#Lategame Upgrades
1 messages · Page 32 of 1
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
The White Spike interactive terminal API doesnt work either for some reason
Is it no compaitble with Lethal Lib or something?
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)
I'm literally playing with other people with it on.
I'm not sure if you're having issues installing it or if it's an actual mod issue.
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:
Some items went to other mods?
Yes.
For simplicity.
Because it was too messy them being in LGU.
Also I forgot to link them again.
Why did you break the mod into lots of tiny mods? This is
No wonder we havent been able to find half the things we've been using >=T
just go back to 3.9.5 if u want most of the stuff back
tho if v60 dropped and something broke u wont get any help with old version
either return to version 3.9.5, or download this modpack https://thunderstore.io/c/lethal-company/p/Omega4768/LateGameUpgrades_FullPackage/
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.
It was done for optimizations
The mod's config was getting very large due to it containing so much stuff
Just grab the stuff you used to use
Out of the things seperated I only ever used the Peeper
shopping cart my beloved
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
If you’re already using LGU, why another two handed mod?
didnt know it was an upgrade at the time due to there being so many
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.
and yeah i'm on the most updated version.
i just turned those noises off. didnt really need em
Thanks I actually didn't know that was a thing lol
When whitespike gets back, the global sound thing is fixed from going to audio source and setting the 2d sound to 3d, it's a slider above the range
No idea because I can't seem to replicate it, lol.
I pick up cart, I die by falling, I get revived and I can walk normally.
Where?
I can't find it.
Send screenie of what ur looking at
I cant tell if you're doing this via code or unity
Spatial blend @steady trail

you're kidding me
my WHAT?
iii dont know what you're talking about
zee pinis
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)
I feel like sleight of hand should affect shovel's recovery frames
Balanced
Check out the Remnants mod for that, it'll look for all shop items, including mods
Remnants works for the helmet, but the nightvision goggles don't work when spawned with remnants
I see them spawn a lot actually, but for some reason, they no longer have a scan node
So you must be attentive if you see gear or a body on the ground and look for other grabbable items
You can't equip the goggles spawned by remnants, or at least I can't
@steady trail Something to note as I said, Night Vision Goggles don't have a scan node
Oh, you can't use them? That's something else entirely
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?
Is it just left click to wear them like the helmet? I'm not already wearing them, they don't even have a prompt to equip just drop
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
Maybe the moon you landed doesn't allow hoardies?
Problem with NV is that the enable is both store and functionality. I will have to do some tweaking with it when I split it.
I will try to remember to put one.
Are you going to split all the items from LGU? Any chance for them all to have options to spawn as scrap?
If requested, yes.
Consider this my formal request 😂😅
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.
No rush! Remnants seems to work fine for now. The only issue is the night vision goggles
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
And you have something that changes the "light" you have when you have nothing in your inventory?
the light?
Yes.
It allows you to see something when in supposedly complete darkness (no light sources around)
the only mod that affects light on my modpack is TrueDarkness
https://thunderstore.io/c/lethal-company/p/Friskzips/True_Darkness/
Yeah, it seems to reset it to vanilla value if it goes too high because cheating.
Is there anything I can do on my end in the config to fix this or are both mods incompatible?
It speaks of "normal" version of the mod instead.
Maybe you can use that to put low value for the same thing without a upper cap?
this?
No.
Config wise, you can't do anything.
According to what the logs are saying, you have to use a "normal" version of "True Darkness" mod.
I see, thanks
yeah for some reason TrueDarkness has a nonsense anticheat in it
that prevents you from turning brightness up
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
I can try later.
Odd.
@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
Okay ^^
@wet pasture You can let the other person who had the issue know about this
It'll be fixed tomorrow
wonderful thank you
It has a what percent chance?
Shouldn't that be a number
yeah i was a lil sarcastic my bad lol, it def should be a number
Hm
fixed :]
Update uploaded.
Two day break now.
To clear out the depressive thoughts again.
take your time, if something breaks critically we can always disable it for the time
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! 🫂
negative credits?
Ive had that problem alot too, i just force the credits back to what they should be using forcecredits from QC XD
you took a loan and didn't pay it back...
I probably messed up the order.
When did you decide to buy the upgrades and when did you decide to disconnect?
Hi!
Sorry for the inconvenience, but how can I change the hotkey to activate Googles Night Vision?
I was testing and leaving, probably bought in a moon and then left
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.
wait what do i need to change? haha i hadnt figured it out
Also, I don't know why the first upgrade of the nightvision is always 0, no matter what change I make in the config.
no, no, this was for the night vision googles
ah, well up until the last update, the first NVG upgrade was always given automatically for me, i never had to purchase it, i Thought that was how it was meant to be
with this, I've made this config
Ah, I forgot to change some things.
Because somebody asked to make it the same as others.
oh, I see
fair enough 🙂
regarding the Back Muscles upgrade modes, can it have all modes active at once?
That would be the one that changes the weight entirelly.
duh XD dumb dumb moment here hahaha
Yup
@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
Honestly any purchasable items that you separate should have a scrap option, since they can't be disabled in the shop like before
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
like "probe experimentation" instead of "probe" then finding experimentation in the menu
Second this
It was made since like five days so I haven't touched it since then. I will try to remember about it after the two days.
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
probebecause 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.
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?
Idea for the cruiser upgrades mod: an upgrade for better brakes. Just braking faster. Or you could roll it into another preexisting upgrade
brakes so good you fly out the front window
Its either that or I am going to install lethal hands and teach brackens how normal people break necks
If I can't pull a guilty gear on a hoarding bug how will they learn the smell of the game?
what are you? a gear?
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
I don't think I am being unreasonable lol
But I understand if the shovel is fucky with its returning frames
is LCLegDayMod compatible with LGU?
Short answer. It's not compatible with Bigger Lungs, no.
shorter awnser: no
i need it shorter than that
_
_
heylo, its been a while since i updated my modpack, i see there was some nice update, namely the alternative thing with items
but i think either there is a problem, or i have brain damage
conversion percentage is by default at 85% of the item price toward whatever upgrade i linked to it
but idk sometime it just... dont work like that
So you're assigning items to upgrades through configuration, yes?
Or are you using the other mode where it randomizes what item gets assigned to what upgrade.
So you have CustomScrap as selected mode, yes?
ye
If you have logs from that session, I can give it a read.
Still don't fully understand what's the issue really.
im trying to redo it to give exemple
so first stimpack upgrade cost 600...
i sold a candy worth 300
85% of it is 255
now need 345 more credit
so far so good
It uses the value from the company gives you the credits of (because of the buy rate mechanic).
heh ?
So.
You can have an item worth 100.
But if you decide to sell before the last day.
You will have a lower buy rate.
Thus a lower value when selling it.
oh ye but its 100% buying rate here
Just clarifying.
hey, is it known that Landing Thrusters actually make the ship landing slower or I'm missing something
now i sold another candy worth 200, but now its weird cuse i got health upgraded once and need 220 for the next
next upgrade is 300 btw
so i got 425 value out of a 200 value candy
@steady trail see whats wrong ?
Without logs, I can't really.
In the BepInEx folder.
i was looking at the one in the game files, but not r2mm
logs aren't giving much info tho
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
Because it doesn't reset the values, yes.
mmkay, but still the previous issue happens, this command was not needed
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
so like now i could just buy another level for free
i didn't, sold another candy worth 100, now i have 2 level in the perk and need 50$ for the next
somethin is definitly going wrong
The whole new level with exact value is fixable.
And the math seems to just have two of the same variable when it's supposed to only have one.
I should be able to fix this after dinner and insomnia.
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
no worries, just wanted to make sure i dont have brain damage and report an issue
Just fixed it.
I'm gonna go eat now.
a
I got one report from it.
Still couldn't conclude what happened because they stopped having the issue later.
hmmm maybe when I load back the save after a restart its fine
it felt like each upgrade just made it slower as if the landing values or smth just went into negatives
it took 5 mins to land on company building lmao
after it loaded I mean
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.
to be fair maybe its time I regenerate the config too
I frankly have been using LGU since 1.0 lol
config was generated last year
Nice, haha.
its funny, i was having the same weird feeling about the batteries
it truly felt like batteries made my shit drain faster
@steady trail LGU is still causing negative credits to happen
Tested by forcing credits and buying mechanical arms
there is an incompatibility with lethal company variables that causes all sorts of bugs like enemies not spawning, pause menu & NV goggles not working + not being able to quit while in that state. at least that is what my testing has shown me.
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.
Normal because if you left during a moon, the value of credits in the save is before you forced.
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.
lucky me Im actually ok with a 3 day deadline
But, firstly,
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.
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?
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
And I found a mod that just straight up prevents scrap loss, period
And it actually fuckin works...
XD
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?
So I might set it to like 1 instead
looking at the config now. It affects min/max amount of scrap. for scrap value that might be a different mod.
Yeah I switched to using lethal quantities
didn't know if worked like that
which seems to be working and not causing crazy bugs with literally every aspect of my game XD
I dont think it is supposed to work like that, I think thats a bug
cuz it is supposed to still be "enabled"
I tried lethal quantities, but I was getting weird behavior with moon prices on that one. needed more testing
I like the risk of losing loot so I went with scrap insurance instead of save my loot
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
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
true
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
I set it to 20$, but I'll prob increase it to 50
I'll post here if I find any more bugs/incompatibilities with lategame while I play
Insurance works fine on its own.
Free upgrades don't show up in the store and should still apply with their first ever buff/debuff/mechanic they provide.
wasn't saying it didn't work. I like using it, thanks whitespike 👍
yup, It seems that using forceCredits bugs out the internal credit value if not saved correctly
Ship Inventory. It's a storage for your scrap and it now has a config to save it from a wipe. Keeps ship clear of clutter.
Hey guys. I came back to LC after a long break. Has the advanced portable teleporter been removed or renamed?
separated into a different mod
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
yea could be an incompat with the new game ver
im no expert but if I had to guess the save file is located elsewhere?
tho every upgrade works nicely in v60 so
Yeah, I probably know why.
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.
If you saved once before, you're fine, yes.
If you never saved, then it would probably die.
It's a very specific scenario of starting a save, buying an upgrade, going to a moon then leave while in that moon.
well this sounds like it can be countered with just playing once and thats it
so not a big deal then
I thought it'll do that if I try to exit on a moon
Even leaving immediately would fix it, kek.
The only problem is when you're not in orbit.
Because that way, it won't save some stuff.
noted
The latest release shouldn't have that problem but feel free to tell me if there's anything else going on.
So are we seeing no issues with v60?
custom item library is making me lose fps significantly, is it because of reflection usage?
The what now?
without it I have 100-110 fps on ship in orbit, with it I have 70-90
the dependency to items
like peeper, helmet etc
unfortunate, its fine
Gdi I just updated to .13 and then watched it go "hey i need an update again!" XD
The timing is impeccable
Oops.
XD no problem tho. Seems like LGU is working just fine in V60, which is fantastic!
Oh, I've had a question for a while actually
Why is the main mod Lategame Upgrades now ran by someone else called malco? on the thunderstore anyway
It was always ran by malco.
I just took over the updating afterwards when they quit modding.
[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)
noticed this
Nice.
Speaking of, coilhead was changed.
I should check that.
But yeah, it seems one of the peepers decided to die/appear out of nowhere when the check appeared.
I guess I can just make a copy.
could this be due to remnants spawning a peeper?
I mean
It's running everytime a coilhead is around.
So unless it spawns an item mid round.
It should be fine.
oh ok i gotcha
heyo, is me again
missa have some trouble : i dont seem to understand what name i am supposed to write for item progression
i didn't tried to put all the uppercase tho in each word
but for knowledge purpose, id like to know where i can see ItemProperties.itemName syntax
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
User wise, I am not sure how you can get that.
Unless some mod gives it to you, I have no idea.
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 ?
From Assembly-CSharp.dll, yes.
But to know what the actual contents are, I have to make code to print them out.
I dont know if imperium shows that when spawning them
but i know that i have some mods that will have issue with duplicate names
Tho last I checked, it didn't boot.
hi old friends =]
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.
UpgradeStoreApplication.PurchaseUpgrade and
CustomTerminalNode[] filteredNodes = UpgradeBus.Instance.terminalNodes.Where(x => x.Visible && (x.UnlockPrice > 0 || (x.OriginalName == NightVision.UPGRADE_NAME && (x.Prices.Length > 0 && x.Prices[0] != 0)))).ToArray(); should be what you need.
Supposedly.
Ah, I see, this is what we call one of those "I'm an idiot" moments. Tyvm XD
Ty for adding a brakes upgrade. Been testing mods for v60 and realized that all the upgrades really make the cruiser a powerful machine
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
smh robin
It might have mixed ints with floats, I will take a look when I get out of bed.
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)
Hmm
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.
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?
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.
Oh, interesting, thanks!
I'm pretty sure Bracken has 3 hp?
I can check again but last I saw was 5.
Sometimes I 1 shot it and sometimes I don't lol.
Okay so Miraheze is just lying to me lol
Is this why custom shovels have the multi-hit issue?
Or is this something else?
most places thought it had less health because of double hit bug lol
I think multiple mods also have added a crit mechanic so it's always been acting weird when hitting enemies
but miraheze wiki is inconsistent since it's 5 on the entities list but 3 on it's own page
Getting the filteredNodes isnt working for some reason. Wont let me access the Instance parameter in the upgradebus.
i'm not seeing the option to extend deadline typing into terminal just gives me the option to buy a ladder
It was made a separate mod
is it client side or does everyone need it?
I see a server tag & it messes with the quota so I would say better be safe than sorry, have everyone download it
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
@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
Yeah, it's on quota change still.
Maybe some error appears that stops this from working?
And Stimpack seems to be working fine on its own.
If you can post the logs of when this happens, I can probably troubleshoot it better.
@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
CustomScrap or UniqueScrap?
unique
Hmm, complicated to know what upgrade died.
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.
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.
thank you :3
well technically I fixed it in the meantime by just disabling item progression so
not that big of a deal
is it just me or does the interns buyable option not show up in the lgu store
ah okay
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
hey what are the tiers for each of maneater, cave dweller, cavedweller, baby, babyeater?
(those are all the same for Maneater enemy)
It should show in the default tho
Three I believe.
Healing station?
Or Health, I forgot the name.
At least some of the logs seem similar to charging.
I could be wrong tho.
yeah ill start a new file and test again
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.
awesome thanks 🙂
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%
Damn.
yeah its a good system especially for late game XD doesnt make it any easier haha
and can be really annoying if you die with a full box XD
wait what is this
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
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.
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
I got a video of it doing it, I just need to remove the audio since my friends were talking
Heres the strange coil head and the logs
Ok maybe I didn't have it updated
so what is it?
how does malware broadcaster work? can you use it only once? how do you use it?
Just type in the trap's code as you would to disable it, and it explodes
Also update still no work
i dont mean the peeper. i mean the advanced portable teleporter item
It's the same author, just click on the name and it should show you the rest of the seperated content
Seems to be working fine on its own.
i fIgured out somehow lethal company variables overwites the health upgrades stimpacks gives along with bugging some upgrades
It was yes
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
That's what I figured when he kept turning the corners
CoilHead got more changes
And I already made an update for that today.
I wasn't gonna fix it when it came out at 3 AM obviously.
I dont get why you wouldn't personally
The computer turns off after 1.
It's automatic electricity shut off.
We only have solar panels without a battery.
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.
They seem to work now after the custom library’s update
I just tested it not too long ago today
[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]'
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.
It apparently was throwing errors for him when I was picking up 2 handed items
yeah any two handed items would throw this error
no matter if i had empty inventory or not
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.
[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 😄
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()
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.
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)
Yeah the issue with Nightvision Goggles is even though they're disabled CodeRebirth keeps spawning them in crates
Now that you mention it, this also does happen with a "Brutal company minus" event where it spawns a dropship with random loot from the shop, even tho I would have the LGU items off, they could still be obtained through that
My guess is that it just hides it in the shop instead of removing it from the game completely
If they aren't scrap or inside the dungeon, they don't get picked in the list.
Well yeah, removing from the game through configuration would mean your items get switched around and nobody likes that I reckon.
Hmm ok. Thank you, that’ll help me narrow it down!
It’s weird cause it happens almost anytime I buy and item/route a moon
What if the disable config just turns it into scrap that's pre set to 0 chances to spawn
There's a lot of white text in my config, should I make a new config? It's gonna be pain in the ass
You can just manually remove all the deprecated entries
ohh is it deprecated? I didn't know that, I thought I broke the config
Nah white entries are things that have been removed
All the things removed were made their own seperate mods
It was for optimization and to remove bloat from LGU
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
I've set up 500 credits
I first set it to 100 credits and still we used it zero times
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
Any thoughts on having it as an upgrade that you can use once per day? You think that would be too OP then?
Yeah I agree
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
I like where you're going with this.
Couple ideas
A: Your idea where upgrades give a number of free revives a day so like tier 1: 1 tier 2: 2
Or
B: upgrade tiers determine a time frame:
Tier 1: 12pm latest, tier 2: 2pm latest tier 3: 4 pm latest. Can not use it once it's past that time of the current tier and are free.
Both are great balance styles instead of depending on credits.
Yeah I was thinking about option B as well, I like both a lot
C: Percent of quota price similar to how extend deadline does it?
This doesn’t really work as a purchasable upgrade right? That would just be an alternative mode for how it currently works
It would just scale the price with the quota, instead of it being just one number the whole game
Yeah so not a purchasable upgrade
Just an alternative scaled cost vs the current fixed cost
Yeah, just slightly different then the normal
what is the weed killer for?
that is a vanilla item lol, it is for truck
Wait really? I thoutgh its only purpose was to get rid of the red bushes
The weed killer is used to kill the bushes for the fox and can be sprayed on the truck to fix it XD
so the wheel barrow and the shopping cart are also not part of lgu anymore?
can i safely uninstall the normal lgu and just install this? will the config of lgu be used for the full package mod as well?:
https://thunderstore.io/c/lethal-company/p/Omega4768/LateGameUpgrades_FullPackage/
Well that’s not actually a mod, is just a mod pack with all of the separated content in it. And no you need to re-config all of the separated parts
ok i chose to just manually install the separate mods i actually need as additions
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.
Hear me out... Rechargeable stun mines
I'm wating for my c4
and to give it boost
it should do that for employees
Explodes traps when you disable them
Stuns enemies within range outside of ship
Are you responding to messages from the start of the thread? XD
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
Dont really have time for modding right now.
👍
Due to family and college and yada yada.
But it-s there just so I dont forget when I do come back.
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
sounds like a conflicting mod involving ship landing
could be companybuildingenhancements
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
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
wrong channel

Excited to see what you do when you come back boss
It should be fixed in next release.
They decided to add the car as a different case for sales.
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
The README should tell you.
If using V40 - downgrade to V2.1.0
If using v45 - downgrade to v2.8.6
If using v50 - downgrade to v3.8.1
so v45 should be for v49?
I believe so.
Damn,thanks 😄
did they remove the wheelbarrow?
https://www.virustotal.com/gui/file/ea586d9b9207a56ad984bc171a6167a09d43b9c025b03d3bb2fb06000b0fefab this mod gets tagges as malicious by virustotal, how come?
VirusTotal
Yes and so did almost everything else that isn’t an upgrade, you can get them here:
https://thunderstore.io/c/lethal-company/p/WhiteSpike/
thank you!
did you also by chance figure out how to fix that invisible solid cube beside the ship?
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
i think those are associated with lethal things, not LGU
Oh damn,my bad,meant to post it there xD
No idea.
Considering that one out of seventy-five flagged it, I reckon it should be fine.
I can't seem to reproduce it so I have no idea what's causing it.
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
Works fine for me
Im facing problems when I'm trying to use Lategame Upgrades on multiplayer, anyone can help me?
well you can replicate it perfectly on my mod list, if you care to try and hunt it down if you suspect it's a mod conflict doing it somehow
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
yeah I assume so too
just wondering
It will have to depend on the free time between each task I have for like... 4 weeks.
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?
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.
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
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.
I don't mean errors, lol.
???
:D
this???
have no idea
yes
So you're the host.
yes
I need from the person connecting to you and buying.
Oki
i need to go. Il return tomorrow probably
maybe I can do it then, theoretically if it's a mod conflict, and the issue was happening for me WELL before the company cruiser was added, then it should just be a matter of disabling chunks of mods until the cube collision vanishes and then I can tell you the mod combo that causes it
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
I didnt touch the shopping cart config at all & i saw a cart in the interior yesterday. May be a conflict or bad luck.
Logs were being spammed with this
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
What interior was generated for this?
do you by any chance know some of which ones are 100% generating NRE atm?
And I guess if you have locksmith toggled off or not.
Im back, i have his logs, what am i looking for
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)
I think it's easier if you post both your log file and theirs in here.
quick question. Does anything in the logs reveal my client information or something similar?
i could send the logs to you privately
Only the things you already covered.
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)?
probably saving upgrades per player
there are no load orders
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
okay
scratch that I didn't realize this game / mods were coded to make that an easy job.
ptsd from playing MW5 mods, keybinds are hardcoded
just needed to go into settings on the menu
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?
no action supplied w/ the word
verifying
Yes
3.9.15?
in that case I am not sure what would cause this issue, sorry
gotta ask the mod author maybe
Found out why, incapability issue with customtranslator
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
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.
And It should be saved in the same place as the upgrades.
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
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
Send error lol
[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
Nice.
It's probably the one someone sent earlier?
Not at home though so it's gonna take a while to take a look
was the deadline extension command removed?
been trying it but keeps on coming up with the extension ladder instead
All mods that got separated from LGU can be found in on thunderstore if you search whitespike. Theres also a modpack someone made that has LGU + all the side mods.
ohh, ic
Just to be easier to manage between rather a soup of all of them.
And that, yes.
Maybe name would have been fine but then you could just rename to get somebodys upgrades so lol
And somebody sent me a phishing email, nice.
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?
I think you need lower for higher chance.
Because I think the config is backwards logic things.
I'm gonna go have dinner now and I will see if there's any fires to put out.
yup lower value works thanks
<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
Ooh the quicksand one is nice
The Oxygen one is for if you’re using the Oxygen mod?
I assume it is just for being underwater
It works for both, supposedly.
I swear ignition coil is broken, I notice NO difference from vanilla to maxing it out
consistently
@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
just did a online game and had the landing truster slowdown thing happen again, this time it was working fine for the host but the rest of us slowed down, causing this desync.
It eventually got so bad, that we were still going back to orbit while the new round started, causing this funny moment where we were basically locked up for the round
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
NIce.
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
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.
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
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.
Rubber Boots description in config is looking like you forgor to edit after copy-pasting
btw why is there sample for spore lizard ?
Somebody asked for one and there's probably a mod that makes them killable.
monsters
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
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.
I've made it a direct command in the menu
Oh that’s cool
cuz that command is somewhat hidden if you don't know what to see
Yeah definitely
Have to keep unmuting myself in discord to remind people to actually use Interns when I’m dead lol
Yeah just something to consider if it sounds interesting to you. As it stands I find that my group always spends all of our money on upgrades and never saves any to use the Interns command, so I set it to free but made a house rule that we are not allowed to use it after noon-ish
So I figured I would suggest it
found a bug here lol
question
what are traction boots for?
ah nvm
just googled the word traction
lmao
Rubber Boots has the description of Oxygen Canister in the config
Yee.
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
That just sounds that the list used to display the sales is not the same as the one used to buy items.
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
How to fix this?
peak mod btw
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.
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.
Its not because only the host executes the selling logic.
You got an unlucky roll and got a scenario which gave an error.
I have a suggestion, what about an upgrade that makes the body loss charge less.
In max upgrade there are no charge.
I implemented that yesterday, its just not in thunderstore yet.
oh, thats nice xd
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.
anyone tried to see if EmployeeClasses is compatible with LateGame upgrades?
@steady trail Medkit sound is global when someone swaps to it
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.
also dropping a shopping cart
No idea, but u can just loop through all audiosources on all objects u have in code to just change that if there's a lot of unity stuff
The best part is that some already had the right setting, lol
Hello, I have noticed the shotgun doesnt reload any faster when this mod is combined with Hypick Better shotgun mod
is there any chance to make sleight of hand upgrade compatible with this mod? https://thunderstore.io/c/lethal-company/p/Hypick/BetterShotgun/
Bought deeper pockets and I didnt get more inventory space lol
that isn't what it does lol, it lets you carry an amount of 2 handed items as 1 handed items
Wtf didn't it used to do inventory slots?
no
lol
It wasn't this mod that gave inventory slots.
it means u can have multiple 2 handed scrap in your inventory
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
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?
I thought I removed that from the README.
Its shown when you select the upgrade before purchase.
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?
Usually an error is displayed before you starting seeing the black screen.
As the black screen is because something didn't load correctly.
@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:
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.
apparently my friends didn't see any errors. They attempt to join my game and spawn in the void
Aaand I just realized there's a scan node option in the config, please disregard XD
Lol.

So they checked the logs file for any errors and found nada?
okay, got him to send me his log
This doesn't seem to have the connection attempt.
lol he sent me the wrong one sorry
rip
This is the first without errors.
https://cdn.discordapp.com/attachments/1169069074572116041/1279111666386341968/2024-08-13_4.png?ex=66d5e412&is=66d49292&hm=2135d3f5efa9b88ed179c1055e1822c0039bce91fc24caadf0db93d974186e22& not my screenshot, but this is what he sees when he tries to join
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.
what was the cause in previous cases?
A patch failed to run which would lead to everything else to not run, thus the initialization was not executed correctly.
huh, so not an incompatability thing?
Not necessarily.
Could you send a modpack code?
sorry, where do I find that? We haven't been using a mod manager
then I recommend to try using one #installing-mods
as unless you don't have a legit copy there is no reason to not use it
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
you would have to clean out your game folder, best would be to delete the whole folder and reinstall with steam, then set up the manager and then redownload mods with the manager
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
Did you also install FixPluginTypeSerialization thing for Csync?
So a quick follow up to this, I set Enable scan node of Wheelbarrow to false in BepInEx\config\com.github.WhiteSpike.Wheelbarrow.cfg, but it doesn't seem to be doing anything. Still getting the same result as the image I linked earlier.
Of course, have a good night.
You could also add the wheelbarrow to the blacklist in ScannableTools 🙂
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
I don't mind, though it's a bit weird watching all other tools come up blue when the wheelbarrow is green like scrap. Will use your suggestion as a fix for the moment.
could maybe be a problem where it wasnt using the rng seeds correctly?
I have a better idea for the random mode anyways.
Because I think it's loop logic rather than index logic.
||Now I just need to update the weight of the wheelbarrow when you decide to take an item from it with a belt||
Lol.
that can't be right
@gusty flint
undeniably overpowered
@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.
It was made with green from what I remember.
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
Yeah, I know.
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
my friends have been desyncing random days with landing thrusters yeah lol
Nice.
hate to ask, but when is the standalone nvg mod releasing?
should make every specific upgrade an individual mod at this rate smh
i think that's what's actually happening
cause the wheelbarrow and cart are, and the sci-fi box
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
removed?
i thought they were just made standalone as an option for people who just want one or two of the items
youd see they arent in the configs anymore, theyre standlaone mods now
not included within lgu
That's sorta what I was thinking it may be, just odd that it only ever selected the last 5 upgrades every time
Oh gotcha! Will be fun to see what ya have in mind for it!
that kinda stinks
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
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.
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
Plus I only did what most people were asking for.
As it was already being annoying to read through.
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
I'm not sure what caused it, but when players other than the host buy upgrades it doesn't spend any credits
Yeah that one’s broken for sure I have it disabled
Hm, so host only runs that.
You can try see if this one works between clients. Don't really have time to test it.
Also damn, almost reached 666 on the file size.
once it hits 666 the next goal has to be 6666
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
seems to fix after the player respawns at least once tho
I don't know where the configs are, the only thing that appears in r2modman are these
moreshipupgrades
^
ooooooh thankies 💙 I'll disable ship thrusters till it's confirmed the desync is fixed
Yo,has anyone had problems with the wheelbarrow being stuck in hand? Cant drop,cant do anything
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
I seem to be having an issue where having the NVG seems to not save, not sure if it's this mod or LCBetterSaves
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
Yeah landing thrusters is very broken for multiplayer lol
[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
So after the mod update this issue has been fixed, however now after we played a quota we got an upgrade for every piece of scrap we sold when the chance was set to 0.01, which should have been a 1% chance per scrap, didn't change anything in our configs besides disabling some of the upgrades
Should be float and int mixup again.
Seems vanilla issue because the error is when it was trying to grab the nodes related to the moon you just deloaded.
i was able to reproduce this with just lategame upgrades and chatcommands installed (to expedite scrap gathering). non-hosts can buy upgrades, and credits are not deducted
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
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.
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)
Network things are fun.
I don't know why that happens, the upgrades are on player basis and it doesn't update yours.
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
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
And you get the chat prompt?
no, no chat prompt on host
Then it can't be me because that's the only time it updates those functions, lol.
This never happened before and then happened the first mission we played with Lightning Rod active so it would be a pretty extreme coincidence
It is because I don't mess with nodes anyways.
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
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.
That just seems somebody did repeated code to which I didn't patch yet.
Because both vanilla grabbing and dropping have back muscles accounted for.
I don't know about inventory. LGU doesn't touch it and if there are no errors, I doubt it's LGU's fault.
Yeah BrutalCompany at least does patch grabbing in some cases, for example there’s an event that transforms scrap when you pick it up
It’s not just inventory it basically bricks your character like you cannot open doors or launch the ship or open the terminal either
Well, if grabbing an item dies, everything interact relatable also dies.
And LGU doesn't mess with any bool checks the game performs when attempting to interact.
small conflict, disabling interns doesnt seem to get rid of their terminal compand which doesnt allow you to enter lethal internship's menu
Isn't it internship for them?
