe "Tier 3" being a more modern diving kit like so:
Oh yeah, the diving kit is using the item itself to cover the vision, haha.
I will think of a way to make it appear HUD wise instead of item and just make the item invisible when holding it.
Thanks! But also since there's an option to have it be a "one handed item", maybe having it "be invisible when holding it" might cause issues?
I was thinking more like way the "Utility Belt" from the "Lethal Things" mod works by using one of your slots still but you don't have to have it "in your hands", so that for example the use for the Diving Kit that I would love to pair with is the "OopsAllFlooded" mod that makes interiors flooded so that we could still explore with the diving kit "in the toolbar" if that makes sense?
Oh okay, neat! Thanks a lot for your good work by the way! đ
I think this is exactly what happened, I had this issue when continuing a previous save file. It keeps picking up the scrap I already had on the ship. Kinda annoying that I need to pick up and place down the scraps first before it registers that those are collected already and not in the moon's facility.
I'll try it again when I got the time. The issue I had was the scanner not picking up hostiles and wildlife that are visible, I was at upgrade level 2.
yeah that half glitch happened to me when me and my friends interior was desynced and we were on 2 different ones but we both saw a seperate thumper
The problem still remains
It is Russian, they said "The problem still remains" with their screenshot
Because it's using old systems, yes.
prior to the sale and quantum upgrades
New stuff tends to break, yes.
Since I'm not a robot, I can't test all possible scenarios of the new implementations.
So here's my log files copied from r2modman
And here I tried using the scanner, it picks up scrap just fine, but doesn't detect the turret right in front
Same thing here, it picks up the position of the main entrance, but not the roaming locusts
Off to Dine I go to get turrets, lol.
No relevant errors are shown when scanning either. :\
Is it possibly caused by interaction with other mods?
But I haven't had this issue in v.3.1.0
It's level 2
Um, which file are we talking about here? Sorry
BepInEx\config\com.malco.moreshipupgrades.cfg
And when you browse into Better Scanner section.
How are the parameters set at.
This is assuming you were the host of that session.
Otherwise, I need the host's config.
A heads-up just in case I personally use the "LethalCompanyVariables" ( https://thunderstore.io/c/lethal-company/p/AMRV/LethalCompanyVariables/ ) mod and set the turret spawn value to something like 25 whenever I need to test things fast on a factory on Experimentation for example
And there's also the "LethalDevMode" ( https://thunderstore.io/c/lethal-company/p/megumin/LethalDevMode/ ) mod that's pretty handy, hopefully you already knew about these but if not maybe it can help you a bit in the testing phase đ
Odd then.
Hmm
It shouldn't break like that though if it's an old save.
As the only thing I need is to grab the data from the old save and put it in the right format.
Oh also, I wanted to report that it seems like the Locksmith upgrade isn't working for me, which I assume might be related to some kind of hitbox fix mod I have for the doors (since it's the only thing I have that affects doors in my modlist afaik), so I was wondering if there is any workaround or way to have a prompt appear on locked doors when the upgrade is purchased.
Or maybe another solution would be to have the locksmith feature be converted/made into some kind of device or item that you pickup (since I think it would probably be the "easiest" solution, I mean, in a way like keys that enable a prompt to unlock doors if that makes sense?).
Let me know if I should do a GitHub "issue" for both the Diving Kit and this one, separately of course! I don't wanna overwhelm you with feature requests with what you must already be dealing with in a way that's not easily traceable đ
Suggestion go to git's discussions.
Oh, my bad, I saw there was a label for "improvements"
Fair, definitely understandable!
Locksmith right now just checks if you hit the door's collider. If it gets resized, it won't be triggered.
I can try giving a prompt to unlock it with Locksmith through interact.
Oh okay, so that's what I suspected...
A prompt would probably be best, so that'd be great! Thanks again for your time đ
Oh so, should I post these suggestions (diving kit & locksmith) on the git discussions or have you already taken note of them somehow?
You can check if they have been or not.
Alright, will do! Thanks again!
What kind of mistake was that? 0_0
Mistake?
Not really.
Just Unity not doing what it's saying.
I don't know if I should look for other documnetation about Unity's Control Bindings so that people know what to put in the key configuration.
I just hope... Someone will get to my report...
Or tell me - so that I disable each mod and look for an incompatibility problem...
What report?
Did it fix or not?
#1178407269994594435 message
unity inputsystem documentation is a mess
Sadly. 
Probably.
{
var file = File.Create("inputs.md");
file.Close();
File.AppendAllText("inputs.md", "| Keybind |\n");
File.AppendAllText("inputs.md", "| --- |\n");
var layouts = InputSystem.ListLayouts()
.Select(InputSystem.LoadLayout)
.Where(l => l.isGenericTypeOfDevice);
foreach (var layout in layouts)
{
try
{
var device = InputSystem.AddDevice(layout.name);
foreach (var control in device.allControls)
{
var relativePath = control.path.Substring(device.path.Length);
File.AppendAllText("inputs.md", $"| `<{layout.name}>{relativePath}` |\n");
}
InputSystem.RemoveDevice(device);
}
catch(Exception ex)
{
Debug.LogException(ex);
}
}
}```
this is the code i used in unity
Nooooooo all my settings :/
Ok holy fucking shit - that transmission change is COOL.
Also currently, I didn't delete the config and the new upgrades are there. And the fast encryption functions differnetly
so I'm assuming the config updated but everything seems functional.
Relevant config is on keybinds on NV and Wheelbarrow.
Which I just remembered that it might be synced by accident, oops.
@steady trail ```[HarmonyTranspiler]
[HarmonyPatch(nameof(ItemDropship.Update))]
static IEnumerable<CodeInstruction> UpdateTranspiler(IEnumerable<CodeInstruction> instructions)
{
if (!BaseUpgrade.GetActiveUpgrade(FasterDropPod.UPGRADE_NAME)) { return instructions; }
float upgradedTimer = UpgradeBus.Instance.PluginConfiguration.FASTER_DROP_POD_TIMER.Value;
List<CodeInstruction> codes = new(instructions);
int index = 0;
index = Tools.FindFloat(index, ref codes, findValue: 40, skip: true, errorMessage: "Couldn't find the 40 value which is used as ship timer");
codes.Insert(index, new CodeInstruction(OpCodes.Ldarg_0, upgradedTimer));
return codes;
}```
is that correct? looks like it worked ingame and I used [HarmonyDebug] but I can't read IL code that it logged 
I think that turns
timer < 40f into timer < this
Which is probably what you dont want, lol.
What you want is probably have a static method which takes the value you're looking for as parameter, something like:
static type GetUpgradedValue(type defaultValue)
Then you add the code instruction which calls this method right after you found the 40.
my intention was just replace the value without calling a function
but it's too much for me haha
will try the method one
For that, you will need to replace the uhh.
Ldc_r4's operand which you found the 40.
codes.Insert(index, new CodeInstruction(OpCodes.Ldc_R4, upgradedTimer));
push float value
I messed with Assembly before this so IL are familiar and easier to read.
That will probably do an error.
Because you will have like
timer < 40 newValue
never worked with IL haha
Yeah, machine code isn't for everybody.
What you can do..
Is access codes[index] and change the operand of that one to the new one.
But I feel like that won't really work.
unstack the 40 and after do the Ldc_R4
Because they might not have the upgrade on.
I would like to try mod an il2cpp game sometime. Mono is such a luxury it's fun but would be neat to try that workflow. I've kicked around assembly but never committed to a proper project and that seems like a motivating one.
I had fun with Assembly because one of the projects I had to do for college work was find a duplicate entry in a list.
And it was mix between C and Assembly files too.
Where C code would call a function that was implemented in Assembly.
It was very fun.
But idk I value dev speed over everything nowadays. I love low level languages they're romantic to work with but when you have your means to build big things fast and efficiently it's hard to break from.
(Potential desync of sales between host to client)
yeah i bought a mapper and it gave me a shovel and i bought another item which instantly appeared on me idk what caused this i dont think 100% it was this mod
all the clients seem to see one sale, I see another
not gonna point the finger stating it's this - but the odds are there o- o
Any chance you could add a config for how many medkits to spawn for the extraction contract? We never buy them and just get them from the contract since thereâs multiple.
Itâd also be cool to have to take your own medkit inside if you set it to 0
i see where your coming from
though medkits themselves arent that good in my opinion and we usually only 1 or 2 in there
MoreShipUpgrades.UpgradeComponents.coilHeadItem is currently not working for better teleporters, there hasn't been an update for betterteleporters for 2 months, so I'm assuming that maybing LGU has changed the the name of this. It was working previously, but I haven't tried in the recent LGU updates until now.
as of recent update, this is spamming my console and inventory is unresponsive, my E key is stuck like this. Can't interact with anything.
I don't even have this upgrade enabled in config lol
having the same right now trying to investigate more, but having this with the upgrade enabled and disabled
trying to regenerate my config like aenima said
that fixed it for me
It did without changing it for me too but i'll redo it and see if it still works with my settings
takes a while
Ok so it looks like it has changed to be under another namespace: MoreShipUpgrades.UpgradeComponents.Items but it still isn't working. Not sure if the namespace needs to be more specific...
Under that namespace the line of code that talks about the peepers doesn't really have any other namespace... And I don't think UpgradeBus.Instance.coilHeadItems.Add is the namespace either...
It seems it's something in my config that does that
even after regenerating it if i put the sames values it does the error
@steady trail
Canât open the cfg rn, are you disabling bigger lungs in your config?
i tried both, didn't change anything
@fast temple can you try enabling Sick Beats and see if it will work
ok
Yup, it was sick beats !
You are a genius !
{
float staminaDrainCoefficient = UpgradeBus.Instance.PluginConfiguration.BEATS_ENABLED.Value ? SickBeats.Instance.staminaDrainCoefficient : 1f;
if (!UpgradeBus.Instance.PluginConfiguration.BIGGER_LUNGS_ENABLED.Value) return regenValue * staminaDrainCoefficient;
if (!GetActiveUpgrade(UPGRADE_NAME) || GetUpgradeLevel(UPGRADE_NAME) < 0) return regenValue * staminaDrainCoefficient;
return regenValue * UpgradeBus.Instance.PluginConfiguration.BIGGER_LUNGS_STAMINA_REGEN_INCREASE.Value * staminaDrainCoefficient;
}``` @steady trail maybe something like this?
It's throwing null when acessing SickBeats' Instance?
i think so
when sickbeats is disabled it spam the log with [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: MoreShipUpgrades.UpgradeComponents.TierUpgrades.AttributeUpgrades.BiggerLungs.ApplyPossibleIncreasedStaminaRegen (System.Single regenValue) (at <2f7a8a7f76a842f49080b9d7df45ac79>:IL_001C) (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
Hm ok ok.
To be fair, it should be a separate method but it was lazyness when that was made for Sick Beats.
// Truly one of THE ternary operators
i have contracts to false now
also this when i left the lobby
already did that after updating
new save
dunno if sending the configs will work but i have a lot of things set to false even before recent updates
No.
That's just how patches work. They execute the method and do whatever it says.
If there's no check saying "hey, don't do this", it will do it.
So it tried to remove it again, lol.
Did this appear when somebody joined or when you started hosting?
when i started hosting
yep
Odd.
yep, the errors happen when i start a lobby (new or saved) and leave the lobby, respectively
The ResetValues one is easy to fix, it's just put a enabled check and be done with it.
And apparently the contracts one too.
Yeah, they're both fixed.
I like how most if not all issues is just because of one assumption I made was wrong.
I didn't notice the update, liking the deals offers
I don't mind failing.
It's just sometimes hard to close my ears to useless information

has the peeper been fixed? đ
will asteroid be surivable?
For those wanting configs to be up to date, nuke the config (or remove it out of the folder and transfer values). It's different >~>
Since when it was broken?
i thought it wasnt working for ppl using morecompany or something
It should work after they made the transpiler changes.
yippee!
Who? 
ok seriously, is it not possible for a mod to like... detect the old config - take the values it needs, and delete the old to put the new- It's literally <70 lines... the bloody beginning is different. How convoluted is it to ensure configs are up to date . ,.
what goes into the possibility of moving a config from one to another automatically ., .
If no config reset -> people complain of not having updated values
If config reset -> people complain of having their configs reset

Config reset -> and move values
how
how do . -.
Someone make a mod to do that ., .
or at least a mod that detects config nuking requirements o -o
also they're talkin' bout asteroid-13
a cursed map with many coilheads outside -u -
soooo yall are saying to delete config for updated values, what does that mean đ sorry im dumb af with this
sooo its not just the new upgrades being added?
ooo wait
nvm
o wait yea i have the new upgrades in the config even tho i never deleted it, unless its more than that
#1178407269994594435 message
'bout 30+ lines shouldn't exist from* the old one. Will that ever cause issues? Who knows. đźâđš
just did a diff check on my config file and the only thing that did not update was the removal of Multiplied to incoming damage (rounded to int) = 0.64
bruh remaking the config is going to take a while
coil head central
Sadly
My issue is not fixed
In particular
It is still spamming these errors
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.UpgradeComponents.TierUpgrades.AttributeUpgrades.BiggerLungs.ApplyPossibleIncreasedStaminaRegen (System.Single regenValue) (at <6c89dd0819464aec859e1964fb85ca32>:IL_001C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
Despite 3.2.1 saying Fixed Bigger Lungs error spam when loading into the game
Definitely some sort of incompatibility here
Here's the code again
Or well, the new code with updated mods
018dd43b-5d39-0f6b-cfb2-c276d0cca650
Still seeing the same behavior of the game making me unable to interact with ship components, effectively locking me on the ship
Since I can't access the terminal or pull the lever to go
for now you can try activating sick beats until the new version is released.
An idea: An upgrade that adds a friendly turret that shoots entities but not players? Maybe an automatic turret that protects the door or a manual turret.
i'm also still getting this exact error as well despite the update
locksmith not working for me, i tried pressing E and also running into the door like the description says but it doesn't do anything
do you perhaps have door fix mod
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.UpgradeComponents.TierUpgrades.AttributeUpgrades.BiggerLungs.ApplyPossibleIncreasedStaminaRegen (System.Single regenValue) (at <6c89dd0819464aec859e1964fb85ca32>:IL_001C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
im getting the same error and it breaks everything lol
same
the enemy sample seems to double on client side, but can only pick one up, it also stuck on maps causing fps drop
just looked back into the history on this thread if you get this error delete your config files for lategame_upgrades and it will fix it
@naive steppe
@ripe summit
of course :3 â€ïž
I forgot to mention, when the client kill any enemy except Nut Cracker, the enemy that drop sample will still be alive on the host side, and can kill the host.
those enemy that got killed by the client also drop 1 sample, but the sample isn't grabbable
Hey, i'm here with new bugs !
Hoarding bugs can't damage me, and when i die ( from dog or masked) i can't respaw.
Having an error with LGU stimpack when i can't respawn
(cfg is the same as my previous post but with sick beats on)
Also seem to be a config thing since a fresh generated config doesn't have that both bugs @real gust
setting all upgrades to true fixed it, but i don't know which one was the culprit now
sickbeats, stimpack and contracts i think
[Debug :MoreDeathNotes] Player is somehow still alive! Skipping...```MoreDeathNotes was not happy about that haha
I have a question, i don't see it in patchnotes so i guess it's not fixed, but just to be sure you know about that bug, i long ago reported a bug about contract items disappearing when you quit game and reload the save, and it's still present.
i'm pretty new here
and just did the input contribution haha
whitespike is the mod maintainer
Oh ok thought you were both doing the thing now
no no, just killing time trying to help
at MoreShipUpgrades.Managers.UpgradeBus.ResetAllValues (System.Boolean wipeObjRefs) [0x00034] in <13d90aedf5284891a2670b1d386abe07>:IL_0034
at MoreShipUpgrades.Patches.NetworkManager.GameNetworkManagerPatcher.ResetUpgradeBus () [0x0003f] in <13d90aedf5284891a2670b1d386abe07>:IL_003F
at (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager)
at GameNetworkManager.OnApplicationQuit () [0x00015] in <af9b1eec498a45aebd42601d6ab85015>:IL_0015 ``` when you disconect
should i ping him on it ? or will i get killed for asking a question ? đ
is this what doesn't save them ?
ok
is the final error on your log
i think it's fine but using github to report bugs, with logs, is probably way better
here it just get lost
ok, but i don't think it makes an error for the thing not saving
Ok i'll make it, thank you !
Does the config automatically sync?
It should.
Thank you
This is with 3.2.2?
I only heard of one saying it was fixed.
Last version yes when you put some of the configs in false (dunno which one)
Odd, I do remember having those issues but they didn't appear again after 3.2.2 fix.
sigh
I only saw the bomb and scavenger doing this, is this still a fact or is there more?
That's the only 2 i tried actually
So what are the current bugs/glitches in the latest version (if there's any)?
You're absolutely sure? Because the code instruction label that is showing in the error log is not in the .dll file
It's saying that it gave an error on label "000C".
While there's no such label in the .dll.
Humm it was yesterday evening right ? snaching bracken updated at the same time on thunderstore i remember
let me re-dl it and check the date
Probably alot when having upgrades disabled.
Because I decided to make singletons in some upgrades for easier handling and apparently they don't exist when they are disabled.

I will probably make another release soon, I don't see any new issue coming up right now.
You are right my bad, they are different, i did download it yesterday evening but probably forgot to update it
i'll test the scavanger again then
That is not fixed, lol.
The stimpack issue is fixed.
Because with the contracts, I will probably have to save the uhhh.
State they are in to not go poof.
Because they are there, just not visible for you.
Oh i see
And it's only with these two (scavenger and bomb) because they are the loot themselves unlike the others which spawn an item that is the loot.
So the others things spawn an item while playing like destroying the nest spawns the egg if i remember right , so they don't have the bug ?
Gotcha
So no additional logic was provided to them.
Does the wheelbarrow not work for anyone else? Error in console too
If you can give the log, I can try see the issue.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an objectStack trace:MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.WheelbarrowScript.SetInteractTriggers (System.Boolean interactable, System.String hoverTip) (at <5df352d853744165802bbbbdf4656be7>:IL_0033)MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.WheelbarrowScript.UpdateInteractTriggers () (at <5df352d853744165802bbbbdf4656be7>:IL_007B)MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.WheelbarrowScript.Update () (at <5df352d853744165802bbbbdf4656be7>:IL_0016)MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.StoreWheelbarrow.Update () (at <5df352d853744165802bbbbdf4656be7>:IL_0001)
Hmm
So one of the interact triggers disappeared for some reason.
Does this always happen?
Anything I can do? Thanks for the help btw!
Yes
cant move the thing
it gives me the tooltip but nothing happens
Hm odd, I can't replicate it..
I can deposit stuff in it and grab it and walk around just fine.
That could very well be, yea. Got a couple right now
I don't really understand the issue though because it's saying that at least one of the "deposit" places decided to disappear and the wheelbarrow is throwing error for trying to access something that doesn't exist.
could it be some custom scrap bugging the wheelbarrow?
Where it decides to destroy the interact trigger component? I would be very concerned of that scrap, lol.
ÂŻ_(ă)_/ÂŻ
is there any way to check for compatibility between mods?
im using manual installation
Reliably? Not really.
hmpf
Sometimes it can be obvious, sometimes it's not.
New update dropped last night, and when we went onto our save file, the one upgrade that we had not purchased was automatically purchased and maxed out. Additionally, max better scanner can no longer scan items through walls. Is anybody else having this issue or is it just us? We have a lot of mods but there's never been a problem with LGU before. We tried wiping and repurchasing our upgrades, but that didn't fix the scanner, and when we rejoined the upgrade we hadn't purchased (strong legs) had been auto purchased and maxed again. I checked the config file to be sure, and better scanner should still allow scans through walls, I'm at a loss for what could be going on. Forgot to mention that all of our upgrades are in effect twice, so we were ridiculously fast, nothing had any weight, we had 300 health, etc.

And this save file was before the uhhh.
3.2.0 update?
When did that update release?
Uhh.
- Strange Objects
- Immersive Scraps
- Vanilla Content Extension
Yes, it was before the update
đ
Would it be able to be fixed, or is the save lost effectively? What about the better scanner not working through walls?
I haven't checked but I remember that mod disabling some stuff like running speed upgrades and such.
well, strange objects throws errors left an right, prob gonna throw it out
I think you will need to make a new save, unfortunately.
I don't know about the scanner as someone also reported it but I can't reproduce it.
Scrap showed fine through walls, including enemies when enabled.
To be fair, Strange Objects is not being maintaned really.
[Error : Unity Log] Error in updatescanNodes F: System.NullReferenceException: Object reference not set to an instance of an object at StrangeObjects.Patches.HUDManagerPatch.SubtextPatch (HUDManager& __instance, TMPro.TextMeshProUGUI[]& ___scanElementText, UnityEngine.RectTransform[]& ___scanElements) [0x0002f] in <ce9a56b91d0d4361aff0189d0abad7bc>:IL_002F
That was the error. I will throw it out and test in a bit
Resetting the upgrades wouldnt work?
I can go run my game and give you info that you need if that helps
Don't think so, you said you had the upgrades applied twice so it will probably only remove the effect once.
You can try using reset lgu (complete save wipe) or unload <upgradeName>
But I can't guarantee it will work as expected.
Alright, I'll try that. If we still have issues on a new save, can I ping you?
Alright lol, thank you
Night vision also doesnt work in multiplayer when I pick it up everyone gets the message but no one can use it
Hmm
Are you using InputUtils?
I don't think the message that prompts when activating changes when using that mod, haha
yep

i totally didn't forget about that. i was waiting for someone to notice. yeah
@steady trail return defaultValue - UpgradeBus.Instance.PluginConfiguration.FASTER_DROP_POD_TIMER.Value; that's what you mean?
Yeah.
Because the other way we would always ignore previous changes on defaultValue.
no I do have a few mods but it works when im the only player
I see.
So what do you have in the config related to the NV keybind?
Is default, only thing changed is contract cost and reward
Yeah
Hmm
I think the keybind related to the input action doesn't update when it gets synced.
@real gust Right?
So uhh I was the one reporting this issue yesterday. I tried making a new save and deleting the old config file but the scanner issue still persists just as I reported yesterday. I just tested it with the newest mod update as well.
Any possible solution yet?
Can't really provide a solution to something I don't know the cause yet.
as in changes to binding with the game running?
I don't know if you gave your config but can you give what you're using to see if it's related to that.
input action can be changed when the game is running
Well right now the bind is being synced with config.
with or without input utils
But is it being changed? Lol.
I did give it yesterday yeah. I can send the recent config file and my currently used modpack code to you if you would like to look at it.
@steady trail I see that nvg color have a exception when syncing configs
{
ConfigSynchronization cfg = JsonConvert.DeserializeObject<ConfigSynchronization>(json);
logger.LogInfo("Config received, deserializing and constructing...");
Color col = UpgradeBus.Instance.PluginConfiguration.NIGHT_VIS_COLOR.Value;
cfg.SynchronizeConfiguration();
UpgradeBus.Instance.PluginConfiguration.NIGHT_VIS_COLOR.Value = col;
UpgradeBus.Instance.Reconstruct();
retrievedPluginConfiguration = true;
}```
should both keybinds also have one?
Uhh.
That was because..
UnityEngine.Colour wasn't serializable, I think.
string is though so you shouldn't need to.
Gonna try testing the scanner and upgrades on a fresh save in a few
@steady trail what's the new update? I just installed it.
Hopefully itll fix something
It's just fixes for most stuff.
Alright, I'll test on the old and a fresh save file with forcecredits
I wiped the LGU, left, and rejoined, and all the upgrades are back
I'm unloading and regetting the upgrades one by one
seems to be working so far
Cant unload malware broadcaster
Landing now to test
hopefully scanner works
@steady trail scanner's working again! :D
Manually resetting all the upgrades seems to have fixed their values, but IDK if it will stay correct when I leave and rejoin
@steady trail right now since everything is at proper values, how would I get it to save what's here now instead of the messed up double applied upgrades?
Ohhh, that explains this. I never landed. So now that I played a day, took off, it should be saved?
This is also a save file with other people, so when they join they will have the correct values because i am the host, right?
It should, yeah.
Okay, thank you. I'll try to get a friend on to see, hopefully all goes well. TYSM for all the help so far.
Only issue now is sometimes the stimpack health does not register, thats it tho
Is Peeper functional
before I set it to false just so it isn't on two lists uselessly -u-
I didn't touch it so it should still be the same.
What's the bug with the peeper? didn't notice
it literally failed to work
3 coilheads were in the room and all could move past the peeper - move around - etc
granted ever since it failed, we never checked again. Twas a month or two ago
đź
but like- 500 credits just to test something is a tad expensive
during a legitimate session
make it cheaper
I could check right now by going in my cheat-save of testing 'n just go to asteroid-13 -u-
Surely I'll find a coil head there eventually
Reminder that #mod-showcase exists and that you should post in it
Can confirm. Peeper works atm.
Yes
Done
I didnt think there was a need to be more clear, but the channel is for showcasing your mod... not posting memes...
Please do read the channel description if you'd like to showcase LGU there...
What 0 Chinese singing cat content does to a mf


I installed the mod but the store does not appear when I type lategame upgrades
So nothing appears when you type lgu?
And you're sure the mod got loaded.
Like no errors appeared when the mod started loading.
My LGU upgrades gone when going to a new moon. I upgrade stim pack to lvl 2, on the current moon its works perfectly, but when going to the orbit my health go from 140 to 100 again. When i checked the terminal, it said my stimpack is lvl 2. when i reset the lgu upgrade my health reduced to 60. idk what wrong with it. this doesnt happen before the last night update.
Do any errors appear when:
- buying the upgrade
- taking damage
- reviving players
?
uhh how do i check that..
The console
Whenever you do something, you should check if there's any red letters in the console.
ohh okk.. let me try
seems like there is no red letters related to lateupgrade in the console.. only other mods
And it's only when you're going back to orbit?
Do you have any mod that might also mess with the player's health in some way?
yes
no, i dont mods that change player health... i only install hud mod to show how much health i have
What about stuff that happens when you get back to orbit?
wait.. i think i do.. its this strange object mods
some scrap will reduced health when picked up
nothing happens really.. just all the upgrades are gone
Oh, all?
I know that Strange Objects resets movement speed at least.
i see
imma just test without strange object
damn.. even with strange object deleted the problem still persist
I mean yeah, I said movement speed at least.
So it's probably some other mod that for some reason forces the default value for health and doesn't allow vanilla code from executing.
Because we only change the value of health given to each player, we don't really reset anything when reviving.
Okay.. somehow resetting lgu after going to orbit and upgrading lgu again kinda fixed it for the later rounds.
Hello, can anybody tell me how do I enable the contracts? I type it in the console and the game tells me I have it disabled.
In the config.
how's the config called? I tried to type Late and it only shows me the installing insturctions and the text license.
its moreshipupgrades
Found it, thank you! đ
I think ive found the culprit for my problem. It seems like Morecompany cause the issue.
I had a few ideas.
- What if you could put the diving helmet on like a helmet or nvg? Would allow picking items up etc. while moving through deep floodwater. Mainly helpful for oopsallflooded.
- Keybind to deequip items. So you can leave the expensive equipment behind where it isn't necessary. Good for diving helm but also because I don't want to lose my night vision in dangerous conditions lile eclipses
- Only one worn item at a time- balance change. How would you fit a helmet and nvg on your head, let alone if the diving kit got changed?
idk about diving helm but i like 2 and 3
2 is the one I'm most invested in
For the Bigger Lungs upgrade, is the stamina regen increase additive (+1.05 seconds to total stamina regen) or multiplicative (*1.05 to stamina regen per second per upgrade)
I use morecompany for a bigger lobby too, how'd you fix it?
where would i report a bug ive found with Sick Beats
Here ig, what'd you find
well mobs are immortal, and i narrowed it down to the Sick Beats True/False options in the Config file. When Sick Beats is set to true everything is fine, when it is set to false then all mobs are not able to take a hit.
this was shown to be when i lost a 1v1 against a loot bug then after getting a snare flea on the face i picked up my shovel and was unable to hit it off.
its able to be replicated by starting a brand new profile on thunderstore mod manager, downloading only lategame upgrades and changing just sick beats to false.
But why would you disable sick beats...? ;-;
Your lgu upgrades gone too when going to orbit?
I use a new profile to test it out. Only late game upgrade and new hud.
They don't appear too, but incase it starts happening (and for others who have the problem), what'd you do? Did you replace morecompany or tweak some settings
After going to orbit where it autosave, we usually just restart the game server. Well its a hassle but works for me.
dang, LGU saving weirdly again?
After the update, yeah
there seems to be issues with getting the info display for upgrades that have two words in them
like I can't get it to tell me what lethal deals and market influence does
I try "help Lethal Deals"
or "help lethaldeals"
but it comes up as nothing
seems like there's a bug that, everytime the lobby restart, the upgrade is gone
its "lethal deals info"
oh. you use info last?
yeah
the lgu help command tells me to type it first I was seeing...
oh it's "info"
:V
but still.
it says "info beekeeper"
and so...
but ok, got it for next time until it can get patched
Upgrade suggestion:
"Quick Acquisition System". basically it's a ship upgrade that lets the teleporter lock on items. When triggered on a player through a command on the console while viewing them it will teleport items in a small area around them (first) or in their hands/last slot of inventory to the ship one by one. it puts the teleporter on cooldown with a time equivalent to a configurable multiplier on the weight of the item.
If you upgrade it further, the cooldown it causes will be reduced, or alternatively it can be allowed to warp more than 1 item at a time from the same area at the drawback of a combined cooldown also.
Express Sale Transporter. The inverse teleporter version of the QAS. place things on the inverse teleporter and trigger with a console command. It warps said items straight to the company, but puts your invert teleporter on cooldown.
Damn... The problem comes back after few rounds.
hello guys
is there any fix of my problem?
like after starting ship LGU is working for host but not for other players
i mean the upgrades
theres a setting in the config that makes upgrades be for everyone if u dont have that only the person who buys it gets it i believe
yo i cant find its config file
like in lethal config and from thunderstore too
it used to work but i cant find it either anymore
I put it in the autosave instead.
Prevents the exploit of buying, reboot and you keep the upgrade and money.
It's info <upgradeName>
It's in the _Misc_ section called Convert all upgrades to be shared
And file's name is com.malco.moreshipupgrades
Just two fixes for Sick Beats being disabled and uhh shopping cart price being reset.
I'm just gonna double check if the locksmith change is working or not then I will take a long rest today.
It works, I'm gonna go have family time now.
@full mist
This should be what you wanted.
Amazing!! Thank you so much! I'm going to test it out right away! đ
It's not on yet.
It's a development branch.
Just to separate between new things and fixes.
Just wanted to know if that's what you wanted or not.
Oooh right, my bad I saw that there was an update that was pushed and thought it was related!
That's definitely what I was looking for yes!
@steady trail hi, update on my issue a few days ago, everuthing works fine now, except for stimpack which keeps giving us random extra HP when we join and we have to reset it every time we join, but other than that everything works! Also shopping carts have value now, IDK if that's intended.
hey whats new
From what?
like the new upgrades
So 3.2.0 release?
Quantum Disruptor, Lethal Deals, Market Influence and Bargain Connections.
I think they mean the 3.2.4 patch from a few hours ago
It ends up being either 240 or 300, never any other value.
Sometimes it's also the regular 180
Fucking praying that the new update doesnt break our data again đ
Phew okay
Last update broke our save but WhiteSpike was awesome and helped me fix it
Odd, it's doing the stim buffs more than once.
hey guys so me and my friends just downloaded late game upgrades and the upgrades (running shoes, bigger lungs to be exact) arent working for some reason. they only worked for the host, we all tried to load lgu command but that didnt fix anything, we all tried hosting our own lobbies separately and it still wasnt working. any help?
Does everyone see the red text of it being activated?
when they were purchased
I'm assuming you already checked if the upgrades are shared?
nope
the thing is even when i played on my own to test the stuff it still didnt work, so the problem isnt really upgrade sharing
Hm, sounds like a mod conflict then đ€
Could you share your modlist please?
i dont even really have many mods
this is my first time modding
here 1 sec
No worries!
its probably something on my end
i think im just doing something wrong
ill try some more stuff in a sec and post the results
i just downloaded the phasmophobiacs one and the other one just downlaoded on its own for some reason
hey i cant find that section for some reason? what category is it under?
Uninstall phasmaphobiacs. Thatâs a fake version of x753s mod
oh gotcha, thanks for the info
You have to go in "Config editor" on the left panel of r2modman
Then search for this (you can type "upgrade"):
Edit Config, and then you should see what I shared earlier, you could take a look around with the upgrades that seem to not be working and check if the parameters are default or not.
My current guess would be that you may have imported the profile from a code and it downloaded the modified config files as well?
For the hunter upgrade, let's say you add the coilhead (modded to be killable) to a 4th upgrade tier, does LGU generate a "coilhead sample" or do you have to supply that yourself
I thinks monsters that are not killable in vanilla don't have samples created for it
yep
checked everything, they all seem to be normal, still cant get it to work. such a shame. thanks for all the help though
That should be made into a config option ngl, letting you specify what a monster drops.
Something like "braken:braken_sample,coilhead:gold_bar"
Might mess with the flavor text but it'd help create some nice interaction for modded mobs
Unless there's already a config option like that, I should check the file
Doubt it.
Dev, I need to ask, was it intended for the data mission to keep producing floppy disks indefinitely? Cause OH BOI.
You heard me right, Indefinitely, after finding the survey.db file and producing the floppy disk, the computer just keeps producing sporadically more and more all day.
I brought as many as I could until it was midnight, and with each of these being worth 500....
Ok.
That really doesn't explain what is happening.
So it keeps spawning the thing?
Yes
And logs showed no errors?
How do I access the logs?
I guess LogOutput.log in BepInEx folder.
Still happened after redownloading the mod, but I got one more idea to test-
Because there's no real reason to keep spawning without a stop sign when it's told to do once..
If it points to anything, it only happened while I was outside the facility, kept scanning in terminal and poof, suddenly terminal tells me there's a new item inside, a new floppy disk!
Need ya to be more specific, where do I find this folder?
Are you using r2 mod manager?
Thunderstore
There should be an option to check the profile folder.
In r2's, it's labelled "Browse Profile Folder" in "Settings"
I don't know how it's shown in Thunderstore.
Ok, I found the Log
Ok can confirm, it's always just a white box.
I shall just wait for image fix update o ,o
cleaningAssets/rips/Texture2D/BoomboxIcon.png
no download this and put it at that dir
Sry for pointin' dis out .w . ..... I just had to f around with a boombox mod n noticed it
gl o ,o
It's fine.
Pretty sure it was already an issue before 3.2.0 because of my memory being foggy.
Been reading the log and I don't see really any error.
Maybe it's a funny interaction with another mod? Was playing with a ton of mods.
Lemme have a look, if you don't mind.
Unless it has sensible data for some stupid reason.
Here it is, mind you, you're gonna have to scroll trough a lot of spamming from the Skinwalker mod I have installed.
Ah.
I think I know why.
Surprised it didn't happen way before.
Also the length of the logs doesn't really matter when you know what you're looking for.
So, what happened?
idk if you noticed mr but theres a slime
Slime's a nice pal.
And which asset needed the png? @indigo prawn
Ah, SickBeats, ok.
That's one issue fixed.
And I also fixed the infinite floppy exploit thing.
How exactly does bargain connections work?
Is there normally a limit to how many things can be on sale at a time? is that just for the store itself? Does it only affect the lgu store? both?
From my few experience from it, it seems to expand the ammount of items that can possibly get a discount offer on a moon visit, at max lvl, basically nearly all the store is on sale.
are you guys able to make a config where upgrades are usable across saves?
i want that too
the issue with that is that it needs to be tied to your id somehow
in the lgu store?
Hmm
The closest we got is not losing upgrades after being ejected.
For across saves, we would have to save it someplace else and specify which one you want to use.
Item store has a maximum of 5.
It only affects the item store.
Hmm that's okay then, thanks for having tried it :p
Yes.
I think it's possible, only issue is that I would probably have to rework the save system which is a hassle to look at right now.
Because some upgrades need to be on for everyone, otherwise people will see different things.
I'm not sure how your priority list is looking like, but it's not too urgent, it'd just save time making new lobbies with friends with decently high upgrades but nothing broken
My priority is fixing my sleep schedule for next week due to uni classes starting again, lol.
Sleeping at 3 AM and waking up at 6 AM won't really do well for my mental health.
Ah
Does the market influence affect lgu?
đ
@fast temple I managed to make the bomb stay between reboots.
Now to do the same thing with the scavenger.
Oh nice ! Thank you !
is this correct?
pulls the scroll of acceptable values
Hey what is this mod doing to boombox??
This is the only mention of it and the mod now breaks DiscJockey
No.
ok so I was close then
It doesn't touch the music if that's what you are asking.
It just makes an imaginary cylinder around it to check for nearby players to apply effects.
I can't use the whole mod because of it, I think. The mod works when I disable lgu
I don't know what DiscJockey does.
default key to open the UI is F10, and now none of us can open it anymore. The key just stops responding

We don't mess with its functionality.
We don't mess with bindings (besides our own which are Night Vision toggle and wheelbarrow's drop all items)
We don't mess with any web requests.
Without any sort of logs, I can't do much.
sure
also I have ptsd from shrug emotes now
it feels hostile
lmao
Sorry about that then. It's just the default stance whenever there's nothing I can do about an issue.
found something, but ill do it without lgu now so I have two logs to compare
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: (wrapper dynamic-method) BoomboxItem.DMD<BoomboxItem::Start>(BoomboxItem)
and whole logs yes lol dont worry
jesus just noticed how discord presence mod just spams the logs, sorry. shouldve disabled that for the testing...
Me can't pin, lol.
I guess we patch the same function but it shouldn't stop one another from working. It should be able to do both.
Can you reply to the first post too?
Can't see it on mpbile
Mobile*
What first post?
I could do a github issue to him but the problem is he isn't active. I have no idea if he's going to do anything about it :'D
Could you stop patching it if the config has disabled the sick beats? đ
You mean the one replied to on the pin?
The mods first post :p

that's a good one too, you have to scroll too much haha
That would be like troublesome because then I would have to unpatch when you joined a lobby which has Sick Beats disabled.
It would probably be possible but I'm not that experienced with Harmony to pull it off.
@gusty flint
who joins lobbies like that? doesn't the mod require everyone to be using it anyway :'D it's impossible to play public lobbies with these kind of mods


