#Lategame Upgrades
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with each new upgrade added to this mod. I'm gradually begining to wish there was a lguLite, that brought the set of upgrades back to the basics
yeah they can be turned off i know
but the code complexity is there. And i'm assuming just turning an upgrade off in the config, isn't comparable to recompiling without the extra code
worried something I'm not using will begin collide with other mods at some point
still better than new scraps i think
The patches for respective upgrades (at least most of them) don't do anything if they are off.
But that's just a worry. And I'm not even sure if it's a reasonable one.
I mean
This is open-source. People can look at it and see if it's too complex or not.
I don't mind changing stuff to make it better to maintain.
thats fine, did you know even the game developer himself dont do LOD on it
if my memories are correct, im using cullfactory right now
It's normal for things to be forgotten and/or ignored.
Because you don't immediately start with the knowledge to make something.
Don't let my worries distract you from adding stuff you wanna add. But that's my viewpoint
It's fine.
you dont need to worried lgu mod too much, compare with vanilla gameplay performance
...is so tiny that my DOS windows cant see its info )
anyways, if you are feeling you have some fps issue, try some improve FPS mod,
such as LightsOut, an so on
...or if you are the best lootbug employee, try this out
storage items into a list, instead of rendering it, that should save a lot of performance for you
Umm, this wasn't about performance?
Upgrades that override some value, don't add any overhead
and especially if they are disabled
it's about decision overload, and maintainability. But it do be fine.
my bad, im misunderstand it
that is necessary if you are making a greatest mod
making a new lite mod is an extra workflow for developers i think
and that wont be increase its maintainability, you have to manage two mods now
...and that might be a problem for WhiteSpike i think, because he fogot to change the version and readme info several times lol
Version?
Hmm, i feel like this could be decomposed into an upgrade_API, that each upgrade mod depends on.
That would make the whole thing modular, and allow other authors to create their own upgrades
Version's fine right now, last I checked.
version info i think
Yeah, that's fine.
Because two "releases" were just file changes.
No code was really changed.
I'm just forced to increment the version whenever I need to update something in it.
WhiteSpike what do you think about an approach like that?
big change i know. but just concept wise
that will make some confused, but its acceptable for me btw, im also forgot to change the info sometimes
not for this game
Can't you already do that?
Because right now, the only thing you need to make an upgrade (at least my workflow on making one) is:
- Terminal node (which is displayed at the store)
- A script that derives from BaseUpgrade at least (which is then added to a prefab made in unity, this prefab part is rusty right now)
- The patches needed to make the upgrade effects be visible.
I can always log them in the changelog saying that it's just file changes and no real change in the code implementation.
I just felt it wasn't necessary to include "no changes" in the changelog, lol.
yes, thats annoying in some point, and those players who playing the modpack wont actually want to see those readme info, base on my experience
I haven't actually looked at the code, or tried to code anything in. But that does sound like it would be enough to create an external upgrade.
I think you could put together a simple guide, and advertise this extendability as a feature.
ohno, im confused now
Anyone know if the extend deadline upgrades show up upon typing in lgu into the terminal? My modpack is fried and I'm too busy to test rn.
Technically not an upgrade in the sense of the other upgrades. You're supposed to type in "extend deadline x" anytime in the terminal whereas x = number of days you want to add to the deadline.
Are we going to get Giant sample at some point since we can technically kill the giant?
Didn't see it in the Other commands
It actually shows up on the terminal when you interact with it, without punching in any commands. Simply scroll down to find it.
No one is having problems after the update with multiple players connecting in the lobby? We found that with Lategame Upgrades enabled in the latest v50 update, everything except the host appears in the wall, not on the ship
I need the logs of the clients to give you a straight answer.
Here you go
I think posting the log file is easier to navigate and can ensure that no errors are missed.
It's in the BepInEx folder.
This one?
You got all dependencies for Csync as well?
I don't see FixPluginTypeSerialization in the chain loader.
Yeah, I turned it off. Because with FixPluginTypeSerialisation enabled, the following happens when you enter the game and press Lan or online:
And what error happens?
You will probably need the Player.log from Appdata folder of Lethal Company.
Because you're the first that showed this kind of error.
yeaheah zap gun and knife, show em what london feels like
The game just crashes
It says one of the files got corrupted.
Something about sharedassets1?
In the Lethal Company_Data
Also latest release of this mod doesn't work with v49, you will need to look at like 3.4.3 or 3.4.5, I don't remember.
3.4.4
Thanks a lot WhiteSpike and Piotrenewicz! The solution is the following: disabling one mod: WhistleJester v1.0.1. Apparently it was somehow conflicting with FixPluginTypesSerialisation.
It doesn't affect random lightning, no.
no, it just strike my shovel
Right.
and i think it should be safe beside the ship, and im done
It's not a guaranteed intercept, no.
Basically whenever the storm decides to target an object, it will check if it intercepts it.
If yes, redirect it to the terminal.
Otherwise, do the same thing as vanilla (with the particles)
can we add some several levels to increase its chance?
Increase its range, I guess.
Higher the effective range, smaller is dist
Lower the dist, higher is the prob value.
better scan should also allow to scan items, like this mod https://thunderstore.io/c/lethal-company/p/fivetoofive/DetailedScan/
its that mean i get higher chance to avoid the thunder if i get closer with ship?
I thought there was already a command which allowed you scan for the 4 highest scrap.
Or is that not sufficient?
is there ?
The closer to the ship, the more likely the item won't be targeted by lightning, yes.
There should be, at least I remember there being one and I haven't touched Better Scanner for a good while.
i dont really know, scan alone can show how many scraps is on the moon
i think an upgrade could replace it with a detailed list
is it decide the result should this item be strike at the moment of thunder hit
To get the particles to show it's gonna be hit.
or in the bizzing time?
that make sense
otherwise if i really get strike beside the ship, i should buy some equities then
*i am outside the door and i just need 1 step then i can hide in ship, and boom
there is have a problem that "scan scrap" command doesnt ignore items those is already on the ship
Hm?
but im not sure is that an issue or just a feature
It shouldn't do that, no.
huh
hold on, im testing again, i might be found the problem comes out from where
im restart the game progress, and landing on the company
it does not ignore items those is already on the shipm but if im moving it on the ship, then it does
Rebooting with items on is normal because it never sets that value respectively in vanilla.
right, maybe we have to get some kind of items storage feature, not only fix this issue, but also save game fps
i think they meant a full list of all available scrap on the moon, without the GPS coordinates probably
(thats what the mod they posted does)
The Jump stamnia cost multiplier becomes 0.01 off when the starting stamia is above 1.0
If you do the math it does not make sense
why
is the math
breaking
it literally does not make sense why it becomes 0.01 off
@torpid ferry is trying to justify that somehow this math is correct its just not tho
its a multiplier it should not be a decimal off
wait are you talking about something that could potentially just be a rounding error?
like how big is the effect here
Im literally just confused why it's doing that only with this calculation
im trynna follow the math here on what you think is going wrong
1.2 means that the cost of jumps is higher initially, we both agree on that?
isnt it supposed to subtract 0.05?
ah im looking at the second to last screenshot?
either way somehow it becomes .01 off of the subtraction
showcased even weirder when i do more extreme numbers like this
OH the first screenshot is what i need to be looking at
It seems like whenvere the Stamia cost decrease of jumps is a value higher than 1.0
but ye you're right, its likely just some sort of rounding error but ill see if i can look at the code
It starts to become incorrect by just 0.01%
yeah dunno
the math works though
its kinda obvious theres just a rounding error because of the minute difference
also these two screenshots arent the same lol, the config doesnt match what you're showing on the screen by a long shot
Im showcasing the time
Between when i first discovered the issue
and when Source finally saw the issue
it took him an hour 30?
No he is horrible at explaining the problem
i can agree with that
next time ill bust out the colored sketchbook
you better
And trying to make me look like a fool.
so many colors and icons
@livid wolf
1.2 - 0.1 =
Lv 1. 1.2 - 0.1 =
Lv 2. 1.1 - 0.1 =
Lv 3. 1.0 - 0.1 =
Lv 4. 0.9 - 0.1 =
Lv 5. 0.8 - 0.1 =
Lv 1. 1.2 - 0.1 = 1.1
Lv 2. 1.1 - 0.1 = 1.0
Lv 3. 1.0 - 0.1 = 0.9
Lv 4. 0.9 - 0.1 = 0.8
Lv 5. 0.8 - 0.1 = 0.7
@torn condor
level 1 and 2 dont count
you made it start at level 3
they do count but dont start showing the results until level 3
@cedar coyote
Context. He spent another 40 minutes of his life trying to explain this to other people and failing. ๐
@steady trail Are you the owner of LGU
@steady trail Is that update you told me about on stream coming soon? I want my configurable ship speed D;
When I'm done with uni stuff, sure.
Technically no. I'm the current maintainer of LGU.
Watching @cedar coyote arguing about bugs is the most entertaining thing on this server honestly
๐ฅบ

What about now?
wym what about now
I just gave a quick glance at the talk so I don't know if it's solved or not.
So it's still incorrect?
Literally impossible to figure out while staying sane
All i know is with that specific upgrade
I just need to know what you think how it's supposed to do.
If you set the base past anything 1.0, every thing after it will be 0.01 value off
For example, I set stamia cost for jumping at a value of 1.2
No matter the increment (havent tried negatives, but thats probably more fucked) lets say i want it to go in increments of 0.10
it will end up 0.09
whats even weirder is afterawhile it apprently corrects itself, then gets offset by 0.01 again
such the tinest and weirdest math error but its whatever
So not floor the value displayed in the info, gotcha.
Because the math for the actual stamina cost thing works as expected.
You just seem not pleasant on how the info is formatted with rounded floats.
So weird issue but
For some reason free upgrades won't apply for me on new saves anymore
I think cus of the new update for V50 that released earlier somehow
โ ๏ธ
Which idek how
XD
Hmm
never running out of food
When you mean don't work, you mean you don't see the message saying they are on, yeah?
Yeah when I make a new save it doesn't enable the upgrade and in the terminal it also shows I don't have it
No error
And what do you have at the config right now?
Really odd indeed.
Was the Wheelbarrow fixed btw?
In what way?
I remember it had compat issues with LethalEmotesAPI you said
Didn't you say someone went in the shadow realm using it with my emote mod I use?
XD
Uhh
I remember an issue where the player would be locked grabbing a wheelbarrow and apparently out of bounds.
Ahhhh
But this mod doesn't mess with the players animator.
Got you got you
Yeah idk why the free upgrades no longer auto apply, Zeekerss must have did an undocumented change
I'm hella confused
Yeah it's literally just the new V50 update breaking it somehow
I even tested the mod pack from earlier
Just to make sure it wasn't a mod update
@steady trail Guess you'll have to see what changed that's causing your code for auto applying upgrades to not fire lol
Maybe
What component does it call?
Oh yeah
Some components in PlayerControllerB were removed
That would do it
๐

It was probably for the steep angle change
Is that 1 change somehow doing it?
โ ๏ธ
Nah
๐ค
I think the update was just a coincidence.
Yeah but it was working fine for me on Stream earlier on 50.6
I don't get it
I tested the exact same pack on 50.7
and it doesn't work
I will look at it after morning classes.
Yeah cus it's certainly strange
๐
Let me try the profile I was using at the very start of stream just to cross test
Okay
It still doesn't work
So 100% it's a change somehow from the new V50 update
I was preparing to make myself look like an idiot and try to figure out what broke
XD
if i do this, is that mean the time was frozen or just half of vanilla?
for probe weather
how do i change it to Eclipsed?
i'm trying to get eclipsed on adamance but got this
probe adamance eclipsed i think
got that message
One message removed from a suspended account.
what about probe adamance eclipse?
still get that
All moons can be Eclipse
let me quickly check
ummm no
i usually type "probe ada eclipsed"
All the Vanilla moons can be eclipsed
๐
yea, gotta type it full
shotgun time :)
yup, i've checked - it's true
i was thinking of modded moons
also Artifice is the only high-end moon that cannot have foggy
Which makes little sense
(i'm counting the blizzard on Rend and Dine as fog)
ackshually as you can see there, so is liquidation
Liquidation isn't in the game yet, so not counting that
but you cannot go to liquidation, can you?
๐ฅบ
you can def hang your game by going there with lll ๐
oh lol
that's fair
because the level is already registered
so it tries ๐
kinda like the mapper being buyable but it just gives you a shovel instead
might be a v55 feature?
anyone knows?
I can make it similar to the lgu store where it shows what moons and what weathers you can select.
Problem?
Procrastination.

018eec53-b68d-1da8-d223-71b82d96f3d1
then i think we need another calculation way to make it more smooth
like 50% * level
why?
Unless I'm misunderstanding the 50%.
Because two levels would already make it a 100%.
or im misunderstanding what you talking about...
Translate 50% * level to actual math
Ah, power.
of mathf.pow(50%, level) i think
then lvl-1 is equal 2 days long, and lvl-2 should be 3 days long
no, that isnt correct, damn
Power on a value lower than 1 would make it lower.
0.5 * 0.5 = 0.25
0.25 * 0.5 = 0.125
1 / (level + 1) should be correct now
As in giving a lower value?
if my opinion is correct, 10% means time passing 90% as vanilla, and 50% means 2 days longer, and 25% means 4 days longer...
This is assuming that quantum just multiplies a value to the default speed of the game.
It's actually decrementing the value per level.
Level 1, subtract x
Level 2, subtract y (because x was already subtracted to it)
Level 3, subtract another y (ending up with defaultSpeed = defaultSpeed - x - 2y).
i thought you means it is multiplies a value
ok, im understand (maybe)
There are a couple of mods that do refresh the player's attributes.
which ones are they?
I only found Diversity resetting Strong Legs, I would have to look at each one individually to give you an answer.
ive already gotten rid of diversity due to it causing other issues ill check if any upgrades are working that werent before
then may a new calculation way, like defaultSpeed = defaultSpeed * (1 / (level + 1) ) or similar...
I would have to abandon the approach of incrementing/decrementing per level.
it should be lvl-1 equals double times longer, lvl-2 equals triple times longer
Because that requires that the upgrade knows what level it is right now.
Also this makes it faster
Or not?
Actually, it would lead faster to a zero-value.
i thought its already did that? we can see the current level in terminal
What's shown to you is not necessarily how it's implemented.
Upgrades that affect player's attributes like Running Shoes and Strong legs increment a value per each upgrade operation (first purchase or increasing the level).
Others just apply a multiplier which gets changed whenever their level is updated.
defaultSpeed = defaultSpeed * (1 / (( level * increase_value ) + 1) ) or sth like that
im not fully understand how it works, that just a suggestion
I don't know what that function is supposed to solve anyhow.
i got the upgrades to work again i just have to figure out which of the mods i disabled was causing the issues
uh, im not verify it, or i just describing it:
make it lvl-1 equals we got double times, lvl-2 equals we got triple times longer
You can only do that by having only two levels, where the first removes 50% and the second removes 17% (to end up with 33% left).
I would have to change the configuration to allow functions from users.
that is a way to make a same result... but if they want lvl-3, lvl-4 or even more, i think linear calculation way is not applicable
Right.
Which is what I said from the start.
@tawdry wadi Told you the update was just a coincidence.
Will there be an update to the Hunter upgrade to include the Old Giant and Butler?
When I have time for it.
@steady trail how do you make the "blood sample" scrap spawn for when an enemy dies?
Like do you register it as a scrap with 0 rarity, and how do you spawn it, etc uwu
private static ulong currentEnemy = 0;
[HarmonyPostfix]
[HarmonyPatch(nameof(EnemyAI.KillEnemy))]
private static void SpawnSample(EnemyAI __instance)
{
if (!(__instance.IsServer || __instance.IsHost)) return;
if (currentEnemy == __instance.NetworkObject.NetworkObjectId) return;
currentEnemy = __instance.NetworkObject.NetworkObjectId;
string name = __instance.enemyType.enemyName;
if (BaseUpgrade.GetActiveUpgrade(Hunter.UPGRADE_NAME) && Hunter.CanHarvest(name))
{
logger.LogDebug($"Spawning sample for {name}");
SpawnItemManager.Instance.SpawnSample(name.ToLower(), __instance.transform.position);
}
}
which then calls this
internal void SpawnSample(string name, Vector3 position)
{
GameObject go = Instantiate(samplePrefabs[name], position + Vector3.up, Quaternion.identity);
go.GetComponent<NetworkObject>().Spawn();
}
Thx
is that beeKeeper upgrade also worked on butler's bee?
It should be.
How though? When Drop Pod Thrusters applied fine before when making a new save?
Me no understand
Yeah, it doesn't do it on a new save because the function isn't also being called on a new save.
Yeah.
Let's goooo
What I wanna know though
What made it apply on new saves on the previous update?
XD
Wtf
I guess you were just lucky that it worked
Lol
I'm not sure why currently, but I'm currently having issues with the Advanced Portable Teleporter item and it staying in the lobby when it is closed. It always seems to disappear when I re-enter my solo session.
The Hunter upgrade should be updated to include the giant
Giant, Butler, and Tulip Lizards would be good
Tho tbh killing a Tulip Lizard is a bigger crime than killing a Yippee
can you kill a tulip lizard? Ive never tried
No Killing a Peeper is a bigger crime than killing a Tulip Lizard
Tulip lizards can die, and they can be one-shot with a shovel or a stop sign or yield sign. If they're attached to you and you swing one, it kills them, like a snare flea
They can also kill themselves and you. If you have more than one attached to you, they can lift you up into the air. If you go inside with tulip snakes attached to you, and they lift you up right at the main entrance of a facility map, you and all the snakes on you all get killed by the big fan
So, all the upgrades are getting shared between everyone despite having the 'share all upgrades' in the config set to false
not sure why that happens, definitely makes the game get easy too fast lol
By default the configs have them set to everyone sheโd have to go through all of them.
However, I have noticed if you end the game and restart it, the host gets every upgrade that was purchased
@steady trail lemme know when the LGU update is out I await it patiently
Do u know of new features in this update?
I'm not gonna spoil it ๐ up to WhiteSpike if he wants to reveal it
Peeper, like the tripod thing with cameras that looks at coilheads for you? You have to bring it inside the facility with you. I had it freeze all the coilheads on the map once it was inside, and picking it up unfroze them except the ones I was still looking at. But I don't think it is supposed to freeze all the coilheads on the entire map. They started moving once I went outside though, despite leaving the peeper inside (stepped out to drop some stuff off outside, came back in and all the coilheads were in new locations). I think it is intended to work like a player that is looking in every direction at once, so if a coilhead can see a peeper, it can't move.
Or peeper the entity added by a different mod, that is a lil fella that attaches to players?
Uh, I've never had the tripod peeper work on the ship. You have to bring it inside. And I don't think it is supposed to work from the ship, if it did for someone then it was probably a bug
Ok
So since it doesnโt freeze all in the entire map, I guess itโs best just to carry it while getting scrap in dungeon
I don't think it works when carrying it. I think it has to be set down. Unless that was a bug I had happen to me. But when I picked my peeper up, all the coilheads on the map that I wasn't looking at started moving
(I tested this on eclipsed Dine and there were like 6 coilheads before we left. My fiancรฉe on the cameras saw all the frozen coilheads nearby in like hallways start to move as soon as I picked it up)
Ok
When I tested the peeper, it did freeze all the coilheads inside, but only while there was a player inside as well. The coilheads moved when the facility had no players, but froze as soon as I went back inside. I believe the peeper freezing all the coilheads everywhere was a bug though, and it is supposed to only freeze the ones that can see the peeper
If its only supposed to freeze the ones that see it howโd it be helpful tho
Youโd half to leave it behind
Or If u wanted it youโd have to look at coil anyway
You could bait any coilheads to the peeper and freeze them in place at the peeper. Or bring a peeper inside, and when you see a coilhead, drop the peeper to freeze it
Oh true
And yeah, you would lose the peeper, but you escape with your life
So basically carry it with u til u find a coil then put it down and come back for it
That seems to be the strat
Yeah. Or drop one in like a dead end empty room and lure any coilheads you find to it. That's what we do when on any maps that spawn a lot of coils
Or pop it in main entrance to keep the way in and out safe to use
Though doing that trap coilheads in doorways if they try to head into kain entrance, see the peeper, and freeze. Which means players can't get past that coilhead in either direction
very cool
did the baboon hawks do it
oh
wow
i used the zap gun if it's a grenade launcher that use flashbang round
you zap the enemy, get close and release the zap
depend on the enemy, they will stunt between 0.5 seconds to 5 seconds (max tier btw)
@steady trail I hope you release the new update today, I really wanna test it out XD
And you turned each upgrades' individual status to true? I don't know the default right now.
That's probably because the save is only being written in the autosave right now.
It only works when dropped on the floor to a range I don't remember right now.
I still have uni stuff to do.
Tests are next week and projects are due also next week.
And doing projects who are meant to be done with people alone means less free time.
If anyone can make a copy out of the samples already stored in the repository, I would appreciate that. I tried importing it to blender and the container was just showing bland so I have no idea if it's an import issue or it's just how it is.
Good luck with your tests!
Hey
minor thing
the uh movement speed upgrade
Me personally
I would like it only to alter running speed and not walking speed
That would be changing from changing a variable's value to patch only the times it's used for sprinting.

It could be for some reason ignoring the walls right now.
Because i remember posting several videos here where the peeper was working and you could hear coil heads moving nearby while it was dropped down.
so, currently the value you are overriding applies boost to both walking and sprinting?
There has to be a value somewhere that is used to multiply the walking speed when sprinting.
You could override that value instead. Probably something to put into a config
Hello! I use this mod when playing solo, I also use the minimap mod. It's maybe a mod conflict, but occasionally there are items (scrap) shown on the map, that isn't really there. I don't know yet if this is also true when looking at it with the normal terminal. I think it started when contracts were added. But disabling them via config didn't help.
Both sprinting and walking use the same variable for movement speed.
It's more likely to be an offset somewhere but I don't have the code to check right now.
My best guess right now is that the contract objects appear invisible for you except the radar icons.
That was my guess, too. I'll try to find one, place a radar booster there and than walk back to the ship to have a terminal look at it. That should figure out if it is a mod conflict
@steady trail forgot to make that an answer ^^'
It shouldn't be. It could be just a matter of how "make thing disappear when not relevant" part that is not entirely correct and missed some parts such as the radar icon.
can sometimes be a case of they're stuck in the bookshelves / ceiling planks on mansions or under the bridges on factories
What I thought at first, but it also happens in the middle of the floor / in tunnels of factory.
Tested it now with radar booster. The non existent item is also shown on the terminal.
@steady trail
Should this error cause any problems?
[04:37:30.5296234] [Error : Unity Log] Attempted to switch ownership of enemy PeeperPrefab(Clone) to a player which does not have a link between client id and player object. Attempted clientId: 6
Hapening on v49 LGU v3.4.4
quick question, do you know how i would know if the player is hovering over an item? im trynna make an item that "caches" in other items
#1203593748421017620 message
Which should be this one that you should check.
PlayerControllerB.SetHoverTipAndCurrentInteractTrigger is probably your best buddy to understand that.
okie ty
@torpid ferry Incase you missed it.
Because this mod doesn't introduce any enemies.
Right I derped. It is the enemy.
Ty
Anytime.
build asset, don't copy it, ponder why it's not changing ingame
the scale/position is all wrong, tried following bunker spider sample but it's all weird
haha
Welcome to my world when doing any sort of modelling, lol.
Have what?
the icon source file
maybe kieth have it?
They would have already put it there if they got it.
F
Worst case, you just use paint and have fun matching the exact same font. 
i used comic sans for the ingame texture
photoshop ai to remove the bunker spider name
and changed the brightness
Llol.
Noice.
Can you also make for the manticoli and uhh...
The other flying one.
You don't have to do it right now if you don't have enough time.
Since you were already making the forest's.
Tulip Snake and Manticoil
rip the manticoil
Yeah I have em all set to true, let me share a few screenshots just to confirm
For example, first upgrade we got was Back Muscles, everything was set to default values
And this is what I had the config Misc section set as.
Since I play with 5+ people usually, we prefer to have the upgrades be individual since it becomes very OP if we all get them
not sure how important is the item id. just started it at 60100 (i think nothing else is using it)
and did not change the scrap value
forget billion make it trillion!
Has anyone noticed an error where you canโt see enemies after inverse teleporting
Yaaaay samples for giants, manticoils, and tulip snakes! Do butlers already have samples, or are they on the to-do list, or are they not getting samples?
This was a while ago. Like, several weeks ago. It may have been fixed since we last played.
I mean
They drop a knife.
@real gust Are you gonna add one for the Redwood giant too? Since it can die sometimes?
Oh I completely forgot the knife was a thing
So since they drop a knife, which can be sold and also used as a weapon, they don't drop samples? Like nutcrackers? Makes sense
https://clips.twitch.tv/MoralAlertPoxRuleFive-cE_rrd_5Y0z3cDtB @gusty flint that Baboon Hawk taunting after is still so funny
drop a knife and explode, no sample xD
that would require another soft dependency to add the redwood sample and drop code
True
WhiteSpike was trying to add support for the Knight from Scarlet Mansion
for the Peeper
Is the redwood giant a modded enemy? IDK if LGU should have modded enemies drop samples. Obviously it would be nice, but at the same time, If you do one then you would get flooded with requests for "Can you add samples for THESE modded enemies too? You already made ones for THESE OTHER modded enemies"
I have zero say in what whitespike decides to do, but that's my 2 cents that nobody asked for.
just drop it where you want the hoarder bug and that's it haah
but that was a easy thing to do
I still wish Hoarder Bud/your hoarder bug mod would work with office layouts (from the LC Office mod).
But at the same time I understand why it doesn't, and how it would be hard to fix. Hoarding bugs can't pathfind to other floors, because they can't use the elevator, and the staircases in the elevator shafts don't completely connect the floors, they're just there as a failsafe in case a player gets clipped out of the elevator as it is moving, they aren't stuck.
it "does"
you just drop the nest on the floor you want it to loot
when you change floor just grab the nest
Oh so your mod doesn't have their nest at main entrance, you choose where their nest is? Neat!
I see, so you can pick up and move that nest around, and hoarding bugs will bring any loot they find to it?
yep
you just have to grab the scrap and move to the ship
and you can update the bug speed, range and time it waits on the nest before looting again
but I need to test it on multiplayer before doing a PR to lgu
And does this mod have modded hoarder bugs as their own separate entity that you spawn somehow, or does it change the behavior of regular hoarding bugs?
Like, are normal hoarding bugs gonna use this nest, will they aggro at players?
i make a copy of the hoarder bug to make a new one
So your hoarding bugs are separate from the base-game ones?
Does this mod alter the behavior or disable the spawning of normal hoarding bugs at all? Or will they still spawn and act like they normally do, separate from your hoarding bugs?
yes, only the one spawned by the nest will be friend
I see
Friendly loot bugs? There's another mod that does this?
HoarderBud is the one I use
https://thunderstore.io/c/lethal-company/p/Azim/HoarderBud/
pink hoarding bug
Oh, I thought there was another one. Cause that one breaks right now on V50. No interior enemies can spawn naturally.
Oh, I didn't know that! Maybe I should turn that one off then
I was told it was a different mod that was doing that for me (I think it was LLL or LethalLib?)
before lethallib updated to support v50
Thank you
That might've been me that said LethalLib was doing it, but I was saying one of my mods that needed it was doing it when I disabled it and all of the mods it needed. And thus, that was the culprit all along.
LLL breaks the terminal, so I can't even tell if it ruins the spawns or not
Yeah, LLL is still broken sadly
You guys are making the items yourselves?
Also don't make redwood samples, I'm already getting the equivalent of that being made lol
im trying that now haha
but i think it's not working because PinkGiantAI does not override KillEnemy
What's kill enemy for
its called when the ai dies
oh whaa
Oh that might be smthn I should do, I've just been manually turning isEnemyDead to true
[BepInDependency("evaisa.lethallib","0.13.0")]
im just following what the mod already have xD
cool, thx
it doesn't even use that field for that i dont think btw
Oh lol
item id is for the like 6 times zeekerss explicitly checks for a specific item
most are 0 and a handful are some random numbers
@real gust when it drops stable on TS I might ask you to move to using LLL instead if that's alright
@steady trail
im just contributing some bad code xD
@gusty flint when pinkgiant dies it never call that
and lgu patch the killenemy for sample spawning
just noticied it because the Old Bird log that when he dies
(i spawned like 10 to help me)
I think how I did it has been working but I've seen it get finicky before
Oh lol sorry for the 300 hp ๐ญ
It takes 50 missiles to kill from old birds lol, I just grabbed a knife and turned on my autoclicker
infinity shotgun xD
But yeah I already asked white spike on how yall spawn samples lol
I'm giving a heart to drop
Well the one SnacksS made is good if you prefer for it to be in line with the other LGU samples, then your custom one could probably be added as a config option
It's made so they dont have to work on mod compatibility lol
Fair
Still
Both is good
c;
You could do that lol
my version is ready if the only thing missing is really the KillEnemy override
but i'm just trying to make because i'm bored 
I think it's pretty cool that you enjoy making stuff when bored
Damn can I steal you to work on my mod then :3
I mean I joined Xu's server and I'm still worried I'm not gonna know anything lol
So I feel you
๐
:p
we already agreed on that for a while.
base on its size, is more real if you get the sample was the whole tulip snake turkey dinner lol
cant wait to see it
Hii, I've got a question, one of the dependencies of the mod doesn't let me play with other people. It's the csync mod and whenever someone joins my lobby with the same mods as me it just loads up this blank screen, they can hear me but aren't fully joined and their game is frozen. Thanks in advanced!
ps: playing on v50
Yeah, honestly itโs be better to make an api to allow people to add their own hunter items for modded monsters
I think apiโs the right term there
And you're sure you installed all the csync's dependencies?
any idea why I'm the only one who can access lgu store? my friends can't
I would need their logs to understand why.
@real gust How come the materials don't come with a name, lol.
@gusty flint
/// <summary>
/// Registers the provided item properties as a custom sample dropped by a monster named by its type when Hunter upgrade is active.
/// <para></para>
/// Two components will be added to the provided item:
/// <para></para>
/// A "MonsterSample" component which simply calculates the actual value of the item when spawned from a monster kill (and play any particle system located in the prefab when holding)
/// <para></para>
/// A "ScrapValueSyncer" component which ensures that all clients will see the same scrap value on the item
/// </summary>
/// <param name="sampleItem">Item properties of a sample to be registered unto the Hunter upgrade</param>
/// <param name="monsterName">Name of the enemy that spawns the sample when killed.</param>
/// <param name="registerNetworkPrefab">Wether to register the prefab to the Network Manager or not</param>
/// <param name="grabbableToEnemies">Wether the enemies will be capable of holding this item or not</param>
public static void RegisterSample(Item sampleItem, string monsterName, int hunterLevel, bool registerNetworkPrefab = false, bool grabbableToEnemies = true)
Would this be fine or more parameters needed?
Ergh.
Formatting died in the copy paste.
Anyways, I made an API for Hunter things.
You should only need to reference the .dll, make the mod a soft-dependency, check if it's in the chainloader and then use the MoreShipUpgrades.API.HunterSamples.RegisterSampleItem() to put your sample in.
Obviously the sample will only spawn if the selected enemy calls EnemyAI.KillEnemy.
K bye.
I want the item to have a custom grab tooltip
If possible
And kinda make it a feature of my mod without specifically needing lgu as well so not sure how I'd do that as a check
Gotcha
It's part of the grabbable object script
{
MoreShipUpgrades.API.HunterSamples.RegisterSampleItem()
}
else
{
MyHeartDropRegister();
}``` ?
I can also add another signature where you can put your own GrabbableObject script, I guess.
that'd be great
oh but what if its not a grabbable object script, but a script that inherits grabbable object and does other stuff ๐ฅด
oooh whoopsie
Lol
yeah, I have no clue why it's not showing for you
maybe some .meta file need to regenerate
ยฏ_(ใ)_/ยฏ
For some reason my Lategame Upgrades breaks my coop. When i try to join a friend or vice-versa, we get stuck in the void like this. Apparently that's not exaclty this mod issue, because other people without this mod had the same problem, but maybe someone here did and know how to fix.
(sry for my english)
Without logs, I can only guess.
check your logs and see what mod is throwing errors
@steady trail you made an upgrade that slows down time for ONLY the last hour? ๐ญ
Hm?
the time ship upgrade you made, was that only for the last ingame hour of the day
Did you get all CSync's dependencies?
It messes with the flow rate of time variable.
So it shouldn't just affect the last hour.
@cedar coyote lied to me then
Right.
time it takes to reach the final hour in the moon
It extends the length from start to finish.
is this a reading comprehension issue i see
it is a reading comprehension
the fuck is that sentence
the upgrade doesnt suggest the last hour slows down
it suggests every hour BUT the last hour slows down
I refuse to have this be my only reading comprehension issue
its horribly worded, but u took the opposite of what it was saying lol
So "extend the length from start to finish" works?
Makes time pass slower ๐ญ
Which it already says that outside of the parathenses.
ok but why do the parenthesis exist
To an attempt of clarifying.
Because people might not understand what it actually means.
that upgrade died right?
Yeah because Kieth wanted it to merge with Running shoes' last level
ah
also ill add this and the other stuff now
these function names are horribly misleading
Which ones?
KillEnemy and HitEnemy
it took me someone else pointing it out or just reading the code a lot to realise they could be applied to my own giant lol
does my giant like, auto do this when its hp gets to 0?
I don't know if base HitEnemy calls KillEnemy when below or equal zero health.
it doesnt look it and at the same time i cant tell whats decreasing enemy health here
Nice.
But yeah, base class is the one supposed to decrease the health but I'm not gonna judge.
So yeah, your HitEnemy would have to decrement the health then call the death enemy function when it reaches dead.
huh
but... i've never had to call anything to decrease my enemy's health
and they still died
where the fuck is their health decreasing ๐ญ
Maybe the missile does the magic.
missile leads to mecha start explosion, gona see what that does
and then to landmine
also annoyingly radmech's cant be hurt, so my enemy's only option is to run away
(except for the redwood, nom nom"
the method names tripped me hard when I started the hoarder bug
i think the problem is that you do not override the killenemy
ill override it anyway?
at least pinkgiant never spam the log when dying
it calls the KillEnemy through KillEnemyOnOwnerClient so idk tbh but ill override it anyway
plus i decrease its hp everytime it gets hit until 0, then i basically give it an animation and tell it to stop working on 0 hp
idk if theres something i should be doing lol
{
base.KillEnemy(destroy);
}```
yeah thats what i just added
at least i think thats the problem
i jsut killed it and KillEnemy never got called
hmm
i guess it doesnt get called automatically
wait no that makes no sense
you cant override killenemyonownerclient
so how tf is it calling the killenemy in the same script???
KillEnemyOnOwnerClient will call the override on your AI and your override will call the enemyai (base.killenemy())
it doesnt though
thats the thing
i checked
imma just do this
[Info :TheGiantSpecimens] Pink Giant Enemy Spawned
[Info :TheGiantSpecimens] Animation: startWalk
[Info :TheGiantSpecimens] Start Walking Around
[Info : Unity Log] Current behaviour state: 0
[Info : Unity Log] CHANGING BEHAVIOUR STATE!!! to 2
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info : Unity Log] Kill enemy called! destroy: False
[Info : Unity Log] Kill enemy called; destroy: False
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info : Unity Log] Kill enemy server rpc called with destroy False
[Info : Unity Log] Kill enemy client rpc called; False
i bugged the poor thing haha
@gusty flint
huh??
wait am i not supposed to be calling killEnemy at all?
ohhh you're missing with its AI
if (base.IsOwner && force > 0 && !isEnemyDead)
the force > 0 is just so i can kill it in one hit
xD
it should be if (base.IsOwner && enemyHP <= 0 && !isEnemyDead)
i already reverted the giant sample that i made
so i cant test it
but it should work now
What are those ifs, lol?
But anything past 6 will just do 2.
its kinda intentional
the 6 is meant to be for the missile
cuz theres no other way i can check for specifically the missile
Not even hitID?
only shovel and knife afaik
Rip.
walk me through the changes a bit
you removed um base.Update()?
ahh you just changed where it was lmao
okay yeah this looks fine to me
and you're sure this works?
i always call the base first before doing something
unless I want to change the order
[Info :TheGiantSpecimens] RGBA(0.502, 0.502, 0.502, 1.000)
[Info :TheGiantSpecimens] 0
[Info :TheGiantSpecimens] Pink Giant Enemy Spawned
[Info :TheGiantSpecimens] Animation: startWalk
[Info :TheGiantSpecimens] Start Walking Around
[Info : Unity Log] Current behaviour state: 0
[Info : Unity Log] CHANGING BEHAVIOUR STATE!!! to 2
[Info : Unity Log] Calling shoot gun....
[Info : Unity Log] Enemies hit: 4
[Info : Unity Log] Raycasting enemy
[Info : Unity Log] Raycasting enemy
[Info : Unity Log] Raycasting enemy
[Info : Unity Log] Raycasting enemy
[Info : Unity Log] Hit enemy RedWoodGiant
[Info : Unity Log] Hit enemy, hitDamage: 3
[Info : Unity Log] Local client hit enemy PinkGiant1(Clone) #0 with force of 3.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info : Unity Log] Client #0 hit enemy PinkGiant1(Clone) with force of 3.
[Info : Unity Log] Kill enemy called! destroy: False
[Info : Unity Log] Kill enemy called; destroy: False
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info :TheGiantSpecimens] Animation: startDeath
[Info : Unity Log] Kill enemy server rpc called with destroy False
[Info : Unity Log] Kill enemy client rpc called; False```
I'm seeing the logs for the killenemy
are you using the dll that whitespike sent here?
im using thunderstore's
you need the newer one
it's not commited/released
#1178407269994594435 message
wait no im stupid lol
thanks
also still doesnt work for me
i gtg but ill commit the code in a sec of what i have
let me see
driftwood needs to be fixed with the killenemy stuff but since i gtg ill do it later lol
there might be some stuff that i've committed wrong too, im not familiar with merge
did you add the dll to csproj?
<Reference Publicize="true" Include="MoreShipUpgrades"><HintPath>../dlls/MoreShipUpgrades.dll</HintPath></Reference>
Ah I need to publicize it lol
Also it was erroring on MoreShipUpgrades.API
I prolly needed to reload vsc
I
I refuse to let LGU's poor wording get the best of me twice
Im assuming @steady trail its supposed to multiplay how fast you REGEN stamina
My question is why on the terminal it says it multiplies stamnia drain
this is for sick beats btw
Ah.
I wasn't the one that made Sick Beats so I can't tell you right now on top of my head how it's done.
But yeah, I believe that it affects how fast you regen stamina (aka when you're not moving/in water/web).
Also prepare driftwood samples @real gust
The enemy's been finished for 2 weeks I've just been waiting on sounds
I forgot to check the log but man this night vision goggle bug is so infuriating
I'll have the goggles on, but my teammate dies and suddenly my goggles don't work anymore
In fact, my friend just pointed something out.. could it be because of the "shared upgrades" aspect, if one person dies everyone loses their night vision?
Hm
@steady trail It appears the "Sick Beats" damage reduction upgrade is not working.
By default it multiplies damage by 0.5, which I assume means you take half as much damage from sources
A thumper hits you for a good 40 hp
With and without the boombox playing thumper still hits you for 40hp
Watch Defense my left nut and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
have u tried dropping it
I dont see why that would make ANY difference, but yea
I did
And Ill try again
Watch Defense my right nut and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
no...my main respawn mechanic!!
Watch LategameBugs and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Wheelbarrow jank
Wheelbarrow worked for two months which is when I fixed that issue.
Without giving any logs, I can only guess and guessing is not good for me because I would waste too much time looking rather than fixing.
you got time later to figure out what snack was messing up with the custom samples stuff lol?
for some reason it just wouldnt detect my enemy with whatever function he was using
When you say "check if my enemy exists", you mean seeing Hunter's info?
Because I don't see why you would need that for the sample.
Ah.
The name you put in the signature is the same as the one in uhhhh.
EnemyType.enemyName.
yeah which is RedWoodGiant
Hm
(i hope its not the capitalisation, i asked and he told me it wasnt lol)
No, it has to be.
It's only lower cased when checking for the sample.
When looking for the monster name, it's case sensitive.
what config?
Because that log only happens when it's checking the hunter config through tiers, which you shouldn't really worry about because you can specify what level of hunter you want it to be.
Oh, wait.








