#Lategame Upgrades
1 messages · Page 31 of 1
had the config enabled period or had the upgrade active?
enabled but not in use
hmmk
the weird thing ive noticed with LGU is even if you disable an upgrade completely it still seems to touch that code
like the Hunter upgrade
i have it off completely cuz i prefer SellBodiesFixed
but i always see some initialization in the console about the Hunter upgrade when i host a lobby
but that might not be that way for every upgrade
I think that's cus Hunter has an API
ahh ok
So that's likely why
If it softlocks by making the hands full prompt appear when it shouldn't, yes.
Otherwise no.
It's only messing whether you're with a two handed item or not.
Inventory wise, it changes nothing of what the game already does.
Got you ^^
Initialization is done regardless of enabled or disabled.
Only thing that changes is that it doesn't execute relevant code when disabled.
If completely disabled hunter, your samples would have disappeared and/or replaced with something else, I reckon.
Hey an error I have recently noticed is that when interning sometimes the player has no area illuminated around them at all. Like they are in total darkness. Flashlights and other sources of lights still work. But even after leaving the factory and re entering, the players regular ambient light is gone. Not until landing on a new moon. I’ll get logs next time it happens
There is probably some stuff from v55 that needs resetting when killed that weren't addressed when using interns.
I've only had that happen after anybody in the group picks up night vision goggles
i defintely had night vision before death so i bet thats connected
Gotcha
If you’re gonna be doing an update when you get back uhhhhh my upgrades still randomly disappear sometimes
I just wanted to stop hounding you about it cuz it’s not game breaking just kinda ass when I get halfway to main and realize my stamina is back at vanilla
seems pulling the chat up keeps it up until you go back into orbit nvm, it just stays up
High difficulty altar lol
typing Lgu or trying to access the store in general comes up with there was no action supplied with the word, anybody got an idea?
The mod didn't get loaded if you can't use lgu.
There should be some error at beginning of game boot in LogOutput.log in the BepInEx folder.
I can try looking at it when I come back.
Along with the other... 33 things to do when I come back.
I can't fix life so it will remain at 33.

You can select more than one
It's really tiresome doing on phone.
@gusty flint can you or nah?
hm?
Nice.
neither of us can pin it seems
Guess a mod it is, lol.
speaking of scrap spawning, i really need to fix the function that syncs the value for clients lol
Nice.
Apparently grabbable has such function now when you change the value?
I don't remember it being there last time
idk this code is v50 maybe earlier
@rotund field whenever you can, if you don't mind.
To pin the thingy like last time.
Thank you.

Maybe people will see it, maybe not.
Its more to help setting up priorities.
well I'm the first voter apparently
Nice.
All the options will be configurable btw such as chance and cap, Yada Yada.
Anyways, back to sunbathing.
@rotund field if i was to link the poll someplace else other than this thread, would it be #mod-showcase ? Or maybe #modding-general ?
Probably #modding-general
Oki
Nom nom?
nom
Sad.
But is it just a README error or something?
I do not touch that often enough.
whitespike is schizo confirmed
i thought loudhorn had infinite range and if held dogs from the entire map will slowly walk in the ships directions
What is that?
the discombobulator for players that forgot stungrenades exist
I
Don't remember seeing something related with sound.
I could be wrong tho as it has been like 5 months since I last touched it.
classic discord conversation
#1178407269994594435 message

this will be configurable, right?
Yes.
Everything mentioned is always considering configuration.
Unless the option has literally zero votes, all will be considered for implementation.
This is just to set priorities on what people are more interested having.
this gave me an idea relating to the alternate progression system. apparatus giving you one currency, with each upgrade costing one currency
Maybe allow assigning items to give amount of currency?
That could help satisfy both what you suggested and people who want special like items besides apparatus to give it.
scrap value hit = lgu coins? like lethal progression gave you perks
levelling up of sorts
And I was thinking of using the config ratio to make the currency prices on the upgrades.
Are you referring to the ratio thing?
That's the item progression config thingy with uhhh.
Unique Scrap or Customs rap modes.
Custom Scrap*
ic 
Where the value of the item contributes some assigned upgrade by a their scrap value times config'ed multiplier.
When that sum reaches the price of the upgrade, it purchases it with that.
Ergh phone, stop messing my grammar.
i thought of something more like an rpg progression system, but that feels a lot like the system you described
It should be the same, yes.
Only difference is what action gives the exp and on what it contributes on.
Kind of like fighting skill gain exp when you kill enemies like.
oh yeah, that sounds pretty nice
In the case of the Unique Scrap, it's randomized what items contribute to what upgrades.
While CustomScrap uses what you have set in the configuration for each upgrade.
Name wise of the item, it should be either the name that shows in the upper text when you scan it or it's internal name.
7% 
I dont want to put W as the currency please.
let's compromise, name it the White Currency
and then advertise it as the best currency
we got wbucks in lethal company before gta 6

Ok so.
I am back home.
But the break thing will remain as I need to still setup my agenda.
slaps self
Why do you do this to yourself, self?
if the new currency is something you get from the company and it's only usable with the company then it should be named Company Coupons
Lmaoo
Is there any chance of adding stuff to the ship upgrades section of the terminal? Right where stuff like the teleporter is. It would be nice to have some consistency with the vanilla methods.
Stuff like the scrap insurance, lightning rod, etc
Maybe there could be another header in the store for contracts
As it currently is though, switching between “store”, “lategame”, and “lgu” is not ideal
Okay, so... Efficient Engines upgrade is not actually reducing the prices for me on moons. They appear to be reduced on the terminal, but when I attempt to travel to them, I can't because they are still asking for the full price suddenly.
wait the cruiser getting it wasn't intensional? Thought it was kinda fitting lol
Well, that does make sense when you think about it now. Honestly, the upgrade name could use a replacement, but we have a config setting just for renaming our upgrades personally to whatever we want.
hides random name generator
hahahaha! I just came here to report this exact issue
I was wondering if there is any way to get compatibility with the iquit mod? As of right now upgrades are being kept when using "iquit" regardless of LGU's config stating to reset upgrades
Specifically the one that doesn't play the fired animation?
Ah, it's its own thing.
That ... sucks.
I kind of figured. I just wasn't sure if there was a way to check if the the function was a fired off and if so reset everything.
this already exists in vanilla, the eject command exists
i am aware. The purpose of the mod is to skip the dead scene
it's like, 15 seconds. alternatively, you can just exit the game and delete the file
I'm gonna make lunch now.
I’m so happy that scrap insurance and extend deadline are being moved to their own mods. LGU is finally being debloated!
Now do the same with contracts and interns and maybe even the store / scrap equipment and we’ll be golden
When I have time, sure.
Contracts and Interns,I can kinda see it work?
Items, maybe.
Upgrades, not so sure anymore.
Imagine a mod for each upgrade
But then what would LGU be as a mod?
Just a store front, lol?
Doing for each upgrade would turn this more of a modpack rather than a mod.
I know yeah
Did separating the deadline extention and the scrap insurance from LGU help it perform better in terms of performance?
I'm wondering
No I meant if you have just LGU without the other 2
Only thing I can see is you won't have the two enabled configuration entries.
Ah that.
Probably just less memory.
Because you won't have the configs for those.
That's great cuz I try to minimize ram usage
Are you thinking about separating the items too?
Probably.
I will just make them each their own.
That way, you can decide to make a modpack with them.
Oh I see
You can also do a whole all in one mod with all of them like how some of the moon packs are done
It's just really hard to get motivation on work on these when there isn't that much visible feedback nowadays.
Yeah, that's a modpack.
With a modpack, you don't need to do any coding.
Just tell what mods you want.
I guess so
Really? We use your mod alot and stuff so I'm surprised
There are more complaints than appraises.
So while having an appraise is nice and all, it can probably get rid of the downtime from like three or four complaints.
Plus I don't really have the same dopamine boost a normal person does when doing stuff.
It's really minimal.
Aww
Well I enjoy your mod alot man N I'm excited for that update you want to work on

OH N I ALMOST FORGOT
Thank you very much for that selence's choice compat with contracts
I'm excited to try it again tonight when I'm playing with friends
If I made it right, it shouldn't pick the moon if it's locked.
Though it won't go away when the selected gets locked after.
I don't know if that's what you want.
That's fine, cuz you get the option to remove it anyways
Ah ok
Nice to see stuff getting seperated out a little bit, I think it's fine for all of the upgrades to stay in here but scrap insurance standalone is real nice
I would say you should make it show unlocked moons only OR have it as a config to either show unlocked only or all
I think that would be nice
(and individual item mods would be great)
Will say, I'm very happy with the random moon contract compact thingy
Mhm, I agree
Also, ngl I might have voted for all of them, except for the currency to money at least
It already has more votes than the one where I asked what I should make interactive first.
So it's fine.
Yeah, I made it workie.
This probably will have to go along with the currency feature
Oh hell yeah!
Oh wait, you already started working on the currency feature?
Not yet, no.
I'm still in the intermission phase from break to go work.
Though it shouldn't take that much time as the only hard parts for me are UI thing-
slap self
I must rest, for fuck sake.
Honestly you should, you deserve it after all that hard work man
😭
wouldnt it mean that you would be sleeping 16 hours a day?
(/j)
I just realized, how did you put a space in your mod title?
Alternative space character?
It turns into an underscore "_"
is anybody else able to buy the medkit item since the new name change? I have it enabled, and it IS in the store, but medkit, old medkit, and oldmedkit all do not work and are unrecognized commands to purchase it 😒
Ergh.
But to get its bestiary entry, it's probably with old.
And any thing that has old tries the bestiary immediately.
Even with buy.
And of course, with TerminalConflictFix, it works and gets the right thing.

Hello!
I noticed something :]
On other channels I have mentioned that a cube is suddenly appearing next to the ship in my modpack
this cube
After doing a lot of testing, I have noticed that the cube appears when I buy any LGU upgrade.
There was somebody with same issue.
Though they said something about uhhg
Something with buyable something?
It's way up in this thread and it's hard to pull it up on phone + teacher in front of me.
you also shouldnt have em enabled anyway
they cause massive desync after their last couple updates
hmm, I see
dunno if it was fixed, but i know it broke all modded enemies a while back lol
Is there a good replacement?
I'm more curious about what that cube is supposed to be.
Becuase supposedly you couldn't ever see mine as I remove their default mesh.
the cube is not gone :,]
(I deleted both mods)
huh
It's another cube!
Well actually yeah it is
Because its not at the same spot.
As the other one.
The other was literally at the door.
let me check another thing cuz I have 1 more mod of MegaPiggy
ok, "I THINK" it's not an issue of MegaPiggy, but I noticed the cube appears the moment I write "LGU" on the terminal
There'd be another mod causing this
It would be cool if the peeper item could also prevent butlers from attacking solo players
Isnt there an upgrade for this already?
Do the NVGs only work for the player who put them on? I want the battery upgrade to be shared, but not the goggle part
The share applies both goggle and battery.
Could they possibly be separate? If its not too hard to implement, of course.
@prisma glen how is this going
#1178407269994594435 message

@steady trail Are you seperating the Deadline Extension and Scrap Insurance Features from LGU?
🤔
They already were.
Ah
I just forgot a one liner which was essential for CSync.
Hello I was wondering if there was a solution for these issues I am having. I have 2 main issues, first it only seems to work half the time, its very iffy if itll work or not and I dont know the circumstances in which it works and does not work. I am new to modding and am not very good with computers, I know enough to not be too frustrating but I am no expert. My other issue is I cannot play with friends with this mod. I compressed my exact plugins, config, patchers etc folders and sent them to my friend and every time we would join one another the other player wouldnt phsycially join but from their perspective they'd join the ship and start to wake up and freeze, but theyd still be able to hear movement and such on the ship. The host would not be able to see them and there would be no join game notification for the host either. I also compress my Bepinex folder and sent it to them and it didnt work. We had the EXACT same folders and everything. So I am really lost on why its not working. I have seen gameplay with people having MP lobbies with this mod. PLEASE HELP!!!
Think i just have the wrong version of it. I am trying it now
Getting an older version did not work
What is the intern mod called?
Is Lethal Things and other mods that impact the store compatible with this mod?
yes
Isn't Lethal Things super broken in v56 or did it finally get updated
Ok, thank you
It's still in LGU.
The only ones separated that you can access is Extend Deadline and Scrap Insurance.
Its been fixed for a while
Works just fine
So wait, is lethal things causing the issue with my terminal then? Everything works ok but i get an error when typing things in, such as extend deadline
show error?
I used both LGU and L things last night
Seemingly no issue
I'm gonna take a shower and probably rest a bit.
Also
#1178407269994594435 message

hey atleast you're not trying to mess with the assetbundlebuilder 
Hue.
long time no see, is there a way to not keep upgrades trough outer playtroughs
i just left one and joined my other friends sessions and i still had all the upgrades
like is there a command to reset upgrades
on the session for every pålayer
There's reset lgu which resets the save of the player that typed it.
Sleep time.
mann
Oh....
Any plans to split contracts out of LGU? LGU has a better contract system than EmployeeAssignments, but since EA is assigned automatically I tend to only use EA and don't use LGU contracts.
If you do split LGU Contract into its own mod would it be possible to add an option to have an contract assigned to a random person like EA does?
oh? that's kinda cool
Peep time
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TerminalPatch.LoadNewNodeIfAffordable_After () (at <d91f4862bdd34eedb04fca2d3bdbc226>:IL_0016)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNodeIfAffordable(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
Last time we played when we tried to get a randomized contract it basically wouldnt work properly? Like we wouldnt get a confirmation that a contract had been selected, and when we went to the contract info, there was a randomized contract, but it was for no moon at all? Anyone else experiencing this?
Is anyone able to continue helping me with this mod?
The mod wont show up in my config settings, and none of the commands work in the terminal
I have downloaded and redownloaded all of the dependecnices and it still wont work for me
Yeah its happening this time too, the randomized contracts not working
cfg is under moreshipupgrades
Hiking boots isn't actually present for me in the lgu store even though it IS enabled in the config... anybody else have the same?
I actually noticed that too my last session, I totally forgot to report it here😅
oh thank goodness, it's not my messy modpack borking something for once
In what way is this lethal things
You shouldnt be able to see Hiking boots in game yet, no.
Different contract would mean they would see different items spawned in.
what are the mods that the extend deadline and the scrap insurance features moved to?
The mods that have those names
thank you, i had no clue it was that simple
Huh
Plus Im not sure how the thing would sync itself correctly with different contract.
Because it needs to pick what's the correct thing to do to achieve plus they were designed to be team-based "missions" rather than individual.
What does that have to do with seperating it from LGU into it's own mod like you did Scrap Insurance and Extend Deadline
That, nothing.
I was talking about the assigning to random people part.
Random contract seem to have worked right as I got a extermination contract on March from it and I managed to get the egg out.
So I'm not sure what's going on with you.
I dont have that in my config folder tho
Its in plugins like its supposed to be? I think...? When I extract the zip file inside of that it says BepInEx then plugins, there is no config folder
Launching the game doesnt give me the config files either
Like it usually does
Did you also put the MHOOK in the patcher folder?
And FixPluginType.
Gonna eat something
I think you misunderstood. What i was meaning is that regardless of the planet a contract is assigned to the team, but only one 1 person in the crew can actually see the contract / assignment target. This would mean that every match there is an active contract that's randomly generated and would require teamwork and communication to complete the contract.
Right..
Again, LGU overall has better contracts, but I can stick with EmployeeAssignments if it comes down to it lol
But if the host can't see the item you're doing...
How can it spawn the reward from it?
I haven't dwell with the contracts that much to know the answer yet.
Sadly without knowing the backend I cannot give you an answer. However, I would imagine that the contract can have a listener tied to the scene and not to a player and when the contract is completed within the scene. You can have the host "create" the scene object that contains the listeners needed to check if a contract is completed and that object can be destroyed when the scene unloads
I just don't know if the systems supports what you are asking without having to change it completely.
Since I wasn't the one who made it.
I understand that. Again, without knowing the backend it's very hard for me to give an actual answer on how it can be done. I do know that individuals can get their own contracts, so it's likely reading their lobby id or steam ID and assigning a contract based on that. If that is in fact that case, should be simple as adding an extra check to see if group or individual contracts are enabled. If group is enabled no one else can claim a contract and the terminal will say a contract has been claimed. It's all speculation on my part though
Especially if they're using the steam lobby system or if they're using unity services, both would have the lobby data for each player stored in a list (likely in a dictionary format), which can be referenced pretty easily.
Eyyyyyyyy, hell yeah!
Hmm, some got random black background.
There ya go.l
Just checking these still are in lgu or?
Have u tried not doing that
I just uploaded the package without.
Not really, my legs can't stand straight for a while now.
So I should like rest.
You need someone to hold you 
No clue I was hoping you guys knew what it was
It's just a problem I have of not being able to do nothing.
You removed the store object from lgu?
Wdym not being able to do anything
I can't fully rest.
I'm always thinking of doing something.
It's really hard for me to actually relax and not care.
you gotta turn off discord and github for a bit then
Store object?
Hes asking if u removed the wheelcart etc from the lgu shop I think
No wheelbarrow?
Own mod.
I Will install it later
https://thunderstore.io/c/lethal-company/p/WhiteSpike/Wheelbarrow/
https://thunderstore.io/c/lethal-company/p/WhiteSpike/Shopping_Cart/
These two
Me personally i prefer to have everything in one mod but it's ok
Thanks
You can make a modpack which does that if you like.
I had too many complaints of bloat that I kinda just did it to stop the complaints a bit.
Helmets?
Yes that
Medkit is hard because contracts.
Helmet has stuff embed in the LGU that I cant just strip off.
That's fair
Ah ok
@gusty flint Also diving kit textures had like 6MB, lol.
Damn, truly unoptomised 
Max Size was 2048, lol.
Lmao
Anyway go take a break for today or.smthn, imma go and get some food too
Going on a hike with my friends tmrw so won't be coding coderebirth like usual sadly 
Makes sense, but you could release the pack again with all the assets in it under a name like "Late Game Solution" which contains all the late game assets / mods
So a modpack?
So, I was attempting to try out the latest version of this but apparently there's a bug that breaks the terminal in such a way that makes it so players cannot interact with it at all.
I've also tested this on a clean, new pack with nothing but LGU in it (and its dependencies of course) to make sure that it wasn't just a mod conflict but I can confirm that it is just LGU causing it. I can provide some footage of the bug in action, if you'd like to see what I mean.
i didnt think it was that big of a mod but ig i was wrong
yea new lgu update broke anything u can interact with
except the ship lever
I was looking for why when I updated the terminal had broke
let me try one version down real quick for lategame
one version below doesnt have this problem
Yeah turns out it's more than just the terminal. Can't open the locker or use the ship buttons either (including the light switch.)
Also, it duplicates the clipboard and sticky note in the inventory?
So apparently I just joined this discord server because I noticed that after updating to the latest version, my game just doesn't work, I can't even touch the terminal at all
also, mods were removed and are their own mod which I personally do not like, but it is the devs choice
just fyi
I cannot satisfy everyone.
its the scrap that u removed cursing u @steady trail
/j
all good
I might know why.
Gimme a second.
your hotbar will also mess up, you can switch hotbar really quickly which shouldn't be happening (also because it creates a bunch of error in the BepInEx console)
I don't think I noticed that happening
well whatever it is, it is clear that something broke with this latest update
cannot press E on anything
love the lategame mod, it's pretty awesome
LGU's been a staple for me and my friends lol
until whitespike pushed a fix u guys can install v3.9.5 instead if yer in a hurry to play
It's because of deeper pockets allowing wheelbarrow thingy.
Apparently what I did doesn't work.
now that makes sense since wheelbarrow became its own mod
anyone know what the config setting "Keep Items When Using Weak Portable Teleporters" is?
is weak < normal < advanced
i think its just related to the name of the item, no difference
the only thing different is the chance of the item breaking when you used it
This seems to work without the library, if you want to try it out.
I just had to move the types around.
it works
Oki.
lmao i was trying to figure it out and this channel answered everything
do u think its better to start a fresh config again?
since u removed some of the tools
If you want to clean up LGU's config.
As the attributes will be simply not used.
aight 
A hotfix has been uploaded. Wake me up again from cold shower if there's any other issues.
I was curious, did the wheelbarrow and shopping cart bug ever get fixed? If you died while pushing it you were still stuck in the movement speed as if you were pushing it when you revived. Only in game fix was to grab another one and set it down.
This is the first time I am hearing about this.
i second this, my friend died while holding shopping cart, and when he respawn, he still walks around with the slippery like hes still pushing the shopping cart, even worse, the weight from all the items placed in the cart still applies, we were really confused why he walks so slow
With just this mod installed as of now, I can't interact with anything except the handle to start the game
it was a month ago
Either grab the .dll (#1178407269994594435 message)
or wait for the upload to appear again in the mod manager
Or revert to previous version til upload appears.
3.9.7 just got pushed out, but it didnt appear in the thunderstore mod manager yet, wait for a bit
Oh, ok then.
issue got fixed, but it seems that one mod im using started to break, the mod is called TooManyEmotes
same issue as 3.9.6, hotbar switching has no delay and also causes bunch of errors in console (you can press E on terminal and interact, but when trying to land at a moon, the game just stucks at the random seed part)
think you might want to look into this, since the same problem also occurs for LethalLevelLoader when i used it previously
Gimme logs.
this same thing repeats everytime i use my scroll wheel to switch hotbars
wait, actually, im missing something
switch hotbar once, this mess appears
I can't seem to reproduce it.
seems like i have many mods going on so i'm gonna test around and see if i find something
Looks like it's TooManyEmotes causing it
thanks for the hotfix 3.9.7 though, appreciated
maybe i thought so
alright, testing done, it was LethalLevelLoader that broke TooManyEmotes, lategame 3.9.7 works fine with it
guess i cant do anything else other than removing it, thanks for your contribution to the previous hotfix 👍

Are you sure it's LLL that broke TME? neither has been updated for a couple days and I didn't notice any errors while playing. The error might be caused by running all three mods
well, i do think there will be multiple confliction together since these mods are kinda big, it would have made sense, but you can look further into the issue if you want, im just gonna keep on playing until another issue happened with lategame, peace!
[Info :LobbyControl] Grab validated for aglitchednpcTTV!
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'MoreShipUpgrades, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
CustomItemBehaviourLibrary.AbstractItems.ContainerBehaviour.GrabItem () (at <4736f794d88f4ce88c68f38e9ef44fba>:IL_0032)
(wrapper dynamic-method) GrabbableObject.DMDGrabbableObject::GrabItemOnClient(GrabbableObject)
GameNetcodeStuff.PlayerControllerB+<GrabObject>d__385.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_0251)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Wheelbarrow broke instantly. Can not drop it after grabbing it.
@steady trail I believe in you! I've been waiting for this to become a stand alone along with the shopping cart (I bet its gonna have the same issue)
Nah, it's just the library that I need to change
Hell yeah! let me know when a patch is push and I'll test it out again.
If you want to.
I use Thunderstore, I'll wait until you push it there.
I thought you can import local mods into it.
Thanks though. I don't know if manually putting files in will screw with my modpack when giving a code
let me see if I can figure out how to do this then lol
I'll make a second profile to put it in so it doesn't mess with my main one.
Ok so if done correctly on thunderstore it looks like a seperate mod?
Yes.
In theory, it should replace the custom library one.
So you can toggle off the one from TS and have the local one on.
oh lol I didn't toggle it off but I can confirm that did fix it.
gonna run a few other tests now.
Oh my god I hope it does.
Putting an item into and then pulled it back.
Gave another error when placing it but pulling it out spammed my logs.
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'MoreShipUpgrades, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
CustomItemBehaviourLibrary.AbstractItems.ContainerBehaviour.UpdateContainerWeightServerRpc () (at <9d5fd74d027d4a8a8b78959e24e5b2ee>:IL_00BC)
CustomItemBehaviourLibrary.AbstractItems.ContainerBehaviour.StoreItemInContainer (GameNetcodeStuff.PlayerControllerB& playerInteractor) (at <9d5fd74d027d4a8a8b78959e24e5b2ee>:IL_006D)
CustomItemBehaviourLibrary.AbstractItems.ContainerBehaviour.InteractContainer (GameNetcodeStuff.PlayerControllerB playerInteractor) (at <9d5fd74d027d4a8a8b78959e24e5b2ee>:IL_000C)
UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) (at <e27997765c1848b09d8073e5d642717a>:IL_0010) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0025)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <0b5b829887344817a21214132ea92eef>:IL_00B7)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <0b5b829887344817a21214132ea92eef>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
This is what appears when placing an item in it
weird cause I'm not noticing a direct effect from this.
also do you know what I need to change to make it so my bepinEx only shows yellow and red texts? I hate when i get flooded with normal info stuff -_- and the error gets yeeted away from me lol
LogLevels? Should I just have Fatal, Error, warning?
For red and yellow only, yes.
I fixed the error from mine
I have no idea if it fixes the enhancedIcon one.

worst case I'll remove the enhanced icon.
Its nice but provide no actualy use to gameplay
Will this fix apply to the shopping cart too then?
They use the same behaviour so yes.
so far no errors
Alright yep so far it feels so much better.
Will see how it plays when I have others on later, but i'm confident that resolved the issues.
Also no errors involving the enhancedicon
Oki
Any chance the Sleight of Hand upgrade could support Piggy's Variety Mod?🥺 Just an idea 😛
I would probably have to patch their things?
Maybe? It has two guns, honestly might be more trouble than it's worth
whats sleight of hand do again
but faster reloading on the revolver would be so nice lol
oh right, faster shotgun reload
i mean ig it wouldnt be the hardest thing to patch, but also a bit weird to do that? lol
I just patch the WaitForSeconds and make animator speedy.
Well then the upgrade would be faster gun reloading, rather than just the shotgun

Any chance for the shopping cart to have a spawn weight instead of a percent chance to spawn? I don't know what "10%" is compared to other scraps weight
Like in my games it seems way lower than 10%
I can't use weight if I want to make it only spawn once.
Ah now it makes more sense
Is it 10% after all scrap is generated for a level?
I think it’s a 10% chance on every landing to spawn 1
Also any chance for the wheelbarrow to have an option to have it spawn as scrap?😅 I had it disabled in LGU to have it spawn as a remnents scrap
But now that it's seperate I can no longer do that
since it can't be "disabled"
Oh all the items are going to be different mods..?
It uses animation curve but I didn't bother touching it since it was made.
I just believe Kieth when they made it.
Also
hmmmmmmmmmmm
Some did
After I make the pizza.
Oh lol.
lol
Hell yeah, Thanks 😄
Spawning it not using remnants will probably lead to less bugs too 🙂
Is it gonna be a addon?
It's just a patch mod 😛 I type slow sometimes lol
Revolver is the big one imo, the m4 is already so powerful XD
accidentally made myself speedy
silly
The fact that it's individual bullets instead of a speed reloader is a shame😔
Wot
I don't really like the idea that every item is a different mod but there must be a good reason behind it to upload all the files separately
No guarantees that it works but it works for others so lol
Are y’all referring to the revolver from Piggy Variety?
That mod just doesn’t even launch for me for some reason
But tbf that was like 10 days ago
I haven’t played or tested lately
must be a conflict with something, piggy's does that a lot
just peeking
I would love for every mod to be separated into smaller modular mods like this
Most of them were linked to LGU's internals for no real reason + apparently it was too much bloat + it helps fixing issues as not having that many unrelated patches in it.
Then users/players can part out pieces to create their own compatibility instead of relying on devs to create compat fixes for eachother
I like that the shop items are separate. I have them all disabled in my pack, with some spawning as scrap using remnents
I been updating my modpack every day in anticipation of v60/beta so I don’t have to play the “uhh is this a v60 mod update?” game
Can’t wait to try it out and find out it broke anyway 🔥
Someone made a modpack with all features of LGU combined if you wish to have that still
Why does the shopping cart have a max sale percentage? It's not a shop item, right?
Oh darn
I though I gave the dll without that.
Lol
Like I saw it and removed it but apparently I still had the old version on.
So the old went to TS oops.
It's fine! I was just confused XD
it's definitely faster, hard to tell upgrade to upgrade but the difference between no upgrades and max is very noticeable 😄
One thing would be nice, with this mod the wording for the upgrade should say "the reload speed of guns is increased by - " instead of shotgun
Now I have no idea what to put as an icon.
Maybe a magazine with the icon being in the smae LGU "style"
does this make my shovel faster then?
I will just put the LGU icon I guess because I'm too lazy with drawings.
uwu
Heheharr
Lol
Can we have the late game upgrades patch where its just lategameupgrades but uploaded under whitespike
No.
😔
You doing that wheelbarrow patch today? Just want to know if I should wait to update my pack or not😅
I want it as scrap personally

Not shop
I will just leave it as or.
Why did late game rip out some of its features an force em into seperate mods???
@turbid tree the answer to your question
Much apprecaite the link to info!!!
It's like.
11 PM now
So I leave coding for now.
In the meantime.
#1178407269994594435 message

Thanks again for all the stuff I asked for❤️
thanks for letting me borrow the thread#1241786100201160784 message

oh hey, you got the quick reload thing. appreciated, dude ^^


this server either really needs more emotes or to allow from twitch synced servers
@steady trail responding to your question from 5 am now lmao. yes MHook is in the patchers folder. I have all of the dependencies in the right place and everything but the mod just refuses to work for some reason 😢
Maybe Im not using the prefered versions. I didnt see that as an option until just now. I am going to try that
Using the latest version of LGU being 3.9.7.
Idk what's happening rn, I tried to install the prefered versions and made a new BepInEx folder dragged the old one out of my LC files and some weird stuff happened so I am doing a fresh install and Im gonna hope this works lol
Im so bad with computers
Tried it still didn't work so Im just not gonna mess with it anymore sadly
seems LGU aint affecting shotguns bought via BuyableShotgunPlus? my guess is because that shotgun is specifically called "Shotgun+" nvm, it just doesnt go faster at all. also... deeper pockets broke. i grab a 2 handed item, says my hands are full, and has a large red error show up
tested with regular shotgun, shotgun provided by level, and Shotgun+
pinpointed it. Custom_Item_Behaviour_Library. disabled it and Deeper Pockets worked just fine again
looks like the shotgun reload thing is also tied to it
dont know how many lgu upgrades it breaks :X
The medkit wont heal me for some reason, is there an easy fix?
I never touched it so it should be the same as 3 months ago.
Besides the name anyways.
I can give you the .dll to see if it solves your issue or not.
@steady trail do you know which mod might be causing this incompatibility?
You mean Peepers ?
It could be some thing about the peeper item.
Either that or if I'm reading right some other mod has an asset bundle labelled "Memory" as well.
I'm thinking of alternate currency per player system. What features would you be more interested in this system?
19
75
5
Receiving currency per quota on config'ed ratio

why is the peeper a different mod now
#1178407269994594435 message
i see
IS the peepers seperated mod broken right now??? As I cant buy it in the store. B
Hm?
I could buy it before it was seperated from the main mod. but now it doesnt revister.
I don't remember removing the shop thingy..
register
No, it's there.
I have the terminal input conflict mod installed. So it should detect it.
Is it labeled as peeperitem in store now?
or Peeper?
Peeper.
As when it type peeper it says no information has been collected about this creature a scan is required
tried capital Peeper an lower case peeper
does not let me buy it
action not compatible
Dont know. Always worked when it was in the main mod. 😦
not mods were changed. always had the peepers enemy mod too.
no mods. pardon
an im on asteroid 13... I NEEDS the peeper right now. lol.
im in danger... lol
Hmm
I..
Don't know, lol.
Just typed "Peeper" and it gave the prompt.
And I have the creature peeper mod aswell.
Oh, but I do have the terminalconflictFix.
Hmm
as do i
question. since changing your mod with peepers not included. did you delete your old config? As I did. possible that your old lategame config is allowing it to work?
dunno. lemme reboot an try again. will delete the config an let it retry to load it
Item config from LGU shouldn't mess separate stuff.
As I literally can't access something that doesn't exist.
And no errors on boot?
no, loaded normally. get the usual "targets wrong version of bepin" stuff.
only red I throw is how the large rug is misditected as needing to be labled as "car[p]et" not "caret", lol. But otherwise no problems
its a 1.0.2 issue
I rolled peepers back to 1.0.0 an it works
lemme reupdate to 1.0.2 to confirm
I left a save active. I was testing in a second slot
...retesting with it all deleted.. sec for confirmation of my idiocracy...
jesus
Lol
..........wait
no. it isnt working in 1.0.2
???
lemme try 1.0.1
ya confirmed. it wont detect the text entry now. no saves. an it did detect it in 1.0.0
BuyPeeper gives no action text
trying 1.0.1

ya. checked only other red it throws is from 3 duplicate cosmetics.
using 1.0.1 now. sec launching
hmm,but I def can confirm 1.0.0 is working. detected it normally.
also peeper doesnt show in the store either in 1.0.2 if that helps at all
Ah.
sounds not a factor for me... not having a coilhead be able to sneek up an jank me playin solo is all that maters to me. lol
So you have "peeper" or "peeperitem"?
As the not .dll file.
In the folder of the plugin.
I might have screwed up some strings again.
sec lemme see. mod is Peeper by you. ...ooo
ya thats it
1.0.0 has peeper an peeper.dll
1.0.2 has peeper an peeperitem
So both?
ya 1.00 names names match on file to dll.
doesnt match text of files on 1.02
1.02 is peeperitem an peeper.dll
but 101 is same as 1.00 peeper.dll an peeper
so file just needs to be labled as peeperitem.dll as well?
@steady trail , any plans on putting the night vision goggles into a seperate mod? SCP966 uses those to be visible, that is why I am asking
Uhh.
The problem with the goggles is it messes too much with internals.
It will take some time compared to others.
Hi WhiteSpike, just wanted to say I really appreciate the new mods to separate the features and all the new configuration options that come with them !
@turbid tree So wait, the .dll I gave works?
Cause I guess I just need reupload the right one?
Because I thought I sent the right one.

in v1.0.1 works fine. using it now.
I didnt download that file you shared. I didnt spot it till now.
I just rolled the install back to v1.0.1. Sounds work still, an terminal entry works fine in that one for me.
Well yeah because 1.0.2 likely has the assembly looking for "peeper" bundle while it's named "peeperItem" still
I uploaded again to see if it fixes your issue anyways.
Any one looking for a modder
k, will test it soon as it shows onsite boss

??
Not really, no.
Okay
If you're looking to making comissions, you probably should look at the [server's policy about it](#rules message)
same issue on 1.0.3
The fuck.
rolled back from 1.0.3 to 1.0.1 an it works agian
no save either.
I turned on company cruiser music mod. lemme disable. might be that... will check
deleted the cruiser music mod config an peepers config for safety.
I don't know anymore, lol.
you sure its not because the two file names dont match?
Just having the mod works.
Just having the mod and the peepers creature works.
as thats the only noticeable change from the files end I an see.
I don't know what else it would make it throw a fit
from 1.0.1 back its peepers.dll an a file named peepers no extension. but from 1.0.2 onward its peepers.dll and peepersitem no extension
Because I renamed it otherwise peepers creature wouldn't load.
....um. I had peeper creatures spawn on infernis when I was playing with v1.0.1
leme delete my peepers enemy config too for safety an retry.
These two work together so I have no idea what I need to do.
ok, first test didnt work. I deleted peeper config ... didnt work. I deleted those plus the peeperS config an retested... now it works?? the hell??
Have u tried getting good
lol
what he needs is a test monkey that understands more of the game to pass along more info that topical visual based info. lol
than, pardon
nothing was working with that one. no upgrades provided, despite what the config said
Ah.
disabled LGU, imported local file
You forgot to put the bundle.
You can use the same one from TS.
They just need to be in the same folder.
wait, keep lgu enabled?
Yesn't.
The mod has both the .dll and bundle file.
You need the bundle file aswell when you put the local thingy.
You're missing "shipupgrades" file in the same folder as wherever the .dll went.
so uninstall the imported file, and place it in the LGU folder?
That works, yes.
woot
Then I can work on new stuff.
Looking forward to the Cruiser upgrades being seperated into their own mod
Optimizations my beloved \O/
can I get some sort of response about this guys?
true...
Hey guys I use "LobbyControl" to do a Lobby save file, when I load that file back, I lost my LGU powers. When I do the lgu load "nickname", it popped up a load menu but all skills are still zero
Can you describe how are you trying to get it.
It's not really an optimization but okay.
Well less config entries the game has to generate
Quicker boot times
lol
But yeah you're right
I just consider it an optimization for larger mod packs like mine
lol
What do I need to do to replicate what you are doing?
Because saving it to "Croissant" then loading it right after seems to keep them.
Leaving the game then coming back and load "Croissant" also seems to keep them.
So I'm not so sure what I need to do here.
I don't know how much work this would take, but I'd also like it to be separated, and maybe have two distinct mods for character upgrades and ship/items upgrades 😅
For me it's mainly because I like to have only the required upgrades for my needs displayed in the terminal, and setting it up takes a lot of time in the .cfg for using only 25% of the mod at a time. It would also make it clearer to explain to my friends who don't know the mod and aren't into learning heavy details (me want scrap and kill crawler, please land)
BTW, I love the alternative names feature, it allows to make it very clear for other people! Thank you for that (and the efficient engines fix ❤️)
That would leave LGU with nothing, no?
So I go to a save file with "lobby load name"
purchased some LGU powers, then "lobby save name" then exit the game. Then I come back and do "lobby save name", then go into LGU and no power was saved
And how does that work with autosaves?
Because the upgrades are only saved on autosave.
I disabled autosave
I can turn that back on if thats the only option
Is there a manual way to save LGU powers?
Not really, not right now.
I don't know what alternative I can put besides autosave.
Last time, on Disconnect could be exploited.
Ah no problem thank you for your help. Let me try that and get back to report
yeah if u dont save with the game, its just exploit central
I can try putting back on and see if it's still a problem with current system because it was 6 months ago that the issue appeared.
No guarantees tho.
leaving and rejoining a lobby is what a lot of people do when they lose in a moon so they can reattempt said moon
lgu was always a pain in the ass cuz it saved the upgrades
so i had to make sure i always bought stuff before i even landed on orbit
I never created any mod so my way of thinking it is probably dumb in a modder's pov.
I imagine multiple mods with different commands but similar interfaces, so instead of the "lgu" command to access every upgrades, you would have multiple commands depending on the installed mods (like charup/shipup for character/ship upgrades or idk)
But I would end up removing all upgrades from the "base" if I did what you are saying, no?
Ending up with just a store front with nothing yet.
Or an lgu mod that imports the installed mods in the same way BadAssCompany imports and uses TooManyEmotes
Every mod would have the "base", that's probably where my idea sucks but idk how it works in the back end. Each mod would basically be a new LGU and can work independently
I don't really want that.
Separate mechanism of upgrades seems unreasonable.
Especially when they are the same in their core.
I understand having different entries for different mods.
Which is why I already separate the ones from the Company Cruiser to their own which uses the LGU system.
However, I don't want to have LGU be an empty shell if you don't download any upgrade pack.
I think it's reasonable to have the ones related to core mechanics in LGU while separating that aren't as relevant and be almost ignored completely.
I get it and understand your point, though I didn't know the cruiser's upgrades were separated, is it new ? (Haven't played since a few weeks)
If so, does it work in the same way BadAssCompany does as I described earlier?
It's not uploaded in TS.
The idea is the pack is dependant on LGU.
So if you download the upgrade pack related to Company Cruiser, you will need LGU to use it.
Without LGU, it's useless.
Alright, I see exactly what you mean, and thank you in advance for that update, seems like a good idea!
Then the reflection is mostly on which upgrades should be separated in the same way, and the character/ship distinction seems like a good way to go
Anyway in a user pov, it was easier to explain LGU when there weren't so many upgrades, because now people get scared at the cfg size and are like "alright you configure and we play". I think having multiple cfg just like Brutal Company does would be a great thing too, and you wouldn't have to create multiple mods
And that's where I shut up because you probably thought about all this already, thank you again for all the work and I'm looking forward to seeing your future updates
#1178407269994594435 message
less megamods = good
less debugging to be done, less compatibility issues, less having to disable half a mod becuase you want 2 things from it
:true:
Eyyy, I just saw that you made the cruiser upgrades into their own mod
I'm very happy with that change, thank you ❤️
AGH. Please tell me I don't have to rebuy all my cruiser upgrades...
You shouldn-t.
Ok... Good...
They should still act as normal when they were in LGU
I turned on autosave for Lobby Control. After purchasing LGU powers, I went down, went backup, exited the game. When I load back the save file, LGU powers all gone again
I tried using "load lgu name", popped up a loaded message but nothing changed
Load lgu is only meaningful when taking a save from somebody else.
I will take a look at it when I can tomorrow.
Thank you! Alternatively for now, I can forceCredits every time and reapply
Is lethal Internship mod incompatible when Late Game is installed?
As both use an intern command
tried the command fix mod, didnt allow both to work.
...[facepalm]... nm. Im an idiot. Ya gotta type internship to get the npc interns via that other mod
yup just tested. all fully working. ignore my comment.
I dont get what people say about that interns mod being janky. seems to work pretty good to me. I love that the interns are teenage height. Fits well with the scp pinata mod that makes you a kid, lol.
If they can make it so they can leave on the ship with you an live till your crew all dies then that would be perfect. Only issue I see atm is that they cant get on the ship an leave with you. Great for solo play tho. 😄
Describe how im trying to get what? I type "contract", I choose "pick a contract", I pick "random moon", and I hit enter, nothing happens, but if I check "current contract" after that I've got a contract listed for "no moon".
Is there a way to make it so that the contracts menu doesn't show moons that are not registered in LLL?
Or hidden moons?
Thank you, i will take a look at it when I can
When this happens, can you give the logs of that session?
I can't seem to replicate the issue you're having as I am having always a moon given to me.
It doesn't show locked moons right now. Are you asking for a toggle to only use LLL-registered moons if it is present?
could you please link any future mod splits in the readme or changelog to make it easier to find them? I don't mind the splits, but it's incredibly annoying to have to find the mods manually instead of just having them linked
I can put the links in the changelogs when I get the chance.
What do you mean by 'locked' moons?
Selene Choice.
And no, I'm not asking for a new feature, I simply wish to know how to make some moons be hidden (now the question is how to lock my moons).
Ah.
As far as I know, I don't think it's exposed to users to alter.
It's more for developers to mess with if they so wished.
Aw, well that's a shame, I'll probably look for a config mod that can do that now
are all of your released mods seperated from lategame upgrades? (do they still exist in the base lategame upgrades)
i see
yeah its really weird, after 3.9.9 its not happening anymore. as if it "accidentally" got fixed
I'm also now getting a moon every time I hit random contract
Just wanted to give a heads up the wheelbarrow and shopping cart are still doing the bug where if you die while holding it. Still can be resolved in game by picking up one and dropping it.
[Error : Unity Log] MissingMethodException: Method not found: void InteractiveTerminalAPI.UI.InteractiveTerminalManager.RegisterApplication<!0>(string[],bool)
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
Getting this error code with one of the dependencies

