#Lategame Upgrades
1 messages Β· Page 23 of 1
Because the UI is still experimental
So worst case, you use "lategame store" to get the old store.
Yeah, that why i said earlier that the mod is working, just the UI that was glitched, but i started to use the old one then so it wasnt really bothering me
But buying the old way works as intended?
And what is the level that climbing gloves show in the old store
Pretty sure it said that it was maxed out so that why i couldnt notice that the level was wrong
So i don't know how somehow i managed to upgrade this to lv 7 xD
I just spammed ENTER
Yeah lol.
Hey, When I add LateGames Upgrades to the THEMOSTLETHALCOMPANY Modpack, I can't access it on the terminal using "lgu" or "lategame store" doesn't work π¦
Do you have guys a solution ?
Does any error popup?
I feel like some error happened when buying from the new UI which caused it to double increment.
Because that's what happens when an error happens when buying an upgrade, it increments by 2 rather than 1.
Uh, I'd advise a transaction pattern. To make a commit after being sure that everything worked. But that would probably not help here
Is there a better functioning replacement for this in that case? Didn't even realize that was what caused the problem for me
I've seen SignalTranslatorUpgrade but not sure if that's better or not
there's a upgrade for that in lgu
ah well fair point
I do kinda prefer it to be like that by default though instead of an upgrade
you can try finding another mod that do that in a way that does not break other mods patch
I'll see if the other one I found works
But why would this happen? Do you have any ideia what causes it?
Oh and are you going to update the mod with this one you sent me?
I don't remember the last time this happened but I think it was one of my managers wasn't on.
But without logs, I can only guess.
Well yeah but I still have the problem of the upgrade going past its intended level.
If I can find out why that is happening, I can try fixing it.
I guess if you want the behavior of an upgrade, to be applied by default. You can get that by setting the price to 0, and the game will auto-buy it for you.
When the price is set to 0, and the game auto-buys the upgrade..
Does it still get listed in the store as being bought?
I'm wondering now, since it's not a choice to buy the upgrade or not. Maybe it'd be smoother to not list it in the store at that point. As if it was disabled
It should be updated as bought.
Cause at that point, that's just something the mod does, as baseline. Instead of a purchasable upgrade.
something to think about
yeah like it's active, so like info <upgrade> should still explain what it does. But it's just not something inside the store to spend money on...
Maybe a config option, for hide free upgrades from store.
That's false by default
Or a 'hide this upgrade from store' for each upgrade.
Which would also double to make secret upgrades. That are not enabled by default, but also not exposed in the store
Guys, i'm trying to use this mod on v50, but Csync makes so no enemies spawn, does anyone have the same issue?
Lethal lib, not csync
You will have to wait lethal lib update or play with mods that dont use it
LGU itself is not causing problems with the beta, but it is dependant on LethalLib, which is not compatible with the beta yet. LethalLib breaks enemy spawning in the beta. So even though it isn't LGU causing the problem, you can't really use LGU in the beta yet.
Hm, an interesting thought. Since the Old Birds are robots, I wonder if the Malware Broadcaster upgrade can have another level that allows for the temporary hacking of them to briefly send them back into their dormant state.
Is there a problem with Lategame Upgrades and Old Birds or should I try looking at different mods?
lethal lib does not work with v50
Enemies do not spawn at all naturally
Got it, I saw something mentioned earlier when I scrolled up
Hi friends,
I'm having an issue with the mod where I can either seem to get lgu working but then various aspects of the game break (moons list not loading correctly, landing on planet freezing halfway through initial level generation) OR everything else works, and despite lgu being installed, it doesn't appear in the terminal and cannot be accessed. I'm running on v49 with a BUNCH of other mods, so it's probably some compatibility issue. Just wondering if anyone has seen this before and might know what particular mod might be causing this. I've tried various versions of lgu with the pack and always hit one of these two states.
Thank you for any help you can provide!
We need logs to help you
Let me know if anything else would be helpful
there's no error on this log, you probably reopened the game after the bug occured
but you probably need to update your mods
lgu need the latest csync
forest giant, || butler || and nutcracker samples? π
^ the changelog wasn't updated with this info.
yeahhh
should i j leave it as is for now?
It's probably just some bugfix, i wouldn't be wary of it.
Yeah I think 3.5.3 got skipped and it went straight to 3.5.4 if I'm correct, so probably something that was missed in the 3.5.3 fixes
Oh yeah I know what it was lol, 3.5.4 came out because the Malware Broadcaster still wasn't working
cool :D
WhiteSpike was in my stream chat earlier when he was working on it
wouldn't Nutcracker samples just be the shotgun + shells? x3
@steady trail Caused my game to crash on exit
oh, something i've been meaning to ask, is it possible to reduce the amount of particles or effects hunter samples show?
because when you amass a large amount it starts to get really laggy
by that i mean like 20+ samples
It doesn't exist. It's just what thunderstore has because I changed some text and I had to change the version for it.
Are they still playing after you drop it?
You ||have the knife from butler|| 
@steady trail I have a thought about the hunter perk: Wouldn't it make sense for the masked to drop their mask or maybe a random item since they used to be employees? Currently we get loot from mobs that are less obvious and it always felt weird that masked do not drop anything
although, since there are a lot of masked, it might be a bit OP
Company monster takes 5 credits per corpse
So masked would just be normal employee blood
Worth less than 5 credits
Lol
it seems like it, yeah
what happens is that we would get hunter lv3 and spend go to a moon that spawns a ton of enemies such as aquatis and polarus and just have 2 people whacking enemies instead
and eventually we get ALOT of samples and it'd drop fps to like 10-20 when we look at the ship's direction
even on gordion it was still bad
so thats why after 3.5.4 theres been no enemies?
Yeah donβt use beta versions with mods π
Does scrap insurance reset on the next team wipe? Or does it only apply during one moon landing, and resets when going to orbit?
Resets when going to orbit.
what happens if it's bought in orbit? I guess it just apply for the next moon landing and then resets..
Ye.
I'm having an idea, that maybe you can buy more levels of it. To just queue up the insurance for next days.
And it would drop a level when going to orbit
And resetting on team wipe, instead of going to orbit, could be a config option, but then it'd need to be more expensive to balance it.
Had a server crash yesterday, so went to dig into logs to see if anything I can find. Didn't help but found a wheelbarrow exception on client (i was client, my friend was host)
seems harmless but exception is an exception yknow
hey, I just deleted my save file and started a new save and lategameupgrades were still present from the previous saves, any suggestions?
deleting the new file for a 2nd time removed lgu upgrades tho
try doing "reset lgu" ingame, should wipe any leftover upgrades
hang on has lethal libs been fixed
because I've been having a problem with lethal lib causing entities to not spawn recently
||Will the malware broadcaster upgrade be able to destroy/permanently disable the new spike traps? In the vanilla game, they can temporarily be disabled from the ship console, like turrets and mines can.
If this is a planned feature, I hope they'll be destroyed or have some very noticable visual indicator that is easy to see if it is safe to go under or not (maybe spikes are removed or the trap is permanently in the "down" position and safe to walk on top of) so players don't have to guess "is this the one that was permanently disabled, or a new spike trap?"||
Oops spoilered for beta content. IDK if anyone here would be upset about that, but better safe than sorry
Haven't checked in a while but by any chance has LGU been updated to fix the issues I was having last time with the terminal getting softlocked? @steady trail
Kind of?
ty lmao
Uhhh.
Ayyy it is lol. My terminal doesn't get softlocked now, that's all I needed π
very curious, does the Malware Broadcaster explode the new spike traps?
||No idea||
gonna have to try it
if not could always see if it's possible to make them just permanently in the dropped position
still getting softlocked in lgu store in v49
cant exit it, most of the time I have to just alt+f4 because I cant even exit the terminal
gonna stay on 3.4.4 for now I suppose
Can you give the logs of when that happens.
yea ill send one in a moment
oh
I guess I should've just looked at keybinds
I didnt know there was a specific keybind to exit lgu
oops
sorry @steady trail

damn
is lethal libs fixed because it updated
Yes
ok so entites spawn now
It now works with both V50 and V49
Mhm
Keep in mind though
Scopophobia and LethalThings are broken on V50
They will cause the bug of enemies not spawning
Don't have any of those mods luckily
π
thx for letting me know π
Mmm yes, Works for 9 version of the future ;3
Idk how I made that typo
LOL
π€£
I knew you were touching the beta
but didn't think you'd touch the alpha of 59
XD
What's that update like? :3
Is there like, 5 new scrap?
actually now that I think about it- aside from teh "easter eggs"... there is no new scrap huh?
The new beta update? It's honestly super minor
this is me stating that something like a "Shotgun" isn't a scrap in my eyes
could someone like
inform me how "Custom DungeonFlow registration" being disabled... fixes monster spawning?...
the hell is DungeonFlow .,.
V49 used DungeonFlow for enemy spawns
It was changed in V50
what is DungeonFlow?
a wiki search on both wikis came up blank when I was tryin' to figure that out o- o
Hard to describe since I don't really understand it myself
Stop asking so many questions all the time tbh
lol
It's essentialy a path.
@steady trail can i bother you
What do you need?
is there a way for me to trigger player animations manually
rather than like, pressing LMB and triggering a use animation, i'd wanna press like "p" (to start recording for the camera) and bring the camera up to my face with whatever player animation is suitable
that type of thing
You have PlayerControllerB.SetSpecialGrabAnimationBool
ooo
maybe im blind
cnat find it
unless i cant do it with local player controller?
It's a private method.
(never heard of that in my life)
oh that'd be great, thanks
ill look through a bit and see if theres anything i missed with "animations" in the nae
Well, PlayerControllerB's playerBodyAnimator is public, lol.
yeah i was looking at that
no idea what im looking at with the (0) and where the tags etc are stored lol
oh that screenshot includes more than it should have
hopefully this does what i think it does
probably doesnt
||Malware broadcaster right now doesn't "explode/destroy" spike roof trap (because a layer was forgotten to be put on it to consider it a map hazard) I will look at what I can do.||
This is like the only channel in this entire server I ever talk in. I don't wanna have to go digging so I'm just gonna ask here even though I know you guys aren't the ones in charge of it. Is there any word on when LethalLib is gonna be updated? My roommate finally got a desk, and got his computer repaired, so he doesn't have to play on Steam Deck anymore. We'd love to play modded LC in the beta together, with LGU in our mod list
lethallib is updated
Oh it is? Yaaaaay!
When my new laptop charger cord gets here on Tuesday we can actually play again
think it was updated 3 days ago?
you a real one for this π
No error, it just say the commands on the terminal is not know
Have you tried with CustomTranslatorChar mod off?
I'm gonna try hand on
you are the best it works π
β€οΈ
this requires everyone download to work right
Yes.
Lol well
This is what threw a stack trace
least it wasn't BetterLobbies c;

seems like Night Vision doesn't work? i have the UI pop up but no light at all
nevermind, found out what causes it
Btw @steady trail did you get that error from TME earlier for flip?
can we have deposit item to wheelbarrows/Shopping cart have a seperate keybind?
Does that make sense to make?
Because you're basically asking having two interact events triggered by different keybinds.
Right now it's using the same bind you use to interact with doors and pick up objects.
the problem i have was, i tried to put stuff into the shopping cart/wheel barrows and accidentally pick stuff out if it's a big item
Sounds like a double press?
Unless you mean trying to deposit but the grab is on top of the deposit?
uuuuhhhhhhh
this
Well
some item are too big making the deposit "hitbox" smol
You would still have the problem of not seeing the hitbox.
i mean, that's the only problem i have with it
Apparently not, huh.
funnily enough the nvg appeared after i installed some mods and item ids switched
then i switched saves
Well, apparently the object associated with NVG didn't get deleted when you left, lol.
would it better if the deposit have a different hitbox?
as in the wheelbarrows/shopping cart have 2 differnt hitbox
What do you mean, it already does.
no i mean, if you have another keybind, then you can just look at it. If you want to deposit then hit the deposit keybind, if you want to take the item out, you hit the interact button
since it doesn't share the same keybind you can look at the exact same spot and deposit instead of finding the hitbox to interact
The camera will still see the first thing it collides
hmmm
it also seems like that stimpack isnt resetting on lost quota

That happens with the Sick Beats graphic too, actually
By 100% like half or 100% like completely?
Cuz afaik the mini game difficulty is exponential, you can use the full energy bar on something like crawler at 0.8~ and use maybe 10% on a bracken at like 1.6~ (I can't remember values)
Ooooh. Will there be an upgrade like this for the lockpicking minigame? My roommate struggles with it on Steam deck sometimes
Got another upgrade in mind. I'm thinking of one that would apply so that in situations where you would drop all of your items, you'd keep them all on hand. Not only for the two teleporters (the vanilla ones, not the buttons LGU adds), but also if you were to be snared by a flea, for example. You wouldn't drop all of your items on the ground at that point. If not all in one level, each level could provide item drop prevention for a specific scenario, such as lv1 preventing item drops on teleport back, lv2 prevent item drops on inverse teleport, lv3 would prevent item drops on snare, etc.
high-grip gloves :)
i'm trying to buy a peeper and got diving kit instead
From what I have seen, it won't affect the rate of the game scaling. It will basically make the mini game start on easy mode when you're on 100%.
Because I'm changing the Patcher Tools currentDifficultyMultiplier.
It was just some testing anyways to see of it is in fact doing something with the patch
icic
yeah its hard to give a percentage to that minigame in terms of decreasing it, i havent seen the actual math done for it but its not linear
zap gun upgrade!
would it be possible to also have its effects last a bit after its done zapping
I would have to see what happens if I change the 0.25f value to something else.
ok
an increase to the range would def be nice, feels kinda pointless to use the zap gun cos of the really short range
Do you see the company buy rate, yeah?
It has a chance to increase it.
I didn't make it, @real gust did.
But at first glance, it seems like chance to give you a higher buy rate.
Aka sell scrap for more value.
Every day, you have a 20% chance for the buy rate to be a higher value than it's meant to.
If you have of course the config for both every day and last day.
20% chance means that out of a die of 5 faces, you get the right face out of the 4 wrong faces.
You throwing that die every day.
There's no reset, you're just using the same die.
You seem to be describing the Gambler's Fallacy
The gambler's fallacy, also known as the Monte Carlo fallacy or the fallacy of the maturity of chances, is the belief that, if an event (whose occurrences are independent and identically distributed) has occurred more frequently than expected, it is less likely to happen again in the future (or vice versa). The fallacy is commonly associated wit...
If you bought the upgrade, the boost is always there.
Because it's an upgrade.
It's not like scrap insurance.
I feel like I'm not understanding what you are asking.
The buy rate is always reset on each day.
Whenever it resets, you have a chance of getting a higher buy rate than what vanilla allows.
No.
It doesn't stay.
Because again, the buy rate is always reset.
Yes, that's what I was saying.
what features do we have now?
I saw a upgrade called Light Footed on README.md, but it doesnt on the ingame upgrade list
v3.4.3
Oh, it's still there.
Thought Kieth removed it when they said to merge it with Running Shoes.
Guess not.
nvm i saw it on CHANGELOG
Negative buy rate is normal because that' just vanilla calculations.
I would have to change how the calculations are performed in order to account higher than what the game can handle.
This is with 102 days remaining.
Full reset?
What is a "Full reset"
Because the buying rate is influenced by the amount of days left.
The lesser amount of days left you have, the higher the buy rate goes.
public void SetBuyingRateForDay()
{
// Update the amount of days left for quota
daysUntilDeadline = (int)Mathf.Floor(timeUntilDeadline / totalTime);
// If it's on the last day
if (daysUntilDeadline == 0)
{
// Set it to 100% (influenced by Sigurd Access by incrementing the configurable value if succeeds on the random check
StartOfRound.Instance.companyBuyingRate = 1f;
return;
}
// Otherwise compute the buy rate for the current amount of days left for quota (again, influenced by Sigurd Access by incrementing the configurable value if succeeds on the random check
float baseBuyRate= 0.3f;
float influencedBuyRate = (1f - baseBuyRate) / (float)quotaVariables.deadlineDaysAmount;
StartOfRound.Instance.companyBuyingRate = influencedBuyRate * (float)(quotaVariables.deadlineDaysAmount - daysUntilDeadline) + baseBuyRate;
}
?
How's extending relevant to the upgrade?
0 days left => 100% + Sigurd Access value if passed chance check
x days left => f(x) + Sigurd Access value if passed chance check
Extending will always influence x.
So therefore wil always influence the buy rate as it's influenced by x.
oo looks nice
This is obviously not default configs, lol.
forget zap gun this is now the zap rifle
crossmapping a giant as a big "fuck you"
thats fine, is better than original one now
This is with default
giants hate this 1 easy trick!
Yeah, you should be able to save somebody being eaten by just zapping it once.
wait, wont it target to teammate on giant's hand? if giant is facing to you
i mean, teammate is more closer to you when this happen
If you face them, you get the teammate, yes.
If you face their feet, you shouldn't.
got it

add dmg
Hmmm
Wouldn't that be unbalanced?
Because you would have a rechargeable zap gun where you would just spam stun.
lets find out
what're you finding out, you just stun and kill π
that needs to be like 1000 per upgrade or something π though dunno if people are gonna go back to using zapgun even with this tbh
I will make it like 750 or something, not sure.
maybe one upgrade makes dmg but doesnt stun only slow or something
and longer cooldown
Do people not use the zap gun? Really?
usually not
What about then leave the target stunned even after you stop using zap gun for a small time?
At least this make it useful if you are playing in small groups
yes, actually u and the mobs get stunned while using zap gun in original gameplay)
for us, we dont try to kill those mobs unless they block the way
maybe the higher sample value will encourage them to try harder on hunting mobs, we will try it next time
Increase scanning speed
Small stun after gun fails
Faster recovery
Cool flip animation
ADS mechanic
can locksmith upgrade have a config instead of a minigame it is an upgrade for lockpicker?
yeah the little minigame can be problematic at times, especially when you're holding an item like the easter egg
it'd be nice to have an alternative to it where it's juts a 10 or 5 second timer lockpicker
got my teammates wear mask because of it π
stun to kill easier :)
accidentally blowing off my teammate's head with the shotgun after trying to lockpick a door
rip
stun to kill blind dog for big hunter money :)
not the eyeless dogs!!!
stun the forest giant and kill it so it falls over and crushes you
can you kill a giant without stunning it?
probably not
if you're willing to sacrifice people
I could just not let you interact with the item you're holding but I don't know if it will completely solve the issue.
- It scans as soon as you press it.
- You will be able to configure the stun time increase per upgrade level.
- Should just need to change some values to lower.
- But why.
- But why.
hmmm i didnt see the new moons in terminal, is it a hidden map right now?
what is this terminal mod called?
Hm?

#dev-general message
that works as well
are we have config to translate lgu text?
string translate mod was failed to change string into translated one after terminal update
The UI is still in experimental phase.
just leave a config, and let them fill the string by themself
ok, i see
is it have a config to change it back?
lategame store still uses the old store.
got it
i wish we had every store be like lgu store
blind dogs you can just whack the ship door 'till they die
πΏ once again my bad text comes to bite me
So it seems like new versions of LGU still does not work for us in v49... No error in the console, and commands are not available in the terminal.
I got some errors from LethalProgression though, might be a compatibility issue between those two ?
watch me
did you update csync?
I did not initially cause it was making previous versions of LGU to bug, but after trying now, it works! Thanks π
whitespike going crazy, talking to ghosts
good 'ol trick
wasnt me :p
damn
Oh, they got banned.
Or went insane and thinks deleting messages helps.
any reason respawn wouldnt work on v49? using lgu version 3.4.4
Are you sure you didn't go insane?
I would have to look at the logs of when this happens to understand what happened.
Hi. Any ideas why Lategame upgrades are causing my escape button to stop working in the modpack?
Before or after using the new UI?
I don't really know what the new UI is, but V49 and the latest version of the mod
I don't know then, the only time this mod stops exiting from terminal is when you access the new store UI.
I would have to see the logs to understand the issue.
If I'm not mistaken, this will be it. I entered the game, spammed ESC and after a while I pressed alt f4. Thanks in advance
Can you try first not having Advanced Company loaded and then turn off TooManyEmotes?
The errors being thrown when trying to open the menu are coming from TooManyEmotes and I don't know if it's actually because of that or because AC's patching that causes it to break.
I'll try it later and let you know. But despite everything, AC and TME have to be in this modpack, so I'd rather just skip Lategame upgrades because I only wanted to use Contracts anyway because they seem to be a lot of fun

But I feel like you will still have the problem without LGU because I don't see any errors being generated from this mod.
When I turn off LGU in R2, everything works

Again. The only time it touches the escape button is when you touch the new UI.
If you never touched the UI, something else is stopping you.
can malware upgrade destroy those strike trap like it does to turret?
Right now, no.
Not even on top of the railings? Seems possible.
i think its aligned to some of the grid, it has the same high with the lower rooms
obviously it doesnt detect the real current high to the roof or ground
can you do this feature? or can the disarm time in the config work on it?
I already have made it work, it's just not released yet.
The disarm should still work as expected.
:konk: sounds nice
I was now testing on the modpack: https://thunderstore.io/c/lethal-company/p/seechela/MoreBrutalLethalCompanyPlus/ because it had very similar mods to mine.
I disabled all emotes mod and advancedcompany. ESC works but the game does not work, after starting the game there is a freeze on the seed screen. I don't need to fix it, but it might be useful for something. Here is the last log. Like you said some mods from these packs must not like each other
Like actual freeze or just stuck in the ship?
Stuck with seed on screen displayed, can move in ship
The only error I see is parser error in the config related to scrap.
Probably tried to spawn a scrap with that value and failed, leading to softlock.
One more thing. I disabled FixPluginTypesSerialization v1.1.1 and the game works with all mods and LGU. But I guess LGU doesn't work by itself because I don't see anything in the store from this mod and can't buy it
And this modpack has both LLLs?
Normal + fixed yes
Yeah, FixPluginTypes makes it so serializer for LLL is being used on LLLFixed
Which makes no sense and dies.
i get a bunch of errors when picking up shopping cart
not sure if its because of this mod or something else
Seems something else as I don't see my script in the stack trace.
i see
Dam
so aluminum coils is out!
does scrap insurance only last like one day
Yes.
i need to remember to buy scrap insurance in solo every time
ohno, sth happen
nvm, problem found on JetpackFallFix mod, seems like developer change its code
its cuz he "fixed" the jetpack fall damage
||the jetpack is now terrible and waste of money in v50 now||
||crit from that speed?||
π‘ need to make a Lategame Upgrade for this junk
yup exactly what i thought lol
looks like if you get hit by shovel when you using jetpack, then you instant get launch out the hell of the map like a tennis ball
according that speed
lol still remants of the old jetpack π i miss it already
π’ i havent use it, and it turn into junk rightnow
I donβt see the issue?
game updated 2 hours ago
idk i think it's more in line with how all equipment is really jank to use in vanilla
and that it fits
though I guess it was also a little jank before too anyway but w/e
is acceptable even now, but not including those trap that block the way
at least playable
spike traps got nerfed too
That was to be expected
this new beta update feels like it's basically close to final changes
the new ||enemy is so cute||
It's just a ||Manticoil that drags you around basically||
yeah but ||it's so friend :)||
||was the jetpack made slower too?? this seems extremely slow||
it was
what adds that hud to the zap gun?
is that game design or just another bug? my mouse DPI drop down smaller when i holding the wheelbarrow while moving
oh i see
feels uncomfortable when DPI drop down only on moving, can it have a config to change its DPI setting not only on moving, but you just holding it?
The arrows?
Pretty sure it's vanilla?
it is, i think i've only seen it appear once though
seems the latest update was terrible, my bepinex DOS window keep spamming "Set destination to target player B" while the slime shows up
...and we have a bad news here
damn did they change it?
yeah
||i'd just learned how to use it against old birds||, sucks
||does it move differently or is it just a momentum change?||
rocks blocking the ladders?
they change its speed, like a old grandma walking on street, and get hurt easier
uh... that's...
like ||the complete opposite of what the jetpack's function is||
||you would get hurt really easily before and it was ASS to control||
so you're telling me now it's:
||1. ass to control||
||2. you get hurt even more easily now||
||3. it's SLOWER?||
no, i just found out old birds can spawn in experimentation map
||might be Zeekerss accidentally made the Jetpack use the same flight control as the little badonkly goober guys||
according to video early, is correct
I mean.
idk what spoilers to open btw cuz i don't wanna get spoiled on new stuff hehe
idk about balance changes, just don't wanna see new content before i get to see it myself ingame
So jetpack change is fine for you?
i suppose it is a way of making the Jetpack feel less of a way to trivialise the game
cuz you'd only get damaged if you fell really fast or couldn't control your landing properly
or if you were to hit your head at very high speeds against a wall
now you like, bump into something and you're fucked LMAO
it's honestly never a necessity though, so i don't get the balance change
it also takes skill to control, and it's quite expensive
i wouldn't exactly say it takes skill to control
like literally the only time i've found the jetpack useful for traversal is for eclipsed moons and ||embrion||
i mean. it's tank controlled, and if you fuck up once by flying too high, bumping into something, or falling too fast you'll either die or take over half your hp
they coulda also adjusted the fuel amount if they wanted to make it less abusable lmao
that's somewhat the issue Zeekerss may have had with the jetpack, it made a hard weather type an easy one
true ig
still feels a bit annoying that i have to relearn it now though, but it is what it is
sure you can still dodge 90% of the threats, just takes longer now
not like fighting games don't do this everytime they update
i will say though
an upgrade that lets you use a jetpack even if it's not being held :)
bouta turn this game into a movement shooter with tha jetpack shotgun combo
they tested jetpack on experimentation map, and get hurt while directly flight up to the roof on the front door...
and i think is more lower than the electric poles on the side doors, and you dont get damaged while you jump off the poles
yea fall damage is bugged atm
and thats mean you will get hurt if you are wearing jetpack, jump off the poles and try to flight off the ground and failed it, even you wont get damaged if you not wearing the jetpack and holding a cash machine
you take no fall damage if you jump
sounds suck
New jetpack updates in V50 make me think there could be upgrades for faster/safer jetpack, such as increased use before explosion, better acceleration/deceleration, and handling.
7 hours later i got to try the new jetpack
zeekers literally made the item useless
what the fuck is this
i can barely get off the ground
it literally takes twice as long to go from one side of the map to the other
can't even make a round trip anymore :P
new jetpack don't explode at all now
so the new way to use the jetpack is literally hold down the thruster
double check, confirm it is the slime cause this problem, and drop down my fps about 15 when it appear
*and it stop spamming if i leave the building
It's more noticeable because the slime is always trying to target the player.
Thus why it gets stuck in main/fire when you leave.
slow down its rate, like 1 or 2 times per second is acceptable, and wont change its behavior too much, but now is totally toxic
Alright idk what's going on but I suddenly can't open or close doors in the facility. It just gives me this error.
and here's my log
huh they updated again
jetpack is ||a lot faster now|| apparently lol
they changed my wheelbarrow into helmet wtf
...and we got a bad news, they changed the start water level
fixed v50 moons having dysfunctional flooding weather?
the flood goes down through the day still lol
flood behavior was updated in latest beta
what is the change?
i'm downloading the beta, lemme get back to you
also yeah it looks like jetpack ||got a complete(?) revert||
Wait did a new beta update drop with no changelog?
yeah looks like it
all betas didn't have a changelog
Wdym? Every V50 beta build so far did
but it so far just seems to be mostly just bug fixes
Yes.
where
He didn't list list the changes
But he announced it and some of the things changed
This time he didn't.
announcement =/= changelog
counting the shoddy run downs
π₯Ί
i saw it, and im testing it now, to find out is that my mods problem, or they make a bug, or it just the special setting on adamance
pretty sure it's a vanilla thing
remember there being talk about how floods started out below the v50 moons and would go down isntead of up lol
Can you get all the changes from the new beta build?
#1203871322841808906 message
result is they write a opposite flooding feature on adamance for sure
wait reverse floods were a normal vanilla thing?
shocking, innit?
kinda
what kind of this bug fixing? lol
a least we have a solid bridge on vow, but in adamance either we jump across the broken short steel plate bridge, or we just jump off and drowning in water
my mistake, only the level weather variables have been changed
so the changes are level-specific
flood works the same as before
but you can drowning now)
It should start working with this one.
can always do two people go left and the other two go right, that bridge seems to have more durability than the Vow bridge
also seems like the bridge was updated to fit better, no longer has a weird gap at the ends
at least we can walk through with shovel, not you cant go through even we dont have any item
As people have noticed, the CustomEmotesAPI is not compatible with the current release of this plugin as of last week. I narrowed the issue down to this commit:
In the PlayerControllerB patcher, you added "ref" to the parameters of the patched methods. This is what must be breaking CustomeEmoteAPI according to errors I received. (I apologize, but I lost the original log. Had to do something with PlayerLookInput and NullReferenceException in WheelBarrowScript.cs)
From what I have seen, NRE from Wheelbarrow is consequence of staying in the void.
It's not the direct cause of being in the void.
And the ref keywords are associated with my implementations, not the PlayerControllerB's as index is a local variable on the patch method.
It had to be something that crashed at the beginning of error spam that caused you not being sent to the ship.

Isn't this the same thing that back muscles do? And why is it named croissant ?
croissant
Oui oui.
Oh that's awesome, can't wait for that feature
I cant wait for modpacks to be like "bigger ass? Oh yeah thats the replacement for stimpack"
oh no
Damn, FixPluginTypes is not compatible with most of the custom maps we added π¦
Might be because of lethal level loader or starlink fix
I'll keep investigating
can we customize describe too?
then i dont need to use another string replace mod to do a translate
I bought upgrades I left and when I rejoined I lost every upgrade, why?
there's a command called "load lgu" that gives you all the upgrades you're missing
just type in "lategame" into the terminal if i gave you the wrong command, all the helpful stuff's in there
i think it have a bug in here, if you stay on orbit, buy some upgrades, and quit the game, next time you open the saves you will see those upgrade you buy on orbit is missing, and you dont get your money back
but if you do those upgrade and land your ship (means you wont get save if you quit now), and now quit it, you still lost your upgrades, but you will get your money back
i mean, it seems like it still save some changes while you are on the orbit and quit it, like your credit, but not included those upgrades
but if you quit the game after you landing, it wont trigger this incompleted save feature
when are we getting giant samples aha
@steady trail did you somehow accidentally revert this fix?

I could have used the wrong asset bundle.
Which is very likely considering it was at 2 AM.
Also yeah, I didn't test this so I didn't copy the bundle to my testing env.
So when I went to make the zip, it pulled that one which wasn't updated with that.
Oof
Yeah I was gonna say it's odd that error returned XD
Bug fix update time for WhiteSpike c;

it sudden turn to red, whats wrong
LethalExpansion doesn't work on V50
It's deprecated
huh, im using it now
It says I need a save
LE and LECore are deprecated there is a LECorePatch though
https://thunderstore.io/c/lethal-company/p/qwcan/LethalExpansionCorePatch/ Use this if you wanna use LE on V50
Oki
I am basically burning money at this point
Load lgu works with somebody else.
As in person typing that must include the name of the person that has the upgrades.
But I have to do ''load lgu'' once I buy something?
No.
Upgrades are saved into a save file when the game's autosave fires.
I'm more curious about why it's not saving rather than using the bandaid commands for when this happens.
Because I would rather not make it happen than having it.
And how are you using load lgu right now.
Because worst case, you cleared everyone's saves when using it.
Wym how
How are you typing it.
I don't remember what I wrote first
Prolly just load lgu
Then nothing should have happened.
Since the other guy didn't specify
If you just typed load lgu
4 and 5 cleared whatever you had.
1, 2 and 3 have no idea what happened.
It should fail as it wouldn't find any of that.
The intended use of load lgu <playerName> is that you type it in the terminal and put the playerName of the player that has the upgrades all fine and well.
So that their upgrades are then applied to you (and saved later).
So I basically buy my stuff and then leave, once I rejoin I put load lgu and my name?
@steady trail
Are you not getting the upgrades when they are bought?
Yeah
You are not getting the upgrades.
And you're saying this because you don't see the effect or because you don't see the chat telling you?
I see the effect and I see the chat telling me I bought the upgrade
My only issue is the upgrades not loading when I leave and rejoin
Right after you bought them?
Mainly yeah
I once waited long and left and still had the same issue
And you read this yeah?
Yeah
Do you know the autosave I am talking about?
It's whenever you come back to orbit.
Oh
Not necessarily when you aren't on the moon.
Also this channel can be used to suggest stuff?
It can be used for anything regarding the mod, yes.
Has everyone done the teleport with the stuff inside the wheelbarrow? I did and it broke the game, I can't interact with anything after performing the teleport with stuff inside the wheelbarrow.
Incompatibilities, bug reports, complaints.
Anything is welcome here to some degree.
As in teleporting while holding the wheelbarrow?
yes
If you didn't use something that allows you to teleport items through (besides the portable teleporter configurations), I would need to look at logs to understand the issue.
There's already any upgrades related to two handed items?
Yeah
Afaik no.
Should be like at least you can make one a one handed item.
So it's not op
How exactly?
Like pick a specific two handed item?
The first ever two handed item the player grabs?
Like the first item two handed you grab it will be consider as a one handed and the second one just a two handed as usual
Hmmm....
so a limit of 1 two handed per inventory thats gonna be a one handed
like
extra pockets type of stuff
The thing about that.
Is that would probably have to save somewhere what that item is.
So that whenever you're messing around in the slots, you just don't go "two handed" mode when you go back to that one item.
Yeah while more I think of it, it's a mess to code.
Yeah it was that
When the error occurs, that pops up. And it only occurs when there is stuff in the wheelbarrow. If the wheelbarrow is empty, nothing happens.
That's because of when you drop the wheelbarrow, it does a check if it's inside the ship and if so, set everything inside its container as inside the ship.
And it seems that the part of putting the item in the elevator fails.
Which causes the whole "drop item" logic on the player to not fully execute, leading to unpredicted behaviour.
Any particular reason you still need to use LC_API?
tested, and this make my fps drop heavier
no, i don't have that
Im having an issue where when I press ESC, the menu doesn't pop up
Anyone know the cause?
Without logs, I can only guess.
sorry, my bad, it go with the hook gun mod, my mod menu isn't organized, yes it did have LC_API
Do you really need the hook gun mod? Because I would suggest turn off LC_API as it's not really being maintained anymore.
And the error that appears is not something this mod currently manipulates so I can't really find a better alternative than doing nothing, lol.
sure, i guess rip the hookgun mod
Which option was it again in blepinEX?
You mean file? It's the LogOutput.log file in the BepInEx folder.
Alr ty
Unless you have logging completely off.
I meant the console
You don't need the console, the file should be sufficient.,
How does one do the data retrieval contract? I went into the wrong directory and I couldn't figure out how to back out
cd ..
Ah
I can probably include the help info again when you insert an invalid command.
Though that would mean see the laptop's code.

Speaking of help info
When you enter an invalid command
I notice it repeats one of the two commands for me
I think it repeated MV twice
Oh really?
No screenshot, forgot to take one, but I'll probably try and hunt down another data contract in a sec
Oh yeah, they are.
Ah
But yeah, it's the typical command line things.
ls to list all files/directories in current directory
cd to move between directories (.. for back, ~ for back too)
mv to retrieve the file you need to get.
Also I found the issue, having both TooManyEmotes and late game upgrades does it
you can't criticize my naming and text ability
Because of the control binding?
We could be using the same default binding which could be making it do both.
Ah I see got it

I remember there being a similar issue reported here.
I saw it was brought up by TME but AdvancedCompany was also used.
So I couldn't know if it was AC's way of patching that makes it not functional or if it was in fact TME.
@steady trail
Yo.
For example decreasing movement hinder when on water?
Moving faster while being on the water perhaps
Yeah, it would be reducing the movement penalty on water.
Perhaps an upgrade that allows stamina to regen in water while not moving?
But you mean
Totally drowned?
Yeah, I get ya.
It was pretty nice when I found that you stop gaining oxygen when you have your shoes on the water.
Haha
Brilliants
We do indeed breathe through our shoes
Ah modpacks, v50 arrives and I'm trying to figure out what works
Also I have a feeling that overriding names right now would break some stuff.
Something like this would work, yeah?
(I just need to make sure it's not a mess for other clients)
Yeah that totally works.
But you should try to make it only one item available to nerf it
I made it a tier upgrade if somebody wants incremental increase.
Default is 2 on first, 3 on second.
Yeah I thought on that
How much anyways?
Like the price of the base upgrade and second
500 and 750 I think?
It's just a test or something you are willing to add?
You had it planned or it's just spontaneous
I did it right now.
Yeah it's sick.
I wonder if it would conflict with mods like #1211989201793449994 that make you drop your inventory and try to sync it if you do stuff and things
I can try that.
Though the only thing I do is check how many two handed items you are currently holding it and set a bool accordingly.
There was one where you can increase the number of slots you can have, right?
I can try see if it dies on that one.
At first glance, I don't see issues with Matty's Fixes and Lobby Control.
how will this upgrade do with wheelbarrow
Oh yeah, that.
I have a feeling it's gonna make the items not disappear when pocketed, lol.
Oh no.
It still does.
i think taking a empty wheelbarrow and climb a ladder is acceptable
Ah, but you will still have the "debuffs" thing when using one.
good question, i actually dont use mods that expand the inventory
Sorry for what's probably a stupid question but I don't see the changelog for 3.5.6/3.5.7 on Thunderstore so I'm just wondering what changed lol
kidna wish lgu had an upgrade for it though...
we got a nice shopping cart, but this is good btw
Basically nothing, it was just file/README changes.
I couldn't update them without changing the version sadly.
The problem with that is that I would probably have to make the "UI" of the inventory in a way that adding the slot would not completely ruin it.
Backend wise, it doesn't seem difficult to adapt.
My problem is the UI really, lol.
Ah thank you
Mod is lots of fun btw
Play it with like 5-6 other people almost every day and with a ton of other mods lol
is it possible to make a item that can stop ghostgirl hunting immediately when using, like some sanity pills from some kind of ghost hunting game?
Like make it change target?
I can probably make one? Would need to understand it for a bit.
Doesn't seem to have any issues with HotbarPlus and ReservedItemSlots.

i think more like prevent player get hunting? i dont understand will it possible to freeze ghostgirl's behavior in "looking at you" stage
slap hotbarplus as a dep and call it a day /j
or just change target, that will be fun in multiplayer, but that sounds like it cant work on singleplay
I can make it have an alternative effect when there's only one player alive.
Like stun her for 5 minutes.

(this assuming that it works on her)
but that seems you have to write more features, why not just make it stun
or you have enough "coding sanity" to do this, then better
i was gona make the pill scrap have the option to consume to reset/increase your sanity back
πΏ i realise changing target sounds like some kind of cheap exorcism drugs (just like wheelbarrow and shopping cart)
that sounds not so useful on it, if ghostgirl was spawn, it will keep hunting one by one no matter how working evaluation is
those evaluation just decide who is the first one will be hunt if my memories was correct
i would put a reset code on use
and change the sanity value
i don't remember but i think its like the hoarder bug nest
if its not set it will try getting a new place
@steady trail
Don't you think some upgrades are like too much?
For example the running shoes
They could be.
I wasn't around when setting some of the defaults.
I joined like what.
December?
When the mod was in November.
that sounds...
if everyone used this pill, will it rotate on the unlucky guy who is the original one?
idk, im meet her several times on singleplay
Even so my idea was just to reset not change the vanilla logic
SP you lose sanity slower but you still lose it
And the only thing that reset it is death i think
Anyway that was my original idea, not even sure I will try to make
I still havent tested my hoarder bug on multiplayer haha
or just remove her like a leviathan touching a giant, just make it more expensive if you want to make some balance
we dont have this kind of mod about ghostgirls yet, so you can just make a simple one, just like the first one who invented steam machine
Yeah, if you feel the speed boost is a bit much, you can configure it to your liking.
Hmm that's a good idea
But yet I feel it's too much speed for being the default settings
that is what i did now, just do it, make yourself feel balanced
lower the increasement rate, and do more level
I can add infinit levels?
yes, you can
but not sure if something values was over the game limit, such as Quantum Disruptor's decrease time pass feature
No, no I mean what does that particular level mean
Ok
And I can change that in the config of the launcher right?
and this was full info already
oh, mention of this, can we have another way to change its value?
So first upgrade 350, second 450 and the third 550, right?
such as a curve on Quantum Disruptor, lvl-1 is 50%, lvl-2 is 75%, lvl-3 is 87.5% like this
K
Protein powder adds x2 damage then x3 leading to a finally x5 damage?
Hm?
Like once you have all the upgrades you do x5 damage?
value = mathf.pow( increasement rate from config, current level of this upgrade ) i think
The level info shows what stat you get at that level.
Anyways besides the default config of some stuff the mod is prolly one of the bests if it's not the best mod out there.
And thanks for the help guys.
actually just added current damage counting with shovel as 1dmg
I'll try to suggest something else if I get an idea.
if you have a weapon deals 2hp dmg, with lvl-1 protein powder, the final damage is 3hp
Alright, thanks.
π‘ and they changed the Bracken's hp into 4hp, im almost get trolled on confidently looking away and didnt check is it died
2hp * x2 damage upgrade = 4hp dmg was my first thought too
Who?
When
latest update i think
someone says it have a critical strike collision box feature on its head
but i think it just increase its max hp up to 4, according on my actual gameplay experience
I should watch that
lost employee in shopping cart, looks weird
blud is playing dangerous establishment
efficient engines does not apply to embrion and artifice at the moment it seems

ok nevermind, it just doesn't update in the terminal
oh well, can't find everything in 1 go
i feel called out - i'm working on a fix for that
I don't know, lol.
nope
though it could be due to lethalexpansion
Rip.
Meanwhile I was having fun with some stuff.
yyyyes
useless upgrade ngl
i prefer jumping out before the ship even lands lmao
but also, this is the type of upgrade that will fk with what im trying to do for my moon π
we usually only ever buy upgrades while at the company building
agree, also you can jump on the top of rock with ladder in assurance while the ship is open the door in few seconds
exactly what i was referring to ^^
just pay some hp on it, and get in on 8:10 am )
At least I know how to manipulate animators.
For whatever I want 
I can also make it either affect landing, departing or both.
So it's just really just something I decided to mess with.
good, cuz i'll be making a custom animation for landing when i make my moon and it wont really look too good with something that changes it lol

is it possible to make the upgrade like, have the dropship take longer to depart? ideally this gets disabled when on the company building
Just parry the fall damage
Truly the smart decision
depends, if it takes longer to depart then it will aggro dogs for longer
I guess you can put negative values?
wait, is it also affect to extend ladders?
Ladders?
i think theres a counter just like the one for landing on the drop pod
an upgrade make ladders holding on deploy mode longer i think
im going to change that 
ill kill you
or faster deploy speed, those idk is it useful

