#Lategame Upgrades
1 messages Β· Page 19 of 1
I mean
I'm assuming that
both of em basically informed it's the messing with how fast/slow time is moving
so I'm like: "Ok - then if you just instantly change time backwards... it shouldn't fuck with things" mentally
but for all I know, batby'll come in here be like "No, if time is edited backwards - the spawn curve watermelon squash code fucks up" -3-... I apologize that I thought the systems were coded flawlessly. If editing time backwards still screw things up - I apologize for thinking it wouldn't π
Having 10+ days (in code) fucks up enemy spawns, period.
BUG REPORT:
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.
gib log to a github report o, o
So a bandaid was made to prevent ever reaching past 3 days when spawning enemies.
oh LGU prevents spawn mechanics screwing up when it's large deadlines?
And any errors appear in console on boot?
Reasonably, yeah
that's something to advertise. That's helpful as hecc
I didn't think it was relevant to post.
nope not a single one
Hmm
3.4.0 the newest has this glitch only
the logs should still state something, right? .,. ... even if no errors are outputted - maybe a warning?
hmm let us redownload the newest version then
I feel like every single softlock I've ever experienced though has given fat errors
like the one with lucky dice - was a giant wall of errors
or the LP fix
How does a softlock not show errors... I love the world of coding -u-... I probably should've continued doing Java
this is the best i can do i cant stop it it spams that couple of lines i sent above
Onoes.
something lethalexpansioncore is doing?
looks like LEC tries to patch the terminal for something
Because the problem I had is that someone probing and then someone joining after.
They wouldnt see the same set of weathers.
Thus the patch which is right now crashing
Whose job is to put any set weathers through probe to the client too.
Just curious, are you sure this is caused by the quantum disruptor? I think the vanilla game itself has a possible entity spawn time at 7.40 or 7.50 AM (I don't really remember the specific time), so it is possible that those spawned just before your ship lands at 8.00 AM (depending on RNG).
I've landed and tested the moon 9 times. All times - a giant chunk of enemies spawns like that over and over. nearly filling the interior power before an hour passes
so solution is uninstall LEC?
Don't know
You can't do that, else moons may screw up
or use LGU 3.3.1
On mobile for troubleshoot isnpain
i dont use any moon mod π
huh..
this is the only single mod that uses LEC
hm...
now that I mention it, does any scrap-adding mod use LLL?...
does LLL have the ability to add scrap, and I just don't have one?
Ah now that's extremely annoying
have u seen the message I linked? XD
A girl and Herobrine spawning in before the ship even lands
I'd make the day 2x faster to not deal with that for half the day
LLL?
although fun fact-.... or not really so fun fact, I do believe I was haunted by both the girl AND herobrine at the same time.
LethalLevelLoader
yeah we dont evenhave LLL
oh wasn't really thinking ye had it or not - was moreso wondering if LLL had scrap-adding capabilities
And this is the host or client?
i know ^^ just making it clear π
mhm mhm .w.
uhm client
only LethalLib
That all happened at the start of the day?
ill check the host's console aswell
Ouch
in fact
that IS cropped.
there were a few MORE enemies below
but I took that image cause it showed both girl and herobrine
("Cropped" as in, I could've scrolled and showed more repeating spawning messages)
Actually, I can confirm I was against herobrine and girl at the same time. Had the Diversity ghost girl chase me, and right after - had herobrine going after me. So fun fact, if you have herobrine and girl active...
so host doesnt have any red text. we will try switching so i become the host and he becomes client
teach me what is wrong(?) here o ,o
The most important component is not initialized at the time this code is executed.
update: now I see the nvg battery at top even in new game (we never bought the nvgs), and both of us can leave the terminal
Can?

how is... it not initialized? . ,. ... what
Loading order.
Can't really predict that.
can't control it either, right?
it's basically an arbitrary order
I'd question "what harm could happen if numerous things load at the same time-" ... but I guess Unity things
-w-'
Lemme try real quick with two locals.
How did you fix the problem of players not being able to leave terminal ?

How is it even doing htat
π€£
atleast im not the only one i guess
yep i agree i can feel ur pain π
i mean i could send you the mod code list maybe that helps?
@steady trail want me to send you the whole mod list in pictures or the mod list code?
Uhh.
Mod list in txt.
Unless there's no moons
Then gib code.
Because waiting 15 minutes to download is pain.
no moons
In my case, host did not have any issue leaving the terminal
018e58ad-27ac-a8be-b2cb-9812703c475d
in our case aswell
only clients couldnt
like look at this π
(the 2nd grey or black bar is sanity mod bar shows sanity level)
and rn im the host but client still does not see that nvg bar
i bet u guys are like this rn
second window got stuck with your mod code
okay something is SERIOUSLY broken, mimics are invisible lol
[Info : Unity Log] In terminal menu: True
[Info : Unity Log] PLAYER OPENED MENU
[Info : Unity Log] In terminal menu: False
[Info : Unity Log] PLAYER OPENED MENU
[Info : Unity Log] In terminal menu: False
[Info : Unity Log] PLAYER OPENED MENU
[Info : Unity Log] In terminal menu: False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) Terminal.DMD<Terminal::QuitTerminal>(Terminal)
Terminal.PressESC (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0013)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/OpenMenu[/Keyboard/escape,/Keyboard/tab]'```
okay uninstall rich thing
thats a lot of debug lines haha
uninstalled lethalrich was not the solution
i know, just rambling about the spam
okay so i tried pressing esc while interracting with terminal this is the error code i get
@steady trail are you still alive? π
I'm like
Babysitting a freshman on computer science stuff.
While playing DRG with friends.
While also troubleshooting this.

oh lmfao sorry to bother
yoink thanks for the gif
I will say btw I've never changed the config for CullFactory
I just use it at defaults
okay short term fix is simply disable LEC(LethalExpensionCore)
fucking hell i hate when mods clash each other
LLL's goal rn is to get everyone away from LEC tbf
welp sadly Immersive scraps uses LEC :/
and we or atleast I like immersive scraps mod
yeah that's annoying cuz i like immersive scraps as well
What even?
I don't even touch PressEsc, what the hell?
Maybe because Weather is crashing so everything else is fucked
Can you try with this one? I changed the patch to something else.
I just need to make sure that the clients see the same weather so anything before they access terminal should be fine.
where do i place this file?
Ok so after client connects, not after weather.
we will start testing more and see if we encounter any other issue
@indigo prawn
"Changed implementation of acquiring old saves to not clutter the current save file format."
Does this provide compatability for LC better saves? https://thunderstore.io/c/lethal-company/p/Pooble/LCBetterSaves/
Could you give me a rundown on the reason for LethalThings and LCSoundTool?
It should still work with it.
What happened to LGU dungeons when running Loadstone? I am out of the loop.
LethalThings has lots of incompatibilities, its scraps are very unoptimized and the decor are hardcoded, LCSoundTool is just poorly optimized and rather easy to avoid
I've heard so many times LethalThings is unoptimized but I've had no problems tbh
the scrap is the unoptimized part of LethalThings
I've had other issues with it but never performance related ones
its minor tho tbf
Yeah I donβt think itβs unoptimized
Errors it throws might cause game slowdown though
(Which it does do a bit)
but many things are hardcoded which will break some mods
Usually only happens if you don't make a new save
I remember LC Better Saves causing upgrades to migrate and not load properly. Was this fixed.
Also, did I message the wrong person? I scrolled up to find the developer but I noticed you dropping .dll files.
Plus it's not the only popular mod that breaks things, Cough MEOF causing spawn rates to go insane Cough
Kieth stopped modding due to life things.
So they let me maintain it.
I use LCSoundTool in my modpack specifically for. https://thunderstore.io/c/lethal-company/p/IsAmMonkes/BetterMenuSong/
Would this cause a problem. I also have LoaForcApi in my pack with LethalResonance.
Yeah spike is the owner now everything is at his discretion. Curious though where did you see my handle? I thought I changed everything to point to him.
if it's just one sound then u good π
||probably the OP tag||
prolly cuz you're the thread op yea
:P heheh
Oh yeah it says my name beside the post
Itβs fine though
That'll do it
@steady trail the fix u made works fine!! Thanks your a life saver π
I'm surprised WhiteSpike doesn't have the modder role btw
Oh okay you just don't have the code role
get yourself one π
You should ask a moderator for a modder title and also have the top pinned post edited to reference you as the developer.
It will help with confusion.
π
Very based
you just need a custom icon then lol
Is it specifically MEOF?
MEO and MEOF
MEOF somewhat fixes the bug from MEO but in my pack once I started adding custom enemy mods it broke hard
6 dogs on Eclipsed Titans, 8 on Eclipsed Rends, etc
The top pined post is still made by you. The one that directs to the Thunderstore Page.
You could have him create a new post somewhere and pin that one instead. Should clear up any accidental messages to you from it.
Make sure to unpin your post though.
And then Coppertiel's response was "8 dogs seems pretty normal to me" π I was like "No the game hard codes it at 3-4 max by default"
8 dogs is nothing to me
i have too many dogs at home
After you receive the role you need to go to a channel that has buttons to assign your color and coding type.
I know.
I think it was public before but is now hidden unless you have the modder role.
But I like being white-coloured name.
He knows, he wants a white one

@gusty flint can we get a custom white role for WhiteSpike?
Hmm do we know what causes this. Is @flint canyon working on a fix?
Also how does Loadstone break LGU?
I was about to implement it and I saw this in chat thankfully.
Are we able to get in touch with the developer and recommend a more friendly implementation of the hardcoded features for compatibility?
Or has an attempt already been made?
#1178456016254414878 message
Now actually answering the question, yes since like 3.2.0.
Woot
I do not know what these hardcoded problems are. Would you like to explain?
#1178456016254414878 message
ROCK AND STONE
that sounds like a big clue
Please have mercy, I'm just a child.
MEO and MEOF both increase power levels. MEO has a bug where it would continuously increase power per-landing with no limit

I think it's better for it to not mess with them at all honestly
Now what we have KeepEnemyPower I think that functionality of MEOF could be removed
Just cus I really don't like having 8 dogs on Eclipsed Rend due to using a bunch of custom enemy mods π
I also noticed I had custom enemies spawning in more often after removing MEOF so I think MEOF seems to prioritize masked spawning too and mess with other spawns
lands into moon
goes outside waiting for ship to land first
sees friend disappear and hear giant eating noises
Lmfao
Xu's mod makes that great, it's satisfying to have a Redwood eat the giant after and be like "Yes Vengeance!!!!"
I second this.
If you do not remove it. At least put a bool toggle in the config with a good description for what keeping it on will do.
Well the implementation originally sort of made sense since the Vanilla game would lower power levels when killing an enemy but now that we have this mod https://thunderstore.io/c/lethal-company/p/JS03/KeepEnemyPower/ it's no longer needed, and it avoids the bug of too many dogs spawning lol
I was using this mod last night when I streamed and had MEOF removed and no more than 3 dogs spawned on Eclipsed Rend π
My main guess is the power level adjusting stuff in MEO was for the zombie apocolypse mode stuff
But @flint canyon would know more about this than me
I do agree with SourceShard though that adding a bool toggle to disable the power level adjustment stuff with a description of what it's meant for would be a great idea though @flint canyon
Adding config is fun.
Just makes code look like it's held by hopes and dreams.
(jk, it's fine)
Huh.
@real gust Any idea why this is happening after a client joins? 
Because it breaks the client's night vision, lol.
afaik, it's simply to account for more masked enemies. the power boost is pretty much MaxSpawnCount * 2 (2 is the power level of masked). There is nothing in place to ensure that the enemies spawned to fill the power level are masked
and zombie apocalypse kind of never really worked properly
digging into vanilla spawn mechanics is on my todo list
If you need help figuring out exactly how it works, I recommend testing with #1213985212686532638. It lets you control the spawn curves of individual enemies and a bunch of other spawning related stuff. I also made a Desmos graph to help visualise the animation curves without needing Unity :))
looks useful, thanks
Off to sleep I go now.
You mean the comments being added back?
Oh so keeping power level up prevents spawn spam? Because personally I do not want to punish players for successfully killing enemies. Clearing the map should be very costly in terms of tools and bullets, but not pointless because they just respawn.
Lol my group just discovered the terminal softlocking and I see the mod updated in the middle of our session and fixed it. Thanks for saving our tuesday night
so... latest update breaks cheaper fuel (even when engine upgrade is disabled). heck.
im so stupid
i forgot to remove every mod that would change item's data
"SmartItemSaving", remove it, and get outdated storage mod run as normal, problem fixed
need sleep to cooldown overloaded brain now
now using FreeeeeeMoooooons instead. works fine
am i able to delete csync despite it being a dependancy? its been causing issues now that its been added
NRE is thrown when accessing night vision color with ConfigEntry.
When I made syncedEntry, it stopped dying so either that's not how you exclude data members from being synchronized. Or other magic is involved.
Maybe because of it being color
Well, right now it's used to synchronize client configs with hosts and I made it a hard dependency so if it's not present, LGU won't load due to lack of dependencies.
The other way around, they're being removed after the synchronization
As they appear the same way as unused values appear, you know?
Apparently, forcing a certain weather on a moon doesn't seem to work currently. (That or I'm doing it wrong)
I tried "probe assurance eclipsed" and it gives the confirm/deny prompt, but then it errors out, saying it's an invalid weather (even though assurance can definitely be eclipsed).
Is it because assurance is already affected by a weather, and it needs to be clear, is my syntax wrong, or is it something else?
Hmm
The invalid weather would be that an unused weather (Dust Clouds) was selected by the algorithm.
And that's usually when the moon doesn't allow the selected weather.
I kind of wonder why Dust Clouds even exists in the game code
My guess is maybe it was gonna be used for planets like Experimenation, Assurance, and Offense at some point?
True
Ah
It was just not being executed because it had two health variables.
Arachnophilia makes them too fast in chases by default but I do love Arachnophilia lol

That 1.25 speed just has them zooming and you're guaranteed to die almost everytime unless you adjust it
π
So wait
The confirm prompt does in fact say that the weather you picked is eclipsed?
Because you're not supposed to get an invalid weather prompt after the confirn prompt.
Yes, and I input 'c' for confirm, and it gives me the error
I wouldnt mind the speed.
If they could be hit.

Ah
No, you need the full word.
Unless I need to put in the full 'confirm'
Oh, come on really?
I understand needing the full word for everything else
Oh yeah you can hit them but they like to walk into you after cus they're so fast and then you get stuck π
But I've kinda gotten used to just hitting 'c' to confirm for almost everything else (stores, moons, etc)
Using shortcuts might cause conflicts
Typing the full word makes sure that you want that thing.
Typing c can lead you to not realize fast enough that the weather you picked was wrong and couldn't correct without spending more money.
Because you can already put input like "Mar" for March or "ti" for titan.
Well, that makes sense, but the error message said that the weather was invalid, and not that the input for 'confirm or deny' was bad.
Really?
Yeah, lemme double check
https://github.com/Malcolm-Q/LC-LateGameUpgrades/blob/main/MoreShipUpgrades%2FMisc%2FCommandParser.cs#L582
It should show this one unless I need to work on the wording.
Okay, I see it now
The line does match up, but it confused me because I think the wording is a bit vague.
I basically took it from the contract one.
I suggest it should say something like "Cannot interpret user's confirmation, request has been cancelled. No credits have been charged."

That could also go for the contracts as well, since that's not context specific
Just refer to the confirmation prompt directly. It had me thinking the initial probe request was bad, even though it brought up the confirmation prompt, and that was what threw me for a loop.
Oki oki
hi! a friend of mine when using the "reset lgu" command stated "lgu save was not found"
And they had upgrades?
No wait
Reset lgu is everyone's.

I think
It has been a while since I last messed with save manipulation.
the lategame info says that it only wipes the client's save
fresh save
ok not technically fresh save its day 2
i set hunter to cost 1 and bought it
and i just used forceCredits to buy running shoes and my friend does not have it
Even after load lgu <yourName> typed in terminal by your friend?
Can they provide their logs to look for any error pop-ups?
where can we find it?
In the BepInEx folder.
For fuck sake, missing components.
Like how, reeee
I don't understand how I'm possible to have a gamrObjrct but not its components.
It just doesn't make sense. 
it means the assetbundle bundles gameobjects with components of a class that wasnt loaded in the game
what mod is this for
Essentially giving players options to spend credits, either credits, items or commands for changing behaviors.
no like
usually that can happen if for some reason the bundle can get loaded before the mod
Like some other mod loading the bundle before I do?
The thing is the prefabs at the bundle level only have the network object.
The components that are manipulated are added at code which then registered as network prefab.
Its just odd that Get Component is throwing NRE instead of returning null.
I'm on phone right now but I can try point to what you need.
One of the cases that throws NRE at Get Component.
Where the gameobjects are added to the manipulated array (which is then called on the same classes' Start)
we opened a new save after reinstalling LGU and now my friend can't open the LGU store at all
like it isn't there
100% its that dictionary key usage
How so?
UpgradeBus.Instance.UpgradeObjects[name].GetComponent<BaseUpgrade>().Load();
this is super unsafe code cuz your not doing trygetvalue on the dict or trygetcomponent
both these could throw NRE's and i bet its the former
I would get a key not present if it was not in the dictionary, would I not?
i could be wrong but pretty sure when you use the dict like that it just throws an NRE
youd know forsure if you use the safe ways to get those though cuz you can throw your own errors on else
[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 <fc910d3e4a7542f386fc02746360f8ef>:IL_00D7)
MoreShipUpgrades.Managers.LguStore.HandleUpgradeClientRpc (System.String name, System.Boolean increment) (at <fc910d3e4a7542f386fc02746360f8ef>:IL_0131
This is the stack trace I'm getting.
From what I am understanding, the dict did not give me a null value otherwise get Component wouldn't be in the stack trace.
Of get Component?
nah of the dict
UpgradeBus.Instance.UpgradeObjects[name].GetComponent<BaseUpgrade>().Load();
the actual value in your keyvaluepair could be null
<string, null>
Right.
nothing in the code looked like a reason why that might happen
but programming yknow
But then wouldn't it not throw before Get Component is called?
The thing that is confusing me is that Get Component is in the stack trace.
again, this isn't true
its not throwing an NRE because get component is null
its because get component was null and your using it like it wasnt
i could be wrong
i'd null check the three unsafe references in those lines tho first
reduce loose ends
ok so the odd issue was resolved by having my friend start his own save first before joining (after launching the game)
is there currently a bug that prevents everyone but the host from using LGU
If there's one thing that bugs me about LGU
it's how all the commands show up on the terminal home page rather than it having like a seperate subdirectory to show them
Lol
it looks so messy
I could make that
that's what im experiencing yeah
also, me and my friend just bought the NV goggles, does turning off the "lose NV on death" setting make the goggles shared?
because we bought only 1 but when my friend equipped them i also received one
Googles have the individual config
i think that's the problem. just looked at other mods that use sigurd csync and they also use configentry for client config
Do LGU contracts generally work well with custom interiors?
They should, yes. It was implemented to not really care what interior it is.
Because last time I got an exterminator contract on Office all of the hoarding bugs spawned in the void and was causing major performance issues
And it has no vents? Because it uses a vent to spawn the contract object.
Since using the vanilla item spawn was more times putting out of bounds then in.
the egg spawned correctly but not the hoarding bugs
They should as they use the same position as the egg.
@real gust Yup.
Which then leads to blank LGU store page.
this also break lethalconfig
Can you look at it or busy right now?
I can try
Im banging my head trying to make a hoarderbug that's friendly
and help gather scrap
._.
You would have to put the nest close or on the player, probably.
seems like the audio from samples from the hunter upgrades are playing globally, friend can hear it despite being in the facility and im on the ship and vice versa
im duplicating the hoarderbugai script and removing the chase/attack part and putting the nest at the dungeon entrace
Anyone else have the problm where other clients that are not host cant use the lgu command in the terminal?
but the upgrades work fine on them they just cant seem to use the lgu command to open the store in the terminal
yeah i have this issue, remedied this by having everyone go into their own save file for a moment
Oh so have them load up their own save?
yeah just for a moment and then they can join back
Alright thanks!
oh and, if you ever do re-load that save file, everyone has to type "load lgu playername" (replace playername with host's username)
csync temporary sync the files
Try several times.
keep connection and disconnecting with client?
Ye.
client now have the bar stuck but can't use nvg
Individual Purchase = true
but no errors about color
start is not called on reconnect
maybe that causes the ui to stay active
since you turn it off inside the start function
me again, Im looking for LC modding tutorial, trying to make a furnace...
you interacted it with scraps, and it read the scrap value and delete scraps that you holdding, and if you push a button on furnace, it spawn a scrap with have same value as total scraps you insert in furnace.
Stack trace:
MoreShipUpgrades.UpgradeComponents.TierUpgrades.NightVision.TurnOn () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0057)
MoreShipUpgrades.UpgradeComponents.TierUpgrades.NightVision.Toggle () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0065)
MoreShipUpgrades.Input.Keybinds.OnNvgActionPerformed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0066)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)```
client log
@steady trail is it hard to make a function like this? like read the current value of scraps that you holding it, or interactive with furniture...
Or if the same function project is already in your todo-list (or you decide add it soon), you must be the Godfather of our brothers.
whitespike really is the godfather of mods
client nvg turns on but it's white (the default color of vanilla night vision?)
default NV is green i believe
or just gimme some tutorial, iwill try it by myself _(;3
It prolly died at getting the configuration colour.
could be
then we need a new god of modding LC called whitespike
At first thought, no?
You have an object (furnace, cube, sphere, whatever) that stores how much scrap (number) it has in it.
Interact with it with an item in hand will consume the item in your hand and add to the counter with respective scrap's value.
Then you interact with something else which spawns a scrap that has the same scrap value as the counter stored in it and reset it.
How you want it to be acquired is different story as I'm not knowledgable enough about furniture purchases/objects.
we wont stores scraps, every mod who changed the structure of scraps may destroy it, just simply adding its value...
Right.
thats an idea when we saw the Shopping cart, is near
This new thing just stores the scrap value.
Whenever you want to withdraw from it, you just interact with a button in it and it dispenses a scrap with that value.
maybe not a furniture, some tools from terminal store instead
yes, melting tons of scraps into a single scrap
[Info :More Ship Upgrades] [LguStore] Save file received, registering upgrade objects and deserializing.
[Info :More Ship Upgrades] [LguStore] SHARED SAVE FILE: Loading index 0 save under steam ID: 76561197980358676
[Info :More Ship Upgrades] [UpgradeBus] Sale data empty, continuing...
[Info :More Ship Upgrades] [LguStore] Applying loaded upgrades...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Misc.Upgrades.BaseUpgrade.Load () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0027)
MoreShipUpgrades.Managers.LguStore+<WaitForUpgradeObject>d__32.MoveNext () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0135)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
[Info :More Ship Upgrades] [UpgradeBus] Sale data empty, continuing...
[Info :More Ship Upgrades] [LguStore] Applying loaded upgrades...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Misc.Upgrades.BaseUpgrade.Load () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0027)
MoreShipUpgrades.Managers.LguStore+<WaitForUpgradeObject>d__32.MoveNext () (at <bd40a2efbfe544a8ab76f4bcea447cf4>:IL_0135)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
load lgu
host have the nvg but when the client connected the nvg was not enabled
Nice.
that explain why im not seeing my prints
{
logger.LogDebug($"[NVG]: {SyncedInstance<PluginConfig>.Default.NIGHT_VIS_COLOR.Value}");
}
catch (Exception ex)
{
logger.LogDebug("[NVG]: default");
}
try
{
logger.LogDebug($"[NVG]: {SyncedInstance<PluginConfig>.Instance.NIGHT_VIS_COLOR.Value}");
}
catch (Exception ex)
{
logger.LogDebug("[NVG]: instance");
}
try
{
logger.LogDebug($"[NVG]: {UpgradeBus.Instance.PluginConfiguration.NIGHT_VIS_COLOR.Value}");
}
catch (Exception ex)
{
logger.LogDebug("[NVG]: bus");
}```
host
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: 00FF00FF
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: 00FF00FF
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: 00FF00FF
client
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: 00FF00FF
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: instance
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: bus
yep
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: FF0000FF
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: instance
[Debug :More Ship Upgrades] [NV Headset Batteries] [NVG]: bus
changed client color to see
SyncedInstance<PluginConfig>.Default is where the configs go
SyncedInstance<PluginConfig>.Instance / UpgradeBus.Instance.PluginConfiguration is SyncedEntry and SyncedInstance<PluginConfig>.Default is ConfigEntry
As in it's client's config.
A color is just 4 ints right? You could store those since they xan be serialized
its not that
the mod uses csync to syncronize the configs
but some are client side only, like the color
we just used the wrong call for client only config
the color is stored as hex value
Hi, i wanted to ask, im playing with 3 ppl and now only host can buy upgrades, and if me or anyone else but host will leave and return back, they will not have any upgrades, and it wouldnt be a problem because of load lgu command but some upgrades seems to not work either, for example running shoes, ty for reply
are you on the most recent version?
And what upgrades are you buying? (If its just running shoes that don't work, you might have a mod or two that hard-resets your run speed at some points. Ex: Diversity, StrangeObjects...)
alr can you send me your mod list in dms?
Is LGU compatible with AC?
So long as you turn off the upgrades/perks that apply the same thing, yes.
Thanks!
one sec
Do you guys think keeping upgrades after being fired is fair or nah?
Trying to balance my modpack
nah
Only furniture because that's cute and makes your friends feel a sense of progression. Useful upgrades certainly not.
Is keeping the useful upgrades balanced? Absolutely not. Is it FUN though? Yes
My roommate and fiancΓ©e and I are playing with LGU and have "keep upgrades after quota failure" set to true. Gives us stuff to work towards across quota failures, and makes failing quota actually fun, since we can start fresh with a bunch of overpowered upgrades. It encourages us to sell more than just enough to meet quota, so we can buy more upgrades
Depends on what kind of experience you're looking for. Personally I prefer not keeping any upgrades after being fired. The upgrades give more of a reason to work for during the run and adds complexity as to how to balance your spending. If you prefer having a sense of progression after each run, then keeping upgrades can also be a fun way to play the game.
Hmmmm, now none of the upgrades are applying to anyone on the ship except me (the host) again
I found a bug about masked player that, once the host killed them, its posture is still standing, but the host see them is lying on floor. I dunno is that a bug with the saving hostage contract mission as this happened after we do that contract
Both of them doing the "lategame store" command just comes up blank
My log file
A non-host player log file
Downgrading to 3.3.1 for now. Since 3.4.0 still didn't work, and also got one of my players stuck on the console
3.3.1 is working as intended. Kinda sucks that we can't try out the new upgrades, but oh well, that's just what happens sometimes when you play modded games
wait, diversity can cause conflict in lgu? how come?
I found out today that Diversity has some conflicts with a decent amount of mods
And I'm not just talking the obvious ones, like ones that effect Bracken / Thumper / Ghost
Like anything that effects your movespeed for one
damn.. i really like the walker, bracken revamp and snareflea revamp
yeah same
shit
Apparently they're coming out with an update...soonish? It addresses a lot of the bugs
iirc, the mod have some condition for the player like broken legs and arm like that. If I disable that, could it fix the conflict with movement speed?
It doesnβt
i have this bug too, i was wondering is the bug of mod or the host setting problem, now im sure is a bug of this mod
Been a long time issue
LCBetterSaves is no longer incompatible but the issue still occurs
I don't even use LCBetterSaves
metoo never heard LCBetterSaves
@steady trail someones having an issue where the LGU store doesn't load up, it just gives an empty screen. Here's some logs:
thats host ^
this is client ^
Everything works for host normally
@steady trail Can you look into this error? I think it's coming from LGU
That is why clients are seeing blank screens, yes.
Cus I've never had Arachnophilia throw that error
It's because of the colour's.
Snack should be looking at that since they were the ones who made the csync thing.
Aight
I was interested in that error cus it happened around the time a friend joined my lobby with broken cosmetics and we're trying to find the cause of it
lol
Hi
Has the issue of LGU save file not applying upgrades when loading a save file been mentioned? Seems like something along those lines have already been mentioned a litle bit above, but not sure what exactly?
It has, though the roots of it may differ.
Need any more info?
Theres blank LGU screen due to config things.
Well, the logs of when it happens is a good start.
Though with the consistency I'm getting with related issues, I probably know what it's gonna say.
I saw someone earlier mention only host got some upgrades, but playing solo im not getting any, they are just wiped when exiting and reloading the game
How would i go about finding the logs?
In the BepInEx folder.
...Just the entire "LogOutput.txt" in BepInEx?
Ye
Since I don't force people to know what to filter out of it, I just ask all of it.
I had downgraded the mod version so I went and updated it back to 3.4.1
I also noticed that items did not weigh anything and running shoes seemed to apply the full upgrade on the first unlock, so seemingly something works when re-applied?
Yes? I forgot I had it disabled when I started the run, but went and re-enabled it when I looked at the new updates config
Because the issue is that it's off and there were sales associated with it.
But since it doesn't exist, it will crash.
That's probably why you're not getting any buffs on boot.
Lmao
I will make a fix on this when I come back from class.
Would that mean disabling it again will fix something for me in the meantime?
Ah
Because the sale Data includes all upgrades that are enabled, even ones that aren't on sale.
So it's a mix of both.
This seems to fix it for me??? Lol
Ah ok
This wasn't an issue before because sales were never saved before, lol
So yeah, I will look at it when I come back.
Yea I read that in the changelogs, nice feature btw :)
Im not sure if this is a related issue or not, but the part of better scanner that is meant to work through walls dont seem to be working, even on a save file where the other LGU upgrades applied on loadup
Both it seems
The terminal commands seem to work like they should though
^It also scans from further away like it should, its only through walls
Just tested it: Loading up a new save and buying it makes it work like normal, so I guess it is related to the saving stuff
Hi, im trying testing stuff, and its all become so broken idk what to doπ
Define broken
the whole upgrade system, after restarting its just doesnt work, load lgu doesnt work either, and if ull type reset lgu then u will lose any opportunity to restore at least any upgrades :(
And you have the logs of when restarting and it just doesn't work?
i sent logs to the lovestruck while i was in game, mine and host's
#1178407269994594435 message
So these ones?
yeah
So it's just the store not appearing?
That's just an issue with config serializer not being able to serialize colour and apparently we had to do extra steps for that.
Which aren't described in any document I could find related to it.
I don't see any other errors in the logs besides the synchronization one which causes a blank lgu screen.
you can try with someone and ull see the problem, we tried clean modpack with only lgu, problem is actual but idk how to fix it
i can describe steps if needed so
I don't really have anyone to test with, most are playing something else at this point.
The problem is due to the lack of custom terminal nodes (objects represented in the store), it won't execute any upgrade initializations or increments.
And the lack of custom terminal nodes is caused by configuration synchronization failing.
yep yep
I thought you meant the serialization problem.
Which is why you switched colour to string.
anything using ConfigEntry i changed to use the syncinstance
and nv i changed back to string
Ok, it should be fine.
Just give me a heads up when you decide to PR.
As I have compiler stuff to do and mess around with Smart-BFT.
we can try rn really quickly if u want, ill send code
But I already know about the issue.
i mean, ur saying u dont have anyone to test with
And the cause of it.
oh
oki oki
@bitter arrow can you test to see if fix your problem?
sure
If it loads the lgu store, it should work.
YO, works on 100% !!!!!!!
tysm :D
the file works for us also
nice
it should be included in the next mod release
let's hope that I didn't forget anything

modding is a hell of a drug
Nice.
Reminds me of Conway's Game of Life every time
game of life that uses your github activity as starting pattern
Now there should be less issues with store not loading.
nice
does anyone know if the Sigurd upgrade is compatible with BuyRateSettings? https://thunderstore.io/c/lethal-company/p/MoonJuice/BuyRateSettings/
i don't think it is
our upgrade adds to the value, BuyRateSettings replace the value
if im reading the right place
Hey @steady trail, did you test your how/if your probe weather command works with WeatherTweaks? I'm asking because i'm rewriting a ton of stuff internally and i'm interested in keeping as much compatibility as possible π
Last I checked, it was working.
As in it set to the weather I put in.
If there's any other systems I needed to test, I don't know.
I'm guessing they're referring to the randomization, since WeatherTweaks changes that system so the current weather influences the chances of the next weather
if LevelWeatherType is being changed i'm gonna work based off of that
what i'm interested in is: i'm reworking my internal functions for the next release, and i'm ditching synchronizing just the LevelWeatherType of levels and moving to my own WeatherType implementation for multiple weathers/changing weathers to work
and (from what i can see) it's not working for me
the currentWeather is changing, but it's not getting set on other clients + the displays show up WeatherTweaks's values
so this is something i'm gonna take care of on my end
yup, tested and can confirm: on openingDoorsSequence the weathers (and effects) are sent to all clients, and it's not using LevelWeatherType
i'm gonna cook something to fix that
i think i managed to get it working + synced, i'll test it right now
π
Glad you figured this out before I have to stream tn
Lol
You would have been flooded with bug reports
π
π₯²
i'm waking up in 6 hours π₯²
Are you saying it won't be fixed til then and we need to use WeatherTweaks stable?
XD
oh god no
lol
it's gonna get fixed asap
it's confirmed working on host + clients, pushing update rn
Noice
so basically what i'm doing: i'm catching a call to SyncWeather on LGU's end, converting the weather type to my mod's one and syncing all stuff on my end π
it's such a hacky job π₯²
Haha I've been avoiding using the probe feature cus I fear it'll cause desyncs
fear no more
**Crucial **detail:
||(not actually that crucial, but I noticed they're the same -3-)||
The version?
I'm too lazy to change this.
So do I have to change anything to make the weather easier or nah?
i think mrov would drop dead if you change smth weather-related and it broke weathertweaks
Question: I see LGU has gotten an update today. Did this fix the bug me and some other people were having that prevented players other than the host from getting previously purchased upgrades to apply to them?
I've got it all covered π
I'm gonna drop dead if next LC update changes weather stuff π
its possible this would be an amazing thing tho
I'm gonna cry if this goes to trash
if its something related to load lgu it should work now
i mean sure but would be worth it
making a torch is hard in the caveman era but if we jump to the future
you can test and report back to us 
true
I dunno what our problem was. I was host and all of our previously purchased upgrades worked for me, but not for the other players. The lategame store wouldn't come up for them and load lgu [my username] did not work to fix it for them
We'll try to test the update and see if it works tonight
this is a long shot tho
we have literally 0 idea what's coming
I mean - new enemy and stuff
but we're in the dark when it comes to any code reworks
yeeee but i think its a pretty strong theory that the weather system might only be shit because it hasnt been updated in awhile
fair point
Dont want to read every message in here so I appologize if this is repeated. I think I am having a bug where other people in the lobby don't get upgrades I have bought, after reloading a save. I made sure I had the shared upgrades config setting on. For example If I buy running shoes, everyone gets it and we all run faster, then we get off for the night, and reload the save the next day, I will still have running shoes and be fast, but my friends wont. Then If i purchase the next level of running shoes, both of us go up one level, but I am one level ahead. Weird. Not sure if this is a bug, conflict with another mod( I kind of doubt it, unless it has to do with a save mod I have), or a weird setting I havn't seen. Any help would be appreciated! Thanks
are you using the update that released today?
Yes. But this was happening before the update, as well as now with the update.
i see some people talking about lcbettersave and incompatibility
I do indeed have that mod π¬
i'm not sure if that's a problem
you will have to test or search here about that
i remember some scrap mod also causing problem with shoes
Any suggestions for alternatives? I could try testing it, but I do not want to get rid of it... Can't play late game without it. I want all the items in ship to save.
stamina too
Interesting. Its not just shoes though. All the upgrades from what I can tell, even lightning rod is showing as not purchased to them, when it shows as purchased for me
i mostly play with cosmetic only mods
ask them to type load lgu yourname
in the terminal
Oooo that sounds like good knowledge to have lol. Trying it now
after the load end the person should see this notification https://cdn.discordapp.com/attachments/1178407269994594435/1220421556610531468/image.png?ex=660ee125&is=65fc6c25&hm=ae9457c4ed8b7198df66b74d5a6bdb1b9ae5bfeb23d8a1456c1999dca3935484&
Ok interesting stuff. I have a bunch of upgrades purchased from the last time we played (protein powder, lightning rod, running shoes, etc), the only thing I purchased today was lvl 4 of back muscles (showing lvl 2 on my friends screen. When he did the "load lgu myname" then typed lgu, it just shows lvl 4 for back muscles
so back muscles is right but everything else still wrong?
Yup they saw that, (their sharing their screen rn so I can see lol)
Yes, I believe so
And I think it has to do with me purchasing the back muscles today. Ok will do, so I dont have to search, directory?
Getting his. That copy log to clipboard with discord formating wasn't working. I assume maybe the file is too big for the clipboard but idk. If all mods post messages in this log, its no wonder its so big. I have like 29 mods on lol
you can also use this option
open BepInEx folder
and the log should be there
LogOutput.log
some mods just spam the log file haha
Seems like its mostly the unity log actually lol.
Hopefully these don't have any personal information lmao. Didnt think to check prior to uploading. I see mine has my game name, but im not worried about that
flips desk
Ok, hopefully someone smarter than I, can figure something out haha. I will continue to test a little. I appreciate the help @real gust
UnityEngine.GameObject.GetComponent[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_0021) 
should not have any personal info
ingame nick, your windows name and your steamid i think
yeah
you should stop trying to get null components
Ask xilo n lordfirespeed in dev gen
man, the shadow log spam is massive
Yeah thats what I was looking at too lmao
Is that from a mod or just base game? I see it says unity
too much entities shadows maybe?
removed all shadow logs from your friend log. size went from 50mb to 3mb
do you have any mod that change the limit of scrap inside the ship?
lol sounds about rigt
Yes. Pretty sure LCBetterSaves does that. I think I remember seeing another mod saying it can do that, but it was like a beta feature or something in the logs and I didnt have it on
It's been like this since 3.4.0. I even tried with only LGU and its dependencies and it still wouldn't load for the other players. It only loads for the host, even after "load lgu <username>"
Good info to know, saves me a bunch of time testing
It also doesn't matter whether or not the other players were in the server while the upgrades were being bought. Once they leave, they won't have the upgrades when they rejoin
3.4.0 was the csync update
I'm gonna do stupid shit and see if it works.
3.4.2 is today's update that fixed some stuff related to it
I tested it again today with 3.4.2 but it still doesn't work, sadly
I don't know what version but its been like this for weeks. When did 3.4.0 come out?
Maybe even 2 months
19/03, sorry
Yeah its happened before then definitely
Rn my friend and I are still playing 3.3.1 and that works fine for us
Good to know, thanks
Are there hidden commands to give the upgrades to everyone? Next time we play on that save I want to be able to have them
can you tell me any upgrade that dont load and load lgu dont fix it?
(though, this version still has a bug where sometimes the other players won't get the upgrades, but if they reload their game, it'll work)
I didn't test if any of the new upgrades post 3.4.0 work, but none of the older ones load
I tried this and it works for the session, but once they leave, they won't have the upgrades when they rejoin
and it's pretty time consuming to buy every upgrade every time we want to play
For me, like I previously said, I had a bunch of upgrades, and when my friend did the command the only one that worked was the upgrade I had bought during that game (not previous saves) - I think it was back muscles
No guarantees as I have no means to test what you have.
Because if this works, it means that it was here since 2.x.x releases.
Ill try to reproduce in a minute
The one WhiteSpike just sent?
yes
Put it in the directory you just sent?
Me too
whitespike is the mod maintainer
Alright, going to eat then I will test. Want me to test with no mods (other than dependencies), or with my current mod setup
I'm testing it rn, I'm just waiting for my friend to join
current setup
Sounds good, thanks guys!
I don't see many avenues for the gameObject to just decide "I don't want to work on this machine".
Does the log file recreate every run?
yes
I've never coded any mods, but I am a cs major, and program some for work. And I agree, some bugs are just black magic lmao
It's 1 AM and I am supposed to be awake at 8:00 so that I can get the dude arriving at 8:30.

you in the morning
that's why I have melatonin with me.
great when I need to wake up early
Tested. other players still don't get upgrades upon joining, but 'load lgu <host>' actually works now.
Not sure where to get logs from
I wasn't expecting this work thus the reaction
did you buy the upgrades and the person join or it's old upgrades?
Is this hosts or clients?
client
both work
he bought upgrades and then I joined
and then after I joined he bought some too
both work with load lgu
because the save only saves when you get back from the planet
no more ghost components?
Which is like how the fuck this was working since 2.x.x releases.
mono being mono
It was probably because of destroyed gameobjects.

Saving works too
Did you want the host's as well?
Uh the host shouldn't be needed.
kk
As you said that it always worked.
Well I'm glad I could be of help
Nighty night
Trying to test now, how do you give credits?
forcecredits <number>
missed the s .... facepalm, shoudlve tried that thanks
Relatable.
God theres this bug (probably with some mod) but when you try to invite friends, a distorted-ish screen popus up and doesnt let you click anything - like it doesnt have focus, so annoying.
Anywho, we just tested and it didnt work.. :/ I will say what I did just to make sure I didnt do it wrong. I downloaded the .dll and put it in Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\Default\BepInEx\plugins\malco-Lategame_Upgrades\MoreShipUpgrades restarted thunderstore, and got my friend to do the same. Then I made a world, bought an upgrade (protein powder), we both had it. I landed at company and took back off. Then exited the game once we were in the air. Reloaded, and he did not have it. Did I miss anything?
Even had him do "load lgu myname", and it didnt show up for him. Probably shouldve tested with something like the weight reducer or run speed so we could see if he physically had it, but yeah
Weird. "load lgu <host name>" worked for me friend and I
Yeah tried that, and it didnt show that he had the upgrade I had bought
I tested it both alone, with only dependencies and in our actual save, and both worked
not default
its the profile that you use
default is the profile I use
Jk just realozed that was the last log
There, Here is the clients log. I guess, it could be a conflicting mod :/ I will try to test more later
Same situation here!
howd you test it without another person @real gust ? I will test more later, I would love to figure this out before playing again haha
lan play
if you go to help section of r2modman
it shows you a command line to add to a shortcut
i just make 2 profiles with the same mods but different names
and launch both with that
sometimes the clients need to restart their game for it to work
Just experienced this
pre 3.4.0 had this bug too where sometimes they wouldn't get the upgrades but having them restart the game fixes it, and still works with this new test build
interesting ok thanks
gotcha thanks
The lategame mode applies to me, but other team members don't. I did the same code, does anyone know how to solve the problem?
It was okay when I played until yesterday, but when I hosted today, it was applied in red letters, but when the team member came in, the red letters disappeared, and it was not applied to the team member.
Tell them to type at the terminal load lgu yourname
so thx My friends are cheering. I'm sorry for my poor English
when closing the game
ohno, im doing lgu chinese translation yesterday, and it updated
nvm, string not changed, it still work
nope, when in menu just closing the game
So ApplicationQuit calls Disconnect(), coolio.
I guess it's an attempt for when you decide to quit the game while in a save file.
Tell me if this fixed that issue and if nothing else happens when disconnecting and reconnecting.
gives another error but it doesn't seem to come from this mod anymore
so yeah it fixes the error π
tell your friend to "load lgu (host username)" on the terminal
Havent seen this mentioned on the changelogs, but it seems the animation on samples have on again / causing lag when dropped?



