#Lategame Upgrades
1 messages · Page 30 of 1
Debug level log
this is what I did
Launched modded
Hosted new save
Bought the upgrades
Landed, went inside interior, exited interior and went back to ship
Went back to orbit -> upgrades disappeared
did "load lgu", upgrades restored but it showed 2x
exited game
@steady trail
when my friend joins (we have the same mods) the pages for lgu go from 4 to 2 so like half the upgrades are missing
download CSync prob
I have the same issue, asked about it a few times here, but never really got any responses. Some of the upgrates stay, but others don't. Runing shoes and Stronger legs are the ones I notice the most don't really stay between planets.
Is it normal that everybody hear the shopping cart sound everywhere?
I have the first level for these set to 1 credit so they are purchased on the first day
Rather than using any other mods for stamina and movement speed I figured it would be easier to just use this mod to keep everything under 1 roof and then it can also be upgraded later for a decent cost
Um so we got the new update, started a new save, but when we loaded up the save it instantly activated a bunch of upgrades, so I wiped the save, but now there's only five upgrades when i type LGU?
Theres only one page
also the latest patch of LGU breaks compatibility with An0n_Patches
which just makes movement less slippery
Hm, I might have accidently let random mode on on default?
does LGU have any upgrades that reduce movement slipperiness?
There's uh...
Is that something we would disable in config or would you need to fix it?
Some patches related to weight, yes.
Should be in the config, I believe.
is slipperiness a function of weight?
Would it apply to the current save or would we have to restart?
by slipperiness I mean how quickly you can change directions when you're running around
It helps in the slipperiness, yes.
I believe restart.
Yeah, weight contributes to that.
Along many other factors.
Though only thing touched in that is weight due to Back Muscles.
well I have back muscles disabled
does LGU still make a patch if an upgrade is disabled?
Yes.
hmm okay
I think it would harder to manage patches when config syncing that way.
maybe I will just use the upgrades to control player movement then
I hope I can find something that fixes the slipperiness
Okay, I'll let you know how it goes, thank you!
I don't see any upgrades that really control slipperiness
but the incompatibility didnt start until one of the recent patches
@steady trail It appears to be on false by default, not sure what else couldve caused it
Neat
I might forgotten a bool somewhere.
Now I'm not at home to deal with it right now
Alright, hopefully it's just a one off error on my end, but thats probably not the case.
So maybe putting 40 instead of 5 will make your issue go away?
On that same config thing.
I'll give it a try, hold on
I've mostly had this break when I was using Diversity, but that was before the upgrades were changed to be able to stack with other mods and stuff so idk if that's still an issue
In theory, the additives/multipliers from the upgrades shouldn't be overwritten accidentally when manipulating attributes.
my group started using it with LethalProgression after that change and it was so funny being able to just cross all of Artifice in one jump
I never committed to trying this fix, but you could try increasing the sound limit in LCMaxSoundsFix. I just turned off shopping cart sounds in the LGU config.
So no?
Any error that appears then?
No error, it just makes the slipperiness config not work
I dug into the code and it looks like it patches the same value as LGU's back muscles upgrade
so the an0n_patches transpiler just cant find it
I'm playing with the back muscles config
I never removed the value so it should still be there if I'm the first to patch.
the an0n_patches transpiler looks for these 3 values in this order:
5f
carryWeight
1.5f
so if LGU puts a value in between those values then it just fails to find it
which is what I think is happening
so I used the backmuscles config to set carry weight multiplier to 0.5 and upgrade mode to ReduceCarryInfluence
and it has the same effect
as an0n_patches would've had
so not a big deal to me since I fixed the problem, but potentially a nuisance to other people using these two mods together
No yeah, anons way of patching assumes too many things of execution order so it's more difficult to maintain correct behavior with other mods patching the same method.
to me though, I find it awesome that LGU has all these movement things, because it means I can replace a bunch of mods just by setting up LGU's configs
I wish there was a way to hide the price 0 upgrades from the terminal though
I'd really like if the LGU menu only shows upgrades that are upgradeable, it'd clean up the in-game menu a bit
It was kinda when people asked for an alternative way of altering base game stats at the time it was made.
Without actually spending something for it so yeah.
Yeah, it's cool that all this functionality is together in one mod
It makes life a lot easier when you have less mods in the modpack
Makes the mod manager run smoother, game boots faster, less config files to scroll through
It's why I really like LethalUtilities but I think I'm on my way to getting that out of the modpack too
LGU and WeatherRegistry replace most if not all the functionality from that mod
and I might be able to get rid of an0n_patches too
Very sorry, I had a meeting at 4pm that I just got out of, Im gonna go test it now
Wait what did i miss
Oki
Meetings are not fun, I understand.
keep me posted if you find a solution
Yeah lol, wasn't too bad tho. Game's booting up now.
Good news! It worked, setting the random to 40 causes all of them to appear, AND no upgrades were applied on startup!
It even updated on the broken save!
im gonna try this for my issue for the heck of it
this is what i attempted to do
So yeah, a bool went missing, lol.
does not fix the disappearing upgrades issue unfortunately
i even have an extra bool but it wont eat it
I honestly don't know how youre suddenly missing upgrades lol.
hey youre the genius here i sent the debug level log
I'm no genius, I'm just a dude thats maintaining this mod as a hobby, lol.
But yeah, everything seems fine in the log in terms of having no errors.
So it just seems to not calculate correctly lol
i was so afraid u would say that
It's just what it is.
hell nah im going to figure this out
got the whole lobby yelling at it me if i forget to restore the upgrades
.
@rich slate since we are both having the same issue we should compare your mods with this condensed modlist i made
see which ones we have that are the same
then with that list i will turn them off one at a time
until the issue goes away
why cant i see all upgrades
Uhh
There's like some messages related to random upgrades up here.
That's probably your issue.
Scroll up a bit man
scroll up
if i do it goes to bottem
i cant find anything
“Suffer as have I and eventually you will succeed, at least that is the idea”
— woodroach 6:90
lmao
Can do. Im middle of streaming atm, but gimme a mo
BepInEx-BepInExPack-5.4.2100
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.0
Evaisa-FixPluginTypesSerialization-1.1.1
IAmBatby-LethalToolbox-1.0.2
MaxWasUnavailable-LethalModDataLib-1.2.2
IAmBatby-LethalLevelLoader-1.2.4
AudioKnight-StarlancerAIFix-3.6.0
Hardy-LCMaxSoundsFix-1.2.0
Magic_Wesley-Wesleys_Moons-4.0.28
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ButteryStancakes-EnemySoundFixes-1.5.1
loaforc-loaforcsSoundAPI-1.1.6
LethalResonance-LETHALRESONANCE-4.4.0
BMX-LobbyCompatibility-1.1.0
loaforc-FacilityMeltdown-2.6.13
Piggy-Piggys_Variety_Mod-1.2.0
MegaPiggy-BuyableShotgun-1.1.0
MegaPiggy-BuyableShotgunShells-1.1.0
qwbarch-BarchLib-1.0.2
Bobbie-NAudio-2.2.2
Bobbie-UniTask-2.5.0
qwbarch-Mirage-1.8.0
ShaosilGaming-GeneralImprovements-1.3.0
WhiteSpike-Interactive_Terminal_API-1.1.3
Sigurd-CSync-5.0.1
malco-Lategame_Upgrades-3.9.1
SweetOnion-LethalSnap-1.5.7
Pinta-PintoBoy-2.0.3
notnotnotswipez-MoreCompany-1.9.4
anormaltwig-LateCompany-1.0.14
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TheFluff-FairAI-1.3.6
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Evaisa-LethalThings-0.10.6
zealsprince-Locker-1.2.2
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sunnobunno-YippeeMod-1.2.4
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jaspercreations-Scopophobia-1.1.3
Zaggy1024-OpenBodyCams-2.2.1
XuXiaolan-ImmersiveScrap-1.1.0
Magic_Wesley-WesleysInteriors-1.2.10
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SolidStone-ShockwaveDroneEnemy-0.6.2
MoonsweptTeam-Moonswept-0.5.7
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x753-More_Suits-1.4.3
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sliceoftoast-TOTK_Link_Playermodel-0.1.3
Hexnet111-SuitSaver-1.2.0
EliteMasterEric-Coroner-1.6.2
IntegrityChaos-GraphicsAPI-1.0.0
IntegrityChaos-LCCutscene-1.0.0
IntegrityChaos-Diversity-2.1.0
stefan750-LCUltrawide-1.1.1
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.2.0
Yorimor-CustomStoryLogs-1.4.4
sfDesat-ViewExtension-1.3.0
SolidStone-SolidLib-1.1.4
dotnet_lethal_company-System_Runtime_CompilerServices_Unsafe-6.0.0
dotnet_lethal_company-ZString-2.6.1
RosiePies-RoseLib-1.0.1
Dev1A3-LethalFixes-1.1.6
I was wrong, it's not the same effect. I just forgot I had LGU disabled lmao. It's actually the wheelbarrow stuff that changes that particular value that an0n_patches cares about
would you consider putting an annotation to make that transpiler run after an0n_patches?
Wait, so it only started to complain now?
At this release?
Because if it's the wheelbarrow, it should have complained ages ago.
Can you give the logs of when that happens please, thank you.
in PlayerControllerB.Update, LGU changes these two lines:
float num3 = movementSpeed / carryWeight;
(applies changes to both movementSpeed and carryWeight, carryWeight being affected by typeof(BackMuscles).GetMethod("DecreaseCarryLoss");
walkForce = Vector3.MoveTowards(maxDistanceDelta: ((isFallingFromJump || isFallingNoJump) ? 1.33f : ((drunkness > 0.3f) ? Mathf.Clamp(Mathf.Abs(drunkness - 2.25f), 0.3f, 2.5f) : ((!isCrouching && crouchMeter > 1f) ? 15f : ((!isSprinting) ? (10f / carryWeight) : (5f / (carryWeight * 1.5f)))))) * Time.deltaTime, current: walkForce, target: base.transform.right * moveInputVector.x + base.transform.forward * moveInputVector.y);
(specifically the references to carryWeight, which are affected by typeof(WheelbarrowScript).GetMethod("CheckIfPlayerCarryingWheelbarrowMovement");
Right.
so it seems like what's happening is that because of those second changes, an0n_patches can't find the 5f value that it wants to change
Because stuff was added inbetween them, yes.
since there are methods being inserted which changes the order that it expects to find
I thought DecreaseCarryLoss was affected the walkForce part, but clearly it isnt
there isnt anything in LGU that I can configure to affect the walkForce in the way I want
Walkforce, walkforce...
and I dont think any other mods do either
From what I'm seeing..
(5f / (carryWeight * 1.5f)
It changes this part.
Specifically the 5f, yeah?
yeah
To higher or lower?
Then I would probably have to allow lower because I'm changing the denominator.
yes
Which is probably what it was supposed to do to begin with, now that I think about it.
the BackMuscles thing affects that num3 parameter which is just a speed applied to the walkforce
Ergh, I hate seeing Update functions because it's so filled with useless stuff.
lmao yeah
I don't understand not splitting into functions.
Nobody reads a 500 lines method correctly ever.
right
this is spaghetti code
too many different things are just stuffed into the update function
I could try adding the BackMuscles patch along with wheelbarrow as well.
well, looking at this code, I wonder if I can get the desired result by messing with the config related to DecreaseCarryLoss
But yeah, I can't really do something to make other patches work without comprimising mine in the proccess.
Since there's no real standard and everyone's free to do what they want.
since num3 is multiplied to the walkforce
what will?
So it will be like you're walking without weight.
The mode you're talking about.
The effect will be like not having weight applied to you if "maxed"
oh right
hmm, what if this was added as a value for runningshoes? a traction option?
I could affect num3 by messing with that movementSpeed
which is affected by typeof(RunningShoes).GetMethod("GetAdditionalMovementSpeed")
Goon Chair upgrade when?
but it would just make movement speed faster
which I dont want to do
some kind of traction thing would be ideal
I guess I can make something for that?
Or at least try with like..
2 days and a night?
that would be awesome, I'd appreciate the feature
So it's to gain traction which is by increasing the values we were talking about earlier, right?
The uhh..
5f and 10f
right
after reviewing the code I have to say I love the way its structured for transpilers
usually they're a mess but LGU's transpilers are very readable
Yeah, I think I did great with that.
Even though it could be like one time thing where I never touch it again, it's still nice to be able to read it.
Plus I guess having...
80+?
Transpilers done, it does give some experience to understand them well, haha.
is it alright if I use the Tools class in my mods?
LGU's MIT Licensed so you can use the code so long you copy the notice thingy.
gotcha
I've always wanted to make a tweaks mod that overhauls a bunch of player physics so that I could just nuke a bunch of mods out of my modpack, but I never wanted to mess with transpilers. this paradigm makes it a lot more approachable
It still requires a little bit of IL code reading as ifs/loops can change the flow of code instructions but besides that, you should be fine.
right
what program do you use for that?
I have dnSpy but it seems to get things wrong sometimes
I use that.
damn
Most of the time, I just need to know how it's structured.
Then I go back to C# after that.
Like right now, for this traction thing, I don't need dnSpy because I already know the values I need
right
Now if that giant pile of ternary ifs messes with the order, I might have to.
theoretically you would just need to add a multiplier to the denominators
I guess you could change the 10f and the 5f
but the end user probably wants a multiplier anyway
or I guess you could chain another function
that's probably easier
In the end, I will have to try to find out, haha.
I'm curious how someone would chain two functions together in the transpiler
Would you just decrement the index and search for the variable again? that seems too roundabout but it should work in theory
You pick up the result of the other function.
Ah, you mean tools.
You can use the uhhh.
Info again to look for it and add another one.
Soo
FindInteger(find: field, add: method1Info)
FindMethod(find: method1info, add: method2Info)
I think.
oh interesting
It has been a good while since I last looked Tools.
wouldn't the index be past the point of method1info?
No because I'm inserting stuff at index + 1
Which then I return that if I found what I want.
Yes.
that's very elegant
Which is abysmal to look at if writing actual code.
But I think it's fine for transpiler stuff.
totally
especially if you're doing some complex operations
who the hell wants to write out the IL for that
and then if someone wants to read the transpiler code they have to understand the IL
it's way simpler to just write a function
and when each function describes what operation it's doing and it has comments and IDE hints its chefs kiss
Have you ever looked at LguConstants?
I don't know if the assembly compiles with it or not.
Since it's mostly const things.
I'm looking at the github
Considering for what it's used for, I think it's decently sized.
the indenting got messed up by the weed constant
Yeah, haha.
you are legally obligated to indent the rest of them now

i give up
Anywhere you can download the fixed version since it's not in thunder store?
There's a fixed version?
Well, technically I am fixing some stuff.
But I don't know if I'm done fixing or not.
Oh haha I thought someone said it been fixed. My bad
@worn ivy I think it's functional, at least I change directions just fine on max.
So I guess it's just a matter of tweaking now.
Do you have an issue right now?
Awesome, will give it a try. Thank you!
Yeah, but only when I play with my friend. in SP game it's fine
It only show 5 upgrades at the time
Ah.
You should be able to solve it by changing the uhh.
Amount of random upgrades to 40.
In the config.
Ohhh
Because I forgot a check of when the randomized upgrades mode is on somewhere and it still went through.
Anytime.
@steady trail You should really move all the upgrades for the Car into it's own section of the config, the config for LGU is beginning to get so large lol
Like name it CC upgrades
c;
Then have them all toggleable in that section, it'll be nice for a bit of config cleanup
XD
Yeah enjoy your break lol
You would have to draw it out for me.
Because I only have section, key, default and description for each entry.
Section is what gets highlighted to pick.
@strange violet Could probably help with that, he just recently did a ton of config cleanup for TerminalStuff
And I forgot to update the version in the code again.
@steady trail thank you for releasing traction boots so fast
that was mostly just moving stuff into more general sections lol, just takes some time & creativity
actually I dont think traction boots are working
How do you feel about it at default values(besides credit cost)
I don't know if family cares about what you want.
They were though
Unless it's not the same effect you wanted.
Let me tell them all a story
Because I could change the movement direction faster with it.
They don't like stories.
these are the config values
And it does change the values we talked about.
and as far as I can tell there is no change
Aww
I'll try an insanely high number
but 100% should work because an0n_patches does 10f
And I'm already in bed.
yeah np, I understand
just letting you know the results of my tests
yeah even with 1000% there is no difference
actually I think there is a difference when walking but not sprinting
Have you tried just lgu?
how did you test it?
did you make it a free upgrade?
or did you give yourself credits and upgrade
Run foward then backward.
yes
well what I'm doing is turning around while running
I can try forward and back
but its a night and day difference vs an0n_patches
umm
okay
going back and forth sometimes changes directions instantly and sometimes slides
and turning around never changes direction instantly
cant access lgu. log gettin spammed to below hell. thoughts?
weird, an0n_patches still logs that it successfully patched slipperiness
so I have no idea what the problem is at this point
@steady trail
@steady trail I figured out the problem
traction boots is only operating on the walking traction, not the sprinting traction
I used dnspy to simulate what your transpiler is doing
and after finding carryWeight, it searches for the next occurrence of 5f, which is NOT in the walkForce calculation, but the drunk effect calculation
it finds 1045 0DB2 ldc.r4 5, which points to this
luckily the next instruction is the 5f we want so all you gotta do is find the next 5f
@steady trail so i think i figured it out. setting the upgrade cost to 0 disables the upgrade, and with no upgrades to purchase, it spams the log after typing into the menu
Heyo, playing with your mod and various others and im having a issue, my buddy upon joining's game does not get a packet/info regarding whats been bought, it lets him seemingly rebuy already bought upgrades, and only syncs upgrade levels for a specific upgrade on increasing its level, This seems to have only started hapenning on v3.9.1 and after from my recollection
Howdy and i have a question, does "Fluffy seats" prevent the Cruiser from suddenly killing me?
this because if i press space to jump while at top speed i suddenly die
However would Fluffy Seats prevent that? i wanna drive with my friends
because of the Mario Kart Moons that got added, but if we cant drive top speed or be airborne
its gonna suck the fun away
It should say in the mod cfg if you just install it rq
There’s an issue with sync rn
Join us in prayer than he can grace us with 1 more update before his 2 week break
Thank you for the response! i went ahead and just tested it to be sure
Sadly, it still happens,i suppose because the Cruiser is "crushing" me when airborne and top speed
so it skips any damage calculations, okay im gonna do more testing and edit my post with the results
Edit: fresh profile, only LGU, infinite money & Luigi Raceway (cruiser map)
and i still die due to jumping while at top speed, regardless of any protection related upgrades i get
so conclusion...its Zeekers jank XD
I don't think it stops instakill instances, no.
(Though I did think there was only the explosion one)
So it was just a matter of having no entries in the screen to appear?
Nice.
@worn ivy You can try with this one and see if it now shows the effect since you seem to know what you want more than I do.
Yeahhhhhhh...
So show this instead of errors?
Because if they are not shown in the store, it's because they are not for purchase (either they are free which was configured so thus you know what you are changing or it was randomized to not show up in the store)
Also they aren't disabled, they're just hidden.
Some moments of driving are considered instant kills so if I was to change that, I would have to change it from instant kill to damage player, I believe.
The other one is that when the car is considered destroyed, it kills anyone in the seats.
Due to "blast"
odd. what happened on my end is whenever i typed to get the menu, the flashing typing bar would disappear, i would be unable to type anymore, the lgu menu would not pull up, and the log would be filled with those errors.
Because you had no entries.
If there is no entries, the screen would have an empty array.
Accessing an empty array means errors.
right, and the entries disappear if you priced them all at 0 credits
Because free upgrades are really clutter in the store so they are hidden, yes.
Free upgrades are essentially either new content and/or base stat changes without a price tag.
So I don't think it made sense to keep them in the store.
so they auto applied?
strange. before, i had to manually apply them 1 by 1
So the only real issue is that the store can't handle having no entries.
There was an issue with after being fired, you would have to reapply, yes.
On game boot, they would always apply as the chat message popup proves that.
oh im talkin on a fresh file prior to this update xD
Right.
It's fine.
yes perfect
So traction approved?
let me test it rq
it should work, you made the same code change I did to my local copy of LGU
Oki.
lmao
Oh it's possible to change the install kill? Since this is a Vanilla issue, the best I can do is har imperium or an infinite health mod and that way I can survive this weird insta death car driving.
I would love it if you could, if you want to of course! X3
Because lgu offers a lot of speed upgrades but using them may increases my chances of the instant death if I as much hit the air due to a ramp or tip over, the car will "crush" me, due to the speed
I already did for the crashing part.
I just dont know the uhhh.
Your "crushing" has explosions in it.
Because if it is an explosion, I kinda doubt a seat being more fluffy can help you there, haha.
If you believe it can save you..........
Nope no explosions I simply jump while at top speed , the cruiser slightly tilts forward and it "crushes" me
I can get you a video, sadly I'm on my way to work though DX but I'll get out by the evening
Then yeah, it should be fine.
Because supposedly I turn all KillPlayers from Inertia to DamagePlayers instead.
Which should fix your issue.
(Obviously when you have the upgrade on)
But if you wish to replicate it, make a new profile and get
Luigi RaceWay (kart moon)
LGU
Infinite Credit (to buy everything)
Buy all protective upgrades, Hop on the car drive straight, when the Cruiser reaches top speed while going on a straight line, you will hear the wheels like grinding. If at this point you jump, there is a high chance it will trigger the insta death.
Now I would maybe blame this oddity in the moon, but this car insta death has happened to me in the FNAF moon due to it having very steep hills, so I got really fast, slightly airborne and I died.
I'll definitely get you the vid though! (When I get home :'3 )
I can give a .dll if you want to try it out.
Oh no,
I mean in my dev build.
That was probably bad worded.
Sure that works too, I wouldn't mind helping out testing stuff X3 , especially if it fixes the insta death , that I'm surprised more aren't talking about 🤔
(If you want to test "Hiking Boots" on uphill slopes, go ahead as well, I have no idea what value I need to change)
@steady trail https://i.gyazo.com/afee6d354a9f4e4aa87abe894b55b60c.png after all prices were set to 0 again
no effects aside from the ones on the left were active
should i just send the config and/or pack?
Config should be fine.
You just need a singular zero.
and the upgrades will max out automatically?
It will only apply the first ever effect.
Incrementals are not considered in a free upgrade.
:/
am i able to delete the incremental prices so it's just the base upgrade and i can adjust it accordingly?
The Better Scanner
Should be the only one.
I was thinking of splitting it anyways.
and tiers in hunter are separated by a '-', yea?
Made it thru a few rounds then upgrades randomly disappeared again
Restoring them only shows them 1x this time though
Ima just disable diversity completely and see what happens
Anyone else having the funky issue of the LGU command being straight up gone on the terminal? Only happened when I updated LGU from today?
Tried it on a pre-existing game first, then on an entirely new one
I will hotfix it real quick it
Can't have shit in lethal company, straight up had my upgrades stolen (much appreciation for the help)
I'll let you know if I still have the issue, and thanks again for the help
Works for me, nice to see
I bought all the health upgrades and it gave my co op partner invincibility
That just sounds damaging is broken.
Does that just happen sometimes?
finally home! by any chance are these the files in response to me with the Cruiser insta death? i recall you writing sharing the .dll to try it out you changing it from
"KillPlayers from Inertia" to "DamagePlayer"
making sure as i might've got confused and you were talking to someone else
Sounds like you gotta play tonight
lol
Is there any more info I can provide to help diagnose the issue?
I’ve combed thru my modpack a lot I can’t find a conflict
There's logs.
Which are logged on each game boot.
If anything, they might help diagnostic the issue.
Also I don't play the game so good luck with that.
You monster
What log level would be best? Should I disable asyncloggers and/or no_console_spam?
So I died while holding a shopping cart, got interned and was stuck with shopping cart physics even after being teleported multiple times lol
and I feel like the traction with the shopping cart actually gets worse with traction boots lol
Huh.
Maybe some resets are missing?
There was new animation stuff added so it could be that.
Sorry for multiple stuff, used my streaming set up to record these, so
Fresh profile, booted up the game, only have these mods and
...the Cruiser is just a funny entity XD
Test 1 -46-36) the purpose of me asking for fluffy seats, Luigi Raceway is still insta killing me
Test 2 -58-26) okay so maybe its just the moon? i went to Pestilence, i explode instantly
Conclusion: NEVER jump when the player starts hearing the tires Screeching, for whatever reason it will either instakill, or explode the cruiser
still im sold on LGU im definitely asking my friends to try out this mod profile of mine, once i clean up by removing redundant mods that are already covered by LGU, thank you for trying to help my oddly specific issue!
discount d'ont work on modde items like utility belt, the discount show but when i buy it the price change
WAIT SO THE RED TEXT AT THE LEFT OF THE SCREEN ISN'T MEANT TO STAY BETWEEN ROUNDS?
if im understanding this correctly im going to feel so dumb
The chat text disappearing doesn't necessarily mean that they stopped applying, no.
yea i was mistaken this whole time
they were still applied
the text just disappears probably due to some other mod but it doesnt matter
The Advanced Portable Teleporter says it cannot get broken on use, but after four uses broke
Unsure if this was intended as I know the regular portable teleporters have a 10% chance to not get destroyed on use, but spending 1750 on something that only had four uses really killed the morale lol
Where does it say that?
Because you can configure the break chance so I'm not sure why it says that.
Ahh, I see
I wasn't around when they made it and it was already configurable on the break chance.
So I guess they just forgot when they changed the logic.
But from what I recall, portable has 90% chance to break while advanced has 10%.
you can just change it to 0 if u dont want it to break
True, true. Thank you for letting me know!
Does the latest version of this mod work on V56?
(With the mod installed when someone joins my lobby all they see is a full hud and a black screen)
Tho this issue is fixed when I install FixPluginTypesSerialization since it's a pre-requisite for CSync.
But when I install the FixPluginTypesSerialization I'm unable to start the ship to begin playing. I pull the lever and it makes the click sound twice before doing nothing at all. Along with the entire changing keybinds menu going completely blank
Is there an alternative to FixPluginTypesSerialization for V56 or would I have too downgrade game versions in order too use the mod?
If you can provide logs, it can probably tell you what the issue is.
send your whole modlist
or dependency strings
(not your profile i will not bother installing it
this sounds like u have a deprecated mod
or the other player doesnt have enough RAM
how do i use discombobulator?
atk for stun
cd displays current cooldown status.
thank you
This is my modlist excluding LateGameUpgrades and FixPluginTypesSerialization
pretty sure latecompany is deprecated
ApparatusFix
AdditionalNetworking
AsyncLoggers
BepInEx_Faster_Load_AssetBundles_Patcher
ButteryFixes
CompanyCruiserFix
CullFactory
EnemySoundFixes
FontPatcher
HarmonyXTranspilerFix
JetpackFixes
Loadstone
LCMaxSoundsFix
LethalFixes
Matty_Fixes
MeleeFixes
PathfindingLagFix
SprintLadderFix
StarlancerAIFix
TerminalConflictFix
TestAccountFixes
also these might help
Thanks! I'll give those a try and see if those work
So a note, Lethalmon desyncs LGU upgrades in multiplayer, do you think you could possibly take a look at why? It does require two people to actually test
I've been lied to! (bought cheaper prices for moons)
Huh.
I guess I meant hiking one because I had no idead if it was correct and that happened.
Only after two weeks pass now.
Yeah, i remember that
And now it's just desynced after rehosting
The desyncing that happens in this mod is insane
No idea why that would cause de syncs. Unless it's erroring everywhere.
honestly fuck it, ill give looking at the dll's a shot
Is there a way I can get this to work over LAN? I normally do testing for packs using it but I keep getting errors
Just wanted to pop in an let Dev of Late Game updates know about an odd bug I discovered. Whenever using this mod with my mod pack "an all you gotta do is type LGU" on terminal and a white cube will appear outside the ship and also be present beside the ships landing point on planets.
Hm
And here I thought it wouldnt appear with a mesh.
If you could check whats the cube's GameObject name through UE, it would help know better.
Pic of it after using terminal.
Though I still have my 2 week break.
will only appear if I use LGU at all. Dont even have to buy anything. Just typing LGU on the ships terminal will cause it. Now I have heavily rearranged furniture on board the ship, and also have the ships windows mod or I wouldnt have spotted it. But it is always present once I use LGU an never goes away. I have to wipe the save an start fresh an just not use Late Game upgrades to make it stop.
Right.
It appears beside any location the ships normally at reset, in orbit or on planets.
Just wanted to let Dev know. My mod pack is Sharks Modpack in case you need my mod list for comparitive testing.
I can't test because the family break location does not have reliable wifi.
No worries right now. I just wanted to let ya know waht was goin on. Hope it helps ya pack get better in future. As I love using it.
If you could tell what it's called through unity Explorer, it would help better know what it's from.
Because it's not that.
oh. my bad then. 😄
It's another mod used for debugging unity stuff.
oh I prob need that then. 😄
is it a thunderstore mod? Or something offsite? Happy to get it an pass on what I can to help.
My game does give this error for it tho normally. An it repeats... for a LONG TIME. lol. [Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube
an it returns that with a number after an just continues.
But I will get that other an check it as well for ya.
I have no idea what that is, I don't mess with that
I do probably spawn a cube though I don't know where it ends up on.
I thought it was diversity as it adds in a cinematic alteration sub mod. but removing it typing LGU still triggers it.
This is a vanilla thing I'm pretty sure
k, lemme snag that tool an get some more info
I mean, I can just remove the mesh related stuff from it which is at the uhhh..
This one?
Yes.
Cannot wait to come back to 20+ issues on git.
lol, isnt modding FUN?! lol
I feel that brother. I have to edit my modpack or specific mods multiple times a day now.
Being the only one touching does make it sad.
Ya, love the game. Its worth it. 😄
Wooooo thats a lot of windows an buttons now. lol
um... lemme see if I can work this fancy thing. lol
F7 toggles that screen off.
And should proceed as normal.
Sometimes if it doesn't read input, relaunch F7 again.
thank you!
Right now, just have the cube spawned in.
to confirm. no cube yet at launch. not used terminal.
Ye ye
i used command rich for money. an left widow entry. nothing as shown
how ya want me to do this. propmy with F7 before or after I use LGU?
so I can get as much info as I can here.
Just have the cube spawned in.
k
exiting. an reenabling lgu mod.
launching
did throw red when relanching.
image
pic
k. back in no cube. used LGU. Cube has returned
@prime portal This might be you
F7 and look for the search bar on the left window.
k
Nah, it just seems things firing at wrong time.
bad mod that tries to search object while in main menu
Oh my bad😳
Type "Interactive"
k
Then show Pic of that window.
only entry on left is interactive terminal
Should show something like comps?
So not lgu causing it? Mod conflict then?
Unless it appeared in a different scene?
So it goes with the ship?
same position as well. wheever ship is at rest its in that spot
it doesnt move. its at the "at rest" points
Right
What I mean
Does it move with the ship when landing.
Or does it teleport?
Okay..
never shows till it does using lgu. then its persistent
On the left window, on scene.
Move through all available scenes and see if theres another similar interactivr thing
Theres a scene drop down, no?
ya
Just select each
ok I tried loading one. an I now get a infinite red text in seperate window. think I have locked up.
oops. I loaded from bottom one. my bad. I think you meant top
lemme relaunch
ok, back. cube back. typing interative
(also you were supposed to not find interactive through F7 so something already went wrong because it's supposed to be gone when you exit the lgu menu)
But yeah, keep looking through the scenes and do the same thing you did before (if you do find others)
If those don't make the cube away, it's some other cube spawned by something else.
so click the top SCENE dropdown that shows 3 options? not the bottom correct?
Yee
You will have to select one to update the list.
We just need to check all
And do the same process as before with the square.
ok tried all 3. onloy one that shows anything is sample
Hmm
rest are all blank
Ok, remove the search and show the list again.
Right
removed interactive
Scroll down.
there is a CUBE entry
Does toggling the square make the cube disappear?
pog?
It's not LGU's store that spawns the cube.
Bad news.
We don't know who spawns the cube.
cube displayu
wes did it
Or that or with any mod that spawns gameobjects, yes.
game objects.... yeesh, could be a lot. new enemy entry, item. or a map
there goes the rest of my day. lol
I was wondering if I just forgot to take off the mesh to make it unsee able.
any tools or mods you can think of that might help me find the culprit?
You can maybe turn off Sentinel mod and it's API thing dependency.
AubPiggy, I thibk.
Becuase of that one error.
Lemme see. sec
also had a single line of red code for diversity as it cant find the kidnapper fox info.
so thats a compatiblitiy wit hnew v56 issue. but the sentinel mod already caused a terminal issue that might eb relivant.
as it does break the bestiary
one you scan the enemy it breaks the bestiary for good. till then it works fine. def same behavior
lemme remove an relaucnh an test now that its here.
ok removed sentinel an its control mod
it did vanish. but when I used LGU on terminal again it returned. lemme delete save an relaunch for fresh code. As it may be in the save itself now
nah was fine. I have to remake a dang save about 20 times a day testing mods. lol
dang it... disabled both sentinel an control API mod... was gon. typed LGU an its back again...
welp. off to manually disable each mod an test one by one. if I find out I will pop back in an let ya know whats conflicting at least so ya have that info
...welp I figured it out
it was 2 mods causing it.
both trigger the white cube when you enter the Lgu menu on the terminal
Conflicting/error causing mods were BOTH of these. Both trigger the error
with em gone. no white block. lgu works fine
Now I am gonna go pass out. tested 124 mods individually all day today. yeesh.
Dang I wish I had seen this thread I coulda told u that
BuyableShotgunsPlus is the mostly working one
Replace these with BuyableShotgunPlus
What does this config at the bottom of Better Scanner do? There's already a "Price of Better Scanner Upgrade" at the top of the Better Scanner config category
That looks like an Orpheaned Entry
just like me frfr
thank you!
btw you were right. that was on a four month old modpack that I updated. When I install LGU in a fresh modpack, that entry is no longer there.
[Error :More Ship Upgrades] [Tools] Couldn't find second carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find the numerator used when walking
[Error :More Ship Upgrades] [Tools] Couldn't find third carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of jump force field
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of climb speed field
Sounds like patch conflict.
[Info : Unity Log] [An0nPatch] patched slipperiness
[Info : Unity Log] [An0nPatch] patched instant sprint
[Error :More Ship Upgrades] [Tools] Couldn't find second carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find the numerator used when walking
[Error :More Ship Upgrades] [Tools] Couldn't find third carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of jump force field
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of climb speed field
[Info : Unity Log] [An0nPatch] patched slipperiness
[Info : Unity Log] [An0nPatch] patched instant sprint
[Error :More Ship Upgrades] [Tools] Couldn't find second carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find the numerator used when walking
[Error :More Ship Upgrades] [Tools] Couldn't find third carryWeight occurence
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of jump force field
[Error :More Ship Upgrades] [Tools] Couldn't find occurence of climb speed field
yeah anon patches I think
any compability possiblity? I love that mod
I use it for its everything especially crouching and jumping
I don't know.
I think it’s unlikely, there’s lots of overlap here. Try this out
https://thunderstore.io/c/lethal-company/p/MrGoogle24/CrouchJump/
EladsHUD is fine with LGU, I use that all the time
used the replacement shotgun plus. No issues! Thanks for recommendation of a replacement mod! Much appreciated!
I know? I think there was a misunderstanding
Yeah, I misunderstood sorry😅 I thought you were asking if these were okay with LGU
my bad😅
Alll gooooood
I wish LGU had the same money system Too many emotes has
Where it's separate money from the normal ship money and it's different for everyone
That would be great
You might want to take a look at the alternative upgrade system which changes how upgrades are paid for
This would wreck my whole modpack
How so?
I mean if it's an option you can toggle in the settings, it would be fine for everyone
True
BTW, idk what you mean
I never played with it so I don't know how to configure it but it exists
I had a bug where efficient engines would not work
Like i had 2 stack and still had go pay full price for titan
Was after i bought scrap insurance so maybe cuz of that
It displayed cost to titan as 500 something
But when i go to buy it takes out 700
Are you using LethalQuantities or MoonPrices?
To change moon pricing
No i dont have those mods
I only have plushies mod. Cosmetics, emotes, quality of life things.
Late game upgrade the only thing affecting stats and prices
Idk if its reproduceable ill make sure to keep a screen shot next time
i didn't even know that was a thing
@steady trail Would you consider adding this as a feature in the future after your break and stuff?
(Sorry for the ping, I know you're on break and stuff I just wanted to bring your attention to this N not have it buried deep in the chat)
I was thinking of having like random spawn in the facility and/or killing enemy and/or per quota giving x currency per y quota met where you could trade this currency between each other to buy the upgrades you want.
You would have the upgrades have the prices for both company credits or new currency and you would use whatever currency you want.
This in theory should help in favoring both individual and shared upgrades.
Its just gonna probably be a lot of technical debt to achieve this so like a month or so (considering the upcoming preparation and elaboration of thesis I'm gonna have to do later.)
You could also transform the new currency to credits and vice versa as well.
For the data contracts, does ls -r not work to make the contract a bit more challenging?
I was going to test it in a save but the rng hated me n gave me all contracts except data
Optional parameters don't work, no, as this is a separate implementation simulating a command line.
And last I checked, they didn't include optional parameters to any kind of command.
@bold star i guess should ping aswell to not get buried.
I really just want to not have the new currency to not be useless at some point, if I was to make a currency system.
Has anyone got a strange direction controller shifted after riding the cruiser? (´・ω・`)
I don't use a controller so I don't know.
But sounds like controller change doesnt revert back when leaving the vehicle.
Would there be an option to pick whether the upgrade should only use the currency OR should only use the Company money OR Both?
Yes
You will have the three options when configuring the upgrades.
Thus you will still have the option to use credits when you have no other use for it or the lgu tokens (the new currency) if you don't want to convert them to credits.
The tokens would be on player wallets thus you can have a upgrade which is shared and be bought through tokens and everyone (or one) gives their tokens to buy this upgrade for all.
I'm guessing one way to earn tokens would be through contracts, correct?
That can be a way, yes.
I have only considered monster kills, random spawn like scrap and conversion from quota to token with configurable ratio.
This all would be configurable to your liking aswell.
The chance, the amount, Yada Yada.
OH, when you do that, would it be possible to have a terminal section that contains JUST the individual upgrades?
Cuz I think in game, there's not a good way to tell which one is which unless you're the modpack maker
Or make them have different pages to the LGU page with it having a title at the top stating whether these upgrades are individual or for everyone
I will have to change the UI to include the currency when I start making it so yes, it is planned to make sections for each.
That's great to hear, I'm looking forward to that update even if it's a month or so from now
Can we have an upgrade that clenses the vain shroud
Cuz once you reach high quitas you basically went to every moon and the fox is basically guranteed to spawn
Like an instant kill command?
Not sure if it's possible to kill the weeds before landing on it (unless messing with save data)
Typical case of "changing label color? Minimum 6 weeks"
maybe just an enhanced weed killer would work. bigger range, bigger capacity, faster weed killing
also please spray paint
If you don’t play the game how do you come up with these ideas? lol
Most of the time reading code tells me what they do.
@indigo prawn I know it'd be a hassle as you'd have to either work with the item or ship placement functions depending on the vision but my non-technical cousin-in-law was playing and he said "How come the lategame stuff doesn't have like a weaponized defense system?"
It may be in-line with your roadmap to create a "Deployable Sentry" type entity that targets enemies.
Me and a friend are having an issue using LGU in multiplayer on v56, we both crash immediately when loading into each other's saves. Singleplayer seems to work completely fine and we can load into the ship normally, not sure what's happening.
Sounds like a mod conflict between host/client. Are you only using LGU?
We're both using only LGU and it's dependencies. I'm running the game through r2modman, while he's running it through BepInEx on Steam.
There is something out of date/conflicting. I'd make sure his versions are up to date on everything
If the game isn't flat out crashing to desktop use "LobbyCompatibility" by BMX
May help understand
We'll try that, ty!
Update: we reset literally everything, redownloaded Lethal, both set it up through Steam, as soon as I join my friend I get this screen, so it doesn't crash at least, but it's still not playable...
I would recommend perhaps the other direction of both of you setting up with r2 but you share the profile code with your bud
Download these
Matty_Fixes_Experimental
Additional_Networking_Experimental
ButteryFixes
LethalFixes
TestAccountFixes
I do not think this is a LGU issue
And yea I would use a mod manager like r2modman
I've had this so often lol
random question idk if someone else has asked mb if someone already has lol but are upgrades for the cruiser planned maybe? stuff like increased durability, a bigger trunk for more items or maybe a like, hitch in the back?
The thing you need to make sure of is syncing your mods perfectly, including configs, lethal company struggles with differences between clients
So both must be using r2modman, or both using gale if you wish
There are already upgrades for the cruiser
o are there thas cool imma need to look at that
is there any way to prevent the LGU and an0n patches conflict
oh
someone already talked about it
is there a way for upgrades to be applied automatically at the start of every file
Yes set the prices to 0
I dont want the extra step of buy it lol XD
that does answer my question tho
rn im coping with an0n conflicting with lgu
I think they will be on by default if u set it to 0
I actually don’t use it
No idea, the troubling function has like 1k lines of code and it's what allows player to move around (including other things related to player). Me being last at patching can solve it but then I could have problems if some mods decide to replace relevant fields.
Also damn, relaxing from 4 days of always going to the beach.
I wonder how many issues git has right now.
i mean idk anon patches is just too good
Yay, 8 new issues.
Nice what coast?
can’t LGU replace all its functions?
Instant movement no slipperyness
Crouch jumping
No jump delay
if LGU can do that sure
Enjoy your break
i can feel it, next lgu update gonna be the beach episode
It's a nice change of pace from like 12 hours coding per day to have some entertainment
to fix an0n conflict with LGU:
- set slipperiness in an0n config to 5
- enable LGU traction boots
- set price to 0 (this will make it always active with no buy required)
- set initial traction boost to 100%
@warped shadow @patent wagon
Set 0 for the upgrades or just base
just base. if you want to remove the upgrade levels set them to blank
Nice
Thank you
W problem solving
Annoying issue: if you have a contract for a modded moon and then remove that moon the contract will keep coming back everytime you load the file even if you cancel it and do a different contract
I..
Prbably know why?
Though I think it's saved on player basis (which kinda doesn't make sense) instead of host only stuff.
So I would probably need to change that later.
I thought anon patches was outdated
It would be only outdated if movement in general was changed. I think.
Since its so simple its never had any issues
i mean i would lowkey expect a save to glitch out after removing content mods
i never play the same save after making changes to the modpack
upon testing I ended up keeping the value at 10
it worked well
We had an 80k quota lmao
Will there be support for mods that make certain moons locked with the contracts system? Cuz I'm using a mod that only gives you access to specific amount of random moons that change everytime you hit quota, and when I buy a random contract, it selects a moon that's not a part of those moons
Would be much easier if Selene’s Choice just had the option to hide the moons without locking them
I mean it's hidden as well
Yea I mean if it could just hide the moons without locking them so you could travel to the contract moon if needed
Nah, that defeats the point in my opinion
Why have a mod that hides random moons, it doesn't make sense
I don’t know I don’t personally see the appeal of the mod in general. I just think it would be much easier to implement what you’re saying in the Selene’s Choice side than the LategameUpgrades side from a dev angle
Have Selene choice detect when the moon is selected for contract then add it to the list of available moons
Eh, not really
Cuz locked moons is done by LLL I believe
My point is, I think contracts for locked moons shouldn't be aquireable
I would just need to know what makes moons be lockable.
As that isn't a vanilla thing really.
That's LLL
Pretty sure it's LLL
Hey guys, i currently only have LGU installed (with the dependencies through thunderstore mod manager). When i type "lgu" in the terminal, it says no command such as this exists
And the logs of when that happens?
the log of the console? Or is there a .txt somewhere?
BepInEx folder has LogOutput.log file.
In the case of mod manager, you might have to go to profile folder
Thats the log
What is the games version?
v50
oh yeah, that works now. Thanks!
White spike is my glorious king
hey whitespike I got a suggestion for an alternative picklocker upgrade. How about it instead buffs the actual picklocker item? Reducing the time it takes to picklock to 5s
Sure.
Do you need me to send you a snippet
hmm curious. is it possible to speed up reloading the shotgun as a potential upgrade?
where you can find route being locked
If you need current level, you can use LethalLevelLoader.LevelManager.CurrentExtendedLevel
if you need a specific level, you can use LethalLevelLoader.LevelManager.TryGetExtendedLevel(SelectableLevel, out ExtendedLevel)
if the price of an upgrade is 0 will it be on by default or will it still need to be purchased?
The try should be sufficient because I pick a level at random and see if it meets the criteria. Thank you.
It gets active and applies the first ever effect.
It will not appear in the store for purchase.
Why is that if the subsequent tier upgrades are not free?
If the upgrade is not free, it will appear.
Otherwise it won't.
so like for running speed there are 4 upgrades in total
Only the first one is set to 0 the rest have the default prices
But it takes it out of the LGU shop
The upgrade is considered free if all prices say so.
I kinda figured that’s what you meant but that’s not how it’s behaving on a fresh save for me at least
I’ll just change the price to 1 for now
I can't change anything right now anyways.
I know I just report everything everywhere so somebody might peep it later
Keep enjoying your break
But it shouldn't be considered free if you have more prices on the shoes.
Because it only considers when you have set one being zero or none in the tiers .
I understand what u mean
Rough example:
Stimpack
Initial upgrade: 0
Tiers: 400,500,600
Stimpack does not show in LGU shop and the red text does not say it’s active
Hm
Maybe the store filter.
Anyone can mess with the code so if anyone wants to fix something, theyre free to do so.
How has lgu been working lately? Anything that I should be aware of or change if I re add it to my mod pack?
Apparently there are a couple issues which I cannot resolve til...
29th? Maybe 30th
Its just hilarious how they apparered as soon as I was unable to code.
Yeah that's how life usually works 😆
bumping to receive answer perhaps?
that would be fye
Last I messed with the reload it essentially broke it.
I can try again and see if I can make the animations faster.
what's the maximum amount I can increase the range on the night vision goggles? I want them to light up an entire room no matter how big it is. I have it on 200000 right now and custom interiors that are dark still look like this
oh my god thats pitchblack brackens fav room
So I noticed it was also that dark on vanilla interiors and thought it might be because I use HDLethalCompany. Turned off HDLC and it's still incredibly dark. Any ideas on how I could light up the whole room when I use night vision?
Maybe it's the color of red I chose to change the night vision to? going to try to change it back to the default color
do you have diversity? also HDLC is deprecated and will cause issues with lots of mods
I do not have diversity for that exact reason of it making everything WAY too dark lol
also I haven't had any issues with HDLC yet, do you know any specific conflicts that it has? Maybe I haven't noticed them
this did not fix the range of the NV
i think probe should have a little cha ching noise when it goes through
the lgu terminal sections in general should have more noises
are the cruiser upgrades compatible with cruiserimproved and bettervehiclecontrols?
Haven’t had issues with little play testing
It's using unity things so I'm not sure if you need to increase the brightness aswell for any visible change to appear
Hello!
I remember that in an old version, when you typed "Contract" you were automatically assigned a contract to a random free moon, apparently now regardless of whether you type "Contract" or "Contracts" the contracts menu will appear.
Is it possible to disable that or have one assigned automatically?
Does it have to be those keywords or would "contract random" work?
I was using it as a main command for the modpack, I don't know if it is possible to have a similar word or some short text so that there is a certain "incentive" to use it.
What mod is that
TerminalStuff?
yup :]
btw, I fixed the repeating descriptions :]
yo i hvae this glitch where the hunter samples keep changing tpye. does this affect their value?
Wdym
@steady trail Guessing if I want the Item dropship to not have a delay before landing again when it goes back up I need this set to 0, not really too sure how the setting works
If you want to use those, I can just make a config toggle to make one of them the random one.
Not sure what I need to change related to not make the interactive menu to appear but I will think about it when I'm done with break/issues/meetings.
If you mean changing between different items, maybe something is constantly shifting the item order.
I would appreciate :,]
@steady trail So a question, we've been running into some cases lately where the hotbar softlocks and things stop becomming interactable but nothing logs
Could it potentially be the upgrade for carrying 2 handed items doing it?
I've been very confused as to what might be causing it
how often does it happen?
It's been happening a lot for us lately
@warped shadow been having issues as host with 2 handed items
May be worth disabling Deeper Pockets then
Got you
I did im testing soon without it