#Lategame Upgrades
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Everyone must have the same configuration to not have desync issues.
LGU already has synchronization for it.
Just saying that I would have to mess with patches/unpatches after config sync has happened.
Yeah I get it :l
just rough because my friends loved the mod so much. adding music was so easy
what should i say in the github issue? :'D
you guys patch the same function? and just throw in those two logs
Also I lied, I know why it's not working.
I solved it in my head when I went for dinner, lol.
Yeah, you can.
I'm kinda interested what's the problem but I don't know anything about modding yet :'D
Safe to assume the prob is going to get fixed at some point now? and sorry for bothering with this
It's okay.
It's already fixed in the git.
Just need to do some stuff in the Unity project first.
Then I will probably make a release.
Oh cool :D glad the fix was easy enough, thank you so much
meaning me LOL, not your mistake or whatever. I just got confused but maybe I got it now. You had all those changes already and that doesn't reflect the amount of code you did rn ๐ just a wrong push
Its been spamming this at start of a day 0 run, and Masa's screen is showing the error spawn screen
Wheelbarrow is from here right?
Yeah but I can give a more definite answer of the cause if you posted their logs here.
Because something else could have crashed before while loading and the wheelbarrow log spam is a consequence of such crash.
whats the easiest way to send over the full logs, cause i'm getting the same issue and I can send over mine
Usually people post here the file.
Or that or making a github issue describing what the issue is and respective logs.
Though most people forget the last part and makes me ask for it.
LogOutput.log I presume?
Yee.
this was my log for when that same thing happened to me
there's also something with TwoRadarMaps, but I think its caused by the same thing possibly?
There's so many errors happening that I can't tell which one is an actual error, lol.
I know, i'm reading through it too
it has to be one of the mods that's updated in the last few hours
because it was all working fine a few hours ago then like 8 mods updated
let me try some downgrading and see if I can isolate it for you
There's a scrap mod which apparently dies. (Remnants)
Anubis' Laser Control plugin dies on StartOfRound.Awake() patching
ExtraTerminalCommands apparently also dies at StartOfRound patching
Then MaskedAIRevamp starts spamming errors which is likely when you start joining in a lobby.
I was about to upload a release but then you came up with your issues so I'm holding it for now.
yeah I'm just trying to isolate what the issue might be for ya, just in case
it might be another dev's issue not yours
I know
I found which mods have updated and am just downgrading them one by one
If it's any imcompatibility issue with LGU, I always try to make it work out.
So I don't really mind if it's actually an issue I need to fix.
it's LaserControl
100%
game loads fine with it downgraded
and there's an updated queued for LaserControl already
hopefully it's the same issue so that it's easier to fix
We decided to play some Helldivers 2 instead before D&D, so Masa will be looking through the issues later. Will give you a heads up ๐
Sick Beats
yes I had that conversation already... lol ๐
It seems that the Medkit still appears as a white square in the toolbar even after the latest update
Also, has the spawnrate been touched for these?
Because in two different test games I just found like 3-4 lying around very quickly and close to one another
You shouldn't be able to change the amount of medkits yet
I'm talking about the spawnrate, not the amount of uses just to be clear
Oh okay, thought it correlated
So unless another mod is making the map objects spawn more than specified, it should be 3.
Oh well I just found 3 in a normal random first game on Experimentation, no contracts
Oh?
Yup, that's why it kinda made me think it was weird since I never saw a single one before
I even had them disabled from buying in the store
Huh.
if (GetComponent<PhysicsProp>().isInShipRoom || GetComponent<PhysicsProp>().isInElevator) // Already in the ship, don't make it disappear
So this check is wrong, lol.
Did an error appear when you loaded into a moon?
Hmm
It has to though.
Because it doesn't have the component I'm telling it to get.
Well, just reviewed the console, no error thrown from "More Ship Upgrades"

That moment when not getting an error is the error...
interns has stopped working for me since v3.2.0. it only expends credits
wrong thread :P but thats an LLL issue likely. Try deleting the LLL config file and trying again
wth, thought i was in the right thread. i'll try that though thanks!!!!
apologies if this is known, but ive been seeing this error in my logs for a while. Not sure if its it thats causing a massive lagspike whenever I close the game, but...
just checking to see if this is a known issue?
if you kept reading, I already figured it out. and got told this. but thanks anyways.
? youre complaining because youre getting extra help?
you could just peacefully thank them and say that you already figured the issue out
sorry, probably a bit of an over reaction there. just a little miffed with having to rejig my pack cause advanced company went nuclear.
but the replies to that were likely within the same screen and consecutive. So it was a little extra. :V
๐ yay. Sorry, I'm miffed too, we're all miffed. Deciding to just do some extra stuff today (just now) helped me
@steady trail Has this been changed? It used to work for BetterTeleporter (albeit back in December/January), however, the namespace for the peeper (and other LGU items) no longer works. BetterTeleporter hasn't been updated in over 2 months, but it has worked perfectly fine with AdvancedCompany items, so I'm assuming that maybe something happened on LGU's end. I looked through the code for LGU and found that the peeper was under the namespace: MoreShipUpgrades.UpgradeComponents.Items, however, this did not work either.
And this is with latest release and sick beats disabled?
If I use the same method that BetterTeleporter uses to compare, it appears like this.
And yes, the namespaces have been changed for readability and organization.
Slowly working something out.
Where i can see the new namespaces? i usually just lurk to randomly find them on the threads
This is open-source, you should be able to go to each class and see the namespace defined for them.
I know this isn't really user friendly but having to know what namespaces are defined to put in the user configuration isn't really great either.
that's enough for me to know where to look at, thank you very much
What is this ? We will be able to charge things via the RB ?
It's interesting !
There is enhanced radar booster mod that makes it quite usefull too !
The medkit is not healing anymore for some reason, it gives an error in console when i use it
You have stimpack disabled, yeah?
It works thanks !
@real gust So it only affects the drop pods after the like regular "30 minutes" of the game?
no
So it should affect the first one?
Because it still took the regular "30 minutes".
it change the first buy
Hmm
I know that the next one was faster compared to others.
But the first one ever was still the same time.
index = Tools.FindFloat(index, ref codes, findValue: 20, addCode: upgradedTimer, errorMessage: "Couldn't find the 20 value which is used as first buy ship timer");
is the first buy timer
20 is the default for first buy
and the default value I used
maybe that's what you seeing?
I tested with value of 1
It just feels odd.
before changing to return defaultValue - UpgradeBus.Instance.PluginConfiguration.FASTER_DROP_POD_TIMER.Value;
Ah.
That's probably why.
As it would reset the timer, lol.
Ok yeah, now it appeared immediately with the values I put.
return Math.Clamp(value, 1, defaultValue);``` ?
The thing is.
The 20 is an increment.
I put the changes in.
You can see if you want.
It seems to work as expected.
let me see, my visual studio was struggling to merge for some reason
Probably because of the 1000+ file changes due to unity project, lol.
not that, my visual studio is not fetching new commits for some reason and I synched my fork ยฏ_(ใ)_/ยฏ
forced history update, fetch, pull and restarted and worked
with your change the first buy timer would go up to 30 and subsequent buys would go down to 20
no?
No because it uses the same timer when doing the land ship comparison.
yeah yeah
just opened dnspy to see the logic
dayz server im part of just released a new season and i was focused on our mod that i forgot about the dropship code 
Lol.
It's fine, we have our own things to do.
Next week, uni classes are gonna start again so I won't be as active.
gl with that haha
after the first year i just stopped going to class in general
since you merged my PR nightvision will now show the correct keybind in the chat box
HUDManager.Instance.chatText.text += $"\n<color=#FF0000>Press {Keybinds.NvgAction.GetBindingDisplayString()} to toggle Night Vision!!!</color>";
There are a method to adjust the price of the lgu?
config file?
You can configure the prices of each upgrade/item.
Which is the name of the file because I can't find it
com.malco.moreshipupgrades
thanks
Anytime.
About RB recharge: radar boosters should only be able to charge a few items before needing to be itself recharged. This battery won't affect its other functions, just the charging function.
Also is this gonna be an upgrade?
The idea was just having a cooldown after using.
It's an upgrde which you decrease the cooldown at each level.
I probably worded that wrong.
Boosters can recharge at first level of the upgrade, next levels decrease the cooldown of recharge.
Neat. I love how some of the upgrades have descriptions now. I love lore, so it was a treat to read through all of that
I have 0 imagination so I gave up creating a worldbuilding string for the thruster upgrade
Yeah, I don't mind welcoming people who want to add text/info to the upgrades/items.
Malware broadcaster should say something about how you are legally not allowed to use it and the Company is expressly telling you not to so if the law gets involved, you're the ones who get in trouble.
feed that to some text generating AI haha
Just made me remember to update the booster's info.
Also I'm pretty sure you can't fully type your info, snack.
Lemme check.
Oh barelly.
Two letters left, haha.
so close haha
the terminal is kinda weird, some times it just dump info when I'm using view monitor
or don't reconize the first letter that I type
So many upgrade in that text, lol.
What is this mod about
Basically giving you options to spend credits.
That is the fundamentally the concept of the mod when it was made.
Either through new items, upgrades which can help you in future moon salvages or additional objectives to do for more scrap for the quota.
The Rapid Descent Module is a cutting-edge enhancement for Lethal Company's standard drop pod technology, designed to significantly reduce landing time and enhance operational efficiency on the battlefield. This upgrade incorporates several innovative features to ensure a swift and precise descent, giving Lethal Company operatives a tactical advantage right from the moment they hit the ground. chatgpt haha
AI know something we don't
"The wrinkly handwritten leaflet you get for purchasing this contains not a service key but a terminal command of an ex-employee name. The Company disguises this package as being made by employees so it won't be held liable. The actual purchase record for this is labelled as 'faster processing speed'"
(Malware Broadcaster)
The Salvage Express Descent Module is a specialized upgrade tailored for Lethal Company's scrap collection operations. Engineered to expedite the delivery of newly acquired items, this advanced module ensures swift and efficient deployment, allowing the company to seize valuable scrap resources and maintain a competitive edge in the cutthroat salvage market.
But it's not used to put scrap in, lol.
my english could be failing me but my interpretation is that the delivered items make you collect scrap more efficiently
but steering AI to generate is hard haha
Yeah.
The Drop Pod Thrusters Module is a specialized upgrade tailored for scrap collection operations. Engineered to expedite the delivery of newly acquired items, this advanced module ensures swift and efficient deployment, allowing The Company's employee to collect valuable scrap efficiently.
So I'm gonna probably eat dinner or something
"In the logs written by Sigurd, it is mentioned that the Company sometimes buys at higher marks beyond 100%. However, this has yet to be seen in-game."
Then I will come back and see the possible dumpster fire the uploading is gonna cause.
Sorry, I was asleep. No i have sick beats enabled!
And yes, latest release! 3.2.6
Hm
This wasn't an alt f4, was it?
Or did you just close the game while in a save?
nope! Quit out from the main menu. I think i played a game, then quit out of that, then quit from main menu.
I haven't actually been buying any upgrades either. (Busy testing moons and stuff :P)
I will take a look when I'm done eating.
Meanwhile either have fun with the chargeable RB or the broken mess of them, lol
you dont have to to text if youre eating hehe :P we can wait
RB huh
Radar Booster thing.
Everything seem to have worked between two LAN instances so I would assume its fine for online.
Especially considering I'm doing manipulation after they are registered.
Now if it breaks any other mod that touches them too, that's gonna be fun.
I guess I'll test that with ERB
Hey I wonder, could LGU implement a Helmet Lamp?
Because of Advanced Company?
Possibly, I would probably have to learn unitys lighting.
Yeah a few people are wanting that before dropping it
and I thought
"Seems like the perfect thing for LGU" lol
Could be a cheapo version of the NVG
If you rename nv headset batteries to just headset batteries, you could even have them work on the same battery life
A movable lightning rod item would be cool too !
would someone be able to post/link me to a vid of the lockpicking minigame ๐
I'm curious but dont have a way to play LC at the moment to see it myself
It's not like fallouts.
I've found that persistent upgrades is really helpful in solo btw. I have it set to persistent with no discounts and it's the one way I can progress
I remember you asking this once.
Lategame upgrades because it's the only way I'm making it into lategame
That you wanted a mini game which used a Bobby pin on a lock.
I posted a mod idea once for it yeah ๐
still curious to see what this one's version is like though ๐
It's like memory.
You have 5 pins and highlighted in a order.
You just need to pick the right order otherwise a new order appears.
huh neat - is that for every door, or the electric ones or ?
The non-electric.
true, true
nah it would need to be stylized like a keypad/hacking tool or something for the electric doors for sure
but I think there's a mod that does exactly that already
I would probably have to do the same thing I did with RB so that you can try interact with it.
looks like you can type more after the first command
I used to use buyratesettings
you have to buy and there's a chance to change on the last day
Hmm
it's more that I saw the sigurd log and tried to make it real
upgrade that adds a chance for >100% buyrate sounds cool tbh. Maybe for balance it never happens on the last day
return defaultValue + (UpgradeBus.Instance.PluginConfiguration.SIGURD_PERCENT.Value / 100) ;
return defaultValue;```
not sure if i should use unity random, c# random
do I add the lc seed
haha
You would have to make sure the random is the same for everyone.
Random.InitState
Ye. Just saying.
I did on the last day because of the sigurd entry
but if it's something that people are interested in I could modify it and do a PR
Thank you for the update! ๐
would it be possible to make the exorcism contract delete all dressgirls if one is already present when the contract is finished?
Like technically kill her?
@indigo prawn how would you like for me to post/describe bugs and issues? Iโve got a ton to share.
How? Lol :P
- Description of the issue (and replication of the issue if possible)
- Logs associated with the playthrough when the issue occured (preferably with Debug, Info and Error log levels enabled).
it's just a barebone upgrade that i made for lgu
I can definitely do the first point. For someone who doesnโt know his way around debugging and finding/exporting logs, how can I do the second point?
In the BepInEx folder, a file's generated called "LogOutput.log" (unless you changed BepInEx's configuration to not allow file log to be generated)
Where this BepInEx folder, depends on what you did.
Manual install, it's where you put it.
R2 mod manager, "Browse Profile folder" shows the folder that contains needed folder.
Thunderstore is the only one I'm not sure of but it should be the same logic as R2's.
Oh ok cool Iโll start working on that today, because although there are some longstanding issues (peeper/diving kit/strong legs broken), some new ones have cropped up.
That's fine, things don't always come up first try.
Are the night vision goggles just for one round? I survived a day and didnt have them the next
It should not.
anyone else experience this bug then or just me? o_o
I think you're the first that came with the issue you just described.
Unfortunate, i'll try to recreate it then.
Is it supposed to be a teamwide upgrade or just an item in the hotbar like a flashlight?
It acts like an upgrade.
As of now, when used, it destroys the item and grants you the night vision upgrade.
Someone suggested making them like equipment, similar to Advanced Company's items such as Tactical Helmet and Bulletproof vest.
Would have to rework some stuff to make it work like that.
ReservedNightVisionSlot ๐
or just add to flashlight slot
like the laser pointer haha
What about the Portable Lightning Rod item is it doable ?
Doable, it is.
Just need to know what you want it to do exactly.
Redirect all lightning? Only item directed one?
Chance on redirect or guaranteed?
Cover an area? Cover the entire map?
Detachable from ship so that you can carry it around and put it back on.
It's an item in AC, attracts the lightning on it (covers an area) of all lighting , yes detachable, it's a grabbable item, kinda heavy
And acts like state to not redirect and other state ot redirect?
Yes.
The one in AC always works, it has no activation
So it redirects when you were walking with it? Lol.
I think if you have that item in the hand the lightning doesn't affect you
the item kinda cancels it
Not sure but if you do an activable would be better i guess ? idk
I only tried AC once so idk the details exactly
It's possible that it still attacts when held but doesn't touch the player, maybe
Guess I can help with the first bullet point for now then from what I can remember:
-Strong Legs, only works on initial purchase. Does not work anymore after going into orbit/dying. Unsure if the damage reduction from fully upgraded still works.
-Peeper, does not work at all even outside of MoreCompany (aware that it doesn't work within MoreCompany either)
-Diving Kit, does not allow breathing underwater (funny deaths though when the user thinks it does...)
-Clientside desync, despite clients sharing the exact same config files via r2modman/Thunderstore/etc., recently both individual upgrades and shared upgrades are non-functional. Most recently, a player can join in a match and the Hunter upgrade will show as purchasable, even if the host/other players already have it maxed out. Other upgrades like protein powder and stimpack are completely not working for clients despite purchasing them and the textbox saying they are active.
-Discombobulator, technically works fine and as intended. However, upon use there is a high likelihood the game is softlocked upon trying to leave to go into orbit. Sometimes the ship will never leave the planet, other times the ship will be in orbit but the game isn't recognizing it (and the lever won't allow any other travel). Game has to be reset to fix.
-Night vision goggles, increasing the effective distance per upgrade seems to do nothing, even when drastically increasing the numbers (i.e. 1000 units per upgrade, no difference in effective distance noticed).
1st seems like something else is resetting jump force.
4th is because it doesn't automatically generate a save file for new joined players with shared upgrades.
You have load lgu <playerName> for those where playerName is the player with the upgrades.
2nd.
I can't seem to reproduce 5th, it's going to orbit just fine.
I've had the 5th happen a few times but I don't think it's due to Discombobulator or LGU in any matter...
2nd and 5th honestly smells like a LLL or LE/LEC issue
3rd
lmao that yippee
My brain freezed when I died because I was expecting the drowning sound again.
any chance to see your modlist, to see if there's any immediate (probable) incompatibility?
logs would be good too when it happens
In relation to 6th, it's just technicalities with Unity's Lighting. You will probably have to also mess with the light's intensity to be able to see changes in range.
Because if the intensity isn't high enough, the range increase wouldn't do anything, I believe.
Nice nightmare fuel ๐ฑ
so uh I wanted to ask if there is a fix for a problem when not all players recieve the upgrades
You have load lgu <playerName> for people who don't have the upgrades where playerName is the name of the player that has the upgrades.
doesn't work
And the people typing the command with your name do not get it?
for example I have all and they have only back mucles
hey lads i know its unrelated but anyone know mods for a monster hunting pack
And no errors appear in the console?
Hm
that's when tried to do the load stuff
So it's being slow at doing stuff, it seems?
Either the sharing save part failed before this executed or this is executing too fast for the sharing save to keep up.
Well, I didn't touch the saving past 3.2.0 either so it should still remain the same as of right now.
So if anything, this is an old issue that people aren't reporting as often.
With Exorcism Contracts, I've just been finding the ritual items and placing them at random to see what happens, I haven't found much correlation between the items and the demon names. Am I doing this right or do I need to approach this differently. I don't think I've every finished one yet.
Is there like a hint to which item you need to use? How many Ritual Items are there? I've only found 5 unique types.
Did you search the demon name on the terminal ?
did not
When you take the mission you have to read what it tels you, you have to write something on the terminal ( don't remember exactly) with the name of the demon and it tels you what item you have to put on the ritual circle
ah, so you have to go inside twice then.
Yes, or communicate with a friend that has walkie talkie
Sigurd always laughed at Desmond when he remembered the stories about The Company paying 120% of the value of the scrap. Before disappearing, Sigurd found a module for the ship's terminal. After installing this mysterious module, the last scrap sale that Sigurd made was recorded at a value above normal.
## There's a chance that The Company will pay more for the scrap.
# Setting type: Boolean
# Default value: true
Enable the Sigurd Access upgrade = true
## There's a chance that the last day scrap you go over 100% value.
# Setting type: Boolean
# Default value: true
Enable the Sigurd Access upgrade for the last day = true
## Default price for upgrade.
# Setting type: Int32
# Default value: 500
Sigurd Access Unlocker Price = 500
# Setting type: Single
# Default value: 20
Chance for the upgrade to work = 20
# Setting type: Single
# Default value: 20
Chance for the upgrade to work on the last day = 20
# Setting type: Single
# Default value: 20
How much the percentage will go up = 20
# Setting type: Single
# Default value: 20
How much the percentage will go up on the last day = 20```
i think it covers any combination
"Chance for the upgrade to work" seems like the upgrade can decide to break itself if it wants, lol.
The Company is messing with the upgrade 
Are the contract items supposed to spawn in as "traps"? And will it mess with anything if I remove them from the traps list of LethalQuantities?
Peeper shows up on the traps list too
Peeper should be just registered as a store item in LethalLib.
Not sure, never used it.
If it considers map objects as hazards/traps, likely.
That could be the case, not sure yet
yeah
wtf. that very loud multi-coilhead CLANG scared the crap out of me.
hello guys, im having some issues with the mod. everytime i leave a moon, the stimpack, running shoes and strong legs upgrades stop working even though the terminal still says they're active. has this happened to anyone else?
I remember Strange Objects doing some resets on the player's attributes.
thanks! will try removing it and seeing if it makes any difference
This could be good as an optional dependency, adding a dedicated LGU equipment slot if Reserved Slots is installed
I don't like reserved slots for most things but I'd use a reserved LGU slot
i did hard dependency of reservedslotscore and lgu and soft dependency of inpututils
it would work like normal reservedslot flashlight/walkie
I like that actually
I did it more to see if I could import reservedslotcore and use it. I don't think whitespike is interested in changing the nvg
Ah
but if he changes the nvg or somehow I learn how to change it I could release the mod
Sorry for the delay, was extremely busy yesterday. This is the most recent pack we're using. Diversity is disabled already (the two dependents for Diversity need to be disabled fully, i.e. the LCCutscene and CustomPostProcessing), but the issues still happened even without Diversity. 018dee0f-418e-6a95-6f7c-a1785bfaacb1
Same here
I hope my issues aren't tied to LLL, as I really like the modded interiors that have become a staple in gameplay at this point (WWII Bunker, Castle, Office, ScarletDevelMansion, etc.).
LLL is fine
but im not sure with
LLL + LE/LEC
i haven't tested that for weeks now ever since the big LLL update
also
Well hopefully Whitespike will see at a cursory glance one or two mods that are known to cause issues
you have DoorFix mod, not sure if compatibility with Locksmith Upgrade from LGU has been fixed
From what I've seen so far, Locksmith now works pretty well thanks to the new interact feature
But I need to test it some more on other doors to make sure
Notably, non-facility/mansion doors.
Sometimes it would work on modded interiors like the sewer/dungeon, but was very finnicky and unreliable before.
you also have LethalProgression, stuff about player stats
not sure, haven't really tried LethalProgression ever since
oh
on an irrelevant note
you have GI (GeneralImprovements) so you don't need MoreItems
I could forgo most of LethalProgression if that is what's causing the issues, though I would greatly miss the health regen part of the progression. Maybe if the Stimpack upgrade was buffed a bit to add health regen to each tier (with max tier being equivalent to regening 1HP every 2 seconds or so) I could fully dump LethalProgression.
-More stamina not as needed due to back muscles/running shoes
-Battery life not as needed due to the new radar booster mechanic in LGU
-Hand slots not needed thanks to utility belt
-Oxygen not needed assuming diving kit works
-Loot value would kind of be missed for true lategame (especially with low player counts), but still, not that necessary to have
Hopping to a DM with you to not clutter up this thread
I'll try to fiddle with combining both of those changes then to see if it helps at all, thank you.
You know how the NV goggles and helmet are equipable items that "delete" from your inventory once put on? Is it possible to add that same functionality to the utility belt?
The problem with that is to think of new logic for it.
While also having classes for new subjects to which I have no knowledge about (excluding necessary, obviously)
My brain doesn't really work both ways.
I may have a slight case of the big dumb. In that case...is it possible to make a pouch tiered upgrade? Initial extra slot 750 credits, subsequent extra slots (up to 7 or 8 total) getting prohibitively more expensive?
Probably. Would have to look at inventory's UI and logic.
(though I would personally push to add some sort of mild health regen upgrade first. hehe)
don't worry. doing it i discovery Publicize="true" now i'm trying to make a slot for the radar booster and peeper to see if i can make it work
it's more me seeing sugestions here and trying to implement it
Hiiii
So this has probably already been solved many a time before, but my friends and I have been having some trouble with LGU, specifically in that when we reconnect to a lobby (be it because it's a new session or someone DCed) any upgrades we bought don't apply to everyone. Experimenting from about 2 weeks ago had only the host keeping the upgrades (with the Walkie GPS not working, even for the host), while testing today had one of the clients keeping the upgrades while the other didn't. Any insight as to what's going on?
have you tried #1178407269994594435 message ?
and the log when the problem occurred will probably help
We haven't tried that, no! We'll give it a whirl next time we play
radar booster slot that activate and drop it
Also this could be me but with the upgrade that guarantees x percent sale, I'm noticing much heftier sales in general even though it's currently just 15%. Is this an actual thing, or am I just seeing things that aren't there?
I guess I could just be getting really lucky
I mean, it is reducing the amount of options you can get because I'm increasing the lower boundary.
Cool
I guess my initial thought on how this was gonna work was a bit silly, for some reason I figured if the sale was less than 15 percent it would set it to 15.
We've gotten up to ridiculous values of almost 500 recently. Is still the only thing broken.
The stimpack should still be the same. Could be save shenanigans due to my attempt at getting old data.
just letting y'all know this still happen s on the latest update
There's C4 in this mod?? Please tell me it can open locked doors and is in a 15 second timer in addition to controlled by the remote control item allowing us to troll our friends by blowing it early after setting.
(thinking about lethal assassination methods to enhance assignments)
how do I purchase a contract for a specific moon?
contract moonName
Oh okay thanks
this mod causes incompatibility with lethal expansion where it prevents using the command "preview" in the moons terminal page
yes
It worked! Well, this time when we logged on everyone received the proper upgrades, but we tried the command too and it was functional! Thanks for the help!
c4 is an objective, im pretty sure you have to defuse it for money or die or smth
Yeah its the closest thing we got to Keep Talking and Nobody Explodes
No, this is just a special scrap you can get on one of the contracts, you have to defuse the bomb, and if you do it correctly before the time runs out, it becomes โ 500 worth of scrap.
I'm still getting that odd night vision bug. I will survive a moon and if one of my friends die, I have to find their death spot and pick up the dropped night vision goggles or else I lose them (host). They will still have it in the next moon if I pick them up and "consume" them again. Others aren't affected. Also, had a bomb contract where the bomb spawned in the wall.
anything on the logs?
I didn't think to check unfortunately ๐ (unless you mean some other logs, im thinking of the cmd ones)
is it this? havent run the game since i closed it a bit ago. should still be fine (i pressed "copy log contents to clipboard" in r2modman)
yep
When I ctrl F, I see a lot of "request to enable/spawn night vision goggles"
But yeah, just wanted to let the mod dev know. Gonna switch to another expansion mod
morecompany is disabled o:
maybe another mod need it?
the only dependency is bepinex so i dont believe so
FileNotFoundException: Could not load file or assembly 'MoreCompany, Version=1.7.2.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
that's odd
i'm not familiar with modding and logs tbh, no clue what could be causing that
unless maybe one of my friends has it one (we use the same profile code), but idk if that'd affect me
are you using advanced company?
oh bleh im tired sorry :P
It still blows me away how many people just deal with the bugs the reserved slots have lol
(also this mess #1211704241446715434 message)
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I only know 1 bug (because I just made 2 reserved slots)
if you grab anything too fast when the round starts it bugs to infinity
For me the scroll lock issue was never fixed, and appears anytime I try to use the mod, it also caused me a weird desync once where I could hear people scrolling through their hotbar
also not to mention when you have someone join the lobby they see the stuff you're holding just floating
I hate having to drop and pick my stuff up every single time
Lol
I just use HotbarPlus with the slots increased instead tbh
i like the fact that i can limit what each slot can hold
Still having massive issues with LGU. All upgrades purchased by me are fine, but anything purchased by anyone else isn't activating at all. Here's my closest log error on my end:
[Error : Unity Log] Error while trying to save game values when disconnecting as host: System.IO.IOException: Sharing violation on path C:\Users\Matthew Durr\AppData\LocalLow\ZeekerssRBLX\Lethal Company\LCSaveFile3
at ES3Internal.ES3Stream.CreateStream (ES3Settings settings, ES3Internal.ES3FileMode fileMode) [0x00111] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0111
at ES3Reader.Create (ES3Settings settings) [0x00000] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0000
at ES3Writer.Merge () [0x00000] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0000
at ES3Writer.Save (System.Boolean overwriteKeys) [0x00003] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0003
at ES3Writer.Save () [0x00000] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0000
at ES3.Save[T] (System.String key, T value, ES3Settings settings) [0x0002b] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_002B
at ES3.Save[T] (System.String key, T value, System.String filePath) [0x00009] in <9a53cee95b8c4093a7e8ca243c325c34>:IL_0009
at (wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::SaveGameValues(GameNetworkManager)
Here's what my friend got when he tried to purchase locksmith. It purchased fine, and said it unlocked, but does not work.
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.GameObject.GetComponent[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_0021)
MoreShipUpgrades.Managers.LguStore.UpdateUpgrades (System.String name, System.Boolean increment) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_00A8)
MoreShipUpgrades.Managers.LguStore.HandleUpgrade (System.String name, System.Boolean increment) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_004D)
MoreShipUpgrades.Misc.CommandParser.ExecuteBuyUpgrade (MoreShipUpgrades.Misc.TerminalNodes.CustomTerminalNode customNode, Terminal& terminal) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_00B9)
MoreShipUpgrades.Misc.CommandParser.ExecuteUpgradeCommand (System.String text, Terminal& terminal, TerminalNode& outputNode) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_0081)
MoreShipUpgrades.Misc.CommandParser.ParseLGUCommands (System.String fullText, Terminal& terminal, TerminalNode& outputNode) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_0433)
MoreShipUpgrades.Patches.TerminalComponents.TerminalPatcher.CustomParser (Terminal& instance, TerminalNode& result) (at <f11a1009cd6c4dc1885f35ad61557a6c>:IL_002C)
(wrapper dynamic-method) Terminal.DMDTerminal::ParsePlayerSentence(Terminal)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
[10:21 PM]
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E)
TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
personally i use the 1.3 version because its honestly just a mod by a good programmer
I need perks
I just can't support anything past that... not just because of possible compatability issues, but because its just begun to be something splitting apart the community, and its difficult to deal with
though i know both sides had their reasons
Truth
speaking of which, hey - LGU... mind uh... putting inventory slots as an upgrade to softfix what has been taken from me -3-
you can use the lethal things utility belt! if thats something youre into
and using AC 1.3 is honestly fine in my opinion
it's still incredibly useful as is
although the update all button shows up and is annoying :/
utility belt is awful <-<
i might start using a credited fork of AC just to have that update all be useful
It trades 1 for 3, so just +2. I need many slots. I need a heckin' load
oh it is!?
how much is a heckin' load
When endgame is reached, minimum 7 slots
endgame = when you pay for the biggest planets.
MUNinmumfnhn what endgame planets are you going to??
Idc how good he is at programming, like I said I've moved on
yeah but moving on from LLL is kinda impossible too
Moving on from bloody AC is something I want to do, cause I already gave like 5+ solutions to solve things prior, during, and after the thermonuclear stuff happened
Why would you wanna move on from LLL? Batby is a good developer, and this isn't the place for you to discuss the drama
but at the same time, nobody is doing bloody perks =n=
how the hell is the concept of leveling up a skill tree not enticing people to pick up the darn slack that was just created?
Skill trees are always fun <n<
or in this case, perk systems
although it would be hella cool to create a "skill tree" system like PoE
all the slots ๐
my bad you're right yeah, that was dumb
Just give ProfX time Kev
whos that?
๐ ... time.
i hate time
Dev working on Lethal Modularity
its currently time for me to go to bed but like i hate time so therefore its not
I mean being impatient won't make it come faster
and it taking weeks or months now won't make it any easier to entice my group back in to touch my darn pack =- =
Over a hundred hours wasted into this darn pack's balance 'n config stuff - 'n now I'm just nuking configs and logging things but not loading the game until a perk system exists.
Can't balance anything appropriately to something that doesn't exist
to what perks?
If you want the speed perks and jump height and stuff you can restore it with a mix of Better stamina and Lethal utilities for now
It got to the point where the only perks my group used were on ship ones anyways cus we maxed out the character ones
So the transition doesn't feel much different
It's more so finding a suitable mod to adjust enemy spawn rates and power levels that I've struggled with
I could configure that with one of the fix mods I found- it was uh...
LethalQuantities
Yeah I could mess with that mod but it's too messy tbh
Not a huge fan of the whole Web UI thing either
It's not a bad mod ofc it's just overly complicated when it doesn't need to be
True... i dread the day a perk system actually gives the pack life 'n I have to use it to redo what AC did =- ='
It seems no other damn mod allows customization of the moon scrap count and value count. LLL doesn't even do that
I can set minimum and maximum scrap, and put value - but there's no value multiplier - which is what I balanced to
MeteoMultiplier
That's weather-.... although
I GUESS ... if there's a mod that can let me multiply value on weather on individual planets... that technically.... .. no because then I'd have to up the value of each weather type given by the base..
ugh -n-'...
look, quantities has all the value-stuff I need... as .. barebones-ui it looks
I need perks tho <~< ...
Easy task: take PoE skill tree and make a perk system like it. ๐ - config for each upgrade. No sweat. Totally won't take a team of like 10 to make within a week minimum of time coding.
(and I mean a week of total, minimum, time. Not 4 hours per day for a week ;p)
Damn, and classes are gonna start in tuesday.
For the bomb being inside a wall, I was thinking of putting the wires on all 4 sides and have a "hover" area where the serial would be displayed (like the grab tooltip).
This seems like the most elegant solution if I wasn't to mess with the pick a spot to spawn the item mechanism. (As it should not be my responsibility to know if a given spot I picked is not gonna fall into the out of bounds).
This should be dying when either disconnecting from a game or during an autosave.
Plus sharing violation is due to how the save file is generated with the requested permission bits, I reckon.
Any upgrade or specifically Locksmith?
It could be a case of the components spawning before the config synchronization happens.
So somebody died and you lost NV instead of them?
I should really fix my sleep schedule..
Hey
I am not sure if this has been posted before, but it seems that on the update from 3.1 to 3.2, the minimap shows 1-2 (almost always 2) scrap icons inside the dungeon that are not there. The scrap does not appear on the terminal scan, and using the fully upgraded Better Scanner to scan through walls also reveals nothing to be there. It appears regardless of which moon it is and regardless of if any upgrades have already been bought.
I also seem to find a lot more scrap that has "fallen" through the map, laying somewhere beneath the map and appearing when I use the Better Scanner upgrade to scan through the floor. From what I can remember from pure vanilla, scrap often spawns in walls or at the bottom of pits, but not really underneath the map. I am not entirely sure if this is related to the mod since I have not tested it thoroughly. Any thoughts?
Scrap can spawn underneath the map in vanilla. Completionists often run into that issue on the challenge moons, where getting all scrap possible requires you to clip through walls with ladders (and picking the scrap up as youโre falling outside the dungeon)
Basegame - scrap will always appear "beneath the map" (most usually) outside the ship nearby. The scrap doesn't exist, there actually isn't anything there, but the radar shows it. The scan command will tell you 0 items left if you truly clean the map, even though you can clearly see on the radar there are some items.
Although for how... near consistently-common it is to get this glitch playing default lethal company, tis impressive to consider LGU being the culprit ๐
I bet with like 99% certainty though the radar glitch is due to The Company and how selling is coded/handled. But someone who dug through the game code could better inform how/why things happen to cause that bug
@steady trail every time we log on, Stimpack shows our health as a bigger and bigger number. HEaling causes our health to drop to 100. Unloadidng and reloading stimpack causes the number to increase again and stay. This happens every time the lobby loads, we are currently up to 700 health and there is no way to fix it. What should we do?
I know that, it is a bug that makes the minimap show it from when you sell, relative to ship it is the same location as where the items are dragged to when sold.
The reason I consider LGU the culprit for the issue I experienced is because I cannot reproduce outside version 3.2.0, and it happens every day on 3.2.0+
The game still spawns the correct amount of scrap, I just do not understand what was added to LGU in 3.2.0 that made scrap appear on the minimap within the dungeon even when nothing is there.
should probably give the log (with all being logged, from Error all the way down to Debug) to them o, o
how do i do that
It should only be that specific location outside, if you see these ghost scraps inside on the same level - ... that I got no clue
If you haven't played since experiencing this bug-
if you've played only one time more after experiencing the bug, you find that folder located:
C:\Users\ [Account Name Here]\AppData\LocalLow\ZeekerssRBLX\Lethal Company
and you can get the "Player-prev.log"
the "Player.log" is what this button copies-
Hope that answers all potential questions. c:
well- I mean, I should ... I guess be specific: [Image]
You technically copy this file when clicking that button... which you can find by browsing profile folder
Actually now that I double-check these, highly advise to just go to the player-log/player-prev-log files instead. Seems to be a tad more data in there that a dev could use
๐ Ramble over-
Ok, thank you for the clarification ๐
Ahahaha
This also happen in a new save?
So the string of errors I shared from my friend were specifically from Locksmith just for an example. Every other upgrade clientside also did not work.
Hm, seems like execution order things.
I will look at it after the first week of classes.
Much appreciated, no big rush. Weโre going to attempt a further-slimmed modpack today that takes out LLL and all custom interiors to see if thatโs causing any of the issues. Weโve at least found Lethal Progression doesnโt hurt anything, though we still arenโt sure if Diversity is to blame for any of the problems too. That will be next on chopping block to test.
Does the most recent version of Lethal Lib break this mod?
(Outside of singleplayer)
Does anyone know a fix to making it so that my friends benefit from LGU upgrades after we shut down the server and open it back up again. It's the only mod we're running besides necessary mods to use it. We stopped yesterday and started again today and they're benefitting from like almost none of the LGU upgrades we got from yesterday, only I'm benefitting from them.
have you tried this #1178407269994594435 message ?
Do I just type that in chat as a command?
like / to open chat and just type that or type that in the in game console
or in the server console?
or terminal, not sure haha
i have noticed the dynamic buttons this latest update is causing issues with controller when trying to run it starts and stops running by itself when holding run and stops when disabling late game upgrades
dynamic buttons?
in the bexpin ex thing it shows a red error as dynamic buttons and late game upgrade
do you have a log of that?
i am turning it back on so i can screenshot it
#1178407269994594435 message
not seeing any errors on your log
it didn't copy the old one with the errors i am booting it back up to get it
i have played with it turned off after the errors
The player goes to the terminal and types that, yes.
@real gust it seems after i turned it off and now turning it back on fixed it because the initial error was after loading in using late company after the ship landed
because now late game upgrades isn't throwing any errors now just more company, skinwalker and a 3rd one
the good old turn off and back on again
it does seem the late company does cause issues if joining when the party is landed which seems to affect other mods
Is this error related to LGU? [Error : Unity Log] Only the owner can invoke a ServerRpc that requires ownership!
That's probably from HostFixes tbh
Are you playing with someone hosting a lobby?
Iโm the host, thatโs from my friend. I donโt think we have host fixes in this pack
Door fix though
I stopped using DoorFix a while ago, it tends to bug out some enemy ai's
DoorFix also apparently has some compat issues with LGU from search
remove it
DoorFix breaks locksmith, that I know
makes sense, it literally changes how door hitboxes are
Interesting, noted
Ty eitherway I will try all tomorrow.
Ughhhh the issue happened again unfortunately. Stimpack/strong legs are broke as always. But this time my friend didnโt have the upgrades activate after purchase. I also tried the โload LGU <playername>โ command but it didnโt work. Hereโs a screenshot of his logs after attempting to purchase a couple upgrades.
Hope these errors help
is it host only
No.
, I have a problem with your mod if i put it with lategame upgrades It is when I put your mod in a file
with lategame upgrades when i buy Upgrades And go to another moon the Upgrades are disappearing and I can't even buy them again I really want to use your mod but this is causing me the problem I just mentioned I hope you understand the problem.
{i send this to diversity server} but I decided to post it here as well. I hope I find the solution to this
I only know of Strange Objects that resets player's attributes on orbit. Are you using that mod?
Can you pass the save file?
I have a feeling it's fucked.
Because it's stating that something doesn't exist but it's only in that collection if it exists.
Unless something else is deleting my gameObjects just because.
no i don't. and i'm sure The cause of the problem is one of these two modes
try to download these mods on the same file and you will now what i mean
diversity and lategame Upgrades
What am I expected to see? Health resetting? Movement resetting to default?
I haven't tried all upgrades but yup when you buy for example strong legs when you start the ship and go to another moon the upgrades Disappear and you can't duy it again
My English is weak, I hope you understand
Because Diversity resets jumpForce attribute when coming back to orbit, yes.
The others seemed to work fine.
can i change this in the config?
I don't think so, it's coded to change to a specific value when conditions are met like their "Fractured Bone" status.
And I assume, to clear up that status when leaving, they just reset it to default.
hmmm
when i set all this to false
is this fix the problem?
I don't think so, no.
Because it's always executed whenever you get out of the moon.
I sent this to him and he told me he would see the problem immediately
I will wait and see what he does in the next update
hey, is that me or with one of LGU updates item sales are now deterministic?
i mean there's always pro flashlight on sale when you start the game
and always 50%
hmm, weird, it's always a 50% shovel if i disable LGU
i wonder what mod can be responsible for deterministic sales
You donโt have a version of pre-2.0 Diversity by any chance, right?
That sounds like youโre getting a set random, er, โseedโ ig. it could honestly be a really really random mod thatโs doing thatโฆ.
i have latest diversity, but i've just disabled it and still got 50% shovel or 50% pro flash with LGU on
i've tried to disable terminal API, lethal level loader and even lethal lib so far, but still have that behavior
so it seems it's completely random mod that does that and i have to disable one by one
The worst part is that every time you disable a mod to test if itโs whatโs doing it, youโll need to test twice to make sure the chances are the same on both instances
What does your modlist look like?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I recommend you disable all scrap/cosmetic mods/really big mods immediately and see if that changes anything
bunch of enemies, bunch of dungeons
and some misc stuff
but it's not the dungeons 100%, i've disabled level loader and every dungeon
now i'm gonna disable all enemies
MinimumQuotaFinder looks extremely suspicious LMAO
I have a feeling when you load the game itโs changing your seed to give you the lowest possible quota
Changing every other randomly generated element with it :P
it scans scrap to match quota, i don't think it change seeds, but i'll check
Ohhh ok then
Sales use mapSeed
System.Random random = new System.Random(StartOfRound.Instance.randomMapSeed + 90);
And this mod does not influence this seed value in any way.
Whoops
replaces in-game xp system
What does it replace it to?
I have a feeling this is just a mod that forgot to turn off set seed after testing
i'm think i'm onto something
disabled bunch of mods and no shovel on sale now
this
"Fixes the item sales being empty every time a host starts the game, until a day passes."
by making sales deterministic? D:
Fixed the sales not showing up for the host player until the 2nd day.
interesting
is is possible that in vanilla there's the same behavior, but host can't see it?
okay, it's vanilla behavior
lol
i just tested it with 2 instances of vanilla in lan mode
Yeah.
i just wish it wasn't pro flashlight on sale with LGU
it kinda breaks the early game economics, heh
Iโm not totally sure but if you add a couple more items to your shop it should change again
Iโm assuming the only reason LGU affects whatโs getting discounted is because it adds items to the shop
Just to check, @fallen idol, Do you have LGU set to add the helmet item or the nv goggles to the shop?
yes, i think both are enabled
If you want flashlights to not always be discounted, try adding more items/removing some
I think? it should move the 50% discount to another item?
But Iโm kinda just guessing based on what you said, that when LGU is enabled, flashlight is 50% off and when itโs disabled, shovels are 50% off
Hey @steady trail sorry for ping, do you know if the game has โrunning speedโ and โjump heightโ variables that could be changed?
There's PlayerControllerB.movementSpeed and PlayerControllerB.jumpForce.
But that changes the actual movement speed the character has right?
Those variables are linked to the actual element in game. What Iโm looking for is a โmaxโ variable
Ok not a max variable sorry, im looking for a โdefaultโ variable that things get set to after movement stops getting hindered or something
Like
So you want the value.
When a player walks into a cobweb, their movement speed is slowed. But once they walk out doesnโt their movement speed have to be set back to a certain value?
That would be PlayerControllerB.isMovementHindered and PlayerControllerB.hinderedMultiplier.
In other words, when you get caught by a web, it activates isMovementHindered and increases the multiplier.
Oooh wait does that also apply to water?
I kinda wonder if an upgrade for water/cobweb movement speed would have some use. Or could be a side effect of like strong legs or back muscles or running shoes. SOMETHING.
It should, yes.
Same with mud piles.
When me and my friends rejoined the save where we already had some of the items bought the effects dissappeared and i do not know if you can or how to reapply them
Any help would be appreciated
Host included?
If one of them still has it, you can use load lgu <playerName> command.
Which effects did you have?
I mean the noticible once are health upgrade running shoes and i would assume most if not all other effects
Also yeas, host too? (I wanna know because personal testing)
I am the host and i needed to restart the server soo yeah the host left as well
Wait did YOU buy any upgrades that got reset?
Yes prett much all of them
And we did leave while in orbit so it should have been saved
And ALL of the upgrades got resetโฆ hrm. Do you have LCBetterSaves
It causes problems as far as I know
Im not the one that got the mods together but there is a mod that adds more save slots
Thatโs LCBetterSaves yeah
This "sometimes works sometimes doesn't" isnt very nice for my health, lol
:( poor whiteSpike
There shouldnt be an issue between saves because I put the lgu save into the game save file.
So what you're saying is removing the mod should help
So something like bettersaves shouldn't become a problem.
It's just odd that it sometimes does that though.
Because all of my testing always had the previous upgrades from last session.
That is weird
I feel that
Can you send your mod dependencies list? (In ur mod manager go and search โdependenciesโ in settings?)
Like there is one issue where for some reason the gameobjects for an upgrade apparently didn't exist.
And the only time I delete them is when you are disconnecting.
I recommend against using LCBetterSaves
I used to love it but it causes more issues than it's worth
Have you been able to recreate this issue?
Nope.
I am sadly not going to be able to do that as of now because its 11:38pm and my brother is sleeping in the same room as me
I could send it over tommorow morning if you so wish
Im gonna have class tomorrow so i need sleep early.
But yeah, you can post it here or in the git.
I will take a look when I'm done and with free time.
Aight
Ping me when you can, I like helping with these kinda things
Allright well thank you guys gn
I am not sure if this question has been made before, so
There are 2 or 3 newer upgrades in the game
I think its been a week or so with this
but I don't see any info regarding them specifically in the thunderstore page, and I am kind of shit with using the commands at the computer to be able to know what is said that every other new upgrade does
like the rapid descent module and salvage express and drop pod thrusters are in the game, but I myself don't understand how they operate
i found a bug that makes you immortal with the nv headset
if you entered a save without changing anything in the configs, left the game, disabled night vision in the config then loaded that save again, you cant die
disabling the option to keep the NV Headset when dying fixed it though
log mentioned this
"The given key 'NV Headset Batteries' was not present in the dictionary.
Stack trace:"
MoreShipUpgrades.Patches.PlayerController.PlayerControllerBPatcher.DisableUpgradesOnDeath"
i guess since i loaded the headset, left the game and disabled it, when the mod is looking for an item to destroy that doesnt exist anymore, it makes you inmortal(?
has this already been reported before or am i just unlucky ๐ญ ?
you mean the Drop Pod Thrusters?
yeah
Drop pod thrusters make the delivery pod faster, there's several upgrades related to discounts (which I really like, you should invest in bargain connections) and there's quantum disruptor which slows the day cycle
But there is more than just 1 new upgrades within the game since that timeframe, I think it was 2 or 3, I didn't understand except by thinking implicitely what they would do from their naming convention
Like I am thinking that the rapid descent thing was for you arriving earlier as well and salvage express for unlimited items in company
like when dropping them there to sell the scrap
im not that good at naming and explaing plus my english always fails me haha
ah, no worries I am also ESL
the first name I used also caused that confusion 
ah, wait so am I schizo?
I am gonna make a capture
I forgot how to do that too
shit
I was thinking print screen
and just use ctrl v
for here
idk if it would work, I will comeback in a few
good point, will keep that in mind, I don't have multiple monitors though, I am thinking of that, but not at the moment
charging booster allow you to use the radar booster to charge the battery
drop the radar booster on the ground and aim at the base
it will allow you to charge anything with battery
and Drop Pod Thrusters make the deliver of bought items (walkie for example) faster
you can change how fast using the lategame upgrades config
The Drop Pod Thruster upgrade should have a toggle to be enabled by default
So I can finally get rid of FasterItemDropship
๐
Yeah, just an option in the config to allow it to be unlocked automatically
Without having to buy it
Maybe setting the price to 0 works?
Since there's mods that make it faster by default like FasterItemDropship and FasterRocket
True but you still have to input the terminal command which isn't awful but I do a lot of testing in solo runs off stream lmfao
yeah, my original idea was to make it as replacement but using the progression of the mod
You get NV Batteries for free by default with just running lategame upgrades for when you get to buy Night Vision
You mean like that but in config
https://thunderstore.io/c/lethal-company/p/OE_Tweaks/Faster_Ship_Landing_At_Company/ Maybe something that can replace this too, I use this to make ship go nyoooom lol
I immediatly thought this is what the other names were about
and thought "wait enemies spawn every 2 hours, so in contrast now I get 4 hours of in-game playtime that even thought its minutes, means that I don't have to worry about monsters"
I immediatly thought about buying quantum disruptor WITH this
it would completely shit on Eclipsed moons
It's funnier when you have Diversity and land and a dog is right there
@tawdry wadi if im able to make it enabled by the default could you test for me before I make a PR?
and you get "Yoohoo dogs they're in here" Right as the ship doors open ๐
Sure
I use level loader and lethal expansion to get more monsters spawn at least by 20%
also I run the shotgun kills dogs mod cuz that was a lapse in judgement to not have the shotgun kill the dogs
fucking v45
XD
It's funny cus I've killed dogs with them before but you have to shoot their body
I made a lengthy review on those sorts of things in the game
ah, the shotgun doesnt alert them either
Oh yes it does, I've seen dogs approach after one was killed before
I had a friend shot into the mouth of one of them, like almost dying to being clipped by a dog in rend
the sound alerts them
they didn't die, cuz the dog didn't get the aggro for the shotgun
maybe cuz the deafening effect happened to the dog at the same time as the sound
Well in vanilla shotguns alert them, the mod might change something
due to how just "fist you in the mouth" close he was
oh no, this happened prior to mod
that is how we came to know we couldn't kill them anymore
when that happened it was 3 of us surrounding a dog with shotguns just crouching
we threw the furry at the dog cuz it was funny, the furry shot the dog
he survived
the dog survived
i laughed
he laughed
the dog laughed
he heard us, nah, he heard ME
then the dog ran at me cuz I made the sound first but NOT the shotgun
we survived that night cuz we had strong legs so the aggro fizzes out in the time I do like three jumps even at level 1
after that we modded that shit in
we haven't killed or shot any dogs with shotguns since we modded that in though, we could use the bullets to collect more shotguns from nutcrackers or kill a bracken
# Setting type: Boolean
# Default value: false
Enable Drop Pod Thrusters without buying = true```
it's also using the latest source
What kind of spaghetti code do you have holding this mod together, hmmmm? ๐
That I have? None.
It was already like this when I worked on it.
Doesnโt seem tied specifically to NV. It seems to happen randomly and will last until a lobby is reset. My wife was immortal for many quotas, nothing could kill her. Bracken, Earth Leviathan, Masked, nothing did anything to her.
I kid I kid. (:
Lol, why not just make it free.
How would you like for me to do that?
Uhg
#1178407269994594435 message
I guess through DMs where you get the file from Appdata/LocalLow/Zeeker/LCsavefile
Hmm
Will try to do that later today thanks
also if anyone want to test the latest commit that dll have them
So like a replacement for any mods that change its speed? Lol
maybe, but both times it happened i had LGU installed, last time i thought it was AC or some other mod, but i dont have AC anymore and it stil happened
lategame upgrades, the only mod you will ever need
i will try to replicate it
Oh I know itโs LGU-related. Just not specifically NV goggles
It could be spamming errors when trying to damage/kill
Want to know something fun? Every time a masked tried to turn her, it just created a new mask where she was standing. After only one minute we had a room full of like 15 masks.
changing a config so i didnt lose the goggles after dying fixed the issue, so if the issue is not related to
the NV goggles then i have no idea ๐ญ
It's 3 AM. I should still be sleeping.
the eternal fight to fix the sleep
im literally unable to replicate it, even with old LGU and AC versions
i think im just a fraud
maybe i just imagined it
With my friends, with Lethal Lib 0.14.0+, items from this mod and Lethal Things would only show up for the host. For example, the host could hold and shoot a flare gun and we saw nothing in his hand, nor the flare. The store entries were still there though.
Okay I'll test this now ^^
@real gust it works perfectly ^^
You should be good to push the update
๐
haha
maybe I will do a PR but only whitepsike can approve it
and there's the problem if it's something that the mod should cover or not
i did not even pushed my sigurd upgrade because I don't know if it's something that lgu should do
I mean I will say it definitely gives a performance increase compared to having FasterItemDropship installed but that's not too surprising since I've heard FasterItemDropship causes weirdness with MoreCompany before
will probably make a PR for both and wait until whitespike have some free time to see if the mod should cover that
x753-More_Suits-1.4.1
TeamClark-SCP_Foundation_Suit-1.1.0
Evaisa-LethalLib-0.14.2
IAmBatby-LethalLevelLoader-1.1.6
Badham_Mods-SCPFoundationDungeon-3.0.0
Zingar-SecretLabs-3.3.7
raydenoir-SCP173CoilheadSFX-1.3.1
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Gangers-SCP_Modpack-1.2.3
jaspercreations-Scopophobia-1.1.1
RugbugRedfern-Skinwalkers-4.0.2
anormaltwig-LateCompany-1.0.11
FlipMods-ReservedItemSlotCore-1.8.17
FlipMods-ReservedFlashlightSlot-1.6.3
x753-Mimics-2.4.1
sunnobunno-YippeeMod-1.2.4
RickArg-Helmet_Cameras-2.1.5
tinyhoot-ShipLoot-1.0.0
AlexCodesGames-AdditionalContentFramework-1.0.3
AlexCodesGames-AdditionalSuits-2.0.0
FlipMods-LetMeLookDown-1.0.1
Pooble-LCBetterSaves-1.7.3
Ozone-Runtime_Netcode_Patcher-0.2.5
Sligili-More_Emotes-1.3.3
amnsoft-EmployeeAssignments-1.1.0
Stoneman-LethalProgression-1.3.2
monkes_mods-JumpDelayPatch-1.0.1
notnotnotswipez-MoreCompany-1.8.1
EladNLG-EladsHUD-1.2.1
malco-Lategame_Upgrades-3.3.0
NotAtomicBomb-TerminalApi-1.5.2
NotAtomicBomb-Terminal_Clock-1.0.5
kRYstall9-FastSwitchPlayerViewInRadar-1.3.2
vasanex-ItemQuickSwitch-1.1.0
Blorb-WeatherMultipliers-1.1.0
KodiCraft-TermSpeak-1.1.0
scoopy-Scoopys_Variety_Mod-1.2.0
scoopy-LethalExtension-0.2.3
FlipMods-FasterItemDropship-1.2.1
anormaltwig-TerminalExtras-1.0.1
Jordo-NeedyCats-1.2.0
Major_And_Skiz-MoreInteriors-2.5.0
TopraksuK-FreeBirdTotemRemixJester-1.0.1
@steady trail dont know if u also wanted a ping so if not them my appologies
What was the issue again? Save de sync?
Ah, upgrades not applying.
So they just don't apply at all or they disappear mid run?
Seems they're around right now :3
sorry was busy they work just fine but once we close the server and relaunch it they disappear
Hmm, so it's the saving in theory.
I could have a look at your save and see if it's being saved correctly or not.
could it maybe be because i have my tunderstore stored on my C drive and the game on my D drive
,,and how would i show u that
rn looking in files
Here.
I'm still away from home so it's gonna take a while.
aight i have to figure out which game file it is anyway
Take out Scoopyโs Lethal Extension, thatโs a very very old mod that is literally just worse Scoopys Variety Mod
Also replace WeatherMultipliers with MeteoMultiplier - Iโve heard there were some big issues with the original
i do believe this mod is causing text on radar booster cams to not work correctly
enabled vs disabled LGU
Seems fine to me.
your enabled vs disabled both have problems with them (see the box code to the left of p1) which is just similar to your problem with the name/text not showing correctly
also bad comparison, try testing it where there's the same map layout like this
yeah thats fair, however i havent thought to get a mod for going to the same seed yet lol
no no, no need for same seed
just the type of room
i don't remember if that's the bracken room or the big 3 sided corridor
prolly the bracken room
cause from what it looks like, the layer of bracken room is higher than the text
maybe just send moddpack too so people can see what it possibly is
i see
well i couldnt tell what it was because i got stuck on one side of the door and inputting the code to the terminal wasnt working at all
In the past few days my friends and I noticed that running shoes upgrade loses it speed boost when taking off. Any way to fix this?
I only know of Strange Objects resetting player's movement speed to vanilla default.
Does this override other mods like adrenaline and betterstamina?
I love strange objects I think it's very simple and interesting
Don't know but I remember seeing it resetting PlayerControllerB.movementSpeed, jumpForce and something else when coming back to orbit.
I got the strange object mod in my list but the speed debuff ist disabled in the settings. ill disable that mod entirely and test again. ill let you know.
@steady trail u were right. the strange object mod causes the issue even if the speed debuff is disabled and even if u dont pick up any scrap. disabling the mod entirely fixed it. now I need to find another way to add some more valuable items in :D
Try MeteoWeather
and please try to report this issue to the developer of strange objects. As I remember reading it was their first mod.
lgu seems semi broken; does not load/activate on my friends machines (ping related? they're in Canada, I'm in the US) but it does activate on my fiances rig when she's connected as well, which leads me to thinking it's ping related (she's LAN with me).
if there's any information I can provide or testing I can do, let me know. We managed to get it working by me changing all of the configs to individual purchase false (the misc override doesn't seem to work) and then have each of them reload the config with load lgu <myname> in the ship terminal.
Maybe the config sync is slower than before (due to ConfigEntry fuckery) so the terminal nodes are being made with a mix of synced and unsynced values.
I could make the enumerator use Wait For certain condition be met but I would need to make sure it doesn't get blocked.
is the ping between usa and canada that bad? My isp have really horrible route inside the country and I play with ~40ms and never seen that problem
I mean
It's just a matter of seconds.
Plus it could explain why sometimes people don't have upgrades for everyone.
Did you ever get this resolved? I am having the same issue sometimes. It works some days, others it doesn't
Well i had LCbettersaves mod and my problem might have been because of that and since i removed it it seems to ok
