#Lategame Upgrades
1 messages · Page 29 of 1
I was using Vega to disable turrets, I could have checked logs but I was doing my big 16 hour stream 😅 so I was trying to avoid doing troubleshooting stuff as much as possible and just dealt with it not working, but I think at one point someone was even disabling them from the ship and they weren't exploding
Malware wasn't touched.
Is it possible cus I set this to false, you introduced a new bug where it also disables it for the turrets and mines?
Cus I know for a fact it was fine with 3.7.1
lol
Yeah you're all good
I'll do some testing
@steady trail yeah it was that setting
lol
Set it to true and it works again

Nice apparatice
It's just because somebody suggested stuff like item progression mode.
Most of the stuff I made was pretty simple so I liked the change of pace.
I got a semi working prototype, it's only missing the CustomScrap to do stuff (because it requires configuration stuff and I hate it.
)
i was partly making fun of the spelling but i might be the fool here
also that's sick lol
is it gonna be part of LGU?
It will be an alternative mode which you can configure to turn on.
gotcha
The idea roughly from what I got discussing:
- CustomScrap and UniqueScrap provide a boost on getting an upgrade through their value (the difference being that CustomScrap you specify which scrap help what upgrade while UniqueScrap gives all items an upgrade to boost towards)
- NearestValue is provide an upgrade closest to the amount you sold (rounded down so if there are no upgrades with a price below it, it won't give you one)
- ChancePerScrap is whenever you're selling a scrap item, it rolls a die and if successfull, it will give you a random upgrade based on a criteria (pure random, cheapest or lowest level)
- Apparatice is whenever you sell an apparatus, you get a random upgrade.
that makes sense, cant wait to see how you spend hours on balancing :p
On defaults?
yeah prob
Like..
My problem is probably the amount of contribution a given item can give to the upgrade boost.
Right now it has a 85% contribution on each scrap sold.
Which is applied after the company buy rate.
icic, that's quite a lot
fair
Though I had a problem with RPCs not being able to write the whole string for the save.
So I had to go to byte arrays.
huh
And technically the UniqueScrap should work with any kind of items you add.
The CustomScrap might be more troublesome.
Because itemProperties name might not be the same as the scan node.
ah yeah, usually isnt
wallets arent for example (tho those are shop items) because they have variants
Luckily I have the GrabbableObject instance so I can prolly pull off the header out of it.
If itemProperties doesn't match, go check node.
If still no match, we're boned.

lol, i hate matching names, its why i just gave my items the quest component if they're quests
Whoever wants to have fun with Item Progression for me (so that I can find any bugs before production).
Can we get a company cruiser refueller upgrade
You don't even know if it has fuel!
- Implemented an alternative "Item Progression" mode where you can acquire upgrades based on the items you sell alongside using credits to purchase them.
- CustomScrap: Each upgrade has a configuration option where you specifiy the several items that will contribute to the upgrade.
- Each item contribute through their scrap value sold multiplied by a configurable multiplier for contribution.
- When the items are sold and if they contribute to an upgrade, they will be displayed in the upgrade's screen display under "Discovered Items"
- UniqueScrap: All items present in the game will be attributed to an upgrade, ignoring item specification configurations.
- Each item contribute through their scrap value sold multiplied by a configurable multiplier for contribution.
- When the items are sold and if they contribute to an upgrade, they will be displayed in the upgrade's screen display under "Discovered Items"
- NearestValue: Whenever a quota is met, it will purchase the upgrade closest to the met quota value.
- The quota value is rounded down meaning if there are no upgrades with a price lower than the quota, it will not purchase any upgrade.
- ChancePerScrap: Whenever a scrap item is sold to the company, it will roll a value between 0 and 1 and checks if it's lower than the configured value for chance
- If it meets the criteria, it will pick an upgrade to purchase based on the criteria of randomenss:
- Random: Pure random and does not take any consideration of what the upgrades have.
- Cheapest: Picks the upgrade with the lowest price to purchase.
- Lowest Tier: Picks the upgrade with the lowest level to purchase.
- Apparatice: Whenever an apparatus is sold, a random upgrade will be purchased.
- Refactored game attribute relevant upgrades (Running Shoes, Bigger Lungs, etc.) such as the effects are not cancelled when other mod is setting some value to the same variables they are interacting with.
- This means that any mods that requires to know the full value of the attribute variables, they no longer can just check the variable as the increments are added separately.
Now to disappear because tests/discussions/projects.
Also I don't know the point of a car.
You barely have room to go anywhere with it anyways.
Yeah I wasn't sure what he's doing with ut
It's why I'm making a hoverboard
Cuz thats like, less space
I just gotta figure out how to lock the player above the hoverboard and use interavf triggers
It won't be that much use.
Yeah.
Looool
If it's not able to carry items I'm gonna make a car disabler mod 🤭
and canonically wheelbarrow was first 🫡
The car could be for a specific new moon we haven't seen yet
Is there a bug with efficient engines? I bought the 4th upgrade for the 30% and now it shows I have none of the upgrades from it
Noted, but I have a question/minor suggestion. I know you have an overwrite option for all the perks, however it's very tedious to turn that main setting off and individually set every perk to be on especially with the ever growing list of them. Would you be able to add an additional setting that ignores the overwrite so I don't have to manually enable every single "This perk is now shared" toggle?
I meant to reply to this
There is a setting to share all upgrades if that is what you are looking for
Ive been having issues with the Stronger Legs upgrade not working when we land after buying the upgrade, as well as running shoes upgrades past upgrade 2. They take the money and gray out, but after one mission, and landing next time, its not working anymore, and we can't rebuy it. Anyone know why?
By the way, I was going to send you logs regarding the Mechanical Arm upgrade not working, but I don't even see any logs that refer to the Mechanical Arm in the first place, would you still like me to send you logs anyway?
Mechanical Arm upgrade seems to be only working with interacting stuff
you cant really pick up items but interacting works with main entrance, fire exit, closing doors and etc
no clue if its a mod conflict or not
Btw, the fact that I'm not talking as much here right now is because:
- Got sick yesterday and couldn't eat anything.
- have a project discussion today
- have a test tomorrow
- have two project deliveries in next two days.
So yeah, this is best week I'm having right now.
Oi
If there aren't any errors appearing when trying to pick up from afar, it seems the vanilla function is not being called to try grab.
That... well that sucks
It is what it is.
You're missing out on the coolest hoverboard code rn
Get well soon tho, I got my test in 30 mins
Nice.
What would be this exactly though?
Because you have an override in misc section to make eveything shared, yes.
I found out why btw.
It's the reason I hate manipulating strings.
F
Recently I've experienced a small discrepancy between the range of grabbable items showing the UI prompt and the range that I actually have to be in in order to grab it (i.e. there's a small distance where you see the prompt but can't grab the item). I feel like this coincides with the new lgu upgrade that extends reach..? Has this been brought up before? I haven't done any testing on it yet just asking
I need the list of mods to know the conflicting one.
Because either:
- An error appears when you attempt to grab it
- Another mod overrides the "grab" logic which it doesn't take account the upgrade increase
Also what the fuck, somebody else other than me is using my interactive terminal API.
I'll look into it. Just to be clear tho I haven't actually used the upgrade yet. So it should all be default ig.
I just felt like this might have been happening since LGU updated with this new upgrade.. I could be wrong.
I'll look out for errors.
Both prompt range and actual grab distance use the same function (to increase the range) when patched so if you're seeing the prompt, you should be able to grab it.
fyi narrowed it down to GI. LGU has nothing to do with it 🙂
oh i have the same issue, have you found a solution?
yes, it's MaskedEntitiesShowPlayerNames = true causing it
set it to false
What?
That is THE weirdest incompatibility. But also the simpliest to remedy from our point.

Uhh, that didn't work at all for me, actually. I'll maybe try disabling all the masked-related features from GI.
Masked are trully a specimen.
Even with all the default settings on GI for the masked, it still doesn't work
You sure it's GI?
So I get a feeling this may be a softspot but erm... whats the deal with the lightning rod? Our group bought it for the first time ever last night and it seemingly did naff all
Also I'll be the bad guy and, whilst i cant speak for everyone, I personally (along with my group) think the lore dumps on some of the lgu entries are a bit erm... much?
Makes it seem very disconnected if you get me?
I.e. lore is cool, but name a vanilla game item or buyable that has lore on the buy screen? Its inconistent with the main game and, to be frank, theres probs a reason why zeekers didnt add lore to the items themselves, probably the cumbersome nature of how it looks :S
i love the shop lore
very cool flavor text
as for the lightning rod im pretty sure i have never used it
From what I heard, it only redirects the randomized strikes, not the ones that are aimed towards conductive scrap. (Although it really should)
Don't quote me on this though
Lightning rod works on effective distance and probability.
also i got the hoverboard completely working uwu (i havent tested multiplayer yet)
small question, do individual upgrades count as in the likes of stuff that buffs the player directly while stuff like discounts, tool upgrades, etc. or?
I don't understand the question.
"Individual upgrades" is a setting used to not share the upgrades with the whole squad
This has nothing to do with upgrades that would boost an individual
It might just be me, but considering the price to benefit ratio of most LGU's upgrades, 1000 for something that, probability or not, seems very ineffective seems a bit off.
E.g: protein powder , which is an objective "you do double damage woot woot" is also 1000
What happened then?
Well you know what they say... this future i do not accept it, as an error only becomes a mistake once we refuse to correct it :L
People only started arguing about it 5 months later.
Well if its any consilation there is an entire group of players (we have a big company group of 15 folk) that'd love you if you updated it ❤️
I can put other logic into it and you decide what you like.
Not now, I have other stuff to do.
I'd be eternially grateful ❤️
One of our group hates stormy weather.
I quote here: "If I see one drop of rain, I'd rather dry hump sandpaper than go down to that moon" 😆
does the fireaxe/bat from immersive scraps stack with the protein powder upgrade? if they did it'd be 4 dmg per swing
having the mod for holding more than 2 2 handed items collides with reserved slots
i had a similar issue in a modlist of ~70 mods with a few friends, i tested around and it was LethalThings that broke it
the issue was that the visible range of grabbing was extended, but not the actual reach range
turning off LethalThings consistently removes the issue, and turning it on consistently causes it again
gonna test if doing any config options on the side of LethalThings could make it not happen: no change in results
also did another profile that is just LethalThings and LGU (+dependencies), and having the two installed together causes Mechanical Arms to not work
I have it set to not share, mainly bc one friend of mine for some reason has a very weird bug with his game
N I'm asking because I did see some upgrades that benefit the entire crew regardless like time being slowed, destructive broadcast, faster landing, etc.
Can't believe this is right. What is Lethal Things doing that messes with this?
It's true, LethalThings is the culprit behind the arms breaking - but why?
it adds scrap, many other mods I have add scrap. It adds ship functionality, many other mods add that. It adds a hazard, a few mods add that. ... I have mods that all do pieces of what LethalThings do, so why do all of those mods put together not brick it, but LT does?
i guess the only thing I don't have another mod doing is adding decor
that's the only aspect no other mod adds
in my 150+ pack o -o
LT does a lot
All I can think of is utility belt so I'll blame utility belt
Recently (yesterday) ran into LethalThings plus new update to Oneshotmoons or PortalDunGen, causing Imperium to break. How these 3(4) are related? Completely beyond me. But when all 3 were there it caused issues. Not that this helps for LGU, just noting that LT be doing something funky.
I don't know exactly what causes the issue with LT, but it is part of the reason I prefer mods to have limited scopes and be offered piecemeal, rather than as a big bundle of items that touch different things all over the game. I mostly run Lethal Things just for hazards and the Boomba, these days.
I used to use the scrap, but I kept getting a weird texture atlas error for the cookie fumo that was affecting performance, so I ultimately ended up turning all of that off.
i think that atlas texture error isnt cookie fumo, but im not 100% sure, i've heard stuff about it with unity being quirky, i couldnt find a fix though
It's possible, but I seem to remember the error message in question referencing the cookie fumo, specifically. But it's been ages since we played with it, so I've got no real idea.
It specifically referenced cookie atlas
I dont know if cookie fumo is only called cookie internally
But possible
when boombox is on it doesn't enable sick beats, also another one is the shopping cart's deposit hitbox is very strange
I need logs for the boombox.
And you need to clarify what "strange" is.
it's just inconsistent sometimes
but it ain't that bad, just makes putting things in a little annoying at times but it's a good trade-off cuz of how much you can fit in there
The deposit "hitboxes" are on the outside of the cart.
Otherwise deposit and pick up would override more often.
yeh, I usually have to crouch down and touch and aim for the bottom of the cart
half the fun of using the shopping cart is to struggle to put stuff in xd
Just hopefully ye know the strat of putting numerous things in a row into it . ,.
holdin' dat E and scrollin'
huh, never rlly thought about it like dat
I can confirm it is an issue.
Maybe a conditional that you have hold control to have deposit come up or something? So that way there isn't an override issue to begin with?
Like go near it you can take items off it.
Hold control or whatever key and it switches you to deposit mode.
Ngl this issue once again shows imo some uber nerd needs go create a full proper mod api
How is the quantum disruptor coded and when is it applied?
since my mod sets the globaltimespeedmultiplier to the associated dictionary value for the moon on every frame of MoveGlobalTime
I love this mod because it let us do this on day 3 of a quota after selling everything the previous quota
If you want to dig in the code the repository is public https://github.com/Malcolm-Q/LC-LateGameUpgrades/tree/main
When it's bought.
I have changed it though so it's not an increment to the variable but rather my own variable that gets added at relevanr points.
Thus if am overwrite happens, it won't discard however people cannot read the actual value of the variable anymore and would have to check if LGU's on and grab the respective method to get the actual value.
ah, and also that means it wouldn't support moons with a custom speed
like tranquillity
I don't get what you're saying.
Quantum only messes with globalSpeedTimerMultiplier, yes.
It shouldn't care what speed multiplier is set on each moon.
that is globalSpeedTimerMultiplier
there is no moon specific speed
I make it moon specific by binding a globalSpeedTimerMultiplier to the moon and a config with a dictionary
wait there is dayspeedmultiplier hmm just don't know if its used
ok its used to calculate the end of the day
but not for moving time
funny helmet bonk
Meanwhile the coil head enjoying the show.
Is it just me or is anyone else loading in a broken game eith InputUtils v0.7.5?
Just asking since after updating it to that version then I couldn't host, join or anything else
i found out the hardway that i had to downgrde it to 0.7.4 xD
update to 0.7.7
rune forgor to include some stuff
It works 👍
don't know if anyone has said this, but Tulip snake hunter value is probably too high by default. Of course it can be changed, but just figure most won't, and suddenly hunting tulip snakes is almost more profitable than going inside
That reminds me, anyone know any common culprits that might be resetting the run speed every few seconds when on moons, or killing the jump height bonus? Hadn't figured it out yet, and am not aware of anything else that should be messing with speed or jump aside from LGU. I'll get around to trial and erroring it to figure it ok eventually if no one has an answer.
Enhanced TZP is one that updates speed per frame.
Unfortunately not running that one. I might post my mod list later and someone will be able to point it out.
Hmmmm weird
What I mean by this is you already have an option to override everything to a yes by default. What about an option for every upgrade (since you're always adding new ones) to ignore the override of being shared? If I want night vision goggles to function on an individual level, I would have to go one by one each and every single upgrade and turn them all except for night vision to shared just to have the effect I want.
Don't be afraid to turn on reply mentions btw. I would prefer it so I know when you respond actually
I wanna try picking up this mod but I'm afraid of some incompatibilities that could be had with my modpack currently
0190022b-c2db-faa5-af4a-3eae18e8cf61
code for those that need it
would any of these mods conflict?
Mods that change speed/weight/stamina time/jump/time passing could override some of the upgrades.
Looking one by one not only is hard because it's already a pain reading this mod's code so what's different reading others and some "conflicts" are either immediately obvious and show an immediate crash or error on the user's end or they're silent and we will never know if there was an issue til we decide to check the logs' content.
TL;DR I don't know if any of them would conflict and if they do, I don't mind you telling me that to see if I can do anything about it.
So besides the toggle all shared button, you want a toggle all individual button?
so like 90% of flip's BetterStamina mod 😭
fair
from its config it doesn't seem to really increase stamina but just reduce the consumption of stamina
But it's mostly others overriding this mod's effects, not this mod nullifying other mod's effects.
I see I see...
eh if it's just a stamina conflict thing then I think for the most part the mod should work fine, since it's such a small aspect in the wide variety of options this mod offers from what I can see
can upgrades be disabled to appear in the shop?
You can toggle anything in the config.
fantastic, I'll definitely try it then :)
Is there a way to turn off the night vision battery ui text?
I find the font of it being different from the other text found in the game to be strange, but even that aside I just prefer it to be the simple bar
You can actually.
The last two digits are the alpha value, if you put it essentialy 0, it won't appear.
No, think of it as an overwrite button for the global shared overwrite. I know it's dumb, but I can't think of a better way to allow certain perks to be individual instead of manually changing everything from self to shared
So instead of toggles, it's a list.
Is there a way to make the night vision upgrade be shared but not the item itself?
like I want to have the stats upgrade for everyone but each player should still need a seperate pair
whats the vanilla value of this?
I know from testing that 0.75 is 80% of the vanilla value
0.9375 is 98% of it
0.95 is still -1% so 99%
Oh is that what causes that to happen?
aw
yeah a change to that would be great :)
it's not that it's a bug I think but moreso that we wanna have the NV battery upgrade be shared but the actual NV Goggle be individual.
currently in the config where turning on the shared upgrade also causes the NV goggles to be shared so when one player puts it on every player has NV
it's not that it's a bug I think but moreso that we wanna have the NV battery upgrade be shared but the actual NV Goggle be individual.
currently in the config where turning on the shared upgrade also causes the NV goggles to be shared so when one player puts it on every player has NV
this ^
Cause that's how I thought it'd work originally, but it doesn't. So it's frustrating when I knowingly bought myself night vision goggles and equip them, only to have them suddenly stop working at some point when I need to use them.
That's why I thought it was a bug for so long.
Think of it like that blue baseball helmet that protects your head against like a hit or two of damage (that's probs in another mod I have but you get my point). It's for the player, and not everyone will get it if one person equips it.
Another example would be the vanilla game itself with flashlights. If I only buy one flashlight, why would my teammate on the other side of the facility suddenly be able to turn on a flashlight when we both know they don't have one? Going further on that, why would him dying suddenly disable my flashlight entirely? It makes no sense and it's very frustrating to have that happen. So much so to the point where I don't even bother buying night vision goggles when I know they're gonna stop working for me at some point anyway, I'd rather not waste my credits on something that's inconsistent
How possible would it be to have a radar booster act as a beacon for the inverse teleporter?
As an upgrade
That's actually such a cool idea
Enhanced Radar Boosters does this I believe
Maybe, its not on the thunderstore description so I can't tell atm
it does indeed.
Oh shid
i found a bomb in the facility and when we tried to put in the "lookup BV-996" it said we need a bomb defuse contract to do that command
but we litteraly had the bomb in our face and when we did the command "contract" it said we currently had a bomb defuse contract going
😄
does the contract break when you quit the game and reopen the save when there was a contract going?
cuz that is really sad to waste credit on a contract you cant even do any more
also i have been upgrading back-muscles and better lungs several times and they reset on the save file
Code: 01901278-4217-069b-661a-6c0992b0901e
how do i get the log? i am about to try see if it does it now by closing my run and reopening it
so ill wait until i know before i do anything 😄
In the BepInEx folder.
It only saves the upgrades when you reach an autosave state.
ok ill see if it does it now then could be cuz i did something wrong
Otherwise something is crashing when loading back.
yup it happened again, i bought back muscles and better lungs last quota and played all 5 days ( bought extended deadlines twice ) and once we sold everything i closed the save and opened it up again. now my upgrades for back muscles and better lungs are back to level 0
do you need the "LogOutput.log" file?
Yes.
Just used your modpack and bought a couple stuff and it saved just fine.
The logs don't show any errors that could affect the saving of the upgrades so I'm not sure what happened.
i see, sounds like it could be that the save is bugged then
But anyway yeah, I do hope you take that into consideration.
Hey @steady trail, redirect me if this isn't the place for this, but I noticed you compiled a bunch of Desync issue threads in the LLL Github and marked them fixed. I'm still having issues with my friends having desynced weathers and interiors from me (host) and it seems to be a problem with Tolian moons in particular. I've made a post in Tolians Github already, but considering you had that thread, any reccomendations?
Code, if needed:
019019f6-c3e6-96c8-b926-3f45d1a1b134
We all run the same modpack with the exact same configs and everything.
Aaaand even turning off the sharing for only the night vision goggles it STILL drops when other people die..
This is beyond frustrating.
here's my log
I'm having test today but I will take a read after lunch.
But the NV dropping regardless of share has been an annoyance for some time because I can't find the fault.
In theory it should only run for who's dying, not everyone.
will the contracts also be set on custom moons?
They already should.
Hey, just had all the client crash after putting dead bodies inside the shopping cart
note that those people dead bodies got reanimated using Intern
I can't seem to make it crash.
speaking of things u can mount, hoverboard should fully work now!!11!! (problem was that zeekers made his own client network transform that didnt follow the client network transform in the unity docs)
so far i have only seen the vanilla once even with the few modded moons that are free
but its possible that i just been unlucky
Last I checked, it worked fine on picking custom moons.
So unless the level mechanism changed, it should be functional.
so they got reanimated in the cart and then y’all crashed?
nah they where already reanimated before we put their old bodies inside
then after a few sec it crashed
In this case there are legitimate reasons to reinvent it
When trying to use the discombobulator it instead offers me to buy an item :(
is there any way to activate the discombobulator ?
atk/initattack
is there a way to fix the upgrades resetting (but still working) when I join a friend
because everytime I gotta get them to screenshare to know what to buy :v
Hey, when playing with lgu none of the commands to open the store work? lgu, lategame, or lategame store
Im on the most recent update too
im sure its loaded
We are having issues with weight not going away after setting items for Jeb. Seems to only happen to non-host players
The item glitches, deposits, then goes back into inventory i guess doubling your weight
Then it doesnt clear when depositing
Would it be possible to make an upgrade that halves the spawn cycle? Like from 2 hours to 1 hour? Maybe make it 2 tiers and make it down to 0.5 as well?
Were you using CustomTranslatorChar mod? I know that one prevents any of the commands from working.
I don't know if there's a new one.
Either it's erroring out when it grabs the item, leading to the update happening twice on grab and then only once when dropped or it's being called twice "normally" when grabbing and not being called twice "normally" when dropped.
Because the weight is only updated when grabbing/dropping stuff, not constantly.
Spawn cycle?
There is a 2 hour spawn cycle for mobs, meaning that a reduction will make monsters (re)spawn faster
Its mostly that quantum disruptor makes the day a lot longer, but also a lot longer between spawns
There is an additional mode for Quantum disruptor where it gives you a command to go back in time, it keep the spirit of making the day longer but does not reduce the spawn rate
Hi @steady trail, you spoke some time ago about a refactoring for variables to not create conflict with other mods for stamina for example, is it currently live in the latest version or is it something coming later ?
Thank you for the quick response, take care
I know, but thanks for making sure in case i did not :)
Regardless, reducing the spawn cycle time could be fun even with normal time, since it would more or less make mobs respawn instantly from what i understand, at least if one thinks fighting mobs is fun
I'm saying i can visually see it go onto the counter, then fly back into my inventory. It might not be because of late game upgrades. Might be for one of the fixes that helps pick up items in doorways.
Does anyone know why my upgrades after buying them reset after a while, that is, I buy an upgrade, I go through some moons, and then it resets in the computer, I still have the upgrade but it comes out as if I didn't have it which means that I have to buy again level 1 of "x" upgrade even if I have it
you can load a lategame upgrades save through the terminal
type lategame to see the command
This might solve your issue
There might be a conflict with another mod that overwrite some values, hard to say without a log and/or the code for your modpack
ways to fix this happening in multiplayer ? for the host it's fine but the clients have this issue
You have the parameter enabled to share all upgrades to all players ? Never had the issue myself
yeah I did
I've always had this issue
like they work and all but everytime we leave and rejoin, the clients dosen't see the bought upgrades
other and the host
Probably an issue with another mod ? Not sure
must be unlucky because I've played with many and less mods and this always happend to me
Got an issue with the quantum disruptor upgrade
SlowDownTime mode just flat out doesnt work, i did edit the time via a config mod, but even when undoing that and changing time from fixed back to balanced it still just did nothing
and RevertTime mode just decides to take a day off of our quota for no apparent reason
any ways to fix that? i'm assuming the second issue would be easier to fix as the first is probably some incompatibility i cant see
I also encountered the issue with losing a day for the quota, I didn't realize it could be linked to RevertTme mode but I did change to this mode just before the issue happened. The issue only happened once though in my case, is it also the same for you ?
Seems like you have a mod that modify time speed. Even if you keep that mod to a config where the time is the same, if this mod modify the same variable as Lategame Upgrades for the time speed, what could happen is :
- Quantum Disruptor slows down the time
- Your other mod changes back the time flow to "normal"
1st is "fixed".
2nd, I know the issue, I just don't know if the fix is sufficient and not cause troubles on other fronts due to miscalculations.
(It's not "for no apparent reason", quota time and global time are interconnected thus anything that messes with one must mess with the other correctly)
it happens every time i've used it without fail
well its not like i know much about the game's code
all i can see is "unrelated mechanic is affected by unrelated mechanic" so i cannot really suddenly know the reason behind it.
I understand that.
Yeah it is probably down to order of operation
that's why im set on using RevertTime since it solves the parity issue, but then we lose a day of quota and that is just... annoying to say the least
It's just an annoyance reading something saying they want something fixed while saying useless remarks.
Just state what's broken, when is broken and I will look at it.
this also means that the config api i use is coded pretty badly
cause a similar issue happened with weight reduction where lethalprogression messed with it and so did LGU, but when i disabled lethal progression's upgrade then LGU could do its thing
so this means that even at default time speed the config mod somehow decides to override the time with the default time... for whatever reason
its an interesting thing
Yeah i figured as much by now
it was 4 words at the end of a sentence., but i understand it might be annoying to read non-essential information
It doesn't really matter the length. I just care about what I have to do stuff.
I had sentences which are pretty much empty.
I try to structure my sentneces in a way that conveys the most information per word given
However speech patterns are also to take into consideration, little habits which are hard to pay attention to. But from now on whenever reporting bugs here i will try to keep watch of that as well.
You don't "have" to do anything, we all appreciate the time and effort you give for this mod, thank you very much and don't sweat it too much if some things are broken, this is part of the invisible contract between modders and players, we know that we won't always have a smooth experience. From my side this contributes to the charm of the modding scene 🥰
i agree with this statement
one does not have to do anything as a modder, just making a mod alone is already enough of a contribution as is, let alone maintaining one as complex as this one.
Just want to take the occasion to add that I'm really impressed by the level of overall polish of this mod, between the quality of life in the menus and GUI to the items description and very customizable config file. I'm a huge nerd for numbers and I'm having a blast, best mod of my mod pack
With my mate we tried a little bit of all playstyles: lot of levels for the upgrades but cheaper and with less impact, higher priced upgrades but that stay between the games.. And since you added additional modes for some upgrades we can really try a lot of different playstyles
i have to say the mod wen far since i last used it indeed
the new ui, and the upgrades actually saying what they do instead of autopurchasing on using their command (or i nthis case clicking)
so yeah, i'd say the mod works pretty great
is there any way to make the night vision goggles rechargable like the flashlight?
I see, this should be a feature under a mode/setting
kinda like we have the two modes for the quantum disruptor
post the new update any and all items i pick up suddenly wiegh specifically 105 LBS
it is tied to the weight reduction upgrade
Alright. when can i expect the fix to be pushed out at the latest?
At the latest 🥰
for this new upgrade system, can an item only contribute to an upgrade once or like if I set batteries toward the lithium batteries upgrade will I get credit to it every single time I sell a battery
also, if I set an item to count toward the progression of two upgrades will it contribute to them both equally?
Probably later this night.
On game boot, items are assigned to upgrades and remain like that to that game.
If you make a new save, it will have a different set of attributions.
Whenever the item is sold, it will always contribute. There's no cap of item contribution.
It will pick the last upgrade it was configured so. I didn't consider more than one upgrade.
cool, thanks for the update, it's a really cool system 😄 I'm writing up my configs for it now
so for now I'll make sure an item only contributes to one upgrade
so im guessing with the new item progression system, an upgrade being automatically "purchased" means it is bought with no cost to the players if it mets the specific criteria
Yeah, it's like a discount when you bring items for the upgrades.
Slowly decreases the price til it reaches 0 to then reset the amount you contributed for it.
This for the uhhh.
Scrap modes.
Hmm i see, would there be a way to disable regular prices and only allow for this mode of obtaining the upgrades? also will you think of perhaps adding in the option to have one scrap item work on multiple upgrade sas suggested previously?
One item for all should be possible, I would need to check.
For the disable, I would just need to know how you want the shop to look like when in that setting.
so somethings been happening to my game ever since the update
everything on the my other save weighs 105 pounds (keys,rubber ducks, radar boosters,etc) and when I make a new save it's normal but the gravity on moons is somehow more intense (I jump less higher and just jumping can sometimes does heavy fall damage)
I know the 105 pound thing.
The gravity one is curious.
I don't think I changed alot in the Strong Legs department.
And it shouldn't reduce your jump force anyways.
Heres the thing,that was in the new save (the gravity). And when I tried jumping off the ships platform in assurance after it fully landed, I took a ton of fall damage (somewhat close to critical)
Oh.
Apparently I missed one?
Umm no, it's in both.
So it should still work correctly.
And I don't think you can manage to put negative jump force either because it's always clamped to the default value of player's vanilla jump force.
Or well, whatever the value is currently used at the time anyways.
Basically the shop would just list all upgrades, and either keep the dots as a level indicator or switch to a "LV: X" system.
internally speaking levels would still be determined by price, however in this mode you just cant buy them and can only contribute by having specific scrap be deposited, meaning that you might prioritize a big bolt over a mask because the big bolt contributes a bit to faster landing and cheaper travels.
when clicking on an upgrade it could show the current level, what the upgrade does, and progress to next level either via a progress bar with amount of credits next to it or just the amount of credits
that would be my idea
also i meant moreso this, where you said you hadn't considered wanting more than one upgrade, i was asking if that will be a feature at some point as well. i may have worded it wrongly
I don't really mind doing it for more, it's user configuration. If you want more options, I will provide as best as I can.
For the shop, it's close to what I was thinking.
I was thinking having the same screen but without the greyed thing and when selecting, you would still see the same thing but the "prompt" would be something like "you need x more amount of scrap value to upgrade this".
I see, that is a very good approach to have.
Progress bar is difficult because I'm limited in the amount of characters I can use per line.
(This assuming I can make a decent one)
Yep basically
we could have two modes here as well, based on scrap value or based on scrap amount
so a player could configure "you need 2 big bolts and 1 robot toy for better zap guns" or "you need 500 value of scrap for better zap gun" or both or either
Hm, amount.
I see, never knew that.
I mean one could accomplish it by using those unicode box characters, and having 10 of them. though at the same time we can just ignore the progress bar as at the end of the day it isn't really adding anything useful except a different visual representation
Yeah, it's just something pretty at that point because you already had the information shown before.
Yeah, that's why at the end of the day that part of the suggestion quite literally doesnt matter. it is a nice-to-have not a necesity.
The amount might be difficult because I need to store it and then not be drastically changing it when "purchasing" upgrades.
And this assumes that the data pass is working correctly right now.
Because I had some changes on that aspect.
I see
well if it is too much of a challenge that can be put off until a less intensive period and then thought of again, or it could be scrapped alltogether
I'm gonna have family break on July so I don't have much time right now.
Just fixes and tweaks for now.
also i am sorry to ask this again as i had forgot what you said
but will you add the option to make the Night vision headset rechargable like a flashlight, and maybe make the recharging battery a seperate upgrade as an upgrade mode?
That is quite alright
i am just dropping suggestions for at some point
the more suggestions the more customizable the mod, the more customizable the mod, the more everyone wins
but dont stress out over it, at the end of the day all of this is basically charity work, and amazing quality of work in any case. you are doing amazing as is.
That will probably need to mess with the whole internal of it so right now I'm not so sure if I am gonna be able to do that.
Because it was built in a weird way at the time and I wasn't around when it was finished.
@steady trail It sounds like @loud radish was experiencing some issues with the new LGU update as well, are the features causing issues currently able to be disabled?
He said items were weighing more than usual
Yeah i think like 5 seperate people told them
😆
Lemme check git if there's any other issues..
New bugs get widespread reported
No, it's just the weight one.
Because the other mode cannot have a value of 0 as it would break so I used the same method for both with value of 1.
The problem with that is that 1 is considered 100lb.
thank you zeekers
KEK
☠️
that is... a weird way of having that coded...
It's fine.
Zeekerss moment
and the default value of scrap multiplier is 0.4
was gonna say, i have a BIT of a gut, but i aint THAT heavy
and the teleporter price is hardcoded into the game LOL
Being 100lb or any other value would still be considered wrong.
accurate, isn't the call ship from spectators function also just one that changes the time to 10 pm for a split milisecond before changing it back, instead of calling the script directly (that's what my friend mario said at least)
I just got lucky that it gave a big number to be noticed.
i-
i am confused currnetly
it's soooo bad
holy-
Game code go brrrr
Also onto that i am pretty sure the skybox and ingame in level timer are not tied whatsoever
It's fine.
Considering that I have read worse, it's mostly fine.
Ok, it's uploading now.
Til you wait the update, the back muscles alternative mode should work correctly for now.
Only downside is that you will have weight affect your stamina regen instead (speed remains the same behaviour).
Hmm, i dont quite understand how that works but it is most definitely better than having 105 pounds per item. so i'd say its an adequate fix for now at least.
Soo
Depending on your weight, you use more stamina and run slower.
I just got rid of the "run slower" part in the alternative mode..
I see, and the stamina part is still there.
that feels a tiny bit strange but again its better than the previous bugged state.
Well, that's the only use of weight right now.
Use more stamina and run slower.
So I added a mode instead of getting rid of both, only remove the slow part.
I can make another mode for other one if people want.
I feel like going the mode where we can select one, the other or both would be the better idea.
Uhh.
Probably.
I would just need more transpilers for that.
I just don't know the name for the stamina mode right now.
I'm not that creative.
mode = "encumberance" (the speed penalty for stamina), "strain" (weight value), "both"
those would be my names, a bit fancy but meh, i'm not one to give simple ideas
Strain for stamina?
Otherwise I don't know what you mean by "weight value" because changing it already affects both things.
I also forgot to update the info when using modes, oops.
Yeah sorry had a minor brainfart. I meant for stamina
hiya 😄 how does the mod work now that multiple upgradescan have the same scrap put toward their progression? when you sell the scrap does it just add to every upgrade? does it split among them? or does it just choose one?
that is actually a valid question
i feel like it would make the most sense to split it amongst them
can someone give me a random colour that isnt red, yellow blue or green?
periwinkle
I just realized i asked in the wrong chat but thanks nonetheless
hi
i can't find config files
is there configs files ?
oh nvm i find it just the name is different
The first.
anyone know how to fix the high gravity bug
because like I noticed I jump much less higher and just normal jumping from normal non damaging heights somehow does more damage
downgraded the mod to 3.7.2 and the bug is gone
This didn't seem to catch fire when booting on v55.
always a good sign
afaik it was just the cruiser and a few new entities so hopefully porting to new ver will be smooth?
They were a couple minor code changes in other aspects as well
But at first glance, they shouldn't affect much.
well I can tell you interning broke lol
@steady trail just wanted to let you know the transpiler for the dropship leaving faster after opening the doors is broken in V55, but it delivers fast as it should
Ah, they removed the if.
So it's likely that it ended up in one of the ifs related to vehicle stuff.
Though the better choice would be to make a derived item drop ship rather than make the generalized item dropship more specific but ehh.
I managed a fix and at first glance shouldn't compromise between versions.
Should we expect new upgrades for the cruiser? Or at least a toolkit to repair it? (Like the medkit)
If demand is there for them, sure.
Would just need to know what exactly people want from them.
Personally, I'd like an upgrade that would change its shift from stick to auto and thus, improving the controls and removing the need to manually shift between drive and reverse.
Or, you know just an upgrade to its health is suitable so it doesn't explode after two crashes at moderate speeds
you could always just give it more health yeah
offroad tires? 👀
not reporting an issue or anything but really funny. we just wanted to play a quick round, updated all mods in my pack without checking. Landed, went inside and there were like dozens of lgu events lol
ritual with a pc and bomb and a lost employee. Next room, another bomb, hoarding bug eggs, another employee. Probably hundreds of Ritual items and medikits. Insanity lol
but I saw lgu throwing a bunch of errors during patching so I'm gonna hav to investigate haha
I've personally had no issues on v55 with it outside of intern not working lol
Ah, probably because there's a field that was removed in v55..
We like to intern because it prevents us from losing 30k+ in fees due to somebody dying even when recovering the body lmao
Yay so fix is gonna be coming soon? c;
Not sure.
I mean if it will work with both V50 and V55 it should be fine
That needs me in the computer.
lol
I want an option for the medkit that change how it work, you cannot heal yourself you have to heal other players with it so you cannot heal solo and a player can play the medic role
2.5k credits for a "transmission upgrade" which when used on the cruisers makes its controls more videogamee-y
this means that e still have the goofy truck normally but if we want to use it seriously e can have an easier variant that we actually know how to use, this means also that we have an actual cost to the easier steering unlike other mods hich just kinda give you it
800 credits "backshelves" upgrade which adds shelves to the truck, allowing you to place items onto them like the closet in the ship, a bit useless but also aesthetic and letting you put items up vertically, which could look better to some people.
(i dont know if the truck breaks down during floods but if it does)
1k credits "waterproofing upgrade" which prevents damage from floods as long as it isnt above the entire truck (if water gets in the cabin the player will still drown)
500 credits "subsurface cabin" which prevents water from getting into the cabin
1k credits "ship teleporter" which places a teleporter on the ground that lets players, and only players, quickly teleport to the ship fro mthe truck. Might be yuseful to escape monsters
these prices are probably hella off, but i usually play with such mod configurations where these should be achievable within 1 to 2 quotas
then of course we have the classics like "more speed", "more health", "tires with more grip"
as for repairing the truck, even though it makes no sense the nmedkit item could be called "Gas can"
I think we should wait for full release of V55, balancing of the cruiser will definitely change in the next patches
Yeah thats definitely fair
though i doubt any controls will change, and i doubt shelves will be added so those upgrades are probably fine as they are
the rest we should hold off on
I mean, we can already just drop the stuff in the truck and they go with it, right ?
also I don't really like the idea of "simpler controls", the janky controls definitively fits better for lethal company
yeah, makes no sense lol
An idea I have is an upgrade that slowly repairs it when attached to the magnet
they do in fact fit with lethal company, yes
however some things, whi;lst funny, are also just plain annoying
example being the steeringwheel position not resetting, is it realistic? sure. is it funny? hell yeah. is it annoying? you betcha.
the other parts of simpler controls would be interesting as an option, especially for this mod even if the upgrade is off by default, because i assume this would be the noly mod to implement simple controls for a price rather than just as a default feature.
I dunno how worth it that is in all honesty
unless you have time dialation mods (or well i guess the quantum drive) it would probably take too much time to attach the truck to the magnet just to repair it, especially since it already auto repairs in orbit anyway
you just gotta get the hang of it, it's not like you're gonna be driving it 24/7
such upgrade wouldn't be worth it for the little time you're gonna be using it
Personally i would be using it a lot more than you'd think, especially with how my modpacks are layed out
and you are right on the "getting the hang of it" aspect, but at the same time, if it's a possibility to have an upgrade to make it simpler, might as well do so. It's not taking away from anything since it can just be disabled if you don't like it, same with your magnet idea.
at the end of the day, depending on the workload and prioritization of the developers of course, any upgrade can/should be added as long as it doesnt mess with too many things or is too complicated.
After all, it all depends on the player liking
in general though the steering upgrade isn't as necessary as one would imagine, just a QOL thing more than anyhting.
its the other upgrades that im more interested about
it steers way to tightly if you're not careful enough lol
Yeah-
i in general have issues with driving any sorta cars and the whole realistic system is even crazier tbh
A more realistic car was definitively something I needed
it fits lethal company, that's for sure
but it doesnt fit my personal playstyle of trying to use all tools as efficiently as possible
something that could be pretty cool for the truck would be to upgrade it from something different, like maybe a pannel in the trunk or an upgrade station at the company building
although it would be really tricky to do and it definitively won't be as changing as just being on the terminal
i feel like replacing the window to the back with a small terminal screen, or maybe putting a screen above the glass would be good
this is actually ana mazing suggestion, that way players dont upgrade the truck before owning the truck
also it just feels.... right in a way
maybe not replace the windows ?
i mean the truck is by all means a seperate vehicle, only makes sense to have a seperate upgrade screen
Yeah, that was just a random suggestion
a pannel at the bottom of the window would be better
but the monitor should definitely be in front of the truck, accessible from the front
maybe on the dashboard actually?
Something that should be accounted is that if the truck would to have upgrade it could potentially have abilities that could trigger with an input
would everything be happening on the monitor similar to the discombobulator ?
designate the inputs to the non-driver
maybe have physical buttons or keyboard inputs
either that or have it be on the terminal inside the truck like you suggested
we could have some silly shit like a jump ability
yeah
i have this image in my head
pov: on march
"DUDE DUDE WE'RE GONNA CRASH INTO THE LAKE!!"
"not on my watch" actives jump ability
actually
idea comes to mind
as one of the truck abilities, instead of a jump ability what if we just strap a freaking jetpack to it?
have it so like, there is a button on the non-driver side that they can activate, which will then trigger the release of jetpack fuel, which will either slow the fall, or potentially even lift the truck up if done enough
just like regular jetpacks it can overheat and explode the truck, in which case you have to re-buy the truck
but it could be useful overall
how would one recharge this? add a charger to the ship which when in use disable the electricity, including doors, on the entire ship. you would use it by grabbing the front, by whcih point a cable extends from it and then putting it into a port on the outside of the truck. then going back and pressing a button to start/stop charging.
the charger itself, if left out of the truck whilst charging, will be able to electrocute both players and enemies as well, so its a bit more alive than just "specific tool for this specific job"
one issue comes to mind immediately: editing the ship model is a pain and potentially very non-friendly to other mods
So far I narrowed it down to LGU 3.8.0 or greater. Going back to 3.7.2 no issues. The first errors are thrown when other mods are doing their patching I think.
Attached log if you wanna take a look at it.
I guess LGU field patching conflicts with AC field patching and then stuff in LGU breaks..
Yeah, it seems some fields are replaced by AC's
Don't know if being LGU first to patch would fix the issue though.
An hovertruck upgrade would be insane
Yeah, i really love the idea, though making it require two players and make it strain the engine, thus giving use to for example: engine upgrades, would balance it well
that's why i kinda like the jetpack idea for it
maybe just instead of a jetpack it could be replaced with that hover mode
like it hovers above the grounds, can steer on place and falls slowly
also gets back upright by itself
also it wouldn't be cheap
Obviously
add in an ability for the second player in the truck to be able to strain the engine to make it fly up slightly and its perfect
while making sure it dosen't explode
OH
something that would be a lot more interesting
is for the upgrades to only apply on the current vehicle
mmhmm! that along with the charging mechanic and requiring 2 peopel for the fly mode would balance it pretty well
hmmm
that might get annoying quickly
i'd only agree with this if you could rebuy the truck with the upgrades or otherwise they were discounted by 75% when re-buying them
kinda like the truck waranty in the game
yeah, seems right
i think that is the best compromise
if you have an insanely upgraded truck it would still be a hug epenalty to lose it, but it wouldnt be as devastating as resetting the upgrades completely
you could pay an extra fee to get all the upgrades back
would encourage the players to keep a bit of extra cash in stock just in case
that could also be a good idea
if you dont pay the fee tyhe upgrades cost 75% of their regular value, but if you do pay the extra fee they only cost 25% of their value in total
meaning either way they are cheaper but its hundreds of times more efficient to pay the fee
although it would be valid only the day after the truck has been destroyed, before ordering it
yeah, if you rebuy the truck later it is like you're rebuying it without the upgrade fee
that's almost as bad as that one time my friend launched me into the ocean at company building
Watch Employee artillery :D and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I've made a whole ass montage of the play session, poor truck never made it past 12 am
WAIT THIS GIVES ME AN IDEA FOR AN UGPRADE
safety ejector
only works for 1 ejection
but it negates all fall damage and lets you slightly control where you fall
parachute
honestly i wish i was a part of that playsession
it seemed fun and chaotic
yeah exactly
the montage goes wild
I love physics jank
#lethalcompanygame #lethalcompanygameplay #lethal #meme #memes #edit #funny #morecompany #modded #funnymoments #insanity #scream
ONG
i never have that much funny stuff happen to me with my friends, even on modded
this montage has brightened up my day immensely but also made me realize i need more goofy shit happening in my games
we were like 8, that's why it was so fun
try to gather as many friends lol
even try outsiders
just like i am lol
i dont have friends :3
:(
no like genuine i only know 2 people who own the game
one of them would rather play roblox, and the other (the guy who's clip i sent of launching me into orbit) only is on like an hour a day
but honestly the truck was the center of the fun
yeah thats fair
where do i even look for ppl to play with?
Like is there a channel on this server or something?
dark place travellers have on
?
the discord server of zeekers
btw is lgu functionnal on v55 ?
From what I have seen being reported, most of the functionalities run correctly.
There may be some animation issue when using intern and died while driving but that will be solved when v55 is officially released.
is the intern not working fixed? didnt see that in the changelog
I don't know.
I removed the field that wasn't allowing to compile which was on Interns.
Now if that was the thing that was causing the issue, I'm not sure.
ok ill see what happens!
the truck already has shelves to place items on lol
As in interactable ones or just drop on them and hope it lands on them?
Hm oki oki.
Yeah, last I checked I wasn't getting a prompt so I'm not sure what happened there.
just booted up my game to check with my mods and all 5 shelves work all the way across so that's quite a lot of space lol
The LightningRod upgrade doesn't seems to work on my modpack
i never noticed them
i played around some more with the truck and yeah i genuinely cannot see the shelves
probably just my brightness settings though
OH WAIT
UPGRADE IDEA:
PAINT THE CRUISER
both the outside and inside with different colours
I Haven't tested spray on it, i'm curious to see if it works correctly
It should rather be it's own mod
Fair
whenever i enable lategame and try to start a save I get this screen and cant move/open menu, any ideas? ive tried reinstalling, downgrading required mods, etc.
Give me the LogOutput.log file from BepInEx folder.
sorry didn't see this!
for reference my enabled mods are these
oh sorry also these
The errors I'm seeing is MoreCompany due to not finding the requested method and some mod missing to find the dungeon flow from RoundManager.
What version of the game is this being run on?
newest beta, v55
when lategame upgrades is disabled everything works fine and when it's enabled by itself it works fine so it must be an incompatibility
Ah, I missed the error on LateCompany boot.
But turning it off doesn't seem to help.
i figured it out
disabling latecompany fixed it
i think its an issue with how morecompany, latecompany and lategame upgrades interact in some way
tysm for the help im not too attached to keeping latecompany on like I am with this mod
[Error : Unity Log] MissingMethodException: Method not found: void GameNetcodeStuff.PlayerControllerB.KillPlayer(UnityEngine.Vector3,bool,CauseOfDeath,int)
Stack trace:
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::TeleportPlayer>?-983643908(GameNetcodeStuff.PlayerControllerB,UnityEngine.Vector3,bool,single,bool,bool)
MoreCompany.MainClass.ResizePlayerCache (System.Collections.Generic.Dictionary`2[TKey,TValue] ScenePlacedObjects) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/MainClass.cs:270)
MoreCompany.ScenePlacedObjectsInitPatch.Postfix (System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.Dictionary`2[System.Int32,Unity.Netcode.NetworkObject]]& ___ScenePlacedObjects) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/MainClass.cs:436)
(wrapper dynamic-method) Unity.Netcode.NetworkSceneManager.DMD<Unity.Netcode.NetworkSceneManager::PopulateScenePlacedObjects>(Unity.Netcode.NetworkSceneManager,UnityEngine.SceneManagement.Scene,bool)
Unity.Netcode.NetworkSceneManager.OnSceneLoaded (System.UInt32 sceneEventId) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0067)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <e27997765c1848b09d8073e5d642717a>:IL_000F)
@raven ibex I don't know if this is worrisome but errors are considered bad in my book so there ya go. (v55)
nvm, getting the error again while latecompany is uninstalled
when I strictly have lategame upgrades, morecompany and the mods required, things work fine, so i'll do some more testing
figured it out
for real this time
its LethalThings
latecompany, morecompany and lategame upgrades play nice together, lethalthings doesnt for some reason
LC Office (https://thunderstore.io/c/lethal-company/p/Piggy/LC_Office/) also seems to cause this bug
Afaik i hadnt had this bug with this mod, but that was a couple days ago with v50
yeah i think its a v55 thing
Makes the most sense
wrong channel oops
can confirm it works
It would be nice if doing contract without specifying a moon gave you a confirmation window
Is there a way to make the Contract always random?
Or without needing to have the selection
Also, some Contract ítem price doesn't seems to sync to all the players, I had that issue with the exorsysm book
you can just type contract and it's random
And in case you didn't saw this before, the lighting Rod upgrade doesn't seems to work on my modpack
I see, is there a way to disable the other "contracts" to not let the confirmation menu to appear
Do people not want conf when selecting random?
I can just remove it I guess.
And yeah, I read the lightning rod one.
Just busier with refactoring.
When I've been playing just doing contract doesn't give us a confirm and we use it to check what our current contract is but sometimes we end up just getting a random contract and it's kind of annoying lol
I tend to keep old stuff when making new stuff in case it stops working.
I want conf.
Though I guess I can now remove the old thing if there are no more issues.
I think just having a confirm on contract would be nice so we don't just have to go to like Vow instead of art lol
Don't have that problem if you can't access contract though, haha
Only contracts or whatever keyword the new UI was again.
@median egret 
thats quite the gap
It is, yeah.
At least it makes this somewhat more readable.
And it's easier to spot wrong assignments (when you're just making copy pastes)
Lol.
isn't this on the mod's page outdated ?
Because that's the old Fast Encryption effect
wait the whole mod's page is outdated :v
Ah.
That's..
Yeah, I guess it says chat.
It's a long page to track of and some stuff may be forgotten.
🥹 so clean
Thanks and sorry :']
500? 😳
got it, thanks!
Oh, yeah.
damn
Though like.
lategame upgrades is a fairly small mod, idk where you'd get 500
PRs also count.
in issues?
They use the same counter.
in numbering, yeah
oh my
PR is a different type of issue
that is quite the number of PR's
oh lmao
Should be fine.
🤭
Nice.
Technically I'm also doing to main?
Though I have to make a PR at the end so it's technically a branch.
Lol.
yeaah
i have separate branches for "normal" version and beta
and i've cherrypicked some stuff into main
because 🤷
Anyways, time to experiment and then play some RE later, I guess.
RE?
Resident Evil.
resident evil?
Uhh.
Maybe..
Tomorrow?
Pops still needs me today for stuff so I'm not sure.
I would say that
Then again, I have no donation link in the TS page so it makes look like an idiot.
where's the money, Lebowski?
yet
alrighty
This is more a hobby rather than freelancing anyways, lol.
that's absolutely fair
Kinda hilarious it lets me do that.
umm just go 'lgu' and select the upgrade itll tell u what they do
would there be a way to make the scrap insurance scale with the amount of scrap currently on the ship?
At the time of the purchase?
yeah. like have the cost be a percentage of the scrap value on your ship
might be much easier said than done, just a thought I had
Well, it should be a one-time search for all items you have in the ship, grab their values and compute the desired result.
So on first glance, it shouldn't be that difficult and not be that heavy to do.
Only issue is that it would need a confirmation prompt.
will the latest version of this still work on v50?
3.9.0, no as it would patch stuff from latest v55 release.
3.8.1 or 3.8.2 would be your best bets for v50 friendly.
I have 3.9 installed but I dont have the option to type LGU for upgrades. Acts like its not loaded.
haha so it doesnt show in the terminal but all contracts were running, we ran into injured guy and the ritual at the same time on the very first moon.
Out of curiosity, is it possible to make the terminal not case sensitive? I lost count how many times I've accidentally hit cap lock and didn't realize until I hit enter 😅
The terminal is case sensitive?
yep, it is. the lgu command only works in all lower caps. any capitals and it will not work
That probably means changing the Interactive Terminal API things.
If you can give me logs of when that happens, I can try looking at it.
I got a functioning scenario so any prompts would still bring the interactive menu.
Only thing is that it's up to the person making the menu if they want the command to be case sensitive or not.
That reminds me, I was going to ask since it seems that you're the one who who did the API, would it be possible to redo the moons page in a similar way as the LGU page?
If it's possible, yes. It would just take some time to organize the things.
hmm good to know. I'll have to look into it sometime. The way LGU handles everything is extremely clean and easy to read. When there's a lot of moons the list can be a bit long and cluttered
that would be nice to have 
What people think of the uhhh Item Progression Route thing?
I made it for like two or three people so I don't have much feedback compared to other things (and even less since it's defaulted off lol)
Only interesting things that I have right now is making randomized upgrades appear on the shop rather than the whole list (sort of like that one mod with moons) and allow users to configure what items are classified as "apparatus" due to custom interiors and specify how many upgrades it would give in the selected item progression mode.
Understandable
It is pretty complex mechanism compared to "buy to get"
Tried my best making somewhat readable in the config writing
Then again, I made the config possible to turn off everything in the mod, haha
yea
also
Since I think only LGU is the one its capable to do it;
I always loved these two mods;
https://thunderstore.io/c/lethal-company/p/Ozone/Cabinet_Item_Storage/
They are now buggy or just broken, I wonder if LGU would have stuff like these in future
Well, it depends on how big they would be because I'm gonna be basically working on thesis for the next year so I might not have as much free time as before.
(plus the family vacation)
Cabinet item storage is the best
how much health does the Cruiser have by default?
for reference with the Vehicle Plating upgrade
alright
How well do the car upgrades work with BetterVehicleControls?
It only messes with attributes.
Out of my mind right now, carHP, engineTorque and ...
acceleration and turningSpeed
speaking of that mod, should pair well with CruiserImproved too?
Okay It should be fine then I think, just didn't know if it did anything else when it maxed an upgrade or something
I'm not sure, I'd love to know tho. That mod also looks pretty good
Based of the features in it, I don't see why you couldn't also use it. But I haven't tested it or anything yet
Bruh
It'll be fine XD
I haven't had much time lately at all but I wanted to check out some of the alternative mods that were added to see how they work. When I get around to it I'll let you know what I think.
Speaking of LGU related requests, would it not be possible to get a random moon option? I only found 2 mods that do random moons. 1 no longer works and hasn't been updated in months, and the other one only does challenge moons.
Late game, I think it would be good to be able to buy the ability to go to any random moon for free. The catch is that the ship will instantly land there regardless of the weather (this can be an optional parameter) Can also add approved weather types as a parameter for customization.
https://thunderstore.io/c/lethal-company/p/Lega/CycleRandomizer/ sounds like you might have missed this one, but if you're wanting insta-landing, out of dice.
Yeah the only one that supported instant landing doesn't work. However, I still think this would be a good thing to add to LGU as it's something that can be purchased or falla in line with the contracts and being able to bring people back
There was one with insta landing?
noticed the alt progression mode, what does it change?
Items contribute towards upgrades, dependant on the selected mode.
ohh, so collecting scrap has a chance of randomly upgrades something in the LGU menu?
That's one of the modes, yes.
Theres:
- Apparatus, where each apparatus provides an upgrade (people suggested to allow them to specify what's an apparatus due to custom interiors having different notions of apparatus)
- RandomChance, where each item sold rolls a dice and if lucky, picks a upgrade based on the criteria chosen for it.
- UniqueScrap, where each item is randomly assigned an upgrade and the value (scrapValue * configured contribution multiplier) is added towards their chosen upgrade.
- CustomScrap, where your configuration of items assigned to each upgrade is used rather than randomly assigned.
Right now, there's health, turning speed, maximum speed and acceleration.
increased max speed seems kinda dangerous for an upgrade
It is.
thing's already a weapon to both sides x3
Might aswell be there available than not. :D
suppose adding airbags to reduce driver collision damage could be neat
Oh yeah.
I completely forgot that you take damage when bumping little bit too hard.
'cause it usually just explodes instead?
No, because my brain defaults to toggle invic on on game boot
ohh
Because randomly dying to enemy wasn't fun, lol.
fair enough
better keys to increase chance of successful startup could also be nice
yea
hi why not adding parachute or glider item for making the eject button usefull ?
turn the magnet off if it's on
fsr I've had it just keep the car attached for me no matter where it is lol, and it doesn't despawn if it's blown up and attached to the ship
Anyone having issues with Lategame upgrades? shows up in the terminal but when I type it in it won't bring me to it.
I'm pretty certain theres some other mod I have installed conflicting with it.
got it, it was Advanced Terminal API conflicting
mechanical arms + strong legs has allowed me to do... this
well that's funny
Are mechanical arms working correctly with other mods? I remember it wasn't allowing items to be grabbed from extended ranges due to some other mod, I forgot which one it was though
it was lethal things they broke with but that seems fixed
First time trying the lightning rod since the change, is it intentional that lightning strikes on the ship don't knock out the lights?
Wonderful, thanks for the confirmation.
I cannot seem to get my upgrades to stay active between landings. I already tried deleting and remaking the config and uninstalling/reinstalling the mod. Any ideas?
this has persisted for our group since v49, one of our players is across the world in AUS while the rest of us are in US. and one of the players in the US has a poor internet connection. The upgrades stick between landings when its just me and my friend from the US with strong connection. not sure if thats relevant
As in they don't save or the effects don't happen?
#1246312643514597386 message remembered this convo & wanted to pass the info along
I've never seen that before. Funny enough, I've sometimes had the opposite happen, where sometimes after deleting a save or being fired, some upgrades actually persist when they shouldn't, but that doesn't seem to happen anymore. That being a thing ever since v49 is even more of an anomaly, cause it sounds like it's not an issue with the mod.
I don't believe the players, where they connect from, and their connection quality matters too much, but I could be wrong on that front. Are you using any mods that alter your saves? More specifically, the number of saves you have? There was a mod that gave you practically infinite saves, BetterSaves I think it was
The effects only last until the ship leaves a moon
That sounds like something else is resetting some attribute.
I did only change that in like...
3.8.x?
Must be Diversity in regards to movement speed after being injured
I’ll try that out
Ooh, Diversity sometimes doesn't play nice with other mods, and it did have issues with it from what I recall. Had to disable it myself.
So just to double check, any mod that resets an attribute that Lategame Upgrades is also actively targeting will cause Lategame Upgrades to disable all the upgrades until I load the LGU save thru the terminal again?
Yeah I may just have to disable all the Player settings in it. Kind of a bummer tho it’s the only reason I have it really
The enemy overhauls are whatever to me
It shouldn't anymore.
Any upgrade in specific?
Yea the stamina and movement speed upgrades
How to order a car when purchasing a "cruiser"
buying something other
From what I have seen, typing "cruiser" should give you a prompt to purchase it.
Unless I'm misunderstanding what you are asking.
Do you think if i got you a debug level log you might be able to spot why the upgrades are resetting?
I don't think so because any mod is able to override the atributes they want.
Hmmmmmmmm
And they might have not decided to log that.
But it's odd that it's doing that with latest release of the mod.
Because in theory, unless the patches were not applied correctly and mods aren't changing mine specifically, it shouldn't keep resetting per moon landing.
I would understand not getting at all but now getting it before and then being gone is weird to happen.
Yea it’s when you go back up to orbit and the game auto-saves
Yeah, I don't remember being any kind of reset at that point.
There's only saving the relevant data unto the file.
when i type "cruiser"
And that's not what you want?
yeap
What do you want instead?
I don't think vanilla added more vehicles besides the cruiser.
And I don't know if major APIs added ways to add vehicles for purchase yet.
That’s what it is
It’s saying u can buy the car
Alright while ur active im gonna download lethal company on my work laptop and make a list of any mod that can affect the same stats lmao
i wanna this
Be back
Yeah, that's the "cruiser"
You can see it's name on top of the vehicle of this image as well.
Oh but don`t working
How so?
It should appear when the drop pod thingy appears.
As it is dropped by it.
So unless something is messing with the drop pod to not appear, it should appear just fine.
So a mod is likely to be the issue to cause the pod to not appear.
Im find problem mod
Hi, we need an one time use item to repair jetpack that cost like 300
The jetpack can be broken?
I thought it would disappear when you explode with it.
I really love jetpack but my fun end when it broke
And now 900 is like the price of an lgu
Hey so
i made a list of most of my mods besides interiors, moons, and enemies
do u think you could skim over it to see if anything seems like it might be causing the issue of losing our upgrades when we return to orbit?
@crimson quarry so it sounds like it works on vanilla moons but it is not working on modded moons? Unless I misunderstood what you were meaning. That's because a lot of modded moons are still in the middle of being upgraded to allow for the cruiser to work on modded moons. Pretty sure it's called Lethal Cruiser Patch. I'm mobile so sadly I cannot confirm the name, but without it the cruiser will not spawn on most non vanilla moons currently
CompanyCruiserFix ❤️
Also fixes a really annoying spam error in the console
I made a 3.9.1 release and I'm going away in either Saturday or Sunday for two weeks.
If there's any issues arising from this release, the best time to report them would be probably today and tomorrow.
I will test it
upgrades with a price of 0 are not auto-unlocked after being ejected
you have to manually unlock them in the terminal
Fixed in next release.
Could you maybe add a function to the Hunter perk so that we can get samples from the Kidnapper Fox?
Hey
So im pretty sure the issue was caused from TestAccountFixes "Player Speed" fix where it attempts to clear the 'critically injured' status from a player if they aren't supposed to actually have the movement debuff
didn't realize i had left that on
nvm it still clears my LGU when i return to orbit
but when i use "load lgu woodroach" it restores 2x of them and they stick between moonlandings.
Can you provide the logs?
There's API for registering drops to enemies, I believe.
Though it is kinda like for mods only, not configured due to not having a model for it.
kidnapper fox is vanilla silly
also im implementing nullable into whitespike, editing all teh files for once, lol
um... i guess i cant multitask, implementing nullable into coderebirth*
I guess, yeah.
a bug I found: the minimum % sale you get from upgrading market influence doesn't work. also after changing the amount in the config that doesn't do anything either


