#Lategame Upgrades
1 messages ยท Page 26 of 1
that mod also lets you teleport to a radar booster. Pretty useful.
oh shit of course im a moron
That'd be way better
though
There is that debate between utility and "every item should at least be somewhat jank"
yup, so you know where you're going to land.
As if it was all perfect it kills the vibe
You wouldn't have to worry about having two boosters, which to pick, yes.
But then random is fun anyways.
Aye
you could add a percentage to let people choose how likely a mishap is going to happen. 0 for some. 0.2 for others.
Maybe.
Either way its just the general logic. Cause im say looking at the Radar charing booster and its got a manager, a patch, a booster item etc .
Its just a bit much to wrap my head around first time looking
I personally only use "safe" mods when playing with small groups - and lethal ones with bigger crews.
You mean the charging booster manager?
you could end an entire run with a random mishap in small teams ๐
Oh also @steady trail the wheelbarrow bug still happens with heavy items?
On occasion the wheelbarrow and trolley go sideways jank
My guese is its something to do with the heavy item animation being called for some reason?
I don't know the sideways thing
It doesn't touch animations or animators.
So there's no reason the mod being at fault.
Odd. Well tldr what happens is I go to pick up wheelbarrows on occasion and, when I do, the wheelbarrow is at a 90 degree angle to what ud expect
same with trolleys
Ah, and that is likely something caused by another mod then?
That is my guess.
It's just obvious with the trolley because.
You know, rotation.
I dunno, the one thing that throws me off that being it is that the hand positions usually are in line with the last heavy item wacked into the trolley
I have seen people having that issue without ever depositing anything.
Hm. Might be worth adding an exception to the rotation method that logs
Just to see if something fucky wucky is going on
Hm?
What would doing something for rotation do though?
Because it's just a consequence of the animation Not finishing.
Meant more figuring out why
Not fixing it, but just trying to figure out why the ani doesnt finish
People have reported for clients.
Though I still don't understand what's really going on.
does it not work for other people?
when using LLL its broken apparently.
just not sure if its broken for host too
Wait
I did a test last night with me and a friend
and he was able to access the LGU store
and purchase upgrades
is the issue is that the upgrades dont actually apply to the client?
From what I understand, it causes desync issues.
ah
It throws a startofround error on clients
and then all the other features throw stack traces
But for the Host it doesn't
This also causes desyncs like clients being unable to see custom Enemies and stuff too
Yep
I literally dont see any errors
Are you the Host though?
If you're playing solo or
if you're the host
It won't happen
Im looking at both me and my friends logs rn
We played for about 2 hours yesterday
LLL and LGU
Hmmmm
Did LLL update to add some compat fixes?
Check changelogs for LLL after the initial 1.2.0 drop
It's possible something was fixed
I don't see anything
๐คทโโ๏ธ
This was LLL 1.2.1
I played on
Changed accessor for ExtendedDungeonFlow.GenerateAutomaticConfigurationOptions from internal to public
Fixed issue where ExtendedDungeonFlow.GenerationAutomaticConfigurationOptions was defaulting to false
Changed accessor for EnemyManager.RefreshDynamicEnemyTypeRarityOnAllExtendedLevels from internal to public
Changed accessor for EnemyManager.InjectCustomEnemyTypesIntoLevelViaDynamicRarity from internal to public
Changed accessor for ItemManager.RefreshDynamicItemRarityOnAllExtendedLevels from internal to public
Changed accessor for ItemManager.InjectCustomItemsIntoLevelViaDynamicRarity from internal to public
Changed ConfigLoader default dungeon binding to list current level matching values as default values
Added "Killable" ContentTag to Forest Giant
Added "Chargable" ContentTag to Jetpack
Added "Weapon" ContentTag to Knife
Added additional developer debug logging for the scene validation and selection process```
Yeah I don't see anything that would fix LGU's prefabs failing though
They were yes
.
That happened on a custom moon
Eve
you didnt have any custom interiors
just moons?
It happened with just normal Facility layout there, I did have Dantor's before but I removed it
Cus it's sizing is fucked after V50
maybe it only happens with 2+ people

i really didnt experience anything wacky
for one nothing caught on fire for me
but u said u played wit friends
oh
I am not touching LT with a gun a stick
I am so sick of my shit turning into random dart boards
Make new Saves instead of always adding new things to already created saves
lol
Because hear me out
The dart boards doing that is just a way to show you got save corruption
lol
I literally touch nothing sometimes and the dartboard manifests
XD
shit is cursed
The thing about LT that bothers me is scrap has no way of saving rotations
Was compat with LGU fixed WhiteSpike? I saw you and Batby were talking about it before
No.
I register the prefabs through its stuff, it doesn't spawn them.
The problem here really is the prefab not spawning.
It did say something about Weather
Is it the Weather Probe feature that breaks everything?
Ahhhh
The error that is thrown at StartOfRound is because my prefab didn't spawn.
I guess in Mi6k's case he's lucky somehow
Never once happens
I always get bugs
I can't even have the ship spawn.
So yeah.
It's unpredictable behaviour right now.
There you go
It either works or it won't
Dice roll behavior
And next time you play you're gonna be sent into the shadow realm
XD
any advice here?
also noticed something where if we store an advanced teleporter in the cupboard it becomes ungrabbable after saving and quittin
disable if ur using LLL
got an idea for hunter: Butler and forest giant samples at tier 3 and tulip snake samples at tier 1
Forest and tulip are already in my dev branch. Butler drops the knife.
true. also I didn't know they were gonna add tulip and giant samples, thanks for letting me know
Yeah, I just have been busy with university stuff so I couldn't afford to come back to this yet.
wait so late game upgrades is incompatible with LLL?
Apparently.
what is the LLL mod?
Guh
No worries prioritize uni stuff first. My group likes LGU more than LLL so we're willing to not use any custom moons just to use LGU until the fix comes 
What
do you have multiple mods that might be messing with health?
No
I just did this
huh, and it gave ya double
This reads like it should result in: 100, 120, 160, 220, 300
By Increasing by that much on each level.
But I'm assuming it actually increases by 20 at each level,
and it's supposed to result in: 100, 120, 140, 160, 180.
Damn, that's a second person.
Yeah, each level is what the description says it does.
In other words, when you purchase the next level, you no longer get the benefits from the previous one.
So levels don't stack, they override each other.
When reading the info, yes, that's what is happening.
Each level is apply an effect, when you move from one level to another, you replace that effect with a "better" one.
That was the idea of when the info of upgrades was formed.
that could be written somewhere for the player to read, and not assume they stack.
But i dunno where that would fit
I've seen issues where getting upgrades sometimes causes it to show the incorrect levels (such as leveled up to 3, then 5, then 7, and there wasn't even anything past 4 back then)
Doesn't do that anymore, but I wonder if that's related.
The double increments happen because it's failing somewhere that fails to register the increment/unlock correctly.
by the way, not sure if it's some other mods interferring but I'm exploiting the fact that after failing the quota and dying, if you wait enough the game restarts and you keep most of the upgrades ๐ (the radar scanner upgrades for sure).
You retain those -on the player-
in LGU you lose all "dots" in the upgrades
And you have the config for that off?
Is there a config setting specifically for that?
To keep upgrades after failing quota, yeah.
either case: The player retains the upgrades, but lgu clears any upgrade you bought from the terminal.
Sounds like a crash, lol.
oh.
Isn't the config file named lategame_something?
It's moreshipupgrades
omg
Say, uh how heavy is the gold bar again?
nope, it's on false.
Then yeah, it's a crash somewhere.
Gold bar with max back muscles feels way too light
Indeed, but I don't remember it being reduced to 15 lbs
But maybe it's been too long
Trying to patchwork what's broken from v49 to v50 is where I'm at rn
hello, i just bought the wheelbarrow and i couldnt open the dropship. Is it a known bug? Thank you
Do you still have the logs of when that happened?
Because as far as I am aware, I don't touch when you try to open the door and items itself shouldn't influence that either.
oh i think i fix it thank you
Another bug that i notice is when we restart a game save, only the host has the buff that we bought, other clients do not. Is that a known bug? Thanks
I heard that like two months ago.
So I would need both host and clients logs to figure out what happened.
@steady trail So happy to see you push the update and fix LLL compat
๐
Did you do the change to the Dropship btw? I don't see it posted in the changelog but I recall you saying you did implement it
So uhhh
Setting Landing Thrusters to 0 doesn't make it auto unlock
XD
Have you put both at zero?
Ye
Odd, it just worked for me.
Yeah that worked
I initially tried putting the second one 0,0,0 and that seemed to make it go no
Yeah no, it only checks if it's empty or just has "0".
everything work?
Well I mean clients can't join they have LGU error out so
๐ฌ
@devout oriole did you get the error from LGU?
[00:54:51.0850715] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Patches.RoundComponents.StartOfRoundPatcher.SetPlanetsWeatherPostfix (StartOfRound __instance) (at <613800fa9e334dcbb2cfc879692c71de>:IL_0001d)
StartOfRound.SetPlanetsWeather (System.Int32 connectedPlayersOnServer) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_00175)
LethalLevelLoader.Patches.StartOfRoundAwake_Prefix (StartOfRound __instance) (at <bed140a3e66641339c3af806fdbbd3ed>:IL_00604)
StartOfRound.Awake () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0004e)
DMD<>?-644168378.Trampoline<StartOfRound::Awake>?-1696432478 (StartOfRound ) (at <6bbd0829bb294d8fab32a5c015cbb525>:IL_00020)
LethalLib.Modules.Enemies.RegisterLevelEnemies (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_00000)
DMD<>?-644168378.Hook<StartOfRound::Awake>?2112600032 (StartOfRound ) (at <28085684891745f880c2edfbebed28b0>:IL_0000a)
DMD<>?-644168378.Trampoline<StartOfRound::Awake>?-1221126248 (StartOfRound ) (at <b630b27c43ec434b9ffa405efaca799a>:IL_00020)
LethalLib.Modules.MapObjects.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_00000)
DMD<>?-644168378.Hook<StartOfRound::Awake>?-1552251828 (StartOfRound ) (at <fb83a83f7a8344439e20ace8b4a2cf8a>:IL_0000a)
DMD<>?-644168378.Trampoline<StartOfRound::Awake>?1372092088 (StartOfRound ) (at <8ef1a7e7676846aa90833a6f2680c172>:IL_00020)
LethalLib.Modules.Weathers.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_001fb)
DMD<>?-644168378.Hook<StartOfRound::Awake>?1774413428 (StartOfRound ) (at <6be18df967f84d13a4594f753ff61cb4>:IL_0000a)
DMD<>?-644168378.Trampoline<StartOfRound::Awake>?61997608 (StartOfRound ) (at <1f83a72f98ea4b219a23dbd3a9deee6a>:IL_00020)
LethalLib.Modules.Player.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_00000)
DMD<>?-644168378.Hook<StartOfRound::Awake>?-1785836236 (StartOfRound ) (at <4477a616757047bf886aa3ecb9a7c8df>:IL_0000a)
That's what made all the mods go brr
So it's still the same.
There's some LLL and lethal lib mixed to it
But for some reason, Awake isn't actually Awake.
So it could be as well those too
Well Endox was able to join after we disabled LGU so
It's LGU
Gotcha
Because LLL executes stuff for Start without all the components fully initializing.
I don't know what else am I supposed to do besides changing the execution order.
Because my patch is being executed at the wrong time.
It's weird how now they can't even join though and instantly get sent to the shadow realm
Before they could join but desyncs went brrrr
I forgot to mention but is it possible it was a join at same time thing
It might of been
It's not.
Does anything else other than upgrades work? Because I can't see any of the other options like Interns, Deadline, Discombulator or Contracts
Yeah, the helps were moved around.
Because people didn't like one place having it all.
Oh alright thanks
btw I just killed a Forest Keeper and he didn't give any sample
I have hunter upgraded to level 3
same with Tulip Snake
I did not
does extend deadline not work? logs ``[Info : Unity Log] Parsed word: extend
[Info : Unity Log] Could not parse word: deadline
[Info : Unity Log] Could not parse word: 1
[Info : Unity Log] noun keyword: extension ladder ; verb keyword: buy ; result null? : False
[Info : Unity Log] result: buyExtensLadder
[Info :More Ship Upgrades] [LguStore] Request to sync credits to $173469 received, calling ClientRpc...
[Info :More Ship Upgrades] [LguStore] Credits have been synced to $173469
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Misc.CommandParser.ExecuteExtendDeadlineCommand (System.String daysString, Terminal& terminal, TerminalNode& outputNode) (at <29cef8caa22c47f0af84dac84aef9dd0>:IL_010A)
MoreShipUpgrades.Misc.CommandParser.ExecuteExtendCommands (System.String secondWord, System.String thirdWord, Terminal& terminal, TerminalNode& outputNode) (at <29cef8caa22c47f0af84dac84aef9dd0>:IL_0014)
MoreShipUpgrades.Misc.CommandParser.ParseLGUCommands (System.String fullText, Terminal& terminal, TerminalNode& outputNode) (at <29cef8caa22c47f0af84dac84aef9dd0>:IL_04B8)
MoreShipUpgrades.Patches.TerminalComponents.TerminalPatcher.CustomParser (Terminal& __instance, TerminalNode& __result) (at <29cef8caa22c47f0af84dac84aef9dd0>:IL_002C)
(wrapper dynamic-method) Terminal.DMDTerminal::ParsePlayerSentence(Terminal)
Terminal.OnSubmit () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0060)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
[Debug :LethalRichPresence] Resolved |In Orbit| to |In Orbit|
[Debug :LethalRichPresence] Resolved |inorbit| to |inorbit|
[Debug :LethalRichPresence] Resolved |Orbiting %currentplanet%| to |Orbiting 71-Sector-0|
[Debug :LethalRichPresence] Resolved |%¤tplanet%| to |71-sector-0|``
try putting the command and it does nothing after latest update i think
anyone else having a glitch since the new update where you can hold as many 2 handed items as you want
because I think it might have something to do with the deeper pocket upgrades release
What should i put if i want to add the giant and tulip snake to the hunter? not sure what their internal names are
same here, I tried Tulip snake and Forest Keeper and they did not work
thanks!
Having same here. Deeper pocket upgrades seems to be bugged. Don't have it purchased and can carry more than 1 2handed item
Also dont have deeper pockets enabled and can carry two 2hand items. Also extend deadline doesnt work
logs if it helps
Also let's you swap inventory slots even when carrying 2 handed making jetpack stronger
Hm
I might have added 1 extra.
Nevermind, I missed a return instead.
if (!BaseUpgrade.GetActiveUpgrade(DeepPockets.UPGRADE_NAME)) ;
Nice.
That is probably why you can carry more without the upgrade.
And the extend thing, I probably also know why.
Good to see deeper pockets thing has been reported :D
@real gust I thought you updated the config default when you put the new samples.
Lol.
quick question: what is a radar icon?
So if no contracts were active, scrap icons would still appear on minimap?
Yeah because they were toggled invisible/disabled.
I think this is the issue I have been annoyed by for some time xD, like since 3.1.0
I still seem to find 2 ghost scrap icons per day with the new update
So im just a bit confused lol
From what I understand, that should be gone now though?
I did put in the generic contract class.
It should be gone, yes.
At least, that's what I think it was making the icons appear.
Idk, im still getting them. Can I just record a quick video showcasing it?
Yes
I blame xu
Also i think my last sample PR did not Include the monstername inside the Hunter class

Hahaahhaah
does this new patch fix compatibility with LLL?
It should
nice
Minimap displays a piece of scrap where I am at, basically right in front of me, but nothing is there
Usually there is 2 of them, this is just 1 of them though
Hm odd.
this began happening on 3.2 iirc, it didnt happen in 3.1 and earlier
That happens since the Update that introduced Contracts. Interestingly, there was one patch shortly after that release, that fixed it.
Until the next update came.
interesting
It seems, the items of the contracts are "spawned" but invisible / disabled
I think I began using the mod around 3. something
Don't know the exact version number, but I can confirm, it started with the contracts ๐
Disabling the contracts via config doesn't solve it btw
And they are also visible at the ship monitor
yea I tried that back when it happened, but that didnt fix it so I thought it was something else lol
No, I tried it with just LGU (+ dependencies) and minimap, to rule that out
I even tried to reduce the number of medkits that spawn to 0, but that also didn't solve it
Iโve been noticing this before either lll or lgu update, havenโt narrowed down what causes this. Has been happening since v50 update
Interesting so that is what causes it?
Guess it was just coincidence I noticed after the v50 update
I definitly had it before V50, yes
maybe, I know for sure I have had it since v49 with LGU v3.2+
You just need to use Unity Explorer and figure out what gameObject is associated with the icon.
I can't check right now because I'm busy with university projects/tests.
yippie ignores it, too. It stole my radar but not the invisible items
University goes first ๐ But if it's on the list for the future, that'd be great
getting a medkit when trying to buy night vision goggles and other item mismatches
LGU doesn't mess with internals associating an buy item to the actual item to appear in the dropship.
yeah thats not LGU
also i dont think my registering works for the lgu stuft
stuf*
i cant spell oh well
snack made this trynna add compat :p
Okay.
but i am also a lil confused
And when do you add stuff to that?
And the registering is happening before or after this?
Oh, bruh.
Had this issue
It's very possible it's in the wrong time frame.
LLL by any slim chance?
Do you have immersive scraps?
no
Because you're adding listeners to when the event fires, not actually executing.
its just a scrap mod, it wouldnt be teh cause lol 
yeah thats what i thought, im checking logs rn for which goes first
Trying to narrow possibilities
I assume itโs an LLL compat issue
Which I thought should be fixed
Are you using the latest of every mod
yea
LGU doesn't mess with item internals anyways, it just makes its own items.
yeah it tries to register the samples first @steady trail
Yeah, that won't work because your array is empty.
yeah 
Hm
oh i think i got an idea
When I get home Iโll do some more testing
I have like a release for some fixes but apparently there's more issues but without logs, I can't confirm anything.
Plus @gusty flint saying my API doesn't work. 
I can help if you want.
i've been trying to make a static method that that does this part
Though I don't know if my buddy is gonna manage to make the project requirement in time

ill probably be able to do it 
it just doesn't like some variables cuz its a static method
So that you call it in the listener thing?
ye!
That could work, ye.
is there any problems in making this static?
uhhh is there a check incase something tries registering twice?
To the same enemy or model?
just running the RegisterSample() method twice on the same item
I don't think it has a check for model.
Yeah, there's nothing to check if you inserted multiple times.
but also im stupid i can just do it at the end lol so it should be fine im not registering anything twice
alright testing it rn
๐ฟ
A truck yanked my fiber and now im waiting my isp to fix it
Hm
lmaoo rip
Sorry about the half done code haha
its alright lol
And no errors were shown when it spawned?
i might be having dementia but i dont htink so
also i thought u added a thing so i can override whatever grabbable object lgu tries putting on it?
You have RegisterSampleItem<T> yeah.
i probably can
But you can check if the plugin's on, no?
oh even if hte method isn't called it errors out?
didn't you make a check though?
Then check if LGU's present or not, lol.
Unless you do some ifdef
this work's as a temp fix
kk
Or theres another way of doing it?
That one works because utils and vanilla uses the same thing
Even if you check if lgu is present or not
You cant call lgu methods
Man, I hate typing on mobile haha

Just to be sure, @gusty flint what's on git is what you have right now, yeah?
Anyway, all my testing i did using invoke
But i did not test the new one, from yesterday
And you added the BepInDependency, yeah?
Yes
Where?
uhh nope
Ah, your PR.
lemme commit
I was looking at main and I didn't see it.
Prob need to move sample registering inside lll event
i committed btw owo
I saw.
So the issue is that value didn't show up.
And your Item's prefab already has a GrabbableObject component in it?
Yeah.
Okay, I forgot a particular component to add when that happens.
Try with this one.
If you wanna take a look.
It only starts messing with the Item object itself in there to not be messed up.
i was testing killing the redwood to see what drops, cuz it seem driftwood worked
and i found a pretty bad bug
the old bird doesnt do a check for if a forest giant exists after it starts chasing it
It shows now?
yep
Yippie.
now i jsut need to figure out what i need to patch here lol
lmk when u release your update so i release mine too btw
Nice
:boop:
Haha
Hue.
Now i can blame xu and xuu?
nah thats my cousin xuuuu
its marked down as next month lol
@steady trail tiny thing (unless its intentionally slight jank for asthetic) . You forgot to account for names of upgrades slightly moving the border "|" 's
In the LGU
No, that's the "$"
Because the font size of each character isn't always the same thus leaving those gaps.
Kinda wish I had those spaces, I inflated my prices so much because I use so many steps in my upgrades that my prices end up getting cut off
does LGU add scan nodes to its items? and if so is there a way to turn them off
I think so.
I can make it configurable to make the node appear or not.
who has tried the deep pocket upgrade with a shopping cart? It messed up and broke the game, and i guess it shouldn't work with the shopping cart or wheelbarrow, because that will be OP.
Broke in what way?
Just wanted to say that I love you left the whole system fully configurable!
I wanted to add an exponential growth of the costs and - discovered you can just add more upgrades by adding extra commas and prices ^_^

LGU does not work if CustomTranslatorCharLimit enabled
I mean it's not a big deal, but.. yeah
ohh its a known issue, I spent 20 minutes for this god damn it. I should have asked here first
Yeah, even explained in an issue in detail why it doesn't.
Though they said the mods author isn't available.
maybe you could pin that message here?
๐ฅบ
because it's not exactly stated anywhere ๐ฅฒ
Hi--looking for a bit of help here. My upgrades are reset upon loading the save file...the logs keep saying my steam ID isn't in the save directory. Is this happening to anyone else? For reference, I'm only using LGU and dependencies
This on LAN or Online?
Online
Yeah Im on v50
I also tried resetting the LCGeneralSaveData + each save file in the LocalLow folder, but the same issue persists
I need logs, I guess?
Though it should make you stuck in the game if you picked Online.
The mod worked fine before the v50 update as context
It should be saving as soon as I exit the file, I think
Yeah, that was before.
Now, it saves when the vanilla's autosave happens.
(Which is when you come back to orbit)
Trying that now...

Though some suggested to make a fail-safe to return credits when exiting before the autosave because apparently sometimes it doesn't refund.
OK, can confirm it saves on autosave now--thanks for the help!
Yippie.
Appreciate all the work you do for the mod and can't wait to see what's in store for the future!
Yeah, I will need to think what to include after I'm done with university projects/tests.
Oh wow, good luck with all that. Aren't Finals around the corner this time of year?
Well, I still have like.
3 tests total and 2 projects to deliver.
And "exams" to replace the tests you make (incase you fail or want to improve grade) are like either June or July.
Oooo, I see.
When I was in uni most of my final deliverables were projects rather than tests...still stressful nonetheless lol
Well, I am taking a master's degree so it could be a little different.
Yeah I only had a bachelor's so I imagine it's a lot more stressful on your end!
Like imagine.
My university is lil relaxed on what subjects need prior subjects to take before.
So what happens is that you can end up with colleagues who have no base knowledge to do the subject you're on.
So having them as a project colleague might bring some extra work due to having to explain the basis of the thing. :D
That sounds so bad haha--I've had bad project partners in the past (one even dropped halfway through the semester and didn't tell us...), but man having partners with no base knowledge on that level must be hell for you.
At least they are willing to learn!
That's the spirit, at least 
/jeb pin message:#1178407269994594435 message
๐
I'm not the OP, mrov.
๐ญ

@median egret pst
๐

Now to filter the not allowed ones.
And actually make it functional, lol.
Also liquidation, yippie.
Still need to include "Random" and "Clear" but yeah.
so nice

What should I type in the Hunter config to add Tulip Snakes and Forest Keepers samples?
Gib a sec.
FlowerSnake and ForestGiant?
Tulip Snake and ForestGiant
Thanks !
That should work.
You guys should probably add that to the config
Yeah.
dont u use the internal ID's for monsters lol
Did FlowerSnake work?
no idk I haven't really used Hunter lol
Ah.
I just told that to 2 people who were asking here a bit ago
Manticoil is just Manticoil right?
Ye.
That text here did not update
Unless it's not dynamic
Well It is dynamic because I see Redwood and Driftwood in there
Ah.
I might know why.
Because there should be errors right now related to Hunter.
Saying that it didn't recognize.
Yeah, I will fix it with the little time I have.
Since I'm already messing this anyway.
Also am I able to change the tier the Redwood and Driftwood samples are if I add them in the config?
With how I made the API, it's the other's mod responsibility to allow you to change it.
Because they have to specify what level they want the drop to spawn.
Nice.
Seems okay.
@median egret 
Just a couple of text to mess with but seems fully functional.
alrighty ๐
Ye.
Because I still call the ServerRPc.
@median egret Any idea what RandomWeatherWithVariables with a type of None do different than just not picking a weather?

is it even possible?
because (in the vanilla selection) all planets are set to None and then the weathers are rolled
so the variables for that don't even matter
AFAIK the moon cannot not have a None weather
(unless there's override set)
In the currentWeather, I know.
I meant in the randomWeathers array.
If it did any different behaviour being that one picked rather than not being picked.
you can set it to whatever, there's no weather effect tied to None weather
Oki oki
Because I'm not adding those things anywhere.
I'm just picking whatever the level has as possible weathers.

oh
๐ค
i literally don't remember if/where the None weather is defined in the randomWeathers array
i think i'm removing it for my calculations?
let me double-check
List<LevelWeatherType> weathersToChooseFrom = level
.randomWeathers.Where(randomWeather =>
randomWeather.weatherType != LevelWeatherType.None && randomWeather.weatherType != LevelWeatherType.DustClouds
)
.ToList()
.Select(x => x.weatherType)
.Append(LevelWeatherType.None)
.ToList();
i cannot tell why i'm doing this shitfuckery
but it works
but yeah, selecting the None with variables and setting them should be equivalent to just setting the None
because it's not used anywhere

Also this technically it's just the select and removing DustClouds.
yeah
I honestly cannot remember exactly why it's set up that way
but i think it's because not every level had None weather as a possibility
so i'm manually removing it (if it's there) and adding to the list
to be sure to be sure
Oki
So this is clearly not my fault.
Yippie.
the current version of giantspecimens only check if both scraps are enabled to register or not with the hunter api.
Oh so the hearts will be replaced by the samples if I have the Hunter upgrade is that right?
its the same scrap but if lgu is enabled it will register with hunter and drop from the appropriate level
we could bully ask @gusty flint to add a config for the level instead of being hardcoded
๐
@steady trail Looks like LGU threw a fit when I tried to back out of my lobby earlier
Hm
I can't even tell if this is my problem or not.
Because I dont see the stack trace with any of my callbacks.
Would a stun shovel be too powerful?
I think so.
My defaults may have it have a stun below a second (at least lower than the time it takes to make another hit) but with other buffs like Protein, it will probably make you possible to kill anything.
And this is someone that can kill a dog without using the door trick, lol.
Ah, yeah I was picturing a very short stun. Barely long enough to wind up another swing
At least until all mobs besides the ooze have an actual attack animation
You could probably kill the bracken with just having a stun.
Because you stop it from getting faster.
Don't even need that of i got both ranks in protein. Maybe cap the stun shovel at 2 dmg
is it possible to have forest keeper samples now? i see it on the configs for the sample's prices
do i have to manually add them to the samples list?
I will need to do a little fix then you will be able to.
You can kill giants now?
or you stun and whack them
They die one hit to the easter egg if u throw it at them
All enemies do
It's kinda lame

That or 30 shovel hits
Huh, guess we aren't selling those anymore
Hello i would like to know when someone join the game later on, he cant see what we have upgraded in the terminal. Is that normal?
Have you reached an autosave after buying the upgrades?
Yeah but you need a lot of setup to do it lol
You basically have to:
Stun grenade or zap gun the giant
Have like 4+ people beating on it with shovels as fast as possible
Stun grenade or zap it again
Continue beating it until it dies
Doesnt the knife take it out super quick
Just have 2 people and 1 spams a Radar Booster lol
I think it can be killed with like 3 grenades too if ur solo
Knife can only hit every 0.4~ seconds
Still like twice as fast
you can stay by the ship and hit them or use an egg
With the config on?
I mean it should be on by default right?
I never disabled that
I don't remember ever putting it on by default.

@steady trail just as a sanity check, how does sigurd access actually work
So you know the buy rate of the company, yeah?
yep
If active, it has a chance of increasing it.
You can configure it to affect days before deadline and the last day (where it's 100%) and what percentages it would increase it with.
Speaking of Sigurd Access I think I disabled it in the config but was still showing in the list of buyable upgrades
Whats the default out of interest
I don't know as I wasn't the one that made it.
default of what?
did you disable both normal and last day?
not sure if it's needed. just guessing rn
It was
That'd be great cause I use scannable items and they both appear. I was able to make scannable items not scan them, but then they show up as two different colors. not a big deal but if its an easy config for you that'd be awesome
An icon.
snorts
you crazy son of a bitch
you actually did it
holy
๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐
i will check what can i make using it
As in thunderstore.
maybe my cart-system item store will be possible ๐ฅบ
arrows? ๐ฅบ ๐ฅบ
yippee!
But I guess can make some other screen where you can use that for something else.
oh goodness
I'll definitely check what's possible with it (and probably get back to you with whatever i make) ๐
so nice
a whole terminal where instead of typing anything like moon names you just use this system
It's MIT licensed.

You can have fun with it however you want.
honestly same
Uhh, I think I got everything up to date.
Just triple checking..
So beautiful
Haha
I mean, you will have to type to bring up the application you want.
what if the main screen is the same though?
I would have to make a case for when you boot up the terminal and there's any applications registered on that event.
can it run doom though?
ah icic
Sadly no.
(Plus it's an API)
Why is there already two likes on it?
4
cause we like you ๐ฅบ

You know I can pretty much scam you if you do that, right? 
๐ณ
what do you mean ๐ญ
let me take my like back then ๐คญ
Like bruh.
(Plus you can only make wikis if the repo's already public (unless you pay up))

A few nitpicks:
- Contract command isn't detailed anywhere outside of the modpage. Detailing it on the "lategame" command screen would be ideal
- For that matter all of the non-cheat commands added by this mod aren't detailed anywhere in game from what I can find, without already knowing the command name. This is specifically the "extend deadline", "probe", and "contract" commands.
- All of the non-cheat commands immediately spend money instead of asking for confirmation, which can easily lead to mistakes and "wasted" money, especially since, once again, the commands aren't actually detailed anywhere in-game without already knowing about them. Even if the person did know about them, there's no indication that any of them (other than extend deadline) actually accept arguments, nor the price you'd be paying for using the commands before spending the money inadvertently
- Related to the above, typing the name of an upgrade in the terminal (such as Discombobulator) instead of bringing it up via the LGU screen immediately spends the credits instead of asking for confirmation like how it would if you navigated to it via the LGU command
- "lategame" command needs an overhaul, mostly because most of the information displayed on it is relative to the pack creator rather than players (for example, it shows instructions on modifying the config, resetting the LGU save, and a cheat to change your credits, stuff that shouldn't be exposed in-game when there is more valuable information to expose to clients in that location). This would be an excellent location to start rectifying the above nitpicks and detailing those commands here, although they do really also need confirmation. To my knowledge any vanilla source of spending credits requires confirmation, so this keeps it in line with vanilla behavior
- Related to the above, host-specific commands like "reset lgu", "load lgu", and "forceCredits" should probably be detailed on the mod page (and probably not in-game) as they currently aren't
- If you actually do want to keep the config file note in the "lategame" command, you should probably mention that the name of the config file is different from the name of the mod or provide the actual path rather than the general config folder
- Typo in "You must type the exact name of the upgrade (case insensitve)
- Is the forceCredits (and reset lgu/load lgu) command host-only?
- Disabling store items does not appear to work properly. I have the Peeper disabled in my config, but it's still possible to buy it and see it in the store menu
steal mrov's job, weather api next

api god
help brings up lategame prompt
lategame brings up lategame commands which are the commands relevant to LGU (Contracts, Interns, Weather Probe, Scrap Insurance and Discombobulator)
forcecredits is host only, reset/load lgu manipulate the client's data, not everyone's.
Typing the upgrade name was to be deprecated at some point as I believe it would better to have an interactable system rather than typing specifically the name of the upgrade (considering you would be limited on input size)
I'm still having these errors
Yeah.
help brings up lategame prompt
lategame brings up lategame commands which are the commands relevant to LGU (Contracts, Interns, Weather Probe, Scrap Insurance and Discombobulator)
"lategame" is mentioned in help which is fine, other LGU information not relevant to gameplay should be in the mod description rather than in-game imo, which would allow "lategame commands" to be moved into "lategame" instead
forcecredits is host only, reset/load lgu manipulate the client's data, not everyone's.
This information should probably be mentioned somewhere accessible
Typing the upgrade name was to be deprecated at some point as I believe it would better to have an interactable system rather than typing specifically the name of the upgrade (considering you would be limited on input size)
๐
that's what I have
Ehh.

The left ones are what you might type.
Also I forgot to update the supported enemies in the config, fuck.
xD
Made a rage release which should actually fix it.
It's when you have like.
10k lines of code to maintain.
So when you miss one line which defines the whole logic of the thing, you kinda not have good results.
I will have to dedicate like a day or two to actually read all the text I have in the mod and update anything needed.
I just hate doing it because it's so much text, lol.
Oh, it looks nice.
Now the problem is that I can't pin this.
You can vote more than one, btw.
@rotund field Only the OPs can pin stuff in their own threads, yeah?
There's a Jeb command but I think it's only OPs yeah. I'll pin it for you
If you can please.
Update is not on r2modman yet
i dont see lgu at all
i dont think its loaded
yeah lgu just gone from the game on 3.6.3 and 3.6.4
for me
3.6.2 they arent thanos snapped yet
Can you gib logs?
In the BepInEx config itself.
umm yeah maybe its log neuter and cleaner log, ill try without those
018f36d4-34ec-26f0-6859-de2ad9a64317
or ill just give u the code
[01:03:24.7827926] [Info :Interactive Terminal API] Interactive Terminal API 1.0.0 has been loaded successfully.
[01:03:24.7827926] [Info : BepInEx] Loading [More Ship Upgrades 3.6.2]
[01:03:24.7857570] [Info : BepInEx] Loading [LethalMissions 1.1.8]
Obviously something is dying.
Lol.
It's just odd it's not printing the error.
Oh, it has moons in it, doesn't it?
i dont think so
I'm stuck at 63 tho
huh
What's so big to take ages to download, lol.
dunno these are the big ones
ummm tons of plushie scraps

its LE scrap but i dont have it active

The plugin.
yea it was fine on 3.6.2 im not sure
If I just make a profile with just LGU, it works.
If I turn everything off and turn just LGU on yours, it doesn't load.

Yours.
Mine.
(the error is because they don't like my keyboard, don't worry)
You can see that you aren't getting any of the info logs after the "loading" part.

3 mod just update with that code
im using r2modman if that matters ?
I'm using it too.
I swear to god if it's a "it works on my machine" scenario.
update the mod ?
what am i looking at rn
yea go sleeb
Stuff for InteractiveTerminalAPI stuff.
yeah, i updated what r2 showed me and launched the game
concerning amount of yippess
it worked just fine
i didnt update fast loader cuz it freaks out with mods thats like 500mb+
arachnophilia doesnt use the new csync yet
and LLL is like turned off







