#Lategame Upgrades
1 messages · Page 33 of 1
lemme try that tho interns worked on my test account, tho the disable setting for this mods interns is an actually issue
as it doesnt work
ok that worked
rubber boots and cargon kneejoints jsut straight up are not applying their speed reduction removals, there's no difference when in a sinkhole or crouching lol
Works fine on its own
do you think it could be an issue with a dependency?
Doubt it.
As in not one of LGU's dependencies.
im just as confused as you. it does look like the only place that can write true to UpgradeBus.Instance.activeUpgrades["Running Shoes"] is in BaseUpgrade.Load(). however, i do see that commenting out
LguSave.playerSaves[id] = JsonConvert.DeserializeObject<SaveInfo>(Encoding.ASCII.GetString(json));
in LGUStore.UpdateLGUSaveServerRpc stops the problem from occuring. so, somehow, the stuff in playerSaves[otherPlayerId] is making it into UpgradeBus.Instance.activeUpgrades
and it doesnt seem to be LGUStore.UpdateUpgradeBus, because the log i added never shows up
Ah, so it's probably a deserialization shenanigan I didn't ask for.
are maneaters meant to not be hit by the discombobulator
Hit or stun?
Yeah, so it seems it just stops it from leaping and nothing else.
Doesn't even have an animation when stunned, lol.

[19:24:07.3193016] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Managers.UpgradeBus.Reconstruct () (at <3b212875abfd445d81fbe46b17552a62>:IL_002B)
MoreShipUpgrades.Misc.LategameConfiguration.PluginConfig_InitialSyncCompleted (System.Object sender, System.EventArgs e) (at <3b212875abfd445d81fbe46b17552a62>:IL_000D)
CSync.Lib.SyncedConfig2`1[T].OnInitialSyncCompleted (System.Object sender, System.EventArgs e) (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/SyncedConfig2.cs:49)
CSync.Lib.ConfigSyncBehaviour.OnNetworkSpawn () (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/ConfigSyncBehaviour.cs:95)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean)
Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
is there a way to disable the landing thrusters because it made our ship so slow
Yeah in the config, which is named moreshipupgrades, disable the upgrade
like in the game? or the files
ty
Trying to do Item progression with custom scrap am i stupid or is it done a different way i have tried Apparatice as it show's by scan aswell or Apparatice as it show's when sold and none work i also tried with Flask
Grabbed it from Apparatus Items but i see now that it has to be lowercase that fixed flask aswell thank's
Popping in to make a light suggestion that Locksmith be a tiered upgrade where on the first tier, you get one try to unlock the door before needing a key, and increase the amount of chances you have with each tier (or optionally make it unlimited on the last tier like the way it is now). This way, keys and lockpicks would have more of a progression and maintain usefulness for longer
What if there was an upgrade that specifically reduced gunshot damage? Useful for prologing survival against turrets and nutcrackers
I can't tell you how many times I've died to some bs turret placement in solo
sounds nice actually, something along of bulletproof
Yea I was thinking "bulletproof suit" would be a good name
@steady trail Yeah can confirm, as the host, Landing Thrusters work great. For all clients, each day gets progressively slower when landing.
#1178407269994594435 message
If you want to try it out.
Oh cool if you're aware it's no big deal, I'll just avoid buying that specific item until it's updated
I don't really have the time to test stuff now considering this month is when semester starts.
EZ, just get old like me 😛
But yeah understandable 👍🏼
Hm, people use overrideWeather.
I assume it shows clear in the moons list?
This maybe fixes the issue of showing the wrong selected weather.
still rainy. it uses override weather to make clear into dustclouds
it was rainy when i landed
Hmm
I will just make the override weather show first.
Plus it's only relevant if it's toggled on.
What's your terminal mod btw, looks cool
this is just weather probe
Oh
Hey both times I pulled the apparatus last night I hit the glitch where I couldn’t interact with anything after
Vanilla moons and facility interior
Don’t know if it’s this mod but I don’t know what else it could be in my pack?
What upgrades where active
Very few like drop pod thrusters, malware broadcaster, and bigger lungs, maybe one or two more small ones
No back muscles
I guess I was thinking maybe something from the feature where the apparatus gives an upgrade but that doesn’t make sense since that would be on collection not pickup
Oh
The other bug which is just a bug in this mod
When anyone besides the host buys an upgrade it doesn’t subtract money, but it does give us the upgrade
I have “share all upgrades” to true
This is recent it wasn’t happening a few weeks ago
It's fixed but not live.
Oh sweet looking forward to the fix
also little thing but the upgraade that makes you move faster while crouched doesn't really work
Watch lance chitero and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
there's an issue with the upgrade that makes the ship land faster that makes it become slow for all clients
only the host gets a speed increase, everyone has it decrease
and it got worse each round
#1178407269994594435 message
Can I get help to translate to another language?
It works on its own.
Has anyone had an issue with the terminal not working for clients? They have had to exit the terminal and re-enter it to do commands like teleport and intern
Not sure if it is this mod or something else that messes with the terminal
anyone in here also have experience with this mod?
https://thunderstore.io/c/lethal-company/p/SillySquad/Selenes_Choice/
I wanna know if when you buy a random contract does it only get picked for the limited moon list Selene makes or all the moons
Yes it works
I use both and it always gives me a moon I have access to
ah cool
Hey i have a problem, i have the late game upgrade mod installed but no matter what i type in or search in console it says it doesnt exist. is this a conflict?
0191edf8-5112-ada3-8e3e-983ceb30180e
two questions i have about this mod:
- is it supposed to reapply sales to already bought upgrades (im using the "apply sales only to one purchase" thing) whenever i quit and make a new lobby?
- why does the worldbuilding log for the beekeeper upgrade mentions circuit bee venom when they only seem to use electricity?
- I didn't really think of people constantly leaving the game. It should be fine on next release.
- Because somebody wrote it as so. I don't have time for world-building text.
Uninstall Strange Objects and it starts working.
Could it ever be possible to make interns spawn in the item drop ship?
wouldnt that mean certain death if dogs are nearby?
It can be certain death if interned into the interior too lol
You can just teleport them back right away
Tho they can still die before that
I play with interns free so I just revive them again lol
Seems like this mod currently doesnt decrease the credits for purchasing character upgrades like better scanner
Known to happen for clients.
Will quantum disruptor still work if I use longer day to change the default day length?
It should as it only needs to know what's the length of a game hour.
There's a bug that doesn't reduce money when a team member buys an upgrade.
oh so the host has to purchase?
#1178407269994594435 message
yes.
is it host only
For now, yes.
It's a problem with individual upgrades yes, but it will have to be that way til I can manage to update the mod.
There's a release, you can check if your issues were fixed or not (and if new issues appeared)
Yo I like this change alot
Thanks, made it myself
To see how it looks and if they want a different shade of green.
yay u fixed the client purchase credits consumption
Looks very nice!
Great work!
snorts
Thank you guys
Wait thought they helped?
I feel dumb now
Im gonna awkwardly leave the chat now
I made it today so nah.
I see
Good job man
Sorry I got really fucking confused
I thought they helped with stuff 😭
It's fine, they like doing that, lol.
oh apparently the 'scan scrap' command includes everything inside the ship i havent picked up since the lobby was created
Pretty sure that's vanilla being forgotten about putting those in the ship.
the vanilla 'scan' command doesnt seem to include them though
Pretty sure they do because I remember them being a nuisance when we were using it.
Is there an error where the rubber boots don't work? It's slow even if I buy an upgrade.
Seems to be working just fine.
Looks like it's colliding with another mod. Let me check.
Yeah, it's working.
Sweet thanks for fixing the client purchase bug! Dark green for maxed upgrade is a big brain change too love it
1st, 2nd or what we have right now?
This is just to show you can't purchase due to lack of credits.
Also just to be clear, Quantum disruptor also slows monster spawning?
Actually that's a dumb question
Because they are influenced by how fast the day goes.
1st
If you want to further color code the menu you could have some distinction between
- upgrades you haven’t purchased at all
- upgrades where you’ve purchased 1 or more tiers but not the max
- maxed upgrade
I don’t think that’s really necessary tho
I like 1st or what we currently have
I'm just doing this because somebody wanted color change.
And also showing disabled upgrades but I find it unnecessary because if they're off, showing in the store would just clutter.
Yeah please do not show disabled upgrades in the store
Same for coloring the warning text?
WIP, still figuring out how to get back to this menu once you select one of these. (Once you select, it will show the typical store with the upgrades)
Done, just made the exit go back to this.
Seems to be working fine.
Hmmm are you sure that’s something you want in game not just in the config? I personally can’t see a use for switching between those in the same save
It's either this or marking each upgrade.
Plus it's not a matter of what I want. I have always been doing what other people want.
This was and still is always a hobby.
I didn’t mean “you want” as in the thing you want
I meant it as in “are you sure that’s the best design decision”
I mean
There's only so much feedback I can gather.
And obviously I cannot satisfy everyone.
I'm satisfied
I'm always open to suggestions, I just need them to exist.
I’m just asking what this is for?

Somebody asked for a way to distinguish individual and shared upgrades.
You’re doing a great job and I love the mod I’m not trying to be critical
Ah so this is for the use case where people have “all upgrades shared” set to false, but some of the upgrades shared and some individual?
If this is what people who use the individual upgrades asked for then I’m sure I just don’t understand since I don’t use that feature anyway
Yes.
It will affect nothing if all of them are shared or all of them are individual, it will do the same thing as before.
Though that way, you wouldn't know when joining a public lobby, probably.
Oooooooooooo, this is gonna be goooooood
I still really want a way for disabled upgrades to be truly disabled
So I stop getting nvg's and medkits from crates
@steady trail you'll probably have to feed the setupstoreitem in item manager the enabled config cuz LL doesnt correctly handle unregistering an item
you currently feed config to alterstoreitem in upgradebus
wdym?
oh, i mean i dont think i register the prefab either, see no real point in doing that, but idk if registering it will cause any problems, probably not
If they have the same config, it won't.
However public lobbies would be more difficult to join, I guess.
i dont like working with the assumption that people dont have the same config :<
but u have csync i think?
so idk how that works
That only works when you get into the lobby.
ah true
not the same thing
The issue here seems that the items that are disabled were supposed to not be in the item list but they still are.
issue kinda on me too but yea
oh, true
and yea getting rid of it from that list would probably work?
buyableitemslist
shouldnt ll just be fixed or am i tripping
yeah it'd probably be done from LL's end, i'd jsut have to ask hamunii later
but idk the exact details so not sure if they needed to still be in that list
seems like it was just missed i think
does ll actually do that linq every time
to unregister an item? probably yeah
Oh, there's an translation of this.
And it's basically a reupload with different strings.

that's always fun to see
I don't mind it, just curious on how they would have done the translation.
The way they did, they will be forced to update the mod everytime I update, lol.
I did that yesterday tho.
Nice.
thas ilegal
when you disable the sigurd access upgrade in the config it still shows up on the terminal
anyone else have the same issue?
thats weird, every other upgrade just has one single toggle for enabling/disabling it, why does this one have two?
Person made it so
you might wanna consider changing that if possible, I automatically assumed it was bugged
since the wording of both of them is also different
those are completely different things
have you ever heard of making a comparison
i don't appreciate your tone
When I have time to read their code, sure.
It was like.
three months ago when it was made.
and I don't appreciate people assuming I get things wrong. every other upgrade in this config the first line always starts with being able to enable/disable it, sigurd access is the only outlier so I used a different upgrade as an example.
I know those are two different things, that is the point
You’re asking for help on something. The assumption is that you’re getting something wrong. I apologize if I came off as condescending, but it’s bad practice to ignore obvious potential solutions.
I already got my solution to the problem: disable both. I kept the convo going on how this could be improved since this is a mistake anyone unaware could make.
that is all, let us relax now
😃👍
Dude this is garbage, We need Earlygame Upgrades, Not late! /j
Cool.
Lithium Batteries enters the chat
I hit the same issue with Sigurd Access lol I turned it off, still saw it and was very confused since all the other upgrades I turned off actually got turned off
Is there a way to remove the third upgrade on better scanner?
Leaving it blank didn't seem to work somehow
better scanner does more than just incremental improvements. what i personally did is make the last tier an absurdly high number
you could try setting it to the integer limit i guess
Вы можете увидеть пример на видео, где я показываю кейс моего модпака.
sorry russian.
You can see an example in my video where i showcase my modpack
i use a lot the scanner there
Same
I set it to 99,999
in a new update did they get rid of the "extend deadline"
Moved to different mod
I just found that there is an item progression mode, and I really like it. Would there be a way to add to the store screen what items need to be sold for each upgrade?
It's displayed after you sell them to which upgrade they are associated when you check an upgrade. .
Under discovered items I believe.
Not sure if I have a picture around to show..
Hmm, doesn't seem like it.
Ohhh, okay. Would there be a possibility to add an option to show it all the time?
All the time?
As in having the info already shown?
Without being hidden before selling.
Yeah, that would be awesome for my group.
I can make it something like a config, I guess.
Thank you, I appreciate it!
Hi!
Is there a possibility to add a confirmation screen to scrap insurance before buying?
Also, I find it a bit strange that all other LGU commands (and their branches) have confirmation or a rollback option in case of just checking and/or typing error except this one. (I don't remember if Interns has a confirmation box or not)
Since these are commands that are no longer easily noticeable, I add it manually to the main screen, but I have received messages where people buy it by accident because they wanted to check what it does.
Would this work?
Also no, interns doesn't have one from what I remember touching it three or four months ago.
They are in their own mod.
LGU's README links to each.
And there's also a modpack which links all of them.
Used it last night, it does not
these are the only links i see in the README
i don't see the interns
Interns is still in LGU, yes.
The help command should still be lgc because someone wanted that.
I only half answered your question last time
ok cool. thank you
You select a dead person on the in ship map and type “intern” into the terminal to replace them
Can set the cost to 0 in the config to try it out
Got bored.
:0
Found funny thing tho.
Same item day only allows between 50 and 170 as scrap value.
Yeah I wish there was a way to remove this or at least the caps and weird multiplications it does since it’s balanced for vanilla
Another one to not be bored.
Ooh that’s a good one
Last one before I go to sleep now.
I already like the Jetpack as is tbh
It has a learning curve, I can imagine this might lead to some problems 🤭
I can also increase the max cap of speed if need be.
why would you ever turn the acceleration up you're going to combust instantly
Hm?
Not sure if this is a mod incompatibility or not, but one of our players used the "Extend Deadline" command on day 0 at the company and it wasn't using up our credits. So we could add infinite days.
I tried it as the host up in orbit and it took the credits out as expected.
whats the max nv range before epilepsy mode?
The highest u can do is like 350 lol
the default value is 2000 
Dunno exactly the strategy you’d want to use for this but, there are various hoarding bugs added from other mods such as Kamikaze Bugs from Brutal Company and Hoarder Queen from Rosie’s moons. Any way these could be made to drop hoarding bug samples?
I would need their internal names to start anything.
Either that or allow you to put names and associate a given sample to it.
Which I don't remember if it allows that or not.
thank you for continuing to jack up my character provide fun upgrades ^^
Haha the 2x loot value is a lot of power
I do not believe it does. I was thinking about this, each sample could have a config field of enemies that drop that sample? But that seems a bit overkill since the only ones I can think of are Hoarding bugs and Forest Giants from Xu’s Giant Specimens
Also is there a Maneater sample? That could be another thing to add if not, I don’t remember
It should have one.
Ooh great you’re the best
The wishlist for dropping hoarding bug samples:
KamikazieBug
HoarderQueen
I really wish there would be less player-upgrades and more ship-upgrades. I keep disabling the new ones because I prefer the ones like the lightning rod, signal translator upgrade, malware broadcaster, etc.
What other ship upgrades do you have in mind? I think the reason player/tools get upgrades is because theres more room there to improve.
Like teleporter upgrades, a ship medkit, better loud horn, etc
not sure if its intentional but going off the changelog & whats actually in game Jetpack Thrusters displays the same description as Jet Fuel
Where it says "acceleration", it's "maximum speed"
theyre both saying acceleration for me
alrighty
split pfp...
🥪
would it be possible for a configurable feature to be added that prevents teleporting newly bought interns back to the ship at least until they've made it back outside (or even made it back to the ship preferrably)?
Yesssss please we play with this rule among my friends but if I publish the modpack I need this
?
The text seems too long.
Seems to be working fine according to what you want, now it's just a matter of setting when to clear the player.
Both seem to be working fine.
[Recent intern must exit the building/enter the ship first.]?
v3.10.3 intern at titan with mine interior make people stuck at the void
i hope this is toggle able cuz of that stuck at the void part
unless theres a better way to do this 🤔
That's nice because supposedly interns always picks a spot where enemies can walk through.
So either there's a node that is miles away from the interior for some reason or there's navmesh going out of bounds.
🤔
I mean I've had times where I've spawned over a pit in vanilla facility lol
Enemies can jump over pits so it counts maybe lol
The ask for me at least is because I play with the intern command costing 0, so you’re not losing anything even tho it sucks in cases like these
That’s my use case at least. If I had it set up to cost money still I’d just teleport people because it’s too inconsistent otherwise to be worth spending anything. Even if it doesn’t teleport them into the void the odds of them making it out are seldom very good
Yeah sometimes when interning in a mansion you can spawn inside a bookshelf, some of them being softlocks lol (same can happen with just an inverse tp)
Yeah I think all the same cases of getting stuck apply to the inverse tp
I’ve had the bookshelf one before myself
In vanilla facility you can also get stuck on top of the apparatus holder
How do i access the upgrades now? I was using this before but some of the namespaces were changed i think. MoreShipUpgrades.Misc.TerminalNodes.CustomTerminalNode[] filteredNodes = MoreShipUpgrades.Managers.UpgradeBus.Instance.terminalNodes.Where(x => x.Visible && x.SharedUpgrade && (x.UnlockPrice > 0 || (x.OriginalName == MoreShipUpgrades.UpgradeComponents.TierUpgrades.Player.NightVision.UPGRADE_NAME && (x.Prices.Length > 0 && x.Prices[0] != 0)))).ToArray();
quick question
are both upgrades supposed to have the same description?
i think yall mighta copy pasted the description for the Jetpack Thrusters for the fuel
unintentional yeah
Locksmith my beloved
Saves me so much when inversing or using tp traps
Well yeah, I have to copy from some upgrade to spare the keyboard mashing of the same thing.
Speaking of which, there's probably some missed copies that needed refactored due to it being 3 AM at the time.
And apparently someone is still having trouble with ship speed.
Why can't mods just let the calls happen, oh well. Time to find another function to patch that is between level generation and ship starting to land.
how about This intern must return to the ship first
the context (hovering over the teleport button) implies that its related to teleportation, so we don't need to say it in the text
or This intern must first return to the ship
location out of range ?
Your bad for not having the locksmith upgrade haha
did a simple test and vanilla's scan seems to work fine while lgu's scan scrap doesnt (zed dog for reference)
That still doesn't solve the problem that still considers the item in the facility.
It was vanilla playthrough.
Don't think people would understand that when trying to teleport someone out and was next to somebody else who they could teleport.
Because items have three bools, two for checking inside of ship, one for inside the facility.
Scan uses the two while scan scrap uses the one.
And regardless of any use case, the two should reflect the state of the other and vice versa.
is lvl 2 deeper pockets supposed to increase the two handed cap by 2 or 3?
By 2 as in besides the 1 you get from vanilla, you gain additional two before considered two handed like usual.
yeah but i can hold 4 two handed items
never messed with the cfgs
...so apparently i have another mod thats messing with the two handed cap (even though i dont remember getting any), sorry lol
does deeper pockets work with maneaters?
Haha
not anymore 😔
it would look like you ate him
did it work before and now it's patched?
yeh but I wanna grab it and take it out of the facility, fly off out of bounds and drop it off there
on my evil shit
No, it would break its AI.
can u upgrade the doors
In what way?
there's an upgrade that makes the ship's door last longer, if that's what you're looking for
Hi ! Can we have keyboard sound on the lgu menu like on the rest of the computer or is it technically hard to make ?
Also I was wondering if carbon kneejoints had an incompatibility with another mod since I get no difference between lvl 0 and max
Nobody reported incompatibilities and it works on its own.
100% carbon means crouching speed is the same as walking.
Keyboard sounds would have to recheck the one where it would always scroll down the terminal to the bottom whenever you typed.
Oh yes you're right it's the same speed as walking
It's actually just working my bad
So that means putting sounds in this menu would be painful ?
It could be easy or it could be hard. I would have to read the code again.
get upscaled
Hi, its me again. Any updates on the individual upgrades being shared to the host and all upgrades being shared when lobby restart?
are these the ones? Havent played the game for a while.
if so, what was the problem? (optional)
All upgrades being shared on restart, I don't know.
The other thing was additional features I did not ask for.
ok thanks anyways
Update. Me and my budy tried again. This time the upgrades stayed on the individual player and everything worked untill we restarted where I got my upgrades as the host but my friend got his upgrades and mine.
progress since last time. Now only the restart problem exist, atleast half of it
where does the file save upgrades?
?
where the mod stores the information about what upgrades are bought on the savefile
In the key labelled "LGU_SAVE_DATA" through the usage of ES3.
how do i find it
cant see that key in UnityFIles\shipupgrades\LGUstore.prefab
I didn't talk about prefab.
hey so me and my friends keep having a "ship in motion" freeze as the random seed part when going to a moon is forever stuck at that point, i got this from the dc bot
MoreShipUpgrades.Managers.UpgradeBus.Reconstruct () (at <2e3c47b998be401c93eff7cdcc9b055a>:IL_002B)
MoreShipUpgrades.Misc.LategameConfiguration.PluginConfig_InitialSyncCompleted (System.Object sender, System.EventArgs e) (at <2e3c47b998be401c93eff7cdcc9b055a>:IL_000D)
CSync.Lib.SyncedConfig2`1[T].OnInitialSyncCompleted (System.Object sender, System.EventArgs e) (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/SyncedConfig2.cs:49)
CSync.Lib.ConfigSyncBehaviour.OnNetworkSpawn () (at /home/runner/work/CSync/CSync/CSync/CSync/Lib/ConfigSyncBehaviour.cs:95)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean)
Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32)
Unity.Netcode.SceneEventProgress:<SetAsyncOperation>b__37_0(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
lmk if u need full log+code
My prefab didn't spawn plus this would be when you join a lobby, not when landing.
oh
@steady trail Think I may have found another issue with the Wheelbarrow. If you put it in the company cruiser for transport, there's a chance of the wheelbarrow getting stuck handlebar side in the wall if you let it go while too close to said side. Attempting to grab it results in just pushing the cruiser. Here's an image of what I'm talking about:
A mod like Cruiser Additions should be able to partially resolve this issue by being properly configured to move items into the ship when leaving a planet, but while you're planet-side this issue effectively renders the Wheelbarrow useless.
yo! quick question. It appears I can no longer see the advanced portable teleporter/ portable teleporter/ wheelbarrow/ helmet etc. in the ingame store. Is there any reason for that? They are enabled in the mod config
They are in separate mods.
I can try the same method I use in the scifi crate where I can just hide the deposit interact prompts when you're not holding an item.
Thus I can put the grab prompt in the same place as the deposits.
That will probably solve that issue.
When I get the time to mess with this again, anyways.
How is that mod called? I was asking since the config for them is still in the "moreshipupgrades" config
Should be the same names as the items.
Same for other mechanics like Extend Deadline.
Also the config doesn't clear dead entries by itself.
@steady trail Any idea what is erroring here when clients join a lobby?
This error is specific to clients
Same as this one.
What prefab is supposed to be spawning that fails for clients?
And the other two that posted here long before.
The store manager which handles network things.
fun
Could be not spawning or the field is incorrectly initialized later.
Can't really see the issue right now.
I would guess it fails to spawn for clients, cus I've never had the error as a host
But idk for certain
Honestly, there should be like a contingency for if the Wheelbarrow/Shopping Cart handles get stuck in walls. Many a time, I have lost my Wheelbarrows and Carts because I dropped them while I was against a solid object facing away from it only to realize I couldn't get it back out...
Hopefully WhiteSpike's proposed fix solves that issue then, Wheelbarrow's just too nice not to have.
just wanted to say my issue was feralcompany mod lol
Hello my friend is also getting the black screen bug when joining and not me when im hosting. We don't know why but it stops when disabling this mod. Not sure if some incompatibility issue or something. Heres the profile code: 01924f50-376a-6425-3cc7-a66d0abe6d7a
My log (host)
Friend log (client)
FixPluginTypeSerialization seems to die because HTTP request failing.
So anything that uses that will probably also die.
Whats the vanilla reach distance?
2 units?
+0, +1, +2, +3, +4, +5 reach
wait tf, it says 5 units in the code??
Also forgor but does this stack?
like is 4 people maxxed on it 2x?
Does Stimpack persist on death?
no and yes
thats not an answer
yes
ok so if i have it so that everyone has 200 health then they respawn with 200 health right?
does it heal up to that between days as well?
idk about revive inmatch like interns or other mods
but when leaving a moon, the dead player will revive with full health
what if they don't die
both of the questions u asked are yes or no questions
I was ignoring the 'question' that was just more clarification of what was meant
👍
No, the hive value multiplier does not change per player, just based on the upgrade level
Though actually I don't know how it functions if it's not a shared upgrade
yeah thats what I'm wondering
No.
Yes.
The same, only the host needs to know if theres any maxed beekeeper to increase the value.
They still have their health topped out.
Interns considers Stimpack, other revives would have to know if stinpack exists or not to give additional health on revive.
I only got this when something went wrong with patching (while developing) but current version doesn't seem to have a problem with patches right now on its own.
is there any estimate on when the update with the intern teleport limitations will be released?
Not really.
Hi again, we still have the same problems that the upgrades dont stay bound tho the right player when relaunching the savefile.
We recreated the problem and here is our two logs.
I was the host
Prexii was player 2
mods installed LGU 3.10.3 + dependencies and Imperium
Only the setting to overide the all upgrades indiviual turned off in config
We made a new save
Bought upgrades (1 shared: hunter 1 lvl, I got Bigger lungs 1 lvl, he got strong legs 1 lvl)
Everything worked upgrades were separate (unlike 4 updates ago, probably)
We quit the lobby and started it again
I got the hunter lvl 1 and my Bigger lungs lvl 1 I bought
My friend joins and get Hunter lvl 1 (the shared upgrade), his strong legs lvl 1 and MY Bigger lungs lvl 1
last time we tested this bug I the host got all the upgrades. this time Prexii got all the upgrades instead of me
Any idea on what it could be? Thanks in advance
I managed to make an update release today so it should have what you wanted.
I will go read more now.
I was considering if a shotgun damage upgrade would be good, so I was reading up on how the shotgun works:
An increase of 1 damage to the -2hp zone is way, way more impactful than an increase of 1 damage to the -5hp zone, obviously, so it might be a bit tricky to balance
What about messing with range thresholds?
Increasing the red and orange areas while decreasing the green.
Damage numbers remain the same, just the "falloff" would be different to say.
Yeah another idea would be to just increase the range, like make the whole elipse longer
The thing I'm thinking about is like, players building familiarity with the weapon
If you mess with the range or thresholds it maybe makes that a bit less intuitive, like you get used to how close you have to be to 1 shot but then that range gets expanded with an upgrade, but then you lose and you start missing kills because you don't have the upgrade any more
Wheras with damage (like with the shovel damage upgrade) it's just "I need to remember the amount of damage I'm doing based on my upgrade level"
Kinda different from building an intuitive feel for the range
Yeah I initially didn't realize that this is how shotguns work because I haven't used them much
My first thought was just "if the shotgun could do 6 damage instead of 5, it could 2 shot eyeless dogs", that's what inspired me to look into this
Meanwhile shooting a player is just a cone, lol.
I know it's implemented so weirdly haha
And I think a bunch of people still use the mod that makes it shoot individual pellets
Yeah of course you can hit your friends at 2x the range of enemies makes perfect sense
They secretly have homing tracking to Company employees.
Thus why they have that extra boost.


i think it's funny
Yeah it's honestly not that unreasonable even. Say the super far range where it does -20 player hp is getting hit by like one shotgun pellet. One shotgun pellet hitting an employee would do serious damage. One shotgun pellet hitting like a thumper? Something tells me the thumper would be fine
Both seem to be done.
I will take a look at teleporter and see if I can do something decent tomorrow.
sighs
I was thinking about the shotgun damage upgrade, what if you had one that affected the 5hp and 3hp zones called like “Shotgun Close Damage” and a separate one for the far called like “Shotgun Far Damage” or something
Idk if that’s too confusing for players tho
But balance wise I think that makes the most sense? I’m still not super solid on what’s right for it
The fact that the enemies have like three health points doesn't help either.
Yeah exactly
Having the whole eclipse one shot hoarding bugs is a huge upgrade
Whereas adding 1 damage to the 5 and 3 hp zones barely changes any breakpoints
Having the 3hp zone hit for 5 is a big upgrade too, if that zone gets +2 damage it gets way easier to kill the ton of enemies that have 5hp
- Implemented tier upgrade which allows the players to teleport with some items in their inventories according to the tier they are located.
- The tiers mechanism is similar if not the same as the Hunter: you specify a list of items which is then separated by another delimiter to separate between tiers.
- You specify either the names listed in the Company Store or the name displayed in the scan node (or their internal name stored in the ``Item`` instance of the game's code)
I'm going to sleep now, it's like 4 AM.
Ooh that’s a cool one
so are you ever going to make the nightvision goggles individual like the blue helmet or is it gonna be linked to everyone forever
Not sure, dilly seemed against and they were the ones that made the night vision.
After some tweaking, you shouldn't have your inventory stuck or keep items after you die.
Still happens when you die while being teleported tho..
No longer!
@loud radish Did you mention something about silver bullets? I vaguely remember hearing it.

I managed to patch it to do that (hoping it doesn't break anything else)
So yeah.
you are a god
I was just praying that the girl had collision detection to begin with because it would mean even more work. 
An upgrade I will never turn on in my pack
Kek.
a desire for my pack 🙂
It would break the game too much
honestly, dont even need it for Piggy's. give the shotty some more utility
Piggy's is broken anyways unfortunately
But imo it would make more sense for a mod like Piggy's to have it
tho id need to make sure it works with these 2 https://i.gyazo.com/c2244f526186ebe313afbd09cb150fe4.png
Also the shotgun doesn't set a ID when hitting something.
So I have no idea if other ways of hitting will end up with the same ID as the shotty.
I don't think game breaking things should exist in a mod like LGU
I highly doubt you can hit a ghost with a shovel.
I mean
Increasing damage is already game breaking.
Well yeah.
It's up to the user what they wanna keep or what not.
I just give them the options.
i know sleight of hand doesnt work with one/both of these. just never narrowed it down...

I never understood making a new shotgun class.
Might aswell just fix the vanilla one.
But okay.
ill give it a try in my test rn
odd... it's neither of those
not puggy's
piggy's*
found the culprit
dont know which end would need to be patched tho
Yeah, it just doesn't let vanilla run.
Probably why this mod got removed tbh
here's the thing
it's back
@steady trail I believe I found the culprit for ShipWindows and stuff breaking
Looks like LCTarotCard explodes on lobby reload
It got removed cause it was client side iirc
think i found an alternative
alternative is a success
went the Ammo Tin route
now i just need them silver bullets .3.
I can't think of anything that isn't either game breaking or I never use lmao
im putting garlic, salt, and crucifix on my shovel
lol way too late for that
I would argue that being able to outrun forest giants with a full inventory of loot is more game breaking than being able to shotgun the ghost girl
Making the shovel hit for 3 damage
Doubling loot value and amount
I like the philosophy Spike has of, “add it if possible and people can disable it”
These are essentially features which are locked behind a paywall that you can change both of.
And it didn't get banned from TS because host needs to have it, lol.
My pack has never been balanced where you can outrun forest giants for good reason lol
At least you didn't accidentally put a default where you could one shot it.

At least I could see the upgrade was working.
I have Brutal Company Minus to add difficulty to counteract the power you get from LGU
And even so I have the run speed upgrades costing 4000,8000,12000,16000
Does Midas apply to hives and stack with Beekeeper?
This is only with shotguns, right? Projectile weapons from other mods will not be able to do this?
The patch is only on the shotgun.
Different spawn mechanic so I don't think so
Ah, so the two guns in Piggy's variety wouldn't benefit from this, but what about modded shotguns, such as BCM's SlayerShotgun? (Has infinite ammo, no safety, used by a unique nutcracker)
If it uses the same code used by the vanilla shotgun, yes. Otherwise no.
Seems like it might then
I can always do the same thing I did with sleight of hand for other upgrades.
Hello, did you find any way to fix it ?
Unfortunately no, we just gave up for now lol
I remember it was working like couples months back with everyone. Then we took a hiatus from the game and updated all mods after, and it stopped so idk really.
Funny noises.
Show?
Like helmet should already show on its own.
NV I don't think so.
Without the API you mentioned.
HUD?
Like you're asking who didn't make it so yeah..
I won't really have the answers to all questions about it.
well I was looking for one that did it but ig if most people did I can just search it
that's awesome, thanks
In what way?
Lgu have a upgrade that lowers the price
Its probably compatible but wanted to ask just in case
If it doesn't mess with how core routing works in general, it should be fine.
Worst case you can just turn off the LGU upgrade
Anybody else encountering problems when doing the Exorcism contract? Party members keep exploding the pentagram despite using the correct item shown in terminal. Host placing the items seems to be just fine.
My party members did one fine last night. Are you sure they used the right items?
I was hosting
yes, we repeated the contract several times to make sure
Huh
If you have the logs from that, I would appreciate.
Because I haven't touched contracts forever.
So if they aren't working now, they haven't before.
Where are the logs stored?
< Your Mod Manager (i.e. r2modmanPlus-local) >\LethalCompany\profiles\Default\BepInEx
dang, I think the previous logs were overwritten because we were restarting the game multiple times.
We have a video clip of it happening though, would that help?
Asked for my party members' logs, I think this is the error message.
While this is the log when the Host placed the items on the altar:
@mint monolith any idea what I need to mess with to not have this popup from MattyFixes?
from a quick look at the error i'd say your PlaceableSurface does not have a parent
which i should account for but i don't as it never happened on vanilla 😅
Well, it is a flat surface laying on the ground. So if anything it would be parented to whatever the floor is, lol.
either to that or at least to the Environment object?
I didn't check what the item class parents to when it falls off.
What is a "map piece"?
Because it's a SpawnableMapObject which derives from GrabbableObject.
a room/map furniture/ground ecc... not too sure on how to call that category
wtf why is it an Item then?
I don't know.
but anyways when spawned the parents of items is desynced in vanilla
for clients they all spawn w/o a parent
while on server they might be instantiated with a parent
Okay sorry, I was wrong apparently.
For that particular pentagram, it's just a networkBehaviour.
you need to manually add and RPC to sync the parents
still same the NetworkObjects by default do not sync the parents
Okay so...
I would have to open Unity to know the mess it is right now.
Okay so it indeed has the Physics Prop script.
I wasn't hallucinating when I was remembering how the contracts were made.
theres a problem with having a physics prop spawn as a spawnable map object?
Because the prop is not grabbable.
So I would assume they just added the interact prompt there for whatever they wanted to do.
huh
should i ask why theres then a physics prop
lmao
reminds me of my hoverboard
To fall to the floor?
I think that's the only reason I can think of.
Because I'm seeing most if not all the fields not used so I just assume it uses its falling logic to not be floating when spawned.
I will try the two settings and see if it dies on its own first.
if it inherits from Grabbable or any other networked object in the vanilla game . thoose settings will actually cause issues
Sadge.
that... explains so much
Same problem?
yes
Idk why party members are affected, we have the same modpack
Hey, found a incompatibility regarding this mod and PizzaTowerEscapeMusic when paired with FacilityMeltdown:
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/557
Figured I'd post it here as well.
this would purely be an issue with pizza tower escape music considering that the default meltdown music is disabled
Gotcha, should I rename the issue for some better clarity?
bleh it should be fine
sweet :3
Hmm
I don't know what you want me to do, the logs state it played on both occasions you described.
Oh no, only after the escape, huh.
Still don't know, I never mess with sounds.
Much less on the apparatus itself.
yeah idk what it could be, just very strange as bugs can often be
And on fresh install, I have the music playing
No messing with the config besides adding the "Apparatus"
interesting, let me try it again
I guess I can now mess with meltdown config to put what you described.
Tho I don't know if I am able to hear anything at zero volume but we will see.
Hmm
I just tried it again and I got it working 1 out of 3 times
with the pack I sent with the config changes
super weird
this is whats happening to me most of the time
Yeah, no idea.
I'm not using Imperium so that could be one of.
Though supposedly it's a debug tool so it shouldn't mess with.
hmmm
It could be another mod that is making the conflict
maybe, the reason I was thinking it was this was because when I disable LateGameUpgrades, it starts working again
Disabled the performance mods and I'm left with:
Lordfirespeed-OdinSerializer-2022.11.9
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.7.7
xilophor-LethalNetworkAPI-3.3.1
giosuel-Imperium-0.2.7
BGN-PizzaTowerEscapeMusic-2.4.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.1
loaforc-FacilityMeltdown-2.6.20
Evaisa-FixPluginTypesSerialization-1.1.1
WhiteSpike-Interactive_Terminal_API-1.2.0
Sigurd-CSync-5.0.1
malco-Lategame_Upgrades-3.10.4
Disabled some more mods and I'm left with:
Lordfirespeed-OdinSerializer-2022.11.9
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.7.7
xilophor-LethalNetworkAPI-3.3.1
giosuel-Imperium-0.2.7
BGN-PizzaTowerEscapeMusic-2.4.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.1
Evaisa-FixPluginTypesSerialization-1.1.1
WhiteSpike-Interactive_Terminal_API-1.2.0
Sigurd-CSync-5.0.1
malco-Lategame_Upgrades-3.10.4
...and I'm still reproducing the bug
So yeah, all of them played the music.
hmm
I just tried it again with imperium and it worked when I walked around for a bit before grabbing it.
But I'm certain this persists even without Imperium since I only added it to streamline the process.
Nvm I think it's because I'm teleporting to it too fast.
Love it, the original pack that I found this bug originally works flawlessly, guess I just needed your magic touch :/
I'm assuming something might have gotten corrupted during a game I was playing which caused the music not playing in the first place
I apologize for taking up your time and any confusion, this is probably an compat issue with Imperium and Pizza, thank you for debugging
This is gonna be a bit of a reach but you recently added Life Insurance and it’s in the same vein: how about an upgrade that makes you not lose your loot when your team wipes/gets left behind?
there's a one-time version of this called scrap insurance, it used to be in LGU but was split off a while ago
For that one you have to buy it every day I believe
I use KeepScrap but it’s got an edge case where if the ship gets launched but nobody survives it fails to keep your scrap
I use ShipInventory which has an option to keep your scrap in the config and our very own mammaLlama's Lethal Company Enhancer for saving scrap that aren't in the inventory in the config, and has an option to have scrap 50/50 saved if you still want some lose for team wiping
Thank you I’ll check those out!
Ship inventory is also fantastic at keeping performance when you have a lot of scrap since your game doesn't have to render models anymore
Its a cool mod but I do like cluttering the ship with scraps
I do too, but I like getting more than 30fps when walking into my ship lol
time to play the company's favorite game - HIGH QUOTA OR LOW SPEC?
High quota, my specs are pretty high haha
and we don't lose scrap on wipe because I wanted to do high quota (We're a Duo on a hard moon)
raise ur fweaking paws if u fink dat QuotaRollover shld be a vanilla featore OwO
I’ve been strongly considering it. The only thing that’s been keeping me from it is the dependency on LethalConfig. I don’t need or want it, and I don’t want it messing with the configs I’ve edited. Am I just being dumb on this?
LethalConfig only reads existing configs and allows you to edit them in-game in the main menu with a nice interface. I have it in my modpack and it hasn't touched anything I didn't touch myself.
Appreciate it
You can Hide the menu option o their cfg
Yeah I’ll do that as well, I imagine if I don’t I’ll get all 9 of my friends asking what’s going on
Appreciate it, gonna try it out next session
All my homies love Malware Broadcaster
"We just landed!"
I did not know that the traps exploding would actually affect players lol
Yeah, I kinda blew up my homie as well once 😅
I blew my buddy up too on a really high quota round and it almost ruined the whole run LMAO
why are there trees growing on triskelion
lol the turrets outside event (Brutal Company Minus) spawns trees too. It makes for some pretty nonsensical scenes but it’s also nice that it changes up the maps considerably.
Is there a way to save LGU upgrades between savefiles? We happen to upgrade our modpack quite a bit and this requires us to start from scratch. TooManyEmotes have a general save that works, but from what I've seen LGU is saved-based. I'm not against manually adding\copying stuff before runs, but I'd like to know what to look for\copy-paste whenever we do. Thanks in advance
The save is inside the game save file (as in the lobby one) so I'm not sure what you want to do, lol
I guess making a backup save would work
I want to extract LGU upgrades and manually insert them on fresh-save Day 0 lobby (take LGU info from last save-create fresh save-exit game-edit savefile-enter with progression loaded) to create pseudoprogression with high-cost upgrades for me and my friends.
Yeah, I'm not so sure you can do that as an end user.
I see. Would you happen to know a way\mod to cheat a sum of money as a host? I'll manually pre-buy stuff on new runs in such a case... Or is it gonna be easier to do via starting money and edit THAT pregames to reflect needed money for grades
You have forcecredits <newCreditValue> from this mod which is host-only incase something went wrong with credits.
Ah, good
WhiteSpike two bugs
1 programmer two bugs
When I have the Efficient Engines upgrade and select a moon, it shows the original cost of the moon without the modifier applied. When I route to the moon it charges me the correct amount, though.
I've heard of this metaphor before
If I in the config change the number of medkits spawned to 0 for the Downed Operator Contract, we are unable to heal the downed operator even when holding a medkit. I changed it back to 3 and the contract works fine again. Does it only let you heal him with the medkits spawned in the level?
Are you using something that changes how the terminal looks?
Yeah, it only checks for items that are labelled as Medkits, from what I remember.
I don’t believe so
??? It’s the exact same item from your mod
Hm?
I'm confused.
It should work with a medkit you bought from the store is what I was trying to say.
Because they're the same.
All that I can say
Is that if you set the config to spawn 0 medkits in the facility
It’s impossible to revive the operator with the store bought ones
We tested that pretty extensively
We did not try reviving him with a store bought medkit with spawning of them in the facility enabled tho, I can try that next time
Ah no, it will not.
Because there was a weird issue two months ago because of another mod with also a medkit and toggling mine off would disable theirs.
So I changed the name.
Likely that I forgot to change the name in the other places.
Gotcha yeah that must be it
I’ll check on my mods to see if I have anything else changing the terminal
I can check real quick if I can reproduce with what I got to see if I need to change the patching.
Hm no, it shows in the text correctly as well.
Huh that’s very strange. I definitely have not gone out of my way to get any terminal formatting mods, I’ll check if I have any that could be affecting it as a dependency
Would the mod Terminal API conflict with it?
Anyway that one’s not a big deal, probably something on my end and it doesn’t affect gameplay at all
The medkit contract one would be nice to get fixed tho so that we can heal the operator with medkits we have bought
As in interactive?
That one doesn't mess with terminal nodes as far as I am aware.
I can ditch it and see tho I checked the dependencies and realized it’s not essential in my pack
Thanks man appreciate the help debugging
does Protein Powder's damage upgrade also apply to melee weapons added by mods or only vanilla stuff?
If they use the same script used for vanilla's, yes. Otherwise no.
I made an update, if there's any issues on boot after the update, tell me before I go to sleep.
Time to wait 1 hour :,]
Hue.
ohboy ohboy ohboy ohboy ohboy
git ready to munch silver, ghost bitch!
thank you so much for providing this counter 😭
now i just hope it works with both BuyableShotgunPlus and HexiBetterShotgunFixed
wont be able to try til well after yer in bed
hmm... thinking about it, may not need the latter with the range upgrade .3.
got this error spammed, in conjunction with an "infestation" spawn from huntdown. is this a huntdown or lgu issue? don't know if naturally spawned hoarder bugs get this error
Did you disable contracts?
The IL code seems somewhere where contract logic would be.
Though if it's a manager that is null, that sounds there are more errors on top.
hi!! i have LateGameUpgrades downloaded and it had just recieved a new update. however, when i go on the terminal none of the actions associated with the mod work, the terminal claims that there are no actions assosiated with them.
all my purchases from the mod also no longer function. i had started a new save to see if its any different and i had reinstalled the mod too, and it still doesnt work. i have closed and reopened the game and have yet to see improvements.
i play strictly solo!! any help is appreciated :D
I didn't touch it, no.
Ah, I know why.
Accidentaly linked another mod.
If you download CustomItemBehaviourLibrary before I upload a hotfix, it should work.
contracts are disabled yea
So looks like the new update broke the terminal commands
also im testing right now, forcecredits doesn't work, lgu doesn't work
No, it just broke the mod from patching everything required.
I already know the problem.
when i check my mod settings while in game, the settings for LGU do appear. visible assests such as the night vision goggles are present
Like I said, if you download CustomItemBehaviourLibrary before I upload a hotfix, you shouldn't have that problem.
But I already have it
i do have customitembehaviorlibrary
i wasnt reading the messages above when i was writing mine. sorry 😅 i'll try it out right now!!
Then what's the error when loading?
If you can't access the terminal commands, the mod didn't load.
i'll stick my log in troubleshooting and see what it says
its working!! :D
thanks 🙏 im so sorry to have bothered you if i did. dont stress about the mistake too much
I can send the log if you want to take a look at it
Sure.
FixPluginTypesSerialization seems to have died.
Sorry I can't see if you;ve answered this but what needs changed in the config to completly disable contracts and the events they spawn?
I think you have a bigger problem.
Because what's complaining about is something it shouldn't not exist.
Have you tried fresh profile?
I can't seem to replicate that on a fresh.
I will try
set this option to false in config
Ah, wrong guy.
Ty boo
my log of it not working, on new save
I genuinely wonder sometimes with all the upgrades being added to this and the config options never truly disabling some of them how much performance overhead this might cause in a larger mod pack lol
And the logs of that?
sec
Because I'm more interested in the logs where it has errors from this mod.
Okay now if you put the library I was talking about earlier.
It should solve the error from that log.
I don't know what you need to do to fix the pluginType problem.
It has been like that for the past two weeks but it didn't cause any problem
not even fps drops
If anything, only boot up.
Oki
Oh so it tried to load.
Thought it died.
Hm, teleporter patch didn't work.
It works when i install the library on the fresh profile
but not on the modpack so i have to figure it out
somehow
What else messes with teleporters?
I will just upload the hotfix for the other mod as other errors just seem patch conflicts.
enhanced radar boosters maybe
and general improvements
Ah cool.
It removes the method I'm looking for.
So I would have to know if GI is loaded to get the method they replace it with.
disabling both of these mods made it work
Then again, if GI removed the method I patched, the keep item upgrade won't work.
i see
would turning off the keep items and teleporter upgrades potentially fix it?
No because the patching happens regardless of the config.
lurking as i literally just went to play and was so confused as to why the terminal wasn't understanding lgu lol
I can't predict what you do with the config to keep removing and putting code back at runtime.
Right now, for the current errors I only need to look for the new method they replaced with.
Which means another assembly to reference, ergh.
maybe i need to reimport this pack on a new profile
cus toomanysuits got broken now as well
same issue i got
I actually disabled both LGU mods but
If you have OpenBodyCams it was the update for that that broke everything for me
still happening
Revert OpenBodyCams
ohhhh
oh
yea i just updated that
same
i'll roll it back
Yeah new update is exploding
oh, so the whole update is just not working atm?
or is it just not playing nice with a couple things
oo reading backwards is difficult.... trying to find this fix people are talking about
it's being a little inconsistent
one person was able to fix it by installing the customitembehaviorlibrary
but me and someone else already had that and still doesn't work
yeah I just tried that
This should solve the teleporter patching problem.
I just don't patch when something removes the relevant method, simple.
Had basically every kind of contract and its related loot spawn on a moon
Okay!
Can't access lgu related anything from the terminal
That just means the mod didn't load.
I'll see if a reboot fixes it maybe
gonna try this dll and see if it fixes it
It should, I didn't get the error posted here earlier.
If anything, it makes another one appear.
should I use this DLL WITH or instead of the normal mod

