#Lategame Upgrades

1 messages ยท Page 26 of 1

west blaze
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That'll help cheers

steady trail
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That's teleporting the booster.
They want teleport the player to a booster.

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No?

west blaze
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Its both

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Though lord help me he put all the patches in one dang class

severe grove
steady trail
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Oh

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The README doesn't really specify.

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Ah, only if it's selects on the radar.

west blaze
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oh shit of course im a moron

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That'd be way better

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though

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There is that debate between utility and "every item should at least be somewhat jank"

severe grove
west blaze
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As if it was all perfect it kills the vibe

steady trail
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You wouldn't have to worry about having two boosters, which to pick, yes.

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But then random is fun anyways.

west blaze
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Aye

severe grove
west blaze
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Maybe.

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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

severe grove
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I personally only use "safe" mods when playing with small groups - and lethal ones with bigger crews.

steady trail
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You mean the charging booster manager?

severe grove
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you could end an entire run with a random mishap in small teams ๐Ÿ˜›

west blaze
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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?

steady trail
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I don't know the sideways thing

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It doesn't touch animations or animators.

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So there's no reason the mod being at fault.

west blaze
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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

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same with trolleys

steady trail
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Becuase the animator breaks mid animation.

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So it doesn't finish the animation.

west blaze
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Ah, and that is likely something caused by another mod then?

steady trail
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That is my guess.

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It's just obvious with the trolley because.

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You know, rotation.

west blaze
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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

steady trail
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I have seen people having that issue without ever depositing anything.

west blaze
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Hm. Might be worth adding an exception to the rotation method that logs

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Just to see if something fucky wucky is going on

steady trail
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Hm?

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What would doing something for rotation do though?

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Because it's just a consequence of the animation Not finishing.

west blaze
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Meant more figuring out why

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Not fixing it, but just trying to figure out why the ani doesnt finish

molten lion
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wait does LGU work for host?

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so like for solo i can still use it?

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(with LLL)

steady trail
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People have reported for clients.

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Though I still don't understand what's really going on.

quaint venture
molten lion
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just not sure if its broken for host too

cedar coyote
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Wait

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I did a test last night with me and a friend

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and he was able to access the LGU store

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and purchase upgrades

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is the issue is that the upgrades dont actually apply to the client?

steady trail
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From what I understand, it causes desync issues.

cedar coyote
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ah

tawdry wadi
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and then all the other features throw stack traces

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But for the Host it doesn't

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This also causes desyncs like clients being unable to see custom Enemies and stuff too

cedar coyote
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on god?

tawdry wadi
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Yep

cedar coyote
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I literally dont see any errors

tawdry wadi
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Are you the Host though?

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If you're playing solo or

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if you're the host

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It won't happen

cedar coyote
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Im looking at both me and my friends logs rn

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We played for about 2 hours yesterday

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LLL and LGU

tawdry wadi
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Hmmmm

cedar coyote
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Here is his logs

tawdry wadi
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Did LLL update to add some compat fixes?

tawdry wadi
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It's possible something was fixed

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I don't see anything

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๐Ÿคทโ€โ™€๏ธ

cedar coyote
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This was LLL 1.2.1

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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```
tawdry wadi
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Yeah I don't see anything that would fix LGU's prefabs failing though

cedar coyote
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are the errors / desyncs VERY obvious

tawdry wadi
cedar coyote
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maybe

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its because i dont have interiors yet

tawdry wadi
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.

tawdry wadi
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Eve

cedar coyote
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just moons?

tawdry wadi
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It happened with just normal Facility layout there, I did have Dantor's before but I removed it

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Cus it's sizing is fucked after V50

cedar coyote
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maybe it only happens with 2+ people

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i really didnt experience anything wacky

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for one nothing caught on fire for me

tawdry wadi
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Nah it's possible Batby shadow fixed the conflict

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lol

molten lion
cedar coyote
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I said 2 plus

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I played with friend.

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Singular

molten lion
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oh

tawdry wadi
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LethalThings also broke with LLL during the Experimental releases

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But works now

cedar coyote
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I am not touching LT with a gun a stick

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I am so sick of my shit turning into random dart boards

tawdry wadi
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lol

cedar coyote
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or

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hear me out

tawdry wadi
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Because hear me out

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The dart boards doing that is just a way to show you got save corruption

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lol

cedar coyote
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I literally touch nothing sometimes and the dartboard manifests

tawdry wadi
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XD

cedar coyote
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shit is cursed

tawdry wadi
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The thing about LT that bothers me is scrap has no way of saving rotations

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Was compat with LGU fixed WhiteSpike? I saw you and Batby were talking about it before

steady trail
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No.

tawdry wadi
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Weird

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I have a hunch

steady trail
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I register the prefabs through its stuff, it doesn't spawn them.

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The problem here really is the prefab not spawning.

tawdry wadi
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It did say something about Weather

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Is it the Weather Probe feature that breaks everything?

steady trail
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It's because the prefab didn't spawn.

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No.

tawdry wadi
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Ahhhh

steady trail
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The error that is thrown at StartOfRound is because my prefab didn't spawn.

tawdry wadi
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I guess in Mi6k's case he's lucky somehow

steady trail
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I mean.

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I tried doing a boot with LLL and LGU.

cedar coyote
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I always get bugs

steady trail
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I can't even have the ship spawn.

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So yeah.

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It's unpredictable behaviour right now.

tawdry wadi
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It either works or it won't

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Dice roll behavior

cedar coyote
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I LOVE THE HEART OF THE CARDS

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RNGESUS HAS BLESSED ME

tawdry wadi
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XD

cedar coyote
stark monolith
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also noticed something where if we store an advanced teleporter in the cupboard it becomes ungrabbable after saving and quittin

burnt lake
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disable if ur using LLL

thorny ferry
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got an idea for hunter: Butler and forest giant samples at tier 3 and tulip snake samples at tier 1

steady trail
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Forest and tulip are already in my dev branch. Butler drops the knife.

thorny ferry
steady trail
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Yeah, I just have been busy with university stuff so I couldn't afford to come back to this yet.

stark monolith
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wait so late game upgrades is incompatible with LLL?

steady trail
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Apparently.

thorny ferry
bleak stump
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@steady trail

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How much is a node

thorny ferry
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\

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:?

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]*'];=p[

steady trail
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I think max is like 5 or 6.

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I don't remember now.

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It's per node basis anyways.

bleak stump
steady verge
bleak stump
gusty flint
bleak stump
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I just did this

gusty flint
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huh, and it gave ya double

steady trail
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Sounds like a crash.

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I will need logs to be sure.

dreamy galleon
# bleak stump

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.

steady trail
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Damn, that's a second person.

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Yeah, each level is what the description says it does.

dreamy galleon
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No I didn't have this issue lol

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just commenting on phrasing

dreamy galleon
steady trail
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When reading the info, yes, that's what is happening.

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Each level is apply an effect, when you move from one level to another, you replace that effect with a "better" one.

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That was the idea of when the info of upgrades was formed.

dreamy galleon
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that could be written somewhere for the player to read, and not assume they stack.
But i dunno where that would fit

mortal berry
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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)

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Doesn't do that anymore, but I wonder if that's related.

steady trail
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The double increments happen because it's failing somewhere that fails to register the increment/unlock correctly.

severe grove
steady trail
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And you have the config for that off?

severe grove
steady trail
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To keep upgrades after failing quota, yeah.

severe grove
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either case: The player retains the upgrades, but lgu clears any upgrade you bought from the terminal.

steady trail
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Sounds like a crash, lol.

severe grove
steady trail
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It's moreshipupgrades

severe grove
thin ermine
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Say, uh how heavy is the gold bar again?

severe grove
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nope, it's on false.

steady trail
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Then yeah, it's a crash somewhere.

thin ermine
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Gold bar with max back muscles feels way too light

steady trail
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I mean

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Back muscles is % based.

thin ermine
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Indeed, but I don't remember it being reduced to 15 lbs

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But maybe it's been too long

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Trying to patchwork what's broken from v49 to v50 is where I'm at rn

lethal osprey
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hello, i just bought the wheelbarrow and i couldnt open the dropship. Is it a known bug? Thank you

steady trail
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Do you still have the logs of when that happened?

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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.

lethal osprey
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oh i think i fix it thank you

lethal osprey
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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

steady trail
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I heard that like two months ago.

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So I would need both host and clients logs to figure out what happened.

tawdry wadi
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@steady trail So happy to see you push the update and fix LLL compat

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๐Ÿ˜„

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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

steady trail
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The item queue?

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I think it's there.

tawdry wadi
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Yay ^^

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I'll make sure to test

tawdry wadi
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Setting Landing Thrusters to 0 doesn't make it auto unlock

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XD

steady trail
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Have you put both at zero?

tawdry wadi
steady trail
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Odd, it just worked for me.

tawdry wadi
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Odd

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Lemme test again

tawdry wadi
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I initially tried putting the second one 0,0,0 and that seemed to make it go no

steady trail
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Yeah no, it only checks if it's empty or just has "0".

tawdry wadi
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๐Ÿ˜ฌ

steady trail
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Still?

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Which error is it?

tawdry wadi
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@devout oriole did you get the error from LGU?

devout oriole
# tawdry wadi <@1093317421714116750> 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

steady trail
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So it's still the same.

devout oriole
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There's some LLL and lethal lib mixed to it

steady trail
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But for some reason, Awake isn't actually Awake.

devout oriole
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So it could be as well those too

tawdry wadi
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It's LGU

devout oriole
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Gotcha

steady trail
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Because LLL executes stuff for Start without all the components fully initializing.

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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.

tawdry wadi
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Before they could join but desyncs went brrrr

burnt lake
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I forgot to mention but is it possible it was a join at same time thing

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It might of been

steady trail
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It's not.

worthy aspen
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Does anything else other than upgrades work? Because I can't see any of the other options like Interns, Deadline, Discombulator or Contracts

real gust
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if you type lategame

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it will show all the commands

steady trail
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Yeah, the helps were moved around.

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Because people didn't like one place having it all.

worthy aspen
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Oh alright thanks

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btw I just killed a Forest Keeper and he didn't give any sample

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I have hunter upgraded to level 3

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same with Tulip Snake

real gust
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i think the default config does not include them

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did you change it?

worthy aspen
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I did not

merry meadow
#

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 |%&currentplanet%| to |71-sector-0|``

#

try putting the command and it does nothing after latest update i think

thorny ferry
#

anyone else having a glitch since the new update where you can hold as many 2 handed items as you want

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because I think it might have something to do with the deeper pocket upgrades release

steady verge
thorny ferry
burnt lake
#

try FlowerSnake and ForestGiant

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@steady verge @thorny ferry ^^

thorny ferry
#

thx, I will try in a bit

steady verge
subtle geode
steady verge
subtle geode
#

Also let's you swap inventory slots even when carrying 2 handed making jetpack stronger

steady trail
#

Hm

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I might have added 1 extra.

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Nevermind, I missed a return instead.

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if (!BaseUpgrade.GetActiveUpgrade(DeepPockets.UPGRADE_NAME)) ;

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Nice.

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That is probably why you can carry more without the upgrade.

steady trail
#

And the extend thing, I probably also know why.

frail briar
#

Good to see deeper pockets thing has been reported :D

steady trail
#

@real gust I thought you updated the config default when you put the new samples.

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Lol.

frail briar
#

quick question: what is a radar icon?

steady trail
#

The scrap icon when looking through terminal.

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Radar, ergh.

frail briar
#

So if no contracts were active, scrap icons would still appear on minimap?

steady trail
#

Yeah because they were toggled invisible/disabled.

frail briar
#

I think this is the issue I have been annoyed by for some time xD, like since 3.1.0

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I still seem to find 2 ghost scrap icons per day with the new update

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So im just a bit confused lol

#

From what I understand, that should be gone now though?

steady trail
#

I did put in the generic contract class.

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It should be gone, yes.

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At least, that's what I think it was making the icons appear.

frail briar
#

Idk, im still getting them. Can I just record a quick video showcasing it?

gusty flint
#

Yes

real gust
#

Also i think my last sample PR did not Include the monstername inside the Hunter class

steady trail
gusty flint
#

Hahaahhaah

real gust
molten lion
#

does this new patch fix compatibility with LLL?

steady trail
#

It should

molten lion
#

nice

frail briar
#

Minimap displays a piece of scrap where I am at, basically right in front of me, but nothing is there

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Usually there is 2 of them, this is just 1 of them though

steady trail
#

Hm odd.

frail briar
#

this began happening on 3.2 iirc, it didnt happen in 3.1 and earlier

quick pagoda
#

That happens since the Update that introduced Contracts. Interestingly, there was one patch shortly after that release, that fixed it.

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Until the next update came.

frail briar
#

interesting

quick pagoda
#

It seems, the items of the contracts are "spawned" but invisible / disabled

frail briar
#

I think I began using the mod around 3. something

quick pagoda
#

Don't know the exact version number, but I can confirm, it started with the contracts ๐Ÿ™‚

#

Disabling the contracts via config doesn't solve it btw

#

And they are also visible at the ship monitor

frail briar
#

yea I tried that back when it happened, but that didnt fix it so I thought it was something else lol

quick pagoda
#

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

stark monolith
stark monolith
#

Guess it was just coincidence I noticed after the v50 update

quick pagoda
#

I definitly had it before V50, yes

frail briar
#

maybe, I know for sure I have had it since v49 with LGU v3.2+

steady trail
#

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.

quick pagoda
#

yippie ignores it, too. It stole my radar but not the invisible items

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University goes first ๐Ÿ™‚ But if it's on the list for the future, that'd be great

near mango
#

getting a medkit when trying to buy night vision goggles and other item mismatches

steady trail
#

LGU doesn't mess with internals associating an buy item to the actual item to appear in the dropship.

gusty flint
#

yeah thats not LGU

gusty flint
#

stuf*

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i cant spell oh well

steady trail
#

Nice.

#

Is it throwing errors/warnings?

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On the register part.

gusty flint
#

lemme check actually

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yea

steady trail
#

I'm confused, haha.

#

samplePrefabs is my thing?

gusty flint
#

snack made this trynna add compat :p

steady trail
#

Okay.

gusty flint
#

but i am also a lil confused

steady trail
#

And when do you add stuff to that?

gusty flint
#

this is on LLL's OnExtendedModRegistered

steady trail
#

And the registering is happening before or after this?

gusty flint
#

is it just things going on wrong timing maybe?

#

ill check logs if they are

steady trail
#

Oh, bruh.

steady trail
#

It's very possible it's in the wrong time frame.

near mango
cedar coyote
#

Do you have immersive scraps?

near mango
#

no

steady trail
#

Because you're adding listeners to when the event fires, not actually executing.

gusty flint
gusty flint
cedar coyote
#

Trying to narrow possibilities

#

I assume itโ€™s an LLL compat issue

#

Which I thought should be fixed

#

Are you using the latest of every mod

near mango
#

yea

steady trail
#

LGU doesn't mess with item internals anyways, it just makes its own items.

gusty flint
#

yeah it tries to register the samples first @steady trail

steady trail
gusty flint
#

yeah owo_think

cedar coyote
#

Hm

gusty flint
#

oh i think i got an idea

cedar coyote
#

When I get home Iโ€™ll do some more testing

steady trail
#

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. sad

gusty flint
#

noo its probably on my side

#

im trying but i suck at code ๐Ÿ˜ฆ

steady trail
#

I can help if you want.

gusty flint
#

i've been trying to make a static method that that does this part

steady trail
#

Though I don't know if my buddy is gonna manage to make the project requirement in time

gusty flint
#

ill probably be able to do it SaluteF

#

it just doesn't like some variables cuz its a static method

steady trail
gusty flint
#

ye!

steady trail
#

That could work, ye.

gusty flint
#

is there any problems in making this static?

steady trail
#

Uhh.

#

There shouldn't, no.

gusty flint
#

uhhh is there a check incase something tries registering twice?

steady trail
#

To the same enemy or model?

gusty flint
#

just running the RegisterSample() method twice on the same item

steady trail
#

I don't think it has a check for model.

#

Yeah, there's nothing to check if you inserted multiple times.

gusty flint
#

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

real gust
#

๐Ÿ—ฟ

gusty flint
#

okay i dont see any errors

#

well

real gust
#

A truck yanked my fiber and now im waiting my isp to fix it

gusty flint
#

the scannode doesnt have any value

#

@steady trail

steady trail
#

Hm

real gust
#

Sorry about the half done code haha

gusty flint
#

its alright lol

steady trail
#

And no errors were shown when it spawned?

gusty flint
#

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?

steady trail
#

You have RegisterSampleItem<T> yeah.

gusty flint
#

ah

#

do i need this method?

#

this is whats being used rn

#

to register it

steady trail
#

What in the world is that.

#

You can't just call my method?

gusty flint
#

i probably can

real gust
#

Soft dependency

#

Its reflaction

#

Tรด not error out

steady trail
#

But you can check if the plugin's on, no?

gusty flint
#

oh even if hte method isn't called it errors out?

real gust
#

If it calls the method it errors out

#

If lgu is not present

gusty flint
#

didn't you make a check though?

steady trail
#

Then check if LGU's present or not, lol.

gusty flint
#

i thought that was what this check was for

#

whether LGU was on

real gust
#

Unless you do some ifdef

umbral imp
#

this work's as a temp fix

steady trail
#

Oh yeah, I know

#

I already have a fix for that.

umbral imp
#

kk

real gust
#

Or theres another way of doing it?

steady trail
#

Of checking if a plugin is on?

#

You did it for InputUtils, bruh.

real gust
#

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

steady trail
real gust
#

And the keyboard freak out between pt and en

steady trail
#

Just to be sure, @gusty flint what's on git is what you have right now, yeah?

real gust
#

Anyway, all my testing i did using invoke

#

But i did not test the new one, from yesterday

steady trail
#

And you added the BepInDependency, yeah?

real gust
#

Yes

steady trail
#

Where?

steady trail
#

Ah, your PR.

gusty flint
#

lemme commit

steady trail
#

I was looking at main and I didn't see it.

real gust
#

Prob need to move sample registering inside lll event

gusty flint
#

i committed btw owo

steady trail
#

I saw.

#

So the issue is that value didn't show up.

#

And your Item's prefab already has a GrabbableObject component in it?

gusty flint
#

yeah

#

it has something that inherits grabbable object anyway

steady trail
#

Yeah.

#

Okay, I forgot a particular component to add when that happens.

gusty flint
#

okie

#

any code i should be changing?

steady trail
#

Not really.

#

I didn't change the signatures.

#

So it should be the same.

gusty flint
steady trail
#

But.

#

I didn't touch that.

#

And it wasn't doing it before??

real gust
#

No icon? concern

#

My last test had icon

#

But its normal drop not lgu Hunter sample

steady trail
#

If you wanna take a look.

#

It only starts messing with the Item object itself in there to not be messed up.

gusty flint
#

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

real gust
#

Time to patch old Bird function

gusty flint
#

yeah...

#

anyway, it seems fine to me?

steady trail
#

It shows now?

gusty flint
#

yep

steady trail
#

Yippie.

gusty flint
# gusty flint

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

gusty flint
#

Nice

steady trail
#

:boop:

gusty flint
#

lovely

real gust
#

Haha

steady trail
#

Hue.

gusty flint
#

also until LLL fixes it

#

my mod is now under

#

Xuu

real gust
#

Now i can blame xu and xuu?

gusty flint
#

xu made immersive scrap

#

xuu made giant specimens

real gust
#

The same xuu that made The lll tutorial?

gusty flint
#

nah thats my cousin xuuuu

cedar coyote
#

...

#

is this

#

update

#

ment for the future?

gusty flint
#

no?

#

maybe

stable ridge
#

its marked down as next month lol

steady trail
#

Ah

#

I forgot to change.

#

Hahaha.

west blaze
#

@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

steady trail
#

No, that's the "$"

#

Because the font size of each character isn't always the same thus leaving those gaps.

mortal berry
#

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

stark monolith
#

does LGU add scan nodes to its items? and if so is there a way to turn them off

steady trail
#

I think so.
I can make it configurable to make the node appear or not.

steep blade
#

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.

steady trail
#

Broke in what way?

severe grove
#

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 ^_^

steady trail
fathom veldt
#

I mean it's not a big deal, but.. yeah

median egret
#

yeah

#

it doesn't

fathom veldt
#

ohh its a known issue, I spent 20 minutes for this god damn it. I should have asked here first

steady trail
#

Yeah, even explained in an issue in detail why it doesn't.

#

Though they said the mods author isn't available.

median egret
#

maybe you could pin that message here?

#

๐Ÿฅบ

#

because it's not exactly stated anywhere ๐Ÿฅฒ

steady trail
#

The incompatibility?

gilded zephyr
#

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

steady trail
#

This on LAN or Online?

gilded zephyr
#

Online

steady trail
#

That's ... odd.

#

And this is on latest release?

gilded zephyr
#

Yeah Im on v50

#

I also tried resetting the LCGeneralSaveData + each save file in the LocalLow folder, but the same issue persists

steady trail
#

I need logs, I guess?

#

Though it should make you stuck in the game if you picked Online.

gilded zephyr
steady trail
#

Ok so it's the same id on both.

#

When do you think it saves?

gilded zephyr
#

It should be saving as soon as I exit the file, I think

steady trail
#

Yeah, that was before.

#

Now, it saves when the vanilla's autosave happens.

#

(Which is when you come back to orbit)

gilded zephyr
#

Trying that now...

steady trail
#

Though some suggested to make a fail-safe to return credits when exiting before the autosave because apparently sometimes it doesn't refund.

gilded zephyr
#

OK, can confirm it saves on autosave now--thanks for the help!

steady trail
#

Yippie.

gilded zephyr
#

Appreciate all the work you do for the mod and can't wait to see what's in store for the future!

steady trail
#

Yeah, I will need to think what to include after I'm done with university projects/tests.

gilded zephyr
#

Oh wow, good luck with all that. Aren't Finals around the corner this time of year?

steady trail
#

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.

gilded zephyr
#

Oooo, I see.

#

When I was in uni most of my final deliverables were projects rather than tests...still stressful nonetheless lol

steady trail
#

Well, I am taking a master's degree so it could be a little different.

gilded zephyr
#

Yeah I only had a bachelor's so I imagine it's a lot more stressful on your end!

steady trail
#

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

gilded zephyr
#

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.

steady trail
#

At least they are willing to learn!

gilded zephyr
#

That's the spirit, at least alright

median egret
#

๐Ÿ™

steady trail
#

Hmm

#

Yeah no.

median egret
#

oh, it's not "your" thread

#

i just figured

steady trail
#

I'm not the OP, mrov.

median egret
#

๐Ÿ˜ญ

steady trail
median egret
#

๐Ÿฅฒ

#

we were so close to success

steady trail
#

@median egret pst

median egret
#

๐Ÿ‘€

steady trail
median egret
#

OOOOOOH

#

let's gooo

steady trail
#

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.

median egret
#

so nice

cedar coyote
#

omg

#

its beautiful

steady trail
worthy aspen
#

What should I type in the Hunter config to add Tulip Snakes and Forest Keepers samples?

steady trail
#

Gib a sec.

burnt lake
#

FlowerSnake and ForestGiant?

steady trail
#

Tulip Snake and ForestGiant

worthy aspen
#

Thanks !

steady trail
#

That should work.

worthy aspen
#

You guys should probably add that to the config

steady trail
#

Yeah.

burnt lake
#

dont u use the internal ID's for monsters lol

steady trail
#

I use EnemyAI.enemyType.enemyName.

#

And I just printed them and it said those two.

burnt lake
#

huh

#

wild

steady trail
#

Did FlowerSnake work?

burnt lake
#

no idk I haven't really used Hunter lol

steady trail
#

Ah.

burnt lake
#

I just told that to 2 people who were asking here a bit ago

worthy aspen
#

Manticoil is just Manticoil right?

steady trail
#

Ye.

worthy aspen
#

That text here did not update

#

Unless it's not dynamic

#

Well It is dynamic because I see Redwood and Driftwood in there

steady trail
#

Ah.

#

I might know why.

#

Because there should be errors right now related to Hunter.

#

Saying that it didn't recognize.

worthy aspen
#

yeah

steady trail
#

Yeah, I will fix it with the little time I have.

#

Since I'm already messing this anyway.

worthy aspen
#

Also am I able to change the tier the Redwood and Driftwood samples are if I add them in the config?

steady trail
#

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.

steady trail
steady trail
#

Just a couple of text to mess with but seems fully functional.

median egret
#

that's looking hella nice

#

you're using the same methods as before?

steady trail
#

Ye.

#

Had to abstract a couple more but ye, they're the same.

median egret
#

so it's gonna work flawlessly with my mods

#

yippee ๐Ÿ˜‡

steady trail
#

Wait, which methods you're talking about.

#

The weather pick ones?

median egret
#

umm

#

MoreShipUpgrades.Managers.LguStore.SyncWeather

#

cause i'm patching that

steady trail
#

Ah.

#

It should be.

median egret
#

alrighty ๐Ÿ‘

steady trail
#

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?

median egret
#

is it even possible?

steady trail
#

Well

#

The last picture shows that it is, lol.

median egret
#

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)

steady trail
#

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.

median egret
#

you can set it to whatever, there's no weather effect tied to None weather

steady trail
#

Oki oki

median egret
#

it literally isn't used anywhere

#

๐Ÿ˜‡

steady trail
#

Because I'm not adding those things anywhere.

#

I'm just picking whatever the level has as possible weathers.

median egret
#

oh

#

๐Ÿค”

#

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

steady trail
steady trail
median egret
#

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

steady trail
#

Oki

steady trail
#

Yippie.

real gust
worthy aspen
#

Oh so the hearts will be replaced by the samples if I have the Hunter upgrade is that right?

real gust
#

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

real gust
tawdry wadi
#

@steady trail Looks like LGU threw a fit when I tried to back out of my lobby earlier

steady trail
#

Hm

steady trail
#

I can't even tell if this is my problem or not.
Because I dont see the stack trace with any of my callbacks.

spark heath
#

Would a stun shovel be too powerful?

steady trail
#

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.

spark heath
#

Walt, is that actually being worked on?

#

I was just spitballing

steady trail
#

Well

#

When I said "my defaults", I meant my hypothetical defaults.

spark heath
#

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

steady trail
#

You could probably kill the bracken with just having a stun.

#

Because you stop it from getting faster.

spark heath
#

Don't even need that of i got both ranks in protein. Maybe cap the stun shovel at 2 dmg

torn mason
#

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?

steady trail
#

I will need to do a little fix then you will be able to.

spark heath
#

You can kill giants now?

steady trail
#

Technically.

#

Because they die to Old Birds.

torn mason
#

or you stun and whack them

gusty flint
#

All enemies do

#

It's kinda lame

steady trail
worthy aspen
#

That or 30 shovel hits

spark heath
lethal osprey
#

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?

steady trail
#

Have you reached an autosave after buying the upgrades?

mild trench
# spark heath You can kill giants now?

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

flint nebula
#

Doesnt the knife take it out super quick

burnt lake
#

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

worthy aspen
burnt lake
#

Still like twice as fast

fervent matrix
tawdry wadi
#

Btw @steady trail a bug to report

#

After being fired upgrades don't save

steady trail
#

With the config on?

tawdry wadi
#

I never disabled that

steady trail
#

I don't remember ever putting it on by default.

tawdry wadi
#

Ah yeah it was disabled

#

I set it to true lol

#

Ty

steady trail
west blaze
#

@steady trail just as a sanity check, how does sigurd access actually work

steady trail
#

So you know the buy rate of the company, yeah?

west blaze
#

yep

steady trail
#

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.

burnt lake
#

Speaking of Sigurd Access I think I disabled it in the config but was still showing in the list of buyable upgrades

west blaze
#

Whats the default out of interest

steady trail
#

I don't know as I wasn't the one that made it.

real gust
real gust
burnt lake
#

No

#

Seems a little unintuitive to have to disable both to have it not appear

steady trail
#

Just make it like an enum, I guess.

#

Like what I did with wheelbarrow restrictions.

real gust
burnt lake
#

It was

stark monolith
median egret
#

@steady trail ๐Ÿ‘€

#

what is that

steady trail
#

An icon.

median egret
steady trail
#

snorts

median egret
#

you crazy son of a bitch

#

you actually did it

#

holy

#

๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

steady trail
#

Now to update this mod to use that instead.

median egret
#

i will check what can i make using it

steady trail
#

As in thunderstore.

median egret
#

maybe my cart-system item store will be possible ๐Ÿฅบ

steady trail
#

Uhhh.

#

Depends on what keys you're going to use.

median egret
#

arrows? ๐Ÿฅบ ๐Ÿฅบ

steady trail
#

Uhh.

#

Sure?

#

Like defaults are 'a' and 'd' for switching screen/page.

median egret
#

yippee!

steady trail
#

But I guess can make some other screen where you can use that for something else.

median egret
#

oh goodness

steady trail
#

Also you can tell I don't give much thought on icons.

median egret
#

I'll definitely check what's possible with it (and probably get back to you with whatever i make) ๐Ÿ˜‡

#

so nice

gusty flint
#

a whole terminal where instead of typing anything like moon names you just use this system

steady trail
#

It's MIT licensed.

gusty flint
steady trail
#

You can have fun with it however you want.

median egret
steady trail
#

Uhh, I think I got everything up to date.

#

Just triple checking..

#

So beautiful

#

Haha

steady trail
gusty flint
#

what if the main screen is the same though?

steady trail
#

Same as what?

#

Interactable?

gusty flint
#

yea

#

not like theres that many main commands

steady trail
#

I would have to make a case for when you boot up the terminal and there's any applications registered on that event.

gusty flint
#

ah icic

steady trail
#

(Plus it's an API)

#

Why is there already two likes on it?

real gust
#

4

steady trail
#

HOW

#

It's not even being used on anything!

median egret
#

cause we like you ๐Ÿฅบ

steady trail
#

You know I can pretty much scam you if you do that, right? kek

median egret
#

what do you mean ๐Ÿ˜ญ

steady trail
#

Also I have no idea if the git wikis I set up are in decent condition.

median egret
#

let me take my like back then ๐Ÿคญ

steady trail
#

Like bruh.

#

(Plus you can only make wikis if the repo's already public (unless you pay up))

median egret
#

the markdown formatting ๐Ÿฅน

#

yippee

steady trail
real gust
#

hunter api, GUI api

#

store api next? ๐Ÿ—ฟ

steady trail
zealous tide
#

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
steady trail
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Ah

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There's the wall of text.

zealous tide
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yeah xd

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I mean I hope it's all useful feedback at least

gusty flint
steady trail
real gust
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api god

steady trail
# zealous tide A few nitpicks: * Contract command isn't detailed anywhere outside of the modpa...

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)

worthy aspen
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I'm still having these errors

steady trail
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Yeah.

zealous tide
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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)
๐Ÿ‘

steady trail
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Try "Manticoil" and "Forest Giant"

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It's case sensitive.

worthy aspen
steady trail
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Ehh.

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The left ones are what you might type.

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Also I forgot to update the supported enemies in the config, fuck.

worthy aspen
gusty flint
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no spaces

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oh wait

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hmm

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dunno actually

worthy aspen
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xD

steady trail
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Made a rage release which should actually fix it.

steady trail
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It's when you have like.

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10k lines of code to maintain.

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So when you miss one line which defines the whole logic of the thing, you kinda not have good results.

steady trail
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I just hate doing it because it's so much text, lol.

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Oh, it looks nice.

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Now the problem is that I can't pin this.

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You can vote more than one, btw.

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@rotund field Only the OPs can pin stuff in their own threads, yeah?

rotund field
steady trail
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If you can please.

rotund field
steady trail
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Yippie.

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@worthy aspen Does it actually work now?

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I forgot to ask.

worthy aspen
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Update is not on r2modman yet

steady trail
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Ah.

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Darn, it takes so long.

burnt lake
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It's up by now........

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(It works)

humble panther
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i dont see lgu at all UAHGHHUAHGHHH i dont think its loaded

steady trail
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Oh noes.

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I remember updating the dependencies though.

humble panther
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yeah lgu just gone from the game on 3.6.3 and 3.6.4

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for me

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3.6.2 they arent thanos snapped yet

steady trail
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Can you gib logs?

humble panther
steady trail
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You have error logging on, right?

humble panther
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oh hol up

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how u check that again lmao

steady trail
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In the BepInEx config itself.

humble panther
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the log levels ?

steady trail
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Do you have any mods that influence logs in some way?

humble panther
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umm yeah maybe its log neuter and cleaner log, ill try without those

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018f36d4-34ec-26f0-6859-de2ad9a64317
or ill just give u the code

steady trail
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[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.

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Lol.

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It's just odd it's not printing the error.

steady trail
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Oh, it has moons in it, doesn't it?

humble panther
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i dont think so

steady trail
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I'm stuck at 63 tho

humble panther
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huh

steady trail
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What's so big to take ages to download, lol.

humble panther
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dunno these are the big ones

steady trail
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What does FumoCompany even add?

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Sounds like cosmetics/items

humble panther
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ummm tons of plushie scraps

steady trail
humble panther
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its LE scrap but i dont have it active

steady trail
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So wait

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You have CSync off?

real gust
steady trail
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Oh no wait, you have two of them

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And it's the right one, okay.

humble panther
steady trail
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What I am worried about..

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Is that it's not even trying to run it.

humble panther
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wait what runnign what

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lgu ?

steady trail
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The plugin.

humble panther
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yea it was fine on 3.6.2 im not sure

steady trail
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If I just make a profile with just LGU, it works.

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If I turn everything off and turn just LGU on yours, it doesn't load.

humble panther
steady trail
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Yours.

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(the error is because they don't like my keyboard, don't worry)

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You can see that you aren't getting any of the info logs after the "loading" part.

real gust
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hmmm

steady trail
real gust
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3 mod just update with that code

humble panther
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im using r2modman if that matters ?

steady trail
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I'm using it too.

steady trail
humble panther
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update the mod ?

real gust
steady trail
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@median egret

humble panther
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what am i looking at rn

steady trail
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Anyways, it's 2:30 AM

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I need sleep.

humble panther
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yea go sleeb

steady trail
real gust
humble panther
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concerning amount of yippess

real gust
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it worked just fine

humble panther
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wtf yea it work

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what a magician

humble panther
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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

real gust
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i only looked at lgu

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but there's no errors in the log file

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ยฏ_(ใƒ„)_/ยฏ