#Lategame Upgrades
1 messages · Page 28 of 1
Not really, I remember most stuff people ask.
:D
Down to help in any way I can (in this case, it seems to just be wording the upgrade or naming of this or that).
Maybe down the line with the custom UI thingy ye made in the terminal, there could be a custom place to open up that allows usage of the discombobulator and quantum with the press/click of a button on the screen :3
like an execute command console that shows the buttons you can press and automatically sets the radar to be the user using the terminal (in turn, causing the radar to focus on the ship) with view monitor on the background set automatically when entering it
so you can time hitting the discombobulate button via. seeing enemy dots or somethin'
although depending on future upgrade ideas, causing the view monitor to view the terminal user could be bad ... hm... scratch that part I guess o -o
Oooooooooo
I just randomly thought of dis
If you do have that command-console thingy
can there be an upgrade to the teleporter in which - if a command is executed, it warps all players outside the ship towards the ship? Maybe it could be a one-time thing, and the teleport allows all items to be transported too. If used early, could help move some loot - but if used late in the day, could be used to save players... ... maybe it's upgradable. First upgrade is just TP all living, 2nd allows tools and bodies, 3rd allows all loot on living. ... ok rant over- =3=
Somebody asked to make a button like the teleporters and put it on the desk for disco.
If I can make one for disco, I could probably make one for quantum.
Now that I think about it, I wonder what happens when you reverse after enemies spawn.
Would it spawn the same enemies or just not spawn because they already did.
I like messing with stuff as you can tell.
Plus somebody asked to make helmet work differently as it would mitigate some damage and it would only break when the next hit would kill you.
Rather than set amount of hits before break.
But yeah, I should probably go back to making the compiler for our own programming language so that I don't have a not passing grade.
But it's so boring to read the instructions I need to use to generate the file.
You can still pick between the two though so pick your poison.
Oh this comment was about me LOL I got asked if I was a 3D modeler, and that's why I said what I said. I am model, but I dont consider myself a modeler. I'm a programmer that learned out of nessessity
Would there be a way to narrow down this issue if it happened again? I'd also like to state that the people I was playing with were using the exact same profile and config as I was. There was no errors in anyone log.
Either the reset went bad or the levels are not the same for both.
Ah, my bad then.
I think it could break some ennemies AI (I'm thinking of Bracken)
Oh no, one shots are still one shots.
idk if you would be willing to make this possible as it seems you are mostly just maintaining the mod but maybe having it possible to pick a starting perks would be nice almost "class" system
Where you can define class which unlocks selected upgrades?
gimmie a min
I don't know how feasible I can make it with current implementation.
example
Fighter
-Hunter
-Protein Powder lv1
Yeah.
Where you specify a class and then the list of upgrade associated with it.
Kinda like a bundle of upgrades.
I mean, at first glance, it seems possible.
Don't know if it will have the desired effect you want.
Because you would want each "class" to be for one person, yeah?
Or would you be fine if the class was given to all if the respective upgrades were shared?
individual
Yeah, that's gonna be complicated with shared, I guess.
Would probably have to put like upper bound limit to not go overboard.
So that everyone reaches the same level limit.
At first glance, these classes would be basically bundles of upgrades which are given to only one person (though some must be given to all, for example of faster drop ship or landing thrusters), with a defined price for the bundle, the list of upgrades and the levels of each if needed.
When I had the idea I was only really considering the ones that would work as individual updgrades, also in terms of price I had originally though that you choose one class at the start of the round for free but its weaker that the buyable ones we have now and then upgrade them
like o free lockpicker can only do it twice per round
Hmmmm
That might be more difficult because I would have to differentiate between a free start and a bought start on each upgrade.
Yeah I understand this would be difficult, just wanted to throw the idea out
👌
Perfect
Will hours and times be configurable?
You can configure usage and hours per level, yes.
Also, does the quantum command go earlier than 8 AM - or does it stop the timer at 8 no matter what?
Uhh.
The problem with that.
A time of 0 is considered 6:00 AM
At least in Orion.
ah-
Because apparently you can select what hour you start at?
so then - does all quantum usages always stop at 6?
I would have to check again.
It won't allow you to use the command if the time becomes negative.
Aka you can only use it when x hours have passed.
It doesn't use it, yes.
Is there like a "Not enough time has elapsed to use the 'quantum' command"
I have "This command cannot be executed due to the new time being before you started landing on the moon (Leads to negative time).\n"
👌 Very nice :D
Because the time already starts when you start landing.
Yus
Um
random question, don't ask why my brain just thought of this
is it possible beekeeper can make it so bees can spawn on moons it normally doesn't spawn on?
Well not "a" hive
just force it so it can roll for X amount of hives
even if it lands on 0
I would have to see how they work.
Because I reckon bees spawn with a hive.
Not a hive spawn with bees.
yus
So a hive can only spawn if you have bees be able to spawn on the moon.
mm... and that'd require the outdoor enemies to allow bees
I believe so, yes.
hm
What if then- cause like
defaultly there could be 4 or so hives outside right?
Make it so if the moon can't spawn bees, hives cap at 2 if any at all spawn
there'll be 2 bee-less hives out there, and depending on the moon - it's hard as hecc to find most likely
although how would you detect if the moon defaultly has bees or not..
hm... circle back to that if an idea as to how, appears in your head (or anyone's) o -o
Each level has a list of enemies for each "region".
Daytime are enemies that spawn during the day outside.
Outside are enemies that spawn during the night or eclipsed outside.
can you detect it early enough somehow?
in terms of - the "chain of command"
I probably can.
I can fathom how to check if hives spawned in at all after a generation, but I'm assuming hives generate prior to your ship actually "landing" (or starting the land)
so you'd somehow have to nudge your way into between the interior being generated, to prior-to-landing - to somehow check bees... which seems convoluted just for beekeeper 😅
I've tried to sink all my eggs into one basket (dumping credits, especially when there was a sale) on beekeper like 3 times. 3 times it never paid out 😓 🐝
I would also have to pickup the component associated with bees if I was to spawn it on moons without bees, lol.
Ooooooooooo wait~ how about... max level - it checks if a hive appeared outside, and if no hives are detected - it spawns in X (1-3?) hives as loot inside somewhere.
Inside?
I reckon people already have hard time with hornets.
No bees needing to be attached
nu nu - no bees on em
But I can't spawn a hive without bees. xD
Can bees spawn on a hive if it's not marked as an interior enemy?
if spawned inside
When bees spawn, a hive spawns next to them.
Without having to mess the whole internal thing, no. xD
if no hives are detected
1-3 honey jars as loot are spawned in as loot randomly in the facility
:3
or - you could take the beehive model, make a new scrap like it - but call it like "Fossilized hive"
well- a hive can't... really fossilize... erm
While trying to figure something out- I realized something that urks me greatly:
0/10, hive texture doesn't perfectly loop
It is probably a picture wrapped around the model, lol.
wait-
the hive value can go up if its distance is farther from teh ship on spawn?
learn somethin' new every day ., .
but at the same time I swear I've seen like
really good priced hives really close to the ship
It uses a range of 50 to 150 when far and 40 to 100 when close.
ok
I haz idea
You get somethin' like dis
a rectangle thingy, with the honeycomb texture just plastered on both sides
and it's a new scrap. >w>
Heck I could probably create the model - but I won't know where to put important points or how to draw on it -3-
But yeah, the alternative quantum seems to be working as expected.
Just need to check the resets to make sure they are working right.
I never ate honeycomb before... I sadden myself trying to figure out what the new scrap could/should be
it looks weirdly good ; -;
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<details>
<summary> <h2> 3.7.0 - 2024-05-??</h2> </summary>
- Added configurable incremental price factors to ``Extend Deadline`` per quota and per day extended.
- Due to this, an interactive UI was made for ``extend deadline`` command where you can select the amount of days you wish to extend and shows the amount of credits you will spend on that amount.
- Added configurable toggle for Deeper Pockets allowing pocketing wheelbarrows (allowing you to switch between items when carrying a wheelbarrow) or not.
- Added alternative mode for ``Quantum Disruptor`` upgrade to revert time by x hours and can only be used y times which resets at a given point (per moon landing, routing or new quota).
- Added alternative mode for ``Helmet`` item to partially mitigate damage and only break when the next hit on the player would kill them.
- Changed Probe's interactive menu to disable weather entries when conditions are not met (not enough credits or the weather is already in place)
- Fixed Hunter samples spawning on Manticoils and Tulip Snakes when the transition from day to night happens and the daytime enemies despawned on that transiction.
- Fixed Sick Beats preventing enemies from damaging the player when disabled.
- Fixed Helmet's scan node appearing above the item rather than on the item.
- Fixed Helmet not appearing in the player's hand when held.
</details>
This is what I have so far right now.
If there are any issues, feel free to report here and I will take a look.
(I didn't forget the contract UI, don't worry)
Any plans to add a choice to remove scan nodes for items?
Wow you even implemented the feature for Extend Deadline ! Thank you very much !
If the new mode for quantum disruptor stops enemies from spawning so wackily, can it be the default? o -o
other than that, all looks good c: 👍
- Added configurable toggle to allow scan nodes on purchased items (Wheelbarrow, Peeper, Helmet, etc..).
Should I consider any other kind of item or would this be sufficient?
portable teleporters if not already?
also just wondering if the syncing issue will be included in this fix
Sync?
Ah, the thing you got.
I would still need to understand what's your issue exactly.
Because there are too many avenues where it can cause it and I can't really see which caused it.
Config sync might be the cause but it could also not be.
is there any bugs I should know about besides maybe the bug of samples spawning when lizards and birds despawn?
Game breaking wise? Not really.
At least people don't report often nowadays with current version.
ah okay
im having some bugs with ship not flying after upgrading
If there are other mods that set the same variables to some other value, they could stop working.
The "way of making it not be breaked by other mods" would mean that I would have to search for all occurences of where the variable is used and add the value from the upgrades accordingly.
Seems fair. Is there a way to figure which mods may interfere?
Besides checking entire modlist in hopes to spot something by name
Last ones that I remember people having issues with these were either Diversity or Strange Objects.
Aw meen, i got diversity : (
I think that messes with the jump that I can remember.
Yeah looks like that, probably "Break Bone" feature
I assume it applies to all of other stuff that may break
The things that might break are things that increase a certain attribute of the player, ship or moon time (Climbing Gloves, Shutter Batteries, Quantum Disruptor, etc).
I have a feeling that quantum disruptor is a bit broken atm for me, but i am unsure if the time passes normally or slowly
Because those were designed to just increment/decrement a variable which is used by the game.
While others are just new mechanics introduced to the game so they're just additional values rather than changing a variable..
It's hard to see if quantum works if you don't see how much time passes per UI update.
Because you would have to remember the previous iterations to compare to the one where you bought it.
Then again, if something resets the value to default, you won't see any difference.
Depends, sometimes u do
Especially jump xd
Also i've had two handed items break sometimes
In what way?
They became two handed again

There is this one, right?
Yeah.
And i remember when once in a while it didn't work
And there was no errors?
Because I can only work if you give me sort of error or log.
Just saying that it didn't work makes me have to dismantle everything to find the issue.
Fair, only if i find it again
Hellooo i have a question about the MoreShipUpgrades mod. Theres a upgrade called better scanner is there a way to disable level 2 and 3 of this upgrade and keep only level 1 as unlockable?
I don't think there's a way to make it not show up with current config.
Okay thank you 🙂
@steady trail Please fix this
You mod is removing my SellMyScrap message
Mine should be under other
Right.
And mine doesn't care because it's always at the bottom
Plus if it's putting mine, it should still have ">LATEGAME"
Because that and "information blah balh" are put the same time.
Sounds good! We plan on playing more tonight so i can send more logs later today :)
Some part done, yay.
Another thing done.
Current Contract screen (still missing the "cancel" prompt in here so you can cancel the current contract if you so wish)
Just make the squirrel learn how to stand by itself, lol.
Seems fine now?
Nice
i like how it wasnt even the particles causing the lag
(which didnt make sense anyway, i've had thousands in the game at once without lag)
I just assumed the model was fine.
(Because I didn't really want to fix it if it wasn't)
@real gust So the thing about tapes not showing the name was because the ref in the base map was removed.
I think the commit into the repo just got rid of some links.
Should be fine with what I have right now.
why u changing the quantum disruptor? 🤔
Because somebody suggested an alternative and I was fine making it both configurable.
Uhh, but what happens if you go back far enough to midnight? Would that mean the day would immediately end? Would that mess with spawn rates?
You can't go past 6 AM backwards.
It will stop you from using it if you try that (it would generate a negative value thus why I should stop you from doing it).
Ah, good, there's a safeguard in place
Could a potential cool upgrade be "Scout Booster".
The idea that the Radar booster becomes teleportable by both inverse and tele
So you could drop like 4 of em and get a feel for the facility before you go in
thats an interesting idea but i feel like the inverse part might be a little broken
As opposed to being able to carry 2 heavy items, jump higher than an olympic athlete and teleporting yourself out with a trolley's worth of goods? lol
This mod isnt exactly ballenced haha
Perhaps an option to buy every upgrade instantly or to buy all the levels of one upgrade
If I'm correct that might be @real gust' doing not WhiteSpike's XD

@steady trail I hope that also means with the Hunter sample optimization that there won't be lag when enemies drop them anymore as well ;o
Btw @gusty flint I wonder if you may wanna update TheGiantSpecimens to include the optimized model for the Driftwood Sample
@real gust needs to send me the model for me to add it in
but i still wont update the mod for a while lol
I think WhiteSpike optimized all the models himself if I'm correct
So you'd need WhiteSpike to give it to you
you'd be wrong, the person who optimised it is someone completely different, they probably just sent whitespike the right models and he replaced them, or snack did
Speaking of TheGiantSpecimens, I remember seeing DriftWood Giants drop their samples when I not only don't own the upgrade, I had disabled it entirely
I mean I swear WhiteSpike told me he did it in stream chat the other day but I could be wrong lol
Well yes that is normal
yell at @real gust
The driftwood should drop them on death if the upgrade is disabled because that is the default behavior for TheGiantSpecimens
If the upgrade is enabled however and you don't own it
they won't
probably that
Btw @steady trail question. If I have Hunter set as a free upgrade and remove all the dashes would that make everything unlock with the first tier?
It unlocks the first tier, yes.
Yeah I'm just making sure with the dashes removed it just would stick everything in Tier 1 basically
Other stuff registered through the Hunter API will also need to be on first tier to be unlocked on free.
Ahhhh
yeah see what I usually do is just have all tiers set free and then just max it out lol
Cus I like it as a fun addition for more scrap
XD
But with all my scrap mods I have now I could prob revert it to defaults
Well then off to a great start after the update
I crashed when trying to load into a lobby
@steady trail
LOL
It brokey
Hm
You turned off quantum?
On will probably fix that for now.
Time to check if it's disabled
XD
Okay well
Quantum Disruptor is on
So I guess it needs turned off
@steady trail
Oh.
Yeahhhh
Yeah
Disabling the upgrade allowed me to create a save without the game crashing
lol
[12:08:12.4754596] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Managers.LguStore.HandleSpawns () (at <fc5bc930c3ab43a2b5db51085d28b511>:IL_00025)
MoreShipUpgrades.Managers.LguStore.Awake () (at <fc5bc930c3ab43a2b5db51085d28b511>:IL_00033)
UnityEngine.Object:Instantiate(GameObject)
MoreShipUpgrades.Patches.RoundComponents.StartOfRoundPatcher:InitLguStore(StartOfRound)
StartOfRound:Awake()
DMD<>?362341606:Trampoline<StartOfRound::Awake>?-2136640042(StartOfRound)
LethalLib.Modules.Enemies:RegisterLevelEnemies(orig_Awake, StartOfRound)
DMD<>?362341606:Hook<StartOfRound::Awake>?-573912212(StartOfRound)
DMD<>?362341606:Trampoline<StartOfRound::Awake>?1307165428(StartOfRound)
LethalLib.Modules.MapObjects:StartOfRound_Awake(orig_Awake, StartOfRound)
DMD<>?362341606:Hook<StartOfRound::Awake>?-2128515372(StartOfRound)
DMD<>?362341606:Trampoline<StartOfRound::Awake>?1760595250(StartOfRound)
LethalLib.Modules.Weathers:StartOfRound_Awake(orig_Awake, StartOfRound)
DMD<>?362341606:Hook<StartOfRound::Awake>?1813779536(StartOfRound)
DMD<>?362341606:Trampoline<StartOfRound::Awake>?-213771696(StartOfRound)
LethalLib.Modules.Player:StartOfRound_Awake(orig_Awake, StartOfRound)
DMD<>?362341606:Hook<StartOfRound::Awake>?-1739755880(StartOfRound)
DMD<>?362341606:Trampoline<StartOfRound::Awake>?-760679200(StartOfRound)
LethalThings.NetworkConfig:StartOfRound_Awake(orig_Awake, StartOfRound) (at O:/github/LethalThings/LethalThings/NetworkConfig.cs:266)
DMD<>?362341606:Hook<StartOfRound::Awake>?1088632396(StartOfRound)
DMD<>?362341606:Trampoline<StartOfRound::Awake>?826175836(StartOfRound)
Moonswept.Cleaner:KillYourself(orig_Awake, StartOfRound)
DMD<>?362341606:Hook<StartOfRound::Awake>?376195720(StartOfRound)
This is probably why.
It also did a hard crash, no crash reporter popup
Yeah same error I posted when I sent the message
Why is calling it twice though, lol.
Idk
It's not.
Really, that's the error that was in the other log XD
It's not the one you sent.
Means the error is different but the crash will reproduce then
Ohhhh I see
The other error is at the bottom
It seems like it's Quantum Disruptor that is breaking though cus disabling it did fix the crash
I have no idea. I can't seem to reproduce it.
Really?
I have always tested it with it on and it never crashed.
Odd
018f95f7-66c5-9fe7-cd79-77c32ba125cb My mod pack if it helps, reenable it in the config and try to create a save
lol
Is it the one we played last time?
It's similar, I've added and taken out a few mods since then
But the one we played with last time might also repro it
Inb4 I just need to nuke and regen the LGU config
☠️
actually were defaults changed for Quantum in any way?
I didn't touch the defaults, no.
Weirdddd
If I had to guess it's probably conflicting with another mod now that touches the terminal or something then after the recent changes
Lmfao
istg if it ends up being TerminalFormatter
😂
theres red stuff popping up in my console 😭 😭 😭 😭
same here btw 😭
Okay.
i threw out the configs completly and it works WITH quantum disruptor now but...
all my customized configs are gone
gotta redo them now
Hmmmm
Yeah.
Yes
i love that
Glad there's one thing you like from the update.
theres nothing i dont like so far o.O
Oh btw was the Landing Thrusters error when paired with LLL fixed?
Well, you seem to have ranted about there being errors and had to delete the config from this update.
its just unfortunate that theres a bug occcured now 🙂
So I thought you just hate it.
What error?
what nooo! xD
Landing thrusters never messed with the ship landing logic.
It just made it faster.
My guess is it's not really Quantum Disruptor specifically breaking
But when some upgrades are disabled it breaks it
Just dunno why
Cus no config changes got made
Hmm
for me the game is running so far since i threw out the configs 🙂 but im not really playing rn just standing in the ship
I might have found out why.
I did see beta weather tweaks throw an error that time of day was null
I fixed the issue.
I will wait longer if there's other issues arising different from this one.
latest terminal api update seems to prevent u from quitting to main menu
hey so i got a hard crash with the update as well, but i was using a previous save file. is this one where we'll need to start a new file? or is a hotfix on the way
It should be solved if you enable all upgrades for now.
I have a fix but I'm just waiting for different issues.
Anything meaningful in the logs when it happens?
And in which occasion does it happen?
idk could be the config or mod conflict since it doesnt happen with lategame alone
lemme check again
at teh bottom
making new save -> esc -> quit to menu
thats what i do
This seems to be the same issue as others reported but they would crash.
Do you have any upgrade disabled by any chance?
yeah i have several upgrades disabled
Can you turn them all on and if it solves that?
Would spare me the trouble if it's the same issue as the others.
ok lemme relaunch
yep it fixed it when i change them back on
even with custom value
Alrighty, I will wait a little bit more as I already have a fix for that and see if there's any other issues.
Hey here are my logs. Enabling all upgrades prevents the crash but still getting some errors. Hope this helps
Have you tried enabling all upgrades and see if it solves it?
Mrov said they would disable the patching on the old store as that's the cause of the compatibility error.
I don't know about the other errors.
That was made way before my time
🗿
What about a subsidies upgrade that reduces the uptick of quota of each cycle by x%
Could even make it ramp up in cost per cycle so that way it becomes a legit "should we?" Moment early game of losing a few 100 now, to save lots later.
Or spend over 1000 later when you desperately need the upgrade
awesome, thanks man. and thanks for adding the item node cofig!
what are these alternate modes
For the helmet and quantum so far.
(I like being dramatic, ah)
Helmet: instead of full damage mitigation and set amount of hits before break, partial damage mitigation and breaks when next hit on the player would kill them.
Quantum: quantum command reverts x hours up to y times. y counter resets either on moon landing, routing or quota.
alternate mode for locksmith when?
alternate? in what way? one time usage?
i would like a way to disable 2nd 3rd tier better scanner, so if i only want the first tier.
why not make it like the other upgrades where i can just remove the price to remove further upgrading.
instead of a minigame, it is an upgrade for the lockpicker
oh yea sounds good aswell
but make it optional because i like the lockpicker how it is aswell 🙂
uhm i mean the locksmith lol
sometimes the minigame leftclick interact gives the player hard time when holding an item
example mask
well it is a skill issue on the player XD
having an option is nice
yep thats why its an alternate mode like what he do on helmet and quantum upgrade
but i feel that, we could use a upgrade for the lockpicker, make it faster!
thats what im expecting to an alternate XD
we have an upgrade for zap gun and battery powered items (the extend battery life upgrade)
oh the radar booster too
yea would be just fair for the poor lockpicker dont forget it! xD
I was wondering about an upgrade for the Jetpack to increase its overheat time, even if marginally, to allow longer flights without needing to release the button/trigger.
Overheat isnt an actual mechanic
The jetpack just explode when you go too fast
honestly would like a mod that adds that back
it was fun
Overheat was never a a real thing lol
ik it wasnt a real mechanic
but it def felt like it lol
Yeah, if done correctly it could be fun
seeing people blow up mid air made me die lol
How does the alternate Quantum upgrade works with weather like flooded ? Does it also reverse the flood ? (Havent' had time to test yet)
Because it wasn't made the same way as others.
question
what means quota value exatly? does it mean the how much of the quota already collected, or the actual quota. so if its for example 100/300, do i get 25% of the 100 or 25% of the 300?
i dont know if its still necessary to have this but: https://thunderstore.io/c/lethal-company/p/ButteryStancakes/JetpackFixes/
i have it just in case 😄
You have x as quota value you need to fulfill.
Y as base contract reward value.
Final contract value will y + (x*(1-z)), where z is the value you set in the config.
I have a bunch of mods including that one that add QoL to jetpacks, which made me think jetpacks use overheating to explode, not speed.
but theyre literally telling you on the site of the mod that "overheating" never was a thing o.O
This one was made with v50 in mind so yeah
Heylo
Name override for Drop Pod Thrusters is displaying the Fast Encryption custom name
also would it be possible to make the space for names longer or adjust for longer name ? here if the name is longer than 17 characters it will be cut, all that blank space to the right wasted ;_;
Cuts are needed otherwise the screen's fucked, yes.
"Ah, but there's so much wasted space there on the right"
It's for sales.
oh right
also now that i remember...
should the perk be saved or we have an issue ?
Your save file is saved in the game's autosave.
WhiteSpike - does the "per every day" reset when quota is done?
So like,
Quota 6: 800 -> 900 -> 1000 (3 extensions)
Quota 6 Complete
Quota 7: 800 -> 900 -> 1000 (3 extensions)
or is it Quota 6: 800 -> 900 -> 1000, Quota 7: 1100 -> 1200 -> 1300
(This is presuming each additional cost per day is +100)
Day resets per quota, yes
I forgot we had Malware Broadcaster there
XD

ever thought of an upgrade to have more scrap spawn inside?
Like increase the average amount of scrap items it can spawn per level?
Question, if spike traps are set to destroy but not explode do they just perma disable? I don't like the idea of them being exploded or despawned lol
Current implementation should destroy the whole model.
As it is using the same logic as the other two.
It is funny I see a suggestion of an upgrade increasing the amount of scrap mentioned here because I have been thinking about making that suggestion myself xd
Would it be hard to make an upgrade that does something like: Increase minimum and maximum by X, i.e., make average X higher too? Just modifying the min scrap and max scrap values shouldnt be hard but im not sure if doing it for all, potentially modded moons too, in a dynamic runtime fashion makes it hard?
holy, huge
I would just have to add when the values of each level are used.
That seems doable. Need suggestions on name/prices/text entries?
I need a break from this because I have uni projects to do now.
I was wondering if you sweet people can assist with an issue. Stronger Legs upgrade dont seem to work? It works for one planet, but next time we get in space, our jump height is back to the normal one, but the upgrades is grayed out. Does anyone know why?
@steady trail I have one request if you could do it, maybe @devout prism could help you, but I would love an option for the drop pod thrusters upgrade to also have the drop ship leave faster cus it stays for so long lol
So make it leave when opened?
Yeah about the way I configured it for FastDropShip
I can't remember what I had it set to now lol
But I have it set to not leave instantly, I ended up adjusting it to stay as long as FasterItemDropship does after opening the doors
so it stays for a little bit
lol
Lemme just check the config for FasterItemDropship rq lol
Yeah I have it set to 3 seconds
I thought it was that but wanted to double check
This one seems to work as how you want.
Default is zero so it leaves instantly when you open the ship.
Oooh, any chance you could push the update to TS?
When I'm done with Uni, sure.
So it works?
Transpilers are fun
Ye
a toggleable option in the console terminal with an upgraded dropship to make it so the noise it makes cannot be heard by eyeless dogs - toggleable because sometimes people want to purchase something intentionally with noise . x.' ...
or maybe it makes it so the sound it emits deafens dogs as it plays
dogs can't react to sound whilst it's playing
initially I was thinking just levels to the dropship upgrade, and the final level makes it impossible to be heard
but then I realized people sometimes want it to make noise
to get all the dogs somewhere
usually away from the ship
What I can see I can do is change the value used to for the noise range considered to be attracted by.
But yeah, people do a dropship to lure the dogs away from the door.
Tho most of the time they just exploit kill through the door.
Without you interacting with it?
upon liftoff - if both the dropship upgrade and discombobulate is purchased - any dogs within 15 meters get discombobulated
Ah.
any enemy*
the company sends a discombobulating dropship
and if you have the dropship leave upon being opened - an employee can purposely run to it and press E to stun all things within 15m
or open it and stun all dogs around to quickly get items dropped (or safely get away from the dropship without gettin' munched)
Wouldn't that just make a cooldown-less mini-discombobulator?
well specifically to where the dropship lands
and mainly would be useful against doggos
I would imagine I would have that configurable, lol.
n i just thought of another random idea - another level upgrade to lightning rod where (just like discombobulator) - when you input a command, it makes all enemies within a radius (or the whole map) for a period of time become the targets of random lightning strikes if they were to strike nearby them
Basically ups the odds of lightning being beneficial instead of unhelpful .w .
Heya! Are the contracts currently not synced with other players in the lobby? I've played with a few friends now and for example the Exorcism and Data contract only show the contract items for the host
Yus
cooldown of 5 minutes, duration of 30 seconds. Lightning strikes redirect towards an enemy if it were to strike within 10m of an enemy
or 15m
so whether it's about to hit an item on the floor, or random strike on the ground nearby
redirects into them >:D
or - could make level 2 allow you to purchase like... a magnetic bolt firing gun
from the store
4 shots, wherever it lands (if it's storming) - causes lightning to start charging onto the bolt
bolts cannot be retrieved once fired - but act as miniature lightning rods
can be used offensively, or defensively, or both. I dunno- I just want lightning rod to be a tad more useful - u-
Also, there hasn't really been an upgrade to combat against foggy.... afaik - other than the scanner scanning the ship/door farther I guess
alright- spittin' out another random idea: Loud horn upgrade. When horn is pulled, it pierces through the fog and makes the fog 80% transparent (after being held for 2 seconds). Fades from 80% -> 25% within 10 seconds, and then fades from 25% to default after another 50 seconds. Upgrading it increases the duration the fog gets ripped apart and how long it takes to fade away >:D .... Honestly if you tossed me a metaphorical whiteboard with markers I could toss ideas at you if you need something to think about -3-
heck fog and stormy~ - u-' ... although technically you've already done probing.... so there's a credit counter to it but not an upgrade assistance to it... I guess you'd have to weigh the cost of an upgrade that assists with it instead of one-time purchases to rid the weather (or change it).
Which would then make the probe less useful and used only on stuff like eclipsed or flooded... which I guess... is an investment in it of itself?... you purchase this or that upgrade so you don't need to waste money on a weather or two - to help pay for future stuff or probing when it's eclipsed or flooded
Character model frozen in place after loading into the ship initially. This error message is being spammed in the chat.
wheelbarrow havin' to do something with that?
Happened right off spawn in fresh save, haven't interacted with anything.
Lmk when that update goes live c;
Without giving me the full logs, I can only say that it's a consequence of something else breaking at game startup.
I forgot to call the RPCs related to tell all the clients to update the contract details. It should be fixed in next release.
If you use the old contract commands, it will be synced.
The interactive UI (contracts) for now it doesn't.
Aaaah i see. What are the contract commands? Like if I want a specific or random moon?
contract give random
contract moonName gives specified
contract cancel cancels current contract
contract info specifies what each contract does.
Alright! Thank you!
there is a bug going on where I start a lobby with friends, we buy the upgrades. and then when we come back to the save we still have the upgrades, but the lgu store is reset.
like we didn't buy anything in the first place
Doing "load lgu <host user>" in the terminal loads the upgrade shop properly (would still be nice if they fixed this though)
I also came to report another bug though.
Using the discombobulator sometimes breaks the written chat for the player who used it. Other players can still see your messages, but you can no longer see their messages, and it forces you to press enter twice to send it. Rejoining the lobby fixes it, but it would be nice if it was patched.
thank you so much, I was so frustrated with that fr
Any time
And the logs?
btw we tried this and it didn't work
Weird, for me when it it doesn't load the store properly, using 'load lgu (and the user of the host)' worlds
I'll provide them later
it worked now for some reason, we had to restart the lobby and do it again
sometimes it doesn't tho, we wait the 5 seconds and everything but nothing happens
Weird. It works consistently for me, but I'm glad I could be of some help, at least
#1178407269994594435 message @ivory halo
#1178407269994594435 message @frail briar
I made the upgrade.
it's called "Scavenger Instinct" and increases the minimum && maximum scrap amount limits when it's generating the scrap for the level.
Plus it takes account the multiplier used for generation (by simple math of dividing your configurable value by the multiplier to cancel each other out)
Now lunch time.
Yeah
Awesome
I don't know if making a discount upgrade on store items would make me learn anything or not.
Prolly not.
Like on the modded store items?
The implementation should include all items.
Also, does the Scavenger Instinct upgrade have a base + incremental tier?
Yes.
Essentialy increments by 4 up to 5 times.
Thus max level makes you have 20 more scrap objects than vanilla.
experimentation with 30 items xd
Yeah, well
I don't play that often so I don't really know the right default values for these.
Like upgrade's costs are like 600,600,750,800,900
+20 scraps seems a lot, biggest moons have 30 average scrap if I remember correctly
Probably.
But you probably wouldn't have enough time getting them all with limited time and space.
Plus this would make "useless" moons more useful as they have almost the same scrap value as vanilla "useful" moons, I guess.
Maybe
I think a better number increase might be something like 2-3, maybe base could be 4 and increments could be 2?
So 12 instead of 20 at max.
I think I would up the price a bit too? maybe 800 base for 4, 800, 1000, 1200, 1400?
Yea, I mean anyone can go into the config file and increase it if they want to right?
Or use one of the setting mods
Something like scrap increase is more like a fun thing to me rather than something that should have a really good ROI
Could you change the possible to average? :o
I interpret this as increasing the max rather than min and max
Looks great still
protein powder would be better if this game allowed float damage
It should be illegal for running shoes and aluminium coils to be on the same tier
I feel like lightning rod would be much more valuable if the vanilla game didnt have bugs with keys
bugs with keys? wdym
Sick beats with added shovel damage is so good when you go baboon hawk hunting near the ship in modded planets like triskellion
If you drop a key outside found from inside facility on a stormy day, future stormy days will have a massive reduction in scrap getting targeted by lightning
if you do this with 3 keys you get effectively no lightning on scrap, so its just the random lightning you need to worry about
kinda agree with sick beats, its a bit underpowered
walkie is just situational
strong legs in waste of money is an L take
beekeeper in mandatory is just an issue of skill
imagine not knowing how to yank hives and not die
yeah i think the tier list is kinda wack
Excuse me?... Running shoes is either OP or Mandatory. Who the hell thinks running speed is "good to have"?
If anything, Running shoes is more OP than Hunter. You can't early annihilate things due to lack of shovels, credits, upgrades, etc. Know what running shoes does? Allows the transferring and faster exploring for more loot
Bro put NV headset batteries over strong legs
person's takes are off
-u -
getting that wheelbarrow error in the console any fix for that
Without logs, I can't really do much.
There needs to be a sticker
how do i pull the logs again
From BepInEx folder labelled LogOutput.log
damn it ok let me check around
I would try HD first.
ok
how can i check the logs for myself so i can learn a bit and figure this out on my own
Red letters means bad.
Usually it comes with a stack trace which tells where the error came from.
hmm idk if im reading it right the stace trace im seeing is just the wheelbarrow error
You need the oldest one.
ok let me keep looking
Most recent ones might be consequence of the oldest.
Like a line of nodes where each has a task.
If one of them fails at doing a task, the subsequent nodes will also fail as the previous task wasn't executed correctly.
oh i see the too many emotes error when i scolled up a bit
and the HD lethal one ok got it
thanks now i know how to troubleshoot it a bit more on my own

I keep Launching my game w LGU on and i keep getting stuck the moment I try moving. The debug.log spams error messages related to the Wheelbarrow. But even after disabling wheelbarrow in the config, I still cant move around. Imma keep the mod disabled for now.
Without logs, I can't do anything.
I also don't understand people coming here to say they're going to disable this.
As that is going to help me figure out the issue better, lol.
Just grab the LogOutput.log file from BepInEx folder.
It's not limited to screen size and I can navigate better with Ctrl+F.
lemme get the other one too
oh ok
one sec my FUCKING PC CRASHED WHILE IN THE SHIP
where is the folder?
nvm found it
I need to relaunch tho
Take your time.
HD is the first thing that is crashing.
yea i just disabled that cuz i dont necessarily need it
And the issue still persists?
Because these logs are when you had it on, I would imagine.
Yea
I'm running the game w LGU disabled and it runs fine now
it even ran fine with HDcompany on
but everytime i have LGU on i get stuck
It happens w other save files too
and i can't quit to main menu either
LGU runs fine on its own so it's something else messing with it.
The wheelbarrow error spam only happens if the startup's fucked.
hmm i didn't have this issue before tdy either
could it be a conflicting mod?
neverFUCKINGMIND ITS STILL BROKEN
@steady trail Update still coming soon? 🥺
(Logs of the typing chat not working after discombobulation)
(Doesn't allow the person who used "atk" in the terminal to read messages in the chat and have to press enter twice to send all future messages. Can happen to host and client, the logs are from the host though)
I guess I'm missing some stuff when sending a message.
never seen this happen
printed every frame and locked in place
ah shit happened again
yep every time
ok that time I was able to take a few steps before it started doing that
Logs?
HD crashed.
oh?
It's the first relevant error that appears when starting up PlayerControllerB.
So if the controller is not properly initialized, anything that needs it also crashes.
It has also a inner callback from LethalThings but I would first check HD rather than LT.
Strange, never heard of it causing issues, never played without it
You can ask the two/three people before you that showed the same errors.
Plus they started reporting since yesterday.
This mod was last updated a week ago.
depixalises?
Yeah like deblurs it
dunno, maybe LC Ultrawide? no clue
This is fine.
lmao
When you can access the terminal from the other side.

This seems more fair at max.

@tawdry wadi There ya go.
Yay ^^
(What is it with people usin' the HD Mod?.... graphics not good enough?)
||dem kids and their spoiled ray-tracings 'n hyper-realistic water physics-|| -3-
In the order of errors I am seeing in the log:
- TerminalPlus failed to patch a method.
- TerminalPlus crashed when initializating a game manager.
- HerobrineMod failed to register their relevant spawnables
- TerminalPLus crashed on something related to LLL's custom weathers.
- HerobrineMod failed to register their relevant spawnables again.
- Either LethalBestiary or LethalLib crashed during initialization of a game manager.
- LethalNetworkAPI failed to run a method when disconnecting.
- AubPiggyBackAPI throw an error when trying to register customs.
- EnemySoundFixes throw an error due to quick menu manager not being initialized yet.
- Terminal Plus throwing an error when managing a node.
- AubPiggyBackAPI throwing an error til the end of log.
personally I use it for performance reasons - I actually turn down the quality of things with it
if my PC can run at 60 FPS in some chonker of a moon, all of y'alls should run higher - u-'
Some may be consequence of the previous so I would start from top.
TerminalPlus... hm...
Also hey, no more wheelbarrow error spam so people don't come here when sent to the void.
of all the terminal mods - I don't use that o ,o
that mod is 5+ months old, potential culprit of bricking things
i use it cuz i have like 100 mods installed so it just helps w better fps
but as of yesterday its been causing issues so i stopped
cullfactory + pathfindinglagfix = all ye need tbh
'n then to poke mod devs that create scrap with like 5000 faces
this same issue happened to me bc of HDlethal
Lookin' at you FUMO mod...
Scrap honestly is the heaviest killer of frames... you'll know it too well when using something like fumo mod
bloody 20 of those fumos is enough to dip me to the tens..
'n the same happened in the past with LGU
the hunter drops were frame tankers
I still say they are frame tankers, but not as ridiculous as they were in the past
The game was running fine when I spawned 150 of them.
With nowadays model, anyways.
Yeh but my PC is bloody weak - so what'll not budge you, shoves me -3- ...
Hm
part of it is I like to play as anime girls, which tanks FPS
oh god models
I wonder if someone brought 2B in and made their butt actually 200k+ polygons
just to brick FPS
(fun fact, that was a made-up lie (of a copypasta people thought was real on the net)- but there is an extreme amount of polygons back there. What'chu doin Nier Automata devs?...)
Version number didn't change. This is an outrage. How dare the number not change from 3.7.1 to 3.7.2. = w= ... (I like the 2 new upgrade ideas/concepts. Haven't tested them yet)
0/10 - IGN
IGN sucks lol
Because the version change happens last.
IGN doesn't suck @tawdry wadi . They stated FMA Brotherhood was the #1 Anime of all time
🤣
They've rated absolutely horrible games with good reviews XD
Well you see, Fortnite is obviously the best game of all time.... cause .... sales.
and good games with bad reviews
and people have been dogging on them about it for years lol
Yep XD
(I'm only f'ing with you, I only give a damn about that when the dev of a mod changes things in the config like 3+ times and keeps the number the same)
:3
@steady trail
A user pointed out to me in the Shattered Company mod pack that some of the LGU upgrades do not apply or print a message in chat when purchased. Specifically, only the Running Shoes were tested. This is the most recent version of LGU.
It's like 2 am so I will check it tomorrow after classes.
But if it doesn't print anything, it should throw an error.
Unless its configured to not show.
In your Config or Bepinex.
Config for chat messages.
When you check the issue. I would buy at least one of every upgrade to make sure there are no other outliers.
Ahh i see.
You could test it on the pack if you would like.
I will do more testing tomorrow. I will check if it works fine Standalone. For all we know there could be a Silent Conflict.
Also here is the log
One of my friends was wondering if this let's you grab an item through a wall but I assume the answer is no
It only increases how far the raycast can go.
The checking if there's a wall in between was not tampered.
Alr ty
I think being able to grab an item through a wall could be cool granted it would only ever really be useful with better scanner 3
Enhanced TZP changes players movement speed per frame.
Now I go sleep.
question: Why wouldn't this "enhanced TZP" simply log the speed you were prior to the usage of the drug, modify it, and when the duration is over - it sets the speed back to what was logged?
I'd find that to be the optimal way of coding it... as well as never interfering with other mods without deliberately like... huffing the drug then doing speed-changing stuff
I didnt even realise we had the same timezone
People code how they want.
I don't think changing the speed at each frame is efficient.
I have just learned mechanical arms doesn't let me grab loot farther. Hecc ;3;
Yeah not really too sure what the point of Mehanical Arms is, it may not be working properly atm
open or close doors, push ship buttons or interact with the terminal... i guess
Can't grab loot far with it :<
(there's a strike on busses)
So wait, with the terminal works as shows rhe prompt and interacts.
Items just shows rhe prompt.
how can you build such a good image of yourself and immediately destroy it
fine, im not gonna invite u to the next marathon smh
Yus
It shows the prompt to pick up or grab items, but fails. But pushing e to interact with the terminal, radar screen, ship door buttons, etc - all function
Really odd.
Rhe patch should apply on both showing prompt and interact tho
(and I was able to grab rhe item from opposite sides)
is there any increase in pickup range?
I think GI has been responsible for the weird issue where you can't grab from where the grab prompt shows up
maybe the range of it showing the prompt is wrong but the actual range is right?... for picking up items somehow
like it'll show the prompt of what it should be for level 4, but I'm on level 2 so picking it up isn't allowed/working? . ,.
although that wouldn't explain why I'm able to interact with the terminal equally as far... unless the terminal/button interactions are different than item-grabbing
nice internet btw
Reading messages while jogging during sun is fun
I noticed that issue started after the most recent GeneralImprovements update
(I want to die)
atleast its not raining
(no dying - you have a mod to update and maintain pls)
I would bear raining more than sun
yeah, coderebirth
(after it has perfected, you're allowed to die. Perfected time period: Another 80 years)
Btw speaking of that
?
It seems like my friends aren't really too big a fan of the wallet/coins system
Kek
sounds like they need to get gud
besides, coins dont spawn anymore if u have the wallet disabled anyway
wallet/coin system...?
code rebirth has a shop item wallet, where it allows u to stack extra quote money on it to sell to the company by collecting coins scattered around the facility
Lol I leave it enabled cus I think it's fun although I think something that would make it better
doesnt take up scrap spawns, and they're not valued much
I added the wallet to the utility slot
Maybe make it so you can pick up coins without having to hold the wallet
code rebirth...
only complaint i've gotten so far is "i dont have wallet and its unsatisfying not being able to pick the coins up"
Just let you pick them up if you're carrying it
the wallet loses its value if i allow people to pick up coins lol
No no
I'm saying I wanna pick them up without having to have the wallet in my hand
Just have it in my hotbar basically
So I don't have to press alt everytime to hold it
XD
🤔
idea, now that i've quickly read the mod page
yeah this is the code rebirth thread, whats ur idea?
If you have X amount of coins in the wallet - you start to jingle at a % chance. More coins = higher chance to jingle.
lol that's easy to do
inb4 "i keep hearing jingling sounds and its so annoying, turn off plz"
Doggos hearin' them coins jingle if you're packin'.
Simple, make it a config option
but the starting of it would only happen after a somewhat excessive level of coins
😔
something that only is achievable if one person picks up all the coins of like 2 days
anyway, i wont remember this idea later even if i wanna add it lol
-3-
you'll have to go through the very official
idea submission form
that i need to update
(╯°□°)╯︵ ┻━┻
Or stop skill issueing cus the first option is to reach out to you
@tawdry wadi do jingle update idea pls. tyvm - very importantz, yes (( -w - (I am not really pushing to get this an idea out there) - let that be known))
someone's used it so far
Lol
not my fault i've got memory problems 😔
mhm
it iz what it iz
Ye
anyway im working on more stuff for the mod rn, probably wont include jingle in next update but maybe the one after
im working on writing code for whitespike to review and improve 100%
so too many emotes is currently incompatible, correct?
works fine unless that latest patch changed something
Ok cool, thanks
Stack trace:
MoreShipUpgrades.UpgradeComponents.Items.Wheelbarrow.WheelbarrowScript.CheckIfPlayerCarryingWheelbarrowMovement (System.Single defaultValue) (at <c5d320982e14412a99e5e30398fcb2a3>:IL_008C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)```
i get this error since the last update
Seems like disactivating the item does not help
which surprises me
It really doesn't.
Just means this never happened.
Meaning something broke player's controller initialization thus causing errors after due to bad startup.
Mmmhhh
I guess it should be a conflict
I really thought unabling the item would fix this tho
I'll unable the mod for now coz i don't wanna make my friends wait but i'll try to find a solution later
If you have HD, it seems to break.
At least, last 4 reports had the same exact issue.
ok thanks i'll try
I'm assuming "||Crucifix||" and "||Teddy Bear||" is part of LGU contracts? It seems to be visible when using https://thunderstore.io/c/lethal-company/p/DannyVD/MonitorLabels/
They're not in the map, but they're on radars
Was wondering what they were
well I'd try to poke them bout it- but the mod has no page here
Just pointin' out the weird thing here
Dunno how it sees it if it's destroyed o, o
Also, I did tell it to not show scrap
so I guess these act as "tools"?
They're just map objects.
I'm more curious on how it shows those but it doesn't show others.
Meaning that it's at the same time working and not working, haha
Contract Items have been shown on the map for a while now, even with no contract active (or contracts disabled in the config). Maybe I really should do the exorcism thing at least once. The Medkids and interactiv things (hoardingbug nest, old pc, etc) have no icon on the map. Maybe it is really just these exorcism items.
I might try that later today
If it's associated with the model itself, I can just remove its node.
Since it's not really a scrap.
Zeekers auto applies a weird scrap icon for the map I think?
I saw it while scrolling through some prefabs in the asset rip
The Defusal Contract seems to be bugged. Everytime I tried to use the "lookup" command for the serial number of the bomb, it gives me the message "This command only works during defusal contracts"
Is anyone else not able to grab any items with the extended reach?
@steady trail Malware Broadcast currently does not work
It still works.
Can you give logs when this happens? Thank you in advance.
I just tested it.
Weird
I feel like Night Vision needs to be looked at. It still has shared aspects all around. If one person has it, everyone gets it. It someone dies, everyone loses it. I don't mind the battery upgrade being shared, but everything else is very annoying.
The "one person has it, everyone gets it" is when you have set the upgrade to be shared.
