#Lategame Upgrades
1 messages · Page 34 of 1
I just need to know if it solves all the current issues with other mods to post it on Thunderstore first.
forcecredits and lgu commands now work on my end
did you go to the plugins folder of your directory, find the lgu folder, and replace MoreShipUpgrades.dll that was already in there?
I did not, I just slapped it in and went
try doing it how i mentioned
that didnt work either
Don't know why it's complaining about the bundle.
if it's complaining about the bundle could it be from this file missing?
Don't know
It just seems to not be able to find it.
Maybe reset whatever was compressed before.
so what part of the new update doesnt work?
With other mods? Only GI patching teleporter for keep stuff.
That I am aware of anyways.
terminal commands weren't working, and apparently the teleporter upgrades but i didn';t test those
some of us the mod just isn't loading for who knows what reason
i'm assuming the 3.10.6 contains the changed DLL above
No.
so the shotty upgrades work? o3o
gotcha
If the mod didn't fail to load, yes. Otherwise no.
mmm a reason not to beeline for a rifle... I crave this
There's no issue with your mod and GI from what I can tell
I will go eat something, if when I come back there isn't any new errors, I will post the fix for GI.
GI was breaking cus of OBC
If you don't have anything in keep teleporter, it won't cause a problem.
Ah I see
I uploaded the fix.
I will go sleep now.
If there's a fire tomorrow, it will have to be sorted after 5 PM.
later fren
There’s like zero chance the range and damage upgrades work with HexiBetterShotgun, Ghost Girl one probably not?
was already planning to remove that in favor of dmg/rng
Yeah just sayin
New update looks sick tho Spike!
Planning on using these upgrades in my pack
Tho the shotgun damage I’m gonna have to crank the cost up by like 10x
Really appreciate you fixing the medkit contract bug I brought up
Do the shotgun damage and range upgrades apply for hitting teammates?
Range maybe, damage no.
Oh and idk if I said this but from the last update, the option to force interns to make it back to the ship before teleporting them is incredible
I was wondering for that how difficult it would be to remove that restriction only at the company: ie if someone dies while selling we would like to be able to revive them, but when you revive them they’re out of the map with no way back but to teleport, and we cannot because of the restriction
I honestly don’t even know how it lets you intern revive people at the company since the inverse teleporter doesn’t work at the company, but you can and they spawn out of the map
Probably explicit check for company level.
As it doesn't have an interior so no inside nodes are generated.
I agree.
Up to you if you think it would be worth with the intern teleport at company, probably a niche use case that not many will take advantage of
And then one other shotgun related upgrade that I thought of recently:
Ear Protection: reduces the strength and duration of the deafening effect from the shotgun (and other sources)
So apparently you can't drop items in latest version.
Uh oh lol
Too bad I guess as I have other stuff to do such as sleep.
Apparently DramaMask didn't like what I did and it errors on patching.
yeah no matter what I do I Can't get the mod to launch
and its not exactly telling me anything with the logs
yeah the mod isnt launching for me and my friend either
downgrading both openbodycams and lategame upgrades works
:,]
HAHAHAHA
Still not fixed eh?
WeatherTweaks my beloathed in that error
Nah
How did you break ButteryFixes?
It just because the four make a cycle dependency wise.

is it fixable?
Hey @fluid river Since you're here, have you tested the new version of SpiderPositionFix yet?
no
but I have plans to
use it
I can remove the dependency but then I won't have the guarantee of loading after GI.
Which then I cant do the patch check.
Okay ^^ I may also recommend you remove Arachnophilia, I noticed spider ai broke earlier in Generic's new interior but there were no errors
I think Arachnophilia doesn't play well with it
But I did have a spider behave extremely strange in it
I did a test with that interior before and I had no issues
with the spider
but I'll take a look
Okay so it may have been something else then
I removed a few mods from my pack today and that included SoundAPI and UniTask cus I got sick of the performance issues from it, I really hope Bongo updates it soon
This is fun to look at.
But I thought that might not need a dep and could probably fix others who also mess with tele
That will be..
I would guess it's cus you added changes for the Shotgun when there's mods that fix issues with it
No.
rip
Basically each mod listed has a dep listed to other in a way we end up with a closed circuit.
Basically a square where the corners are the mods.
I just really don't get removing method calls, that just makes stuff more complicated lol.
@median egret
few things, but first, Silver Bullets is a godsend. good riddance, ghost bitch! TuT
and now, a few bugs.
-
the Sleight of Hand patch for Piggy's weapons now has some issues
a. Rifle still has quick animation, but internally it reloads at nonpatch speed
b. Revolver's animations and internal speed are now back to nonpatch -
idk what happened (mightve been an interaction with Shockwave Gal now that i think about it), but at some point, while my actual running speed remained the same, the animations sped up super fast
No Silver Bullets in my pack
:3
never said you were gonna
Nada.
Wasn't you this time
It's just a funny closed depedency graph.
Hmm, I need to update the SleightOfHand aswell.
fatal error? not me? color me surprised 🤭
For not being more messages of mod being broken, that means that latest is stable? 
Just a question
Is Fusion Matter working with these settings of general improvements?
No idea.
I assume not because they remove the function I patch.
At least on the keep part
I don't know if cooldown also removes it.
lets see if letting my pc calm down for a night will make the mod magically work on my end
yaaaaas
hello
So the shotgun damage upgrades I imagine add to the minimum damage value right? so instead of 1-6 it will go up to 4-9?
It adds to all damage, yes.
sweet. makes it a contender vs piggy guns with my setup then
now I can play normally :]
Does it work with v64 Lethal Company?
yup
and can you make that, if I don't holding a flashlight, but it is in my inventory, then it will teleport that too?
It should already do that.
At least last I tested, it did that.
Unless you mean with both mods.
yes, with both mods
I reckon that should be GI's as they replace the drop function with their own.
Yo i wanted to say to the creator first of all amazing mod, second that some of the extra inventory mods don't work with the new teleporter upgrade that let's you keep items, really got surprised to notice that i was missing a monster from the lethalmon extra slot; i even put the pokeballs in the options but only the ones in the normal inventory teleport with me.
the pokeball was dropped in the ground
So you want LGU to patch LethalMon to also include the pokeballs in their drop all items logic? 
Because I reckon it's its own thing.
@steady trail Ton of issues with the LGU update
Ritual items spawning in
Drop Pod thrusters not working
etc
Log
I'm gonna downgrade it
Need to downgrade to v3.10.4 (impossible to drop item and lgu not showing on console)
[19:03:36.5846709] [Error : Unity Log] InvalidProgramException: Invalid IL code in DMDShipTeleporter::TeleportPlayerOutWithInverseTeleporter?-956349690:TeleportPlayerOutWithInverseTeleporter (ShipTeleporter,int,UnityEngine.Vector3): IL_012f: nop
Neat
What else are you using to keep items.
GI
Lmao
You didn't account for both ig
Not the problem anyways.
Well nothing else should touch that
Without logs, I will just never fix your issue.
Yup sorry, i need to rollback to the last version to show you the logs 👍
I can't replicate, neat.
With my pack?
I honestly don't know what's wrong. GI and LGU work fine. You have other stuff you don't know of.
I had Mineshaft maybe some conflict with RebalancedMineshaft?
Cus I added that to test out
Doesn't touch teleporter.
The only other mods that would touch the teleporter are ButteryFixes and LethalElements
LethalElements causes it to have malfunctions during solar flare
so prolly that
Neither touch the relevant function.
i touch the teleport
(i dont)
actually wait i do
dunno if it'd be relevant for you though
You don't touch the relevant function either
Neat.
Oh it was that? lol
Apparently the mix of both our patches is considered incorrect.
So yeah, I am not gonna bother.
Also I had to remove SCP-999 cus it busted outside enemy navmesh
Funny thing is I STILL havent seen the little shit
Ita been months XD
I seen it like once.
And it wasn't doing much when facing the nutcracker putting me stuck in the room.
[Debug : CSync] Successfully registered config instance InstanceKey { Guid = com.malco.lethalcompany.moreshipupgrades, AssemblyQualifiedName = MoreShipUpgrades.Misc.LategameConfiguration, MoreShipUpgrades, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null }.
[Debug :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "shipupgrades_1856478874.assetbundle"
[Info :More Ship Upgrades] Registed sample for the enemy "centipede"...
[Info :More Ship Upgrades] Registed sample for the enemy "bunker spider"...
[Info :More Ship Upgrades] Registed sample for the enemy "hoarding bug"...
[Info :More Ship Upgrades] Registed sample for the enemy "flowerman"...
[Info :More Ship Upgrades] Registed sample for the enemy "mouthdog"...
[Info :More Ship Upgrades] Registed sample for the enemy "baboon hawk"...
[Info :More Ship Upgrades] Registed sample for the enemy "crawler"...
[Info :More Ship Upgrades] Registed sample for the enemy "forestgiant"...
[Info :More Ship Upgrades] Registed sample for the enemy "manticoil"...
[Info :More Ship Upgrades] Registed sample for the enemy "tulip snake"...
[Info :More Ship Upgrades] Registed sample for the enemy "bush wolf"...
[Info :More Ship Upgrades] Registed sample for the enemy "puffer"...
[Info :More Ship Upgrades] Registed sample for the enemy "maneater"...
[Info :More Ship Upgrades] Items have been setup
[Info :More Ship Upgrades] Commands have been setup
[Info :More Ship Upgrades] Upgrades have been setup
[Info :More Ship Upgrades] Enemies have been patched
[Info :More Ship Upgrades] HUD has been patched
[Info :BetterTeleporter] Patched 'ShipTeleporterPatch.beamUpPlayer'
[Info :BetterTeleporter] Patched 'ShipTeleporterPatch.TeleportPlayerOutWithInverseTeleporter'
[Error :More Ship Upgrades] [Tools] DropAllHeldItems method went missing.
[Info :More Ship Upgrades] Interactables have been patched```
I got this error with the last version of LateGameUpgrade v3.10.8 and CruiserUpgrades v1.1.2
@steady trail
So BetterTeleporter.
DramaMask stops you from dropping, yes.
Someone already posted the errors from that.
okay 👍
What mods are not recommended currently with this mod?
If you have either GI with keep inv on tele or BetterTeleporter, this error is normal.
I have plans of playing today and I wanna make sure
I have BetterTeleporter ypu 👍
I don't know. Seems mods that keep inv on tele are mostly the issue right now.
disabling DramaMask is ok now
no more dropping item issue
thx for the help @steady trail 🙂
Same I’m gonna be keeping an eye on this chat til then lol
@steady trail What did you change that caused issues with DiFFoZ's mod anyways?
Ah you may wanna fix compat then, cus Monomod Debug Patcher is pretty essential lol
Usually a mod breaking from Monomod Debug Patcher means your transpiler is setup wrong
At this point since your teleporter upgrade is so problematic it may be better to just make it a seperate mod and create a list of incompatibilities
Cus I don't wanna keep having to use 3.10.4 and have my group asking me if they should update the mod and I have to say no lol
I'll see if disabling the teleporter upgrades resolves the errors
The error I see before it throws a fit is DropAllHeldItems went missing
Which is a LGU error
which then seems to set off Monomod Debug Patcher
Not sure how but contracts broke for me this update with them spawning on all moons even when not bought.
Tried disabling them in config and even regening config.
The whole update is broken, it's been broken since 3.10.5
Revert to 3.10.4
It's the Teleporter stuff, i think Whitespike should just take out the Teleporter upgrades tbh
I agree, though i love the shotgun upgrades very much, teleporter ones kinde redundant in my opinion.
Yeah
I only do what people ask me to.
I can't? Supposedly the mod doesn't interfere with patching yet it does.
Because without it patches correctly and with it it does not. There's not much I can do in that avenue.
I don't know what is the right setup.
And I have done over 80+ transpilers which all seem to be working correctly.
Normal because other mods remove it thus my patch on it won't ever work.
Thus why it logs an error.
Does the shotgun damage work with buyableshotgunplus? I wasn’t sure if it was working and the shotgun is named differently shotgun+
Other than that I surprisingly didn’t hit any other issues, but feel free to remove problematic upgrades Im sure everyone greatly prefers stability over quantity
The only problematic combo found is this, GI (with keep inv config) and debug patcher.
Any sets of two from that combo works fine.
There's an issue stating clients can buy to infinity but no logs so waste of time without them.
And that one where the % shown in Quantum is not actually right.
They're configurable, but I think the theory is that it's designed for non-QuotaRollover load orders. With vanilla mechanics, converting 500 credits into 500 quota actually is pretty valuable.
NP. Do you know how to configure LGU?
Yeah I set them to free personally because I think they’re fun
Honestly, clever
That's what the author meant to, yes. Convert credits to quota.
You still spend a lot of time actually doing the contract so I don’t think it’s too powerful
But depends on your pack obviously
Yeah plus you can change the value of the scrap you get for it
If 500 creds for free is too much you can just set it lower.
It’s 500c + a percentage of the current quota as well by default, btw
yeah
im thinking of doing that yes
or like something around the 100-200 range so you dont just spam contracts
Yeah at least try it. That way you get to try out all the contracts enough to actually figure out how to complete them
I get us a contract every mission and even tho we know what to do we don’t complete them more than like 30% of the time honestly
They’re not easy
And take a lot of time and resources
i see i see
Varies per type tho like the scavenger contract is pretty free
what do you mean by a percentage of the current quota btw?
The PC contract is a bitch
lmao
At the bottom of the Contracts section of the LGU config there’s a setting that scales the reward for the contract by adding a percentage of the current quota to the contract reward
Unironically for the PC contract we have someone screenshot the code and run back to the PC lol
this one?
Yes
lmao
must really be a bitch to do
So if you have that at 25 the contract will reward you with (base amount + 0.25 * current quota)
ahh i see
Yelling into the walkie “was that a capital N or a capital M?” While getting attacked
actually peak
gotta pull out the phonetics
https://it-tools.tech/text-to-nato-alphabet
I know haha if I’m on the transmitting end I can usually remember all the nato phonetics
gotta make a phonetics ship poster for your friends XD
That would be amazing
over 10k contract items my beloved lol
Lmao big
Has anyone had an issue with suits blocking the charger
i have a client getting this error
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Managers.UpgradeBus.Reconstruct () (at <0c58f4686d484d9b9a54dabefb5ddbf1>:IL_002B)
LategameCompanyCruiserUpgrades.Misc.PluginConfig.PluginConfig_InitialSyncCompleted (System.Object sender, System.EventArgs e) (at <da2207a3ce2f4d8a838489ab3492353e>:IL_0006)
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()
[Info :darmuhsTerminalStuff] Nethandler Spawned!
[Error : Unity Log] [Netcode] Failed to create object locally. [globalObjectIdHash=3990834982]. NetworkPrefab could not be found. Is the prefab registered with NetworkManager?
[Error : Unity Log] [Netcode] Failed to spawn NetworkObject for Hash 3990834982.
heres clients full log
Welp LGU 3.10.4 is dead on V65 
lgu v3.10.8, console says it can't parse the "lategame" command but still showed the screen. can't find the action for "lgu" though
You probably have the same errors and stack trace that I got
it kills the mod
i'll look
i did get the same stack trace and errors
i wonder what could have caused it
it's probably that the increased frequency of sales involved a code rewrite that broke a method patch
Yeah V65 nuked it
Unfortunately for my pack I guess this means the removal of LGU til Whitespike fixes the Teleporter upgrade conflicts 
it doesn't seem like anything else was affected at least
Okay so I've learned this pack has contracts that adds rituals or NPCs needing a medkit to help.
My question is how do I disable all these extras?
I downloaded the modpack to only add store extras to purchase & that was it.
Contracts can be disabled in the config.
All of what you describe are part of the contract feature and it can be disabled to get rid of all that stuff if you don't want it.
Good to know I'll search for that now
In settings it says "Enable the ablity to purchase contracts/missions" Does that mean this is only supposed to happen when purchased? or it can randomly add it?
so like lgu is kinda broken rn right
Yeah
So while we can't access the LGU or contracts commands, the buffs and effects that we previously purchased are still active, so it doesnt seem quiiiite as broken as I was lead to believe
.. atleast on my end
There was a game release?
[Error :More Ship Upgrades] [Tools] Couldn't find second maximum amount of items to go on sale
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Not found
[Error :More Ship Upgrades] [Tools] Couldn't find minimum sale percentage
[Error : HarmonyX] Failed to patch void Terminal::SetItemSales(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index must be within the bounds of the List.
Parameter name: index
at System.Collections.Generic.List1[T].Insert (System.Int32 index, T item) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009 at MoreShipUpgrades.Patches.TerminalComponents.TerminalPatcher.SetItemSalesTranspiler (System.Collections.Generic.IEnumerable1[T] instructions) [0x0015b] in <0c58f4686d484d9b9a54dabefb5ddbf1>:IL_015B
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <787acc3c9a4c471ba7d971300105af24>:IL_006A
--- End of inner exception stack trace ---
hopefully its an easy fix. Most mods seem to be... ?fine?
:)
Shouldn't you worry?
Latest release should fix that issue.
As in maybe also fix @tawdry wadi's issue.
Not sure.
I'm going to eat something now.
Fix for what?
this error
It should already be in TS.
I have the latest version
And all mods are updated
I updated all my mods like 30 minutes ago
Then give me the logs.
And what's the game version?
v64
ohh
Thank you!
I was using 3.10.8 yesterday and everything worked ok
And now it's also ok
Thank you anyway
Because 3.10.9 is where changes for v65 were made.
3.10.4 is stable, 3.10.8 is not.
Thus why I suggested the stable.
Shotgun/teleporter upgrades.
Though because of other mods, it wouldn't work correctly.
So workarounds were made.
@steady trail did you already drop an update to make it compatible with v65??? That was fast!
Also have you patched the issue with teleporters? Even when I disable the upgrade LGU explodes my teleporters.
Final question I might have missed the answer but does Shotgun+ from the buyable shotgun mod work with the shotgun upgrade?
I'm excited to update cause I've still been on the version right before teleporter upgrade.
did you already drop an update to make it compatible with v65??? That was fast!
Yeah, sales changed thus needed to change the patch for it.
Also have you patched the issue with teleporters? Even when I disable the upgrade LGU explodes my teleporters.
Define explode, I know it causing not to load because of one set of mods.
Final question I might have missed the answer but does Shotgun+ from the buyable shotgun mod work with the shotgun upgrade?
If it uses the same script as the vanilla shotgun, yes. Otherwise no.
Well i can test it easily for the shotgun.
By explode it makes the teleporter unusable. What's the one set of mods? I'll run some tests again today and try to grab logs. Only teleporter stuff I use is GI for inversing with loot and reduced cooldown time.
I need the logs of when you try using them to know for sure.
It was a couple days ago. When I'm home I'll test it out.
spike, i reiterate. that silver bullets upgrade is a godsend. it feels SO nice to shut that cackling cretin up and just continue on with my day 😭

but now that she can be killed...
hunter sample with a wisp inside?
unless her death aint coded that way
Lmk if you test it for the shotgun and it works
If it triggers the log from my patch, it could work.
Though I'm not the right person for modelling stuff.
either or. the silver is truly a blessing
WhiteSpike you're a beast.
Frfr
Does anyone wanna help me troubleshoot? My deeper pockets and back muscles don't work at all, the other upgrades are just fine
If you post logs of when those happen, it will be easier to troubleshoot.
[Info : Unity Log] Could not parse word: lgu [Info :RugbugRedfern.SkinwalkerMod] Got audio file paths (2) [Info :RugbugRedfern.SkinwalkerMod] Loaded clip from path D:/Steam/steamapps/common/Lethal Company/Lethal Company_Data\..\Dissonance_Diagnostics\Output_5960c7b3-01cc-44c3-83c8-0db905827381_135_133741804714945743.wav [Info :More Ship Upgrades] [LguStore] Deeper Pockets is registered as a shared upgrade! Calling ServerRpc... [Info :More Ship Upgrades] [LguStore] Received client request to handle shared upgrade for: Deeper Pockets increment: False [Info :More Ship Upgrades] [LguStore] First purchase, executing BaseUpgrade.load() [Info :More Ship Upgrades] [LguStore] Node found (Deeper Pockets) and unlocked (level = 0)
Huh. it fixed itself I guess? 😄
He tried fixing the teleporter thing with the new update that was why he pinged me
I tested with Glitch, Teleporter works correctly with the GI settings
Yeah I was just about to confirm
LGU is fixed with the latest update for me
@steady trail How'd you fix the incompat? 
I don't patch if somebody messed with the function.
Since the method I patched was removed, there's no point scavenging any hope from it.
Ah
This obviously means that keep inv on tele upgrade will never work if you have something for that in which removes the vanilla method.
Yeah I already disabled that upgrade in my pack for when it was fixed, since GI handles it
But it makes sense that it won't work, it's just interesting to see one upgrade be added not wanna be happy with some other mods
Sounds normal to me.
Awesome hype that it’s fixed and didn’t need to be removed
random question: when using EmployeeClasses and LGU together, and you're running Brute with Protein Powder... how do the damage bonuses math out?
like brute lets you deal +100% damage, Protein Powder is a flat +1/+2 damage buff.
Vanilla, you do one point of damage.
genuinely just curious in what order they're applied, is all
because if it's +1 then +100% (taking it at face value) that's 4 damage
Right.
i guess the easiest way to find out is smacking a Masked
They just replace it with a bigger value.
oh, interesting
There was some stuff in the source that I just hope it was just the compiler being goofy though.
things you don't want to hear from a modder
[02:42:57.1228314] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Patches.Interactables.ShipTeleporterPatcher.PressButtonEffectsPostfix (ShipTeleporter instance) (at <5e99b52da904482688ef14061b8a2ad8>:IL_0031)
(wrapper dynamic-method) ShipTeleporter.DMDShipTeleporter::PressButtonEffects(ShipTeleporter)
ShipTeleporter.PressTeleportButtonClientRpc () (at <122f259c9fbb4abb860fff3220c8e262>:IL_00BB)
ShipTeleporter.rpc_handler_2773756087 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.RpcParams rpcParams) (at <122f259c9fbb4abb860fff3220c8e262>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b0_0()
teleporter still broken for me with it disabled
That's probably why.
Did that log help?
Like
If you enable the particle infuser thingy, it will probably make it work.
I don't have the code with me so I am just guessing.
- My game could be bugging, but maybe there's a misplaced * 100 or something
- The Upgrade doesn't show when the initial upgrade cost is 0, is that intentional?
- Known
- It should only hide if you essentialy made it free.
got this error every time we tried to use the teleporter tonight. It ran the teleporter's animation but didn't even attempt to teleport players. we use GI's keep items logic, so I had the teleporter upgrades turned off in lgu config. also, we don't use diffoz' monomod debugger in this pack, so it isn't the incompat mentioned earlier
i'm considering setting GI's teleporter logic back to where it won't interfere with LGU, but does having a different cooldown on inverse teleporter affect it at all? i know the keep items changes have to be none, but do cooldowns have to be the same as well?
like with these options, do they all have to be set back to their defaults?
If you toggle Particle Infuser back on, it shouldn't happen anymore.
still happens. teleporters wont work
Teleporters were working for me yesterday
lol
I turned the wrong upgrade bad on lol
Hi! Me and my friends are in a bit of a struggle. We bought some upgrades, and one of those were the running shoes, we didn't like that it was very fast so we restarted the day to get rid of the upgrade. The problem is that now we have a negative amount of credits, and we cant go to the company to sell stuff. We tried changing the prices of everything we bought, but still negative credits, if someone could help us save our game. 😦
You have forcecredits <amount>
Haha yeah the Running Shoes upgrade is crazy overpowered in the default config
I can't seem the increase the level of any upgrade, i am able to buy them once but can't increase their levels.
It uses the credits tho
Would it be possible to add a feature to Mechanical Arms that allows you to drop items further away?
Maybe it could be on a separate tier, so rank 1 just increases your interact range but rank 2 does that and also does the other thing
You seem to have an invalid list of apparattus items.
For the item progression mode config.
I reckon that would cause issues as some items drop where are you are rather than where you are looking at.
I made a release which should address some issues.
Ah, i will look into it ty
Hey, when I type lategame store it only takes me to the commands it doesn't show the store?
type lgu to go to the store
Is it harmless?
I do not have it as it is not required for any mods I have right now.
I removed the shopping cart so I also removed that.
It doesn't show it.
Right...
Then the mod failed to load on boot.
Yeah no idea why but ever since v66, the lgu part of the mod does not launch
lategame will still display the information in game if you type lategame
but lgu to bring up the store treats it as a unavailable command
using the command lategame still fetches you the menu responses
using LGU however
even LGC works
my entire cmd log?
I need to figure out what mod that is gimme a sec
It's just a library.
But I need to uninstall the library creating the issue right?
harmonyx and saradona's unity seem to be the issues
I said installing it makes the issue go away.
So does this mean its a dependency again for LGU?
Cause I didn't notice anything out of the normal while testing.
Accidental, yes.
Damnit Spike lol xD I'll add it to be on the safe side for now lol.
🤷
Its alright just blame me. Just say there was a GLITCH
-2
morning, any ideas what causes players to get stuck in the fart wall when trying to join multiplayer sessions, and how to resolve it? We've been pulling apart our extensive modlist and it appears to be something to do with LGU that's causing it?
here's my log output from when I was testing everything, as the host, on my own. For whatever reason, the bug never affects the host, it's just people joining
https://pastebin.com/Eg6whwbc
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I will request a log output from one of my guys later on if needed
not the fog
Something is preventing CSync from working correctly.
Either that or you didn't get the required dependencies for it to function correctly.
which version of CSync do you recommend?
The latest.
the LGU page recommends the version by Owen3H, which is what we have running, should we be using the one by "Sigurd"?
ah, right, will rectify our side. The Sigurd one has yet another dependency, and we don't have that. Will try this all and report back when my people are online, thanks
just tested, fart wall is gone, big thanks
Hi, maybe someone knows how to solve the problem? I downloaded the Late game Upgrades mod, all the necessary additions to it, and when I go to the Lethal Company, the mod does not work, I go to the terminal, the commands work: lategame, but I do not go to the improvement store (lategame store or lgu), the team is simply not perceived by the game in any way. At the same time, when starting the game in the console, an error is issued from this mod
List Mods:
Lategame_Upgrades-3.10.11
LethalLib-0.16.1
HookGenPatcher-0.0.5
CSync-5.0.1
LethalCompany_InputUtils-0.7.7
Interactive_Terminal_API-1.2.0
Lethal Company V64
https://thunderstore.io/c/lethal-company/p/WhiteSpike/Custom_Item_Behaviour_Library/
install this too
Unfortunately, it did not help, the error remained the same and the command also does not work in the terminal
V64
Try 3.10.4 version of this mod.
Thank you, but what's wrong with the new version or is it not suitable for this version of the game?
Latest is for latest game release.
There's only so far versions can go when game code changes.
Understood, thanks
Hi, friend can't connect (friend's screenshot), all dependencies are installed and the latest version of the game, in theory there shouldn't be any problems.
Lethal Company V65
List Mods:
BepInExPack v5.4.2100 by BepInEx
HookGenPatcher v0.0.5 by Evaisa
LethalLib v0.16.1 by Evaisa
Lategame_Upgrades v3.10.11 by malco
LethalCompany_InputUtils v0.7.7 by Rune580
FixPluginTypesSerialization v1.1.1 by Evaisa
CSync v5.0.1 by Sigurd
Interactive_Terminal_API v1.2.0 by WhiteSpike
I need the logs.
LogOutput.log ?
Yes.
So you installed CSync's dependencies correctly?
there is only one folder. Is it possible to install it wrong?
Yes.
Because I don't see FixPluginTypeSerialization.
And that's what CSync needs.
Issue:
When lgu and advanced company are BOTH enabled, Lethalcasino and Generalimprovements stop working. Lethalcasino does not broadcast casino spawn to other clients, resulting casino being missing for others. Generalimprovements does not create additional monitors on ship.
This started happening last week, just before the anniversary update. Log is attached
There seems to be some errors coming from AC patching.
Best upgrade idea I’ve thought of in a while:
Increase the HP amount that you regenerate to
hello, how can we translate your mod ?
Having an issue with the scanner showing nearby items, but not where they are. Basically putting it underneath me, and also making it so that I cant take anything from the dropship so it just sits there the entire moon
Probably replacing relevant strings to translated stuff.
A translation system is possible.
Only it takes time I do not have for.
No idea, don't recall this ever touching the camera which shows the scan nodes, only the range of them.
Only thing related to items that is listed as an error is GI transpiling function which handles saving items in the ship.
So maybe some mod which changes some functionality of the scanner (as in core mechanic, not like increasing its range or being able to see through walls).
I dont think I have any that do that, not off the top of my head
unless its in one of the qol things I have
Some QoL mods include various things, you could maybe have one.
its hard to tell because I had almost 40 mod updates today which added an extra 7 dependencies to my modlist
I know before today everything worked just fine
the only things taht look like they might change how the scanner works would be Matty_Fixes or AutoScroll, the rest of the mods after FairAI only really add content, not change it afaik
CursedScraps might change the scanner but the problem was happening before adding that
Alright I guess the game just hates me. restarting the game and going in a few times without actually changing anything, the scanner works fine every few attempts. idk whats happening, must be one of the mods that updated or something
did anyone else have an issue with lategame upgrades not taking any credits when bought?
does anyone remember which mod caused this issue for them?
Without logs, I can only guess.
mm
time to do it the old way by disabling all mods to see which one causes conflict exactly
Or, you know, post the logs here when it happens.
truuuuu
i nearly forgot about the ability to see logs
for some reason the mod host fixes was the problem
[13:44:36.9119539] [Warning:Host Fixes] Player #0 (Norklav) credits spent on items does not match item price. Spent credits: 100 Cost Of items: 0
removed it, and it works
the log ended before showing me the error because the game didnt close properly but I just got another dropship error that was saying something about MoreShipUpgrades
going to try and recreate it. made it so that I couldnt open the dropship.
[15:32:14.9434940] [Info : Unity Log] startofround: 30; 0
[15:32:24.4951915] [Info : Unity Log] clientRPC scrap values length: 33
[15:32:27.3044202] [Info : Unity Log] Play time of day sfx
[15:32:27.8043339] [Info : Unity Log] Play music!; ; 0.7
[15:32:33.5688744] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Patches.Items.DropPodPatcher.ShipLandedAnimationEventPrefix (ItemDropship __instance) (at <de7b1a1aae914eeb971ea7e6e6371b1e>:IL_003B)
(wrapper dynamic-method) ItemDropship.DMDItemDropship::ShipLandedAnimationEvent(ItemDropship)
If this was during closing, it's irrelevant.
nope, it was before closing but after the log ended. game wouldnt shut down properly after the error occured
trying it again, it might have been a terminal command mod I had
nope, still happened. hmm
full log ended before that error because the game wouldnt close properly, i'll try again
yeah, log ends before I even get to the moon
Great.
I know what I can try, i'll go to a moon, order something, if it doesnt open then i'll leave, that should save the log properly even if the game doesnt close properly
or one would hope it would.
oh thats gonna be fun to look at. a bunch of items on the ship changed into different items upon reloading the save. imagine thats unrelated
LLL does that when you reload a save.
I just ordered and everything worked as expected.
So if anything, it's a mod which covers the errors related to terminal/dropship initialization.
yeah im seeing if skipping the day when it happens will actually give us a log to work with
it quit without crashing this time, thats a good sign
.... despite getting into space and getting to the next day, it looks like it still didnt save all of it
i'll disable them and try again-again. I need them on for stream because theres a few mods that wont let me turn off their built in log spam, lags the piss out of some of us
....... well, thats ironic
it was one of those mods that did it.
now the fun part of seeing which one it was
so between No_Console_Spam, LessLogs, and LogNeuter.. any ideas which one might be the culprit?
For?
I said to remove mods that mess with logging.
So we can have a clean picture of what's going on.
I disabled all three, and the issue went away entirely
yeah. I never had issues with them in the past
I hope this isnt just freak occurance bs happening again
guess i'll just reactivate them one at a time and see what happens?
I don't really know who does. I never use log removal mods.
Just makes modding harder for no reason.
I only use them because I have so many mods and a lot of them dont have a config that stops their own log spam
they add up and lag some of the streamers i'm making the pack for.
HeavyItemSCPs being one of the main ones, it spams even when nothing is happening. not even errors.
I suppose I can try to leave them off this stream for simplicity. last time I did that though and I needed one of their logs it was 6gb
suggesting an upgrade that could disable hazards and an upgrade to open/close blast doors all at once from the terminal
Disable hazards as in malware broadcaster?
the malware broadcaster disables 1 at a time right?
like that but all of them hazards
if thats possible
like a certain command for the terminal to disable all of them
Not sure if I can differentiate between big doors and hazards, they use the same terminal system.
And I couldnt see the state of the door before firing the terminal event
there's a bool you can check for each terminalaccessibleobject isBigDoor and there's also isDoorOpen
you'd just have to get all terminalaccessibleobjects, check those bools, then fire all matching closed doors open
Hm okay
i'm not 100% certain isdooropen works though, just assuming it works the same as DoorLock's isDoorOpen
I do know isBigDoor works though, as I use it for ghostcodes
It has been a while since I last checked terminal accessible object so I wasn't sure what I had.
Still, that along with malware sounds like complete hazard cleanup, lol.
yeah lol, guess you should make it expensive?
As in what vanilla already does or separate regen mechanic?
I think @sturdy oxide meant as in vanilla, right?
And I think an upgrade, that speed up the regeneration would be nice.
Right, like vanilla.
I'm just asking if you meant changing that mechanic or make a new regen mechanic.
Just increasing the number of the vanilla mechanic
Then it should be just changing the 20 on the top for that.
Yeah that’s exactly what I was thinking, should be trivial to implement
I still remember the amount of times I had to switch around those calls til I get the right order because of all the ifs over the place.
Also I ran out of creativity. What should I call the regen upgrade?
Effective Bandaids, lol.
I’m thinking
Nanomachines. and make sure theres a funny reference in the flavor text.
I am not the expert with the flavour text, lol.
Medical Nanobots is my recommendation
Speaking of, there's more to add that i just remembered I just got DM'ed with.
I will go with Medical Nanobots, it has its touch.
Also surprised that the mod that makes use of totalScrapValue is actually being used.
Kay, the upgrade is implemented, now to figure out where to put the patch, lol.
Playing darts here.
Les go.
Kay, it works.
Problem now.
Figuring out the actual health cap, lol.
So that the regen doesn't go over the "alleged" health maximum.
Configuration is getting disgusting to look at.
I made one which increases the amount of health you regenerate per tick, I think that would work better.
Because the timer is already like one second, I believe.
Less prone to making code die because of zero value.
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/572
I didn't forget, I just really don't have enough free time to do this properly.
Is there anyway to make interns spawn with certain items?
Hey! so ive been having a error, with only the lategame upgrade mods for some reason, the mod doesnt work, i have a group of friends, in everyone pc its working, mine for some reason dont wanna work, i tried to install from the mod manager and already tried to install it directly. I already played with this mod and work out fine, right now, i have no idea
i dont know if its a bug or im just stoopid ;-;
should i send the code?
send the log of the issue you've found
huh
the weird part it works for everyone except for me xD
Have you tried reinstalling?
I didn't mess with anything related to dependecies lately so if it doesn't work now, it never worked before.
yes, I've reinstalled it, various times, and created some profiles trying to fix the issue, ive been having this issue for a week, first i thougth it was the mod manager or the game, today i took some time with my friend to run some tests and after some hours we found this issue
normally i export it from game codes, but i tried to fix it instaling one by one
Have you tried clearing the cache aswell?
did you delete the config before reinstallation?
yes i did!
Hmmm
pardon my stoopidity, config?
bingo.
Hm?
idk
I don't know how's that relevant?
Can you like show what's in the plugins folder of your profile?
I feel like you have a faulty install.
Not having an icon gives it away.
sure i was looking for it right now
uninstall mod. delete the config. reinstall mod. boot up and enter lobby.
Some mods allow users to configurate what they like in its contents.
if i were at my computer id show you.
Though ITAPI doesn't generate one.
welp thats the problem
theres no folder
LGU does tho
Right but the issue here is that ITAPI didn't load.
hmmmmpst
So either it failed to load or it never tried to.
full logs would also help determine that
what a tricky little bastard 🥲
let me see
yap
was that
for some reason the mod manager is not installing it
thank u so much its fixed
still doesnt make any sense why it "fake" install it?
thank u very much guys for the help, and i hope the best for all of u ^^

LateGameUpgrades seems to break my modpack, I can't drop items when it's enabled
Without logs, I will be only guessing.
take a stab
Can't, already in bed.
The only thing I can remember which stops dropping was DramaMask.
thats not what i meant by take a stab 
Ok, it seems like it was a conflict with DramaMask. I can disable one or the other and it works fine either way.
Right.
Both of them together is where the problems are, but honestly that might just be DramaMask’s fault for not updating in 3 months
It's just a patching problem where it doesn't consider others changing it aswell, probably.
I didn't really read it.
Hello, does midas touch and scavenger's instincts work with LLL's configs (min and max scrap spawn, min and max scrap value)?
What exactly does this mean
Im trying to may all days 50% longer from the start
'so I made the upgrade 0
There are several modes. In the default mode those settings do nothing
ah thx thats all I need
And the default mode is what you want for your use case yeah
There's two modes for Quantum Disruptor.
One for slowing down time scale. Other to rollback time.
The settings in the picture you sent are for the rollback time setting.
Meanwhile there seems to be issues with downloading something from FixPluginTypeSerialization to which I don't know of.
Maybe connection blockages would cause those?
Yo @steady trail im going mad, would you be able to point me to the patch that handles the teleport logic for the portable teleporter please?
When you mean patch, you mean this mod's or just what vanilla does?
There's beamUpPlayer, beamOutPlayer and TeleportPlayerOutWithInverseTeleporter from ShipTeleporter class.
Through ShipTeleporterPatcher
I noticed that efficient engines doesn't apply to #1269406512313405571's constellations when buying them
got 2 efficient engines upgrades and one of my constellations still cost 550
Seems they made a new routing system.
@strange violet where do I need to touch if I want to affect the price mentioned above?
Kinda busy yelling at people saying they can't load the mods for not posting their logs so they just want me to randomly guess.
one sec i'll find the line in github
this would be the property you'd modify for each "constellation" (group of moons) https://github.com/darmuh/LethalConstellations/blob/65df258db7459c0e745dcb093be396e10208f0fd/LethalConstellations/PluginCore/ClassMapper.cs#L13
it's used in the command for routing to it, one sec
Because so far transpiling when fields are used has been effective to not being overwritten.
The field and every constellation is public so if you want you dont need to transpile
in fact, I made an event for LethalMoonUnlocks so that they could tie in their own logic with the constellations https://github.com/YoBii/LethalMoonUnlocks/blob/5e80cab060730db2a6049142446048e104443747/Compatibility/LethalConstellationsExtension.cs#L10
so if you need something I can always add it
Well, person wants route discount to apply on constellations as well
So whatever works best for that effect.
ye, you could apply discounts to all Constellations in this list if you wanted https://github.com/darmuh/LethalConstellations/blob/65df258db7459c0e745dcb093be396e10208f0fd/LethalConstellations/PluginCore/Collections.cs#L10
you'd just iterate through each one and modify the property I linked above to whatever you wanted
Hm alright.
if transpiling sounds easier to you then I dont mind, just figured it'd be easier to avoid that route lol
I should have enough to have an idea what to mess with.
I mean
Lgu already has 100+ transpilers.
One more doesn't hurt.
🤢
just lmk what you end up doing so I know what not to touch in the future (or to let you know if something changes)
Hmm
Usually my transpiling only cares about the field I'm looking for.
So it would only be a problem if it went away, lol
hmm, yeah probably not an issue then. I figure there's no way I could break it with bad math? 

And it was the "wrong game version for mod" situation.
im glad no one blames me for this 
I'll start 🤭
what the fuck darmuh
Hi, is it possible to rebind some conflicting keys? like late game upgrades with the night vision uses left alt and the reserver walkie talkie slot also uses left alt
You can rebind it with LethalCompany_InputUtils
Correct, you can change them the same way with other control bindings.
Did the recent update(s) anything affect that could interfere with syncing between players in a lobby?
don't think so, i played with it last night and found no desyncs. what's the issue you're having?
The issue is likely because the AC mod but the recent update is preventing larger lobbies from working and cosmetics showing. We disabled AC and used more company instead and it worked. Reading through the GitHub issues it looks like others are also having some problems with clients getting the right data from the host
This git or AC's?
The other's issues are not being able to download the data to execute correctly.
I'm referring to GIT for LGU
Not sure if it's related or not
Also don't want the devs for LGU to fix an incompatibility issue when AC could be the culprit
idk why but typing LGU or any alternatives isnt working ingame
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/570
I have been told by one person that using Gale (GitHub Repository) made the HTTP request error appear while using other mod managers like r2modman would not.
So take this with a pot of salt.
just came here to say that the jet fuel upgrade accelerates the speed at which the bar that blows you up fills up
making it impossible to fly up on a jetpack
you can change the amount of acceleration the upgrade gives through config
to find the right feel yourself,
I dont know of any bar anyways.
me again, is it have config that allow we translate those string?
Don't have time for that.
I remember it have a command that can view upgrade infomation in older ways, not interactive UI is using now
those translation mod was achieve by replacing string it displayed on terminal, seems not work for interactive UI now
Right.
but it's using string variable in it right now, it shouldn't so hard i guess?
just description is enough i think
sorry, but wish you have enough energy to achieve everything you loved
then I need to do some dnspy things now
I would need to change every usage of strings to get the string based on what localization you want to use.
Aka the default would be english and if you wish to add other localizations, you would have to create another file with different text.
Is it hard? No. Is it time consuming for the desired result? Yes.
Even more when I'm the only one working on this mod so anything new in it is tied to wether I have the free time to dedicate for this or not.
yes, i see
but translation issue is a growing problem, later we solve bigger it grows
for now it was growing into a big building, is hard to replace it's pipes
btw I will try to solve this problem myself for now, thanks for your answer
A nice feature would be the ability to tweak the colors of the night vision goggles, rn they view is too bright green imo
Can you not?
Something about NV, yeah.

Shotgun upgrades wouldnt happen to work with hexi, would it? or if it does....... does it apply to each pellot O.o?
what "Silver Bullets" upgrade's do? is it work on little girl?
is it make the little girl respawn somewhere in buildings, or just remove it from explore this time
If it uses vanilla shotgun script, yes. Otherwise no.
It kills her.
it's that means she wont appear until game decide to spawn next ghost girl?
Sure. I don't remember how enemies work.
that's nice
I dont know either, last time (v55) I saw someone said it have a variable called enemy power, decided what type it spawn enemy, and how much
means it will stop spawn any new enemy if enemy power was drain out,
also it will refill this variable if you kill those killable entity, return power as is spawning, but...
I not sure is it still using this logic, and is it work on invincible entity, and if not, I not sure method you using is refill those power correctly whom using to spawning ghost girl.
if not, i think it wont spawn another ghost girl in this round, enemy power is running out. spawning those entity's power using value is different, and those high-risk entity costs most for sure.
ahh i see
This article is meant to give experienced employees an in-depth view behind various game mechanics such as entity spawning, game cycles, scrap collection and much more to come.
This article is still in its early stages and more information will be added in the future as our team gathers more behind the scenes intel. All the values and informatio...
she does come back but that may be from another mod I have
ghost girl is very active and aggressive in my modpack lol
No.
ok
Hey guys sorry if this is a dumb question with an easy solution. So basically the lategame upgrades work partially but the store is inaccessible at the terminal regardless of typing LGU or Lategame store. There's a mountain worth of red text that is in Bepin that I have screenshotted bc I didn't want to just dump a wall of text immediately. Was wondering if someone might be able to help if possible
feel free to dump the entire log
discord puts it into a .txt file
and its the most helpful thing to do
What version of the game?
Here's also what happens after I type in lgu and lategame store. I am on v64
v64 is 3.10.4
Is there a more recent verion I need?
The most recent version of this mod that works on v64 is 3.10.4
If you go on later versions of the game, you can use the latest mod version.
I was just curious, is there a changelog anywhere? I noticed that the cruiser upgrades are gone.
cruiser upgrades were split into a separate mod
@steady trail btw Vehicle Plating has a bug
If the cruiser ever takes damage, you can never heal it to max with WeedKiller
Should be resolved.
oh yeah, was constellations prize reduction via efficient engines a thing now?
Does anyone knows if the Better Scanner upgrade has compatibility whit other scanner mods ? i am using GoodItemScan mod but it has a terrible range, so i wonder if the first level of the upgrade which makes the scanner scan up to 120 units does work whit the mod.
Supposedly yes.
it does work, almost too well.
Is there a way to change prices of the Lategame Upgrades mod?
Through the config.
Found it- thanks
How do i make the Sigurd Access works on the last day of quota every single time ?
I changed on the config to be like this but it is still not activating it
well you have it set so that it goes up 0% when it activates in the last box
It should always activate like that.
Only problem is you put a value which won't ever change the buying rate.
oh i see, my bad then
Hi hello! I happened to be searching for this particular issue and ended up in this post, so I hope it's ok for me to mention this here.. The most recent comment from PureStream fixed this issue for my friends and I. I know it doesn't fix the core issue, but it's a good band-aid solution for the time being
Hello!
I noticed that the GoodItemScan compatibility doesn't seem to work properly.
Especially when re-hosting the lobby, things break.
Additional distances do not get applied when buying the upgrades.
The wall hack distance is applied - But never un-applied, causing it to rise everytime you re-host
So you don't reset through lobby restart?
Actually nevermind, I already do.
So if you answer yes, I just have to remove it.
If I buy the Better Scanner upgrade, nothing happens until Level 3.
Level 3 adds 20 units to the wall hack distance.
After quitting the lobby and hosting it again, the wall hack distance increases by 20 again, but the other distances stay at 0
Restarting the game causes the wall hack distance to be at 20, but the other ones are still at 0
Answering the question would help..
I'm unsure how else I'm supposed to answer your question 😅
Lobby Restart = Going back to main menu and hosting the lobby again
Right?
Oh, that's what you meant.
No, it never resets
I should probably make it reset though
Only issue I can see is levelling not working correctly, I guess.
No, only the first ever level increases range.
So it just has an extra if.
Yeah. I'll make it reset in the future though.
So only the upgrade mechanic needs to be fixed, I guess
So you want me to remove the reset now?
Yeah. I'll post an update in a few minutes
I will take a long time to make any release for this right now.
So I will remove it.
Okay
Seems to be using old version of mod to build its mod.
hi, i have no idea about coding but when i open the lgu this is what i see. is there any reason why i cant read the upgrades?
Terminal's font doesn't seem to recognize the characters you used for display.
I assume this is some translation mod?
Ah, it has been a while since you posted. I guess pinging should be fine by now. @minor cloud
I accidently downloaded the korean translation😔. When i deleated the mod and downloaded the right version it still didnt work. I reinstalled the whole of thunderstore and reistalled it and the mod and now it works
When the Biggest Giant eats a giant monkey (which throws up players), it will drop
Although in LGU I didn’t upgrade so that they would drop out after killing
this is something you can turn off in giant specimens config, it's the driftwood giant heart (which modmaker says looks like a sample for now)
You would have to ask them as I didn't code that.
I put on my glasses and my friend had them activated too 0_0
Should be configurable.
I just remember that I used to use each separately before
And they fell out after death
Apparently I haven’t checked the config for a long time
Could have been reset, could have not.
Don't really have time for modding right now.
Night Vision Goggles 😄
is the peeper completely gone or is it in a standalone now?
Standalone
ok good, one of the maps my group got is basically coil head hell so we kinda need it, lol
we heard "I hit the light switch and it didn't do anything" on the radio, then the MFs started walking around outside
asteroid 13?
yup
we downloaded that pack tonight and for the first time in a while, the game was scary again
the straight up atmosphere of those moons was greeat
Is there any reason why the prices aren't working? The price requirement works but it doesn't actually take away the money when bought
for context: i modified this upgrade to be 10 credits per level just for debugging, i made a new save and bought all levels with the starting 60 credits but it didnt take away the credits. The actual price still works as I can't buy the upgrade below
the credits are also still usable on other things, i bought the 50 credit goldfish directly after even though i should only have 20 credits left
side note hes stupid and i hate him
additional context i am on V68 and have done some configurations to upgrade prices
im not sure if this is what's causing it but I've removed upgrade tiers for a plethora of upgrades by just not setting a price for them. it would take forever to undo this and redo it for testing though so thats gonna be my last resort
I would need logs to understand your issue.
Sure where exactly would they be located? I can make a new profile and buy the 10 credit upgrade again and send the logs here if you'd like
BepInEx folder.
Labelled LogOutput.log
That or some prompt in mod manager related to logs.
alright ill do this rn
so here's exactly what it says when i buy the upgrade (i bought it 4 times for 10 credits each)
[19:57:04.2404701] [Info : Unity Log] clientRPC scrap values length: 11
[19:57:06.9872616] [Warning:Host Fixes] Player #0 (Trenntt) credits spent on items does not match item price. Spent credits: 60 Cost Of items: 0
[19:57:11.1914429] [Warning:Host Fixes] Player #0 (Trenntt) credits spent on items does not match item price. Spent credits: 60 Cost Of items: 0
[19:57:12.4513676] [Warning:Host Fixes] Player #0 (Trenntt) credits spent on items does not match item price. Spent credits: 60 Cost Of items: 0
[19:57:13.4127416] [Warning:Host Fixes] Player #0 (Trenntt) credits spent on items does not match item price. Spent credits: 60 Cost Of items: 0
heres the whole file but its a ton of excess from previous sessions
ill attempt to disable the HostFixes mod and see
ok that fixed it gg
thank you host fixes mod for breaking hosting
but also thanks spike for reminding me that logs are a thing and i could have saved an hour
lgu command not working?
If you can provide logs, I can probably figure it out.
its working now for some reason

Do the shotgun damage upgrades let it kill the maneater faster or is the damage to it still called at 1?
vanilla man eater is based on number of hits it receives. there is a mod to normalize its damage
I guess I don't understand the point of shotgun damage upgrades then since it's either ineffective or an instant kill anywhere else
well theres dogs, giants, and other monster mods ?
also some mods can change the monsters HP
thats what im thinking the usecase for
Hey @steady trail im so sorry for this but I feel im being very slow. I can see the prefabs for the portable teleporter and advanced portable teleporter. But how are they actually given functionality in the code, as the teleport patcher seems to just be for the new infusion upgrade
The script is in the Custom Item Behaviour Library thing.
Some monsters ignore force (amount of damage), some don't.
Vanilla maneater ignores force but if it considered it, it would be one shot by it if close range.
Didnt even see that, where it be?
You want the git, I assume?
OH ITS A SEPERATE REPO!?
Yes.
It's this one
Lethal Company mod that adds custom base item behaviours that modders might want to use on their own items - WhiteSpike/Custom-Item-Behaviour-Library
@west blaze Timeout removed
okay i've just ran into the lgu command not working again, i have this mods installed
and this is my last logoutput
You seem to be running an older version of the game.
So either update the game or downgrade this mod to recommended version for older version.
I found an interesting anomaly relating to Sleight of Hand. If it's leveled up at all and you interrupt the weapon reload by any means, the animation speed persists, will apply to your other actions, and it stacks. Speeding up animations this way does not have any effect on gameplay, except making your footsteps sound like you're in a cartoon and bobbing your head like someone on a sugar rush when you're sprinting.
It's actually very entertaining, and each step still counts as a source of noise. If you've done this at the company, it's the quickest way to piss off Jeb.
Is that like vanilla to be able to stop the weapon reload?
I guess switching items but I dont remember being able to switch when reloading.
Well, I'm using Piggy's Variety, it was not the vanilla shotguns, but actually Piggy's rifle that I was messing with that caused this.
Even so, I've also got HotbarPlus which allows me to use my number keys, and that allows me to override almost anything, except for weapon swings and jetpack flight.
Hmmm
Weird, the enumerator does wait til the gun is considered reloaded.
So I guess it just doesn't if you switch around, lol.
i think it's just a weird combination of multiple mods. happens when i accidentally give the rifle to Code Rebirth's Shockwave Gal.
personally, it's tolerable. makes the game a little funnier, too
Could we get an enemy blacklist for discombobulator?
I probably can, what's the motivation for it though? Too many outside enemies? 

