#Lategame Upgrades
1 messages · Page 21 of 1
._.
I like how the peeper is always triggering the cupboard thing.
So it gets sent to the center.
Yeah for me it's always falling through the ground
I think it may be a Matty Fixes bug I'm testing with it's fix for item clipping turned off to find out
Yeah it is
@mint monolith this setting breaks the Peeper and causes it to always fall through the ground
@steady trail do you know what the Offset for the Peeper should be?
Might be able to fit it by adding it in the manual_offsets
I don't think I put an offset on it.
Yeah, I just change the scale of it.
Time to add Offsets til it sits properly ig
😆
Haha well 1.0 is too much
It's floating!!!!
0 should work
I think it defaults it to 0 which makes it fall through but we'll see testing rn
Nope that fixes it
Nice
I wonder what it was defaulting it to now
😆
hey guys is lategame upgrades not syncing and working for you guys anymore
only the host of my session has the upgrades
and no matter what we do non of the non hosts can get the upgrades
tried downgrading and everything
any help would be appreciated
@granite glen this is a bug that has affected it for about 9 days now. It is currently being worked on. You can test this dll: #1178407269994594435 message
Otherwise, host the lobby, clients join - test the load, it fails - client leave the game - client come back in the game - join the host once more - attempt to load
that 2nd time the load should work.
you could also test the reset lgu command as a client too first - then load lgu
(Type "lategame" to see all these commands in the terminal)
who tests the load, the host or clients one by one?
because whenever a client tries to load lgu from the host via name like "load lgu Nate" for example, it never works
also should we be trying this on the latest version or like 3.4.0 older version
and thanks for your help, really appreciate it
On latest version (not the discord dll) - it functioned when I as the host loaded a save, the friend joined in (lacked a lot of upgrades). They attempted to load lgu me, it failed (wait the 5-ish seconds). They then left the game completely, while me - the host - stayed in orbit without pulling the lever once. They came back into the game, connected yet again, and did the load lgu command and it functioned.
when I say "Left the game" - I mean quit. Literally quit.
Exit, close, client is gone. Then launch modded again
Bud's hosting a lobby and every time we relaunch the lobby either by restarting or whatever, we all lose our upgrades. Like, our lgu save gets wiped.
Having trouble with C-Sync in the current version of Lategame_Upgrades due to a network configuration desync I believe? I'm not too savy in this. Just wanted know if there was a way to solve it or if I'll have to wait for bug testing to find the issue. My friend was having trouble joining us after downloading the mods we had until we started doing testing and found disabling this mod allowed him to join. We used r2modman as well as the exact same mods and versions confirmed.
do you change the scale after spawning it in?
Before register.
weird... i can see that applying all the scales will yield the correct offset for it. but the bounds during the GrabbableObject.Start do not have the scales set yet
you've quite the detailed mesh there 😂
apparently the problem was Unity Aggressive inlining of the Bounds.Encapsulate... will push a new version soon
snorts
where I find the file with the saves of lategame upgrade?
In the same save used for each game session.
Which is in AppData/LocalLow/Zeekers/LethalCompany
Okay ^^ at least doing a manual offset of 0 fixed it in the meantime lmao

@real gust Do you think you have time to do the things I mentioned in your PRs?
If you don't, I can try making them, just need you to explain what you are doing with player controllers, lol.
Right now, you can change the binds to what you like if you don't want to use the typical "WASD" fashion.
Because right now shown here is navigating through upgrades (default is W and S for up and down) and pages of upgrades (which are Q and E respectively for back and forward)
And when you leave, the plan is to show the last node you were at before calling it.
It's not really functional in terms of buying stuff but it's a working prototype in the end.
SO THIS IS POSSIBLE 😳
I never said it wasn't, lol.
I didn't realize TerminalPlus worked for LGU's stuff btw
Is that not what you were using in that small video? 😆
It's what I made, lmao.
https://thunderstore.io/c/lethal-company/p/Slam/TerminalPlus/ The ui looked very similar lol
Oh XD
I think it's pretty cool
Cus it means if you use TerminalPlus the ui's will match pretty well
Btw I'm surprised you haven't just started having Snacks upload their PR dll's to a LGU Experimental page or something with how often I see them posting dll's 😆
I mean
They perfectly can.
LGU's MIT licensed, anyone can grab this if they feel to.
@real gust I think you probably should do this tbh, would make it easier for my group to test these builds for you
nice, this makes it so much easier
we would just need to see what's discounted somehow
That's just text.
could make it like
if it's over 5 upgrades, after they pass the 5th, it just shows full dot with (x#)
like dot (x7) / [show empty dots here still]
so it shows the empty dots going "off screen" (cut off by the line), but it shows the full dots all counted for
maybe to the right of the cut-off line of the box, it somehow says how many is off screen?.... honestly there's probably hundreds of ways to customize text. It's up to you to choose one . u.
You can like draw.
Because text is way harder for me to visualize.
When I meant upgrades, I meant unique upgrades, not levels btw.
snorts
twas just an example-
Though I wonder how it's gonna work
but that was what I was saying 😅
Because obviously needs wrapping.
see the obvious detailing I did here? - w-
But hey, at least i managed to abstract it. 
(I'm... bad at explaining things sometimes -w -)
Could just make it simplistic in that if it's higher than... what looks like... 20 levels
then it just goes dot (x#) / dot (x#)
where are thee prices
don't gotta give it the flair of having the dots go "Off screen"
true.. prices should be there with discounts
shove the dots to the right and put prices all lined up where the dots originally started*?
give enough room for like... 5 digits + "(80% Off)" text
'n shove dots to the right of there
It's just a mess right now because of the lack of wrapping.
Because pain, I hate parsing characters.
Also my second page doesn't appear because I forgot of the case of maxed upgrade where you won't have a price to show.

😔
also if anyone downloads that image
there's a reference in the name
+10 kudos points if you get the reference.
(or just copy the link of the image and paste it to see)
Besides needing to fix the wrapping issue, it seems fine.
And the floating thing too.
Oh yeah, and the page indicator.
Because otherwise you will think you have no other upgrades, lol.
how do I see which moon I need to go to for contracts?also I started a new save file and noticed that all of my previous upgrades from LGU persisted from the last one, any ideas?
Oh interesting, that seems to be related to the previous issues where upgrades didn't persist within the same save. Except this is an inverse effect. Something is definitely up with this. Do you have any logs from when that happened?
Not right now. And I think you can ignore most of it. Pretty sure I was chasing problems created by testing with Lan play on the same pc. Would start only with the tag change.
Oki
pushed the last thing I did
tried to change to rpc calls but could not properly test it
#1178407269994594435 message look at how many save shares it called on the second screen haha
Yeah because you would always find 4 player controllers by default. .v
it was a rpc call only for that client

it's probably something related to being on the same pc, same savefile
or me being a noob ¯_(ツ)_/¯
but the tag change is solid, i hope 🗿
monday i will probably be free again and will look at the terminal thing
My group is having an issue where after joining a save, only the host has upgrades, and running "load lgu [host name]" doesn't sync us back up
Have the client leave the game (Quit the game), launch the game, and connect back into the host's server and try the load lgu command
sry for the late response. my friend who hosted the lobby didnt had time. so load lgu works but only for the session. when restarting the lobby the upgrades are gone and i need to use the command again.
if the host wants to completely reset all the upgrades how does he do it
because uninstalling it doesnt work on our save
and when a client tries to "reset lgu" it saves a save wasnt found
Everyone types that and get out of a moon to save the LGU data.
If it didn't find one, it should mean you don't have any upgrades to begin with.
Climbing Gloves won't save the update remain at level 3
It saved fine for me.
not for me I buy it every time I create the lobby
#1178407269994594435 message
no
Only when I charge the save
And no crash happens when trying to autosave?
Because climbing gloves uses the same system as every other.
So if one fails, everything else should also fail.
whats the terminal command to get a specific contract?
Oh..
Nope the only bug I've find is when I log out the run and turn on the upgrade disappear
wait is it written anywhere i dont see it in the details
but when restart the game the upgrade are maxed
It's not, I will probably include it when I remember about it
Ah thanks. May i know which map is for Exorcism and Exterminator?
You can't really specify what type of contract.
Only the moon you want to do it on.
@steady trail when it's possible I do a video
You can configure the contract types to be only what you want.
Try with this one. It's what I am planning to release soon.
Seemed to fix the upgrade disappearing issue.
where I put?
r2 modman
Browse profile folder -> BepInEx folder -> plugins folder -> malco-Lategame Folder -> Replace the .dll with what I posted.
thanks
found a slight bug with interns if you die by getting turned into a masked
the masked persists but becomes unabled to kill anyone
Apparently it keeps track of the players it kills.
And I have no idea why, lol.
if (!inKillAnimation && !playersKilled.Contains(playerObjectId))
{
// Kill the player the enemy collided with
}
else
{
// Cancel the kill animation
}
While the playersKilled list is only added elements to it while in the killing animation.
damn
we were playing today and also tested this one. when using the command the upgrades are saved for the session. when restarting after being back in the orbit after a round the upgrades are not saved. so we had to use the command again.
tbh didnt pay attention to that one. we also created a new lobby on a new save files since only some upgrades are gone again xD
ill keep an eye for any errors during our game session :)
I'm very confused why the upgrade loading isn't working consistently. It worked fine, but after I left the server and rejoined my friend, loading the lgu save didn't affect me
I was having that problem too (I was host and game glitched out unrelated to LGU and kicked the other players out of the game, so I quit to main menu and restarted the session). I didn't have upgrades anymore, and load LGU command wasn't working for any of us. I quit the game entirely to desktop and relaunched. Upgrades were back. Other players could still not use load lgu command. It would say it worked, but they wouldn't get the upgrades. They also had to close the game entirely to desktop and then rejoin, and it worked for them after that
This was a few days ago, using the version of the mod from Thunderstore at the time, not any files from this channel.
The issue only arises on a rejoin.
Because apparently when you leave the game, my upgrade managers just decide to die.
You can try using this one to see if it fixes that issue for you.
Yeah, it's not a huge deal for me and my friends now that we know hw to work around it (close the game to desktop and re-launch it fresh) but I thought I'd share what was going on here in case anyone else was having this problem
Tried like 10 rejoins and the managers remained on both host and client.
So
@steady trail is it a known issue that upgrades are lost right now when reloading a save?
Nah like as in they get removed
I had some upgrades I bought and under the lgu page it showed I no longer had them after a game reboot
And you had already came back to orbit after purchasing them?
Yep
And no errors showed up?

And you felt that you had the upgrades before the reboot?
And/or had chat notifications (if you have it configured)
Because the only thing I can think of is the managers were dead so no upgrades were actually applying.-
Yeah I had a few upgrades, I had the lightning rod, and a couple others
I think the jump height upgrade is a bit broken. It worked in the first day after loading the save, but now it's not working and I'm not sure why
Just got the losing all upgrades glitch on reloading save, but now I lost them and also anyone who joins doesn't have them too,
Is it maybe an incompatible thing with another mod?
same idk what’s going on
idk with how buggy LGU is right now I might just remove it from my pack tbh
Til it gets updated
My friends and I spent the entire session and I'm happy to report we never experienced a single LGU upgrade issue - no one had to load, relaunch, etc.
I will note this session we went without LLL/LLLFixed
what's odd is
I tried the most recent file (when it was at the time) of @real gust's stuff
we failed to get it to function, we redownloaded the most recent thunderstore dll back
loaded in a save
all upgrades functioned and loaded
we were shocked, so I got him to leave 'n come back - test it again
sure enough, all fine.
even though we PREVIOUSLY ... on this very same dll - had the damn issues before
I don't know what the hell this issue is
it's out of my league lol
it seems to sometimes fail certain upgrades, all upgrades, or no upgrades.
And whatever it lands on - it continues to stay that way until the save file is hammered fixed through means of leaving and coming back - quitting the game, coming back in - loading lgu, etc


So I have been testing the update as thoroughly as I can for the last few hours, trying to re-create bugs that appeared before:
TLDR: Seems to work A LOT better now, no more issues except for one as I have listed below.
Things I tested that worked fine (which didn’t before) on solo:
- Leaving and re-hosting without restarting the game (used to cause issues), works fine now.
- Swapping between save-files, works fine now.
- “reset lgu” works fine and only affects the save file it gets used on now.
- Different combinations of quitting, re-hosting, swapping save-files and in general making the mod swap in between configs from save-file to save-file has not caused any issues so far, even seemed to restore the correct upgrades that weren’t working before the update.
- Using different command combinations to force the mod to re-write, re-upgrade etc. in case anything suddenly breaks, but everything seemed to work fine.
Issues I found:
- Upgrading while in orbit works fine, but if you leave the lobby and then re-enter the upgrades will be undone (I suppose as intended, as the game hasn’t saved yet) but the money that was used does not get returned. Ex: I have 800, buy back muscles, exit and re-join all while in orbit, the upgrade will rightfully revert to not being purchased but the money will stay at 0, not back at 800.
- While staying in orbit, using “reset lgu”, buying upgrades and then leaving and re-hosting seems to not save the reset (probably again, intended), but also seemed to change the upgrades we have unlocked (might have to do with workarounds we had to do before and the upgrades that were saved in the config not properly applying and not with the update itself, so I think it’s fine to ignore for now. Still wanted to point out that I saw this happening though).
I couldn’t test multiplayer yet as none of my friends were online at the time of testing the update.
Wait, it saves credits on disconnect now?
no, that is still an issue I listed under "issues I found"
this only happens when you buy the upgrade and re-host the lobby without playing a day, but the money does not get refunded. Other than that everything that I tested works fine
but the most annoying issues appear to be fixed now, thanks for updating the mod ❤️
maybe what you have to do to get it to work is basically calculate and re-fund the money when someone presses quit, and it applies before they actually leave the game instance. That was just something that I thought might work though, not sure as I have not modded in lethal before, only other games
The thing is.
Before, the credits were always refunded whenever you bought upgrades so you could exploit buying upgrades, leave and have money back and upgrades.
And I changed it to auto save because it was at the same point that vanilla saved the credits amount.
But now the credits are being saved on disconnect (which is odd because they don't save the items where credits were spent)
Thanks for the info!
Me and my wife have been so sad about it being broken.
Excited to play it again!
I mean you could always use "ForceCredits" so if players wanted to cheat, they already were. In the end it's up to you how you want your mod to function. It was either have both when you re-host or now have neither. Before you had to use ForceCredits to lower your credits if you wanted to stay fair, and now you have to give yourself credits to buy the upgrade again. Feels like 2 sides of the same coin.
Which was hilarious when I read about it after 2 months being in the mod but pretty much.
Are you thinking of fixing this or just leaving it as is?
It would just mean change where the save happens.
That's true, then you just need to make sure either only the upgrade gets saved and not the money or the other way around
depending on where you want the game to save, that is
I could save as soon as you buy it.
It was problems that were there before but apparently aren't here anymore.
Because it didn't make sense saving your credits when the moon you routed before was not saved.
Oh okay, I think that would make sense. Since you are in orbit either way, making another save should not cause any issues
That makes sense
If you need any help with testing I am available a lot of the time, so you can just message me and I will do my best to try and help
Ah, are you planning to change it similar to up here?
Yeah.
People were struggling with typing the full name of the upgrade (which is kinda understandable) so I'm just making an interactable UI for the store.
ahh okay. Just looking at the UI I like the way it looks, but maybe making it a bit more uniform would help. Like "[Upgrade] -tab- [price]-tab-|-tab-[current level]"
so you have the upgrades on the left, then the "|" and the level indicated by the circles on the right
so it's like an nice list
Yeah, right now I'm just making piece by piece.
ah okay, are you planning on making it interactable by clicking on the upgrades?
does typing the name still work?
Alright, that's good to know 😅
so if I buy upgrades while I am landed, it will save properly?
The game always saves when the day ends, so when you return to orbit. That means that currently (when I wrote the text) it does not save during the day, but as soon as you return to orbit
@steady trail might have changed it since then since we briefly talked about it, but I don't know. As it currently stands the upgrades save when the game saves, so when returning to orbit
It saves when you see the autosave text appear on the bottom right.
And that only appears whenever you come back from a moon.
can't thank you enough for the info 😃
No problem 🙂
The upgrade will still work during the day though, you just need to return to orbit for it to be saved and not lost when you exit, just to make that clear
no ragequitting allowed
haha yeah xD I have been a "victim" quite a few times

Nice 
That looks very satisfying
you chose very gud colors
looks like the new update fixed the reloading issue for me lol
So nothing broke? 
I know.
kidding, looking great
It's either the font that just decides to do that or something.
This assuming that the wrapping is finally right.
are you formating with spaces?
Ye.
can't you use \t?
um
@steady trail it isn't just me
the config has the wrong version number, right?
cause I'm a tad paranoid if I messed up regenerating configs recently ., .
I don't really care about the version of the config.
i think the config uses the metadata version and that one is not updated
o -o
Yeah, I don't touch that.
yes
Yeah.
public const string VERSION = "3.4.3";
looks at calendar
It's not 1st April
We're gonna have fun, guys.
I've noticed with updated scanner, when you do the scan enemies command, it'll come back with 'unknown' for ghost girl and masked since you can't scan either of them to add to the bestiary. Would be nice if there was a way to have the scanner tell you those monsters' names and numbers. Multiple occasions we've done an enemy scan and gotten an "unknown" and we don't know if a masked has spawned, or if one of us is haunted
Is this compatible with custom interiors?
I've not had any issues with this mod being compatible with LC Office, which has a unique office-themed custom interior. Cannot say for any others though since I've not tried any others. I don't see why it would have problems with custom interiors though
oh man the new public beta stuff is going to be hell
any plans to add ||forest keeper samples as drops for level 4 hunter perhaps? (along with the butler)||
My LGU save isn't saving to my friend's server so every time he restarts the server all of our LGU saves just get wiped. Any reason as to why that may be happening?
my mods ^
I don't think you can kill forest keepers. So they can't drop samples. Unless they make them kill-able
they did
~21 hp in the current beta branch
so there killable now by normal means!!!
sellable bodies is about to have a field day with that (if it even is updated anymore)
Beta of the base game? Or of LGU? I didn
't realize there was a beta branch
Oh awesome!
so far theres uh
||3 new moons, 2 enemies, a few balance changes, nutcracker fixes, 1 new weapon, and alot of quality of life changes||
Imo ||The Butler|| feels so out of place, and I kind of hate it tbh
This mod is making it where I can't hit ESC or TAB to open the pause menu. Uninstalling LGU lets me pause, reinstalling LGU makes the buttons not work again. Does anyone have idea what's going on? I was playing someone else's modpack earlier and LGU was working fine.
my modpack (Minus LGU): 018e9852-23bb-f1a9-d78a-11620ddb7c03
So uninstalling TooManyEmotes made it where the ESC and TAB keys work, but now none of the terminal hotkeys are working (lgu, lategame, lategame store).
Here's the log
CustomTranslatorCharLimit is not compatible with lgu
get these errors when booting game
Oh no.
Oh so uh
So I assume CSync just straight up Breaks Lategame Upgrades now
gotta downgrade
I don't know what the hell they did too, because they don't have a damn changelog
but it borked
They changed a couple things.
Gotta downgrade to 3.1.1 no?
Because it was overwriting your config when it wasn't really supposed to do that.
since it seems 4.0.0 , 4.0.1 , and 4.0.2 was released today
To whatever version before 4.0.0 release, yes.
also
I noticed this before but I'll point it out now wondering if it has to do with something on this end or some other mod's end-
but the price doesn't seem to update when efficient is active
it does actually affect it, but visibly it doesn't change anywhere :<
I'll look into why it's not working with teminalformatter
if it looks at the nodes' price, that's fine.
Because I don't touch that.
I just mess with the text.
oooh, alright
are you storing the "new" prices somewhere? because if yes, I could just access that when the upgrade is active
And the multiplier is calculated through the user's configurations and current upgrade status.
wait is this moon route price?
It is.
whats the reason your not actually changing the values?
If something from outside changes to something else, I can't predictably change it back to the original one when reverted.
That was the reasoning when I was making it.
Because the user can mess with the discount values as they wish.
🤔 i seee
Makes obvious sense o -o
if anything messes with any value - it should be something that doesn't actually change the original and modifies it
same goes for any perk system like the one that shall not be mentioned
that system changed it ... what's the word?... retroactively?
Change it so other mods changing it don't conflict and just handshake each other
Because they would patch every occurence of when the value is used.
Hopefully every modder mods with that mentality btw.
But that would turn a time complexity of O(1) to O(n), where n is the number of methods they need to check in the game's assembly.
Whenever any of you change or mess with a value you know another modder definitely can do - make it so whatever you do works with whatever anyone else does
Not including other mod's assemblies if they also use this attribute.
Anyways, on my way to make some upgrade so that 3.5.0 isn't just UI overhaul and CSync fixness.
The UI seemed to be working with other clients too (besides that one critical error that appeared when certain configurations happen).
That’s not that simple
It would have to be a standard for that to work.
So it's best off preventing from outside affecting what you do.
I would love to state it is, but I guess it is easier just coding around what you want in the end instead of coding it to be flexible for everyone to easily manipulate the same stuff you're touching . -.
would explain the issues with LP and scrap value multiplication (as an example)
solution seems obvious, but isn't coded.
Ohhhhh thank you!!
It took me a while to test it, but SnackS was right. Uninstalling CustomTranslatorCharLimit did fix my issue of not being able to use the LGU commands on the terminal.
edit: also just reinstalled TooManyEmotes and everything is still working, so I imagine that CustomTranslatorCharLimit was breaking something with TooManyEmotes as well lmao
how wonderful. Csync updated and now mod dont work :)
It did say it was a breaking update, lol.
the beta, yeah. I havenmt enabled the beta
Looks like you need to update the mod
I uninstalled and reinstalled csync and lategame upgrades but it still fails :/

cus LGU needs updated for new CSync
.
That's a bandaid and my group will update it anyways
so it's either mods update or I just disable the broken mods that rely on it for now
Guessing it's related to this
Also maybe some of this stuff
To be fair.
Its implementation was overwriting clients' configurations.
Which makes no sense.
SnacksS has got this
I dont, sadly
Rip
They will bring something up for when the sync's done.
Awwwwww~
Because that's the only thing missing for the fix I have.
Ahhh nice
You mean the synccomplete event?
Yeah, that's gone in 4.0.0 release.
We have LocalValue for things we want to be client sided so that's fine.
So everything can be SyncedEntry
Because it relies on Network variables so it can't really predict when the sync happens.
Nice
So keep Csync at 3.1.1 until further notice, right?
Yes
Just a suggestion, but I would love a toggle option for whether or not better scanner can scan enemies through walls or not. I've had people complain that it's a bit OP being able to track a crawler through walls lol.
ohhh is that the "Verbose scan enemies command" option? Or is it under a different category than Better Scanner?
nevermind i am the big dumb
hi i am having the same issue! may i ask how you were able to fix it?
do you mean that typing "lgu" isn't bringing up the menu, or that it's not even telling you the lategame commands on the main terminal screen?
both
its really weird
using csync 4.0.2
Yeee, right now LGU hasn't updated for latest CSync changes.
You will have to revert to latest 3.x.x release.

Made Protein Powder apply on the kitchen knife.
And uhhh.
I don't know if I put beekeeper apply on the butler's bees.
Or hornets, whatever it's called.
You can create any upgrade for zap gun it's very useless
What do you want the upgrade do to it?
lingering stun, damage, maybe something like that?
easier controls maybe
i bet easier controls would make it far more desireable
I don't know what use can be made of it
I agreed on you
its only good when you have a teammate near you that can take the creature out
and its kinda hard to control also which one can argue is just a skill issue
so when you stop holding the trigger you're pretty much defenseless cause the enemy goes insta aggro
I think last time I messed with it was stunning giant while running.
maybe something like reducing rcoil, reducing power consumption, and increasing movement speed while using it
so you can use it as a sort of more mobile zap gun to get out of situations
I talked about zap gun upgrades before right? ; w;
Zap gun definitely needs an upgrade
#1210200659324968980 message
made dis a month ago
but that wasn't really an "upgrade" idea
more so just base zap gun functionality
no everything worked great 👍
i have the mod installed and updated, last night i played with it no problem, but now the mod doesnt load, the shop isnt there and all the upgrades are gone, is there any way to fix it?
Revert CSync to 3.x.x
alright thanks
The issue with this now is some mods are updated to the new version
I know.
Does the NV Headset work in Foggy moons?
I've made suggestions for this on two different discords, we need zapper upgrade desperately
Lgu doesn't work
oh thanks I wait the update
to be honest violently shaking your mouse left and right (without controlling the beam) usually gets me 1/3 or sometimes half of it's entire battery charge
@steady trail
I know.
I remember you said you needed it before
I'm just in class right now.
^^ got it
Yeah, I'm the reason that update came in.
:3
You made a nest for your friend?
free asset
Damn
"Feral-Pigeon Nest" (https://skfb.ly/oo7WV) by Thian Qi Zhe is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Which probably means credit somewhere.
that's the credit provided by the site
And you force the bug to put items in the nest?
where you drop the nest inside is the nest position for the bug
Oh, you can pick up the nest.
if you grab the nest the bug will despawn
yep
at least that's the idea
the kill command don't delete the body
will try something with enabled
what if u override destroy?
unless im misunderstanding what kill command you mean lol
They probably mean the games kill
Yeah
theres a .killEnemy function?
snorts
hold on, lemme see what i use
This should be a function from EnemyAI
oh lol
hoarderbugai have it
this works for me in deleting the body atleast
Which then each enemy overrides it.
I can't check the games code to give validation to what I said.
will give that one a try
Because again, assumptions aren't reality.
this override destroy works atleast on the forest giant, cuz thats what my guy eats
And how's the forest giants' kill enemy function?

But yeah, the enemy would have to be owned by someone.
I don't know if you do own stuff on your buddy.
dunno, these questions are getting to a territory i wouldnt understand :p
It's okay. 
all i know is that for me, doing .KillEnemyOnOwnerClient with the override destroy being true 100% destroys the forest giant's model outta existence
or wel, makes it null, same thing nearly though
He ded.
Yeah
You would just add the IL code to use the argument before the base.KillEnemy call
This assuming that when a player kills a bug normally, they don't get called with destroy on true.
Nighty night.
does the most up to date csync work with lgu now? . ,.
I didn't arrive home.
yeh but csync updated- wondering if their update did somethin' o, o...
they aren't home = it's not checked yet
anybody else could inform em >x>'
It won't magically be fixed if I didn't update the mod to the latest csync method signatures.
Like that ., .
I will make the 3.5.0 release along with the csync fix anyways.
I looked at the zap gun a long while ago and oh boi is it a mess to read through so i will probably not make an upgrade for it anytime soon.
I just made one where it decreases the rate of battery usage of the items.
Just so I'm up to par with item code stuff.
Anything else that I should remember considering the v50 update?
There's like butlers bees being affected by beekeeper and knife being by protein powder.
Ah, forest giant being killable for hunter.
doesnt work
That's descriptive.
🤣
Um... I guess... here's a weird one but it requires a mod to fix previously
so maybe yours can do it?
An upgrade to allow shotguns to kill dogs
It doesn't in vanilla?
nu
Mods are out there to fix that
although me trying to show wiki info explaining that fails- but I swear they're immune -w -'
although tbh it should naturally do that
maybe have the upgrade increase lethality range of the shotgun and stealthily makes it kill dogs
its a harmony patch, im assuming this is intended vanilla behaviour lol
Yes
doggos are intentionally immune to it
and it's mean >:c
It's like the one darn enemy I'd actually not mind shooting shells at
aside from nutcrackers
but I guess like... an upgrade idea would be to make it so you can't take fall damage with the jetpack held? Would make buying the darn thing less hazardous
oh also @steady trail since of the upgrades stuns all enemies in a radius to the ship, do you remember if you had any problems with just blankly applying a stun to them? this is what i do and sometimes it doesnt work lol
am I the only one to state jetpacks are just not worth it unless on a heavy sale?
prob
Too expensive to be basically the same cost as going to titan.
you're trading a ticket to titan, for a machine half the time gets the user killed, and 30%+ of the time, gets the jetpack in an unreachable location upon death
and even when you don't die, even when you fly this thing like a god (not like me... but I fly it pretty good-) - IT STILL HURTS YE~
The fall damage on that damn thing makes no sense. Could jump off a building - slow my descent and land calmly, but I could also trigger it for half a millisecond on the ship's railing and take 40 fall damage
i die maybe 5% of the time, idk what you're doing to be dying every 2nd try
It has a consistent issue of applying fall damage when it clearly shouldn't
which already had a mod fix that
yeh <~<'... Honestly may get that mod
I wonder if you could make an upgrade do double jumps
like the final level of strong legs
Pretty sure it just uses the last method.
i'm not sure if it's because they're immune to it or because they just shrug off the shot as if i remember correctly the shotgun deals 5? damage at max power
and blind dogs have 12 hp so it might be the latter
oh something i wanted to ask, does the beekeeper upgrade also increase the prices of bee hives? because i had it at lv3 and found a bee hive worth like, 208 on march
At the last level of it, I reckon.
public override void Increment()
{
base.Increment();
// reached maximum level on Beekeeper
if (GetUpgradeLevel(UPGRADE_NAME) == UpgradeBus.Instance.PluginConfiguration.BEEKEEPER_UPGRADE_PRICES.Value.Split(',').Length)
ToggleIncreaseHivePriceServerRpc(); // make hives price go higher
}
I don't think I put it in the info when I made it.
It's easy for me to forget UI stuff as it's easier for me to do backend stuff rather than frontend.
understandable, i appreciate your work nonetheless
does lgu break enemies in v50? because lethal lib does and lgu relies on it
LethalLib breaks enemy spawning, yes.
so using lgu would, right
Correct.
The alternative would be making the addition of items myself.
Even though those work fine in LethalLib.
then remake when lll 1.2 drops 😛

So long as documentation is fine to read and I have enough sleep.
are you making these at runtime or bundled
Mix of both?
Item asset is bundled, GrabbableObject components are added at runtime.
Before registering the network prefab
ok cool cool
sorry get trauma
if you have actual Item assets you won't need documentation pretty much
youll be gucci
Hm oki oki
When are you planning on releasing, any time soon?
I saw something like a week.
wanna finish up a few things ideally but if v50 randomly full releases im pretty ready to drop
just finished proof of concept for fixing itemids in player saves when modpack order is changed
something like long arms for more reach on melee weapons? Or Knife specifically, could also be called combat training or something
just an idea that came to mind
I am aware you asked for current things that impact the mod xD realized after sending
is it possible to have an upgrade to reduce detection ranges? for audio (from running shoes) and for vision (for giants and the mech)
That would be quite a specific upgrade, since only giants can see us
Some see, some don't.
the upcoming mech also has a vision range but its visible, i meant more as like a merged upgrade for both
but maybe it's too inconsistent or not really worth implementing
I mean you could combine it with other things that make sense. As you said for example the audio range reduction as well as vision, and maybe increased sneaking speed or something
Upgrade/Max-level-quirk "Double Jump", Crouching Speed and Melee range ( From ShadoW )... (Better Knees & Long Arms/Reach?)
I could come up with a few stuffs if nobody spits out ideas . ,.' ... Add/change Lightning Rod so one level gives "insulation" that reduces the odds of static charge building up on the item whilst another level forces the lightning strike to take the longest amount of time possible to zap the item (no <4 second striking of an object that just received charge)
An upgrade that affects flooding - levels could be "Sprinting works under water", "Stamina doesn't deplete just from being in water", "You make less noise in the water", and "[x] Oxygen" (x being "1.5x", "Double", "Triple", something) - In order of lowest level upgrade to highest level upgrade
I can see the visual detection range @torn mason actually being useful for something like Nutcrackers or Thumpers
there has actually been about 3 times thumpers have spotted me from ages away - 2 of which I didn't even hear its roar or had the audio queue play initially when being detected/seeing-an-enemy (in the last 3 sessions I played)
but I don't know how that can be possible without affecting the AI individually, which could mess with other AI mods
Oh- you also could make climbing gloves or strong legs (or somethin' else) give the ability to sprint up the ladder as a random change/buff
Sorta hate how the game lets ye waste stamina on a ladder holding shift when it does nothing... ., .
oh actually
it might be good to also have running shoes or strong legs negate/lower the slope thing in the beta
where it slows you down if you walk up a slope and speeds you up if you walk downwards
since it makes the rend fire exit path pretty unsafe
THAT'S A THING????
v50
40%
as in
if you walk up
a slope you CAN walk up
it could slow you down by 40%????
It already takes a ridiculous amount of time to get to certain entrances in certain moons, are you bloody kidding me
is it gonna take like 10 seconds longer just to get to the ship via. the left fire exit on march???
let me get the actual value rq
so going down it's 1.45, going up 0.5 ?
so 45% and 50% respectively
but my math is not mathing majority of time
float num3 = this.movementSpeed / this.carryWeight;
// lots of modifiers
// slope modifiers
num3 = Mathf.Max(num3 * 0.8f, num3 + this.slopeIntensity * this.slopeModifier);
@fading marten so it's bigger value from num3 x 0.8 or num3 + slope stuff
so going down it would be 1.45, going up 0.8
so 45% and 20% change respectively
i think
So you go 45% faster down, 20% slower up?
and not lookin' for "exact"
just "ish"
mm... ok... ok. 20% being the limit is fine
40% would be fucking ludicrous
imagine going up the hill of Vow's fire exit
weighing 100 lb
it'd take half a day
i would cry
I wonder like
how absurd or quick it shifts
if I'm walking through dine right, is the smallest incline gonna just jut me from being fast going down-hill to slowing down?
or is it like, smooth transitioning of speed increasing/decreasing
it's attached to PlayerControllerB.Update, so every game tick
have you played it? . ,.
so we can assume instantly
i can get you a quick demo
Was wonderin' if ye played it so I could ask how it "feels"
if it feels smooth and not like "Wee I'm moving 4 mph- 1"
my 40% was a guess based on vibe check 😅
but it is smooth
okey okey
I accept it then- although now I wonder how it calculates like
fall/speed damage
if I run off offense's hill towards the ship
am I gonna just take fall damage cause i slid off?
Eh- all these questions afterwards are not truly important
As long as it feels fine and isn't like torturing-slow punishing for going up hills
all fine
interesting thing to care about though
you don't really go up or down hills TOO much.... Like ... Vow's fire exit... assurance you don't even need to care for a single hill... offense you got the hill to get to the front door guaranteed... march has hills for fire exits - but none really for the front door..
both dine and rend have more-or-less "straight" paths you can take that doesn't go up or down anything
lmao
That's nice lookin' 'n feelin'.
the slope downward on rend's fire exit can kill you if you just let it slide without walking backwards
Really??? 🤣 ...
omfg..
so I guess the offense one could do so too?
bruh
well not the big one i mean the cliff edge that leads you to fire exit
@steady trail ```[HarmonyPatch(nameof(HoarderBugAI.KillEnemy))]
[HarmonyTranspiler]
static IEnumerable<CodeInstruction> KillAndDestroyTranspiler(IEnumerable<CodeInstruction> instructions)
{
var code = new List<CodeInstruction>(instructions);
int insertionIndex = -1;
for (int i = 0; i < code.Count - 1; i++)
{
if (code[i].opcode == OpCodes.Ldc_I4_0 && code[i + 1].opcode == OpCodes.Call)
{
insertionIndex = i;
break;
}
}
if (insertionIndex != -1)
{
code[insertionIndex] = new(OpCodes.Ldarg_1);
}
return code;
}``` I added the parameter back and it worked, kill despawns it
but i found this method after RoundManager.Instance.DespawnEnemyGameObject(friendly.thisNetworkObject);
so no patch needed
oki
hey
I try the command lgu or lategame or lategame store and its dosent work,
Do you have a idea for resolve this problem ?
did you downgrade csync to version 3.1.1?
no i go try
Watch Exorcism Contract Bug and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
its work
???
thanks you
no problem
Probably allowed you to put heart twice because of you moving.
Sigurd recommends against doing this cus 3.1.1 has a lot of problems, and to further extend this most mods in my pack are updated to use 4.1.0 this isn't a solution anymore
Right.
what problems?
Ask Sigurd they're the one coding CSync they would know lol
<~< if anything the update caused problems where there were none
Stop acting like you know more than the dev please
I dislike having two "Csync"s
Well there were no visible problems I was experiencing, the update happened, problems occurred. I'm not acting like I know more - I'm stating the facts. <-<
The problem with it is that it overrides your config file.
the 2 csync's?
Meaning that if you joined someone, your previous config file is gone.
oh - the update
previous config file of moreshipupgrades?...
4.0.0 actually makes a memory copy of your file and syncs to the clients.
And not write in your file.
n... the use of that would be...? . ,.'
It's the same.
🤦♂️
It fixes the problem of your config file being gone if you decided to join someone with a mod that uses csync.
Because it would overwritten with hosts file.
csync 3.x.x would override your local config file, as in, you would lose your configs when joining another host
csync 4.x.x fixes that
Ok and that's an issue if you joined another-.... ... ok hold up
Ok - can somebody inform me the logical reason of needing any form of config syncing if everybody uses the same code for a modpack. . -.' .....
you could change of file after sharing the code
None in that case.
Ok
Who here used a code
and played with someone else with the exact same pack, that has different variables
Then u give them a code
why
why not just give them a code to update with >->' ...
Because client configs.
maybe they want to play with the same modpack on another save/people
and different configs
or that
Every time I modify my pack, I enforce all my group to delete the pack and download it again. Get it fresh. There's no reason to care for syncing or even risk any sync issues if everyone has the exact same files >->'
nah
Ok
some opt to just update with the code - which is fine I guess
if we can sync with host it simplifie a lot
So what do I do when someone came up and asked me why they see different things in the store?
Why?
because the code has the config
maybe I don't play with enough different people - but as it stands, I have about 5 packs (not including "Default" which has stuff I use for "non-modded" games, holding all the quality-of-life stuff)
none of which, I've used out of a singular person's hosting
so the modifying of any configs is useless, since we're playing to what the host wants
and how do you make sure everyone update it?
I make them all use a new code
and if they dont?
they can connect all the same
Unless there are server mods - that I add
so they need a code.. . ,.
and in updating with the code, they get the configs too
they can update the mods and change the configs
you can never be sure that the config is the same
then they'd be purposely ruining the game ., .'? ...
unless the mod sync them
If anything - this sounds like a point to bring up to prevent cheating from your players
you are looking at the perpective that you only play with trusted players
Which you should .-.
this is crazy
why? are you saying that public lobbys should not be created?
@tawdry wadi Can I join you right now? This instant - yes, you're even streaming.
we can pass on the making things up lol
but like, if you're playing MODDED with people you don't know you'll likely be using a code anyway
That's what I'm saying . _.
For V50?
in me typing a question to WhiteSpike, I've seemed to answer my own question.
I hope the 2 csyncs can work together >~>'
with the latest update, that is
it can
you got 2 different mods using both csyncs in your pack? . ,.
yes
okey.
I wonder if it's possible for the owen one to somehow chain/change to cause all packs marking that as a dependency into downloading the original one...
owen one is the original 😆
(╯°□°)╯︵ ┻━┻
he deprecated it a while back and the fork popped up
||There seems to be a trend of messes being made (in some capacity) when something depreciates, whether it resurfaces or not...|| - Can y'all pass the torch to somebody when you choose to depreciate it pls
Oh?... did I pick up LGU after it passed the torch? :o
I had LGU since... ... hm what version...
This update
Was here after dis one
well- "here" as in using it
I was in the discord way later
sad amazon haha
i'm pretty new here
just did a PR because i wanted input utils without needing the share my dll everytime
apparently though there was something called "page" before this? I never recalled that
Never noticed this "pager upgrade"...
seems the very next update turned it into "Fast Encryption" which I am used to seeing. Could just be coincidental timing of me not being the "host" or controlling the shop when we initially used LGU to me bein' the one calling the purchases n shots
no clue, started playing in january and only found lgu after looking what made the turrets explode in one of markplier videos
||(To which they get others killed with that-)||
🤣
I can't be one to talk though - I've murdered a few others with it. A few times it was through walls - literal other room "across the map"

but sometimes it's them looking at a turret, backing up - me going "alright, time to-" [Hits enter to blow up turret] [for some reason they're literally 1 cm from it when the enter key is released]
like Why did ye back up only to sprint at it again?!
What the fuck is happening.
hm?
nothing?
Discord showed me a million messages here loading at once.
before it got out of control
Speaking of input utils
I'm thinking of making hard dependency.
Because of the overhauled UI
cool
(because you can change the cursor/page/submit keys)
So you aren't like forced to w or s for up and down and Yada Yada.
i think its valid
Also making it in pages instead of being scrollable seems reasonable, yeah?
one thing I'll state- and it's no hate towards your mod in particular
you have shit named like "Quantum Disruptor"
so I go
I was thinking right arrow/D to buy the upgrade
"In-"
Console: SHOVES YOU ALL THE WAY DOWN
me: = -=
I wish the terminal didn't like...
SHOVE everything up
so I could double check the darn upgrade
The terminal makes you scroll all the way down because that's where your text is.
I've fucked up typing Info on an upgrade a few times
also seen it on stream 😅 ...
cause they use the wrong name mentally
my naming is worse
Yeah
is there a mod that like
Only found out about the UI not being good outside of this thread.
forces terminal to like... never have you scroll down to the text, unless you use an arrow key or backspace maybe
So it took a while.
cause my damn store is also like 70 lines high
times i miss the darn mod that poofed away...
that shopping was immaculate 🥹
Because you would want to select how many of each.
i need to make config and upgrade for my pink buddy
And on enter, you would have a confirm prompt to all selected items.
I could probably make it work if I wanted to.
Ooo~? :3 .... LGU fancy store?
Though somebody here wanted to start doing it seeing what I did with the lgu store.
release the current one and worry about features later
surely this must have some sort of solution
i can think of one
but it's gonna be so hacky 😆
