#Lategame Upgrades
1 messages Β· Page 27 of 1
im gonna try update one by one
ok i found the culprit
lgu v 3.6.3 and 3.6.4 doesnt like csync v4.1 for some reason
AH
Because it uses new stuff from csync 5.x
Which I forgot to update in the manifest.
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 thereβs scrap insurance
I also encountered a gamebreaking bug caused by Deeper Pockets upgrade interacting with the shopping cart and wheelbarrow.
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.
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).
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).
I hope what I wrote is understandable.
Here, I managed to replicate the bug:
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).
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
I like how long this bug was around all because you couldn't pocket the cart/wheelbarrow. 
@median egret You wanted to do something like this, yeah?
What am I look at lol
Yippie!
Yippie7 solos
OH MY GOD YOU'RE THE GOAT
Yesyesyes
I was able to pocket it, but the moment I picked something up, I got locked in
I was using a key rebinding mod that allows me to press 1-4 to access my inventory though
This is honestly one of my favorite mods to use
Yeah, I was seeing an error when you decided to pocket a shopping cart which would lead to break everything elseup and not allow you to do anything til a reboot.
@median egret 
What's this about
Me being lazy to make another thread for the API I have.
(Which is only used by LGU last I checked)
I'm just doing this while I'm waiting for some results from the poll.
Plus fixing some issues like the cart pocketing one.
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.
Do you just not register it if its disabled? Cuz then that would work, but ik LT does something to disable shop items that for some reason makes them still register but not pop up
Still buyable and discounts apply occasionally, some weird bug
Last I checked, it registers but if it 's off, I remove it.
How do you turn it off out of curiousity
That might be a bug in LL if it's through LL or bug in other mods that do discount and whatnot
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);
Ah there's a remove, yeah that might not work tbh
I'm not sure If it's broken on LL side or mods that try to do discounts
Does it? Weird, dunno what the bug in LT is from then
Yeah, it didn't appear in the store and prompts weren't giving me anything to allow buying it.,
I'm gonna blame the other mods then
Cuz it popped up with mods that show discounted items or whatever everyday
I mean, it only happens when you try to grab a 2-handed item inside the cart which completely confuses the game itself XD
Which forces you to pocket the cart.
its like the game is telling you "bro wtf are you doing?"
yeah XD
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.
yeah pretty much
I think the bug could be fixed if somehow you make the items non-interactable while holding the cart
but I also suspect that would make the items in the cart impossible to retrieve when you drop the cart
which will force you to press the "drop all items" button
o h
It's just not live.
This mod works with v50?
yes
Ehh? But their particles are turned off when you drop it.
They are still turned on, im not sure what goes wrong but they most certainly are still moving ingame
Darn.
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.
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?
A follow up to this, purely because I've seen another mod do it - you could add these options under the "Other" category.
yeah them being in the other category would be better than in lategame commands imo
@steady trail lol Maxwell made the ship fps increase the second he ate them all c; https://clips.twitch.tv/BlatantLightTroutSSSsss-tgTEtF_SNeDk5H5a
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..
wait, hunter items had particles? wtf
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 ?
lgu use MoreShipUpgrades.csproj.user to find the required dlls
you can see the folder strcture inside MoreShipUpgrades.csproj
I can
hold up, imma boot up the game
@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.
they should play in your hands
drop, store, change slot should stop the particles
yup, now I don't see them
no squares at all
same result on the floor, no squares
only the thingies floating in the middle
cool
@tawdry wadi if you could test later
i think only the particles cause fps drop so should be fine
thx @edgy ledge
no problema
@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
Wheelbarrow and stuff inside it weight should be accounted for while you're holding it though
Is it not?
I remember having a hard time making that happen because I couldnt just alter the Item script able object.
Otherwise all of the same Item would see the same change.
So when somebody did extend deadline 3, they would pay 800 + (800 + cost) + (800 + (cost * 2)) ?
Exactly !
That would really mean a lot to me and my friend group if a feature like this was implemented
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).
I will think about it when I have time.
Yeah I was thinking about it and it probably would require a confirm prompt. Thank you for considering it
On the topic of grayed out colour.
More lighter gray?
I guess this is more readable.
And would it still be able to select it? Or just skip it?
I guess I can make it an option when creating the entry.
yippie!
It kinda worked out?
Looks great !
i like how the selected one says bagutte
Slowly getting there...
Reminder to #1178407269994594435 message
Seems close to what you want.
Yeah, I was checking override names, see if they were still fine.
Can also use the other thing I made to show what sorting you're currently using.
I like when everything falls in place. 
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^^
Loving it! And It's great how neatly you implemented the ASCII UI for the Sorting option.
I'm absolutely adoring what you did π₯°
@median egret 
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.
Thx π It's kind of cool, but... the poor Manticoil population
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.
Yeah, some enemies can kill the birds.
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 π
I don't really understand what's causing the fake item to appear. I just spawn it once and only on host.
I could try doing a contract, just to be sure, those items are "contract items". And which contract items.
Jup, I think I'll try that later, I'll let you know
Noticed that the 2 lists here don't match, also why are some of them separated with a "-" instead of a ","?
... brain is tired. Didn't notice the first bit there
But why is manticoil in the 3rd tier
@steady trail
Remember that thing about
Deep pockets
I am testing it and kinda trying to figure out some way to balance it
Because it sometimes spawns so many and I figured it would be kinda broken to have it on 1st/2nd where you can throw a grenade on them.
I have an idea but idk how easy would be to code and if it would be a good idea
Somebody already suggested not being able to switch between items when holding a wheelbarrow.
Um... the extermination contract... are the yippies supposed to be all camping the main entrance or was I just unlucky there π
I just asked them to put on config thing
We don't mess with their AI so I guess unlucky, lol.
Also, there's some kind of upgrade to jetpack?
No.
Hmm
I was thinking something like
lol, ok XD
Every new 2 handed item you grab besides the first one it has like 25% for example more weight
Since it should need more effort to carry it with one hand
@steady trail
There's a battery upgrade for the walkie talkie?
There's a battery upgrade for all items with a battery.
Fair dues
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.
That includes jetpack?
No clue what's that
No?
Because I'm not a modeler.
So I can't fix something I have no idea about.
Not hard. Just lazy to add right now.
If it has a battery, it drains slower.
That's the gist of it.
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...
Ok, I reloaded the save, did the same thing again. It gave me the same message, but this time it worked
Yes, it gave me one on assurance
Now it worked, weather clear and contract there
π΅βπ« I'm a bit confused, but ok XD
Ah I know Snackss was trying to fix it so I wondered if you integrated it
Well, just one person tested it and gave feedback. Cant make a pr based on that
The problem with that is that I cannot change the item itself otherwise all other copies of the same Item will see the same effect.
So i would probably have to know which items have what weight to then remove correctly.
π why is my lgu integration broken
Could you do maybe a fixed added weight ? Like 10 lb for every additional 2 handed item you carry. Not sure how feasable that it
Not added to an item but to the player itself
That might be more feasible.

[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);
}
}
π€
OH
[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!
hmmmmmmmm
that's not great
so chainloader reports the mod as present and my mod tries to get the assembly and gives up horribly
i'm gonna check what's happening
okay, so it's 100% a mod conflict
Do I need to worry about those not instantiated though.
but which one
the mod doesn't load at all AFAIK

those were all the logs from LGU there
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.
i'm trying to find the conflict right now
this is the log from beginning to LGU dying:
i just got the report #1203871322841808906 message
Though I had to update both LGU and API because either being not up to date would break LGU.
so i've investigated what's changed
yeah, understandably
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?
Or am I just stupid? π
cd .. makes you back a folder
Yeah, I haven't messed with the contracts for a good while.
Found something weird there. When I fail or success (doesn't matter which) a contract it will be gone the next day.
But when I exit that save and rload it, it will be active again
did.. the new lgu update override configs?
No
I mentioned this before, but not sure if you saw it with how active the thread is: Another option is to add the commands into the "Other" category.
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?
Log in case it contains why
It seems to be an item replacement due to different indexes.
There's some mod that saves the items per their own attributes rather than their index.
Which should fix that problem in particular.
I reckon LLL intensifies that problem due to constant item index reordering.
I dont use LLL, I dont think I have anything that messes with saves right now, other than LGU that is
Is it possible to determine which item was replaced?
You would have to guess what mods you had before items were added/removed/shuffled.
@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
When you say that, what exactly do you mean?
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
It doesn't do anything with animations.
the emote mods prob dont account for those items π€·ββοΈ
It just uses them.
Forgive me but that doesnt make sense to me. What item animation does the trolley use then?
For it to be 2 hands in front
it doesnt
Dont have it installed
oh thats what u meant
The jetpack.
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
i see i mistook the screenshot for emoting..
Nope. Its just, on occasion, the trolley just doesnt go to the right rotation and pose
yeah.. instead ur in the heavy item holding pose
And our mod list is pretty tame
I see no mod in this list that'd screw over the pose, unless im missing something
So.
If this mod doesn't mess with animations
And you have no other mod that messes with animations.
It's a vanilla thing.
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
Could it be that somehow the last heavy item in the trolley influences the pose of the trolley?
how often this bug happens and do u know how to replicate it?
Replication has been something thats been very touch and go.
But it seems (annecdotally) to happen once weve wacked some heavy items in the trolley
But its random in respects to "we havent sused exactly the cause"
from that player's first person perspective.. what are their hands doing?
lc_api?
Heavy
Heavy
Luckily we did not have movement issues.
But the animation is bang on
Which has nothing in it.
ofc the russian guy has vodka in his cart π€£
So it refutes the "heavy in the cart affecting animation" theory.
And logs showing no errors.
I counter with the fact that look at the floor and the placement of those items. He clearly dumped them out of the trolley before recording
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
So if I deposit a heavy and pick up the cart, I'm supposed to have animation broken?
Something along those lines. as said, not cracked down on exactly what causes it yet
But its something related to what items have been wacked in the trolley
does animation stay broken even after u take out the heavy items from the cart?
Yep
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
Which tells me the original pose sets, then gets reset after the fact by something else
So order is:
-
Pick up Trolley / Wheelbarrow
-
Pose is set to jetpack
-
Immediatly after, Pose is set to normal heavy item
So less "something is breaking" and more "Something resets the pose"
I think that's just how it happens in vanilla
Got it
Actually perfectly replicated it
2 mins
Oh thats brilliant.
The pose must be saved to the player controller.
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.
i will try this in a fresh mod profile.. just LGU, its dependencies, and lethaldevmode
oh wow I apologise profusely
That is actually very bizzare. I cant think of which mod in the list would effect it
This is why I can't figure out what's causing it.
π₯²
it's that but better π₯Ί
it's really weird, innit? π
I wanna know how the ever living sod ship lobby causes it
ye i couldnt replicate either
what's even better is: there's nothing in shiplobby code that references PlayerController
@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
weiiiird
but for the research purposes: could you remove LC_API + update reservedItems mod?
doing it one mod at a time
π
Okay thank god it isnt ship lobby
I can do the same things with ShipLobby.
So probably something they turned off along with ShipLobby.
Nope wasnt reserved
because in the documentation i only found https://docs.unity3d.com/Packages/[email protected]/manual/RichTextMark.html
<mark>
<mark> tag.
Where you specify a colour.
shiplobby kinda outdated anyway.. lobbycontrol actually started as a shiplobby fork and is currently maintained
Cursed runes
π
I assumed it was being used in some mod in my list somewhere and thats why it deadass wasnt removed
You can always take a look at the repo to know how they are functioned.

Which imo is dumb. Depreceated should only be for when mods are still being used as a dependancy imo
The term deprecated refers to a functionality that still exists in software whose use is not recommended. A functionality that is deprecated is likely to be removed in the future hence it is not advisable to use it. Deprecated functionalities are usually replaced or updated with newer versions.
One message removed from a suspended account.
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
exactly
Imo Thunderstore should scan to see if its still used by mods in your list. If not, then delete. If it is, depreceated
the deprecated tag has to be manually selected by the mod author
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)
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
like accidentally triggering the contract or whatever
or just it not spawning at all
that's mainly what i'm concerned about
the bones i'd essentially use as an alternative to just spawning random player bodies in some moons, since i can't figure out a way to do that currently + i think bones would look cooler
i could use remnants for the bodies but i don't wanna add more to the modpack since it's already big enough lmao
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
batteries mod also has managed to do that
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)?
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
Do giant samples exist, I killed a few and none dropped.
Make sure the name is the Hunter list config
yeah the new update wiped my configs
Are you sure you are in the latest version?
If you have the log from when you killed the giant can you drop it here?
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
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
I have lvl 4 i can help (dont know how to do the log thing)
When I kill a dog, I can hear it breathing still when I stand next to its corpse
What's the issue with particles anyways
hesus
I don't seem to have any problem
some say that the particles dont stop when you drop the sample in the ground
overtime it can cause fps issue
I don't notice any. Maybe it's because of cullfactory, not sure
holy fuck, they move the head
not sure, i also don't have fps issues but did a version trying to fix it
Ahah
but need people with problem to test it
Says here forest giant is not a key
Or rather, not present in the dictionary oddly
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)
Exception caught when hitting object with shovel from player #0: System.Collections.Generic.KeyNotFoundException: The given key 'forestgiant' was not present in the dictionary
updating my source to latest haha
Oh wait,
is the error because it's registered as "forest keeper" and not "forestgiant"?
{ "forest giant", "ForestGiant" },
{ "forest keeper", "ForestGiant" },
{ "forestgiant", "ForestGiant" },
{ "forestkeeper", "ForestGiant" },
any of this is valid
Ah, that's weird then
I see it works
Sure thing
Stun grenade should work on them right?
at least for its failing when i kill it flying
Booting up Lethal with the new dll
If you kill them, they can start spinning too for some reason
... forgot to buff protein powder. This will take a bit longer then
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
Final Boss: Manticoil Generator
Dunno, didn't change much afaik
[Info : Unity Log] dropping item did not get raycast : SampleManticoil(Clone)
My log is yapping a lot though lol
it should be fine now
the original error is my fault
used the wrong name when registering the sample xD
Well glad the issue got resolved
Now I can put giants back on the hunting log for fun
not yet
unless you play solo or share the same dll
will make a pr and wait for whitespike to review and publish
It'll just be me solo for now so it should be fine
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
Do you get the icon from the upgrade?
@real gust why do you need publicize the API again? Haha
again?
Like
I said again because of reading what you said about it.
Not really again as in you publicized before.
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
Like what?
let me change back
trying to figure out why xu UpdateScanNodeClientRpc is not being called ._.
Lol
i think you already changed the methds
yeah, no more errors
only warning
haha
i only needed it bc of the publicize
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.
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
No, they do despawn when they fly off during the transition of daytime to nighttime.
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 π
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?
Bomb blows up if you take too long.
π³
Oh. Ok π 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.
Oh.
That's what I said when I died to gravity XD
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.
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
I see. Well, gl with your projects!
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 ?
Found no issues myself with the contracts either
You can't just contract tit or ass, dude. This isn't that kind of game...
I realized something about your case because this happens to me as well.
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)
I... used to have two data chips from the contract there...
Leave and rejoin lobby
Don't exit game completely
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 π
Dude... I'm suddenly very grateful for my shopping carts. That's creepy
the lethal gang about to raid Titan:
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
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.
@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
That would probably be LethalLib's MapObject thing.
contracts won the poll :D
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.
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)
Yep, that's definitely what happened. Some items had been added to or removed from your modpack and it caused item IDs to be pushed around and new items to appear in your ship. It depends on where they are placed in the list, so that's why some items change, while others don't.
Its a LLL bug i think
Does it not randomize between vanilla and custom?
Or do you mean customs only?
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.
That makes sense. I had buyable shotguns disabled for a while and enabled them to shoot some manticoil.
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?
alright, awesome
The strangest thing about that is, why doesn't that mod just use the vanilla shotgun and shells? Why does it have to add its own?
Don't know. That save is kind of my Testing ground. Maybe I should delete it and make a fresh one from time to time XD
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?
I believe so.
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.
after i had massively increased it's effect range, yeah it has
as i expected

what did you set it to
if i remember correctly it's somewhere around 800 or 1000
which is MASSIVE
thats pretty much full map for some of the moons
add 2 zero's then i talk-
Wait, that's all it needed to be?
I nined out that sucker
I overestimated the size of maps
||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.
Why wouldn't you just get the max regen in a single level with the rest of the other buffs?
Cause 4 HP per second is pretty heckin' good for how cheap sick beats is
Now to wait for this thing to fly away and see if it still drops the sample.
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
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.
maybe just an incompatibility between those mods
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
Don't see any real reason for it to fail.
And everything other damage source works?
the stim pack hp upgrade persists throughout game overs, anyone else experiencing this?
Not me, personally
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.
I had the trouble that it stays after you reset the upgrades, but when I stopped the game and started again no more issue
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.
@real gust i probably know why the lag with samples.
There are some things with ridiculous amounts of vertices.
suspected that could also be a problem but never looked at it
Like I looked at the vertex count.
Some of them made me "this can't be right"
The lid for example.
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.
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
Yeah
Too bad I'm not that person
I just know how a GPU works and how rendering can put it on fire.
who made those lmao
Is there a way to make an upgrade be automatically bought when starting a new save?
You can make it free.
In the case of tiers, it will only apply the first ever tier.
Just bought the Hunter upgrade and got this error
And no prior errors?
Yeah this
Does charging booster have no incremental price?
It doesn't, I thought I could remove it like you can with the Hunter upgrade
Well yeah, there are some cases where it could go wrong (like the Charging Booster).
What if you try 0 instead of empty?
Error is still there
Hm
I'm not getting any errors with that config.
Restarted my game and it works now
And the hunter throws the error when bought still?
Okay, so I just need to fix the Charging Booster case where you have an empty string.
And that will remove the levels right?
Being empty?
yeah
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.
thank you lategame upgrades
lmao wtf
i think we have enough days to get the quota
why the funky angle
(we still have 10k on ship)
why not
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?
You have Sick beats off by any chance?
yup. We aren't using it.
You won't have that issue if you have it on.
I will make next release not have that throw when disabled.
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! ^^
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?
its a nitpick so they're probably just bothered by numbers
That's because you don't have the charging effect til you buy it,lol.
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
You're more than welcome to send me the files for the models and I will see if I can clean them up. I have time to kill π€·ββοΈ
They should be in the git.
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?
Ah ok. I just am not sure if that a mod limitation or a game one
π Not only are they high poly, but they also use Ngons, which are a huge no-no
lol guessing you helped with the models?
no
Lol
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
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
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
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
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
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
the pieces have so many triangles haha
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
the pieces
what the fuck
Half of the ooze is going to be deleted LOL
that's the goo?
Yeah..
what were they doing lmao
Β―_(γ)_/Β―
why did they look at that and think "this is fine"
probably rushed development for the contest?
i think the origin of this mod is a contest
Out of curiosity, you a 3d modeller? 
Umm ehh LOL "kind of" more like a programmer who learned how to 3D model out of nessessity
Shush!
You're not supposed to tell em
Programmer too 
Such a diverse skill set mhm mhm
haha
Modelling sucks.
I rest my case.
I keep wanting to learn how the 3d model but I don't have time
+1
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
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
?
Modelling will forever be my bane
Until I take a good month to properly learn more techniques atleast
Depends on what you're looking to do. You can DM me with details. I don't usually mod make game mods, so that part would be new to me lol
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

I wonder if it would be easier to just honestly remake them lmao
The jars are kinda... just jars
Well, at this point it's mainly all the small details. The jars themselves are done
Ah icic
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
π That's just the "stones"
Hi?
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 π€·ββοΈ
Iirc it's incremental, are u sure?
From a quarter mill tris down to 7k. Spot the difference
Nice, haha.
how much
I wish I was joking LOL
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
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.
wut? 250K tris per jar? Was that in the mod? π
XD But yeah, per jar
lategame upgrades heating my room
you could probably create a single "goop" attached to the lid mesh, and instance it in Unity as a particle system. Scaling shouldn't impact it too much.
But yup, that's extra work - probably not necessary.
Well, got it cleaned up. The rest of it is a matter of just making unique prefabs for each and assigning materials to that specific prefab instance
If I can provide some unrequested feedback, to help Unity batching I'd just use one material, and set its color via MaterialPropertyBlock. Or, set the color via UV offsetting(using MatierialPropertyBlock, not material instancing) using a 1-pixel-per-colour texture atlas.
Could also just instance the material and make a scriptable object with all the material specific information
I was trying to avoid material instancing so they're all getting drawn in a single draw call, but yup π
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
having a -very basic- transparent shader instead of the HDRP one probably helps as welll.
Apologies, I read "nitpicking" above and got triggered π π
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.
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
Exactly my thought when I realized about it.
My answer was "he wanted to use the native volumetrics".
URP would have been more than enough with the proper plugins/assets.
Even then the volumetrics, lighting, and camera culling in HDRP are completely broken and have been for years..
(that, and he's using parallax mapping quite a lot (!) π )
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
Quick one thats more on the ballence side.
The trolley and deeper pockets is a bit busted
Already thought of.
Reminds me of a @river dawn video ngl
Sorry for the eight day late reply, discord threw me that far back for some reason
(:
Just wanted to confirm: Re-Enabling the Sick Beats availability indeed fixed the issue with most damage methods nullref-fing through the game ^0^
I'm curious to see what happens if we get that contract π
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 π
(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)
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
Lol.
OMG, now I have to try that - a whole cheerleading team of hoarders - all Yippieing at the same time - completely saturating all available sound channels π
I'm surprised no one has given them some pom-poms when they yell yet π
oh didnt see that this was updated, but why does it have the yippie as a dependency?
do you know if you can disable just that one?
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)
Nice whens it going live?
I think they really missed a trick with this mod.
Could of had a friendliness system where depending on the value of the item, it improves your rep with the bugs on X moon.
And higher rep = more benefitis
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)
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.
im sorry to hear that :( if theres anything i can do to lessen the load please let me know!
LogOutput (2).log is my friends log during a match we both were in
LogOutput.log is mine that i got just rn solo because unfortunately i dont have the log from the match we both were in
Was Drop Pod Thrusters on or off at the time?
im choosing to ignore the fact that i have exams therefore no mental breakdowns because nothing is happening
My tests are in next month.
off, never bought it. we did have flips mods version of it tho fasterdropship or smth, but we got rid of it and the issue still persisted
ooo i see, then yeah it was off
Before and after the fire scene, yeah?
the fire scene? whats that?
Game over.
ohhh yeah, before and after yes
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.
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?
Maybe have both the same config.
Not sure.
This is just remembering the code from the top of my head what could cause it.
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
unfortunately i dont have it :(
i hope its as simple as it sounds hahah
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?
I need your logs when you had this issue.
does it save logs on previous sessions as well? Cause this happened yesterday and we've played again since
It saves the last session you played.
Correct.
Now it worked correctly... Weird. Sorry, if I get the error again I'll save the log and send it. Thanks for the help!

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...
Type probe
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.
idk man
π
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
Prolly the same issue as the other where the client has more managers than it should have.
This is just speculation as I don't have any logs.
The person that did them wasn't the programmer, no.
spike i think u misread lol
Did I?
Now to find the person that asked for this...
You already have that by just disabling everything.
oh, oh well
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.
HOURS? . _.
OH
It's much harder to do minutes I reckon.
(Every X00 is actually X)
can i reverse back to before i was hired? thanks
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. ., .
im not sure
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
You have a command when bought upgrade.
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".
Everytime you do command, it reverses time by x hours.
You can only do y times per moon land.
is level 4 5 times per landing? or just 1 time use of reversing 5 hours?
The wording can be condensed then to that-
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 π .... any wording stuff or opinions, poke me anytime c: ... caught off guard is all.
Yeah well, I didn't have time to change the string because I had to go out.
But yeah, I will change it later.
Did somethin' come up that reminded ye about Quantum? . ,.






