#Lategame Upgrades

1 messages · Page 33 of 1

steady trail
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Somebody mentioned that.

warped shadow
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lemme try that tho interns worked on my test account, tho the disable setting for this mods interns is an actually issue

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as it doesnt work

warped shadow
steady trail
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I will look at the enabled thing.

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When I'm done with other important stuff.

warped shadow
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just good that you know

wicked lake
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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

steady trail
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Works fine on its own

turbid steeple
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do you think it could be an issue with a dependency?

steady trail
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Doubt it.

steady trail
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As in not one of LGU's dependencies.

turbid steeple
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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

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and it doesnt seem to be LGUStore.UpdateUpgradeBus, because the log i added never shows up

steady trail
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Ah, so it's probably a deserialization shenanigan I didn't ask for.

knotty island
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are maneaters meant to not be hit by the discombobulator

steady trail
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Hit or stun?

knotty island
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to clarify

steady trail
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While they were mature or baby?

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I didn't check if they could be stunned or not.

steady trail
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Doesn't even have an animation when stunned, lol.

devout prism
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SCaraara

[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()
steady trail
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Nice.

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The prefab didn't spawn again.

silver pendant
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is there a way to disable the landing thrusters because it made our ship so slow

sturdy oxide
silver pendant
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like in the game? or the files

sturdy oxide
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In your mod manager

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You’ll see “configs” search for it and hit “edit config”

silver pendant
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ty

umbral imp
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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

steady trail
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Lower case should work for Apparatus.

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Also I don't know what's the "@1" for.

umbral imp
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Grabbed it from Apparatus Items but i see now that it has to be lowercase that fixed flask aswell thank's

small dirge
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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

gaunt fossil
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What if there was an upgrade that specifically reduced gunshot damage? Useful for prologing survival against turrets and nutcrackers

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I can't tell you how many times I've died to some bs turret placement in solo

humble panther
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sounds nice actually, something along of bulletproof

gaunt fossil
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Yea I was thinking "bulletproof suit" would be a good name

vague cove
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@steady trail Yeah can confirm, as the host, Landing Thrusters work great. For all clients, each day gets progressively slower when landing.

steady trail
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#1178407269994594435 message
If you want to try it out.

vague cove
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Oh cool if you're aware it's no big deal, I'll just avoid buying that specific item until it's updated

steady trail
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I don't really have the time to test stuff now considering this month is when semester starts.

vague cove
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EZ, just get old like me 😛

But yeah understandable 👍🏼

granite moth
steady trail
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Hm, people use overrideWeather.

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I assume it shows clear in the moons list?

granite moth
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it was rainy when i landed

steady trail
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Hmm

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I will just make the override weather show first.

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Plus it's only relevant if it's toggled on.

cerulean sage
granite moth
cerulean sage
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Oh

sturdy oxide
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Hey both times I pulled the apparatus last night I hit the glitch where I couldn’t interact with anything after

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Vanilla moons and facility interior

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Don’t know if it’s this mod but I don’t know what else it could be in my pack?

sturdy oxide
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Very few like drop pod thrusters, malware broadcaster, and bigger lungs, maybe one or two more small ones

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No back muscles

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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

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Oh

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The other bug which is just a bug in this mod

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When anyone besides the host buys an upgrade it doesn’t subtract money, but it does give us the upgrade

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I have “share all upgrades” to true

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This is recent it wasn’t happening a few weeks ago

steady trail
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It's fixed but not live.

sturdy oxide
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Oh sweet looking forward to the fix

thorny ferry
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also little thing but the upgraade that makes you move faster while crouched doesn't really work

outer plaza
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there's an issue with the upgrade that makes the ship land faster that makes it become slow for all clients

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only the host gets a speed increase, everyone has it decrease

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and it got worse each round

dense idol
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#1178407269994594435 message

dry beacon
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Can I get help to translate to another language?

stark monolith
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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

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Not sure if it is this mod or something else that messes with the terminal

vague pollen
sturdy oxide
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I use both and it always gives me a moon I have access to

strong jungle
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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

drowsy blade
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two questions i have about this mod:

  1. 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?
  2. why does the worldbuilding log for the beekeeper upgrade mentions circuit bee venom when they only seem to use electricity?
steady trail
steady trail
stark monolith
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Could it ever be possible to make interns spawn in the item drop ship?

drowsy blade
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wouldnt that mean certain death if dogs are nearby?

stark monolith
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It can be certain death if interned into the interior too lol

sturdy oxide
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You can just teleport them back right away

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Tho they can still die before that

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I play with interns free so I just revive them again lol

lone rose
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Seems like this mod currently doesnt decrease the credits for purchasing character upgrades like better scanner

steady trail
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Known to happen for clients.

stark monolith
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Will quantum disruptor still work if I use longer day to change the default day length?

steady trail
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It should as it only needs to know what's the length of a game hour.

dry beacon
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There's a bug that doesn't reduce money when a team member buys an upgrade.

lone rose
lone rose
dry beacon
opal ivy
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is it host only

steady trail
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It's a problem with individual upgrades yes, but it will have to be that way til I can manage to update the mod.

steady trail
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There's a release, you can check if your issues were fixed or not (and if new issues appeared)

bold star
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Yo I like this change alot

gusty flint
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Thanks, made it myself

steady trail
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To see how it looks and if they want a different shade of green.

lone rose
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yay u fixed the client purchase credits consumption

bold star
steady trail
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snorts

bold star
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Thank you guys

bold star
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I feel dumb now

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Im gonna awkwardly leave the chat now

steady trail
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I made it today so nah.

bold star
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Good job man

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Sorry I got really fucking confused

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I thought they helped with stuff 😭

steady trail
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It's fine, they like doing that, lol.

gusty flint
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lmao

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sorry Kek

drowsy blade
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oh apparently the 'scan scrap' command includes everything inside the ship i havent picked up since the lobby was created

steady trail
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Pretty sure that's vanilla being forgotten about putting those in the ship.

drowsy blade
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the vanilla 'scan' command doesnt seem to include them though

steady trail
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Pretty sure they do because I remember them being a nuisance when we were using it.

dry beacon
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Is there an error where the rubber boots don't work? It's slow even if I buy an upgrade.

steady trail
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Seems to be working just fine.

dry beacon
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Looks like it's colliding with another mod. Let me check.

steady trail
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Yeah, it's working.

sturdy oxide
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Sweet thanks for fixing the client purchase bug! Dark green for maxed upgrade is a big brain change too love it

steady trail
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1st, 2nd or what we have right now?

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This is just to show you can't purchase due to lack of credits.

gaunt fossil
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Also just to be clear, Quantum disruptor also slows monster spawning?

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Actually that's a dumb question

steady trail
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Because they are influenced by how fast the day goes.

granite moth
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1st

sturdy oxide
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If you want to further color code the menu you could have some distinction between

  1. upgrades you haven’t purchased at all
  2. upgrades where you’ve purchased 1 or more tiers but not the max
  3. maxed upgrade
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I don’t think that’s really necessary tho

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I like 1st or what we currently have

steady trail
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I'm just doing this because somebody wanted color change.

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And also showing disabled upgrades but I find it unnecessary because if they're off, showing in the store would just clutter.

sturdy oxide
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Yeah please do not show disabled upgrades in the store

steady trail
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Same for coloring the warning text?

steady trail
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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)

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Done, just made the exit go back to this.

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Seems to be working fine.

sturdy oxide
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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

steady trail
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It's either this or marking each upgrade.

steady trail
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Plus it's not a matter of what I want. I have always been doing what other people want.

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This was and still is always a hobby.

sturdy oxide
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I didn’t mean “you want” as in the thing you want

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I meant it as in “are you sure that’s the best design decision”

steady trail
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I mean

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There's only so much feedback I can gather.

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And obviously I cannot satisfy everyone.

gusty flint
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I'm satisfied

steady trail
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I'm always open to suggestions, I just need them to exist.

sturdy oxide
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I’m just asking what this is for?

gusty flint
steady trail
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Somebody asked for a way to distinguish individual and shared upgrades.

sturdy oxide
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You’re doing a great job and I love the mod I’m not trying to be critical

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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?

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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

steady trail
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Yes.

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It will affect nothing if all of them are shared or all of them are individual, it will do the same thing as before.

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Though that way, you wouldn't know when joining a public lobby, probably.

bold star
tawdry wadi
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I still really want a way for disabled upgrades to be truly disabled

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So I stop getting nvg's and medkits from crates

gusty flint
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@steady trail you'll probably have to feed the setupstoreitem in item manager the enabled config cuz LL doesnt correctly handle unregistering an item

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you currently feed config to alterstoreitem in upgradebus

steady trail
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So not register if disabled?

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That sounds fun for network mismatch, lol

gusty flint
steady trail
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So I still register the prefab?

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Just not the item.

gusty flint
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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

steady trail
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If they have the same config, it won't.

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However public lobbies would be more difficult to join, I guess.

gusty flint
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i dont like working with the assumption that people dont have the same config :<

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but u have csync i think?

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so idk how that works

steady trail
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That only works when you get into the lobby.

gusty flint
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ah true

vocal anvil
steady trail
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The issue here seems that the items that are disabled were supposed to not be in the item list but they still are.

gusty flint
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issue kinda on me too but yea

steady trail
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I mean

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The SO doesn't really have anything to see if its enabled or not.

gusty flint
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oh, true

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and yea getting rid of it from that list would probably work?

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buyableitemslist

vocal anvil
gusty flint
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but idk the exact details so not sure if they needed to still be in that list

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seems like it was just missed i think

vocal anvil
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does ll actually do that linq every time

gusty flint
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to unregister an item? probably yeah

vocal anvil
steady trail
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Oh, there's an translation of this.

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And it's basically a reupload with different strings.

gusty flint
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that's always fun to see

steady trail
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I don't mind it, just curious on how they would have done the translation.

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The way they did, they will be forced to update the mod everytime I update, lol.

gusty flint
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rip lol

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this is ur sign to update the mod

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:4head:

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wait

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no

steady trail
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I did that yesterday tho.

gusty flint
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i miswrote my own joke

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i meant to say

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never update the mod

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kill me

steady trail
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Nice.

inner glade
meager depot
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when you disable the sigurd access upgrade in the config it still shows up on the terminal

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anyone else have the same issue?

steady trail
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Did you disable both?

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Because there's also the last day one.

meager depot
steady trail
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Person made it so

meager depot
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you might wanna consider changing that if possible, I automatically assumed it was bugged

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since the wording of both of them is also different

inner glade
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those are completely different things

meager depot
inner glade
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i don't appreciate your tone

steady trail
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It was like.

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three months ago when it was made.

meager depot
# inner glade i don't appreciate your tone

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.

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I know those are two different things, that is the point

inner glade
meager depot
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that is all, let us relax now

inner glade
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😃👍

fervent matrix
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Dude this is garbage, We need Earlygame Upgrades, Not late! /j

steady trail
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Cool.

sturdy oxide
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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

gaunt fossil
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Is there a way to remove the third upgrade on better scanner?

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Leaving it blank didn't seem to work somehow

loud radish
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better scanner does more than just incremental improvements. what i personally did is make the last tier an absurdly high number

drowsy blade
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you could try setting it to the integer limit i guess

fervent matrix
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sorry russian.

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You can see an example in my video where i showcase my modpack

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i use a lot the scanner there

jaunty harness
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in a new update did they get rid of the "extend deadline"

gaunt fossil
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Moved to different mod

celest heron
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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?

steady trail
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It's displayed after you sell them to which upgrade they are associated when you check an upgrade. .

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Under discovered items I believe.

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Not sure if I have a picture around to show..

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Hmm, doesn't seem like it.

celest heron
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Ohhh, okay. Would there be a possibility to add an option to show it all the time?

steady trail
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All the time?

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As in having the info already shown?

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Without being hidden before selling.

celest heron
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Yeah, that would be awesome for my group.

steady trail
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I can make it something like a config, I guess.

celest heron
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Thank you, I appreciate it!

fluid river
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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)

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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.

steady trail
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Would this work?

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Also no, interns doesn't have one from what I remember touching it three or four months ago.

fluid river
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thanks a lot

inner glade
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how do you get interns / scrap insurance?

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i've never seen them in the lgu menu

steady trail
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They are in their own mod.

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LGU's README links to each.

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And there's also a modpack which links all of them.

sturdy oxide
inner glade
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i don't see the interns

steady trail
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Interns is still in LGU, yes.

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The help command should still be lgc because someone wanted that.

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I only half answered your question last time

inner glade
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ok cool. thank you

sturdy oxide
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Can set the cost to 0 in the config to try it out

steady trail
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Got bored.

inner glade
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:0

steady trail
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Found funny thing tho.

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Same item day only allows between 50 and 170 as scrap value.

sturdy oxide
steady trail
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Another one to not be bored.

sturdy oxide
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Ooh that’s a good one

loud radish
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need.

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need.

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NEED!

steady trail
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Last one before I go to sleep now.

loud radish
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good god...

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@mint monolith ^

tawdry wadi
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I already like the Jetpack as is tbh

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It has a learning curve, I can imagine this might lead to some problems 🤭

steady trail
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I can also increase the max cap of speed if need be.

granite moth
steady trail
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Hm?

grizzled dew
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the jetpack doesnt blow up when you get to a certain acceleration anymore

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i think

celest heron
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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.

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I tried it as the host up in orbit and it took the credits out as expected.

steady trail
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Right.

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Because of the same thing of ownership being fucked.

umbral bough
steady trail
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Shrug?

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The max Unity can handle without dying, I guess.

gusty flint
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What range do u have it set to

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Could be a farclipplane issue

steady trail
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Apparently 2k.

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With an intensity of 1k.

umbral bough
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not sure what the units are

gusty flint
umbral bough
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the default value is 2000 chmm

gusty flint
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Hmm

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Then it's not about far clip plane

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Not sure what dictates max then

steady trail
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Hope it's not buggy.

sturdy oxide
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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?

steady trail
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I would need their internal names to start anything.

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Either that or allow you to put names and associate a given sample to it.

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Which I don't remember if it allows that or not.

loud radish
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thank you for continuing to jack up my character provide fun upgrades ^^

sturdy oxide
sturdy oxide
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Also is there a Maneater sample? That could be another thing to add if not, I don’t remember

steady trail
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It should have one.

sturdy oxide
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Ooh great you’re the best

sturdy oxide
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The wishlist for dropping hoarding bug samples:
KamikazieBug
HoarderQueen

native carbon
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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.

flint nebula
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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.

native carbon
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Like teleporter upgrades, a ship medkit, better loud horn, etc

cobalt flint
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not sure if its intentional but going off the changelog & whats actually in game Jetpack Thrusters displays the same description as Jet Fuel

steady trail
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Where it says "acceleration", it's "maximum speed"

cobalt flint
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theyre both saying acceleration for me

steady trail
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sigh

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That doesn't mean it does the same thing.

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It's just a text typo.

cobalt flint
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alrighty

cobalt flint
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🥪

subtle glacier
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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)?

sturdy oxide
steady trail
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The text seems too long.

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Seems to be working fine according to what you want, now it's just a matter of setting when to clear the player.

steady trail
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Both seem to be working fine.

drowsy blade
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[Recent intern must exit the building/enter the ship first.]?

humble panther
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v3.10.3 intern at titan with mine interior make people stuck at the void

humble panther
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unless theres a better way to do this 🤔

steady trail
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That's nice because supposedly interns always picks a spot where enemies can walk through.

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So either there's a node that is miles away from the interior for some reason or there's navmesh going out of bounds.

humble panther
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🤔

dense idol
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I mean I've had times where I've spawned over a pit in vanilla facility lol

sturdy oxide
sturdy oxide
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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

dense idol
sturdy oxide
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Yeah I think all the same cases of getting stuck apply to the inverse tp

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I’ve had the bookshelf one before myself

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In vanilla facility you can also get stuck on top of the apparatus holder

steady trail
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Just like that one time where I went into a locked room!

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Three times!

hollow dock
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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();

random mirage
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quick question

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are both upgrades supposed to have the same description?

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i think yall mighta copy pasted the description for the Jetpack Thrusters for the fuel

burnt lake
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unintentional yeah

dense idol
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Saves me so much when inversing or using tp traps

steady trail
steady trail
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Speaking of which, there's probably some missed copies that needed refactored due to it being 3 AM at the time.

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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.

turbid steeple
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the context (hovering over the teleport button) implies that its related to teleportation, so we don't need to say it in the text

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or This intern must first return to the ship

vocal anvil
sturdy oxide
drowsy blade
#

did a simple test and vanilla's scan seems to work fine while lgu's scan scrap doesnt (zed dog for reference)

steady trail
#

That still doesn't solve the problem that still considers the item in the facility.

steady trail
steady trail
steady trail
drowsy blade
#

is lvl 2 deeper pockets supposed to increase the two handed cap by 2 or 3?

steady trail
#

By 2 as in besides the 1 you get from vanilla, you gain additional two before considered two handed like usual.

drowsy blade
#

yeah but i can hold 4 two handed items

steady trail
#

And nobody messed with the config?

#

I'm just talking about default.

drowsy blade
#

never messed with the cfgs

steady trail
#

No idea.

#

Default max is three.

#

Just tested and it works fine on its own.

drowsy blade
#

...so apparently i have another mod thats messing with the two handed cap (even though i dont remember getting any), sorry lol

outer plaza
#

does deeper pockets work with maneaters?

sturdy oxide
#

Haha

outer plaza
#

I am curious, I want to be evil

dense idol
#

not anymore 😔

keen shoal
#

it would look like you ate him

outer plaza
outer plaza
#

on my evil shit

steady trail
opal ivy
#

can u upgrade the doors

steady trail
#

In what way?

keen shoal
#

there's an upgrade that makes the ship's door last longer, if that's what you're looking for

indigo crescent
#

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

steady trail
#

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.

indigo crescent
#

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 ?

steady trail
#

It could be easy or it could be hard. I would have to read the code again.

wintry warren
#

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)

steady trail
#

All upgrades being shared on restart, I don't know.
The other thing was additional features I did not ask for.

wintry warren
#

ok thanks anyways

wintry warren
#

progress since last time. Now only the restart problem exist, atleast half of it

#

where does the file save upgrades?

steady trail
#

When you exit the game.

#

As in lobby.

wintry warren
#

ye

#

my bad

#

exited the lobby

wintry warren
steady trail
#

Where?

#

In the save file of the lobby.

wintry warren
#

where the mod stores the information about what upgrades are bought on the savefile

steady trail
#

In the key labelled "LGU_SAVE_DATA" through the usage of ES3.

wintry warren
#

how do i find it

steady trail
#

Where it's readable?

#

Nowhere.

wintry warren
#

ok

#

in what .cs file can i find it

#

(looking throught the github)

steady trail
#

Where it executes the save logic?

#

Probably LGUStore.

wintry warren
#

cant see that key in UnityFIles\shipupgrades\LGUstore.prefab

steady trail
#

I didn't talk about prefab.

wintry warren
#

that is the only LGUstore i can se while using the search

#

my bad

#

im blind

little gazelle
#

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

steady trail
#

My prefab didn't spawn plus this would be when you join a lobby, not when landing.

little gazelle
#

oh

arctic steeple
#

@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.

lusty socket
#

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

steady trail
#

They are in separate mods.

steady trail
#

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.

lusty socket
steady trail
#

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.

tawdry wadi
#

@steady trail Any idea what is erroring here when clients join a lobby?

#

This error is specific to clients

tawdry wadi
#

What prefab is supposed to be spawning that fails for clients?

steady trail
#

And the other two that posted here long before.

#

The store manager which handles network things.

tawdry wadi
#

fun

steady trail
#

Could be not spawning or the field is incorrectly initialized later.
Can't really see the issue right now.

tawdry wadi
#

But idk for certain

mortal berry
arctic steeple
#

Hopefully WhiteSpike's proposed fix solves that issue then, Wheelbarrow's just too nice not to have.

little gazelle
earnest ferry
#

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

steady trail
#

FixPluginTypeSerialization seems to die because HTTP request failing.

#

So anything that uses that will probably also die.

umbral bough
#

Whats the vanilla reach distance?

#

2 units?

#

wait tf, it says 5 units in the code??

umbral bough
#

Also forgor but does this stack?

#

like is 4 people maxxed on it 2x?

#

Does Stimpack persist on death?

burnt lake
#

no and yes

umbral bough
#

thats not an answer

fluid river
umbral bough
#

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?

fluid river
#

idk about revive inmatch like interns or other mods

#

but when leaving a moon, the dead player will revive with full health

umbral bough
#

what if they don't die

burnt lake
#

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

#

👍

umbral bough
#

oh that the bee effect does not stack?

#

or that it does

burnt lake
#

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

umbral bough
#

yeah thats what I'm wondering

steady trail
steady trail
steady trail
steady trail
steady trail
steady trail
# tawdry wadi

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.

subtle glacier
#

is there any estimate on when the update with the intern teleport limitations will be released?

steady trail
#

Not really.

wintry warren
#

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

steady trail
#

I will go read more now.

sturdy oxide
#

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

steady trail
#

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.

sturdy oxide
#

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"

steady trail
#

I can do both the range and damage if needed.

#

The same I did with the jetpack.

sturdy oxide
#

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

steady trail
#

Meanwhile shooting a player is just a cone, lol.

sturdy oxide
#

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

steady trail
#

Like yes, this make sense.

#

The whole -100 covers the entity shooting area.

sturdy oxide
#

Yeah of course you can hit your friends at 2x the range of enemies makes perfect sense

steady trail
#

They secretly have homing tracking to Company employees.

#

Thus why they have that extra boost.

sturdy oxide
burnt lake
#

i think it's funny

sturdy oxide
#

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

steady trail
#

Both seem to be done.

#

I will take a look at teleporter and see if I can do something decent tomorrow.

sturdy oxide
#

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

steady trail
#

The fact that the enemies have like three health points doesn't help either.

sturdy oxide
#

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

steady trail
#

- 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.

sturdy oxide
#

Ooh that’s a cool one

misty plank
#

so are you ever going to make the nightvision goggles individual like the blue helmet or is it gonna be linked to everyone forever

steady trail
#

Not sure, dilly seemed against and they were the ones that made the night vision.

steady trail
#

Still happens when you die while being teleported tho..

steady trail
#

@loud radish Did you mention something about silver bullets? I vaguely remember hearing it.

loud radish
#

allows you to kill ghost bitch

#

with guns

steady trail
#

I managed to patch it to do that (hoping it doesn't break anything else)

#

So yeah.

loud radish
#

yoiled you are a god

steady trail
#

I was just praying that the girl had collision detection to begin with because it would mean even more work. blobwobsobheart

tawdry wadi
#

An upgrade I will never turn on in my pack

steady trail
#

Kek.

tawdry wadi
#

I like the ghost girl being invincible

#

Sorry Pepsi

loud radish
#

a desire for my pack 🙂

tawdry wadi
#

It would break the game too much

loud radish
#

honestly, dont even need it for Piggy's. give the shotty some more utility

tawdry wadi
#

Piggy's is broken anyways unfortunately

#

But imo it would make more sense for a mod like Piggy's to have it

loud radish
steady trail
#

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.

tawdry wadi
#

I don't think game breaking things should exist in a mod like LGU

steady trail
#

I highly doubt you can hit a ghost with a shovel.

#

I mean

#

Increasing damage is already game breaking.

tawdry wadi
#

There's a reason why I disable a handful of upgrades

#

XD

steady trail
#

Well yeah.

#

It's up to the user what they wanna keep or what not.

#

I just give them the options.

loud radish
steady trail
#

I never understood making a new shotgun class.

#

Might aswell just fix the vanilla one.

#

But okay.

loud radish
#

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

steady trail
#

Yeah, it just doesn't let vanilla run.

tawdry wadi
loud radish
#

here's the thing

#

it's back

tawdry wadi
#

@steady trail I believe I found the culprit for ShipWindows and stuff breaking

#

Looks like LCTarotCard explodes on lobby reload

dense idol
loud radish
#

think i found an alternative

#

alternative is a success

#

went the Ammo Tin route

#

now i just need them silver bullets .3.

dense idol
humble panther
sturdy oxide
#

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”

steady trail
#

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.

tawdry wadi
steady trail
#

At least you didn't accidentally put a default where you could one shot it.

#

At least I could see the upgrade was working.

sturdy oxide
#

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

lone moth
#

Does Midas apply to hives and stack with Beekeeper?

mortal berry
# steady trail So yeah.

This is only with shotguns, right? Projectile weapons from other mods will not be able to do this?

steady trail
#

The patch is only on the shotgun.

steady trail
mortal berry
steady trail
#

If it uses the same code used by the vanilla shotgun, yes. Otherwise no.

mortal berry
#

Seems like it might then

steady trail
#

I can always do the same thing I did with sleight of hand for other upgrades.

zenith spade
earnest ferry
#

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.

steady trail
umbral bough
#

does a mod show the helmet/nv goggles?

#

like the wearable api?

steady trail
#

Show?

#

Like helmet should already show on its own.

#

NV I don't think so.

#

Without the API you mentioned.

umbral bough
#

interesting

#

what about hud?

steady trail
#

HUD?

#

Like you're asking who didn't make it so yeah..

#

I won't really have the answers to all questions about it.

umbral bough
#

well I was looking for one that did it but ig if most people did I can just search it

fervent matrix
#

Is lgu compatible with lethal constellations

#

?

steady trail
#

In what way?

fervent matrix
#

Its probably compatible but wanted to ask just in case

steady trail
#

If it doesn't mess with how core routing works in general, it should be fine.

sturdy oxide
low radish
#

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.

sturdy oxide
#

I was hosting

low radish
sturdy oxide
#

Huh

steady trail
#

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.

low radish
arctic steeple
low radish
low radish
#

Asked for my party members' logs, I think this is the error message.

steady trail
mint monolith
#

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 😅

steady trail
#

Well, it is a flat surface laying on the ground. So if anything it would be parented to whatever the floor is, lol.

mint monolith
#

either to that or at least to the Environment object?

steady trail
#

I didn't check what the item class parents to when it falls off.

mint monolith
#

is it an item?

#

or it is a map piece

steady trail
#

What is a "map piece"?

#

Because it's a SpawnableMapObject which derives from GrabbableObject.

mint monolith
#

a room/map furniture/ground ecc... not too sure on how to call that category

#

wtf why is it an Item then?

steady trail
#

I don't know.

mint monolith
#

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

steady trail
#

Okay sorry, I was wrong apparently.

#

For that particular pentagram, it's just a networkBehaviour.

mint monolith
#

you need to manually add and RPC to sync the parents

#

still same the NetworkObjects by default do not sync the parents

steady trail
#

Okay so...

mint monolith
#

if it never changes parent you can make do with the first two settings here

steady trail
#

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.

gusty flint
#

theres a problem with having a physics prop spawn as a spawnable map object?

steady trail
#

Don't think so.

#

It's just a funny mess to clean up.

gusty flint
#

lol what am i looking at

#

what item in LGU even is that

steady trail
#

A contract item.

#

Specifically the pentagram one.

gusty flint
#

ah

#

why is there an interact trigger?

steady trail
#

Because the prop is not grabbable.

#

So I would assume they just added the interact prompt there for whatever they wanted to do.

gusty flint
#

huh

#

should i ask why theres then a physics prop

#

lmao

#

reminds me of my hoverboard

steady trail
#

To fall to the floor?

gusty flint
#

so cursed

#

icic

steady trail
#

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.

mint monolith
#

if it inherits from Grabbable or any other networked object in the vanilla game . thoose settings will actually cause issues

steady trail
#

Sadge.

low radish
little gazelle
low radish
#

Idk why party members are affected, we have the same modpack

lament agate
slim kayak
lament agate
#

Gotcha, should I rename the issue for some better clarity?

slim kayak
#

bleh it should be fine

lament agate
#

sweet :3

steady trail
#

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.

lament agate
#

yeah idk what it could be, just very strange as bugs can often be

steady trail
#

And on fresh install, I have the music playing

#

No messing with the config besides adding the "Apparatus"

lament agate
#

interesting, let me try it again

steady trail
#

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.

lament agate
#

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

steady trail
#

I can try like five times and see if I get a fail.

#

So far, it hasn't.

lament agate
steady trail
#

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.

lament agate
#

hmmm

fluid river
#

It could be another mod that is making the conflict

lament agate
#

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

steady trail
#

So yeah, all of them played the music.

lament agate
#

huh

#

and in PizzaTower config you have scripts set to Apparatus,Default?

steady trail
#

Yeah.

lament agate
#

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

sturdy oxide
#

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?

cerulean sage
steady trail
#

There's an idea of having a chance-based one, I guess.

#

Some did this a while ago.

sturdy oxide
#

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

warm sparrow
sturdy oxide
#

Thank you I’ll check those out!

warm sparrow
main epoch
#

Its a cool mod but I do like cluttering the ship with scraps

warm sparrow
#

I do too, but I like getting more than 30fps when walking into my ship lol

cloud sage
#

time to play the company's favorite game - HIGH QUOTA OR LOW SPEC?

warm sparrow
#

and we don't lose scrap on wipe because I wanted to do high quota (We're a Duo on a hard moon)

cloud sage
#

raise ur fweaking paws if u fink dat QuotaRollover shld be a vanilla featore OwO

sturdy oxide
warm sparrow
fluid river
sturdy oxide
#

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

sturdy oxide
steady trail
near mango
#

I did not know that the traps exploding would actually affect players lol

quick pagoda
#

Yeah, I kinda blew up my homie as well once 😅

outer plaza
#

I blew my buddy up too on a really high quota round and it almost ruined the whole run LMAO

granite moth
sturdy oxide
late ibex
#

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

steady trail
#

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

late ibex
steady trail
#

Yeah, I'm not so sure you can do that as an end user.

late ibex
steady trail
#

You have forcecredits <newCreditValue> from this mod which is host-only incase something went wrong with credits.

late ibex
#

Ah, good

sturdy oxide
#

WhiteSpike two bugs

gusty flint
#

1 programmer two bugs

sturdy oxide
#

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.

gusty flint
#

I've heard of this metaphor before

sturdy oxide
#

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?

steady trail
steady trail
sturdy oxide
sturdy oxide
steady trail
#

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.

sturdy oxide
#

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

steady trail
#

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.

sturdy oxide
#

Gotcha yeah that must be it

#

I’ll check on my mods to see if I have anything else changing the terminal

steady trail
#

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.

sturdy oxide
#

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

steady trail
#

That one doesn't mess with terminal nodes as far as I am aware.

sturdy oxide
#

This one

steady trail
#

Ah.

#

I haven't read that one so I am not sure.

sturdy oxide
#

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

iron dome
#

does Protein Powder's damage upgrade also apply to melee weapons added by mods or only vanilla stuff?

steady trail
#

If they use the same script used for vanilla's, yes. Otherwise no.

steady trail
#

I made an update, if there's any issues on boot after the update, tell me before I go to sleep.

steady trail
#

Hue.

loud radish
#

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.

cerulean sage
#

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

steady trail
#

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.

storm gate
#

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

steel hollow
#

did forcecredits command removed?

#

with the new update

steady trail
#

I didn't touch it, no.

steel hollow
#

it started to not work right after i updated the mod

steady trail
#

That just sounds the mod didn't load.

#

I will give it a look.

steel hollow
#

yeah.. sorry the mod didn't load

#

my bad

steady trail
#

Ah, I know why.

#

Accidentaly linked another mod.

#

If you download CustomItemBehaviourLibrary before I upload a hotfix, it should work.

cerulean sage
bitter star
#

So looks like the new update broke the terminal commands

cerulean sage
#

also im testing right now, forcecredits doesn't work, lgu doesn't work

steady trail
#

No, it just broke the mod from patching everything required.

#

I already know the problem.

storm gate
steady trail
#

Like I said, if you download CustomItemBehaviourLibrary before I upload a hotfix, you shouldn't have that problem.

steel hollow
#

But I already have it

cerulean sage
#

i do have customitembehaviorlibrary

storm gate
#

i wasnt reading the messages above when i was writing mine. sorry 😅 i'll try it out right now!!

steady trail
#

Then what's the error when loading?

#

If you can't access the terminal commands, the mod didn't load.

cerulean sage
#

i'll stick my log in troubleshooting and see what it says

storm gate
#

thanks 🙏 im so sorry to have bothered you if i did. dont stress about the mistake too much

steady trail
#

I don't.

#

I just need to know what is the other errors.

steel hollow
#

I can send the log if you want to take a look at it

steady trail
#

Sure.

steel hollow
steady trail
#

FixPluginTypesSerialization seems to have died.

bitter star
#

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?

steady trail
#

I think you have a bigger problem.

#

Because what's complaining about is something it shouldn't not exist.

steady trail
#

I can't seem to replicate that on a fresh.

steel hollow
#

I will try

cerulean sage
steady trail
#

Ah, wrong guy.

bitter star
cerulean sage
tawdry wadi
steel hollow
#

tried with only your mod

#

still doesn't

#

work

steady trail
#

And the logs of that?

steel hollow
#

sec

steady trail
#

Because I'm more interested in the logs where it has errors from this mod.

steel hollow
steady trail
#

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.

steel hollow
#

It has been like that for the past two weeks but it didn't cause any problem

#

not even fps drops

tawdry wadi
#

Oki

steady trail
#

Thought it died.

#

Hm, teleporter patch didn't work.

steel hollow
#

but not on the modpack so i have to figure it out

#

somehow

steady trail
#

What else messes with teleporters?

#

I will just upload the hotfix for the other mod as other errors just seem patch conflicts.

steel hollow
#

and general improvements

steady trail
#

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.

steel hollow
#

disabling both of these mods made it work

steady trail
#

Then again, if GI removed the method I patched, the keep item upgrade won't work.

steel hollow
#

i see

cerulean sage
#

would turning off the keep items and teleporter upgrades potentially fix it?

steady trail
#

No because the patching happens regardless of the config.

random hazel
#

lurking as i literally just went to play and was so confused as to why the terminal wasn't understanding lgu lol

steady trail
#

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.

cerulean sage
#

maybe i need to reimport this pack on a new profile

#

cus toomanysuits got broken now as well

steel hollow
cerulean sage
#

same issue i got

steel hollow
#

I actually disabled both LGU mods but

tawdry wadi
steel hollow
#

still happening

tawdry wadi
#

Revert OpenBodyCams

cerulean sage
#

ohhhh

steel hollow
#

oh

cerulean sage
#

yea i just updated that

steel hollow
#

same

cerulean sage
#

i'll roll it back

tawdry wadi
#

Yeah new update is exploding

kind falcon
#

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

cerulean sage
#

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

kind falcon
#

yeah I just tried that

steady trail
#

I just don't patch when something removes the relevant method, simple.

hybrid comet
#

Had basically every kind of contract and its related loot spawn on a moon

steady trail
#

Okay!

hybrid comet
#

Can't access lgu related anything from the terminal

steady trail
#

That just means the mod didn't load.

hybrid comet
#

I'll see if a reboot fixes it maybe

cerulean sage
#

gonna try this dll and see if it fixes it

steady trail
#

It should, I didn't get the error posted here earlier.

#

If anything, it makes another one appear.

kind falcon
#

should I use this DLL WITH or instead of the normal mod