#Lategame Upgrades
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Well then i do not know the cause
have you tried the load lgu <playerName> command?
Old save
Anyone know a fix for stimpack just, constantly resetting back to 100 hp after a day?
At the weekend, I will look at the code and make a release for some fixes.
is it possible to disable contract system in the configs?
my friends loved the upgrades and the cart but didn't want anything contract related as it is a system too complicated for the simplicity of LC.
yeah you can disable contracts I have it disabled
I used to have most of the player buff upgrades disabled too but since I shifted from AC i've gone back to them
where exactly is it in the config file?
You should be able to. I tested with uhh, Orion? I forgot the name of the desert moon I used but it worked for that when I tested it.
Essentialy, it picks up your input from the terminal and finds any moons that contain a sub-collection of characters that match your input.
what are we should do here? after we wrote ip when login password. whats after that? idk we are just stupid
So you typed bruteforce <ip>?
yes
And that's what appeared?
after i tell login password to my teammate
he enter in system and we dont know what to do next
You have a command console which you need to navigate to find a file.
Through ls, cd <fileName> and cd .. to go back a directory.
You're supposed to look for a survey.db through ls and do mv survey.db
Like how to navigate through cmd? Lol.
most people don't even know what cmd is xD
@steady trail thanks for help friend
just wondering if anyone elses saves are getting corrupted with lgu enabled? i have disabled it to test whether it is this mod in particular and it seems to be the only one changing my save to day 0 with 0 quota and 0 money
no save problem for me
are you using any mod that change save?
i think it's LCBetterSaves the mod that have some problems with lgu
nah nothing like that, just a couple other mods too, ehm hdlethalcompany, toomanyemotes,sprintplus, buyable shotgun and buyable shells
try posting a log when the reset happens
ngl brother idk how to do that
#1178407269994594435 message
thank you, ill take a look next time im on, do i just post the log in here?
Still havign that stimpack issue
Wondering if its just me but I was playing and modified the config file and I don't remember if in lategame store it shown all the upgrades but it won't let me buy the bargain connections or others that aren't shown in the lategame store.
On the same old save?
Issue might not happen on newer saves?
I would need logs to know if it's a config issue or a crashing issue.
Where would the logs be?
In the BepInEx folder labeled LogOutput.log.
Though it will have the logs of the last boot up of the game you had.
So if you started the game, got the bug and restarted the game after,i cannot see the bug from the logs because they were replaced.
You can dig for the player log and prev-log in the save folder
but that's only if ye know where it is
I put a damn shortcut to it - it's annoying to get to
#1178407269994594435 message
lategame upgrades somehow stopped me from going to another moon or playing again after disabling it works fine? So I wonder if it's due to me configuring it but idk, if someone figures it out lemme know but if not thanks for trying to help.
is that a different problem from the last log?
Hmm
It might not be on that log but when i checked the log it didnt even show it on the log either way so on the logs it doesnt wanna show the mess up with the trying to go to a new world or go back
Specifically when i checked the log it happened on
You put a 3 in the hunter configuration?
Idk when
Lemme see
Want me to send the config for the hunter upgrade?
Like a photo i mean
you can send the config file here
Were you the host?
Odd.
It started after skinwalkers updated yesterday and i changed config of this mod
Price of each additional upgrade = 500,600,650,675,700 should be Price of each additional upgrade = 500,600 ?
with the current monster config
yep, no error after changing to 2 prices
Yeah, if you want more tiers, you also need to change the tiers of monster drops.
Oh thanks is that why?
Yee.
Thank you so much
Because it looks at prices and sees that there's more tiers but then when it checks the monster list, it doesn't add up.
That's why it's not loading all the other upgrades into the store.
how do i fix this
@quick wedge your nvg key is wrong. it should be <Keyboard>/leftAlt not LeftAlt xD
forgot to change back to my own config when testing haha

I can give a better answer if you give the logs of this.
whitespike, just sent an PR for keybind sync. I don't think there's any other way of doing it unless there's attribute to ignore configentry sync
Oki
how do i get the logs
im not the best at that stuff lol
did you reoppned the game after the error?
the log is replaced everytime you open the game
no
Just a null object error for me.
PathfindingLagfix is a better alternative to that mod, maybe try replacing it and see if you can reproduce the issue?
I have that one too but how am I to know it makes others redundant other than looking at the release dates.
PathfindingLagFix is an alternative to FixCentipedeLag, which aims to remove the lag caused by Snare Fleas. PathfindingLagFix also prevents the stutters that FixCentipedeLag avoids, but does so in such a way that the AI's behavior should be unchanged, whereas FixCentipedeLag will kill Snare Fleas almost instantly if no players are inside the building where Snare Fleas can target them.```
LethalNetworkAPI?
[Error : HarmonyX] Error while running static void LethalNetworkAPI.Networking.NetworkObjectManager::OnDisconnect(). Error: System.NullReferenceException: Object reference not set to an instance of an object
at LethalNetworkAPI.Networking.NetworkObjectManager.OnDisconnect () [0x00000] in ./Networking/NetworkManager.cs:60
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::OnDisable>(StartOfRound)
Hm ok
no clue what mod is using it
And MoreLethalCompany died trying to add a shovel again, lol
[Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: Shovel
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_015A)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
MoreLethalCompany.Modules.EnemyAdder.PatchStartOfRoundAwakePostfix (StartOfRound __instance) (at <89e6c8a8d07943e9b9086e4e7476ca5a>:IL_0063)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Awake>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Awake>?-1342848084(StartOfRound)
LethalLib.Modules.Enemies.RegisterLevelEnemies (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_0000)
{
//IL_0125: Unknown result type (might be due to invalid IL or missing references)
//IL_012a: Unknown result type (might be due to invalid IL or missing references)
//IL_0137: Unknown result type (might be due to invalid IL or missing references)
//IL_0146: Expected O, but got Unknown
Plugin.LogDebug(" ------------- Start of Round Awake called! ------------- ");
foreach (Item items in __instance.allItemsList.itemsList)
{
if (new string[4] { "Cog1", "Airhorn", "ClownHorn", "Shovel" }.Contains(((Object)items).name))
{
Plugin.ItemPrefabs.Add(((Object)items).name, items.spawnPrefab);
}
}```
I probably butchered that comment
it kept changing while I was reading haha
Yeah.
Because I keep writing sentences without actually completing them.
On the keybind thing.
You basically did the same with NV's colour, yeah?
Ok ok
It should be fine.
Though at some point a better way has to be done for this.
Saw the last four issues.
Went full panic because something broke out of nowhere without me touching.
Meanwhile it has like two pictures and an empty description.
And I can't reproduce all of them, pretty sure.
Not sure about NV but I rememeber testing that and it worked fine.
tried to read them, imgur would return 404 ยฏ_(ใ)_/ยฏ
After 15 presses, it gave me an image.
there is some lib for bepinex that you can mark the configentry for sync or not
It was beekeeper off problem when spawning hives and hunter config thing
I heard about CSync but I have too many books to read right now.
This package has been marked as deprecated, and it's suggested another alternative is used.
csync
The sigurd one?
oh, google sent me to old one
I know about Owen's was taken down due to their actions.
So someone uploaded a fork of it.
cool
yeah, that would be way better
Yee, I will make like
A minor release right now with some fixes.
Then maybe next major, we will include CSync implementation and some of the upgrades you made.
And maybe some hunter rework thing, not sure.
I'm gonna be honest, that thing was not the greatest thing I ever did in code, lol.
There, uploaded a version.
hope nothing break
It shouldn't.
If it did, it was already broken before, lol.
Ok so, just to keep my mind clear on what to put in 3.4.0:
- CSync things
- Two or more upgrades
- Add tooltip on bomb to say serial on all sides (do the same to the wires to not have a problem when the wires are inside the wall)
- Look at LGU upgrade sales to understand what's going on there
Anything else?
I guess still understand the saving bit for when people are having the upgrade apply more than once.
Though I saw the saves and they looked fine so I don't know why it's just deciding to do it again, lol.
i think that's it, I don't remember anything else popping here
Oki oki
Oh right.
I still have...
The barbed wire thing.
Lol.
I have been holding on it because I don't have a model for it right now.
But it's basically an item that you can setup which, when active, can stun/slow/damage enemies that step on it but it can also damage/slow players down when they are in it.
The only problem is with the slow part because I need to patch each enemy to change its agent.speed.

cool ideia
maybe use the spider web with texture change
i can't even do a cube in blender haha
I'm too much of an idiot in Unity Modelling to pull that off.
I managed to spawn an invisible cube for the chargeable boosters, lol.
Pretty sure the wire is literally a cube.
Like all of the thing is pretty much done.
It's just the slow enemy down part being really messed up and not having a model for it.
looks like the license is ok
I was hoping the update was also gonna implement the drop pod thrusters option ๐
Ah yeah.
That will probably in the major.
As I would need to read all the PRs with the right eyes.
๐
@steady trail
Noice.
You're gonna use CSync? ;o
I mean are you worried it's gonna break? ๐
first time even looking at csync
whitespike just told me about it
#1178407269994594435 message
I mean, if I have less work to deal with, might aswell.
๐
uhhh any reason why extermination contract spawned 20 jesters instead of 20 hoarding bugs
I did a contract in titan for this
Not exactly a bug, but more like bad wording. Regarding the quantum disruptor upgrades, the "info quantum disruptor" on the terminal reads it out like the upgrade gets worse by upgrading it.
(Values here were for testing purposes)
Also it seems that doing interns removes your cosmetics
I feel like that's an unintended feature that just happens to be there. You're not playing as yourself, you're an intern.
Oh, well, that's a slightly bigger issue. Never did it myself, so I wouldn't know.
oh btw the 20 jester in titan seems to be consistent
if you do contract titan
and the whole day is bricked once they see you
Maybe just avoid Titan then (why go to Titan anyway, Rend is just far more consistent)
Decreases the rate of time passing by x.
I thought it would be clear this way though I'm open to suggestions.

๐คทโโ๏ธ
I think it should be worded "decreases the rate of time passing to ..." instead of "decreases...by ..."
Because if you mention decreases by 80% that means it becomes 20%
Of the vanilla value, yes.
I don't know if you're gonna be fine with it saying "to 0.2"
Since the values refer to it becoming x% of the vanilla value
Because what it does essentially is decrease the multiplier used to pass the time.
Which by default is 1.
yeah idk why it spawns jester on us
i am unsure if modded interiors play a part on this
It looks for the hoarding bug in the selected level's allowed enemies to spawn it.
I don't know what happens if you decide to remove the hoarding bug from it.
Yeah I understand what you're trying to say here
But I also get why they mentioned the wording could be better in this instance
I will try to test this on a different save and see if it's because of the interior
Ah, it's backwards.
This should be fine now.
Just had to remove the "1-"
I probably had a different description where it showed the remaining % from the vanilla but then I changed it to this and forgot to change the value calculation.
That's much better. The wording is what really threw me off on that.
But quick question, if I had a mod that already modifies the rate of time passing (for example, in my case I have LethalCompanyVariables and decide to set the time rate to 0.5 instead of 1), does it still work off of 0.5, off of 1, or not work at all since that value has been tinkered with already?
Well
It multiplies the value in the code with its own multiplier.
So it shouldn't matter what value it had before as the function should be able to return that value when not active.
I think?
The original code, yes?
I might be remembering something else.
Before other mods change it?
Ah no, it's working the same as the other attributes like health.
Though it doesn't have a check for when it goes zero or negative, lol.
case GameAttribute.TIME_GLOBAL_TIME_MULTIPLIER: TimeOfDay.Instance.globalTimeSpeedMultiplier -= initialValue; break;
It should work with customized values.
But this right now doesn't check when you decide to have a configuration where you can have a negative time multiplier.
Alright, good to know. Cause I remember seeing on the download that having other mods that change/adjust values that LGU does causes conflicts, preventing LGU's from working as intended, if at all.
Most of the time it does, it really depends on how they do it.
LGU's tries it best at not ruining others by incrementing/subtracting values instead of forcing its own values, invalidating anything from outside.
So it basically depends on whether other mods do the same or not
Essentialy. We cannot really force others how to program, only give feedback on what might happen with how they implement.
Still though, this is a fantastic mod. I want to try to think of some neat upgrades to maybe add, but I honestly can't think of anything that would be new or otherwise make the game more interesting (without it being too imba)
@real gust 
One thing I was thinking of was maybe an upgrade to reduce or even remove context actions that require you to hold down E to perform (save for a few exceptions, such as launching the ship when on a moon). Not sure how useful that would be, if at all.
By remove, I of course mean remove the need to hold E, and make it instant.
Like Faster Hands.
Exactly
I mean, right now there aren't many things that need you to hold anything to interact.
You have ship lever, door and like.
And your shopping cart/wheelbarrows
sync manager be gone haha
i cant resolve that for some reason
(my git knowledge is almost 0)
How about maybe in addition to reducing/removing held context actions, it could also reduce the cooldown between melee swings?
Isn't it already short?
Kinda, but in a tight situation where you're spamming LMB in a life-or-death situation with like a thumper or spider, it starts to feel like an eternity, and if you happen to miss...
There's not much advantage to spamming versus holding for a wind-up, unless you're prepping to time your hit perfectly
But again, thumper or spider is up in your face, chewing you to death, you got seconds to kill it or it kills you first
But there is also protein powder so maybe another upgrade for the use of shovels and signs might be overkill
I remember spider being annoying to hit because you had to be really close to actually hit.
And then if you happen to be on its hitbox, boom, 90 health gone
Spider is obnoxious to deal with, 100%
It's less like "oh shit, spider!" and more like, "oh goddammit, that thing again?"
@real gust Ok, I fixed the merge problem. This was tested, yeah?
need more testing
Oki oki, I will wait then.
don't think lan is enough to complete test it
the first time I played lethal I hugged the spiderweb and my stamina stopped regenerating after that. I still avoid spider/spiderweb 
I've encountered a bug regarding those as a matter of fact, if you destroy a web just as you collide with it, the game will always think you're in a spider web
Requires a relog/server reset to fix you, leaving the moon or even dying does not fix it
im happy i can still play the game, it just only happens when i try to reload a save though
so i cant really go long in my saves
could you post a updated log when that error happens?
That's hilarious because it means that when it's destroyed, it doesn't check if there's any players on it to remove the movement debuff, haha.
can anyone test it? new sync for the config file.
Random Idea: max level of one of the sales upgrades allows some sort of "coupon" item to be found. When brought into the ship and used, it causes the forced discount via. Lethal Deals to be -80% off
maybe found only during contracts
Sounds... funny...
Hello how can I delete the Lategame upgrade save? I created a new save file with some friends, but we all received the upgrades from other saves that I played solo. The terminal displayed them as fresh and nothing has been purchased. Also Stimpack doesn't boost our health.
That's a first, lol.
And this after deleting that new save file and making a new one?
It should save its json into the game's save file directly rather than being a separate file.
Only thing I can think of is that you had some old json file before in the same save file number and it included that into the save then deleted the remote file.
If it persists though, I have no idea how.
Let me try deleting the save files again. Do you have any idea on the Stimpack not updating health?
Not even when it gets loaded?
I know about the thing that didn't give health after getting off a moon
Though I thought I fixed it in the latest release.
im looking at the save file, wouldn't it be better to make the old variables nonserializable to reduce the json size?
So long I can still pick up from old saves.
Because it's just there for an attempt of grabbing old saves to new.
And it still picks up the values when deserializing?
Because I only need them when deserializing.
yeah
maybe add a version value too
that could help in the future if the save structure changes
and you need to convert
this is what I thought
That can work, yes.
I gonna try to add a new function to the pill bottle. add the action to consume it and reset the sanity status
scrap item
Huh.
lethal expansion?
I remember some mod putting scrap along other stuff.
I just don't remember what.
And I barely found it when playing vanilla so I guess I just assumed it was a mod that added it.
haha
it's pretty low chance
and I think the only way to recover sanity is dying or holding gold bar or cash register with high value when the day starts
Hm damn, AC got removed for good from TS.
Oh well, it was prone to happen at some point with how things were going.
last think I saw was that the dev requested the mod removal from the store
never looked futher
Yeah, they asked to put it back on, it did and they got banned.
Which lead to their mods being removed.
I really liked how AC was made, too bad the person who made it couldn't keep up.
I've been having some issues on late game where upgrades dont work for my friends but they work for me ive tried the reload upgrade command in the ship and it still isn't working anyone know what's happening?
How did you try the reload upgrade command?
im not in the game so i forget the command but its something like load lgu and then your username right?
The person that wants the upgrades, yes.
Where the username is the person that has the upgrades.
so the host
The typing one is the person that wants the upgrades.
okay i never knew that part
Yeah, you were essentialy pulling the save into yourself, haha.
oh alr
although i swear i remember my friend doing it and he still didn't get it but maybe he typed it in wrong
It could also be config sync not happening in time.
Not sure, there are many variables for upgrades not loading.
we havent messed with lgu config but other mods
Hm alright.
Though I don't know why it doesn't load for others. Maybe some logic is missing for clients.
And it randomly happens as I don't have many people having this issue.
Either that or they just don't want to talk about it, lol.
and client sided mods wouldn't affect lgu would it?
If they don't mess with the logic, it should not.
well next time me and my friends play i will see if when they type it in it works
thanks for the help tho
Always trying my best.
๐
Guys, LateGame works with Advanced Company or they are havenโt compatibility?
Deprecated mod. Idk if LGU supports it or not AC was actively breaking support with other mods in its last updates.
You will just have to change the configurations between LGU and AC to not have overlapping buffs.
Last I checked patch wise, there shouldn't be any issues.
AC already breaking page in TS too
๐
Alright, thanks
Yeah I know one of the recent updates stopped working with Diversity though so I was just giving them a heads up anything is possible to not work with it well
That's usually how updates go, some things get fixed, some things get broken.
It's really up to the maintainer how they want the prioritize their issues.
Omg, idk about it

I have ac and diversity in one pack
And all of last ver
Are there really very strong compatibility issues going on?
Idk what broke and what didn't but I remember someone in the Diversity thread talking about how an update broke compat with Diversity
Bcs i have 116 mods in r2m and find compatibility issues very hard way๐
It's possible to find some incompatiblity as modders can't really find the perfect land of being compatible with everything and perform exactly how they want without causing issues to the users at first time. It takes several iterations for such result to happen.
Plus dedicating time to fix such an issue besides working on your own stuff isn't the first thing they will think of.
Yeah, saddenly
It's trouble of all mods in many games
I think buyable inventory slot would be a nice addition in your mod. After AC dead again, i cant find any mod that can increase my slot.
#1177039162428366848 recently made this addition, like, yesterday
@real gust You were able to patch, yeah?
patch what?
Guess I'll die, lol.
haha
i think we had the same problem
one of my pr had the cli change i did
Well yeah but it was working before.
nuget cache got currupted?
And the only thing I changed that I can remember was one enviroment variable for JavaCC fuckery.
maybe reinstall dotnet tool install -g Evaisa.NetcodePatcher.Cli
Supposedly I already did and still no bueno.
Hiya, I was reading the thunderstore page for this mod and saw there's a need for 3d modelers? If there's a need I'd love to help. I need to practice more and I find collabing/doing things for others tends to motivate me more haha
If you can make like barbed wire where it can have prepared state and unprepared like a bundle or something, I would appreciate.
nice
Because I was trying to use the nuget package instead of the reference of CSync.
No idea, it was just not letting the patcher patch.
at least it's fixed
haha
i was in your pc doing some light tinkering last night, thats my bad

i thought so much about nuget today that now i'm gonna make some nuggets
ive downloaded lategame upgrades as well as reserved slots but i cannot access either in the store it seems, when i type LGU or lategame store i get no return except that i typed something wrong. some of the lategame upgrade items appear in the store such as the teleporter and what not though, when i type in help, i see the lategame commands in terminal, i just cant use them.
Hello! Lategame upgrades is probably one of my favorite LC mods. Discovered a bug today though. When a de-sync occurs (I don't know what is causing it ReservedItemSlots big update is causing de-sync issues for a lot of other people soI am gonna guess it is that) and one of us tries to pick up an item that someone else already picked up (like, if I try to pick up an item only I see, that someone else picked up already and the item isn't actually there anymore) every time one of us attempts to pick up an item like that, all of the purchased Lategame upgrades are re-applied and stack. So we can accidentally glitch ourselves to insane unplayable speeds
Teleporting ourselves un-does this effect, but gets rid of all the buffs altogether, even the ones we are supposed to have because we purchased them
did you update reservedslot? the mod got a big update and have some bugs
all mods show updated as of right now
Reservedslot is bugged for me, specifically keys not going into the key slot anymore
yeah, i cant access any of those menu's from the terminal
however, i see their commands when i type help, and some of lategames items show up in my regular store
don't know about keys, but flashlight and walkie from the author is kinda working as far as i know
what are you using from flipmods?
Flashlight, walkie, and weapon are working (though the minecraft diamond pickaxe and sword from minecraft loot mod do not go into weapon slot). Itis just keys that are not working for me or the people I play with
and do you have a log from when this happen
and no actual logs that i can see of, just the error in the terminal which i will send when ig et back to ship
do you have any other reserved slot?
from other devs
because i have core, flashlight and walkie
All of my reserved slot mods are from flipmods, but key slot is from RogueCodes
the keyslot dev need to update to the new version of slotcore
this is all mods from flipmods that i have
and i just updated toomanyemotes just now
but do you have any other reservedslot?
theres reserved slots from other devs
go to the folder %appdata%\r2modmanPlus-local\LethalCompany\profiles
choose your profile name
and inside bepinex you should have a log file
or
paste the log here
There is?
Ah, i went into the configs in game and changed some stuff but mainly just resetting stuff back to defaults but didnt touch anything in lategame
disable CustomTranslatorCharLimit
Ok, ill try thay
You're quick to load haha
thanks, attempting now
thank you, this was exactly it. weird how it happened but it is now removed from my list
Ummm, light footed is not showing up in the config or in the lategame store for me
light footed is now the last level of running shoes
thunderstore readme needs a update
Ahhh
Oh, also, something I noticed. After we upgraded our scanners all the way, we can no longer scan enemies
do you have a log for that?
Where would I find my latest log?
#1178407269994594435 message
It'll probably be huge, my fiancรฉe and roommate just played for like 3 hours
Oh I forgot to mention, we downgraded to 3.3.0 because we were hoping it would fix the desync speed glitching issue we were having. It didn't fix it. But we were having the issue before the 3.3.1 update came out, and during the time we were playing on 3.3.1 as well before downgrading again
you have the scan issue on the latest patch?
Yes
But that log is from our session after we had downgraded back to 3.3.0, which we did in an attempt to fix a different issue that is being caused by ReservedItemSlots being buggy and causing desync issues
on your log i'm only seeing something about the walkie
Yeah IDK, it doesn't give us errors when we scan. The enemy just doesn't get scanned. No red ring, doesn't tell us what the enemy is, and if it is a new enemy it doesn't give us the critterpedia entry
This doesn't happen when we scan near an enemy
Is it maybe because I had "scan enemies through walls" set to false (the default) in the config?
But it didn't even work on enemies we were really close to and could see not through walls
will try to have a look
but whitespike will have a better answer for you
hes the mantainer of the mod
I appreciate you taking a look at it!
I had the same problem a while back with the scanner upgrade too, still don't know what caused it. I haven't tried it again on the recent updates tho.
- Yay! How did you get it to work?
- That's a lotta brackens ๐จ
changed the code, i think it's right now haha
spawned 5 with devtools
xD
if you can help me test it
Ah, it is past 2am for me and I'm about to head to bed. But I'll help test it tomorrow if you still need someone to test it then!
Oh wow, I hope you have a good night then!
u too
whenever i host, close the server and then rehost the screen is black with green smoke and bugged ui
checking the log seems to show that the reason is something with the wheelbarrow
That's consequence when stuck in the void.
It should be something on connect that unables you from being assigned to a player model which then breaks everything else.
I like how around 3 mods got their patches killed because of my patch. 
@real gust You don't check when there's no old save by the way so it would crash after reboot.
"Shareholder threaten"
๐ฟ
you mean when the player go back to main menu and start the game again?
Basically whenever you don't have the old save anymore.
i never crashed in m testing
if (oldSave != null && oldSave.playerSaves.ContainsKey(playerID))
Because I put the null check, yes.
no no
before that
i just added it now
also added a terminal check for the nvg action
this fixed the scanner ignoring monster for me
The lack of parentheses?
yes
Hm, thought C# would be smarter about the order.
probably some compiler bullshit haha
call a save after the CheckForOldData
if someone close the game before the game auto save
they will lose the data
xD
Oh yeah.
does betterstamina mod can cause issue with bigger lungs and running shoes upgrade?
So is this how I do this?
I just clicked "Browse Profile Folder" from Thunderstore
BepInEx > Plugins > malco-Lategame_Upgrades > MoreShipUpgrades
Then replaced the MoreShipUpgrades.dll file with the one you sent me. Anything else I need to do?
At first glance, I think so as it forces their stamina regeneration logic while ignoring previous changes.
not for me stamina and stuff work fine
i did disable running shoes and bigger lungs however
Thats it
Awesome! Booting the game up now, will let you know if the scanner is working on enemies for all 3 of us as soon as we find some
haha
Well, Lategame upgrades isn't working at all now. Oops. All out upgrades on this save file are gone, and the "lategame store" command is not working on the console
Let's start the game and see if they apply then?
do your console show any error?
Just for LC Office
Will do!
the new version of the mod now uses csync
to sync configs
make sure its sigurd version
not owen3h
All right, getting back into the game with these changes now
Booting the game up, before even loading a save file
thats ok
its the new upgrade, since i did not sent you the asset it will not work
everything else should be fine
Hmmmm, the upgrades only seem to apply to me not my fiancรฉe, and my roommate cannot join our game at all, just keeps getting error messages
"An error occurred"
both gave the new dll and csync?
can i have your roommate log file?
ask your fiancee to type load lgu youringamename
in the terminal
He is on Steam Deck, but I'll ask him if he can grab it
Oh hang on
Wonderwalnut my fiancรฉe is in the game with me, I can see her
But when I pause, it just shows me and my roommate Shadowthian
Shadowthian is the one that has not been able to join the game
can i have your log?
Also Wonderwalnut thinks that the upgrades were working for her while she was in the game, she just didn't see all of them saying they were active off to the left, but I think she was still running faster and having better stamina regen and stuff
after doing the load command?
No, before
She didn't think they were active because she didn't see them all say they were active, but then as she was running around she felt like they were
could be the chat bugging with too much text
Mmmmmaybe not, I am walking a lot faster than her. I'll ask her to do the load command. We closed the game entirely to see if that would help Shadowthian
and your log only have lethalconfig saying that it cant find the nvgcolor
Shadowthian's (my roommate who cannot join) log
that started sometime ago and I don't know why
Load command did not fix it for my fiancรฉe
Yes, that did not work for her, she still doesn't have the upgrades applied to her
[Info :ainavt.lc.lethalconfig] 33 mods loaded: ainavt.lc.lethalconfig;com.github.lethalmods.lethalexpansioncore;com.github.tinyhoot.ShipLoot;com.rune580.LethalCompanyInputUtils;com.sigurd.csync;com.weliveinasociety.CustomEmotesAPI;com.weliveinasociety.badasscompany;CustomSounds;evaisa.lethallib;FlipMods.ReservedItemSlotCore;evaisa.lethalthings;FlipMods.ReservedFlashlightSlot;FlipMods.ReservedWalkieSlot;FlipMods.ReservedWeaponSlot;HoarderBud;imabatby.lethallevelloader;Kittenji.GroanTubeScrap;LCSoundTool;LethalNetworkAPI;MegaPiggy.BuyableShotgun;MegaPiggy.BuyableShotgunShells;mikes.lethalcompany.mikestweaks;mom.llama.enhancer;NicholaScott.BepInEx.RuntimeNetcodeRPCValidator;MoreEmotes;MoreItems;Piggy.LCOffice;rr.Flashlight;rr.Walkie;sunnobunno.YippeeMod;suskitech.LCAlwaysHearActiveWalkie;twig.latecompany;x753.More_Suits
lgu not loading
that's why he cant join
Hmmmmm, does it say why it isn't loading for him?
We're gonna go back to regular LGU and see if that fixes these issues (wonderwalnut not having upgrades and shadowthian not being able to join)
r2modman probably something extra on linux, could be that
Here is my log from most recent session
or just the way that i compile could be the problem
We didn't even leave pregame lobby, trying to get Shadowthian able to join
Ah, Shadowthian says he figured his issue out, it was user error
Quote from him:
"i fucked up (uninstalled the mod from the pack which removed it from the bepinex folder entirely so of course it didnt load)"
So it was error on his end, not yours!
haha
Still gonna switch back to regular LGU though so we all get the upgrades. Scanner not working on enemies is better than only me getting all the upgrades
And my roommate and fiancรฉe are both already sick of messing with mods, they just wanna play the game. Maybe we'll mess around later tonight after we play the actual game for a bit
[Warning: Unity Log] [Dissonance:Network] (00:22:29.711) EventQueue: Large number of received packets pending dispatch (13). Possibly due to network congestion (last frame was 11.6703ms)
im seeing lots of this error near the load request
Do you know what that means?
I dunno. We aren't experiencing any slow-downs or lag or anything because of it
And now scanner is working??????
Even through walls, enemies are scanning
with Scan enemies through walls on final upgrade false?
It was yesterday, I didn't realize it defaulted to false. But enemies weren't scanning at all then
and you sure you changed to the old dll?
xD
but i think the current version work for some
I have to ask, is LGU working well now?
Yes!
I think what happened was for the final scanner upgrade, "scan enemies through walls" in the config was set to false (because I didn't realize that was the default). And when that is set to false, it looks like scanning enemies at all is disabled. When I switched it to true, it was scanning enemies again, and scanning them through walls was working too.
hi, i would like to set the night vision goggle be dropped when player dead, should i also set the goggle be disable when player die? will it become when they revive they cannot wear that goggle?
i think you need to set both to true. when the player die, the goggles will drop on the ground and the player will lose the the ability to activate it
until you grab it back or buy a new one
Do you know any movement mod that doesn't mess with yours?
Not really, no. It has been a long while since I actually played LC.
I see. Another question, how do I add level to an upgrade? Just add the price in the config?
You add mores prices, yes.
Thanks!!
to remove additional upgrades, do i just put nothing in price of each additional upgrade?
Yee.
aight thx
So I only started using this, but may I know if these "perks" are actually individuals? if so, how's the money on terminal though, does it reduce to personal or it's stiill shared
you can set from config whichever you want to be individual or shared
then with the faq i'm guessing there's no "individual" money, the group pays for one person's upgrades
The Contracts system is only briefly mentioned in the readme, can someone explain it to me?
I also think it should probably be added
I will update it when I have the chance.
๐
I've made an Issue on the github with a README.md file that has a contract section in it
making the money individual would be a great effort i think
the game already have tons of desync
@steady trail do you think if we used csync to sync the json from the file we could have better results?
maybe a temp config file to sync the upgrades
Like using CSync's serializer to serialize our saves?
I think it would be awkward to be generating .cfg files for people's saves, lol.
yep. i think csync transfer is more reliable than rpc
I guess you can use their method of syncing for our saves.
Just not through config files, lol.
So got a bug to report, in that sometimes the dropship doesn't leave for clients when having the faster dropship upgrade lol, not a big deal but it is still a desync ๐
And no error spam?
Because the patches we have right now is just changing the threshold used in the branch split statement.
Hi guys. Faced with such a problem. Stack of mods ItemQuickSwitch, ShipLoot, MoreItems, LateGame Upgrades, Brutal Company Minus. I have 4 people in the lobby, and for some reason, two of them become immortal on every flight. Moreover, it seems that the server host, no matter who hosts it, does not become invulnerable. They fall into pits and survive, are blown up by mines, etc. No idea what I should do? Maybe it's the lack of dependencies, but I didn't understand what it was about at all.
I also don't know much about modding, but I would like to translate this mod into my native language. Where exactly should I go and what parameters should I change?
I can't really do much without logs of when this occurs.
As a first guess, you would probably have to look at the text that appears on the screen and find the corresponding text which is the translated one.
Or make a more complex algorithm in which you just insert the dictionary for each word. Would have to be careful with expressions though.
I can give you LogOutput file, if it can help you)
Because I'm really interested in the combination of these mods, and even despite the problems that arise, the experience is pretty cool.
We just tried to repel the blows with a shovel there, which did not lead to death and drowning in a puddle. Also, if necessary, I can record a video with examples of immortality.
It would help.
As there are many avenues where the issue could be.
Where can I send it to you?
Either here or through DMs, up to you.
are there incompat issues between the speed and stamina upgrades and betterstamina?
.
aight
I wonder if anyone else got an issue where the items are shared, but it doesn't last long for other people a few minutes after except for the client who originally bought the item. For my instance, it was the night vision goggle
I'm not sure if this is the right place to mention/request ideas for this mod, but if it is it would be really nice to have 3 things:
- Upgrade to make your inverse teleporter keep your items (the inverse teleporter is useless without it anyway)
- upgrade to let your regular teleporter keep items when teleporting.
- It would also be super nice to have a cheaper alternative to "Intern" (reviving players) where you can't teleport the one who has been revived for 30 seconds (or something like that) so they actually have to try to find their things / their way out before you immediately bail them out yourself
Ok, you should be able to see it even if the text is covered when spawned close to a wall.
Also put the wire interactions on all sides incase they also get inside a wall.
The prefered solution would be fix to the item spawning algorithm but I feel like LGU shouldn't really mess with that
I think NV uses a vanilla feature so if something else messes with it, it could cause some issues to it.
Night vision can be broken if another mod makes use of it. I had another mod, GameMaster, that was like a debugging/testing/cheat mod that also had a night vision toggle, but LGU's night vision wouldn't work as long as the mod was enabled.
Yeah, the ideal would be making our own light for it (if we were to keep the light representing it).
That's the thing, I don't really recall any other mods that I have in my modpack would wanna mess with it hmm..
Also vanilla feature? Is night vision actually in the game by default?
I'll share the mod list later when I get back to my PC
It's used for when you're spectating someone inside the facility.
And it's the faint light that lets you see a little bit ahead of you, I think.
Also because somebody asked for it.
## The color used for the night vision's UI text.
# Setting type: Color
# Default value: FFFFFFFF
Night Vision UI Text Color = FF0000FF
## The color used for the night vision's UI battery bar.
# Setting type: Color
# Default value: 00FF00FF
Night Vision UI Bar Color = FFFF00FF
Is it useful? Don't know.
More ways to customize is always good imo, thanks for that!
customization is always good
i just faced a bug on scrap insurance, it become useless. is there any possible because i use an existing save to run the new mod?
I need logs to give you an answer.
Because there might be implementations where they just force their own idea of saving scrap which ignores all other outside variables.
Idea: Upgrades to either allow sales to affect moons, or to discount the cost of travelling to moons - and ladder climbing speeds o -o
Would it be possible to make sales only available for single buy of an upgrade?
ooooh interesting... so you can't just blaze through protein powder if it's like 40% off?
or bigger lungs when it hits like 30%
yes
So like this?
And this?
It can be possible, yes.
i think it's time for some democracy
Huh, I can't scan for items anymore sometimes. IDK if it is because of LGU or because of LateCompany, or because of both. It only started happening after I got both mods, and it looks like item scanning breaks after someone joins mid-session with LateCompany. Only ever have ppl join when we are in orbit. When I try to do an item scan, it just returns with [ScanForItems]. This command breaks in the same way for everyone in the game.
Also whenever anyone else on my team tries to do an item scan, it comes back with a much bigger number, like "56 items worth 6,419" but it is accurate when I do it. Maybe the scanner is scanning the items inside the ship too for anyone that is not host, for some reason?
Oh, also, I (the host) bought 3 of the Quantum Disruptor upgrades. It slowed time down very much for me, but it continued passing normally for everyone else in the game. My game said it was 1pm, but the other players all said their game said it was 6pm. It got dark in their games, but not mine, and enemies did not start spawning outside.
**why the hecc wasn't I pinged here?! ๐ญ **
I got no ping! :<
Precisely that!
And that! :D
Holy hecc
The only other thing I can think of is an upgrade to like... I was thinking of an upgrade to reduce the scrap loss of a loss but you already have scrap insurance. Instead, I was thinking if it's possible for you to make an upgrade that reinforces body suits - not for damage reduction, but to make it so if they are killed in a used-to-be irretrievable manner, you can retrieve them (Ex: Dying by mimic door, eaten by forest keeper, etc)
doesn't stop punishment of people dying, but it's like buying a teleporter upgrade-
oooo it could just be a teleporter upgrade, like there's one for the signal translator
I wonder what fancy name it'd be ... o ,o... hecking hecc I wish I got the darn ping to tell you that it was perfect ๐
The name for the route reduction could be a play on the term of how we send probes into space
I know it's named like... "Slingshot method" or something - but it's the use of planets' gravity to accelerate the ship
see I knew it was slingshot -w -... i'm a tiny space nerd... very tiny
Since you mentioned single-use stuff, perhaps you could buy something like a weather drone controller to alter weather patterns on the moon. (For example, you want to go to Rend, but it's stormy, but you buy a single-use weather drone to clear the stormy weather).
Can simply make the weather clear, or even have the option to switch it to other weathers (for any reason).
I don't know if vanilla was fixed but Nutcrackers shotgun breaks scan command.
On reboot, items are reset to not bring in the ship. So they will be considered in the scan command.
Maybe the upgrade handler crashed when doing for the clients.
So like this?
you can also probe to none correct?
I'm including that one right now, yes.
Right now, you can specify "clear" for no weather.
The random one is more tricky as it's not included in the "allowed weathers" array.
amazing :D

does it also work with WeatherTweaks?
What does it do?
https://thunderstore.io/c/lethal-company/p/mrov/WeatherTweaks/
it helps at rolling the weather condition when in orbit so its less likely to have ecplised back to back.
Seems to be working?
Orion was rainy before, changed to stormy and now there's lightning bolts.
great ^^ thats a really nice feature
Ok so it seems to be working as expected when:
- Somebody does a probe: everyone sees this change both terminal and level
- Somebody does a probe and somebody else joins after: they see the weather changed to the probed, both terminal and level.
sick :D It's always great when something works like a charm.
I have another idea. Maybe it's easy to create, maybe not, I don't know :x it might be a bigger project.
I was thinking of the host being able to assign other players a certain amount of credit (from the credit available after selling scraps) with which they can upgrade their own stuff. You've already implemented self-upgrading, so that part is done. Also, the host should be able to reset someone's upgrades and collect assigned credits. For example, if a player leaves after a session or if more credits are assigned than intended.
Like personal wallets?
The problem that most have right now is the fact the upgrades are using the credits used by everyone so they want a different like currency in which is only for that one person.
Kinda like XP, I guess.
But then to make it configurable between credits and XP and everything working as expected is a headache and even more during classes.
Not to mention what different kinds of achieving XP should I decide to include.
I already thought that it would be a larger project. To deduct credits, you might need a different currency for each player. To automate things, you would require something like a counter, right?
So let's say you implement the currency "Lumina". For player ID XXX1, you give Lumina_01, for player ID XXX2 Lumina_02, and so forth. You would then assign them a specific amount of Lumina by purchasing it with vanilla currency. When selling Lumina, you receive vanilla currency in return.
In this scenario, everyone has a different type of currency, distinct from the vanilla one. I'm not certain if this is the correct way to code this feature. It's just something I imagined on how it could potentially work.
Perhaps I misunderstood, but were you considering implementing a currency system where you can earn money by completing tasks, similar to the XP you mentioned earlier? If that's the case, I would disagree. Currency should only be converted from vanilla to custom.
Could do something like https://discord.com/channels/1168655651455639582/1184362437550555176 does
With "emote credits"
Use the alternate currency for all upgrade purchases instead of credits?
Making a currency isn't hard. Just need to know which to pick.
having an alternate currency would make it more like exp tbf which would work good
yes
That's a way, yes.
I just need to solidify what are the inputs and outputs of this currency if it is to be implemented.
Inputs being how to get said currency and outputs the ways of consuming them.
The way [Redacted] did it was you earned it everytime you reached a quota
So it would pop up when you succesfully completed a quota
Yeah in which they turned the quota's value into currency and you would use it for purchases.
There are many ways:
- killing monsters,
- securing specific scrap,
- saving people from near-death scenarios (snare flea),
- getting a decent amount of spawned loot,
- Surviving weathers
- among many others.

What happened to "highly buggy" ๐ญ
When u asked how buggy it would be to change the weather earlier :3
Ah.
Well, there was one fatal issue with it.
Which was somebody joining after a probe.
They wouldn't see the same. 
And I guess the monitor does not update the weather when you change the weather on the moon you are on.
skill... issue...

Somebody asked to put confirm on most stuff to which I'm like "Not with the implementation I have right now, lol".
This was fixed.
Now break time.

Rest! ๐ ...
๐
Is this a real feature that will be added? If so, I am very excited!
For whoever wants a read, I guess.
that's quite a lot of stuff
Only because I included the configurations in the change log.
Otherwise it would be like only the first ever line each, haha.
oh
Now to fix the Thunderstore's README to include the missing items/upgrades
I'm blind, thanks
problem appear, I cant reach that far _(;3
not the fault of mod, it will always drop frame before we push quota to thousand, because we got too many scraps
im looking for a storage furniture that storing scraps, make it disappear that i can save my fps,
but the only one i can find was outdated for 3 months, and crash my save files when installed with LateGameUpgrates
any idea to save my fps? _(;3
https://thunderstore.io/c/lethal-company/p/Solar32/PerformanceEnhancer/
https://thunderstore.io/c/lethal-company/p/mrov/LightsOut/
There's also a 3rd mod that changes some visuals. (x name)'s cool something, I think
that helps alot, I will try it out tonight
๐ but I think it just temporary solve the problem... if we continue to be a lootbug
if we can store scraps in terminal like furniture, that is the ultimate solution i think
https://thunderstore.io/c/lethal-company/p/frostfv/Frostys_Fastest_Company/
https://thunderstore.io/c/lethal-company/p/fumiko/CullFactory/
And find whatever log cleaners if you REALLY gotta squeeze out performance
do not use https://thunderstore.io/c/lethal-company/p/Solar32/PerformanceEnhancer/, it will use resources in order to artificially boost your fps
Does it now?
it just removes the fps cap or if not remove then increase iirc
okay i see
I see
Good to know
and sets target fps to a higher value
Thanks
you may want AsyncLoggers and Loadstone
if you have mods that use the ff, then try to ditch them
and use those that use this instead
damn
you can also try using HDLethalCompany to turn off hdrp or turn down resolution of shadows and etc
i miss my chest in minecraft now
your game might look like ass though if you did
what i recommend for performance without affecting how the game looks is
CullFactory (in config, enable distance culling, cull distance at 100 and surface cull distance at 200)
AsyncLoggers
PathfindingLagFix (not client-side)
NutcrackerFixes (not client-side)
LightsOut
if you don't care about other mods conflicting, HDLethalCompany and lower ONLY the shadow resolution +turn post processing back on, if you prefer your pack to be stable, don't use this
avoid mods like LethalThings (sadly), and once again, LCSoundTool
note for loaforcsSoundAPI: in the config, disable multithreading to avoid issues
it does, although I just see the describe
loadstone seems to be not of much use when using AsyncLoggers
have you tried configuring it
i've upped the time per frame
i just quickly looked at what it does
works really well
NoPropShadows seem unnecessary when using LightsOut
also isnt loadstone different from what async loggers does
it's just a matter of preference, with lights or without
https://thunderstore.io/c/lethal-company/p/Ozone/Cabinet_Item_Storage/ that is the mod i talk before, it do storage items
wt does loadstone do?
makes loading of dungeons asynchronous (multithreaded?)
let me double check
async=multithread
but unfortunately not work well with lgu
ok ill pass then
on the other side, asyncloggers makes logging (the thing you see in cmd) asynchronous
so different area
what
for loadstone, i set DungeonAsyncMaxTime to 500 (default is 100), i've seen significant improvement in loading speed
im talking about Cabinet Item Storage, it cause save files crash with Lategame Upgrades
lemme ask matty about loadstone
will it has coonflict with LE and stuck in random seed?
it wont solve being stuck in random seed, but it was made because some LE maps took too long to load
iirc especially with some of Wesley's maps
it works for LLL and LE maps
ok i must have it then
oic
in that case i'm guessing it gets replaced by async loggers but that'd need checking
this seems bad for compat reasons
i'd make that be between 0.3 and 0.5
prolly 0.3 as vanilla does it
at first i also did this, but then i tried the default values of 0, so far never really gotten anything wrong
a statement from Zeekers on what it is for should clear things up though
it could be there for sync, but that 0.3 shouldn't do much
@storm frigate can u share ur config setting? im not quite sure how to set it to make the game run smoother
config for what mod
load stone
0.3 is good enough to prevent some parts of rooms to not have fully loaded in for the last player which may cause some rooms to be missing scrap
i just changed DungeonAsyncMaxTime to 500
ok thx
yeah, but so far we've never really experienced any desync, especially with scrap
if you do experience though then best to put it to 0.3
it's best to let someone test that stuff, since we really haven't experienced anything wrong yet
some stuff could be misunderstood
should probably take a look at where exactly the variable is used in the first place
anyways, async loggers and loadstone should be compatible
async loggers iirc just makes logging async, not anything else so it shouldn't replace loadstone's functionality
I still think we dont need to make it displaying like ass in order storing more scraps on ship, we can just "delete" items...
is exist a mod can sell items on ship?
imagine if we had the feature to store items(not scrap) like furniture and retrieve back through terminal
ask in #modding-general
thats why i miss my chest
it just sucks to have so many items in the ship tanking fps
Chest?
minecraft:chest
You miss your Minecraft chest or do you miss the chest that got modded into lethal
or steves 12 pack
if it do storage items that avoid to load it, then yes
unfortunately mcScraps mod cant
Idk if it does
included
So many updates haha
Hope we get the update on thunderstore soon.
Just making sure everything's okay.
Ok, it uploaded.
Now to make sure that it's asking for CSync.

Ok, it is.
Fuck.
Because of one missing underscore.
Ree.
@real gust Now you can know if it's working online.

i wonder how they got such a big update out in 50mb

Are you ready for somethin' @steady trail ? x3...
Just to absorb info
to maybe affect future decisions down the road
Now that I am not sleep deprived- ahem. @steady trail - apparently, according to @vocal anvil and @rotund field's info, apparently messing with time screws with the spawns (as shown here: #1213985212686532638 message ). ||So whilst I'd judge how dumb it is that-that is true, I can't give the obvious solution to the literal dev of the game to make sure the enemy trying to spawn just picks a time to exist (aka. [Check for If SpawnTime <= GameTime, if true: spawn. Don't care for any other statistic, why would you?] - Would literally stop any time manipulation issues- but whatever-).|| So instead, maybe somehow change the upgrade so that it works off a limited amount of uses and forces time reversal instead?
Example: Quantum Disruptor, Typing "Disrupt" will force planet rotation with quantum entanglement, reversing time by a few hours.
Level 1 - 1 Use, Reverses planet's orbit by 2 hours.
Level 2 - 1 Use, Reverses planet's orbit by 4 hours.
Level 3 - 2 Uses, Reverses planet's orbit by 4 hours.
Level 4 - 2 Uses, Reverses planet's orbit by 6 hours.
I'd assume this would solve the issues. Since time isn't being slowed down or fast forwarded, just immediately edited in real-time. Time will simply tick at a normal rate, which will not ruin the timings of spawnings... it gives an incentive to get back to the ship I guess?... I'd suggest some sort of detection method to see if an enemy outside spawned within the time period you're reversing past to despawn/kill them, but I don't know if that's easily possible. Maybe as a level 4 MAX perk - it kills off all non-player entities outside when the planet reverses? If a change isn't done, at least the upgrade currently can be excused as a trade offer of sorts (You extend the world's time, but doing so disrupts spawn rate.... Greed = Increase threat) or somethin' o -o
And with that, good luck with that info. Do with it as you will -3- ... I shall simply warn my group about the threat that happens when that upgrade is used.
Yup -w -
Warned you :3
Enjoy dat info, apologies the game has a dumb spawning mechanic - w-'
Ah
I thought I already said that
And messing with days before deadline and slowing down time flow would affect enemy spawns.
Yeh, so to solve it - I'm assuming just editing the timer back instantaneously would solve it
I just didn't feel like it should be LGU's job to reimplement the whole spawning mechanism thing.
yeh, not askin' to fix the spawning mechanism -w -'
out of anyone's control afaik
(if it was in control, that should've been an obvious mod to create... sounds flawed as hell)
System should be [Roll odds] - [Pick enemy] - [Pick time]. Done. Doesn't matter if the world slows down, fast forwards, pauses - enemy simply waits for the [Timer] to pass over the [Pick time] value, and [End Vent Noises]
but apparently, messing with time messes with a system that shouldn't care for it other than waiting for the "go ahead" . -.
It's because it's an animation curve through hours
shouldn't matter though. Once the "spawn" is chosen - the only thing that should matter is time. Don't know why any value else should harm when an enemy comes out.
after recent update non host players can see nvg battery at top, and some players cant stop using the terminal. Once they interact with the terminal they get stuck and cant leave it
uh oh o -o
I could add a different implementation of quantum to do that and people pick what they want.
wait- to do what
to just reverse time on command o, o?...
Well, one of the two.
I can do that.
Its basically do what you said but allowing to execute when config allows.
I wanna be clear, not asking you to do anything with spawn mechanics 'n stuff. Just giving the info 'n wondered if you created that with the knowledge of how that seems to F with stuff. I don't mind the world time slowing down, but I do mind that before the ship even landed - a GIrl and herobrine appeared within the first 5 ingame minutes ๐ ...
Because some might want how the quantum works right now til a better variant of enemy spawn is provided.
I know
You want to change quantum
And I'm saying that I can make it so you can config between current and what you're proposing.
Okey o, o ... Just here to inform what I learned. The threat doesn't really outweigh the benefit currently - given how many enemies spawned so suddenly/rapidly .u.
This assuming that going back in time doesn't break anything. Obviously.
