#Lategame Upgrades
1 messages ยท Page 22 of 1
It does.
It's literally what I do when you're on my store.
Because if it didn't, it would scroll down everytime you pressed a key.
the issue is happening only because the whole text is one big text area
It's in Terminal.Update
yeah, exactly
so my hacky idea is to create a second text input as an overlay on top of terminal screen
it would be so bad
but fix the problem
ye
Uhh
You can just..
Have you seen terminal.Update?
It has the scroll down logic in it.
Which is done when you press any key.
this.screenText.caretPosition = this.screenText.text.Length;```
๐ ๐ ๐
noooooooooo
Yeah
haha
I just add a bool to the if where my store is not on.
Or wekl
My component that manages the terminal UI exists.
null component flashback
will the ui be the default for the lgu command?
For now, yes.
Lategame store still prompts old store
It's gonna be basically a beta test for the UI
Because then I can try using it for the commands.
Also
I know why the lines didn't align on the right.
Because of the icon used for $
can i have a suggestion?
๐ฟ

since you're making the lgu UI interactable and split into pages, could the hovered over element display it's info on the screen?
I think the latest video I posted here shows that.
for some reason this mod doesn't work for me
It doesn't work with csync 4.x.x releases right now.
Is it possible to mark a mod's version as incompatible?
When I get home, I will look last one thing and I should be able to make something to work.
What do you mean?
like
if they have Csync 4.x.x (currently) - mark with a (!)
like all the LE mods do with me disabling LE - w-
don't think thunderstore have anything like that
(โฏยฐโกยฐ)โฏ๏ธต โปโโป
Closest you get is text list.
does this mean I just have to wait lol
if you want you can downgrade csync but it could break other mods
haha
Also what happens if they leave the nest behind.
you have to buy another in the next round
the nest is a store item
and maybe some upgrades
move speed, search range, time it waits on the nest
How do you downgrade Csync through thunderstore?
delete it and reinstall, you can choose the version during the installation
ohhhh my dumb ass xD thank you!
You shouldn't need to.
Cool.
I'm gonna see if I can collapse somewhere that isn't on the floor.
Congrats on finally getting the update out ๐
Kinda surprised I managed to stay up with only two hours of sleep.
What does "Change keybinds" show?
I'll look now
Does not work...
wasd
How do you use this and lethallib breaks spawning right now
maybe a mod conflict?
I'm not sure
I thought there was a problem with him, but no
can you send your modpack code?
snorts
I'll check the logs now
018ea0ff-a4cd-a31b-7b51-040e045f6ff1
only my logs are disabled
before checking you need to enable
and turn it off
It has moons in it, doesn't it.
nope
๐ง
well, excuse me, I like all the popular mods(((
Well, it's gonna take a while.
I'll make a video report with the console now
I'm gonna close my eyes to rest them for a bit.
This is normal, checks files and stuff
It's a lot?
I made a video report, you can watch it
kinda? for extract and move some mods
Are we having a speedrun here to load assemblies? xd
3.5.0 is for v50.
[22:54:10.8360084] [Error : Unity Log] TypeLoadException: Could not load type KnifeItem, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Stack trace:
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <787acc3c9a4c471ba7d971300105af24>:IL_0013)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0037)
System.RuntimeType.GetCustomAttributes (System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
HarmonyLib.HarmonyMethodExtensions.GetFromType (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0030)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_001B)
MoreShipUpgrades.Plugin.Awake () (at <738776f7186e429b9a3cd81a3a9b0b5c>:IL_016D)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
I guess, I could update the README.
Usually there are separate mod pages for beta tests
and not on top, like Meltodwn
No mention
@steady trail Question, will it still work even without LethalLib enabled since LL currently breaks enemies spawning?
Still gotta figure out how best to release it
These are challenging times, the V50 is here
Push it as LethalLib-Beta
Or
Push it as a main update and tell people to not update if they're on v49
I think it's important to get it out ^^
Well, this is gonna suck for a description update, lol.
Guess it doesn't want to so I will just go to sleep.
Also I forgot to change the metadata again so it will still say 3.4.3
Whenever i open the LGU shop the terminal doesnt let me do anything, why does this happen?
its the updated one
3.5.0 still works on V49?
#1178407269994594435 message
Thanks
@vocal anvil sounds like it may be better to push the new LethalLib update to the main branch, since LGU is updated for V50
But idk for sure, @gusty flint what do you think would be best?
I wouldn't make any updates that apply to the betas when it comes to api's
So are we setting the CSync back?
You can prepare your code for them, but betas are betas and unless they are going to last a long while, you shouldn't make any changes during beta
lgu 3.5.0 now uses the latest csync but you need lethal company beta
is there anyway to go back to an older update so I can keep playing in v49?
I'm assuming it'll be the build just before 3.5.0
yes
okay thanks
that one needs csync 3.1.1
thanks
I would say the LL update should be pushed as a beta release then
Til v50 is live
It just creates more work and stress for the people updating the api
Just today we had another update to the beta
What if it had changed another field?
I like my developers stress free and not pushing updates to betas that can change any day
The update today wouldn't have broken anything in terms of LL or LLL though, the update was mostly bug fixes for reported issues and a new ship upgrade
It could have changed something that would break stuff, we don't have future sight unfortunately
Also knowing LL's code, it's better to just wait
And I'm also not the final boss on this, batby offering to update another api is already good enough as it is, I prefer LLL to be more polished than a potentially half broken LL update to come out nkw
how to fix this, one of my friends gets this error msg but the other ones can join no problem, all of those are client side mods
ยฏ_(ใ)_/ยฏ
Yeah but Batby was already planning to update LL for the V50 Beta, and wait to push LLL til V50 fully releases
If he's planning it then he's planning it, I'm not sure what my role in here is lol, people urging him to do it unfortunately won't make anything go faster, ive tried
Yep
yo the new LGU menu isn't working, is there anyone else having a similar problem?
I tried changing the keybinds for LGU shop terminal navigation for the new LGU store and such but nothing seems to work
> 3.5.0 is for v50.
Did 3.5.0 remove the LethalLib dependancy? Because LethalLib breaks v50
can I uninstall LethalLib and still use LGU?
I should really scroll up before I ask questions lol. Seems like LGU is unusable for v50 until LL updates.
same with V49
you'll need to revert back to 3.4.4 to use LGU in v49 (i'm pretty sure)
ah, thanks for the info
v49 you need to downgrade th lgu 3.4.4 and csync 3.1.1
btw you cannot use LGU in v50 because LethalLib breaks enemy spawns, so this is not usable yet
how do you do this?
reinstall the mod and change the version
thanks!
So, hold on, the newest version of LGU is only for V50, yes? It won't work with V49?
yes
Well, alright then. My massive modpack so far doesn't function just yet (get a terminal softlock right now), so I'll have to wait to bring everything over.
Is there a csync-fixed version for v49?
if you use lgu 3.4.4 and csync 3.1.1 it works
I will probably put the two patches of v50 stuff on try catch and it will make it work with v49.
Is it possible to upgrade the mod to version 49 and play with it normally?
Did you not see what WhiteSpike just said?
He said he's gonna make it backwards compatible
lol
After today's classes,yeah
But at least my eyes don't hurt anymore when opening them!
I'm glad you're doing this cus I went back to v49 to play with my custom moons and interiors and LL isn't updated to work with v50 properly atm anyways, I missed my custom enemies a lot as well
It's not the same without Shy Guy
Lol
Hopefully V50 hits full release in the next couple days tbh
I can tell it's close for sure, very minimal bugs now
Well
Yesterday had a playthrough
And we went to..
Adamine moon?
The amount of baboons was kinda insane.
yeah the balancing is kinda just not there rn
Yes, but being in the balancing and polishing phase now instead of bug-fixing is a good sign? Hopefully it'll be ready for full release soon! I wanna play V50, but my friends and I have been spoiled rotten and can't go back to playing without LGU and Lethal Company Enhancer (prevent us from losing all scrap upon a party wipe, and extend quota deadline to 5 days)
I know these are both things you can buy with LGU. I just wish there was permanent purchase-able upgrades to accomplish these things, instead of having to buy scrap insurance and extend the quota deadline every single day. They could be crazy expensive to incentivize players to still buy the per-day scrap insurance and quota extentions early-to-mid game, until they can afford the more expensive permanent versions.
Maybe the permanent scrap insurance has tiers. 1st one makes each piece of scrap have a 33% chance of not being lost, 2nd has a 66%, and final upgrade guarantees all scrap is saved. This also gives players a reason to keep buying the daily scrap insurance at least until they have the final upgrade of this hypothetical permanent version. And for the permanent quota extensions, each upgrade you buy adds another day to how long you have each quota, coming into effect starting next quota, so there is also still reason to buy the one-time quota extensions, since they are effective immediately.
I'm just spitballing ideas I personally would like to see, IDK how hard they would be to implement or if they'd even feel fair and balanced. And also I know y'all have a lot on your plate bug-fixing the mod in its current state on both the main version of the game AND the beta.
I think Scrap Insurance was made when other mod added an additive upgrade in which it would increase your chance of keeping each scrap so I thought it was redundant at the time to make something similar.
The extend deadline upgrade is okay I guess, I would just need suggestions on the pricing for the default. I'm not really a good person to pick these values because I get like 1.5k on the first ever quota.
baboon hawk spawnrates on Adamance def should be fixed but otherwise v50 feels quite nicely balanced
whilst true, that 1.5k isn't just gonna be thought of on LGU. Hell it took about 40 days for me to be able to sink enough to max efficient engines
for scrap saving - it should be somewhat as high as quantum, but not higher. Quantum ups the amount of scrap you can pull in a day, the saving doesn't help you get more scrap.
I'm talking solo btw.
at max level (assuming the highest level of it helps you save like 90% or higher) - you can be "riskier" with it. I'd have the max level save at minimum 80% but not save all (I don't know if you can make it a range of scrap it'd save)
I guess solo yeh... in a group first quota or two is shitton of shovels, flashlights, and any solid lgu upgrade on a sale
hell that 40 day save, the first upgrade we dumped it on was beekeeper ๐คฃ
it was on like a 40% sale
we didn't get bees for a few days ๐ฎโ๐จ .... but when we did - we got like 3 hives of 130, and then some other day of 2 hives of 95-ish
so it paid for itself eventually
make ye take less damage from bees, and at highest level you get more money for hives
huh, not the worst
I swear when you max it - the odds of bees appearing goes down -w -
I do not have proof of this
we went to march twice - 0 bees
but when you don't want them? 3 at the ship door
went to assurance, 3
mhm
assurance had a damn bee spawn like 1 foot away from the ship's door
At least you don't get a forest giant grabbing you while still landing.
do I gotta pull a damn vid again- =w =
that's a very comedic bug i've watched a friend die to before
apparently the Old Birds can do the same thing too
"what's the worse that can happen"
But yeah, I'm coming back home now
In like.
Hour and half.
https://streamable.com/v8w4xq - the one who dies and is talking is me -w -
you'd think- maybe just for a second
when an enemy spawns
they'd disable killing
Giant Jumpscare
till spawning animation finishes
A dog spawned on top of me.
I've had a few dogs spawn near and touching me - they haven't killed me
but giants seem to have the succ
Giants seem to have those extended plastic grabby hands, they reach you from really far
And when I have that wonderful comedic timing of going up the offenses cliff while holding stuff, a dog spawns on top of it and starts walking towards you.
having an Old Bird land on your head and instantly cook you is extra comedic
which is a really funny thought actually, a Ladder instakills you but an Old Bird stomp only deals 10 damage

the missiles i think should def have the knockback reduced, but they're otherwise perfectly fine
hey so Im having an issue where I cant use anything on the computer after bringing up the lgu menu
Is this v50 or v49?
It's fine.
wait I reverted to an older version of the mod and now im stuck floating in the air
what the hell
Wizardry.
Try this one with v49 and see if you still get stuck at the menu.
Had to split patches because I only know the version after boot so it doesn't really work patching before game loads.
hmm
it seems that lgu is preventing enemies from spawning on v50
was playing with ONLY lgu in the mod list (with it's dependencies)
LethalLib makes that.
damn
@real gust what did u do
It just got stuck so I assumed it died.
Oh LOL
It was like this for five minutes.
Yeah sometimes it does that for no reason, it'll still go though always
I couldn't think of who else to blame
That looks so nice. Did you guys do that or is that an API?
I did.
repo is missing LithiumBatteries.prefab
oh yeah
That's awesome. How are your classes going
Good, projects are starting now.
Oooh fun
One's making a basic programming language with some optimizations, other is making like a blockchain where it saves transactions through Byzantine (servers sends wrong messages rather than crashing) Fault Tolerant system
Damn that's sweet. First one sounds really fun
Do you think you'll go for a PhD or stop at masters?
Prolly stop at masters.
Yeah that's a good idea. My buddy is doing a PhD right now and regretting it lol
He kept saying he wasn't gonna do it then bit
PhD is when you REALLY REALLY REALLY like what you're doing.
Like you have some area in CS that you really want to be focused on rather than anything else.
Yeah I'm not familiar with the CS studies. My coworkers are both medical physicists so I just hear about a bunch of stuff in that field. He's doing something on a radiotherapy classification model for something or other I believe. But sounds like he's been weighing how much time and shit goes into it vs how much actually comes out. Neat paper tho.
Yeah, if you really like what you're doing, making a paper is easy peasy.
Plus you get more knowledge when doing the paper.
That's why you shouldn't waste time doing a PhD "just because".
Should be in now.
So how do I actually navigate the menu? I'm pretty sure I have the update already unless you didn't push it out yet
Defaults are WASD, enter to submit, escape to get out.
This assuming that nothing bad happened before, of course.
You can check in the controls menu.
the buttons are bound, but nothing happens
So an error appears in the console when the menu brings up, yeah?
these did
v3.5.1 it shows
Okay.
It should prompt you to update soonish?
Because I uploaded 3.5.2
Unless you mean what the console says?
(I know it's confusing, I don't like this versioning method right now either)
Thunderstore says 3.5.2, mod says 3.5.1
So when you say that, you mean TS or mod?
yeah so on the thunderstore it just isn't updated to 3.5.2 yet lol
thunderstore is slow to update unless you manually update
I'll just wait for it to decide to let me update and then lyk if it works or not after

This may be a dirty question but would it be cool and appropriate to add jump jets as seen in <the mod that shall not be named>. I never actually got around to using that mod but I am experiencing some severe frustration with even double jump and higher jump and jump delay mods - which I think only hold-to-hover/rise would improve in a way I fancy. The visual of little thrusters "was" a nice immersive cue too.
Hmm wdym?
advanced company?
@misty plank It just prompted me to update, it should allow you to.
Now to pray I gave them the right dll
Yeah but whay feature are they referring to
Yeah.
Because of the uhh.
Populating pages.
RIght now it's shitty because it gives an array of 12 length to fill with 1.
I was trying to make it to only have what's needed but apparently errors happened with certain configurations.
Thus that log was born on every time you call it.
guessing the LethalLib spawning issue's still happening?
In v50? Yeah.
rip
Bueno. But make it 1 second of thrust while spacebar held with 10% regen per second. Feel free to add a small thrust/gas bar ideally also compatible with EladsHUD (like oxygen and sanity meter have done). Maybe even have a dash-thrust which is horizontal (double tap sprint while holding directional keys)
Make thrust make noise so it attracts enemies as balancing.
That's not mine.
I would have to make my own model.
I know the gif is from AC
With its own particles and yada yada.
screw it, add an upgrade that lets us pilot an Old Bird :)
Old Bird?
Ah.
You were talking like I had the asset or something, lol.
the big mechs in v50
yea
You'd need the sexy suit from evangelion to pilot a mech
well we do have the bunny suit now
Ah yes the universal exosuit interface
the butler dude is pretty cool
For little nightmares sure...
but yea, an upgrade that lets you hack an Old Bird to temporarily control it would be really cool
would probably be a pain to get to work though
It would probably be something similar to what ControlCompany does.
It works!
i need to make a icon for the nest
the nest??
Yeah.
Snack is having fun making a bug friend help you collect stuff.
I should throw this out there, hitting enter when it brings up this prompt gives me this
Oh?
Obviously it's as easy as just hitting escape but small oversight I found and wanted to let you know
But you pressed enter on "Back", yeah?
Correct
is there any easy way to make the icon or you just spawn it in unity and print?
3d viewer worked for me, haha.
back works for me, v50
Could just be a one time thing
Can you tell me the exact steps of what you did?
But I'll mess around and try to replicate it
Uhhh maxed out an upgrade, then just hit enter when it said it was maxxed out when hovering over the >Back option
do you have CustomTranslatorCharLimit?
Alright, replicated it very easily
lots of errors popped up too
I can just get those by doing the export to clipboard right?
How would I turn that on?
BepInEx config.
actually I guess I could just screenshot since I still have this thing open
If log mod used, no idea.
What specifically is the option so I can change it?
Something about Log Levels
Yeah.
Should I just change it to all?
This is with default config, yeah?
Yes
Sure, I don't think it's needed right now.
Ok I'm gonna replicate it again and send the log again and hopefully that'll have the info you need
Ok, I hope that is correct this time
it just totally bugs out the terminal alltogether
I see..
I don't know if it's some mod that just decides to do that.
Should I just change the LogLevels to Debug instead?
But anyways, I don't know what's causing that because I'm also with the default config and it doesn't do those things.
Nah, that wouldn't help.
Hm
I'll just use LGU without any other mods just to make sure it's actually that
huh.. ok so it's not exclusive to lgu
It's very odd. Do you want me to send my profile code to possibly see what else is conflicting with it?
Since anytime I hit enter and get that terminal message of "no action supplied", I start getting errors in the console directly relating to MoreShipUpgrades.Misc.UI
It shouldn't lol
018ea4fa-127a-18fc-6aee-6d185c4a6941
Unless there's some upgrade that i had disabled the whole time and it was breaking the first thing, lol.
But I doubt it, I reset the config a couple times.
Also 37%, lol.
It's admittedly a bit of a wait but I don't think 15 minutes of actual wait
...Least I would hope not

Sorry ;-;
My group has been trying to cut down and clear out mods we use since it's just too much
Oh for fuck sake.
I completely forgot about MoreCompany changing the version for no reason.
Erghhhhhhhhh
it's not for no reason
its the only way to exclude morecompany lobbies from the vanilla server list
Then how do I know what is the current version to patch stuff?
Why is that necessary tho?
do a HarmonyBefore patch
since morecompany lobbies aren't compatibile with vanilla players (as vanilla players have exceptions when there's over 4 players)
||do v50 have a chance to show a intro?||
||it's not a chance, it shows the first time you load the game (or if your previous version was v50 or higher then it's the 7th time you load the game)||
Where I get the version before anyone decides to change it?
im not sure if patches with harmonybefore happen if the mod that it's doing it before isnt enabled
I just need to know if I'm in a beta or not.
easier way is probably to check if (gameVersionNum == expectedVer || gameVersionNum - 16440 == expectedVer || gameVersionNum - 9950 == expectedVer)
that'd work for base game, lc_api however won't work for morecompany until it's update is released (which will be when v50 is out of beta) since at the moment it's always v9999 no matter the game version
When pressing cancel on viewing the upgrade info, does it go back to the position you were in or the top of the lgu store? Because if it goes to the top, it'd be nice to implement going back to the previous position for way nicer shopping.
Does it not?
I am asking you, since I haven't used the new UI ingame
It should.
Alright
Idk if anyone else is experiencing this but since the update came out my game has stopped working properly
- I couldn't join my friend
- when going back to orbit it doesn't register we are in orbit and are stuck in a point of being able to do anything
if it isn't the mods fault I do apologise but it is very coincidental the game stopped working right after the update
The new update does not have anything which stops loading level.
I would have to look at logs to give an actual answer.
my logs?
or something different
sorry how do I find them?
In the BepInEx folder.
want me to send it here?
That or DMs, whatever you want.
Hey, Afternoon, has anyone else encountered issues going to Embrion in the beta branch? Specifically with the Old Birds?
found disabling Late game upgrades fixes the orbit issue!
is there a way to roll back to a previous version of the mod?
reinstall and change the version
Instances are becoming null again, lol.
having the issue getting stuck between orbit too big sad
new version with v49?
Apparently.
Though I don't know what other mod that is making my instances null. Because my current setup works fine and I can go/leave a moon just fine.
i can share my logs too if useful
sure
had no problem when debugging the hoarder
and just reverted to stable lethal company and no problem either
this was the only issue i could see in log
ive gone back to new version, testing to see if i have the bug again then will post log
this on leaving planet
lol
version check only fails with morecompany, right?
With anything that changes the version number variable, yes.
clicking copy log files does nothing
paste here
Because, you know, it's used to show/hide lobbies.
[Error : Unity Log] TypeLoadException: Could not load type KnifeItem, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Stack trace:
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <787acc3c9a4c471ba7d971300105af24>:IL_0013)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0037)
System.RuntimeType.GetCustomAttributes (System.Boolean inherit) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
HarmonyLib.HarmonyMethodExtensions.GetFromType (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0030)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
MoreShipUpgrades.Plugin.TryPatchBetaVersion (System.Int32 currentVersion) (at <8a16f77257e14398b66fc13829c978ed>:IL_0011)
MoreShipUpgrades.Managers.LguStore.Start () (at <8a16f77257e14398b66fc13829c978ed>:IL_000D)
Yeah.
#1178407269994594435 message right
And since this is in the beginning, the handlers do not spawn.
Handlers don't spawn, everything that touches them will freak out.
a temporary check for v9999 until v50 launch
Fuck that.
weird side note, i also took 0 damage in the same game to a face hugger, could be unrelated but made for an awkward wait for rescue

I'm not gonna check n possibilities of gameVersion
There. I gonna go dinner now and I'm gonna prayge that your issue is magically gone.
@steady trail do you know how many "hold" animations there are other than just the default and HoldLung?
Define hold.
ooh true yeah thats probably one
the one the wheelbarrow uses
i cant check the name for that one ๐ญ
Clipboard/mug too maybe?
clipboard
no
mug is same as other items iirc
Nope
damn, do you rememberwhich folder they were under?
thats nice, it looks like theres a lot of em
Stack trace:
(wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)
HUDManager.__rpc_handler_168728662 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0073)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
HUDManager:DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager, String, Int32)
HUDManager:DMD<HUDManager::AddPlayerChatMessageServerRpc>(HUDManager, String, Int32)
HUDManager:__rpc_handler_2930587515(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
HUDManager:DMD<HUDManager::AddPlayerChatMessageServerRpc>(HUDManager, String, Int32)
System.Reflection.MethodBase:Invoke(Object, Object[])
MoreCompany.ReflectionUtils:InvokeMethod(Object, String, Object[]) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/ReflectionUtils.cs:12)
MoreCompany.SendChatToServerPatch:Prefix(HUDManager, String, Int32) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/ChatPatches.cs:32)
HUDManager:DMD<HUDManager::AddTextToChatOnServer>(HUDManager, String, Int32)
MoreCompany.ConnectClientToPlayerObjectPatch:Postfix(PlayerControllerB) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/ChatPatches.cs:74)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(PlayerControllerB)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::Update>(PlayerControllerB)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?178740632(PlayerControllerB)
TestingLib.Patch:InfiniteSprint_PlayerControllerB_Update(orig_Update, PlayerControllerB) (at /home/suni/Workspace/Lethal Company/HamuniiMods/TestingLib/src/Modules/Patch.cs:41)
MonoMod.Utils.DynamicMethodDefinition:Hook<GameNetcodeStuff.PlayerControllerB::Update>?1503460620(PlayerControllerB)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?-1376769742(PlayerControllerB)
TestingLib.Patch:PlayerControllerB_Update(orig_Update, PlayerControllerB) (at /home/suni/Workspace/Lethal Company/HamuniiMods/TestingLib/src/Modules/Patch.cs:96)
MonoMod.Utils.DynamicMethodDefinition:Hook<GameNetcodeStuff.PlayerControllerB::Update>?-1708650700(PlayerControllerB)```
fun error eh?
well, i can land at least
And orbit?
Becuase the issue would on reviving due to stinpack instance access.
orbit fine too
And this on v49?
yes

Yeah
I don't know what it is
Anyways do you have any idea what the github issue guy said?
I don't have my translator on.
LOL
extra mad
Nice.
I could have closed the issue since it didn't really gave any helpful information.
## Allows you to buy a Friendly Nest that spawns a Friendly Hoarding Bug to help you
# Setting type: Boolean
# Default value: true
Enable the Friendly Nest Item = true
## Price of the Friendly Nest in the store
# Setting type: Int32
# Default value: 400
Price of the Friendly Nest Item = 400
## Weight of the Friendly Nest in lbs
# Setting type: Single
# Default value: 30
Weight of the Friendly Nest Item = 30
## Enable the Friendship Booster upgrade
# Setting type: Boolean
# Default value: true
Enable the Friendship Booster upgrade = true
## Price to unlock the Friendship Booster upgrade
# Setting type: Int32
# Default value: 500
Price of the Friendship Booster = 500
## This tier increase the Hoarder Bug speed
# Setting type: Int32
# Default value: 500
Price of first Friendship Booster tier = 500
## This tier increase the Hoarder Bug search range
# Setting type: Int32
# Default value: 500
Price of second Friendship Booster tier = 500
## Additional Speed boost for the Friendly Hoader Bug
# Setting type: Single
# Default value: 4
Additional Speed for Friendly Hoarder = 4
## Additional Search Range boost for the Friendly Hoader Bug
# Setting type: Int32
# Default value: 20
Additional Search Range for Friendly Hoarder = 20
## Time that the Hoader Bug wait on the nest
# Setting type: Single
# Default value: 5
Wait time for Friendly Hoarder = 5```
on the issue with the orbit etc do you need any more logs or anything else looked at from me?
yeah i did put it above but i think it got buried
Even after the release?
good call
should check for nest being enabled not only upgrade enabled
listed as 3.5.2
i think its like 30min to appear on the client
I know it's confusing when I say "3.5.2" in description while TS says it's 3.5.3
ah no problem i understand now. didnt realise there was a significant delay between the client. ill check again shortly and let you know if the issue persists. appreciate your help
The github dude is still at it, holy moly.
Wouldn't it be better to just not care about the mod?
haha
i think it's done, now i just need to force ask a friend to help test it

I don't understand the "Insults first, fix after"
That method would just make me ignore whatever comes after.
I like how people just download tons of mods and just see the console being all red and be like.

I stopped updating since-.... uh
#1208370988715221052 message
about exactly 1 day ago ๐คฃ
I ain't clicking that >:3
Yeah, it works for both.
I just had to not patch stuff when in v49.
I thought LGU was dependant on LethalLib (Thunderstore says it is) and I thought LethalLib was not yet working on V50?
(Which I'm pretty sure it's not the right way and would cause bad behaviour later on)
I can click ze update button of LGU~? :3
I mean
You're not wrong on LethalLib, no.
But that LGU works on v49 and v50 is true.
So how is LethalLib not working on V50, but LGU is, if LGU is dependant on LethalLib? I don't understand
LethalLib has modules.
LGU uses the Item modules and that works.
The other modules are fucked.
I still don't get it, but I'll trust you know what you're talking about
What is your definition of a "mod working"
CSync stuff.
ah
If it's "All the intended features of the mod are working", LGU follows that.
IDK, the game works as intended while the mod is also working as intended? Like, having the nod installed does not unintentionallh change enemy spawns or item spawns (other than the changes you downloaded the mod to make) or prevent the game from working at all (like the broken mods that don't let you use/exit out of the ship console)
But LGU doesn't cause that
LGU - itself, is fine
If you have LGU turned off and LethalLib on, you would still have the enemy spawn not working.
^ o -o
LGU is a gun, Lib is the bullet. You can put that bullet in many guns - it'll still cause the issue. LGU could be put away and it's safe and changes no outcome o ,o..
Lib is the issue - poke at lib ๐
Yes I understand LGU doesn't cause it, LethalLib does. But I thought LethalLib was necessary for LGU. So you can't really use LGU without breaking your game, because it is dependant on LethalLib, which breaks your game. So while LGU isn't the mod causing issues, you can't use it without breaking your game because it is dependant on a mod that does break your game
It's only necessary for the item registration stuff.
If there are alternatives that work on both v49 and v50 right now, I can use that.
Batby said they would release when v50 releases.
really??? X'D
Or something close.
of fucking course... =w='
They're still thinking about it which is understandable.
It has a couple of changes.
And testing is required extensively.
I'm not trying to say its your fault or yell at you to fix it! I just want to be able to use LGU without my game being broken, and you were saying LGU was working fine with the beta, and I thought it wasn't... through no fault of your own. It is LethalLib's fault, but LGU is dependant on LethalLib, and LethalLib breaks the game. Unless there's a way to use LGU and all its intended features without LethalLib? IDK I don't really understand modding other than installing them to play with
I would have to learn the item registration if I was to not depend on something right now.
And anyways it doesn't really matter I guess, me and the people I play with don't really wanna play until Lethal Company Enhancer is working again, so we won't lose scrap if we party-wipe and can have 5-day quotas again
And that's fine. I don't really care when people say it's my fault or not.
I just care about results.
I'm gonna leave a negative review on github
I'm gonna make your giant die a horrible death.
Make it just a frowny face with no context
:(
So like i was saying, i'm glad we could put our differences aside

yelp review: "bad mod"
I downloaded mod, 'n mod made help menu bigger. 0/10
Soonโข๏ธ
Now they're having fun with bugs.

red one have great readability
just a quick update; issue with changing instances is fixed
I was thinking of making it customizable.
Because it is pretty much possible.
nice
Honestly this would be nice as a not LGU feature
Like generically
is this using arrow keys?
It uses whatever you want to bind.
You can change the control bindings to manipulate the interactable UI.
That is fair, yes.
I just got too excited messing with colours, haha.
@steady trail in theory you could postfix patch textpostprocess as a hook to look through the text and try and match content in the tmp text to the compatiblenouns list
to do this dynamically
If I wanted to do like store screen?
if you wanted to do this on any screen that has text correlating to the potential compatiblenouns on the screen
Yeah, I would to go through all terminalNodes/compatibleNouns to create the respective cursor entries and such.
Also yeah, the bindings I was talking about.
yeee
Oh yeah, I can just go through the routeKeyword to get all the moons.
That's what I use to pick up a moon for a contract, lol.
store could be done like this too
just-
confirming
@steady trail - the config is the same name still right?
omfg- ๐คฆโโ๏ธ
I just
put 2 n 2 together that LGU needs the most up to date Csync
which I was afraid of updating cause i heard it break things
but I think I only heard it break LGU
so now I'm updating hoping my pack isn't on fire the next time it loads-
it will break anything that's not updated with the csync changes
well the only other thing that csync is using is meltdown
and lgu did the update a couple versions back
Same
now the main terminal screen will only show lategame node
everything else will be under lategame commands
Is this fine??? ; w;
should be fine
why the hecc does football and moreshipupgrades exist in the same error ;w ;
is this error from this mod?
i guess it is because it didnt show when i disabled this mod
how to even play with lgu on v50 if lethallib is breaking terminal? but on lgu page it says what its fixed
lgu's features work, what lethallib breaks isnt related to lgu's features
i tried to turn lgu without lethal lib and it doesnt work for me
well yeah, you need lethal lib
not all of lethallib is broken
only the enemy parts iirc
i cant use terminal, thus use lgu features
okay i figured out, lethallevelloader is breaking all the fun
Hey! First of all, thanks for the mod, great work ๐
We're encountering a bug recently that might have already been reported (but I have to be honest I'm too lazy to scroll too much), latest version of LGU prevents us from landing a planet, we're stuck on seed generation (V49) ๐ฅฒ
Happened yesterday and did not think of reporting it instantly and I don't have access to my computer for now, but I will update you tonight with the error if needed.
i think latest version is made for v50 not v49
but i could be wrong and it would probably be something else
it's for both but v50 is kinda pointless right now haha
It works for both.
Though the version checking needs some refining
It originally was but since 3.5.1 it's compatible with both
confirm it once, shame on me, confirm it twice, shame on you, confirm it thrice...
I just woke up
heh
I'm about to sleep soon cus I'm tired lol
night night lunx
IMHO, just yeet the whole version checking code. It's a temporary crust that's causing more trouble than it's worth.
I would comment out the changes that break v49 compat. Release a version for v49. Then uncomment them and release a version for V50.
Tell people in the description which version to use for which
What trouble though, it's just a type checker in the game assembly, lol.
The only problem with it is that it tries loading other mods assemblies because I didn't put a stop sign on what assembly I want.
Yeah, that way I can decide to do the same thing I did with upgrades if I wanted.
Yeah so it is definitely a bug that should not happen then, I will update you tonight with the error message appearing ๐
thunderstore limitation here, u cant really tell people as they wont listen and will just update to the latest release
With latest release?
Is there another niche case I need to take care again?

I meant the complexity with lobby mods changing the version. And just generally it's something I would avoid. Not telling you what to do tho.
Yeah, I dropped checking that value.
I would just put the v49 as the newest, so majority of people who didn't notice the beta, don't notice this as well.
And then one version below the newest, is the version for v50
wait- the latest doesn't work for 49??
I just woke up- what the hecc did I read
it totally does
., .
With some mods, it won't patch sometimes.
Though it's the last thing it does so even if it crashes, it shouldnt be worry some.
patch as in how? ., . ...
Any that has compatibility mode for other mods, I think
I patch the knife and the butler bees last
when loading the save? leaving a game? . ,.
but everythin' functions still right ., .?..... I didn't notice something wrong
Though I changed it to all other patches call because I refined the version check thing.
It should still function correctly, yes.
๐คทโโ๏ธ then it's just like lethal things or more company
Because the thing that crashes is when looking for v50 stuff.
spits errors, no biggy
I don't like errors though.
ooooh...
Error is to fix, not to ignore, lol
ye either gotta make the latest version work for both, or just 49
I think most people are staying on 49 ., .
(When it comes to just keeping their modpacks 'n stuff)
i know if i touched 50, it'd probably break my pack
which will suck when some mods I got that haven't updated in like 3 months brick -u-'
Mine should still be fine even with the error on looking for v50 because he worst that it can happen is that doesn't patch them while in v50.
Aka protein doesn't affect knife and beekeeper doesn't affect the butlers bees.
this will just not do WhiteSpike
how dare you not patch what doesn't exist.
I see the clear solution, your mod needs to just add the items and entities ;p
(this is all a bloody joke, those errors are useless and not to be worried about)
wait-
butlers bees?....
._.
bro the amount of info I'm obtaining of v50 without ever touching it
-w-
if butler emits bees, infernis is gonna probably change bees to butlers
Ikr same here. Complete isolation of this info is unrealistic expectations
Also
@steady trail - just edit the errors for those two specifically to say in parenthesis like "(Ignore this error if on v49 or below)"
don't gotta do some checker of sorts, just make the error tell em it's no worry to care for it :p
I mean
I already fixed them
Because the issue was going through all assemblies and it's types.
I just needed the games assembly to check that
okey .x .
@steady trail quick question after reading the chat log: so does the current 3.5.3 work for V49? I started it while still leaving CSync at 3.x.x but it seems to not load the mod at all
you said it should work, just curious if I did something wrong since it doesn't seem to load the mod at all
You can update the csync to 4.x.x
3.5.x releases were already adapted to that version.
And yes. It should work on v49 as the patching v50 stuff only happens if the respective types are present in the game.
If you have other reasons to stick with csync 3.1.1. You'll also need to hold back on lgu 3.5.x and use 3.4.4
thanks for the info, tried it and played a bit. Seems to work fine
I don't as far as I know, just held back because of the LGU/CSync and LC Beta thing
I've been testing LGU for 3 day already and yeah i've the recent problems... So since yesterday's update the mod seems to be working well on v49... But, it seems the UI is a bit glitched, i don't know what causing it, because when i begin a save it's ok, but at some point during the use of LGU in the therminal it just glitches de UI, it seems that the menu opened because if i press ENTER it still goes to the upgrade confirmation but the display is glitched since it stays in the command list. I've took a look on the previous similar reports but couldn't see if anything were solved... Is there any mod incompatibility? (Also the "FixPluginTypesSerialization" mod wich was added solved a lot of problems on other mods as well so i wanted to say thx for the developer)
Do you have the logs of when this happened?
Sure gimme a sec
The console was spamming that message
Most of my other mods in the pack were sound mods so i don't think it would be related... Maybe a incompatibility with the LethalExpansion? dunno
And this is with default config?
Oh wait.
I might know one case where it can go wrong but I don't know if that's what you are having.
how could it work for v50 when it relies on lethal lib which doesnt work for v50
Because it doesn't make sense to say that any mod that uses LethalLib is broken because LethalLib breaks enemies.
But rather say that LethalLib is broken because it breaks enemies.
LGU's functionalities work correctly and don't provoke any game altering issues by itself.
but if i use lgu, the enemies wont spawn right?
Because you're forced to have LethalLib on, yes.
Well, i just changed the individual purchase option because a time ago the upgrades were not being syncd even though i know that the option "Convert all upgrade to share" cancels the others, so other than this everything is on default
If I replaced what LethalLib is used in LGU, you wouldn't have the enemy problem.
so its just a bit misleading, maybe in description of lgu say its dependencies break enemies or something
Ill reset the configs here then to see if it works
But did you alter the prices at some point?
But why? They only break on v50 and it's a beta branch.
People might not want to care about it til it's considered fully released.
Oh, i altered just the extra deadline day value if im not mistaken
because your mod says v50 compatibility
And upgrades?
Right, my mod.
whoevers mod it is lol, idk it seems your talking on behalf of it
Yes, my mod is v50 compatible.
I dont remember very well, so ill just reset everything to default and see what happens
It could be a case of when you upgraded something and then changed the max amount to lower.
I can see that produce a negative value leading to an error.
again, thatll confuse people into thinking if they download it with its dependencies everything will work fine, its misleading i feel
I see, so i'll test this out
So what, I need to fix my dependencies so that downloading my mod doesn't cause issues? I don't understand that logic.
no i said maybe u should say in description the dependency lethal lib breaks enemies as disclaimer
for clarity
idk its not that big a deal as lethal lib will prob be fixed soon but just saying
There's a lot of other mods that says the version they were meant for, even tough they work on other versions
Like the custompaintings/customposters mod
That advice he made was probably to emphasize that it's up to the latest update
Oh, another update to v50.
So i just deleted the config files, everything should be on default now, right? The problem still persists
It works at the start of a new save, but after ive made some upgrades it stopped working randomly
Ill test some things here to see if i can discover the exact moment this happens
Wait a bit.
Ill suspicious that LethalExpansion's effects is causing that
Since it changes some rules of the game
Nah, it shouldn't know what I am doing.
As the error is thrown on my things.
Try with this one.
I basically made sure that you won't have a negative length when building strings.
Though if anything, it will make something look weird.
Because to end up with negative length, means that the current level is higher than the maximum.
Now that you mentioned that, it was when i was with a lot of money than i just spammed ENTER to maximize an upgrade
Anyways ill try this out
It's working now! Thx ^^
Soo i think i found what was causing that error lol
Ah
Yeah, that makes sense.
I didn't think of a display when you go overboard with the levels.
What? But this wasnt even intended to happen
No?
Oh right, default config.
int currentLevel = Node.Unlocked ? Node.CurrentUpgrade + 1 : 0;

Lemme test something
Try buying something the old way.
All to max.
By the way, was it on purpose that you made the "lategame store" command to display the old UI?

