#Lategame Upgrades

1 messages · Page 32 of 1

sturdy urchin
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I've installed it and uninstalled it several times but it still wont work, idk whats going on but sommething broke LGU :/

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I have the Lethal Config mod and Ship Upgrades does not appear in that tab so I assumed I was missing the config file, but I have the config file for Lategame Upgrades. I checked Lethal Lib and Csync and all of that but this mod still refuses to work

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The White Spike interactive terminal API doesnt work either for some reason

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Is it no compaitble with Lethal Lib or something?

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I have the latest version of Lethal Company InputUtils but the prefered version for The Terminal Api is version 0.7.3 is that the problem? Because I think I have other mods where its preffered version is 0.7.7 (latest release)

steady trail
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I'm literally playing with other people with it on.

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I'm not sure if you're having issues installing it or if it's an actual mod issue.

wintry portal
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I'm having a problem where only a few of the store items actually show up in the store when they're all enabled in the config. I just want to know if anyone has this issue or knows a mod that could be causing it:

steady trail
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Which items?

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Medkit and Night vision?

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Or the items that went to the other mods?

wintry portal
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Some items went to other mods?

steady trail
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Yes.

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For simplicity.

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Because it was too messy them being in LGU.

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Also I forgot to link them again.

wintry portal
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Ah, sorry, didn't know

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Where might I find the rest of the mods?

burnt lake
vague pollen
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Why did you break the mod into lots of tiny mods? This is

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No wonder we havent been able to find half the things we've been using >=T

humble panther
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tho if v60 dropped and something broke u wont get any help with old version

random mirage
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all the items and cruiser upgrades were split into their own seperate mods so things break less when using the mod with other mods, or when updating LGU.

tawdry wadi
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The mod's config was getting very large due to it containing so much stuff

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Just grab the stuff you used to use

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Out of the things seperated I only ever used the Peeper

keen shoal
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shopping cart my beloved

loud radish
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i grew to enjoy the Shopping Cart myself. not recommended with the nonLGU TwoHanded mod tho. if it gets cycled off of, it screws with your inventory

flint nebula
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If you’re already using LGU, why another two handed mod?

loud radish
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didnt know it was an upgrade at the time due to there being so many

lethal vale
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Few issues to report

Death with the Shopping Cart and Wheelbarrow still bugs you.

Sound from both can be heard everywhere. Both the squeaking and dropping sound.

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and yeah i'm on the most updated version.

loud radish
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i just turned those noises off. didnt really need em

lethal vale
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Thanks I actually didn't know that was a thing lol

gusty flint
steady trail
gusty flint
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The component

steady trail
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I can't find it.

gusty flint
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I cant tell if you're doing this via code or unity

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Spatial blend @steady trail

steady trail
random mirage
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you're kidding me

fluid river
random mirage
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iii dont know what you're talking about

keen shoal
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zee pinis

somber star
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Any chance you could make a config option for each of the shop items so they can spawn as scrap? (Medic bag, nightvision goggles, helmet)

severe silo
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I feel like sleight of hand should affect shovel's recovery frames

random mirage
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WHY THE FUCK

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IS EVERY HOARDING BUG A JESTER

flint nebula
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Balanced

mortal berry
somber star
mortal berry
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I see them spawn a lot actually, but for some reason, they no longer have a scan node

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So you must be attentive if you see gear or a body on the ground and look for other grabbable items

somber star
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You can't equip the goggles spawned by remnants, or at least I can't

mortal berry
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@steady trail Something to note as I said, Night Vision Goggles don't have a scan node

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Oh, you can't use them? That's something else entirely

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Not sure what could be doing that, I've been able to use mine normally, but you're sure you don't already have night vision equipped?

somber star
somber star
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I figured out the issue. Night Vision Goggles don't work when the upgrade is disabled. Which kinda makes sense but the helmet works when disabled, and the whole point of me spawning it with remnants is that I don't want it in the shop.... So my request still stands. I'd love a way for it to spawn as scrap rather than in the shop

steady trail
steady trail
steady trail
somber star
steady trail
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If requested, yes.

somber star
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Consider this my formal request 😂😅

steady trail
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Though I am not as focused on the mods as I was before due to upcoming plans for uni things such as thesis which includes lots of reading.

somber star
fluid river
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Hi!
I don't know why, but the night vision google are not working on my modpack.
It works when you are on the surface, but if you are on the dungeon like Facility, it doesn't work

steady trail
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And you have something that changes the "light" you have when you have nothing in your inventory?

steady trail
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Yes.

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It allows you to see something when in supposedly complete darkness (no light sources around)

fluid river
steady trail
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Yeah, it seems to reset it to vanilla value if it goes too high because cheating.

fluid river
steady trail
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It speaks of "normal" version of the mod instead.

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Maybe you can use that to put low value for the same thing without a upper cap?

fluid river
steady trail
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No.

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Config wise, you can't do anything.

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According to what the logs are saying, you have to use a "normal" version of "True Darkness" mod.

fluid river
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I see, thanks

valid shell
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yeah for some reason TrueDarkness has a nonsense anticheat in it

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that prevents you from turning brightness up

fluid river
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Small suggestion.
Would it be possible to disable the "scan player", "scan hives", "scan scrap" and only keep the "scan enemies" from the 2nd upgrade of "Better scan"?
The thing is that I don't have the walkie gps enabled, and showing the coordinates can be somewhat confusing for players

steady trail
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I can try later.

random mirage
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soo

steady trail
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Odd.

tawdry wadi
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@steady trail I think LGU might be causing a bug that's causing you to get negative credits sometimes but I'm not sure, I noticed after spending money on some upgrades in LGU we had to reload a save once and the game had negative credits after

steady trail
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Probably.

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I will make a release tomorrow.

tawdry wadi
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@wet pasture You can let the other person who had the issue know about this

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It'll be fixed tomorrow

heavy falcon
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It has a what percent chance?

gusty flint
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portable teleporter%

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whats wrong?

heavy falcon
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Shouldn't that be a number

gusty flint
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yeah i was a lil sarcastic my bad lol, it def should be a number

heavy falcon
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🤦‍♂️

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Sarcasim is beyond me

steady trail
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Hm

steady trail
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Update uploaded.
Two day break now.
To clear out the depressive thoughts again.

wet pasture
sonic cosmos
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Hey @steady trail just letting you know your stuff is great, I've only just found my first error and its purely grammatical. The helmet mod says "can be weared" it should be "can be worn".

If this was intentional ignore me for not getting the joke 😅

Also, I hope you feel better soon, I know the struggle so make sure you take care of yourself! 🫂

fluid river
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negative credits?

sonic cosmos
river dawn
steady trail
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I probably messed up the order.

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When did you decide to buy the upgrades and when did you decide to disconnect?

fluid river
fluid river
steady trail
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Should be shown in Change Keybinds.

fluid river
# steady trail Should be shown in Change Keybinds.

Oh, ok.
I've seen what the problem is.
It's on my side, with the global and local configuration of input utils.
It turns out that by default when saving it changes to Global automatically, but this is not applied if there is already a local configuration.
I had to change to local in order to be able to save the change correctly.

sonic cosmos
fluid river
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Also, I don't know why the first upgrade of the nightvision is always 0, no matter what change I make in the config.

fluid river
sonic cosmos
steady trail
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Because somebody asked to make it the same as others.

sonic cosmos
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fair enough 🙂

fluid river
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still 0

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and no unlocked by default btw

steady trail
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Yeah.

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I will figure something out later.

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If nobody wants to while I'm gone.

sonic cosmos
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regarding the Back Muscles upgrade modes, can it have all modes active at once?

steady trail
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That would be the one that changes the weight entirelly.

sonic cosmos
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duh XD dumb dumb moment here hahaha

steady trail
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This way should be fine.

fluid river
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Yup

steady trail
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Kay.

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I will try to remember about this after the two days.

somber star
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@steady trail whenever you have time, no rush. Can you add an option for the helmet to spawn as scrap. I'm having the same problem as before (with the wheelbarrow), where I can no longer disable it from being purchasable and have it only spawn with remnants since it is now separated from LGU

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Honestly any purchasable items that you separate should have a scrap option, since they can't be disabled in the shop like before

granite moth
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might be nice if for weather probe you could type the planet name with it to go to the moon quickly without having to go through the little menu

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like "probe experimentation" instead of "probe" then finding experimentation in the menu

steady trail
steady trail
# granite moth might be nice if for weather probe you could type the planet name with it to go ...

A lot more complicated than what is asked as:

  • I would make a command registration for each moon you have;
  • You would probably want abbreviations to work aswell so rework it to search occurences of the typed word.
  • Even after that, I would have to make an application which is used by all and use the correct moon to display it. I can't use the same one as probe because it doesn't start with the same screens.

I will try to remember about it after the two days and see if it is possible to do what you wish for.

gusty flint
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ya need to get off of discord for a bit :p

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and sleep

zenith jolt
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So, I'm having an issue where the Night Vision goggles work for 1 moon after purchased, and then they cease to work on any future moons, any idea what might be causing that?

gaunt fossil
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Idea for the cruiser upgrades mod: an upgrade for better brakes. Just braking faster. Or you could roll it into another preexisting upgrade

dawn phoenix
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brakes so good you fly out the front window

severe silo
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If I can't pull a guilty gear on a hoarding bug how will they learn the smell of the game?

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what are you? a gear?

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I am not saying to give me a dragon install, but the last upgrade should at least make me -7 on hit, it makes more sense than an "armor" hitbox on the thumper when hit by a Butler knife, and that was at the dev's discretion

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I don't think I am being unreasonable lol

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But I understand if the shovel is fucky with its returning frames

fathom veldt
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is LCLegDayMod compatible with LGU?

steady trail
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Short answer. It's not compatible with Bigger Lungs, no.

keen shoal
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shorter awnser: no

flint nebula
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i need it shorter than that

steady trail
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_
_

rotund stirrup
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heylo, its been a while since i updated my modpack, i see there was some nice update, namely the alternative thing with items

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but i think either there is a problem, or i have brain damage

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conversion percentage is by default at 85% of the item price toward whatever upgrade i linked to it

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but idk sometime it just... dont work like that

steady trail
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So you're assigning items to upgrades through configuration, yes?

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Or are you using the other mode where it randomizes what item gets assigned to what upgrade.

rotund stirrup
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nono i assigning

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i put candy for health upgrade to test

steady trail
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So you have CustomScrap as selected mode, yes?

rotund stirrup
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ye

steady trail
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If you have logs from that session, I can give it a read.

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Still don't fully understand what's the issue really.

rotund stirrup
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im trying to redo it to give exemple

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so first stimpack upgrade cost 600...

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i sold a candy worth 300

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85% of it is 255

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now need 345 more credit

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so far so good

steady trail
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It uses the value from the company gives you the credits of (because of the buy rate mechanic).

rotund stirrup
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heh ?

steady trail
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So.

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You can have an item worth 100.

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But if you decide to sell before the last day.

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You will have a lower buy rate.

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Thus a lower value when selling it.

rotund stirrup
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oh ye but its 100% buying rate here

steady trail
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Just clarifying.

prime phoenix
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hey, is it known that Landing Thrusters actually make the ship landing slower or I'm missing something

rotund stirrup
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now i sold another candy worth 200, but now its weird cuse i got health upgraded once and need 220 for the next

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next upgrade is 300 btw

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so i got 425 value out of a 200 value candy

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@steady trail see whats wrong ?

steady trail
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Without logs, I can't really.

rotund stirrup
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mh

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k

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where are logs ?

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nvm i looked at wrong place

steady trail
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In the BepInEx folder.

rotund stirrup
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i was looking at the one in the game files, but not r2mm

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logs aren't giving much info tho

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right so i found something that might have a link to that : when you do reset lgu the price for upgrade does not reset after being lowered by item sold

steady trail
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Because it doesn't reset the values, yes.

rotund stirrup
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mmkay, but still the previous issue happens, this command was not needed

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ok, more easy way to see that there is a problem : i set up so we got 100% of item value, sold 1 candy worth 600, upgrade was 600 to and got reduced to a price of 0 and got a level up

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so like now i could just buy another level for free

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i didn't, sold another candy worth 100, now i have 2 level in the perk and need 50$ for the next

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somethin is definitly going wrong

steady trail
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The whole new level with exact value is fixable.

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And the math seems to just have two of the same variable when it's supposed to only have one.

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I should be able to fix this after dinner and insomnia.

rotund stirrup
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just another exemple even more obvious :

  • put all upgrade cost to 100 each level
  • sold 4 candy worth 50$ each
  • got 3 level in the perk and next upgrade cost 50 ¿
    bruv.mp3
rotund stirrup
steady trail
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Just fixed it.
I'm gonna go eat now.

rotund stirrup
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wut

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bro faster than my 4G

steady trail
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I got one report from it.

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Still couldn't conclude what happened because they stopped having the issue later.

prime phoenix
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hmmm maybe when I load back the save after a restart its fine

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it felt like each upgrade just made it slower as if the landing values or smth just went into negatives

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it took 5 mins to land on company building lmao

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after it loaded I mean

steady trail
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There could be something wrong in the patches where it changes the speed depending on your config.
But last I checked, unless an error is being throw, you shouldn't see any difference when the ship's on the move.

prime phoenix
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to be fair maybe its time I regenerate the config too

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I frankly have been using LGU since 1.0 lol

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config was generated last year

steady trail
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Nice, haha.

vague pollen
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its funny, i was having the same weird feeling about the batteries

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it truly felt like batteries made my shit drain faster

tawdry wadi
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@steady trail LGU is still causing negative credits to happen

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Tested by forcing credits and buying mechanical arms

acoustic wigeon
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also nv for me is priced at 0$ for the first upgrade and idk how to fix that. it looks like my config file is correct at 380. nvm, looks like this is a known issue.

steady trail
vague pollen
acoustic wigeon
# vague pollen Wait THAT could be why I'm having so many issues!

what I did to fix it was to uninstall variables and figure out a different combination of mods that would improve single player.

Download lethal moon unlocks which will also download all dependencies including lethal level loader. This should give you most of the same features between those two mods.

also there is more money start, scrap insurance, quantum upgrade from lategame, etc.. you can find other mods to do the job.

As far as deadline goes, I couldn't find a mod that worked, so I used no_deadline by pop_gamer. Unfortunately this does not work in conjuction with random sell prices, but this is the only reliable quota mod I could find as the rest of them do not adjust cost; they only adjust days.

vague pollen
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lucky me Im actually ok with a 3 day deadline

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But, firstly,

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from one connesseur of the "casual single player experience" playset to another, I salute you, I didnt even have to explain why I wanted that mod, you just like..,..got it.

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I already have lethal level loader cuz I have lodas of other moons. Are you saying that LLL can do stuff like scrap amount and scrap value?

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I have general improvements which does a LOT of extremely required nice things but ontop of that it also has the ability to set starting money so thats covered there

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And I found a mod that just straight up prevents scrap loss, period

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And it actually fuckin works...

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XD

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Finally I did try setting the quantum upgrade to 0 so I could just buy it instantly so its like a "default" but that seemed to remove it from the store?

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So I might set it to like 1 instead

acoustic wigeon
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looking at the config now. It affects min/max amount of scrap. for scrap value that might be a different mod.

vague pollen
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Yeah I switched to using lethal quantities

acoustic wigeon
vague pollen
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which seems to be working and not causing crazy bugs with literally every aspect of my game XD

vague pollen
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cuz it is supposed to still be "enabled"

acoustic wigeon
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I tried lethal quantities, but I was getting weird behavior with moon prices on that one. needed more testing

vague pollen
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I have FreeeeeeeeeeMooooooooons so idc about moon prices

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im all set

acoustic wigeon
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I like the risk of losing loot so I went with scrap insurance instead of save my loot

vague pollen
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Fair, I do not, I think the punishment for being solo is that you cant get more loot from the moon. Losing all the loot I have just feels like a restart

acoustic wigeon
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since I have lategame, I wanted the "progression" experience of being able to bring back more the longer I play with different gear and tactics so late_game and lethal progression were right up my ally

acoustic wigeon
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I still lose 20% of money I don't spend and If I don't buy scrap insurance that day, I'll still lose out

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I set it to 20$, but I'll prob increase it to 50

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I'll post here if I find any more bugs/incompatibilities with lategame while I play

steady trail
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Insurance works fine on its own.

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Free upgrades don't show up in the store and should still apply with their first ever buff/debuff/mechanic they provide.

acoustic wigeon
fluid river
lethal vale
lone rose
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Hey guys. I came back to LC after a long break. Has the advanced portable teleporter been removed or renamed?

burnt lake
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separated into a different mod

prime phoenix
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Stack trace:
ES3Reader.Read[T] (System.String key) (at <9a53cee95b8c4093a7e8ca243c325c34>:IL_003E)
ES3.Load[T] (System.String key, ES3Settings settings) (at <9a53cee95b8c4093a7e8ca243c325c34>:IL_003B)
ES3.Load[T] (System.String key, System.String filePath) (at <9a53cee95b8c4093a7e8ca243c325c34>:IL_0008)
MoreShipUpgrades.Patches.NetworkManager.GameNetworkManagerPatcher.SaveGamePrefix (GameNetworkManager __instance) (at <0ac494317f5249fdbde7376c2ec6a0bf>:IL_002E)
(wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::SaveGame>(GameNetworkManager)
(wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager)
QuickMenuManager.LeaveGameConfirm () (at <a466967ad1ac44fb9a23fb48f43432f5>:IL_001E)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022)
UnityEngine.UI.Button.Press () (at <17de86d66286445fa95af59fa8fa644d>:IL_001C)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0009)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0007)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass28_0:<wrapCallback>b__0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136)
AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84)
AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68)
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)```

cant exit to main menu
steady trail
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Hm

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Oh, 60 released.

prime phoenix
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yea could be an incompat with the new game ver

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im no expert but if I had to guess the save file is located elsewhere?

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tho every upgrade works nicely in v60 so

steady trail
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Is this like

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Made a save, went a moon then left while in a moon?

prime phoenix
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yes

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@steady trail sorry was afk for a bit

steady trail
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Yeah, I probably know why.

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Because if you do that, the save won't have credits saved into the file thus I would get nothing when I try grabbing it.

prime phoenix
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but it was working fine in v56?

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im confused lol

steady trail
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If you saved once before, you're fine, yes.

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If you never saved, then it would probably die.

prime phoenix
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ohhh

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interesting

steady trail
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It's a very specific scenario of starting a save, buying an upgrade, going to a moon then leave while in that moon.

prime phoenix
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well this sounds like it can be countered with just playing once and thats it

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so not a big deal then

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I thought it'll do that if I try to exit on a moon

steady trail
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Even leaving immediately would fix it, kek.

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The only problem is when you're not in orbit.

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Because that way, it won't save some stuff.

prime phoenix
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noted

steady trail
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The latest release shouldn't have that problem but feel free to tell me if there's anything else going on.

stark monolith
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So are we seeing no issues with v60?

steady trail
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Apparently no.

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At least, I don't see any errors when patching.

prime phoenix
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custom item library is making me lose fps significantly, is it because of reflection usage?

steady trail
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The what now?

prime phoenix
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without it I have 100-110 fps on ship in orbit, with it I have 70-90

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the dependency to items

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like peeper, helmet etc

steady trail
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No clue.

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And I don't know what you mean by reflection.

prime phoenix
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unfortunate, its fine

vague pollen
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Gdi I just updated to .13 and then watched it go "hey i need an update again!" XD

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The timing is impeccable

steady trail
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Oops.

vague pollen
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XD no problem tho. Seems like LGU is working just fine in V60, which is fantastic!

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Oh, I've had a question for a while actually

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Why is the main mod Lategame Upgrades now ran by someone else called malco? on the thunderstore anyway

steady trail
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It was always ran by malco.

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I just took over the updating afterwards when they quit modding.

stark monolith
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[Error : Unity Log] InvalidOperationException: Collection was modified; enumeration operation may not execute.
Stack trace:
System.Collections.Generic.List1+Enumerator[T].MoveNextRare () (at <787acc3c9a4c471ba7d971300105af24>:IL_0013) System.Collections.Generic.List1+Enumerator[T].MoveNext () (at <787acc3c9a4c471ba7d971300105af24>:IL_004A)
CustomItemBehaviourLibrary.AbstractItems.LookoutBehaviour.HasLineOfSightToPeepers (UnityEngine.Vector3 springPosition) (at <f5e8de5d05d74c2abeb28ff480972382>:IL_0043)
CustomItemBehaviourLibrary.Patches.SpringManAIPatcher.DoAllIntervalPrefix (SpringManAI& __instance) (at <f5e8de5d05d74c2abeb28ff480972382>:IL_000D)
(wrapper dynamic-method) SpringManAI.DMDSpringManAI::DoAIInterval(SpringManAI)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Update(EnemyAI)
(wrapper dynamic-method) SpringManAI.DMDSpringManAI::Update(SpringManAI)

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noticed this

steady trail
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Nice.

stark monolith
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heres logs it was on the second moon

steady trail
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Speaking of, coilhead was changed.

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I should check that.

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But yeah, it seems one of the peepers decided to die/appear out of nowhere when the check appeared.

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I guess I can just make a copy.

stark monolith
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could this be due to remnants spawning a peeper?

steady trail
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I mean

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It's running everytime a coilhead is around.

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So unless it spawns an item mid round.

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It should be fine.

stark monolith
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oh ok i gotcha

rotund stirrup
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heyo, is me again
missa have some trouble : i dont seem to understand what name i am supposed to write for item progression

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i didn't tried to put all the uppercase tho in each word

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but for knowledge purpose, id like to know where i can see ItemProperties.itemName syntax

steady trail
#

ItemProperties.itemName is code.

#

The name shown in the scan node should also work.

rotund stirrup
#

ye but since its a possible way to use the fonctionnality, and in the case of multiple item having the same name

#

am i able to find it somewhere

steady trail
#

User wise, I am not sure how you can get that.

#

Unless some mod gives it to you, I have no idea.

rotund stirrup
#

lets say i am more than a simple user, where in the game files are those

#

i mean, you yourself have access to them right ?

steady trail
#

From Assembly-CSharp.dll, yes.

#

But to know what the actual contents are, I have to make code to print them out.

rotund stirrup
#

right

#

alright

#

imma try with not forgetting all uppercase

steady trail
#

I dont know if imperium shows that when spawning them

rotund stirrup
#

but i know that i have some mods that will have issue with duplicate names

steady trail
#

Tho last I checked, it didn't boot.

civic jewel
#

hi old friends =]

hollow dock
#

Hey, so im making a mod called Milk Molars. Its supposed to add these big vitamins inspired from the game "Grounded" that you collect. Using them gives you upgrade points you can use to upgrade player stats and stuff, but the higher tier the upgrades, the more molars it will cost. I wanted to ask if i can make it compatible and/or work with this mod. I can make it so you can upgrade lgu upgrades with milk molars instead of money, but I need some help understanding how it works.

#

Im thinking each molar can contribute 100 credits towards any upgrade, but i need to know how to get the upgrades and costs for each one and what methods to use to buy the upgrades.

steady trail
#

Supposedly.

vague pollen
gaunt fossil
#

Ty for adding a brakes upgrade. Been testing mods for v60 and realized that all the upgrades really make the cruiser a powerful machine

dull forum
#

The "Random" value under the "Upgrade Chance Priority" setting doesn't seem to be working correctly. The "Cheapest" and "LowestLevel" values seem to work fine (with "Scrap Upgrade Chance" set to "1", those give you an upgrade for every scrap sold). With "Random" however, it seems to just pick the first upgrade in the list (Aluminium Coils) and continuously upgrade that one far beyond its limit

steady trail
#

Hm

#

What in the..

#

Welp, there goes my white colour.

gusty flint
#

smh robin

steady trail
dull forum
#

I also found an compatibility issue with the LethalLevelLoader and this mods "Landing Trusters". Without LethalLevelLoader the upgrade works fine for me (fully upgraded LT halved the landing time to roughly 7 seconds). With LethalLevelLoader however, not only does the upgrade not function, it actively slows the landing speed down on each landing (fully upgraded LT landed in roughly 14/28/56 seconds on each subsequent landing, tested again with a lv2 LT which landed in 14/21/32 seconds). This seems to imply that Landing Truster is adding LT's percentage to the landing time on each subsequent landing, but only with LethalLevelLoader installed. I definitely noticed this issue before v60 in bigger modpacks, I only just found out it happens with just these two mods installed and the console doesn't seem to throw anything relevant to this issue. (vid of the third landing after maxing LT, lol)

steady trail
#

Hmm

steady trail
#

Apparently the landing part is not being executed while it is because the doors open so that's weird.

#

I changed the patch and it seems to be working both with and without?

#

So I guess it's fine now.

zenith jolt
#

Is there a possible scenario where Protein Powder doesn't apply it's damage properly? Fairly certain with both levels I one-hit a bracken previously, but it wasn't one-hit when I just tried the same thing?

steady trail
#

Default should make it up to three.
Thus you would need to hit twice with a shovel to kill since it has five health.

#

There could be other things which have a higher force thus having more damage.

zenith jolt
#

Oh, interesting, thanks!

dense idol
steady trail
#

I can check again but last I saw was 5.

dense idol
#

Sometimes I 1 shot it and sometimes I don't lol.

steady trail
#

Yeah, five.

#

Maybe the shovel is hitting more than once.

dense idol
#

Okay so Miraheze is just lying to me lol

tawdry wadi
#

Or is this something else?

steady trail
#

I don't know.

#

I just remember some old patch notes talking about it.

burnt lake
wet pasture
#

I think multiple mods also have added a crit mechanic so it's always been acting weird when hitting enemies

burnt lake
#

but miraheze wiki is inconsistent since it's 5 on the entities list but 3 on it's own page

hollow dock
steady trail
#

Ah, it's internal

#

You can like

#

Publicize LGU

#

Should be fine, lol.

sharp grail
#

i'm not seeing the option to extend deadline typing into terminal just gives me the option to buy a ladder

flint nebula
#

It was made a separate mod

sharp grail
#

is it client side or does everyone need it?

flint nebula
#

I see a server tag & it messes with the quota so I would say better be safe than sorry, have everyone download it

sharp grail
#

sorry to bother with another problem but buying stimpacks off lgu doesn't actually change our health

#

at most i've seen 120 when i max purchased and it resets in between moons

wicked lake
#

@steady trail the extend deadline additional cost per day doesn't seem to reset on a new quota like it used to when still part of lategame upgrades. It's instead now per-savegame instead of per-quota. Was this a deliberate change or is it a bug?
If it's a deliberate change, you should slap a toggle on that in the config

steady trail
#

It should be on quota change.

#

Plus I didn't touch it for ages.

steady trail
#

Yeah, it's on quota change still.

#

Maybe some error appears that stops this from working?

steady trail
prime phoenix
#

@steady trail selling items errors out and bugs the company building, cant exit afterwards and no items can be sold either

#

item progression is enabled, we did also gamble a few items from the gamblingmachine mod

#

only better scanner upgrade's price was modified

steady trail
#

CustomScrap or UniqueScrap?

prime phoenix
#

unique

steady trail
#

Hmm, complicated to know what upgrade died.

prime phoenix
#

is there anything I could do to prevent this?

#

its very consistently happening

steady trail
#

It could be trying to increase the level of the one times, I would have to look and see.

#

User wise, I have no idea if you can.

steady trail
#

It seems I fixed the issue? At least it was giving the same error when I tried it out with upgrades which can only have one level.

#

I will wait a bit before I make a release because family stuff + there could be more issues.

prime phoenix
#

thank you :3

prime phoenix
#

well technically I fixed it in the meantime by just disabling item progression so

#

not that big of a deal

faint notch
#

is it just me or does the interns buyable option not show up in the lgu store

steady trail
#

It never did.

#

It's a command, sort of.

#

lgc should tell you about it.

faint notch
#

ah okay

sharp grail
#

I'm not sure what to look for but I have an error where stimpack resets to default health after leaving moons and doesn't reset when i use load lgu command

sonic cosmos
steady trail
#

(those are all the same for Maneater enemy)

#

It should show in the default tho

#

Three I believe.

steady trail
#

Or Health, I forgot the name.

#

At least some of the logs seem similar to charging.

#

I could be wrong tho.

sharp grail
#

yeah ill start a new file and test again

steady trail
#

Or I guess if you have any other mod that could touch health in some way besides damage.

#

Also damn, people like le scifi box.

#

I did it mostly for the whole make interact disappear and spawn system thing testing, lol.

sonic cosmos
sonic cosmos
# steady trail Also damn, people like le scifi box.

i have put it in mine for like a 3 tier system using shopping cart wheelbarrow and scifi box.

because with some other mods i have made it so you can teleport with certain tools, including the wheelbarrow and the box

Tier 1 is Shopping Cart:

  • Counts as scrap, only found (1%) not bought
  • Cannot be teleported
  • Weighs 20 lb
  • Can hold 15 items or up to 300lb
  • Reduces weight by 50%

Tier 2 is Wheelbarrow:

  • Counts as Item, found (0.5%) and bought (1000)
  • Can be Teleported
  • Weighs 15lb
  • Can hold 8 items or up to 260lb
  • Reduces weight by 70%

Tier 3 is Scifi Box:

  • Counts as Item, not found and bought (3500)
  • Can be Teleported
  • Weighs 5lb
  • Can hold 25 items or up to 1000lb
  • Reduces weight by 95%
steady trail
#

Damn.

sonic cosmos
#

and can be really annoying if you die with a full box XD

vague pollen
wicked lake
# steady trail Maybe some error appears that stops this from working?

any way I could possibly debug it to see if that's the case? It definitely refuses to reset on quota in my modpack for some reason, so all I can do to balance it is just set the additional cost value super low so it very gradually becomes more expensive over the whole playthrough

steady trail
#

It could also be because the saving part is when you extend through the app.

#

I will give it a look when I have the time.

heavy falcon
#

The peeper doesn't seem to be working in v60

#

Also I was trying to test the Coil-head's exhaustion by making it run circles around the test room, after finding out the peeper didn't work, and out of nowhere it started to just hover towards me

#

Even tho I was looking at it

#

It was near the peeper when it happened so I'm just going to blame it on that

heavy falcon
#

I got a video of it doing it, I just need to remove the audio since my friends were talking

heavy falcon
#

Ok maybe I didn't have it updated

lone rose
lone rose
#

how does malware broadcaster work? can you use it only once? how do you use it?

heavy falcon
#

Just type in the trap's code as you would to disable it, and it explodes

heavy falcon
heavy falcon
lone rose
heavy falcon
#

It's the same author, just click on the name and it should show you the rest of the seperated content

steady trail
sharp grail
#

i fIgured out somehow lethal company variables overwites the health upgrades stimpacks gives along with bugging some upgrades

heavy falcon
#

I don't think it's workin

#

Is it possible that v62 changed it again?

tawdry wadi
#

1A3's diff shows SpringMan got 68 added entries and 31 removed

#

Likely bug fixes if I had to guess

#

This is to be expected, V61 had some issues and V62 seems to have addressed them all

heavy falcon
#

That's what I figured when he kept turning the corners

steady trail
#

It was working before 62.

#

At least from latest update anyways.

tawdry wadi
steady trail
#

And I already made an update for that today.

#

I wasn't gonna fix it when it came out at 3 AM obviously.

gusty flint
steady trail
#

The computer turns off after 1.

gusty flint
#

Turn it back on

#

Genius

steady trail
#

It's automatic electricity shut off.

gusty flint
#

Oh

#

Maybe... produce electricity?

steady trail
#

We only have solar panels without a battery.

wicked lake
#

oh by the way @steady trail , not sure you know already but just in case you don't, the peeper stopped working since v60, doesn't halt coilheads anymore.
For sake of full disclosure of details: I was testing it on a moon that guarantees the spawning of Toilheads from the toilhead mod, so technically I haven't tested it on regular coilheads, but the peeper used to work perfectly fine with toilheads just the same prior to v60, so I'm just assuming it isn't toilhead-related.

heavy falcon
#

They seem to work now after the custom library’s update

#

I just tested it not too long ago today

mint monolith
#
[19:08:39.0048595] [Info   :com.github.zehsteam.SellMyScrap] Earned $15; sold 2 items; new credits amount: $385
[19:08:39.7651672] [Error  :UnityDebuggerAssistant]

--- Exception Handler ---

Exception Caught: System.NullReferenceException
Target: PlayerControllerBPatcher.DeepPocketsTwoHandedCheck
Caller: SwitchToItemSlotPostfix
Declaring Assembly: MoreShipUpgrades
Plugin Info
  com.malco.lethalcompany.moreshipupgrades
  More Ship [email protected]
No blames!

--- End Exception Handler ---

[19:08:39.7661860] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Patches.PlayerController.PlayerControllerBPatcher.DeepPocketsTwoHandedCheck (GameNetcodeStuff.PlayerControllerB player) (at <b45d119b09824b29bce44be644e76c55>:IL_002B)
MoreShipUpgrades.Patches.PlayerController.PlayerControllerBPatcher.SwitchToItemSlotPostfix (GameNetcodeStuff.PlayerControllerB __instance) (at <b45d119b09824b29bce44be644e76c55>:IL_0001)
GameNetcodeStuff.PlayerControllerB.BeginGrabObject () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_0351)
GameNetcodeStuff.PlayerControllerB.Interact_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <066a7b7eb8c24d4facd1e255e669803f>:IL_019A)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)

[19:08:39.7661860] [Error  : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/Interact[/Mouse/forwardButton]'
steady trail
#

I guess a null check is necessary for the held object.

#

More curious how you still had two handed bool on while having nothing though, lol.

tawdry wadi
mint monolith
#

yeah any two handed items would throw this error

#

no matter if i had empty inventory or not

steady trail
#

Hm

#

Why is it telling your client to do that tho.

#

I would understand the rpc for the grab, the switching slot one, not really.

#

Plus pretty sure all related deeper things are postfixes so it should at least have vanilla behaviour executed which would have the related attributes toggled accordingly to what item you have.

#

I guess the pink rathian will have to die later.

#

But yeah, the null check should be the only thing needed here to not cause issues.

#

Plus it's only used to prevent you to put the maneater in your pockets.

mint monolith
#
[19:52:00.2866023] [Error  : Unity Log] InvalidOperationException: Sequence contains no matching element
Stack trace:
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011)
MoreShipUpgrades.UpgradeComponents.Items.NightVisionGoggles.ItemActivate (System.Boolean used, System.Boolean buttonDown) (at <b45d119b09824b29bce44be644e76c55>:IL_004D)
GrabbableObject.UseItemOnClient (System.Boolean buttonDown) (at <066a7b7eb8c24d4facd1e255e669803f>:IL_005C)
GameNetcodeStuff.PlayerControllerB.ActivateItem_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <066a7b7eb8c24d4facd1e255e669803f>:IL_00D2)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)

[19:52:00.2876205] [Error  : Unity Log] InvalidOperationException while executing 'performed' callbacks of 'Movement/ActivateItem[/Mouse/leftButton]'

another for you 😄

steady trail
#

I guess missing a enabled check.

#

I don't remember them having it on.

stark monolith
#

any idea if this is from interactive terminal api? Im having a hard time finding the source

#

Specifically the

#

[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()

steady trail
#

Only thing I can say is that error doesn't come from the API, no.

#

Seems like some mod that wants to mess with moon routing/ cruise price?

#

At least, I think that function is where that stuff is.

wicked lake
#

Scan Scrap from Better Scanner upgrade is giving the wrong information for some reason, thinking that certain modded scrap items are other modded scrap items when it didn't used to do this. First image is Detailed Scan showing every single item inside, second is Scan Scrap showing bogus names and values mixed in with correct names and values, and third is regular vanilla scan (altered by a mod to always show the correct total value instead of a general guess)

tawdry wadi
bold star
#

My guess is that it just hides it in the shop instead of removing it from the game completely

steady trail
#

Well yeah, removing from the game through configuration would mean your items get switched around and nobody likes that I reckon.

stark monolith
#

It’s weird cause it happens almost anytime I buy and item/route a moon

bold star
fathom veldt
#

There's a lot of white text in my config, should I make a new config? It's gonna be pain in the assconcern

tawdry wadi
fathom veldt
tawdry wadi
fathom veldt
#

okay, thanks for letting me know

#

just curious, why diving kit being removed?

tawdry wadi
#

It was for optimization and to remove bloat from LGU

fathom veldt
#

ahh okay

sturdy oxide
#

Decided to set the price of Interns to 0 to try it out with my friends since it’s never really worth 1k to revive someone

#

We used it to revive anyone who died before 10am, basically, which was nice, and it got me thinking

#

What if instead Interns was implemented as an upgrade that got you 1 intern per day for free

sturdy oxide
stark monolith
#

I use 50 credits and use it fairly often

#

Fun feature so people aren’t sitting in purgatory alone lol

#

And you’re sometimes killed immediately once respawned in the dungeon so pretty fair

sturdy oxide
#

Any thoughts on having it as an upgrade that you can use once per day? You think that would be too OP then?

sturdy oxide
#

Problem is that we tend to spend all of our money so that we’re not risking it to death penalties

#

Doesn’t make sense to save even a few hundred for revives when I could buy an upgrade instead

#

I’ll probably just leave it at zero and keep the house rule of “no using this after noon” but I’d love to see it considered as an upgrade instead of a paid per use feature

lethal vale
sturdy oxide
heavy falcon
#

C: Percent of quota price similar to how extend deadline does it?

sturdy oxide
heavy falcon
#

It would just scale the price with the quota, instead of it being just one number the whole game

sturdy oxide
#

Just an alternative scaled cost vs the current fixed cost

heavy falcon
#

Yeah, just slightly different then the normal

hollow blaze
#

what is the weed killer for?

dense idol
#

that is a vanilla item lol, it is for truck

worthy aspen
#

Wait really? I thoutgh its only purpose was to get rid of the red bushes

sonic cosmos
lone rose
heavy falcon
lone rose
steep blade
#

The sci-fi box disappears after I leave it in the company cruiser while flying to another moon. I don't know if everyone has this issue.

spark heath
#

Hear me out... Rechargeable stun mines

fluid river
spark heath
#

it should do that for employees

south pier
#

What does malware broadcaster do?

#

Discombobulator?

heavy falcon
heavy falcon
south pier
#

Sam

#

Dam

vague pollen
neon grove
#

any news on these features? ihad an idea about adding a seperate currency to this mod, and it turns out, it was already planned by the time i got here

steady trail
#

Dont really have time for modding right now.

neon grove
#

👍

steady trail
#

Due to family and college and yada yada.

#

But it-s there just so I dont forget when I do come back.

wicked lake
#

landing thrusters does not appear to actually speed up the landing process even though the config has it set to true and the item is enabled

#

though interestingly enough, the ship lever unlocks before the ship stops moving, then the ship takes off as soon as the landing animation finishes, so the lever itself thinks the ship is landed sooner than it actually is while the actual ship still just lands at vanilla speed

knotty island
#

sounds like a conflicting mod involving ship landing

#

could be companybuildingenhancements

sturdy oxide
#

Landing Thrusters was causing desync of ship position for some of my clients so I disabled it recently

#

It does the same thing as quantum disruption anyway

wicked lake
#

I have market influence maxed out to ensure all sales are at least 25% yet it seems to be ignoring that and acting like I only have level 3, these 2 sales are are 20% instead

loud radish
#

.>

#

<.<

#

(shotgun upgrade that can kill ghost bitch)

tawdry wadi
#

Make a Yandere reskin for the Ghost Girl

#

🤭

loud radish
#

wrong channel

tawdry wadi
#

Oh I know

#

But you made an idea pop in my head

loud radish
bold star
steady trail
#

They decided to add the car as a different case for sales.

molten star
#

So i just installed the mod,im using v49,i get some of the items in the normal store but the late game upgrades command does not work in the terminal,any help?

Also what version would be recommended for v49? i have currently installed the latest.

#

this is some of the items i can buy in the normal store..

#

01918a76-3f26-8f36-b08c-4addbd4a2b9f is my profile code,using thunderstore

steady trail
#

The README should tell you.

molten star
#

so v45 should be for v49?

steady trail
#

I believe so.

molten star
#

Damn,thanks 😄

hollow blaze
#

did they remove the wheelbarrow?

elder egret
heavy falcon
wicked lake
molten star
#

Umm,rocket launcher and utility belt dont pop up in the store but when i type in terminal it gets offered..

#

and i can buy them

#

Can someone give me a full list of items that can be bought?

#

Version 2.8.6 v49

flint nebula
molten star
#

Oh damn,my bad,meant to post it there xD

steady trail
#

Considering that one out of seventy-five flagged it, I reckon it should be fine.

steady trail
wicked lake
#

is mechanical arms broken too!? it used to work, I even tested it, now it doesn't wanna... can't imagine what mod conflict could possibly be touching interact range and thus overriding it somehow

dense idol
#

Works fine for me

sinful nymph
#

Im facing problems when I'm trying to use Lategame Upgrades on multiplayer, anyone can help me?

wicked lake
sand fractal
#

i had an idea for an upgrade the idea would to be able to upgrade the drop pod to kill stuff near it like when you call it down to distract dogs it could deal with some of them with like a flamethrower or something attached to it

elder egret
#

just wondering

steady trail
cedar wind
#

possible bug
After doing some experimentation with my friend, it seems like Individual upgrades are only individual if the upgrade is bought by the host.

If a client (with the same modpack and configurations installed) purchases an individual upgrade, the entire lobby gets it.

Is this a problem for others? Or am I just missing something?

steady trail
#

That just sounds that configuration didn't sync and the default was having it all shared before syncing.

#

Curious why would it wouldn't use the clients before syncing, oh well.

#

Because I reckon you would have logs saying it is shared when buying through client.

#

Either that or bunch of errors everywhere.

wintry warren
# steady trail Curious why would it wouldn't use the clients before syncing, oh well.

Hi, im that friend that @cedar wind playtested with, I was the host. We tried it again on a clean slate. We copied the config file from the modpack with LGU to a clean slate together with imperium by giosuel. We checked the logs, did the same test and still got the previous problem. We found no other errors in the log when applying upgrades. We also tried rebooting the savefile (not quiting the game) and found out that the upgrades were applied to both clients even tho we had different upgrades.

My thunderstore profile: 01919049-b894-59ae-41b7-89841f8ddb5c
I also included the config

steady trail
#

Right but like

#

Then the logs say that the upgrades you are buying are shared.

wintry warren
# steady trail Then the logs say that the upgrades you are buying are shared.

These are the only "Error" messages in my logs during the testing instance

[Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.

[Error : Unity Log] RuntimeNavMeshBuilder: Source mesh HangingLamp is skipped because it does not allow read access

[Error : Unity Log] [Netcode-Server Sender=1] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.

[Error : Unity Log] Scan node is missing for item!: ShovelItem(Clone) <-- Spawned in shovle with imperium

[Error : Unity Log] RuntimeNavMeshBuilder: Source mesh HangingLamp is skipped because it does not allow read access

[Error : Unity Log] [Netcode-Server Sender=2] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.

steady trail
#

I don't mean errors, lol.

wintry warren
steady trail
wintry warren
steady trail
#

So this is you buying, yeah?

#

As the client

wintry warren
#

have no idea

steady trail
#

Lol

#

Did you start the lobby or not?

wintry warren
#

prob yeah

#

prob me buying

wintry warren
steady trail
#

So you're the host.

wintry warren
#

yes

steady trail
#

I need from the person connecting to you and buying.

wintry warren
#

i dont have his logs

#

i can get them tomorow

steady trail
#

Oki

wintry warren
#

i need to go. Il return tomorrow probably

steady trail
#

I have nowhere else to go anyways.

wicked lake
edgy ledge
#

Uh guys

#

is it me or after the removal of the shopping cart and wheelbarrow

#

they dont spawn even if you readded them by downloading the mods

#

I gave the shopping cart 0.2 spawn chance

#

and I havent seen the cart even after 10 days

flint nebula
#

I didnt touch the shopping cart config at all & i saw a cart in the interior yesterday. May be a conflict or bad luck.

edgy ledge
#

Mmmm

#

Probably a mod conflict theb

#

then*

main epoch
#

Logs were being spammed with this

tawdry wadi
#

LGU seems to have quite a few NRE issues atm, any features that NRE for you or your friends report are NREing you need to disable in the config til Whitespike can update the mod

steady trail
elder egret
steady trail
wintry warren
#

These two happend at the same time (little text is not the host). I the host baught the running shoes and it worked

#

same with these two but here i also go the upgrade (my freind who is not the host bought it this time)

#

here is on my side after we reset the loby and joined, (when he joined)
(im red and he is blue)

#

here we both were loaded with the upgrades

#

this is my friends side when he joined:

#

(the three last pictures is in order with bunch of NON More Ship Upgrades info in between)

steady trail
#

I think it's easier if you post both your log file and theirs in here.

wintry warren
#

i could send the logs to you privately

steady trail
#

Only the things you already covered.

elder egret
#

why does LGU require the steam ID btw?

#

just curious

jolly bison
#

Not sure if this is the correct channel to post in, so I do apologize if it isn't. But, I'm wondering if there's a loadorder to mods or if LateGameUpgrades uses different items then what is supported by the ReservedItem mod(s)?

gusty flint
jolly bison
#

Alright.. I think the issue might be a keybinding issue, bought a bunch of lights, one of them got added to the slot, can't cycle to the slot since both mods use alt

elder egret
jolly bison
jolly bison
#

Okay new issue to debug- mod is installed, can see it in terminal and via lethalconfig in-game, however whenever I type lategame into the terminal, nothing happens/says I typed something wrong?

elder egret
#

lgu

#

just type lgu

jolly bison
#

no action supplied w/ the word

elder egret
#

then the mod is not installed right I think

#

you got every dependency installed?

jolly bison
#

verifying

elder egret
#

odd

#

hmm

#

and you have the newest version of lgu?

jolly bison
jolly bison
elder egret
#

in that case I am not sure what would cause this issue, sorry

#

gotta ask the mod author maybe

jolly bison
#

Found out why, incapability issue with customtranslator

knotty charm
#

we were playing with item progression the other day and i was curious how much progression we had made into any of the upgrades

#

also wanting to know if that progress is saved

#

if not to the player than at least in the logs

steady trail
#

Prices should be updated.

#

At least I remember making that.

#

Im not sure if its transmitted to the clients though, I would have to go check.

#

Ah they are so all should see the same price change.

steady trail
#

And It should be saved in the same place as the upgrades.

knotty charm
#

oh the prices are reduced whenever you get exp in the upgrade?

#

maybe i just failed to notice from not remembering the original prices, though i guess i should have noticed because it would probably show as very specific seemingly arbitrary numbers

empty ether
#

I have chance per scrap on and now my scrap isnt sellling? It will take the scrap and I gget the upgrades but the stuff isnt sold, it's stuck behind the counter, I know cause i can scan it. And I get an error in the BepInEx console

gusty flint
#

Send error lol

empty ether
#
[Info   :More Ship Upgrades] [LguStore] upgrade already unlocked, executing TierUpgrade.Increment()
[Info   :More Ship Upgrades] [LguStore] Received and updated save info for client: 76561198153436520
[Info   :More Ship Upgrades] [LguStore] Node found and unlocked (level = 1)
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Managers.LguStore.UpdateUpgrades (MoreShipUpgrades.Misc.TerminalNodes.CustomTerminalNode node, System.Boolean increment) (at <b45d119b09824b29bce44be644e76c55>:IL_0098)
MoreShipUpgrades.Managers.ItemProgressionManager.ExecuteChancerPerScrapLogic () (at <b45d119b09824b29bce44be644e76c55>:IL_0042)
MoreShipUpgrades.Managers.ItemProgressionManager.CheckCollectionScrap (GrabbableObject scrapItem) (at <b45d119b09824b29bce44be644e76c55>:IL_006B)
(wrapper dynamic-method) DepositItemsDesk.DMD<DepositItemsDesk::SellItemsOnServer>(DepositItemsDesk)```
#

This happened with vanilla items before and this time with modded items

steady trail
#

Nice.

#

It's probably the one someone sent earlier?

#

Not at home though so it's gonna take a while to take a look

tight lichen
#

was the deadline extension command removed?

#

been trying it but keeps on coming up with the extension ladder instead

flint nebula
tight lichen
#

ohh, ic

steady trail
#

Just to be easier to manage between rather a soup of all of them.

steady trail
steady trail
#

And somebody sent me a phishing email, nice.

sharp grail
#

If I want the chance of upgrades going on sale to be higher or double the cance would i just set it to something like 1.7in the config?

steady trail
#

I think you need lower for higher chance.

#

Because I think the config is backwards logic things.

steady trail
#

I'm gonna go have dinner now and I will see if there's any fires to put out.

sharp grail
#

yup lower value works thanks

steady trail
#
<summary> 3.10.0 - 2024-08-28 </summary>

- Implemented "Oxygen Canister" tier upgrade which reduces the oxygen consumption rate of the player.
- Implemented "Rubber boots" tier upgrade which reduces the movement hinderance from walking on water surfaces.
  - This also includes the quick sand patches during the Rainy weather.
  - If the percentage decrease reaches or exceeds 100%, you will not be slowed down when walking through it.
  - This reduces how much movement hindurance you get from walking on water surfaces, not how much you're hindered by which is always by half multiplied by outside hinder multipliers such as this one and cobwebs.
- Fixed NRE being thrown when the player is still in two-handed mode and having no object in hand. 
- Fixed another NRE issue related to upgrade terminal nodes due to Item Progression mode.
- Fixed Night Vision Goggles throwing NRE when you have the respective upgrade disabled.
- Fixed Market Influence not working correctly due to additional sale methods being introduced for vehicles.

k bye

sturdy oxide
#

Ooh the quicksand one is nice

#

The Oxygen one is for if you’re using the Oxygen mod?

dense idol
#

I assume it is just for being underwater

steady trail
#

It works for both, supposedly.

wicked lake
#

I swear ignition coil is broken, I notice NO difference from vanilla to maxing it out

#

consistently

vocal anvil
#

@steady trail just skimming your code (trying to find any programming habits a bunch of mods do that could potentially be avoided) one thing that really doesn't matter but i figured i'd mention since you might be curious but when you do stuff like

DisableNestClientRpc(new NetworkObjectReference(gameObject));

Since 1. all NetworkBehaviours have a built in ref to their NGO and 2. NetworkObjects and NetworkObjectReferences can be automatically cast both ways

you can just do

DisableNestClientRpc(NetworkObject);

#

just a lil neat thing

dull forum
#

can't tell if this was caused by mod interactions since we had many on. Though we didn't use lethelleverloader this time around so it's not related to that this time around

#

no other mods that should mess with landing speed though, just morecompany that could potentially mess with multiplayer stuff perhaps

knotty charm
#

you know, unless you're acessing these dictionaries every frame, its probably fine, but im wondering why you have stuff like the level of the upgrades and their enabled status and also the class ascociated with the upgrades all in seperate dictionaries

#

it's really like a nothing problem but i was looking into it to figure out some stuff and it seemed a bit redundant

steady trail
#

Probably.

#

But it was more redudant having to declare each new pair for each upgrade I would make at the time.

#

Thus why it went from one pair to two dictionaries.

#

There is probably room for improvement on some aspects of it but being the only working on it means that it's hard to get opinions outside of your own.

knotty charm
#

this was from me peeking in with unityexplorer btw

#

it took me a while to find out that the thing that stored your update data ingame was UpgradeBus

#

anyways if you ever wanted to change it i dunno theres lots of options

#

maybe a struct? maybe you could store the level in the upgrade class instance itself and just have a single dictionary?

#

though honestly the simplest change is making it so that the upgrade not existing on the active upgrade list OR the level being equal to 0 meaning its not active

steady trail
#

Yeah, the active variable seemed unnecessary at the time because the only use case I can think of is if you can rank up the upgrades without unlocking them first.
Which never happens at this point right now, lol.

#

Took long to respond because Fulgur Anja was being annoying with the stuns.

rotund stirrup
#

Rubber Boots description in config is looking like you forgor to edit after copy-pasting

steady trail
#

Ah, it's just the enabled one.

#

It's fine.

rotund stirrup
#

btw why is there sample for spore lizard ?

steady trail
#

Somebody asked for one and there's probably a mod that makes them killable.

rotund stirrup
#

monsters

sturdy oxide
#

I suggested this a bit above but, any thoughts on making Interns a purchasable upgrade?

#

That gives you either X free revives per day or lets you revive people for free until a certain time

steady trail
#

I can make it, that just needs to rework some internals for it that I'm lazy to read and understand again.

#

Plus not being the person that made it helps less, lol.

fluid river
sturdy oxide
#

Oh that’s cool

fluid river
#

cuz that command is somewhat hidden if you don't know what to see

sturdy oxide
#

Yeah definitely

#

Have to keep unmuting myself in discord to remind people to actually use Interns when I’m dead lol

sturdy oxide
#

So I figured I would suggest it

fluid river
edgy ledge
#

question

#

what are traction boots for?

#

ah nvm

#

just googled the word traction

#

lmao

burnt lake
#

Rubber Boots has the description of Oxygen Canister in the config

steady trail
#

Yee.

wicked lake
#

wallet sale is correct, portable teleporter sale is incorrect, apparently the true 70% sale is on the peeper, which can be confirmed by attempting to buy it from the store. I suspect Diving Kit, something from Lategame Upgrades, or Peeper itself is causing a terminal store sales display issue where it assigns a genuine sale to the incorrect item @steady trail

#

come to think of it, this issue did start happening to me right around the time you split certain features off from Lategame Upgrades to make them their own standalone mods

gusty flint
#

I'll look into it

#

I doubt it

steady trail
steady trail
#

That just sounds that the list used to display the sales is not the same as the one used to buy items.

short crest
#

I'm getting a bug when chance per scrap is enabled as a progression mode items don't seem to sell at the company anymore

steady trail
#

Send error k thx

#

Or logs, that also works.

slow lantern
#

peak mod btw

native carbon
#

It would be great if the ship upgrades got moved directly to the ship upgrades section of the store, stuff like the lightning rod, discombobulator, malware broadcaster, fast encryption, and shutter batteries.

#

It would also be great to have more ship upgrades in general, I tend to disable the player upgrades anyway. Stuff like better teleporters, purchasable health station, scary loud horn that sends dogs away, maybe even a laser shutter door that zaps entities that try to get through or something.

short crest
# steady trail Or logs, that also works.

When loading up a fresh save to get the error logs, the door stayed open for 30 seconds before registering but then it worked correctly so I'm thinking that this is a multiplayer only issue, this also means that I can't replicate the issue in single player.

steady trail
#

Its not because only the host executes the selling logic.
You got an unlucky roll and got a scenario which gave an error.

vocal epoch
#

I have a suggestion, what about an upgrade that makes the body loss charge less.
In max upgrade there are no charge.

steady trail
#

I implemented that yesterday, its just not in thunderstore yet.

vocal epoch
steady trail
#

Along with....

#

Something about crouch movement speed loss?

#

So crouching would be the same speed as walking.

#

I think that's what the person asked for.

turbid tree
#

anyone tried to see if EmployeeClasses is compatible with LateGame upgrades?

tawdry wadi
#

@steady trail Medkit sound is global when someone swaps to it

steady trail
#

Editor is still booting.

#

But it's probably that one setting it was talked about.

#

Yeah, it's that.

#

Don't know why the default is 2D when a 3D project is selected, lmao.

fluid river
steady trail
#

Right, I didn't upload the fixes for that.

#

I will do that...

#

Tomorrow..

#

ish.

gusty flint
steady trail
#

The best part is that some already had the right setting, lol

edgy ledge
#

Hello, I have noticed the shotgun doesnt reload any faster when this mod is combined with Hypick Better shotgun mod

native shuttle
#

Bought deeper pockets and I didnt get more inventory space lol

dense idol
#

that isn't what it does lol, it lets you carry an amount of 2 handed items as 1 handed items

native shuttle
#

Wtf didn't it used to do inventory slots?

dense idol
#

no

native shuttle
#

I know that shit was real back then

#

Aint no way

dense idol
steady trail
#

It wasn't this mod that gave inventory slots.

humble panther
#

oh wait it alr been answered kek

#

the only stuff that give inv slot back then was hotbarplus, lethalprogression(now the upgrade is nowhere to be seen somehow), and lethalthings utility belt
afaik

#

maaaybe advanced company but its history

fossil swallow
#

I've just hopped on lethal company for the first time in a while and I see that LGU has been updated a fair bit

#

but the info command doesn't seem to work?

steady trail
#

I thought I removed that from the README.

#

Its shown when you select the upgrade before purchase.

mint monolith
#

not sure if this exceptions was already reported but:

steady trail
#

Nice.

#

My network prefab didn't spawn

clever cargo
#

Sorry if this is a frequent questions. I've seen in other threads that the black screen my friends see when they try to join my game with lgu installed is caused by mod incompatabilities, but I'm having a hard time pinning down which one is causing it. We're all using identical mod folders, and as the host I'm able to see the upgrades in the terminal, so I know the mod is at least partially working. Is there a list of known incompatibilities?

#

this is with latest releases for lgu and dependencies, and on latest release for the base game. Do we need to roll something back to an older version maybe?

steady trail
#

Usually an error is displayed before you starting seeing the black screen.

#

As the black screen is because something didn't load correctly.

arctic steeple
#

@steady trail Sorry if this is not where you'd like reports for the individual items, couldn't find one for the Wheelbarrow mod.

Was playing with some buds and I noticed there was a weird scan issue where the wheelbarrow came up as both gear and scrap. I think it's related to a mod I'm using by @devout prism's mod ScannableTools since it adds scan nodes even for new modded items. Here's a screenshot of what I'm seeing:

steady trail
#

Nice, haha.

#

I think the prefab already comes with one so I'm not sure if I can just decide to delete it if the mod's on, lol.

clever cargo
#

apparently my friends didn't see any errors. They attempt to join my game and spawn in the void

arctic steeple
#

Aaand I just realized there's a scan node option in the config, please disregard XD

steady trail
#

Lol.

steady trail
#

So they checked the logs file for any errors and found nada?

clever cargo
steady trail
#

This doesn't seem to have the connection attempt.

clever cargo
steady trail
#

Hm, no errors.

#

I have no idea then, lol.

clever cargo
#

rip

steady trail
#

This is the first without errors.

steady trail
#

Yeah, that's the one.

#

But I never saw somebody get that without an error so it's gonna be hard to find out, lol.

clever cargo
#

what was the cause in previous cases?

steady trail
#

A patch failed to run which would lead to everything else to not run, thus the initialization was not executed correctly.

clever cargo
#

huh, so not an incompatability thing?

steady trail
#

Not necessarily.

wet pasture
clever cargo
#

sorry, where do I find that? We haven't been using a mod manager

wet pasture
#

as unless you don't have a legit copy there is no reason to not use it

clever cargo
#

since we've been doing all this manually, if I installed this would it be able to detect mods that I've already installed? Or would I have to reinstall everything

wet pasture
clever cargo
#

aight. I've got backups so it should be fine

#

ooookay, so I didn't do the modpack code thing, but what I did do was remove everything that wasn't LGU+dependencies. This is my friend's new log, with some errors

steady trail
#

Did you also install FixPluginTypeSerialization thing for Csync?

arctic steeple
steady trail
#

I will fix it later.

#

It's like..

#

3 AM

arctic steeple
#

Of course, have a good night.

devout prism
unborn jay
#

Question, me and some friends started playing with this mod earlier and we had the configs set up with item progression on, the mode we used was ChancePerScrap, upgrade chance was 0.01 and chance priority was random, however after about 6 hours we got the same few upgrades every time we sold, those being the last 5 in the list (Stimpack, Strong Legs, Traction Boots, Walkie GPS, and Weed Genetic Manipulation). Those 5 were also able to level up past the cap, we had 220 max hp when we stopped playing, was wondering how to fix this and make the random upgrades work

arctic steeple
knotty charm
steady trail
#

I have a better idea for the random mode anyways.

#

Because I think it's loop logic rather than index logic.

steady trail
#

||Now I just need to update the weight of the wheelbarrow when you decide to take an item from it with a belt||

steady trail
granite moth
#

that can't be right

steady trail
gusty flint
#

Huh

#

Storage inception

dapper cloud
arctic steeple
#

@steady trail Appreciate the quick fix!

#

I noticed one more thing when testing your mod by itself without other scan node mods. When the value for whether the wheelbarrow is scrap or not is set to false, the item scan color doesn't change from the green scrap color to the blue gear color, always stays green from what I can tell. Not sure if that's just visual or if the game is still detecting the wheelbarrow as scrap even if the setting is off.

steady trail
#

It was made with green from what I remember.

gusty flint
#

Yeah you'd need to change the scannode type on start or smthn

#

0 1 or 2, no idea which is which for red blue green

steady trail
#

Yeah, I know.

warm sparrow
#

anyone else have issues with lategameupgrades? Specifically with the moon landing upgrade that makes landing faster? My friend seems to desync after the first day, each day it lands slower and slower till he actually starts going up instead of down hahaha

dense idol
#

my friends have been desyncing random days with landing thrusters yeah lol

steady trail
#

Nice.

frozen turret
#

hate to ask, but when is the standalone nvg mod releasing?

civic jewel
#

should make every specific upgrade an individual mod at this rate smh

frozen turret
#

i think that's what's actually happening

#

cause the wheelbarrow and cart are, and the sci-fi box

civic jewel
#

the ones removed are a small amount overall so far

personally i dont think any of it shouldve been removed, thats the entire point we made such an extensive config for, so people could choose what they wanted or not

frozen turret
#

removed?

#

i thought they were just made standalone as an option for people who just want one or two of the items

civic jewel
#

youd see they arent in the configs anymore, theyre standlaone mods now
not included within lgu

unborn jay
unborn jay
civic jewel
#

i agree, i think everything shouldve remained in and that they shouldve just been options for people if they didnt want lgu installed
but i havent worked on this myself in awhile, might need to start getting back into it but whitespike has done a stellar job

steady trail
#

The things moved out were just the ones I basically made for LGU, others like NV and Medkit I haven't touched because I didn't know others opinion on it.

civic jewel
#

ones that i see as a direct upgrade i prob would contest on being moved
like nv is a direct upgrade to flashlights in functionality
i think itd be alright to make it standalone (still included in lgu though) if people wanted to not use lgu and have the nv, but there are already mods out there that are just nv mods anyway
im starting to slowly come back and imagine my surprise to see things like deadline gone and scrap insurance lmfao

steady trail
#

Plus I only did what most people were asking for.

#

As it was already being annoying to read through.

frozen turret
#

the main reason i want nvg as a standalone (preferably still included with the original mod) is because other than the fact that it's really cool the 966 enemy mod uses it and i kinda just want the nvg for that reason

solid zealot
#

I'm not sure what caused it, but when players other than the host buy upgrades it doesn't spend any credits

sturdy oxide
steady trail
#

Hm, so host only runs that.

steady trail
#

Also damn, almost reached 666 on the file size.

civic jewel
#

once it hits 666 the next goal has to be 6666

river dawn
wicked lake
#

stimpack upgrade doesn't seem to reset after getting fired by staying in the lobby when the game resets, buying stimpack again just keeps tacking on additional health lul @steady trail

wicked lake
#

seems to fix after the player respawns at least once tho

warm sparrow
steady trail
#

moreshipupgrades

sturdy oxide
#

^

warm sparrow
#

ooooooh thankies 💙 I'll disable ship thrusters till it's confirmed the desync is fixed

molten star
#

Yo,has anyone had problems with the wheelbarrow being stuck in hand? Cant drop,cant do anything

turbid steeple
#

has anyone had an issue where the host can purchase upgrades normally, but clients purchase for free? i do have a sizable modpack though, and have not had a chance to test with LGU alone

alpine merlin
#

I seem to be having an issue where having the NVG seems to not save, not sure if it's this mod or LCBetterSaves

alpine merlin
#

also

#

confirmed this is due to the landing thrusters upgrade by disabling it in the config and testing a few landings

#

I'll see if I can find the log from this but I'm not sure if I can

#

this happened on client side, for 3 clients, the host (me) and 2 clients did not experience this

steady trail
#

What lol

#

Why is it executing on some clients and not others.

#

Hahah

sturdy oxide
#

Yeah landing thrusters is very broken for multiplayer lol

sturdy oxide
#
[04:51:12.9788122] [Error  : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
StormyWeather.LightningStrikeRandom () (at <d0d093e9162748b6a00ca8938a14b439>:IL_005A)
(wrapper dynamic-method) StormyWeather.DMD<StormyWeather::Update>(StormyWeather)

With lightning rod default settings when taking off on a stormy planet

unborn jay
steady trail
#

Should be float and int mixup again.

steady trail
turbid steeple
#
Evaisa-FixPluginTypesSerialization-1.1.1
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.7.7
WhiteSpike-Interactive_Terminal_API-1.1.3
Sigurd-CSync-5.0.1
Evaisa-LethalLib-0.16.1
malco-Lategame_Upgrades-3.10.1
CTMods-ChatCommands-1.1.92
steady trail
#

I already know why.

#

The assumptions I had of the game were wrong.

#

It's really sad that it doesn't just crash to make it noticeable so ehh.

turbid steeple
#

i also had an instance where a non-host bought a per-person upgrade (such as faster walk/run speed), and it applied to the host too (i turned off convert all to shared)

steady trail
#

Network things are fun.

#

I don't know why that happens, the upgrades are on player basis and it doesn't update yours.

turbid steeple
#

it only happened once i think, so ill see if i can get it to happen again

#

with this as the only mod installed, the non-host bought all four levels of running shoes, and it applied to the host as well. I'm not sure if it applies to other clients, as i can only test with two players right now

however, if the host buys it, it did not affect the non-host

#
[_Misc_]
Convert all upgrades to be shared. = false

[Running Shoes]
Individual Purchase = true
steady trail
#

Yeah, I know.

#

I just really don't know why it's doing that.

turbid steeple
#

im not sure how helpful this is, but all i got so far is that calling GetActiveUpgrade("Running Shoes") on the RunningShoes class on host returns true after a non-host buys the first level

#

and GetUpgradeLevel("Running Shoes") is returning the level of that non-host's upgrade, 0-3

steady trail
#

And you get the chat prompt?

turbid steeple
#

no, no chat prompt on host

steady trail
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Then it can't be me because that's the only time it updates those functions, lol.

sturdy oxide
steady trail
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It is because I don't mess with nodes anyways.

sturdy oxide
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So I’m getting a bug where picking up an item sometimes rarely breaks people - they can’t switch hotbar slots or interact with anything. I don’t see a corresponding error in the chat but it started happening pretty frequently after unlocking Back Muscles. Wondering if anyone else has seen this? I’m not 100% sure if it’s this mod, Brutal Company Minus, or HotbarPlus causing it

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Also getting a bug that I’m almost sure is Back Muscles: when people drop all of their items they still have a bunch of weight on them. Only started happening after buying that upgrade as well. Gonna try disabling Back Muscles and see if it stops, but any help would be good.

steady trail
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That just seems somebody did repeated code to which I didn't patch yet.

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Because both vanilla grabbing and dropping have back muscles accounted for.

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I don't know about inventory. LGU doesn't touch it and if there are no errors, I doubt it's LGU's fault.

sturdy oxide
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Yeah BrutalCompany at least does patch grabbing in some cases, for example there’s an event that transforms scrap when you pick it up

sturdy oxide
steady trail
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Well, if grabbing an item dies, everything interact relatable also dies.

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And LGU doesn't mess with any bool checks the game performs when attempting to interact.

warped shadow
steady trail
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Isn't it internship for them?