#Lategame Upgrades

1 messages Β· Page 27 of 1

humble panther
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im gonna try update one by one

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ok i found the culprit
lgu v 3.6.3 and 3.6.4 doesnt like csync v4.1 for some reason

steady trail
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AH

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Because it uses new stuff from csync 5.x

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Which I forgot to update in the manifest.

humble panther
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bro

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at least we found it

steady trail
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I thought it would popup an error.

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xD

umbral imp
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Upgrade idea: Scrap salvage
When a wipe occurs the company takes your items and gives you a percentage of what you had in money does not fill quota like if you had 2k on ship they could give like 500 in cash if this is stupid, just ignore. I know there’s scrap insurance

edgy ledge
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I also encountered a gamebreaking bug caused by Deeper Pockets upgrade interacting with the shopping cart and wheelbarrow.

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Sorry for the ping, I saw that the guy that said something about "op shopping cart with deeper pockets" didn't clarify the issue that I experienced as well so I will try to make it clear.

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So as we know, the deeper pockets upgrade lets you hold more than one 2-handed item and the shopping cart also counts as a 2-handed item. What's the issue here? when you are holding the shopping cart with items inside of it, if you try to interact with things in the environment, the shopping cart LOCKS you in an empty handed pose preventing you from interacting with everything, including your inventory and doors. You can't drop items, you can't get out of the facility, and you are destined to die (this bug forces you to quit the current session to restart from 0 again and again).

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Now how to fix this issue? just disable deeper pockets and set the extra items to 0 just in case the upgrade keeps applying the extra 2-handed thing (as a temporary fix).

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I hope what I wrote is understandable.

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Here, I managed to replicate the bug:

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I realized that it happens when you are carrying 2-handed items in both types of carts, you have to press E when it says "Grab: E" on your screen because theres an item in the cart blocking your vision, then after pressing E, you will encounter the bug shown in the image above (you can't interact with the game at all after the bug forcing you to restart).

torn mason
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you can possibly get it stuck a little bit outside the ship door and beat it from the inside, the shovel range is slightly farther than it's grab range

steady trail
steady trail
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@median egret You wanted to do something like this, yeah?

gusty flint
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What am I look at lol

steady trail
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Yippie!

burnt lake
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Yippie7 solos

median egret
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Yesyesyes

steady trail
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Though messing with generics is not fun.

thin ermine
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I was using a key rebinding mod that allows me to press 1-4 to access my inventory though

rain grove
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This is honestly one of my favorite mods to use

steady trail
steady trail
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@median egret hue

mortal berry
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What's this about

steady trail
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Me being lazy to make another thread for the API I have.

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(Which is only used by LGU last I checked)

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I'm just doing this while I'm waiting for some results from the poll.

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Plus fixing some issues like the cart pocketing one.

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Somebody said that disabling store items like peeper didn't work and would make them appear in the store still.
I can't confirm because I had it enabled and I could buy it, I toggled it off and it wasn't in the store.

gusty flint
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Still buyable and discounts apply occasionally, some weird bug

steady trail
gusty flint
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That might be a bug in LL if it's through LL or bug in other mods that do discount and whatnot

steady trail
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if (!PluginConfiguration.PEEPER_ENABLED.Value)
{
    Items.RemoveShopItem(ItemsToSync["Peeper"]);
    logger.LogInfo("Removing Peeper from store.");
}
else if (ItemsToSync["Peeper"].creditsWorth != PluginConfiguration.PEEPER_PRICE.Value) Items.UpdateShopItemPrice(ItemsToSync["Peeper"], PluginConfiguration.PEEPER_PRICE.Value);
gusty flint
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Ah there's a remove, yeah that might not work tbh

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I'm not sure If it's broken on LL side or mods that try to do discounts

steady trail
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But I just said that it just worked.

gusty flint
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Does it? Weird, dunno what the bug in LT is from then

steady trail
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Yeah, it didn't appear in the store and prompts weren't giving me anything to allow buying it.,

gusty flint
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I'm gonna blame the other mods then

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Cuz it popped up with mods that show discounted items or whatever everyday

edgy ledge
steady trail
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Which forces you to pocket the cart.

edgy ledge
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its like the game is telling you "bro wtf are you doing?"

edgy ledge
steady trail
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Yeah, the bug was there since it was released.
It was just not noticed because there wasn't any "allow more than 1 two-handed item inventory" thing.

edgy ledge
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yeah pretty much

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I think the bug could be fixed if somehow you make the items non-interactable while holding the cart

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but I also suspect that would make the items in the cart impossible to retrieve when you drop the cart

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which will force you to press the "drop all items" button

steady trail
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I already fixed it.

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It was an AudioSource badly placed.

edgy ledge
steady trail
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It's just not live.

edgy ledge
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Bug fix speedrun any%

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XD

steady trail
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Logs help alot.

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Because it literally says where it went wrong.

tawdry wadi
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@steady trail pleas optimize the hunter samples

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They are so laggy

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lol

dusty sonnet
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This mod works with v50?

burnt lake
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yes

humble panther
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must be the particles

steady trail
frail briar
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They are still turned on, im not sure what goes wrong but they most certainly are still moving ingame

steady trail
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Darn.

severe grove
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May I suggest to add an optional QoL "sort by price+purchasable only" "shopping mode" to list the upgrades?
As in:

  • prices are considered after applying any potential discount
  • cheapest upgrades get listed first, ascending
  • upgrades you can't afford are grayed out or faded out/with a different colour and last on the list
  • upgrades that can't be further purchased are last on the list (after the unaffordable ones)

also: no discounts should be shown for maxed out upgrades.

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I noticed we usually spend a lot of time switching to the upgrade pages, "voting" the best upgrades to take.
Also sorting by biggest saving in credits would be nice.

Maybe have a button to switch between the various sortings?

warm copper
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A follow up to this, purely because I've seen another mod do it - you could add these options under the "Other" category.

worthy aspen
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yeah them being in the other category would be better than in lategame commands imo

tawdry wadi
sacred zinc
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Hi, I have a suggestion to improve the mod, make the "extend deadline" command price scale per day added for current quota.

When I play with my friends, I have trouble finding a config value that works long term and feel fair for how much should an additional day cost. What this would do is have the extend deadline command be more and more expensive each time you use it. This added price would be reset once you reach the quota.

Let say you have a base price of 800 and an "added cost per day" of 100

For example first day would be 800, then 2nd day bought would be 900, then 1000, etc..

edgy ledge
real gust
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the samples?

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yep

real gust
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the blue squares

sacred zinc
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How do you compile the project into a .dll ? I'm new to C# and I'm having trouble importing the required packages when I try to build. Any guide ?

real gust
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lgu use MoreShipUpgrades.csproj.user to find the required dlls

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you can see the folder strcture inside MoreShipUpgrades.csproj

edgy ledge
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hold up, imma boot up the game

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@real gust Ok so, I downloaded the .dll that you sent through here and replaced the mod, and joined the game with a previously obtained sample and nope, the particles did not stop they are still moving.

real gust
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they should play in your hands

edgy ledge
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ah

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then let me try dropping them

real gust
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drop, store, change slot should stop the particles

edgy ledge
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yup, now I don't see them

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no squares at all

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same result on the floor, no squares

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only the thingies floating in the middle

real gust
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cool

edgy ledge
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I also see they are moving

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(spinning around)

real gust
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@tawdry wadi if you could test later

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i think only the particles cause fps drop so should be fine

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thx @edgy ledge

edgy ledge
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no problema

torpid ferry
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@cedar coyote @steady trail
I believe the glitch involving the wheelbarrow speedboost is related to a LC bug, not LGU. They are talking about it over here.

#1235731485894643722 message

gusty flint
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Wheelbarrow and stuff inside it weight should be accounted for while you're holding it though

steady trail
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Is it not?

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I remember having a hard time making that happen because I couldnt just alter the Item script able object.

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Otherwise all of the same Item would see the same change.

steady trail
sacred zinc
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That would really mean a lot to me and my friend group if a feature like this was implemented

steady trail
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I just have to make it not shitty and be visible if used.
Though I would probably have to make a confirm prompt for that (either still old type way or interactive way).

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I will think about it when I have time.

sacred zinc
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Yeah I was thinking about it and it probably would require a confirm prompt. Thank you for considering it

steady trail
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More lighter gray?

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I guess this is more readable.

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And would it still be able to select it? Or just skip it?

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I guess I can make it an option when creating the entry.

river dawn
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yippie!

steady trail
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It kinda worked out?

sacred zinc
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Looks great !

river dawn
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i like how the selected one says bagutte

steady trail
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Creativity.

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This background color seems better to read.

steady trail
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Slowly getting there...

steady trail
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Reminder to #1178407269994594435 message

steady trail
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Break time.

thin ermine
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HM

steady trail
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Yeah, I was checking override names, see if they were still fine.

thin ermine
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Ah shame

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I was hoping there'd be a croissant upgrade for no reason

steady trail
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Can also use the other thing I made to show what sorting you're currently using.

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I like when everything falls in place. KittyHappy

severe grove
# steady trail Slowly getting there...

Apologies, yesterday I was in PC-detox mode ^^ (or trying to)

Oh my, look at that! Yes! It's so much easier to make purchases now - I'm glad you like the idea! Can't wait for the next update^^

steady trail
severe grove
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Loving it! And It's great how neatly you implemented the ASCII UI for the Sorting option.
I'm absolutely adoring what you did πŸ₯°

steady trail
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@median egret shy

median egret
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πŸ‘€

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holy

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this looks nice πŸ˜‡

quick pagoda
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hello, quick question: Are the Manticoil supposed to drop their samples when despawning? Because there are always samples across the map once it's getting late. But they always fly away when anything comes close to them so... I don't think anythink killed them all the time.

steady trail
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I will take a look at it when I have time.

quick pagoda
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Thx πŸ˜‡ It's kind of cool, but... the poor Manticoil population

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Oh, I'm not sure, if it's the same with tulip snakes. I find some samples of them, too. But they might actually be killed, I don't know.

steady trail
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Yeah, some enemies can kill the birds.

quick pagoda
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And there are still fake items on the map, I also don't know, if you already had a look at that, so just fyi πŸ™‚

steady trail
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I don't really understand what's causing the fake item to appear. I just spawn it once and only on host.

quick pagoda
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I could try doing a contract, just to be sure, those items are "contract items". And which contract items.

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Jup, I think I'll try that later, I'll let you know

thin ermine
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Noticed that the 2 lists here don't match, also why are some of them separated with a "-" instead of a ","?

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... brain is tired. Didn't notice the first bit there

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But why is manticoil in the 3rd tier

bleak stump
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@steady trail

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Remember that thing about

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Deep pockets

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I am testing it and kinda trying to figure out some way to balance it

steady trail
bleak stump
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I have an idea but idk how easy would be to code and if it would be a good idea

steady trail
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Somebody already suggested not being able to switch between items when holding a wheelbarrow.

quick pagoda
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Um... the extermination contract... are the yippies supposed to be all camping the main entrance or was I just unlucky there πŸ˜…

steady trail
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I just asked them to put on config thing

steady trail
bleak stump
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Also, there's some kind of upgrade to jetpack?

steady trail
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No.

bleak stump
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I was thinking something like

quick pagoda
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lol, ok XD

dawn phoenix
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i had a cool upgrade idea in mind but i forgot by the time i got here

bleak stump
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Every new 2 handed item you grab besides the first one it has like 25% for example more weight

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Since it should need more effort to carry it with one hand

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@steady trail

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There's a battery upgrade for the walkie talkie?

steady trail
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There's a battery upgrade for all items with a battery.

tawdry wadi
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@steady trail did you fix the performance of the Hunter samples?

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lol

thin ermine
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Another question, how hard would it be to implement a shortcut for lategame commands as well? We got "lgu", so maybe it could be "lgc" for the commands.

bleak stump
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No clue what's that

steady trail
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Because I'm not a modeler.

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So I can't fix something I have no idea about.

steady trail
steady trail
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That's the gist of it.

quick pagoda
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I probed the weather for experimentation to clear, so I can do the contract in peace. It gave me this message. weather is clear now, but the contract is gone...

steady trail
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What happened? Lol

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So when you do contract again, it says you don't have one?

quick pagoda
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Ok, I reloaded the save, did the same thing again. It gave me the same message, but this time it worked

quick pagoda
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Now it worked, weather clear and contract there

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πŸ˜΅β€πŸ’« I'm a bit confused, but ok XD

thin ermine
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and relatable

tawdry wadi
real gust
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Well, just one person tested it and gave feedback. Cant make a pr based on that

steady trail
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So i would probably have to know which items have what weight to then remove correctly.

median egret
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πŸ‘€ why is my lgu integration broken

sacred zinc
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Not added to an item but to the player itself

steady trail
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That might be more feasible.

median egret
#
[21:08:22.2829626] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherTweaks.Patches.LateGameUpgrades.Init () (at <49b0a3a61df14c78a1f9f6737fe91db0>:IL_0017)
WeatherTweaks.Plugin.Awake () (at <49b0a3a61df14c78a1f9f6737fe91db0>:IL_0100)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

[21:08:22.2829626] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WeatherTweaks.Patches.LateGameUpgrades.Init () (at <49b0a3a61df14c78a1f9f6737fe91db0>:IL_0017)
WeatherTweaks.Plugin.Awake () (at <49b0a3a61df14c78a1f9f6737fe91db0>:IL_0100)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
#

which is just

    internal static void Init()
    {
      var assemblyName = "com.malco.lethalcompany.moreshipupgrades";

      // Get the assembly that contains the class
      var assembly = Chainloader.PluginInfos[assemblyName].Instance.GetType().Assembly;

      // Get the Type object for the class
      type = typeof(MoreShipUpgrades.Managers.LguStore);

      if (type != null)
      {
        // The class was found. You can now use the Type object to access the class using reflection.
        Plugin.logger.LogWarning("LateGameUpgrades found, patching WeatherSync");

        // Get the method to patch
        var method = type.GetMethod("SyncWeather", BindingFlags.NonPublic | BindingFlags.Instance);

        Plugin.logger.LogDebug($"Method: {method}");

        // Create a Harmony instance
        var harmony = new Harmony("WeatherTweaks.LateGameUpgrades");

        // Create a HarmonyMethod for the postfix
        var patch = new HarmonyMethod(
          typeof(Patches.LateGameUpgrades).GetMethod("LGUSyncWeatherPatch", BindingFlags.Static | BindingFlags.NonPublic)
        );

        // Apply the patch
        harmony.Patch(method, postfix: patch);
      }
    }
steady trail
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I removed some methods as they weren't being used.

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Maybe it's that?

median egret
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πŸ€”

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OH

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[21:08:18.7414759] [Info   :   BepInEx] Loading [More Ship Upgrades 3.6.5]
[21:08:18.7454766] [Warning: Unity Log] The script 'MoreShipUpgrades.Plugin' could not be instantiated!
[21:08:18.7454766] [Warning: Unity Log] The script 'MoreShipUpgrades.Plugin' could not be instantiated!
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hmmmmmmmm

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that's not great

steady trail
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That is so not good.

median egret
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so chainloader reports the mod as present and my mod tries to get the assembly and gives up horribly

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i'm gonna check what's happening

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okay, so it's 100% a mod conflict

steady trail
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Do I need to worry about those not instantiated though.

median egret
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but which one

median egret
steady trail
median egret
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those were all the logs from LGU there

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this is on a clean profile:

[Info   :   BepInEx] Loading [More Ship Upgrades 3.6.5]
[Debug  :     CSync] Successfully registered config instance InstanceKey { Guid = com.malco.lethalcompany.moreshipupgrades, AssemblyQualifiedName = MoreShipUpgrades.Misc.PluginConfig, MoreShipUpgrades, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null }.
[Info   :More Ship Upgrades] Registed sample for the enemy "centipede"...
[Info   :More Ship Upgrades] Registed sample for the enemy "bunker spider"...
[Info   :More Ship Upgrades] Registed sample for the enemy "hoarding bug"...
[Info   :More Ship Upgrades] Registed sample for the enemy "flowerman"...
[Info   :More Ship Upgrades] Registed sample for the enemy "mouthdog"...
[Info   :More Ship Upgrades] Registed sample for the enemy "baboon hawk"...
[Info   :More Ship Upgrades] Registed sample for the enemy "crawler"...
[Info   :More Ship Upgrades] Registed sample for the enemy "forest keeper"...
[Info   :More Ship Upgrades] Registed sample for the enemy "manticoil"...
[Info   :More Ship Upgrades] Registed sample for the enemy "tulip snake"...
[Info   :More Ship Upgrades] Items have been setup
[Info   :More Ship Upgrades] Commands have been setup
[Info   :More Ship Upgrades] Upgrades have been setup
[Info   :More Ship Upgrades] Enemies have been patched
[Info   :More Ship Upgrades] HUD has been patched
[Info   :More Ship Upgrades] Interactables have been patched
[Info   :More Ship Upgrades] Items have been patched
[Info   :More Ship Upgrades] Game managers have been patched
[Info   :More Ship Upgrades] Weathers have been patched
[Info   :More Ship Upgrades] More Ship Upgrades 3.6.5 has been loaded successfully.
steady trail
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What does the profile have?

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The not so good kne.

median egret
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i'm trying to find the conflict right now

steady trail
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AH

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CSync 5.x

median egret
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oh

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.<

steady trail
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Yeah, I forgot to change that.

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Ergghhhhhh.

median egret
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yup, it's that

steady trail
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You didn't ruin my things in the upgrade store, did you?

median egret
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i didn't touch them!

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i didn't update my mod in a bit

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πŸ₯²

steady trail
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You are in a break so yeah.

median egret
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i just got the report #1203871322841808906 message

steady trail
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Though I had to update both LGU and API because either being not up to date would break LGU.

median egret
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so i've investigated what's changed

quick pagoda
#

hey, for those of us that never worked with windows 95: During the Data contract I entered the WINDOWS\Surveys path, because I though surveys.db should be there. It wasn't. But now I'm stuck in that path. If I enter "cd something" he tells me, that there is no path WINDOWS\Surveys\something. I know that! I want back to the other paths, that were shown at the beginning. Any command for that?

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Or am I just stupid? πŸ˜…

steady trail
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cd .. makes you back a folder

quick pagoda
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Thanks

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Maybe a little hint for that would be great XD

steady trail
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Yeah, I haven't messed with the contracts for a good while.

quick pagoda
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Found something weird there. When I fail or success (doesn't matter which) a contract it will be gone the next day.

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But when I exit that save and rload it, it will be active again

outer plaza
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did.. the new lgu update override configs?

outer plaza
#

πŸ’€

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i have no idea what happened

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my prices reverted to default

warm copper
frail briar
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Yesterday and today I have gotten a bug where a random portable teleporter appears on the ship when i never bought any... not sure if they replaced some item instead, but since they only seem to appear at places with other scrap items i would think that is the case?

steady trail
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It seems to be an item replacement due to different indexes.

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There's some mod that saves the items per their own attributes rather than their index.

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Which should fix that problem in particular.

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I reckon LLL intensifies that problem due to constant item index reordering.

frail briar
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I dont use LLL, I dont think I have anything that messes with saves right now, other than LGU that is

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Is it possible to determine which item was replaced?

steady trail
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You would have to guess what mods you had before items were added/removed/shuffled.

west blaze
#

@steady trail managed to get a picture of the animation issue we get with trolleys and wheelbarrows.

This is less the animation not finishing, and more that , as you can see, it seems to do the animation of the last heavy item the player held

steady trail
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Okay.

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And I don't mess with the animators.

west blaze
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When you say that, what exactly do you mean?

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As in its a feature of the mod you didnt have a hand in so dont touch, or that the mod inherantly doesnt do anything with animations

steady trail
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It doesn't do anything with animations.

lucid sentinel
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the emote mods prob dont account for those items πŸ€·β€β™‚οΈ

steady trail
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It just uses them.

west blaze
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Forgive me but that doesnt make sense to me. What item animation does the trolley use then?

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For it to be 2 hands in front

lucid sentinel
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it doesnt

lucid sentinel
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oh thats what u meant

west blaze
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Yeah perhaps animation is the wrong word

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"pose" ?

west blaze
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Well clearly something is afoot mate.

I have no other mods that mess with animations (not even emote mods)

Closest we get is the additional inventory slots

lucid sentinel
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i see i mistook the screenshot for emoting..

west blaze
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Nope. Its just, on occasion, the trolley just doesnt go to the right rotation and pose

lucid sentinel
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yeah.. instead ur in the heavy item holding pose

west blaze
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And our mod list is pretty tame

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I see no mod in this list that'd screw over the pose, unless im missing something

steady trail
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So.

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If this mod doesn't mess with animations

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And you have no other mod that messes with animations.

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It's a vanilla thing.

west blaze
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I hope you respect that I'm a little skeptical.

The pose its supposed to use is jetpack, but clearly it uses the heavy item pose instead.

And considering the trolley contains heavy items, it implies that maybe they are connected somehow

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Could it be that somehow the last heavy item in the trolley influences the pose of the trolley?

lucid sentinel
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how often this bug happens and do u know how to replicate it?

west blaze
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Replication has been something thats been very touch and go.

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But it seems (annecdotally) to happen once weve wacked some heavy items in the trolley

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But its random in respects to "we havent sused exactly the cause"

lucid sentinel
#

from that player's first person perspective.. what are their hands doing?

west blaze
#

Heavy

steady trail
west blaze
steady trail
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Which has nothing in it.

lucid sentinel
steady trail
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So it refutes the "heavy in the cart affecting animation" theory.

west blaze
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Perfection

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That issue is exactly the issue

steady trail
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And logs showing no errors.

west blaze
#

Seems like a normal run, and it'd be goofy as heck if he hadnt used the trolley he then reported the glitch about haha

steady trail
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So if I deposit a heavy and pick up the cart, I'm supposed to have animation broken?

west blaze
#

Something along those lines. as said, not cracked down on exactly what causes it yet

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But its something related to what items have been wacked in the trolley

lucid sentinel
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does animation stay broken even after u take out the heavy items from the cart?

west blaze
#

Yep

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And I would bet good money that it isnt an error causing it (hence no log).

More that something overides the pose set in the mod and, as its "working as the game intended" doesnt show a bug

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Which tells me the original pose sets, then gets reset after the fact by something else

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So order is:

  • Pick up Trolley / Wheelbarrow

  • Pose is set to jetpack

  • Immediatly after, Pose is set to normal heavy item

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So less "something is breaking" and more "Something resets the pose"

dawn phoenix
#

I think that's just how it happens in vanilla

west blaze
#

Got it

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Actually perfectly replicated it

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2 mins

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Oh thats brilliant.

The pose must be saved to the player controller.

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And is only reset on a drop

#

Note how the animation on the trolley resets if I pick it up and drop it.

But if I middle mouse button it does not reset.

#

Order of events:

  • Pick up engine

  • Put in trolley (which is not dropping)

  • Engine pose is set on player

  • Engine pose for trolley when grabbing it

  • Take engine out and drop it on floor, pose resets

  • Drop engine via middle mouse command, pose stays.

lucid sentinel
#

i will try this in a fresh mod profile.. just LGU, its dependencies, and lethaldevmode

steady trail
west blaze
#

oh wow I apologise profusely

#

That is actually very bizzare. I cant think of which mod in the list would effect it

steady trail
#

This is why I can't figure out what's causing it.

median egret
#

πŸ₯²

west blaze
#

SHIP LOBBY?!?!

#

Sodding ship lobby of all things?

#

Like, how?

#

xD

median egret
#

it's that but better πŸ₯Ί

west blaze
#

Oh no doubt ill be changing mate but still

#

Like

#

for academic purposes

median egret
#

it's really weird, innit? πŸ˜†

west blaze
#

I wanna know how the ever living sod ship lobby causes it

lucid sentinel
#

ye i couldnt replicate either

median egret
#

what's even better is: there's nothing in shiplobby code that references PlayerController

west blaze
#

@lucid sentinel could u try weith ship lobby on

#

Cause ive just done the same as mrov

#

and checked

#

And like, ship lobby has NOTHING to do with player controller in the lsightest

#

This is goofy as heck

median egret
#

weiiiird

median egret
west blaze
#

doing it one mod at a time

median egret
#

πŸ‘

west blaze
#

Okay thank god it isnt ship lobby

steady trail
#

I can do the same things with ShipLobby.

#

So probably something they turned off along with ShipLobby.

west blaze
#

mhm

#

Doing it mod by mod

#

my guese is same as mrovs now

#

gonna be reserved items

median egret
#

this is crazy

#

also @steady trail: how did you do the colored background thing?

west blaze
#

Nope wasnt reserved

median egret
#

<mark>

median egret
#

which is an overlay

#

OH, it's that?

steady trail
#

Where you specify a colour.

lucid sentinel
#

shiplobby kinda outdated anyway.. lobbycontrol actually started as a shiplobby fork and is currently maintained

west blaze
#

will keep in mind cheers sash

#

Oh fml

#

of course it was the LC API

steady trail
west blaze
#

Cursed runes

lucid sentinel
#

the deprecated mod was causing the issue

median egret
#

😭

median egret
west blaze
#

I assumed it was being used in some mod in my list somewhere and thats why it deadass wasnt removed

median egret
#

it's never auto-removed

#

so many issues because of that

steady trail
west blaze
#

Which imo is dumb. Depreceated should only be for when mods are still being used as a dependancy imo

median egret
meager folio
#

One message removed from a suspended account.

median egret
#

at one point it was used by many mods, but - becuase of issues - it was steadily being removed

#

but it was left in many profiles

#

causing that

west blaze
#

Imo Thunderstore should scan to see if its still used by mods in your list. If not, then delete. If it is, depreceated

median egret
#

the deprecated tag has to be manually selected by the mod author

west blaze
#

Boooo

#

xD

median egret
#

it's author telling "i'm no longer supporting this"

#

🀷

#

what can you do 😭

outer plaza
#

would setting one of the contracts items (for example Bones) to spawn randomly in some maps without contracts enabled cause any issues?

#

just asking cuz I need some ambiance items to lay around some moons

#

@steady trail

#

(sorry to bother)

steady trail
#

Issues in what way?

#

Like you just want them to spawn to be "decoration"?

outer plaza
#

yeah basically

#

cuz i'm doing a non-scrap centric modpack with sellbodies being the main way to get credits

#

but disabling all scrap's just boring, so i'm adding decor scrap and lowering their value

outer plaza
#

or just it not spawning at all

#

that's mainly what i'm concerned about

outer plaza
#

i could use remnants for the bodies but i don't wanna add more to the modpack since it's already big enough lmao

gusty flint
#

Oh I just realised, I've been looking for a way to add similar to his ambient scrap that spawns randomly and doesn't affect the total scrap amount the moon can have

#

Forgot lgu does that during contracts

cedar coyote
edgy ledge
#

after the optimization of the samples the fps went up a lil bit more but its still dropping like hell sometimes

#

(19 fps in the corner)

#

probably because of +70 samples

#

how many fps could we get if the spinning thing in the center of the samples is static instead of spinning slowly (when laying on the ground of course)?

real gust
#

I think the game not made for that amount of scrap haha

#

When Im at the pc i will have a look but the pieces probably only have i simple rotation script

thin ermine
#

Do giant samples exist, I killed a few and none dropped.

real gust
#

Make sure the name is the Hunter list config

thin ermine
#

It is, which makes it odd

#

It shows up in the terminal for Hunter

outer plaza
#

yeah the new update wiped my configs

thin ermine
#

Everything else functions, just not giants

real gust
#

Are you sure you are in the latest version?

thin ermine
#

Yeah

#

Updated just earlier

real gust
#

If you have the log from when you killed the giant can you drop it here?

thin ermine
#

It was quite a bit ago, but I'll go try and grab it

#

Think this is it

#

Ah shoot

#

Nope

#

Guess I'll quickly just boot up Lethal again and just force an eclipsed planet

edgy ledge
#

Oh yeah, about the dead giants

#

I also noticed they dont drop any samples

#

and they are inside the values of the config

#

so you aint alone in this one

thin ermine
#

Still going to go grab the log from a live test

#

Just to track down the issue

real gust
#

is your hunter level at 4?

#

nevermind

#

your's only have 3 levels

thin ermine
#

Ye

#

Weird note actually while live testing

edgy ledge
#

I have lvl 4 i can help (dont know how to do the log thing)

thin ermine
#

When I kill a dog, I can hear it breathing still when I stand next to its corpse

real gust
#

that's some shit to see after black screen

thin ermine
real gust
#

my samples from testing particles turned in players

thin ermine
#

What's the issue with particles anyways

real gust
#

hesus

thin ermine
#

I don't seem to have any problem

real gust
#

some say that the particles dont stop when you drop the sample in the ground

#

overtime it can cause fps issue

thin ermine
#

I don't notice any. Maybe it's because of cullfactory, not sure

real gust
#

holy fuck, they move the head

thin ermine
#

Fresh giant,

#

No sample

real gust
#

not sure, i also don't have fps issues but did a version trying to fix it

thin ermine
real gust
#

but need people with problem to test it

thin ermine
#

... weird

#

Nope

#

That log ain't got anything in it

real gust
#

yeah

#

let me see if i can see anything wrong

thin ermine
#

Or rather, not present in the dictionary oddly

real gust
#

can you send the log file?

#

its better for reading

thin ermine
#

Sure

#

Let me quickly go and exit Lethal, since trying to do it midgame doesn't work

edgy ledge
#

about the particles and details of the samples, I also don't suffer fps drops BUT the fps drops only happen when there are a lot of samples together (probably not an issue from the mod but from the game itself)

thin ermine
#

This doesn't look like it though

#

Where do I find the actual log again

real gust
#

Exception caught when hitting object with shovel from player #0: System.Collections.Generic.KeyNotFoundException: The given key 'forestgiant' was not present in the dictionary

thin ermine
real gust
#

updating my source to latest haha

thin ermine
#

Oh wait,

#

is the error because it's registered as "forest keeper" and not "forestgiant"?

real gust
#

{ "forest giant", "ForestGiant" },
{ "forest keeper", "ForestGiant" },
{ "forestgiant", "ForestGiant" },
{ "forestkeeper", "ForestGiant" },

#

any of this is valid

thin ermine
#

Ah, that's weird then

real gust
#

testing

thin ermine
#

I see it works

real gust
#

just to make sure xD

thin ermine
#

Fair enough lol, what about the mantycoils

#

Think they have samples too

real gust
#

can you give a test too?

thin ermine
#

Sure thing

real gust
#

manticoil is harder to test

#

need to kill it on the ground

thin ermine
#

Stun grenade should work on them right?

real gust
#

at least for its failing when i kill it flying

thin ermine
#

Booting up Lethal with the new dll

real gust
#

stun made them spin

#

haha

#

probably because the test world

thin ermine
#

If you kill them, they can start spinning too for some reason

#

... forgot to buff protein powder. This will take a bit longer then

gusty flint
# real gust

Btw for my current code, clients don't see any updated scan node lol

#

I remember there being a version where they did so it's actually pretty confusing

real gust
#

what did you do this time?

#

πŸ—Ώ

#

found all my test manticoil

thin ermine
#

Final Boss: Manticoil Generator

gusty flint
thin ermine
real gust
#

[Info : Unity Log] dropping item did not get raycast : SampleManticoil(Clone)

thin ermine
#

My log is yapping a lot though lol

real gust
#

the manticoil one is above my paygrade haha

#

that's lc log

#

Β―_(ツ)_/Β―

thin ermine
#

Indeed

#

Well at least it works(more or less)

real gust
#

it should be fine now

#

the original error is my fault

#

used the wrong name when registering the sample xD

thin ermine
#

Well glad the issue got resolved

#

Now I can put giants back on the hunting log for fun

real gust
#

not yet

#

unless you play solo or share the same dll

#

will make a pr and wait for whitespike to review and publish

thin ermine
#

It'll just be me solo for now so it should be fine

worn ivy
#

Does the Sick Beats speed buff work for anyone? I tried setting it to 999 and it does nothing and I dont see any errors, so not sure if it's a known issue or some incompatibility in my modpack somewhere

steady trail
#

Do you get the icon from the upgrade?

#

@real gust why do you need publicize the API again? Haha

real gust
#

again?

steady trail
#

Like

#

I said again because of reading what you said about it.

#

Not really again as in you publicized before.

real gust
#

the first time I synced the source

#

you had some protected/private methods i think

#

maybe you already changed them?

#

but it would not let me compile

steady trail
#

Like what?

real gust
#

let me change back

#

trying to figure out why xu UpdateScanNodeClientRpc is not being called ._.

steady trail
#

Lol

real gust
#

i think you already changed the methds

#

yeah, no more errors

#

only warning

#

haha

#

i only needed it bc of the publicize

quick pagoda
#

On the Hunter case: I too didn't get giant samples. Also I I've found many Tulip Snake Samples spread across the map in the evening without any dead tulip snake around. I guess they drop their samples when despawning, just as the manticoil do at the moment.

gusty flint
#

That's weird

#

Tulip snakes don't despawn

quick pagoda
#

As far as I know, they are daytime entities. I never encountered one after dawn

#

I don't know if they despawn or fly away to some place, but they dissappear

steady trail
#

No, they do despawn when they fly off during the transition of daytime to nighttime.

quick pagoda
#

Some observations on contracts: The contract items (Yippee nest, PC, Medkit, Bomb) seem to spawn at the locations of the "Fake Items" that are seen only on the map. Interestingly, I still have fake Items on the map (fewer but there) when doing a contract. But the contract items that are actually there and are usable have no Icon on the map.

#

Also, the bomb had disappeared, after I got the color combination from the terminal πŸ˜…

#

Walked out, did the terminal thing, came back, bomb was gone. I checked the same place and the rest of the facillity. Nothing. Only a blob was there. Do blobs destroy items, when touching them?

steady trail
#

Bomb blows up if you take too long.

quick pagoda
#

😳

#

Oh. Ok πŸ˜… Guess that's it

#

Oh, one little suggestion: Is it possible to disable movement while interacting wiht the data PC? You press ls and cd a lot. So you make a lot of steps back and to the right. I accidently walked to the next room.

#

Which unfortunatly was a gap room.

steady trail
#

Oh.

quick pagoda
#

That's what I said when I died to gravity XD

steady trail
#

It was supposed to be off to begin with.

#

I will look at it maybe next week, not sure.

#

Projects are beginning now so I need to plan ahead.

quick pagoda
#

Is it also meant do be disabled when using the locksmith?

#

I alway hit the door with the shovel when clicking at the 5 things

steady trail
#

Don't know.

#

I wasn't around when it was made.

quick pagoda
#

I see. Well, gl with your projects!

jade thicket
#

I try to buy a contract for a specified moon but it always gives me an extraction contract in experimentation when I have not used the contract command. Is this a bug ?

steady trail
#

Not sure.

#

I just did contract tit and it worked as expected.

thin ermine
#

Found no issues myself with the contracts either

mild trench
edgy ledge
#

Baboon hawks, eyeless dogs or circuit bees when enraged they all target the small creatures

#

I have seen baboon hawks kill snakes

#

and circuit bees trying to kill manticoils

#

and well, eyeless dogs are most of the time accidental when they walk over a snake and that counts as the dog killing the snake

#

lol

#

I also encountered that manticoils drop samples when rising to the sky when its getting dark (apparently as you said, they also drop samples when despawning)

quick pagoda
#

I... used to have two data chips from the contract there...

gusty flint
#

Don't exit game completely

quick pagoda
#

I did leave the game completely yesterday

#

Today I have two veeeery valuble shopping carts

#

I even disabled those in the config XD

#

Leaving and entering lobby doesn't work, still shopping carts

#

Also, all my hording bug samples turned into snare flea samples. I even found a Bracken Sample, but I never killed one XD

#

I don't really mind, as far as I can see, the value is as it was yesterday, but it's still a bit confusing πŸ˜‚

real gust
quick pagoda
real gust
#

haha

#

gave me a heart attack when testing other code

edgy ledge
misty plank
#

hey so like is there an option to turn off the grayed out text bc I like being able to click on it and re-read whatever upgrade i want

#

nvm i didnt realize it let me click it still

steady trail
#

Yeah, you're still able to select it to check the info.

#

The Grey is just a prior warning that it won't allow you to purchase it.

gusty flint
#

@steady trail wheres the code for the exorcism contract or more specifically spawning the exorcism items around the map without affect total scrap that can be spawned

steady trail
#

That would probably be LethalLib's MapObject thing.

gusty flint
#

interesting

river dawn
#

contracts won the poll :D

wicked lake
#

I wish contracts had a config option to target custom moons in the random contract moon selection function so it could send you anywhere instead of the same 5 vanilla ones.
Would also be a great balancing idea to have it be willing to select moons with a routing cost once the quota gets high enough, that way when contracts become basically the only viable way to not get fired ultra-lategame, they could now send you to titan or dine or another very dicey custom moon.

mortal berry
# quick pagoda I... used to have two data chips from the contract there...

If the shopping carts weren't there, then what likely happened was you installed or removed a mod, or one of your existing mod added or removed an item, and the shift in item IDs caused a shift in existing items. (As the saved items in the shift use the same ID number, but what the item loads will change based on what's listed)

mortal berry
real gust
#

Its a LLL bug i think

steady trail
steady trail
#

Or do you mean customs only?

steady trail
#

So, if contracts won, my idea for this one is:

  • Main menu

    • Contract Info
    • Pick a contract (either make this off or don't make it appear when already have one)
    • Current contract (either make this off or don't make it appear when don't have one)
  • Contract Info

    • Prompt for each contract type (which then prompts information related to the contract)
  • Pick a contract

    • Random moon (when you don't want to specify a moon or don't have money for a specified one)
    • Moon for each entry (as the same behaviour as specifying a moon when getting a contract)
  • Current contract

    • Moon where the contract is located at.
    • Type of the assigned contract
    • Relevant info of the contract

Error and confirm screens will still be a thing (like the ones from the upgrade store and weather probe).

Thoughts on this before I start doing it is appreciated as it has been a good while since I last played so I don't know what's the flow of an average person.

quick pagoda
frail briar
#

I am having a weird issue where the forest keeper samples dont drop when killed, is there any known problems with this, or is this new?

steady trail
#

Yeah, snack made a PR for it.

#

Next release should have it fixed.

frail briar
#

alright, awesome

mortal berry
quick pagoda
mortal berry
#

So, another question about Quantum Disruptor. It says it slows the in-game time by X%, so if you make it slow time by 100%, that means time is effectively stopped?

steady trail
#

I believe so.

mortal berry
#

Alright

#

I think I've also just noticed that it doesn't stack with LCV, but I want to double-check that

#

Cause I had LCV's time speed set to 0.5, bought Quantum, and then set LCV back to 1, and it's going at normal speed. It could be that LCV is applying after since it was the most recently changed time scale multiplier or something to that effect, but not sure, lemme try on a fresh save.

#

Nope, it does not work. Quantum Disruptor is not taking effect.

#

It might be because LCV sets the time scale to occur when the level loads and when the ship lands.

cedar coyote
#

Has uh

#

the Lightning Rod upgrade ever worked for anyone

torn mason
#

after i had massively increased it's effect range, yeah it has

cedar coyote
#

as i expected

torn mason
cedar coyote
#

what did you set it to

torn mason
#

if i remember correctly it's somewhere around 800 or 1000

#

which is MASSIVE

#

thats pretty much full map for some of the moons

cedar coyote
#

for 1k

#

i find that justifiable

river dawn
#

add 2 zero's then i talk-

mortal berry
#

Wait, that's all it needed to be?

#

I nined out that sucker

#

I overestimated the size of maps

fading marten
#

||totally not semi-inspired from Sketchy's-|| Upgrade change: Sick Beats should give a slow regen, unstackable. 1 per second. Every level adds 1 per second (default max level: 4). Each level upgrades the individual buffs.

mortal berry
#

Why wouldn't you just get the max regen in a single level with the rest of the other buffs?

fading marten
#

Cause 4 HP per second is pretty heckin' good for how cheap sick beats is

steady trail
#

Now to wait for this thing to fly away and see if it still drops the sample.

stoic wasp
#

just a quick small question if we use nicechat with lategame upgrades if u buy something the text in chat doesnt pop up if you have it on fade away is there anything to fix that? like it sends the message but the chat doesnt pop up

steady trail
#

Not sure. Pretty sure the prompt is just sent to the chat. I don't know what additional steps is needed to make it pop up when using it.

stoic wasp
#

maybe just an incompatibility between those mods

severe grove
#
Stack trace:
MoreShipUpgrades.UpgradeComponents.OneTimeUpgrades.SickBeats.CalculateDefense (System.Int32 dmg) (at <4992e259675341ff8868e989d42bd239>:IL_001C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::DamagePlayer>(GameNetcodeStuff.PlayerControllerB,int,bool,bool,CauseOfDeath,int,bool,UnityEngine.Vector3)
SnatchingBracken.Patches.network.FlowermanBinding.DamagePlayerClientRpc (System.Int32 playerId, System.Int32 damage) (at <05c85a958c7144eebbf2f39917d02a01>:IL_00E3)
SnatchingBracken.Patches.network.FlowermanBinding.DamagePlayerServerRpc (System.Int32 playerId, System.Int32 damage) (at <05c85a958c7144eebbf2f39917d02a01>:IL_00D6)
SnatchingBracken.Patches.network.FlowermanBinding.__rpc_handler_1928701905 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <05c85a958c7144eebbf2f39917d02a01>:IL_0048)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
SnatchingBracken.Patches.network.FlowermanBinding:DamagePlayerServerRpc(Int32, Int32)
SnatchingBracken.Utils.<DoGradualDamage>d__8:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)```

I was wondering - I believe I've seen the very same error with other custom enemies. Why does the defence calculation trigger this error on damage?
#

(this is when the bracken applies some continuous damage while dragging away the player - SnatchingBracken). It normally just works, instead in this case this error gets thrown and the bracken is unable to kill the player

#

or, is it something that depends on SnatchingBracken? The stacktrace seems to suggest the inner (outer?) call is from MoreShipUpgrades

steady trail
#

Don't see any real reason for it to fail.

#

And everything other damage source works?

fossil brook
#

the stim pack hp upgrade persists throughout game overs, anyone else experiencing this?

mortal berry
#

Not me, personally

severe grove
# steady trail And everything other damage source works?

thinking about it in the past days I also had some unexplainable isolated issues like:

  • Old bird rockets not able to kill a player
  • Another player getting stuck in a dying state when touched by a "Walker" (custom enemy)

I didn't get the chance to look at all the logs (maybe it's something different), but yesterday I was testing the game in solo and that happened.

At the moment I can only replicate the SnatchingBracken issue for which I reported the error above.

I disabled SnatchingBracken for the time being and see if the weirdnesses continue.

I still find unusual seeing "MoreShipUpgrades.UpgradeComponents.OneTimeUpgrades.SickBeats.CalculateDefense" in the log.

I was getting the same error every "tick" (a coroutine triggering every second) the Bracken was holding me.
Even when he stopped, he couldn't kill me. I assume there's some sort of incompatibility, but I can't understand why it's failing nor why SickBeats.CalculateDefense should be triggering a nullref in that situation.

sacred zinc
steady trail
#

I'm probably forgetting a check for disabled in the config.

#

Because usually the nullref comes from accessing the instance associated with the upgrade which is null if you disabled it.

steady trail
#

@real gust i probably know why the lag with samples.

#

There are some things with ridiculous amounts of vertices.

real gust
steady trail
#

Like I looked at the vertex count.

#

Some of them made me "this can't be right"

#

The lid for example.

real gust
steady trail
#

Yeah

#

This is why I don't like circles.
They look pretty and all but the amount of vertices can go haywire when you just want a pretty circle.

real gust
#

i decimated quite a lot the nest i used for the bug

#

the original one have Triangles: 189.2k
Vertices: 94.7k

#

i think someone that knows blender could make the jar with a low amount of vertices

#

and still look like a jar

steady trail
#

Yeah

#

Too bad I'm not that person

#

I just know how a GPU works and how rendering can put it on fire.

real gust
gusty flint
#

who made those lmao

real gust
#

Β―_(ツ)_/Β―

#

i will blame you xu

worthy aspen
#

Is there a way to make an upgrade be automatically bought when starting a new save?

steady trail
#

You can make it free.
In the case of tiers, it will only apply the first ever tier.

worthy aspen
#

Just bought the Hunter upgrade and got this error

steady trail
#

And no prior errors?

worthy aspen
steady trail
#

Does charging booster have no incremental price?

worthy aspen
#

It doesn't, I thought I could remove it like you can with the Hunter upgrade

steady trail
#

Well yeah, there are some cases where it could go wrong (like the Charging Booster).

#

What if you try 0 instead of empty?

worthy aspen
steady trail
#

Hm

worthy aspen
steady trail
#

I'm not getting any errors with that config.

worthy aspen
#

Restarted my game and it works now

steady trail
#

And the hunter throws the error when bought still?

worthy aspen
#

Nope

#

It all work now

steady trail
#

Okay, so I just need to fix the Charging Booster case where you have an empty string.

worthy aspen
#

And that will remove the levels right?

steady trail
#

Being empty?

worthy aspen
#

yeah

steady trail
#

Uhh.h

#

I don't know if it considers empty/0 as no level.

#

I would have to check.

#

Taking in account every possible combination of prices is hard to predict, you know.

dense idol
#

thank you lategame upgrades

tawdry wadi
dense idol
#

i think we have enough days to get the quota

burnt lake
#

why the funky angle

dense idol
#

(we still have 10k on ship)

dense idol
severe grove
# severe grove thinking about it in the past days I also had some unexplainable isolated issues...

Hi there!
I ran again into the nullrefs when calculating damage issue, again against the Old Bird's rockets:

[11:43:39.7091350] [Info   :ShipTurrets] RadMech was hit.
[11:43:42.0248215] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.UpgradeComponents.OneTimeUpgrades.SickBeats.CalculateDefense (System.Int32 dmg) (at <4992e259675341ff8868e989d42bd239>:IL_001C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::DamagePlayer>(GameNetcodeStuff.PlayerControllerB,int,bool,bool,CauseOfDeath,int,bool,UnityEngine.Vector3)
(wrapper dynamic-method) Landmine.DMD<Landmine::SpawnExplosion>(UnityEngine.Vector3,bool,single,single,int,single,UnityEngine.GameObject)
RadMechAI.SetExplosion (UnityEngine.Vector3 explosionPosition, UnityEngine.Vector3 forwardRotation) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0042)
RadMechAI.StartExplosion (UnityEngine.Vector3 explosionPosition, UnityEngine.Vector3 forwardRotation, System.Boolean calledByClient) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0008)
RadMechMissile.CheckCollision () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0122)
RadMechMissile.FixedUpdate () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_0038)

<same error above, again>

[11:43:43.0324050] [Info   :ShipTurrets] RadMech was hit.
[11:43:43.6304581] [Info   :ShipTurrets] RadMech was hit.```

That prevents the rockets from exploding as well - so they stay in mid-air

I don't see why (as it's affecting the player), but I wonder if this mod https://thunderstore.io/c/lethal-company/p/TheFluff/EverythingCanDie/ could be tweaking how the damage to the player is applied?

Is there any chance (unless they're already there) to add some extra checks to prevent that nullrefs?
steady trail
#

You have Sick beats off by any chance?

severe grove
steady trail
#

You won't have that issue if you have it on.

#

I will make next release not have that throw when disabled.

severe grove
#

Oh, I see, that's a corner case scenario ^^
I'm going to keep it enabled until a patch is released.

That's why I couldn't get killed by the OldBirds when they grab me and flame me to death (to softlock :P) ^^

#

Thanks for looking into it! ^^

steady trail
#

Does this mean that they want to start the upgrade at level 1 instead of level 0?
Or it's starting at level 1 when they haven't bought the upgrade yet?

gusty flint
#

its a nitpick so they're probably just bothered by numbers

steady trail
#

That's because you don't have the charging effect til you buy it,lol.

frail briar
# mortal berry So, another question about Quantum Disruptor. It says it slows the in-game time ...

Depends, if you have an upgrade that reduces it by 100% in one go it should stop, i.e., first upgrade is 100% reduction, or if the 2nd upgrade is 100%. Essentially each upgrade scales multiplicatively off the current reduction, whereas the upgrade is phrased as an additive scaling currently.

If you have default values for the upgrade the difference between the two types of scaling are very small when fully upgraded

warm copper
steady trail
#

They should be in the git.

warm copper
#

Ok, I'll take a look in a moment. Shouldn't be hard to clean them up. That being said, what are material limitations regarding imported items? Do you have access to shader graph, or do all important models have to use unity's default mats?

steady trail
#

🫠

#

Like.

#

We have the import with respective materials it came with.

warm copper
#

Ah ok. I just am not sure if that a mod limitation or a game one

#

😭 Not only are they high poly, but they also use Ngons, which are a huge no-no

warm copper
#

lol guessing you helped with the models?

real gust
#

no

real gust
#

decimate the shit out them and call it good

steady trail
#

Lol

warm copper
#

You have to be careful with decimations and unity. Unity is extremely weird when it comes to how it imports models. If have ngons, it will calulate the mesh and import it as both a tri and quad mesh... effecively doubling the poly count

real gust
#

i think the cleanup option in blender helps with that

#

no?

warm copper
#

Not really. It calculates what it thinks is good, but that doesn't mean it is game engine friendly. Blender is blender friendly lol

#

Also, the way this was done, a model for each jar shouldn't be needed. All that "should" be needed is simple jar model and the rest can be done via prefabs

real gust
#

that i agree

#

theres 2 jars, the one bracken uses is diff i think

#

the others just need material for the goo, particle and sticker

#

i don't even know who made them

#

haha

warm copper
#

All the jar parts can be put into a single model and all the variations can be made through prefabs. As for materials, that part is very easy

real gust
#

i said 2 because im not sure if the bracken on is just the normal one without the goo

#

but it could be changed to be the same

warm copper
#

I will take a closer look at the other models after I get this one cleaned up. I started with snare flee

#

Ok yeah, so it looks like there are 3 styles of interior scattered "pieces", but not a big deal. Easy to do

real gust
#

the pieces have so many triangles haha

warm copper
#

I don't doubt it, but as of now I have the jar, lid, and liquid down to 2k poly total

#

And the ooze... Perfect example of why decimation only helps so much lol

real gust
warm copper
dense idol
#

what the fuck

warm copper
#

Half of the ooze is going to be deleted LOL

real gust
#

that's the goo?

warm copper
#

Yeah..

dense idol
#

what were they doing lmao

real gust
#

Β―_(ツ)_/Β―

dense idol
#

why did they look at that and think "this is fine"

real gust
#

probably rushed development for the contest?

#

i think the origin of this mod is a contest

gusty flint
warm copper
gusty flint
#

You're not supposed to tell em

gusty flint
#

Such a diverse skill set mhm mhm

real gust
#

haha

steady trail
#

Modelling sucks.
I rest my case.

dense idol
#

I keep wanting to learn how the 3d model but I don't have time

real gust
warm copper
#

hahaha been doing indie development alone with Unity for 12+ years. I've had to pretty much learn a little bit of everything myself. The only thing I cannot do is model for animation. Haven't had enough practive to learn the topo to prevent deforming

gusty flint
#

I've animated before and don't understand so imma assume I'm on a lower level

#

Considering I've been doing this for... 3 months lmao

#

You wouldn't happen to be interested in helping out with a big expansion mod would ya SC_cool_umaru?

#

Modelling will forever be my bane

#

Until I take a good month to properly learn more techniques atleast

warm copper
gusty flint
#

Willlll do!

warm copper
#

Fixing this ooze is going to take forever LOL Just deleting all of the geo that was hidding inside of the lid cut it from 20k down to 12k, but still

#

The sides on each one is a mix of ngons and quads

gusty flint
#

I wonder if it would be easier to just honestly remake them lmao

#

The jars are kinda... just jars

warm copper
#

Well, at this point it's mainly all the small details. The jars themselves are done

gusty flint
#

Ah icic

humble panther
#

have anyone experienced item disappearing from inside shopping cart/wheel sometimes (idk havent tested it again but its happened twice on separate playthru)
it seems like it only affect the one that is holding it while theyre getting in/out of facility
its still visible and interactable to others but the one holding it cant do both
they can only see it again after others took away the item from the cart

warm copper
#

😭 That's just the "stones"

dense idol
#

who needs optimization

#

this is why my FPS goes down to like 10 with a 2070

gusty flint
#

Hi?

severe grove
# gusty flint its a nitpick so they're probably just bothered by numbers

Since you're mentioning nitpicking, I believe the damage upgrade for the shovel is +2 for level 1, and +3 for level 2. Most bonuses get calculated as base + x * (level -1, 0 based). The shovel one is instead base+ x * level. this means that to get a +1 damage upgrade at level 1, you have to change the base upgrade value to 0.
Unless it's by design πŸ€·β€β™‚οΈ

gusty flint
warm copper
#

From a quarter mill tris down to 7k. Spot the difference

steady trail
#

Nice, haha.

warm copper
warm copper
# steady trail Nice, haha.

I recommend using the one jar model instead of a unique model for each jar, and then just create a new material for each jar

severe grove
# gusty flint Iirc it's incremental, are u sure?

Yes. They're all incremental.
The difference is that shovel damage is "base+level * x", and the others are calculated as "base+ each successive upgrade * x"

So the first shovel damage "unlock" adds 1+1 to the damage, using default values.
So on unlock you get +2 damage. Not sure if it's intended/by design. I felt like changing how it scales so that is +1 at level 1.

severe grove
gusty flint
#

Nah they did it for fun

#

Wasn't in the mod at all

warm copper
median egret
#

lategame upgrades heating my room

severe grove
warm copper
severe grove
warm copper
severe grove
#

I was trying to avoid material instancing so they're all getting drawn in a single draw call, but yup πŸ™‚

warm copper
#

There's many ways it can be done. However, I do not have the environment properly setup on my end to be going into thew programming side of things

severe grove
#

having a -very basic- transparent shader instead of the HDRP one probably helps as welll.

#

Apologies, I read "nitpicking" above and got triggered πŸ˜… πŸ™

warm copper
#

That as well, yes. Especially since for the most part the mats are just being used for flat colors in a game that is cel shaded and grainy

#

I am shocked that they even used the HDRP. There is 0 reason to have used it.

warm copper
# steady trail Nice, haha.

I am going to DM you the .blend file so it doesn't get lost here in the chat. Don't have the environment setup properly to safely make a branch

severe grove
warm copper
#

Even then the volumetrics, lighting, and camera culling in HDRP are completely broken and have been for years..

severe grove
#

(that, and he's using parallax mapping quite a lot (!) πŸ˜› )

warm copper
#

Which works better in URP in my opinion. Honestly HDRP is not production ready. Any project that could benefit from the HDRP should just learn how to use UE5

west blaze
#

Quick one thats more on the ballence side.

The trolley and deeper pockets is a bit busted

steady trail
zealous tide
#

Sorry for the eight day late reply, discord threw me that far back for some reason

river dawn
#

(:

severe grove
severe grove
# quick pagoda Um... the extermination contract... are the yippies supposed to be all camping t...

I'm curious to see what happens if we get that contract πŸ˜›
We're using https://thunderstore.io/c/lethal-company/p/Azim/HoarderBud/ as they're too cute to kill and I love watching them roaming around playing with trumpets, so my guess is that they're just going to sit there and Yippiee altogether πŸ˜„

(when they're friendly they also camp at the entrance and hoard scrap there - but my guess is there's a configurable "nest" spot that the mod tweaks)

gusty flint
#

I remember when that contract was first made

#

You could have 3+ nests spawning at one time

#

Leading to about 100 yippee spawning and causing massive lag

#

Not sure how that made it out of testing

steady trail
#

Lol.

severe grove
#

I'm surprised no one has given them some pom-poms when they yell yet πŸ˜›

errant anvil
#

do you know if you can disable just that one?

gusty flint
#

If yippee bug is a dependency

#

Then yes u can disable it (as long as its a soft dependency but I'd need to see the code)

west blaze
#

Nice whens it going live?

west blaze
#

And higher rep = more benefitis

compact spear
#

ive been experiencing this issue with lategame upgrades where the host (me) is the only one that benefits from the purchases made for upgrades like sprinting, jumping, stamina, carry weight, everyone else does not have the same boosts even though we both have it enabled in the config that it would be shared, i cant find anything in the logs explaining it either :( in my logs it adds the proper values but not in theirs

this only started happening after we couldnt meet the quota and had to restart (but: keep upgrades after quota failure was enabled)

steady trail
#

If you could give the logs of this session, I can probably look at it later today.

#

It's just hard to look at code right now due to mental breakdowns I am having.

compact spear
steady trail
#

Was Drop Pod Thrusters on or off at the time?

gusty flint
steady trail
#

My tests are in next month.

compact spear
steady trail
#

Ik

#

I just need to know if it was off or not.

compact spear
#

ooo i see, then yeah it was off

steady trail
#

Before and after the fire scene, yeah?

compact spear
#

the fire scene? whats that?

steady trail
#

Game over.

compact spear
#

ohhh yeah, before and after yes

steady trail
#

From what I am understanding from the errors, the clients are seeing "ghost" managers when they arent supposed to be there.

#

Because host only spawns the managers from which you enabled.

#

But somehow the client saw a manager for the thrusters and tried getting it.

#

It's probably due to config sync being too fast/slow.

compact spear
#

oh dang thats pretty interesting, esp since neither me nor my friend ever touched the thrusters. do you have any ideas on how i could fix that?

steady trail
#

Maybe have both the same config.

#

Not sure.

#

This is just remembering the code from the top of my head what could cause it.

compact spear
#

we tried that actually, my friend shared her screen and i told her everything i had changed and she repeated it, it fixed it for one session but then reverted the next time

steady trail
#

Hmm

#

And the log from that session where it reverted?

compact spear
#

unfortunately i dont have it :(

steady trail
#

Darn

#

But yeah, I will probably have to increase the timer for sync to fully finish

compact spear
#

i hope its as simple as it sounds hahah

pastel adder
#

I'm having an issue where the discombobulator won't fire on moons. It worked on the company building by typing "atk" but when I'm on any moon, modded or vanilla, it doesn't even let me hit enter. I type it and it doesn't accept it at all. Has anyone else had this issue?

steady trail
#

I need your logs when you had this issue.

pastel adder
steady trail
#

It saves the last session you played.

pastel adder
#

Let me re-create it I still have the save

#

It's the LogOutput.log right?

steady trail
#

Correct.

pastel adder
#

Now it worked correctly... Weird. Sorry, if I get the error again I'll save the log and send it. Thanks for the help!

steady trail
quick pagoda
#

Hello, since the last update (I guess) I can not probe moons anymore. I type "Probe Artifice" and Terminal asks me, if I want to order a pro flashlight...

steady trail
#

Type probe

quick pagoda
#

πŸ˜… I didn't make a typo, terminal

#

Oh!

#

It got changed to a menu

#

thx

warm copper
#

I cannot really narrow down why this happened, but the upgrade that slows down the time scale on a planet did not reset for one of the clients after a failed quota. I was the host and it was night for me and one other, but for the third person it was only 3pm.. I had to delete the save for it to fix.

dense idol
#

idk man

river dawn
#

😭

dense idol
#

If we stayed on each planet for the max amount of time every time it would take us 5 years of consecutive playing to get through all the days

steady trail
steady trail
gusty flint
#

spike i think u misread lol

steady trail
#

Did I?

steady trail
#

Now to find the person that asked for this...

gusty flint
#

did u finally add the config option to disable the mod!?

#

yippeee

steady trail
#

You already have that by just disabling everything.

gusty flint
#

oh, oh well

steady trail
#

Ergh, string is broken.

#

I will just post as is.
@fading marten this should be what you wanted for the "alternative Quantum Disruptor".

#

(every X00 is actually X)

#

K, now to leave home.

steady trail
#

It's much harder to do minutes I reckon.

fading marten
#

Yeah but

#

you state 500

#

I assume you mean like

#

revert 5 hours

gusty flint
#

(Every X00 is actually X)

fading marten
#

Ah

#

Ok. Was about to say like- holy, we reversin' time by weeks

gusty flint
#

can i reverse back to before i was hired? thanks

fading marten
#

XD

#

Other than 500 -> 5 (400 -> 4, etc), but like.. "(maximum usages per moon landing of 500)" is um... .... Level 4: Can reverse 5 hours, 5 times?

#

Is that what level 4 is saying?

#

honestly the wording is confusing me. ., .

gusty flint
#

im not sure

fading marten
#

Just tell me what the upgrade does and I can help reword it anytime WhiteSpike o ,o... Atm I'm confused as to what it means

steady trail
#

You have a command when bought upgrade.

fading marten
#

If my last assumption is what it is, "Level 4 - 1800: When 'quantum' command is executed (up to 5 times per landing), time will reverse 5 hours." or "Level 4 - 1800: When 'quantum' command is executed (up to 5 times per landing), time will reverse 5 hours as early as 8:00 AM".

steady trail
#

Everytime you do command, it reverses time by x hours.

#

You can only do y times per moon land.

fading marten
#

is level 4 5 times per landing? or just 1 time use of reversing 5 hours?

steady trail
#

Per landing

#

I can make it configurable between landing, moon or quota.

fading marten
#

I'd have it be per landing for the sake of quota extension mods, 'n per moon would cause too much stinginess o ,o

#

as default

#

that is

#

I was surprised to be @'d about quantum randomly today πŸ˜… .... any wording stuff or opinions, poke me anytime c: ... caught off guard is all.

steady trail
#

Yeah well, I didn't have time to change the string because I had to go out.

#

But yeah, I will change it later.

fading marten
#

Did somethin' come up that reminded ye about Quantum? . ,.