#Lategame Upgrades

1 messages ยท Page 24 of 1

steady trail
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Finally, end my suffering.

dreamy galleon
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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

steady trail
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I mean

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You still have the config to change to whatever you like.

dreamy galleon
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yeah they can be turned off i know

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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

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worried something I'm not using will begin collide with other mods at some point

wintry anvil
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still better than new scraps i think

steady trail
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The patches for respective upgrades (at least most of them) don't do anything if they are off.

dreamy galleon
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But that's just a worry. And I'm not even sure if it's a reasonable one.

steady trail
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I mean

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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.

wintry anvil
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thats fine, did you know even the game developer himself dont do LOD on it

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if my memories are correct, im using cullfactory right now

steady trail
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It's normal for things to be forgotten and/or ignored.
Because you don't immediately start with the knowledge to make something.

dreamy galleon
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Don't let my worries distract you from adding stuff you wanna add. But that's my viewpoint

steady trail
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It's fine.

wintry anvil
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you dont need to worried lgu mod too much, compare with vanilla gameplay performance

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...is so tiny that my DOS windows cant see its info )

wintry anvil
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such as LightsOut, an so on

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...or if you are the best lootbug employee, try this out

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storage items into a list, instead of rendering it, that should save a lot of performance for you

dreamy galleon
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and especially if they are disabled

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it's about decision overload, and maintainability. But it do be fine.

wintry anvil
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my bad, im misunderstand it

wintry anvil
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making a new lite mod is an extra workflow for developers i think

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and that wont be increase its maintainability, you have to manage two mods now

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...and that might be a problem for WhiteSpike i think, because he fogot to change the version and readme info several times lol

steady trail
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Version?

dreamy galleon
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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

steady trail
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Version's fine right now, last I checked.

wintry anvil
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version info i think

steady trail
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Yeah, that's fine.

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Because two "releases" were just file changes.

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No code was really changed.

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I'm just forced to increment the version whenever I need to update something in it.

dreamy galleon
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big change i know. but just concept wise

wintry anvil
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not for this game

steady trail
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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.
steady trail
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I just felt it wasn't necessary to include "no changes" in the changelog, lol.

wintry anvil
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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

dreamy galleon
wintry anvil
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ohno, im confused now

thin ermine
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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.

mortal berry
latent fulcrum
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Are we going to get Giant sample at some point since we can technically kill the giant?

thin ermine
mortal berry
quick bough
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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

steady trail
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I need the logs of the clients to give you a straight answer.

steady trail
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I think posting the log file is easier to navigate and can ensure that no errors are missed.

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It's in the BepInEx folder.

quick bough
steady trail
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You got all dependencies for Csync as well?

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I don't see FixPluginTypeSerialization in the chain loader.

quick bough
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Yeah, I turned it off. Because with FixPluginTypeSerialisation enabled, the following happens when you enter the game and press Lan or online:

steady trail
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And what error happens?

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You will probably need the Player.log from Appdata folder of Lethal Company.

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Because you're the first that showed this kind of error.

torn mason
quick bough
steady trail
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It says one of the files got corrupted.

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Something about sharedassets1?

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In the Lethal Company_Data

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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.

dreamy galleon
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3.4.4

quick bough
wintry anvil
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get blowed up by thunder beside the ship

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lightning rod upgrade seems not so useful

steady trail
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It doesn't affect random lightning, no.

wintry anvil
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no, it just strike my shovel

steady trail
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Right.

wintry anvil
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and i think it should be safe beside the ship, and im done

steady trail
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It's not a guaranteed intercept, no.

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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)

wintry anvil
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can we add some several levels to increase its chance?

steady trail
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Increase its range, I guess.

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Higher the effective range, smaller is dist
Lower the dist, higher is the prob value.

snow lake
wintry anvil
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its that mean i get higher chance to avoid the thunder if i get closer with ship?

steady trail
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Or is that not sufficient?

snow lake
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is there ?

steady trail
steady trail
# snow lake is there ?

There should be, at least I remember there being one and I haven't touched Better Scanner for a good while.

snow lake
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i dont really know, scan alone can show how many scraps is on the moon

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i think an upgrade could replace it with a detailed list

wintry anvil
steady trail
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To get the particles to show it's gonna be hit.

wintry anvil
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or in the bizzing time?

steady trail
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The bizzing time.

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Getting the strike explosion would be basically gambling.

wintry anvil
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that make sense

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otherwise if i really get strike beside the ship, i should buy some equities then

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*i am outside the door and i just need 1 step then i can hide in ship, and boom

wintry anvil
steady trail
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Hm?

wintry anvil
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but im not sure is that an issue or just a feature

steady trail
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It shouldn't do that, no.

wintry anvil
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huh

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hold on, im testing again, i might be found the problem comes out from where

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im restart the game progress, and landing on the company

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it does not ignore items those is already on the shipm but if im moving it on the ship, then it does

steady trail
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Rebooting with items on is normal because it never sets that value respectively in vanilla.

wintry anvil
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right, maybe we have to get some kind of items storage feature, not only fix this issue, but also save game fps

torn mason
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(thats what the mod they posted does)

cedar coyote
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Please

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make this

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MAKE SENSE

gusty flint
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thats a lot of numbers and images

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whats teh exact problem

cedar coyote
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The Jump stamnia cost multiplier becomes 0.01 off when the starting stamia is above 1.0

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If you do the math it does not make sense

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why

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is the math

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breaking

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it literally does not make sense why it becomes 0.01 off

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@torpid ferry is trying to justify that somehow this math is correct its just not tho

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its a multiplier it should not be a decimal off

gusty flint
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wait are you talking about something that could potentially just be a rounding error?

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like how big is the effect here

cedar coyote
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Im literally just confused why it's doing that only with this calculation

gusty flint
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im trynna follow the math here on what you think is going wrong

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1.2 means that the cost of jumps is higher initially, we both agree on that?

cedar coyote
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Yes

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And every level it's supposed to subtract 0.1 of the jump cost

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correct?

gusty flint
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isnt it supposed to subtract 0.05?

cedar coyote
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by default

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but im thinking of the values I wanted to use

gusty flint
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ah im looking at the second to last screenshot?

cedar coyote
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either way somehow it becomes .01 off of the subtraction

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showcased even weirder when i do more extreme numbers like this

gusty flint
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OH the first screenshot is what i need to be looking at

cedar coyote
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It seems like whenvere the Stamia cost decrease of jumps is a value higher than 1.0

gusty flint
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but ye you're right, its likely just some sort of rounding error but ill see if i can look at the code

cedar coyote
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It starts to become incorrect by just 0.01%

gusty flint
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yeah dunno

cedar coyote
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i got source trippin

gusty flint
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its probably this part of the math

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itll still be 30% or 20% or whatever

cedar coyote
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@torpid ferry is mathematically challenged

gusty flint
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the math works though

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its kinda obvious theres just a rounding error because of the minute difference

gusty flint
# cedar coyote

also these two screenshots arent the same lol, the config doesnt match what you're showing on the screen by a long shot

cedar coyote
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Between when i first discovered the issue

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and when Source finally saw the issue

gusty flint
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it took him an hour 30?

torpid ferry
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No he is horrible at explaining the problem

gusty flint
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i can agree with that

cedar coyote
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next time ill bust out the colored sketchbook

gusty flint
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you better

torpid ferry
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And trying to make me look like a fool.

real gust
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so many colors and icons

cedar coyote
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@livid wolf

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1.2 - 0.1 =

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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 =

livid wolf
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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

cedar coyote
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@torn condor

real gust
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level 1 and 2 dont count

cedar coyote
real gust
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you made it start at level 3

cedar coyote
livid wolf
torn condor
cedar coyote
torn condor
cedar coyote
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Next time I find a useless mod in your modpack

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I aint snitchin

torpid ferry
cedar coyote
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@steady trail Are you the owner of LGU

tawdry wadi
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@steady trail Is that update you told me about on stream coming soon? I want my configurable ship speed D;

steady trail
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Damn

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Somebodys complaining of the math here.

steady trail
steady trail
bold star
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Watching @cedar coyote arguing about bugs is the most entertaining thing on this server honestly

tawdry wadi
steady trail
cedar coyote
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the math

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wasnt mathing

steady trail
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What about now?

cedar coyote
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wym what about now

steady trail
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I just gave a quick glance at the talk so I don't know if it's solved or not.

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So it's still incorrect?

cedar coyote
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ah hell nah that shit cooked

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yea

steady trail
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Hm

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What do you think the math of it is then?

cedar coyote
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Literally impossible to figure out while staying sane

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All i know is with that specific upgrade

steady trail
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I just need to know what you think how it's supposed to do.

cedar coyote
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If you set the base past anything 1.0, every thing after it will be 0.01 value off

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For example, I set stamia cost for jumping at a value of 1.2

steady trail
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Regardless of the increment?

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Mhm

cedar coyote
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No matter the increment (havent tried negatives, but thats probably more fucked) lets say i want it to go in increments of 0.10

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it will end up 0.09

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whats even weirder is afterawhile it apprently corrects itself, then gets offset by 0.01 again

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such the tinest and weirdest math error but its whatever

steady trail
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So not floor the value displayed in the info, gotcha.

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Because the math for the actual stamina cost thing works as expected.

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You just seem not pleasant on how the info is formatted with rounded floats.

tawdry wadi
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For some reason free upgrades won't apply for me on new saves anymore

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I think cus of the new update for V50 that released earlier somehow

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โ˜ ๏ธ

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Which idek how

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XD

steady trail
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And no errors are being thrown?

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And there was an update earlier today?

tawdry wadi
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and yeah

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Bug fix update

steady trail
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Hmm

tawdry wadi
steady trail
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So before this bug fix, it was working fine. After the bug fix, it doesn't?

tawdry wadi
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Yeah and idk why

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LOL

tawdry wadi
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There were some changes made to PlayerControllerB.cs so ig maybe that?

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idk

steady trail
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23 pumpkins.

burnt lake
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never running out of food

steady trail
tawdry wadi
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No error

steady trail
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And what do you have at the config right now?

tawdry wadi
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I'mma just regen the config

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Fuck it

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LOL

steady trail
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Really odd indeed.

tawdry wadi
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Was the Wheelbarrow fixed btw?

steady trail
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In what way?

tawdry wadi
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I remember it had compat issues with LethalEmotesAPI you said

steady trail
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I

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Don't remember that.

tawdry wadi
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Didn't you say someone went in the shadow realm using it with my emote mod I use?

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XD

steady trail
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Uhh

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I remember an issue where the player would be locked grabbing a wheelbarrow and apparently out of bounds.

tawdry wadi
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Ahhhh

steady trail
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But this mod doesn't mess with the players animator.

tawdry wadi
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Got you got you

tawdry wadi
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I'm hella confused

tawdry wadi
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I even tested the mod pack from earlier

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Just to make sure it wasn't a mod update

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@steady trail Guess you'll have to see what changed that's causing your code for auto applying upgrades to not fire lol

steady trail
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Inb4 components are gone again.

tawdry wadi
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Maybe

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What component does it call?

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Oh yeah

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Some components in PlayerControllerB were removed

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That would do it

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๐Ÿ˜†

steady trail
tawdry wadi
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It was probably for the steep angle change

tawdry wadi
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โ˜ ๏ธ

steady trail
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Nah

tawdry wadi
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๐Ÿค”

steady trail
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I think the update was just a coincidence.

tawdry wadi
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Yeah but it was working fine for me on Stream earlier on 50.6

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I don't get it

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I tested the exact same pack on 50.7

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and it doesn't work

steady trail
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I will look at it after morning classes.

tawdry wadi
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Yeah cus it's certainly strange

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๐Ÿ˜‚

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Let me try the profile I was using at the very start of stream just to cross test

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Okay

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It still doesn't work

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So 100% it's a change somehow from the new V50 update

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I was preparing to make myself look like an idiot and try to figure out what broke

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XD

wintry anvil
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if i do this, is that mean the time was frozen or just half of vanilla?

latent fulcrum
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for probe weather

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how do i change it to Eclipsed?

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i'm trying to get eclipsed on adamance but got this

median egret
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probe adamance eclipsed i think

latent fulcrum
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got that message

meager folio
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One message removed from a suspended account.

median egret
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what about probe adamance eclipse?

latent fulcrum
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still get that

median egret
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maybe the moon name isn't recognized

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or adamance cannot have eclipsed weather

burnt lake
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All moons can be Eclipse

median egret
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let me quickly check

median egret
tight lichen
burnt lake
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All the Vanilla moons can be eclipsed

latent fulcrum
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wait

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i typed C instead of confirm

median egret
tight lichen
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yea, gotta type it full

latent fulcrum
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thanks guy

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i'm a dum dum

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imma go hunt

tight lichen
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shotgun time :)

median egret
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i was thinking of modded moons

burnt lake
tight lichen
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also Artifice is the only high-end moon that cannot have foggy

gusty flint
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Which makes little sense

tight lichen
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(i'm counting the blizzard on Rend and Dine as fog)

burnt lake
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ackshually as you can see there, so is liquidation

gusty flint
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Flooded liquidation

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How's that gonna work

tight lichen
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Liquidation isn't in the game yet, so not counting that

median egret
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but you cannot go to liquidation, can you?

burnt lake
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I go there

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in my dreams

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โ€ผ๏ธ

median egret
#

๐Ÿฅบ

dawn phoenix
median egret
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that's fair

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because the level is already registered

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so it tries ๐Ÿ˜†

tight lichen
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kinda like the mapper being buyable but it just gives you a shovel instead

dawn phoenix
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and theres this

tight lichen
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might be a v55 feature?

steady trail
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I think so.

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So it's entirely users fault if you want time to go backwards.

steady trail
naive tundra
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018eec53-b68d-1da8-d223-71b82d96f3d1

wintry anvil
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like 50% * level

steady trail
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Isn't that.

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Worse?

wintry anvil
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why?

steady trail
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Unless I'm misunderstanding the 50%.

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Because two levels would already make it a 100%.

wintry anvil
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or im misunderstanding what you talking about...

steady trail
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Translate 50% * level to actual math

wintry anvil
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alright, my fault

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is 50% ^ level

steady trail
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Ah, power.

wintry anvil
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of mathf.pow(50%, level) i think

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then lvl-1 is equal 2 days long, and lvl-2 should be 3 days long

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no, that isnt correct, damn

steady trail
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Power on a value lower than 1 would make it lower.

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0.5 * 0.5 = 0.25
0.25 * 0.5 = 0.125

wintry anvil
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1 / (level + 1) should be correct now

steady trail
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As in giving a lower value?

wintry anvil
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if my opinion is correct, 10% means time passing 90% as vanilla, and 50% means 2 days longer, and 25% means 4 days longer...

steady trail
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This is assuming that quantum just multiplies a value to the default speed of the game.
It's actually decrementing the value per level.

wintry anvil
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huh

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im confused now

steady trail
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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).

wintry anvil
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ok, im understand (maybe)

steady trail
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100% means completely frozen.

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Past that means time goes backwards.

steady trail
naive tundra
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which ones are they?

steady trail
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I only found Diversity resetting Strong Legs, I would have to look at each one individually to give you an answer.

naive tundra
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ive already gotten rid of diversity due to it causing other issues ill check if any upgrades are working that werent before

wintry anvil
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then may a new calculation way, like defaultSpeed = defaultSpeed * (1 / (level + 1) ) or similar...

steady trail
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I would have to abandon the approach of incrementing/decrementing per level.

wintry anvil
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it should be lvl-1 equals double times longer, lvl-2 equals triple times longer

steady trail
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Because that requires that the upgrade knows what level it is right now.

steady trail
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Or not?

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Actually, it would lead faster to a zero-value.

wintry anvil
steady trail
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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).

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Others just apply a multiplier which gets changed whenever their level is updated.

wintry anvil
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im not fully understand how it works, that just a suggestion

steady trail
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I don't know what that function is supposed to solve anyhow.

naive tundra
wintry anvil
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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

steady trail
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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).

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I would have to change the configuration to allow functions from users.

wintry anvil
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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

steady trail
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Right.

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Which is what I said from the start.

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@tawdry wadi Told you the update was just a coincidence.

vocal wind
#

Will there be an update to the Hunter upgrade to include the Old Giant and Butler?

steady trail
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When I have time for it.

gusty flint
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@steady trail how do you make the "blood sample" scrap spawn for when an enemy dies?

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Like do you register it as a scrap with 0 rarity, and how do you spawn it, etc uwu

steady trail
#
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();
}
gusty flint
#

Thx

wintry anvil
#

is that beeKeeper upgrade also worked on butler's bee?

steady trail
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It should be.

tawdry wadi
#

Me no understand

steady trail
#

Yeah, it doesn't do it on a new save because the function isn't also being called on a new save.

tawdry wadi
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Odd

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Did you fix it?

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๐Ÿฅบ

steady trail
#

Yeah.

tawdry wadi
#

Let's goooo

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What I wanna know though

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What made it apply on new saves on the previous update?

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XD

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Wtf

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I guess you were just lucky that it worked

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Lol

mortal berry
#

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.

quaint venture
#

The Hunter upgrade should be updated to include the giant

gleaming bolt
#

Giant, Butler, and Tulip Lizards would be good

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Tho tbh killing a Tulip Lizard is a bigger crime than killing a Yippee

quaint venture
#

can you kill a tulip lizard? Ive never tried

unborn parcel
#

No Killing a Peeper is a bigger crime than killing a Tulip Lizard

hasty quail
#

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

mild trench
#

So, all the upgrades are getting shared between everyone despite having the 'share all upgrades' in the config set to false

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not sure why that happens, definitely makes the game get easy too fast lol

umbral imp
#

By default the configs have them set to everyone sheโ€™d have to go through all of them.

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However, I have noticed if you end the game and restart it, the host gets every upgrade that was purchased

molten lion
#

Does peeper only work when u hold it

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Or also on the ship

tawdry wadi
#

@steady trail lemme know when the LGU update is out I await it patiently

molten lion
tawdry wadi
hasty quail
# molten lion Does peeper only work when u hold 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?

molten lion
#

Someone else told me that you can leave it on ship and itโ€™ll work

#

No the tripod

hasty quail
#

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

molten lion
#

Ok

#

So since it doesnโ€™t freeze all in the entire map, I guess itโ€™s best just to carry it while getting scrap in dungeon

hasty quail
#

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)

molten lion
#

Ok

hasty quail
#

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

molten lion
#

If its only supposed to freeze the ones that see it howโ€™d it be helpful tho

#

Youโ€™d half to leave it behind

#

Or If u wanted it youโ€™d have to look at coil anyway

hasty quail
#

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

real gust
#

its to save you

#

its not to make the coilhead useless

molten lion
hasty quail
#

And yeah, you would lose the peeper, but you escape with your life

molten lion
#

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

hasty quail
#

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

latent fulcrum
#

very cool

river dawn
#

did the baboon hawks do it

latent fulcrum
#

i did it

#

zap gun moment

river dawn
#

oh

wintry anvil
#

wow

latent fulcrum
#

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)

tawdry wadi
#

@steady trail I hope you release the new update today, I really wanna test it out XD

steady trail
steady trail
steady trail
steady trail
#

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.

steady trail
dawn phoenix
cedar coyote
#

Hey

#

minor thing

#

the uh movement speed upgrade

#

Me personally

#

I would like it only to alter running speed and not walking speed

steady trail
#

That would be changing from changing a variable's value to patch only the times it's used for sprinting.

steady trail
#

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.

dreamy galleon
quick pagoda
#

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.

steady trail
#

It's more likely to be an offset somewhere but I don't have the code to check right now.

steady trail
quick pagoda
#

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 ^^'

steady trail
#

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.

tight lichen
quick pagoda
#

What I thought at first, but it also happens in the middle of the floor / in tunnels of factory.

quick pagoda
torpid ferry
#

@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

steady trail
#

Uhhhh.

#

I think that's actually Peeper an enemy, not Peeper an item.

gusty flint
# steady trail Uhhhh.

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

steady trail
#

#1203593748421017620 message
Which should be this one that you should check.

steady trail
steady trail
#

Because this mod doesn't introduce any enemies.

real gust
#

hmmmmm

torpid ferry
#

Ty

steady trail
#

Anytime.

thin ermine
#

The giant sample?

real gust
#

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

steady trail
#

Welcome to my world when doing any sort of modelling, lol.

steady trail
#

Meanwhile icon

real gust
#

the icon must be a psd

#

you don't have it @steady trail ?

steady trail
#

Have what?

real gust
#

the icon source file

steady trail
#

Your guess is as good as mine.

#

If it's not in the repo, it wasn't given to us.

real gust
#

maybe kieth have it?

steady trail
#

They would have already put it there if they got it.

real gust
#

F

steady trail
#

Worst case, you just use paint and have fun matching the exact same font. KEK

real gust
#

i used comic sans for the ingame texture

#

photoshop ai to remove the bunker spider name

#

and changed the brightness

steady trail
#

Llol.

real gust
steady trail
#

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.

real gust
#

Tulip Snake and Manticoil

gusty flint
#

dont make it too valuable

#

my giant likes stepping on manticoils

real gust
river dawn
#

rip the manticoil

mild trench
#

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

real gust
#

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

river dawn
#

forget billion make it trillion!

stark monolith
#

Has anyone noticed an error where you canโ€™t see enemies after inverse teleporting

hasty quail
#

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?

hasty quail
tawdry wadi
#

@real gust Are you gonna add one for the Redwood giant too? Since it can die sometimes?

hasty quail
#

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

tawdry wadi
real gust
#

drop a knife and explode, no sample xD

real gust
tawdry wadi
#

True

real gust
#

i don't know if lgu should support other mods

#

but that's whitespike decision

tawdry wadi
#

for the Peeper

real gust
#

nice

#

i changed my hoarder bug to use a nest item so it can work on any map

hasty quail
#

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.

real gust
#

just drop it where you want the hoarder bug and that's it haah

#

but that was a easy thing to do

hasty quail
#

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.

real gust
#

it "does"

#

you just drop the nest on the floor you want it to loot

#

when you change floor just grab the nest

hasty quail
#

Oh so your mod doesn't have their nest at main entrance, you choose where their nest is? Neat!

real gust
hasty quail
#

I see, so you can pick up and move that nest around, and hoarding bugs will bring any loot they find to it?

real gust
#

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

hasty quail
#

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?

real gust
#

i make a copy of the hoarder bug to make a new one

hasty quail
#

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?

real gust
#

yes, only the one spawned by the nest will be friend

hasty quail
#

I see

real gust
#

the normal one will be there

#

friendly and normal one

mortal berry
#

Friendly loot bugs? There's another mod that does this?

hasty quail
river dawn
#

pink hoarding bug

real gust
#

just a quick pink overlay on photoshop

mortal berry
hasty quail
#

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?)

real gust
#

before lethallib updated to support v50

hasty quail
#

Thank you

mortal berry
#

LLL breaks the terminal, so I can't even tell if it ruins the spawns or not

hasty quail
#

Yeah, LLL is still broken sadly

gusty flint
#

Also don't make redwood samples, I'm already getting the equivalent of that being made lol

real gust
real gust
#

but i think it's not working because PinkGiantAI does not override KillEnemy

gusty flint
#

What's kill enemy for

gusty flint
real gust
#

its called when the ai dies

vocal anvil
#

oh whaa

gusty flint
#

Oh that might be smthn I should do, I've just been manually turning isEnemyDead to true

real gust
#

[BepInDependency("evaisa.lethallib","0.13.0")]

#

im just following what the mod already have xD

gusty flint
#

Oh

#

Just put 0

#

For item id

#

LL will automagically do it

real gust
#

cool, thx

vocal anvil
vocal anvil
#

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

real gust
#

im just contributing some bad code xD

gusty flint
#

It'll probably be for a while

#

Exam season :p

real gust
#

@gusty flint when pinkgiant dies it never call that

#

and lgu patch the killenemy for sample spawning

gusty flint
#

Ahh icic

#

I should add that

#

Definitely

real gust
#

just noticied it because the Old Bird log that when he dies

#

(i spawned like 10 to help me)

gusty flint
#

I think how I did it has been working but I've seen it get finicky before

#

Oh lol sorry for the 300 hp ๐Ÿ˜ญ

real gust
#

haha

#

first time i tried with shotgun

gusty flint
#

It takes 50 missiles to kill from old birds lol, I just grabbed a knife and turned on my autoclicker

real gust
#

infinity shotgun xD

gusty flint
#

But yeah I already asked white spike on how yall spawn samples lol

#

I'm giving a heart to drop

tawdry wadi
real gust
#

heart inside the jar

#

haha

gusty flint
#

It's made so they dont have to work on mod compatibility lol

tawdry wadi
#

Still

#

Both is good

#

c;

tawdry wadi
real gust
#

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 agony

tawdry wadi
#

I think it's pretty cool that you enjoy making stuff when bored

gusty flint
real gust
#

I don't know that much about modding xD

#

just following what I can see inside lgu

tawdry wadi
#

I mean I joined Xu's server and I'm still worried I'm not gonna know anything lol

#

So I feel you

#

๐Ÿ˜…

gusty flint
#

:p

gusty flint
real gust
#

haha

merry tundra
# real gust

You should make also the One for the harp ghost

#

It would be soo cool

steady trail
wintry anvil
# real gust

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

quaint oyster
#

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

random mirage
#

I think apiโ€™s the right term there

steady trail
steady trail
fathom veldt
#

any idea why I'm the only one who can access lgu store? my friends can't

steady trail
#

I would need their logs to understand why.

steady trail
#

Clearly a hawk.

steady trail
#

@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.

steady trail
#

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.

gusty flint
#

If possible

steady trail
#

Hmm

#

I think you can put that in the item properties.

gusty flint
#

But also does the sample have to be a specific model?

#

Cuz I wanna make a heart

steady trail
#

No

#

Item contains a spawnPrefab attribute where you set the model.

gusty flint
#

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

gusty flint
steady trail
#

Is it?

#

Uhh.

#

I can put it the same way as grabbableToEnemies, yeah.

gusty flint
#

Yeah the text that pops up when you're hovering over an item

#

Yep

real gust
gusty flint
#

Hm

#

Hmmm

#

Mhmmhmhmhmh

#

Yeah that's fine

steady trail
#

I can also add another signature where you can put your own GrabbableObject script, I guess.

gusty flint
#

oh but what if its not a grabbable object script, but a script that inherits grabbable object and does other stuff ๐Ÿฅด

steady trail
#

That's what I meant.

#

Lol

gusty flint
#

oooh whoopsie

real gust
#

can I use unity modding in court to declare insanity?

steady trail
#

Lol

real gust
#

yeah, I have no clue why it's not showing for you

#

maybe some .meta file need to regenerate

#

ยฏ_(ใƒ„)_/ยฏ

tulip frigate
#

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)

steady trail
#

Without logs, I can only guess.

real gust
#

check your logs and see what mod is throwing errors

tulip frigate
#

how can i look the logs?

#

this time we tried with LAN, no results

gusty flint
#

@steady trail you made an upgrade that slows down time for ONLY the last hour? ๐Ÿ˜ญ

steady trail
#

Hm?

gusty flint
# steady trail Hm?

the time ship upgrade you made, was that only for the last ingame hour of the day

steady trail
steady trail
#

So it shouldn't just affect the last hour.

gusty flint
#

@cedar coyote lied to me then

cedar coyote
#

No

#

Lgu lied to me then

steady trail
#

Right.

cedar coyote
#

time it takes to reach the final hour in the moon

steady trail
#

It extends the length from start to finish.

dawn phoenix
#

is this a reading comprehension issue i see

gusty flint
#

it is a reading comprehension

cedar coyote
#

the fuck is that sentence

gusty flint
#

the upgrade doesnt suggest the last hour slows down

#

it suggests every hour BUT the last hour slows down

cedar coyote
#

I refuse to have this be my only reading comprehension issue

gusty flint
#

its horribly worded, but u took the opposite of what it was saying lol

steady trail
#

So "extend the length from start to finish" works?

gusty flint
#

Makes time pass slower ๐Ÿ˜ญ

steady trail
#

Which it already says that outside of the parathenses.

cedar coyote
#

ok but why do the parenthesis exist

steady trail
#

To an attempt of clarifying.

#

Because people might not understand what it actually means.

cedar coyote
#

also imma take this as a invitation to point out this

steady trail
#

Ah.

#

That's still there.

gusty flint
#

that upgrade died right?

steady trail
#

Yeah because Kieth wanted it to merge with Running shoes' last level

gusty flint
#

ah

gusty flint
#

these function names are horribly misleading

steady trail
#

Which ones?

gusty flint
#

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?

steady trail
#

I don't know if base HitEnemy calls KillEnemy when below or equal zero health.

gusty flint
#

it doesnt look it and at the same time i cant tell whats decreasing enemy health here

steady trail
#

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.

gusty flint
#

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 ๐Ÿ˜ญ

steady trail
#

Maybe the missile does the magic.

gusty flint
#

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"

real gust
#

the method names tripped me hard when I started the hoarder bug

gusty flint
#

oh i just realised i call this method lol

#

which calls kill enemy and whatnot

real gust
#

i think the problem is that you do not override the killenemy

gusty flint
#

ill override it anyway?

real gust
#

at least pinkgiant never spam the log when dying

gusty flint
#

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

real gust
#
{
    base.KillEnemy(destroy);
}```
gusty flint
#

yeah thats what i just added

real gust
#

at least i think thats the problem

gusty flint
#

i jsut killed it and KillEnemy never got called

#

hmm

#

i guess it doesnt get called automatically

real gust
#

looking at baboonai

#

hitenemy calls KillEnemyOnOwnerClient that calls KillEnemy

gusty flint
#

gotcha

gusty flint
#

you cant override killenemyonownerclient

#

so how tf is it calling the killenemy in the same script???

real gust
#

KillEnemyOnOwnerClient will call the override on your AI and your override will call the enemyai (base.killenemy())

gusty flint
#

thats the thing

#

i checked

#

imma just do this

real gust
#

[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

gusty flint
#

huh??

real gust
gusty flint
#

wait am i not supposed to be calling killEnemy at all?

#

ohhh you're missing with its AI

real gust
#

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

gusty flint
#

oh lmao

#

can you send the code you have made?

#

or PR?

real gust
#

let me see if I can do a pr

#

i need to clone it, give me a sec

steady trail
#

What are those ifs, lol?

real gust
#

damage reduction?

#

ยฏ_(ใƒ„)_/ยฏ

steady trail
#

But anything past 6 will just do 2.

gusty flint
#

its kinda intentional

#

the 6 is meant to be for the missile

#

cuz theres no other way i can check for specifically the missile

steady trail
#

Not even hitID?

gusty flint
steady trail
#

Rip.

gusty flint
#

walk me through the changes a bit

real gust
#

now i wait to see the heart

#

xD

gusty flint
#

you removed um base.Update()?

real gust
#

no

#

base.Update(); is the first thing

gusty flint
#

ahh you just changed where it was lmao

#

okay yeah this looks fine to me

#

and you're sure this works?

real gust
#

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```
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I'm seeing the logs for the killenemy

gusty flint
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okie ill merge

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also @real gust?

real gust
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are you using the dll that whitespike sent here?

gusty flint
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im using thunderstore's

real gust
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you need the newer one

gusty flint
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oh

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where is that

real gust
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it's not commited/released

gusty flint
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=_=

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how the heck am i gonna make compat if its not on thunderstore!

real gust
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#1178407269994594435 message

gusty flint
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wait no im stupid lol

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thanks

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also still doesnt work for me

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i gtg but ill commit the code in a sec of what i have

real gust
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let me see

gusty flint
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driftwood needs to be fixed with the killenemy stuff but since i gtg ill do it later lol

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there might be some stuff that i've committed wrong too, im not familiar with merge

real gust
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did you add the dll to csproj?

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<Reference Publicize="true" Include="MoreShipUpgrades"><HintPath>../dlls/MoreShipUpgrades.dll</HintPath></Reference>

gusty flint
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Ah I need to publicize it lol

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Also it was erroring on MoreShipUpgrades.API

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I prolly needed to reload vsc

real gust
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not too familiar with vsc

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I use vs

cedar coyote
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I

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I refuse to let LGU's poor wording get the best of me twice

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Im assuming @steady trail its supposed to multiplay how fast you REGEN stamina

steady trail
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Or slow if you put a value below 1.

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This just reading what you sent.

cedar coyote
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My question is why on the terminal it says it multiplies stamnia drain

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this is for sick beats btw

steady trail
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Ah.

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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.

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But yeah, I believe that it affects how fast you regen stamina (aka when you're not moving/in water/web).

gusty flint
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Also prepare driftwood samples @real gust

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The enemy's been finished for 2 weeks I've just been waiting on sounds

cedar coyote
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@steady trail

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I think I found a funny bug

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nvm

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Im tweakin

misty plank
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I forgot to check the log but man this night vision goggle bug is so infuriating

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I'll have the goggles on, but my teammate dies and suddenly my goggles don't work anymore

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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?

cedar coyote
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Hm

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@steady trail It appears the "Sick Beats" damage reduction upgrade is not working.

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By default it multiplies damage by 0.5, which I assume means you take half as much damage from sources

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A thumper hits you for a good 40 hp

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With and without the boombox playing thumper still hits you for 40hp

gusty flint
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have u tried dropping it

cedar coyote
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I dont see why that would make ANY difference, but yea

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I did

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And Ill try again

cedar coyote
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Seems like

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the intern system

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doesnt work either

river dawn
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no...my main respawn mechanic!!

cedar coyote
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Wheelbarrow jank

steady trail
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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.

gusty flint
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for some reason it just wouldnt detect my enemy with whatever function he was using

steady trail
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Detect in what way?

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To spawn the sample?

gusty flint
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Nah just to even check if my enemy exists

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while loading the lobby

steady trail
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When you say "check if my enemy exists", you mean seeing Hunter's info?

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Because I don't see why you would need that for the sample.

gusty flint
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idk exactly waht he was doing

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but this is the error that would pop up

steady trail
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Ah.

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The name you put in the signature is the same as the one in uhhhh.

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EnemyType.enemyName.

gusty flint
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yeah which is RedWoodGiant

steady trail
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Hm

gusty flint
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(i hope its not the capitalisation, i asked and he told me it wasnt lol)

steady trail
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No, it has to be.

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It's only lower cased when checking for the sample.

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When looking for the monster name, it's case sensitive.

gusty flint
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this is my input so im not sure

steady trail
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Hmm

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Wait

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Are you also putting in the config?

gusty flint
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what config?

steady trail
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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.

gusty flint
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i havent touched any configs

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i just grabbed the dll and assets snack sent me

steady trail
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Oh, wait.