#Lategame Upgrades
1 messages · Page 36 of 1
Yeah, that setting isn't working as intended.
It should error tho
Because even if it shows as purchaseable.
aaand the answer is a big old no
It still has the same check to error out.
does appartus mode just purchase a random upgrade for you?
Yes.
idk how hard this'd be to implement, but what if scrap/apparatuses gave Tokens when selling, basically a separate currency for upgrades only
In the works.
oh really? sweet
Just real life stuff has a higher priority than this.
does each player have their own token amount? or is the currency shared
Own.
LQ itself, regardless of configuration also can't fetch the prices?
Maybe something else is breaking that functionality which is why Contracts break?
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/572 This is basically the template for the currency system.
This is to not forget as I have alot of stuff to do with life right now and in case somebody wants to suggest a solution to this feature request. Idea is "simple": Implement a currency sy...
For at least the defaultest of default.
For now I'll just disable free moons only
whitespike pls add a config field for an explicit moon list
Could be the start of a new difficulty concept.
Alternative currency can be obtainable from diff moons, and quotas can have currency reqs of several types
Could anyone check if Sick Beats movement speed buff works?
I am testing it out rn and it doesn't apply despite the buff icon showing up. Stamina regen and damage buff apply normally but not the speed buff.
I tested and running shoes works normally so it shouldn't be a playercontroller issue. I think?
Found the culprit.
LocalFlashlight was screwing with player movement speed while using the Dynamo charging mode
is that a mod that allows me to change the prices of the shop items from LGU?
most old LGU shop items were moved to their own seperate mods and have their own seperate configs, which include prices
The main exception being the medkit. Although that one also has a config field for changing it's price
And night vision (also has config)
Still dont fully understand why they were all moved?
And then nvg / medkit were not
Was it because nvg and medkit already had upgrades related to them?
nvg has upgrades related to it and medkit is used in the extraction contracts
imo contracts could be moved to a seperate mod too tbh
I never understood contracts in their vanilla state.
500 credit cost and 500 reward
500 credit cost
500 reward + more loot value based on your current quota (by default 25% bonus loot value)
Don't know if it spawns more loot or multiplies the value of it
yeah i just make contracts free and give moni for completing, easy 
NVG was not moved because person who did it disliked the idea.
So to not provoke anyone, I did not touch it.
Medkit is also associated with a contract so separating those is more complicated.
It's just a way transforming credits to quota.
#1178407269994594435 message
dunno if it has been reported or not but the sound engine does NOT like ghost girl dying.
to be fair, unsure if it's an LGU problem or Piggy's guns having some unexpected interaction with Silver Rounds.
If you mean sounds not playing, that can also be too many sounds being played at the same time.
I highly doubt it's because of ghost girl because it doesn't even have a sound to play to begin with when it "dies".
Generally guns firing off a ton will start killing sounds until they start back up again, I noticed this when my group were all firing shotguns a bunch, so I imagine the piggy guns would do the same
though they did eventually come back
The sounds didn't cut out.
They started echoing.
It's like in source engine when you point the camera to an out of bounds area and pixels started repeating, but with sound
The sounds of gunfire and YIPPIE (there were also hoarding bugs) were overwhelming
I'll try to remember to provide more info should it happen again.
Oh, reverb. theres a mod to stop that from happening
I doubt Silver Bullets causes sound issues as it just toggles being able to kill ghost girl through a shotgun. No sounds are messed with and the enemy gets deleted.
Not to mention it does not affect Piggy's guns.
hello, I don't undertand how to buy upgrade, when I'm in the shop I know how to navigate but every time I select an upgrade I can just go back, not buy, even If I have the money for
The keybinds menu should tell you which keybinds are used for certain actions.
I don't see the mod keybinds on the keybinds menu
It should be under Interactive Terminal API section.
All I see is togle NVG
I said Interactive Terminal API section, not Lategame Upgrades.
well it said enter to submit promp but like I said when I choose an upgrade it just say that I can go back, not buy
Well the message should tell you why you can't buy.
If you don't have the option to buy, it should tell you why
does I just have to type the name of the upgrade to buy it ?
That doesn't work, no.
Unless you're using a way old version of this mod, that won't work.
So in the new version I have to select the upgrade I want on the shop and their should be a button buy ?
If you are in the conditions to purchase the upgrade, yes. Otherwise no.
The standard is that greyed out upgrades are upgrades that you aren't able to purchase (it tells you if you select them in a message below the whole upgrade description) and dark green ones are maxed out.
This remembering from the top of my head, it has been ages since I last saw the screen.
and money is the only condition to buy ? because I have enought money to buy some upgrade But I can't
There could be configuration settings in the Item Progression section in which could affect that.
However, default shouldn't stop you.
Do the piggy guns get affected by any of the shotgun upgrades?
Only sleight of hand because of the mod meant for it.
Just be sure you get the associated add-on for that, because LGU on its own will otherwise ignore them
I assume Protein Powder doesn't apply to the kitchen knife, but does Sick Beats?
Both should apply to the knife.
is there a chance sick beats applies too when near cruiser with the radio on?
hey everyone, any chance I can be helped with a bug concerning the Late Game Upgrades mod? My friend and I have tried to get it working, but any command to try and buy the upgrades gives us, "there was no action supplied with the word ."
We've attempted to mess with the configs (specifically making sure all the names of the upgrades match our commands), downgrade the mod version, uninstall/reinstall, downgrade it's dependencies. and jump to a older version of lethal company with no success. We see the mod in the terminal and it's menu is interactable, but it will not let us buy any of the upgrades whatsoever. If anyone has any idea what's happening since there is no talk on reddit or any other forums about our specific issue, we'd greatly appriciate it. Thanks.
Are you using the command lgu in the terminal?
yes @mortal berry
I can send screeshots or clips to deminstrate
here's a short one
some of them are being redirected to other items and some will give me the error message
I can give my mod list as well
As well as the consle transcript
Is the Shopping cart going to let you add items to cart without dropping it?
As in hold cart out, and when mousing over an item, press and hold e to add to cart.
It doesn't support that, no.
You have "Enable Item Progression" and "Non-Purchaseable Upgrades" configurations on?
That's probably possible.
does weather probe still work?
Uhh.
I don't think I updated it yet.
With what mrov sent.
It should be updated now.
I will go back to reading articles again.
THANK. YOU.
If you are gonna test the sick beats + car radio thing, please tell if it works.
not so far.
Okay, cool.
I will commit it then
I will just finish this one other reading about threshold signatures then I will take a look at what people wanted in this thread.
Okay I’ll try that
Does the item progression multiplier apply for NearestValue?
No, nearest value uses the quota value rather than individual item values.
Alright thanks
So it's only used in CustomScrap and UniqueScrap settings.
Yup. That did it. Thanks a lot :D
I had this happen aswell but I quickly realized I am to blame for that 😭
Okay so it was because the price check was before I checked if it was related to the selected planet and it would skip the rest.
So oops
the alternative currency system is still in the works, right ?
Guys, I encountered a problem. Night vision goggles break the hotbar, there is no way to switch it and pick up items. This error is most often seen on the client on the server.
Is there a way to fix this?
I need to see the error to understand the issue.
Would you like console logs when this error occurs?
As in from the console.
Essentialy, yes. I'm expecting an error is being printed out when either NV is put, hotbar is being used or it's just being spammed.
Got it, but since this error happens randomly, and most often when playing in pairs, I can provide console logs when I play tomorrow. At the moment, I can give "LogOutput" that was created today during the game... Do you need it?
That should have it.
Store drop pod is throwing a fit. Seems you landed on a moon that it dislikes?
Sorry, I didn't quite understand the question. I'm using a translator...
The pod that drops items from terminal is broken.
So it's better to remove the mod for fast delivery of items?
No because the issue is the moon you landed on.
So I need to check which planet is causing this error...
Yes, there is such a planet, and I’m not sure that I’ve received parcels on it.
Thank you for your reply.
I don't know if this solves your issue with hotbar lock but error spam usually causes the game to break apart.
I understand you. I will try to check how often this problem will be encountered on the planet. I also want to clarify, is there a possibility of NV spawning on moons in your mod?
And a counter question, is it possible to add NV to the spawn pool of items on the moon?
In LGU, no.
Not sure, not in the list of things to do right now.
No, I mean, can I add NV to spawn, can it cause errors?
You should be able to add any item as scrap to a moon using Lethal Quantities. It is a little complicated to use though
I use the "Remnants" mod, it has this feature...
But your mod interested me)) And yes, nothing is impossible))
It shouldn't.
Got it, thanks.
How do I get landing thrusters to be a positive value again?
seems to be multiplying by 20% instead of increasing by 20% v: slow-mo ship
It shouldn't as it always adds 1.
is there some way to turn off the "force credits" command in the mod?
OOHHHHH alright then its fine
strange. Not really sure then. We got 2 of the upgrades for it and it now genuinely takes over an hour of ingame time for it to land
just under/over 2 hours even
That sounds that one side of the operations is not being applied.
In other words, the part where it's supposed to apply the speed is not working while the part that removes it after works.
I removed matty start ship in air thing and now its working fine
What issues were you having with it?

Ah I see
You might wanna bring that up to Matty, but honestly LGU's transpilers break from other mods rather easily
the dropship upgrade breaks from GhostCodes for example
Yeah, noticed that too lmao
I Really only had it because it was weird to be on the ground and then in the air, people who loaded faster could just jump to the ground immediately when we had celestialtint
but I got rid of both now so its a non-issue
@steady trail Do you have ko-fi or something, cuz I think you need it
wait what, do you have logs from this?
Damn, I'm not the only one first hearing about this.
But yeah I don't feel the need to ask for financial support right now.
the code for the dropship in ghostcodes is only something like 60 lines of code lol. Do you see anything that might bork your transpiler? https://github.com/darmuh/ghostCodes/blob/29b1588b7df7594f9e26233a6fa27faff88422dd/Interactions/ShipStuff.cs#L237
The transpiler changes some values in dropship's update from what i can remember
There's also that one thing of items bought after landing?
I would have to check the code now to remember.
my code only checks for the shipLanded property. If it isn't landed it calls the LandShipOnServer method
that's the ultra sumarization of the code I linked lol
We don't even know what's the broken behavior anyways.
yea fair
So were just guessing what possibly went wrong.
yeah i'll poke back in some time tomorrow, I think Lunxara is asleep
Apparently I'm patching an animation event so I am not sure if brute-forcing landing causes it to not trigger the landing bool update?
This is obviously assuming that the issue is that drop pod immediately leaves when it arrives.
The adding more items to it before it fully lands thing that breaks
The rest of it is fine, and TestAccount's mod for some reason gets unaffected by it entirely
Anyways I don't blame LGU when things break lol, I just know it's easy for other mods to cause compat issues

But I thought ghostCodes would make the dropship to start the landing animation?
Also @strange violet
Which means this happens.
Yeah it only ever happens after ghostCodes does it's first haunted delivery too, and then it just does that for the remainder of a play session lol
It also temporarily will fix after a game reboot iirc til another haunted delivery happens
Oh what, for the entire session?
I think at the time we discovered it you were on break so I just forgot to bring it up to you sooner probably lol
hmmm, so what does LGU do exactly? It adds items that you've purchased to the dropship as it's still landing?
my buddies had a thought, i figured i'd send it here: lategame upgrades could have an option to only be buyable once across all players. if player A buys it, B C and D cannot. players would then coordinate to make "classes" out of upgrades! again, only as a toggle option
ShipLandedAnimationEvent literally just sets the bool of landed to true.
As I believe the animation events are the only time the bool gets set to true.
LandShipOnServer calls the clientrpc which has shipAnimator.SetBool("landing", value: true); in it
Sounds complicated with how the upgrades are implemented but I can try taking a look when I get more relaxed time.
thats why my code calls that method to land it
No idea, I don't see how that function outside of update can ruin the animation events not firing.
so do you think there's something I need to change on my side? I'm already checking if ordered items are greater than 0 before I cause my shenanigans
But the weirdest thing is that it remains after.
Maybe it breaks when it sends an empty drop pod?
I thought the while would prevent that at least but I am not sure.
yeah you'd think it would skip past the while when there are no items
once it gets past the while it returns to the vanilla code right? since it's a prefix?
Yee.
public void ShipLandedAnimationEvent()
{
shipLanded = true;
}
Which is not complicated, lol.
Can i configure the apparatus upgrade option to provide multiple upgrades per?
By changing the "1" to whatever you want.
You should see something like "Apparatice:1"
The "1" is how many upgrades it gives.
Anybody know how to fix 'an error occurred' when trying to join somebody? Its definitely LGU, unfortunately. Whenever i try to join my friends, they try to join eachother or they try to join me it gives that error, even when just running LGU and its dependencies
Logs usually tell what went wrong.
apparently its just a me issue. This comes up when i try to join someone. I've reinstalled overwolf, thunderstore & lethal company.
hey im getting this same issue. did you figure it out?
This would make sense, maybe @devout prism can share the way he handles it
Actually @steady trail FastDropShip is MIT Licensed and Open Source so you can just check it's github to see if it might have what you need to fix the LGU upgrade ig
Implementations differ apart too much.
Nah unfortunately. Zero clue and it’s pissing me off because LGU is one of my favorite mods
is it a recent install of LGU
or older
Recent, I think. It’s been happening for a while.
At least newer than the latest LGU update
Let me check
Hm yeah was definitely new. My friends made a modpack today that had LGU and j couldn’t join them
there is a possibility it's an issue with FixPluginTypesSerialization
I don’t think so. Modpack had that that I played in today. Could join people
i got it working, i didnt have lgu but had the same error happen to me. I deleted lethal company directly from the local files (Program Files x86\Steam\steamapps\common\Lethal Company), deleted modman at C:\Users{yourname}\AppData\Local\Programs\r2modman\r2modman.exe, and both r2modman folders in C:\Users{yourname}\AppData\Roaming
I use thunderstore but something like this should work, thanks!
thunderstore is r2modman right?
yes
Oh ok then lol
yea just delete everything and reinstall
that cleared whatever was breaking my game
we get an occasional crash when we try to tp once the teleporter speed is increased, is there anything I can do on my end for that?
The crash logs could tell me what went wrong.
Because it just increases the speed of the animation and decreases how long it waits during code instructions.
I find it hard to believe that applying a multiplication makes it go dead.
Hi guys, Is there a way in the "Fusion Matter" configuration to make all items not thrown away when teleporting?
Sadly, in that case, where can I get the exact names of all the items in the game?
Imperium usually shows such list.
Okay, thx for help!
yeah no, if that was the issue I imagine it would be more consistent. it happened 4 times over about... 30ish moons
But it also only happens with the upgrade, so idk if something I have is also messing with the teleporter or not.
I notice that just a single upgrade makes the teleporter animated SUPER fast, then we sit there for about 3 seconds, then teleport happens
Then the patch to reduce the time to teleport isn't applying.
According to what you are saying.
Anything I can do on my end about it?
No idea, my best guess is that some error appeared during patch or the patched code is being ignored.
I forgot putting in the change log but 3.11.1 has some upgrade configurations merge initial price with other prices.
I should have to put 3.12 but it's done now.
Hi, I'm tryed to use imperium but it doesn't seem to work, I installed all the dependencies, but when creating a game the game loads endlessly and the bepinex console displays a bunch of the same errors, is there any other way to find out all the names of the items in the game?
Not sure but this most recent upload of LGU should have the mechanisms you wanted earlier.
There seems to be compatibility issues with the most recent version of LGU with the Company Cruiser Upgrades mod.
LGU works fine on its own, but when the CC upgrades are enabled, the deadline goes to 7 days, 3 hours, base quota is 509, and no suits appear on the rack.
This happens even on a fresh profile with only these mods + dependencies, and a fresh save.
Yeah, I wasn't sure if I needed to recompile the thunderstore version.
It should be uploaded now.
Yep, looks good! Appreciate it!
Anytime.
Hello! I'm the author of PR #595. With the latest LGU release (3.11.1) the same problem came back again. I dont see any recent pushes in GitHub page, but when decompiling the dll file I found out that you used the wrong package for Brutal Company Minus
It seems that you used the old original one, but not the right one I made fix for, which link I left in the PR comment. I'm sorry if I caused some confusions :(
Maybe later I'll make a fix for every Brutal Company Minus mod existing now (Brutal Company Minus, Brutal Company Minus Extra, Brutal Company Minus Extra Reborn). But I will wait for your GitHub pushes first
You should be able to see the current implementation from my fork of LGU at least.
But I don't recall altering what you have done on your PR.
Plus the file being labeled like that didn't help which one I was supposed to use. 😆
Yeah I suppose the only difference was the different package used in project solution
Yes found it thanks
I cannot wait for Brutal Company Minus Plus Extra Stable Dynamic
This line
public static bool Enabled =>
BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey(BrutalCompanyMinus.Plugin.GUID);
decompiles as
public static bool Enabled
{
get
{
return Chainloader.PluginInfos.ContainsKey("Drinkable.BrutalCompanyMinus");
}
}
but should have UnloadedHangar as an author
You need to take this dll https://thunderstore.io/c/lethal-company/p/UnloadedHangar/Brutal_Company_Minus_Extra/ to fix it, thanks!
Indeed lmao
I'm worried I'll have to make a fix for each possible version and their dlls, can't find a solution to do it for once and forever
Oki, I will do that when I get home today.
And try to remember.
The ideal would be not have these many different brutal company versions but beggers can't be choosers. 😆
An utopia 😌
little thingie. when quitting to main menu, sick beats buff icon lingers on main menu
Thats sick.
I'm assuming an error appeared when logging off.
Hmm
Did you disconnect while the buff was on?
Because it looks similar to what happened with night vision bar would remain after disconnect.
The buff was one when I quit to the main menu yea
Smh.
So this one?
Yes
So it doesn't work with Brutal Company Minus either? xD
Because I wasn't seeing any patch errors so I assumed it was fine.
I fixed this btw.
Not sure :D Never tried it, only used Extra version before
But as far as I know, Brutal Company Minus doesnt have grabbable turrets and landmines, which should throw a fatal exception when attempting to patch onTurretStart/onLandmineStart methods
Why are there so many? xD
I guess that's like a relay, whenever current author abandons his mod, someone takes the lead and continues the development
Seem to exist though.
Otherwise I wouldn't be able to compile at all.
Maybe their GitHub is outdated or is on a fork like yours, idk
It didn't even click when I read "BrutalCompanyMinusEXTRACompat" either. x D
I guess it should work for default version then too? I'll test it later, will need to make same patch for newest 'Reborn' version anyway
:D Yea happens
❤️ Thank you, will check it later and provide feedback, maybe not today already though
Yes now it works, thanks^^
we apologize for so many versions 😛 Guess what happens though when project is passed around a lot though
if only there was sick beats playing from it
Anyone been having trouble with the night vision in this update?
It makes my vision darker now lol
Why doesn't my custom config for like, custom names for some of the upgrades not transfer over when I share the pack code with my friends? Is that just a thing that doesn't translate over and they have to manually put that in themselves?
Because of different sections, likely.
Unless I am misunderstanding what you are saying.
Because there was changes in the mod's configuration structure.
So it's likely some entries got reset to default.
Same thing there, night vision not working as intended
I know, no need to apologize, it's fine ^^ At least this mod always gets a continuation 😉
I might have found out why for the no light NV.
I fixed it.
For whenever I decide to upload it, the intensity is only caring about the incremental value.

That is true
Hey does the discombobulator have a blacklist for certain enemies?
Huh, compat for Minus Extra, not Minus Extra Reborn?
Poke @turbid kelp for that, lol.
was just curious because Reborns more updated v:
You guys are the experts at what's being used and what not. :v
I honestly just use whatever the newer one is and hope that its not broken to shiet v:
lol
Yes, but I started making a fix for reborn too today, however trying to figure out how to do it for every possible version of brutal company without needing to install every .dll and writing a separate patch, so it'll take a bit of time
Right
However those two mods are compatible anyway, you just will have most scrap not multiplied by Midas Touch upgrade
ahhh
OH
I was wondering why scrap didnt cost much
lol
Cruiser upgrades not having a traction upgrade tickles me. Yes, lets go faster i nthe thing that takes a slight breeze to barrel roll for a quarter mile xD
Basically every scrap that comes from xScrapAmount stat, transmutation events (everything lightweight, everything control pads and etc.) or bonus scrap events does not get multiplied my Midas Touch, only by brutal's xScrapValue stat
Outside scrap is unaffected too
ahh
No, because I keep going back and manually putting in the names after every update. I'm saying that at the time of doing it, before any other reset when sharing my pack and config code, nothing for Lategame translates over for other players, so I'm the only one that is able to see the altered names for the upgrades.
You're implying the entries get reset whenever you play.
Because if the sharing was not changed, the entries were only changed between 3.11.1/3.11.2 releases and there's nothing updating those entries during gameplay from this mod.
The only thing I can see going wrong is CSync failing but the "usual" scenario for that is anybody trying to join would be stuck in the void.
They don't get reset, like, it's just even when sharing the same name changing configs I'm the only one who can see the changes, even though everyone has the same code.
Sorry if I seem like a broken record but it doesn't seem like I'm getting my point across.
You can see your overrides, others cannot.
Oh. Well that clears that up, that sucks though. :/
Thanks for clarifying.
U mean that whenever u do changes in the config in r2modman, generate and give your friends a new code, they don't recieve these config changes?
Maybe its just me but r2modman does not update configs if they already exist
So u can try asking your friends to completely delete the profile and reimport it using the code
Hope it helps (at least it did for me and my friends, with the other mod though)
Ive done that, but I was purely talking about the name overrides and I already got my answer but thanks anyway :]
You misunderstand.
I said what you were trying to say.
Because you believed I didn't understand.
Well
I'm also a little dense, so apologies
I'm curious now though, why is it that they dont override for others?
This is one.
Other is maybe the config doesn't have the entries changed.
Because you're only saying that they see different in-game.
I don't know if the config is in fact the same.
But regardless, from what I recall from months ago, overrides should only care about what host has.
If they don't have the same as host then I believe something went wrong with CSync.
Logs could tell me if such thing happened.
Gotcha
I'll tinker around with it more and see if I can't get some logs to help see what's goin on
Cause I really do want to change some of the names for the whole lobby 
Thanks for clarifying all that 
holy shit probe works midgame?? new fav tool..
@steady trail should I open pull requests for your fork instead of main repository?
Since it's a fork from main repository, I'll open a pull request there now, just asking for future PRs
Sorry if this intentional or if I’m just blind reading configs, but I’m having a weird issue where the last upgrade of every upgrade seems to be missing? Like tier 4 Hunter, tier 2 protein powder, tier 4 scrap keeper, etc. Seems to have been a change after the latest update. I tried uninstalling the mod and reinstalling but the problem remains
Initial price merged with prices.
And my guess is that it kept the old value which causes everything to go down a level.
@steady trail Have you considered making a seperate mod to allow Forcing Credits? I feel like it could be good right now due to the bug with LLL where sometimes you can't land and you have to route to another moon and back
I mean
Anyone can do this since it just a matter copy pasting what lgu does.
Sure, I can do it to separate forcing from LGU but I don't really see the need for the separation.
Fair lol
I got this error message after installing this mod, the terminal prompts works but nothing beside that, the upgrades don't show on the screen
@steady trail
What mods u else have?
Can u send r2modman code? I'll investigate later, this must be some incompatibility
Not sure what most mods there do, but my first guess is that GeneralImprovements is causing this
0194ad3f-47d2-8226-4879-544700e67e66
i'll disable it and test
got the same message on cmd
What version of the game are you running?
Hi I have two suggestions for mod
- It would be cool if you could change the descriptions manually for each upgrade, so that it would be possible for non-English speakers to translate or add something to the description of the upgrade, so that it would be clearer or funnier for others
- Add option for the “Protein Powder” upgrade, issue a critical hit for each level, or make a separate upgrade for the critical hit, as I think this will be a useful function for customizing the mod for yourself.
NV doesnt work for us, anybody else experiencing it?
Night Vision does not seem to activate when pressed to toggle. This is due to coding only caring about the incremental intensity when setting it and the default incremental is zero, making it non-e...
We are waiting for WhiteSpike to push an update, it's already fixed
i understand, i thought the update was published already, mb
Please do confirm that changing the incremental intensity to initial to see if it is your issue.
There could be other issue causing the same effect that I am not aware.
Sure, gimme 10 minutes
Yep, that fixes it
You can change temporarily swap these 2 config values until an update is pushed:
- Night Vision Intensity Increment (0 -> 2000)
- Night Vision Intensity (2000 -> 0)
Don't forget to change it back after an update, otherwise you'll just have the same issue
in config\com.malco.lethalcompany.moreshipupgrades.cfg , Night Vision category
After the 3.11.3 update the mod doesn't work anymore, even if the mod is active it's as if it wasn't, no items in the store and commands like lgu don't work.
Came here to say the same thing, no other mods except its dependencies. Mod seems to fail loading on startup, seems like because of not having Toilhead?
Darn.
Probably a missed using.
It's not, sad.
It's more complicated than it has to be, waa.
Oh. Okay I see its already being looked at
... missile turrets?
Yes.
Not just lgu commands, I can't even check the moons or route to them. Happened after updating to 3.11.3 too.
I mean yeah.
It kinda broke midway of setting up.
But waa, it's not different to others so what's wrong with this one, lol.
Sneaky bugs and errors
I swear to god if it's because this one method..
did you change something in the efficient engines code? 🥺
oh

oh
So after fixing that, I can check if that fixes it.
alrighty, I'll keep you updated if the issue is fixed 🫡
Ergh.
There isn't a way of making the netcode patcher ignore something, is there?
Or wait, lemme think of something.
This is shit but it fixes the problem.
Now to check if the logic is still there.
For who wants to see if it actually works or not.
Kay, the behaviour is still there so it's probably fine.
I uploaded it @median egret you can try see it.
Now to finish my dinner, lol.
I'll check that tomorrow and I'll let you know 🫡
If LGU isn't working for you, just uninstall and when you reinstall, hit the dropdown menu and choose 3.11.2 and it'll work fine.
JUST BE WARNED YOU WILL LOSE YOUR CONFIG FILE EDITS WHEN YOU UNINSTALL
Don't know how this helps me fixing stuff but thanks!
Now the mod works, but I found another strange bug.
If you buy the night visor and quit and reload the save (before you have buy it) you have the night visor.
Steps to reproduce:
- New save
- Buy NV
- Take and equip the NV
- Quit and reload the save
- You can activate the NV even if you didn't buy it
tested whit only this mod installed
Probably because the item gets despawned and the original author made it save at that time.
I guess I can make it not save anymore when you activate it now since I have altered the saving long ago. Though I can't assure it will work correctly during lobby quits when you decide to use them.
deeper pockets only has one upgrade tier for some reason v:
actually, most things have 1 less upgrade... huh
is it intentional that LGU seems to decrease the default crouch speed
does that mean I gotta change the prices to get the other tiers to show up?
There was config changes, yes.
hi im using lgu with a bunch of other mods when my friend tries to join me he gets something like a black screen in space it looks like this
this doesnt happen when we remove lgu
This is only for those who upgraded to 3.11.1 and then to any later version I guess? Because I went straight from 3.11.0 to 3.11.2 and never had this issue
these are the mods we are using
So basically, if your config is already default, you could just delete it and restart the game, so LGU would generate new ones
The changes were 3.11.1 and past, yes
Both of you don't seem to have FixPluginTypeSerialization installed
Which is a requirement of CSync.
we have it
Yeah, the logs showed it didn't load it.
that worked thank you
got a lot of red saying LGU stuff, every other player is becoming invincible (including host)
is it actually LGU?
I can't find the red.
The last red is loading piggy variety, lol.
and the bit before that is this
[00:59:56.7465247] [Info : Unity Log] o shit
[00:59:56.7465247] [Info : Unity Log] 0
[00:59:56.7465247] [Info : Unity Log] 1
[00:59:57.2748452] [Info :Custom Emotes API] Recieved message to play none on client. Playing on Player (UnityEngine.GameObject)
[00:59:57.2758456] [Info :SlapitNow.LethalHands] Squaring down False
[00:59:57.2758456] [Info : Unity Log] Lever animation: setting bool to False
[00:59:57.2758456] [Info : Unity Log] Sent lever animation RPC on this client
[00:59:57.8035470] [Info :Custom Emotes API] Recieved message to play SlapitNow.LethalHands__lpunch on client. Playing on Player (3) (UnityEngine.GameObject)
[00:59:57.9135717] [Debug :More Ship Upgrades] Player that died: Snowz
[00:59:57.9135717] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
just gonna disable it and see if it fixes the issue. if it does its probably the configs being old
if its not that... rip stream. lol
I need the full logs to know what went wrong.
Because I feel like something happened before this.
the last log I put in #help-and-troubleshooting should have everything
I don't know why it's spamming the kill player function.
because we couldnt die
Betty's from CodeRebirth
Okay
[00:22:19.1178998] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.1529069] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.1529069] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.1579083] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.1579083] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2019179] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2019179] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2059194] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2069190] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2099197] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2099197] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2559301] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2559301] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2609326] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2609326] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.2639330] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.2639330] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.3179452] [Error :MonitorLabels] Cannot find radar icon for Betty
[00:22:19.3479514] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.3479514] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
[00:22:19.3519524] [Debug :More Ship Upgrades] Player that died: Snowz
[00:22:19.3519524] [Debug :More Ship Upgrades] Local player we are deactivating to: Snowz
I don't see any red from LGU tho.
There's debug, sure.
But there isn't any errors being thrown to stop the killing.
so whats this about?
I downloaded both and they don't have any stack traces from LGU.
what the heck
well if I see it happening again I guess I'll pop the log in here, already started back up with it disabled
I think the hunter upgrade could use an update.
- The spore lizard having a sample is useless because it's invincible. AFAIK there aren't any mods that make the spore lizard killable
- Manticoils ought to be in tier 1 rather than tier 3 since they're low level enemies and it's a pain to even do damage to them anyway
- Masked, butler, and nutcracker should be able to give specimens. Currently the config has no support for these enemies
The discombobulator upgrade says the stun duration is 120, but 120 is also the cooldown (in the configs it says it's the cooldown). The stun duration also isn't 120, it seems to (roughly) be:
75% of the cooldown for masked,
40% of the cooldown for baboon hawks,
70% for eyeless dogs,
120% for forest keepers and old birds,
20% for maneaters
There doesn't seem to be any configs to change this. A lot of these are really high, (especially the forest keepers and old birds), but also, both, the description of the upgrade in the shop, and stun duration in the chat are kind of lying, since the stun duration isn't 120 seconds, and is instead a % of the length of the cooldown that varies from different enemies.
(This was tested by changing the cooldown to 10 seconds and 20 seconds)
A config to change these would be nice and greatly appreciated by me.
(In my game, I want the range to be really high, but high cooldown, and low stun duration, but since the cooldown and stun duration are linked, that's not possible)
I didn't think so lol. I remember it being much shorter than that at some point
(120 would be insanely over powered)
That's what I thought. I just wanted to bring it to your attention :P
Yeah, it was using cooldown's default, haha.
Anyways, I don't know what the percentages mean, the value is used the same on all of them.
Weird. From my testing, the stun duration is different between the enemies
So unless the enemies have a multiplier which decreases how much stun they get, it shouldn't be different.
They indeed have a multiplier.
if (stunNormalizedTimer >= 0f)
{
stunNormalizedTimer -= Time.deltaTime / enemyType.stunTimeMultiplier;
}
Oh. That makes sense
I'm busy lately but maybe a config where it would take account the multiplier or not can be made.
If desired, obviously.
Yes they do have such multiplier
nvm xD
You already figured it out
- It was requested, I always do what people ask of me.
- The problem isn't you killing manticoils, it's everything else killing manticoils.
- Two of those give an item already so at best I could make one for the masked. I don't really see the need for providing a guaranteed scrap drop when there's a drop where you can either use it for scrap or to kill other stuff.
ok that makes sense. I would appreciate the option for a masked drop then
Oki, when I get free time, I will make one.
Not sure at what config I'm gonna put at it tho.
thanks!
It's been so long since I last played.
Yet u still maintain this repository, that's a huge respect for you
That, and adding back the config to change the stun duration would be very cool.
I really appreciate your work! :) and thank you
So true. That's a lot of dedication
btw I was wrong, it looks like the everythingcandie mod lets spore lizards be killable
hello im currently stuck at trying to buy upgrades, i just started playing with my friends, im tryna buy running shoes upgrade but i cannot
i dont see a buy button and cant navigate past the back button
any help would be appreciated :d
Seems configuration stuff.
From what I remember, alternate progression and non purchaseable upgrades.
can yo elaboratee on that
?
do i need to unlock the lategame upgrades to buy them>
or what
What does the Effective Bandaid upgrade do? Mentions health regen but doesn't specify how one enables said health regen
It's a vanilla mechanic. When you're below 20 HP you will slowly regen back up to 20
Ohhh, Hadn't realised that was even a thing, cool!
how do i buy lategame upgrades
or get them to lvl 2?
i got climbing gloves at lvl 1 rn and cant upg to 2
hi! if im understanding this right, does this mean you can't set upgrade price per level anymore?
this is saddening if so, since i used that feature to give upgrades an exponential increase in price to prevent easily maxing them out as soon as you have spare money
oh wait im in idiot i misunderstood sorry 😭

have flooded related upgrades ever been considered? things like increased speed in water, more oxygen, better visibility...
i know the diving kit exists however it doesnt work well with custom player models, often removing the drawback of using it (barely seeing where youre going)
- Rubber Boots
- Oxygen Canisters
- Night Vision Goggles
everything is already included in LGU
huh somehow i missed those, my bad
night vision goggles is an item in store, but can be upgraded by 'NV' upgrade
yea i knew about that one, i actually ended up removing them some time ago because whenever 1 player got them (occasionally appeared as a remnant item) all players somehow could use them causing some confusion
may give them another try blacklisting them for remnants
Yes, whenever NV goggles are equipped, everyone also recieve an ability to use it
If you could try it out when you can.
bah. so I deleted the old config and redownloaded LGU and now I just can't access it in the terminal
will it save a log properly before doing a moon?
It should be constantly saving a log if you hadn't messed with it.
huh
whenever I crash on a moon it just like, deletes everything that happened on the moon from the log
There isn't any error stack traces and I'm seeing logs where it's working as expected. xD
yeah before I made a clean save, i still HAD my upgrades
I just cant do the LGU thing in the terminal
wait
uhhh.. let me check the configs, might be some weird... default value thing making it be dumb
nope nothing in there thats obvious
The terminal command shouldn't be influenced by config tho.
Well, more specifically.
Config makes it non-existent.
Even if all upgrades were turned off, it should still show something.
was just checking that there wasn't some sort of "no terminal" option or whatever. idk man, all the mods that I have worked fine 4 months ago and then suddenly after a few thousand updates everything is just imploding with zero changes on my end lol
I'm using it just fine when doing the alternative currency thingy.
So I doubt it's LGU alone, lol.
Yeah probably not
do you know of any specific incompatabilities with some sort of like, terminal mod stuff? I have a couple that like.. give tags to things and make swapping between people/teleporting them from the terminal not ass
I can access the config in game so its definitely launching
weird
... lemme drop lobbycontrol and see if that does it. thats the only thing i've activated since I last played. idk why that would do it but im grasping at straws at this point.
On the top of my head, I don't see many scenarios where a mod could stop LGU from working because either:
- Its application went missing (would have been logged)
- It's just not doing my patch at all (because if it was and it find something, it will always take over)
- BepInEx is lying and it didn't load LGU. ^^
that wasn't it
if bepinex was lying, I feel like I wouldnt be able to see the configs while in-game? idk
What's more freaky is you seeing stack traces that then aren't in the log, lol.
But yeah, I don't see the errors from ITAPI from not finding LGU either.
So the patch seems to just not be working.
the only log mod that I think I have is... asyncloggers which shouldnt really mess with it methinks
according to the bot a few things aren't getting patched but I don't see why
Mostly done, probably just need to check some other things like on enemy kill or something, I don't fully remember what I had or not done before I came back.
@strange violet There's more screenies. 
oh thats something I didnt notice, but the terminal doesnt even have the LATEGAME little section thingy there like in yours
Hmm
That sounds like the vanilla terminal got replaced with some other.
If it has none of my things.
yeah terminal has nothing for LGU. can still access the configs in game and on the old save the powerups would post on the left and were active, just couldnt see anything about it in the terminal itself
which is strange because I haven't added anything terminal related in a long while
wonder if something updated and pissed it off
since I get like 5-30 updates every other day.. wouldnt surprise me
Now the cooldown of the discombobulator is the same as the stun duration instead (making the cooldown 7.5 by default).
The absolute stun config works properly though.
It's not.
This was never changed.
Unless you mean in the logic itself?
Rather than what's listed.
I just need to know if the wrong behaviour is in the config or logic.
So it shows 120 as default in its entry, yes?
Then it's the logic I need to fix.
Should be just one change from what I can remember.
I also found a bug with fusion matter.
Teleporting people back to the ship works normally, but when a client inverse teleports into the facility, the host sees them drop all of their items.
The client sees themself still having the items and they can use them, but the host can pick up the items they drop when being inverse teleported which causes them to disappear sometimes or have other weird interactions.
This can be worked around if the client drops their items and picks them up again after being inverse teleported, so it's not too bothersome, but I just thought that maybe I should report it.
(You can see him drop his beltbag in this clip. Fusion matter was max upgraded)
for some reason, recently my NVGs just stopped working
they actually make it darker now

jk, that's awesome you got this new feature up and running
I hope the changes you make to the store credits graphic doesnt have any conflicts with my resizing logic 
this is very nice to see
So I guess even if the feature is disabled it still gets added to InteractiveTerminalAPI.UI.InteractiveTerminalManager.registeredApplications? Any way I can check if it's disabled in Interactive Terminal API?
It was never disabled.
One of the command gets used for something else.
I asked if it was specifically this scenario they wanted and they said yes.
Are you sure this isn't because of GI? I saw the logs earlier and it was also patching it.
I cannot promise both things will work as expected.
ahhh okay so the menu still does something even if whatever option they are talking about is disabled?
You either have two prompts for interactive or one.
The other that doesn't is used for random contract.
hmmm okay, I think i'll have to peek in game to see what you're talking about
I may just add a string matching config item to filter out menus people dont want rather than approach this programmatically
Unless they refer to the enabled config which it doesn't from what I remember.
The guy used it only to make the list of contracts empty.
@fluid river could you elaborate on the contracts menu thing you reported? What LGU config item do you have disabled and what does it look like when you select the contracts menu with the storeplus menu?
For future reference, is here or GitHub a better place for feature requests
Aw sorry my bad
Got you wrong
nvm xD
Github is easier to track.
Here I can easily miss it here once stockpilled with more messages.
Hello! A friend of mine is having issues with the game not opening after LGU is installed.
They're using r2modman and we've confirm they have all the dependencies needed. Whenever the command prompt box gets to the point where it is loading LGU, it completely freezes. The game won't load up while LGU is installed, but as soon as it is disabled it works fine.
Do you have any idea what the issue could be? We were struggling to find out why because it worked fine for me, and they used my exact profile when launching it themself.
Logs could or not give some clarity on the issue. From what you described, they can't seem to generate the config correctly. (This is assuming that it is indeed the first log ever about LGU being stuck at)
Here! This is everything that it displays before it freezes.
Probably a little over five minutes? It wasn't too long, but for me and the others it loaded up pretty much instantly.
Does it have any other config files besides BepInEx in the config folder?
Sorry, where would we check that?
In R2, the config editor on the left.
It shows what files are in the config folder.
Gotcha. No, in that case.
Also, they just tried again and it managed to load up, but crashed almost immediately after. Should I ask for that log, too?
Yee
Maybe the mods don't have access to the config folder for some reason which is causing the freeze?
I don't really see a reason for the freeze other than that.
Because I always keep playing in a fresh profile and I have never got that so far.
Oh!
It's working now! I guess it really was the mod just needing a few minutes to load up. No clue what the crash was about, though. Maybe something more specific to their computer
Thank you for your help!

If 'GI' is General Improvements, I didn't have it (or any other mods that change gameplay) in the mod profile I used to showcase the bug, to make sure nothing else was interfering with or causing it.
The only mods I had were LGU, Company Cruiser Upgrades, Imperium (to spawn enemies and items), LCBetterSaves (to have more save files), and LethalConfigs (to config things in game to test).
is it possible to make this always appear if the player have a walkie? not only when holding a walkie. and adjust its size a little smaller to not overlap slightly with the ui display
snorts
is that a no?😅
Just surprised people use this since I barely touched it ssince last year.
But doesn't already show when you have a walkie?
Or is it when you're holding one?
just holding it
or just move the time align with coordinates
That probably requires messing with unity editor, waa
Odd, last I tested both ways were working correctly.
Would this be fine?
It stays til you drop the walkie.
This assumes that you will only ever have one, lol.
Okay, now it checks if you have anymore in case.
yepp
Update that beeps as you yo through door frames and beeps louder or higher pitch as you yo through doors that are closer to the exit
Beep?
I mean
Also then explains why it's the walkie that let's you do it
If you want to add features, go ahead.
I'm just fixing stuff right now while fixing my report, lol.
Lol the feels
still can't access LGU
Give me the profile.
0194d1d3-25fd-f6e8-73f7-bc5d441026f3
I fixed this aswell, apparently other players skip over setting other player's teleporter ids which makes my logic of checking if they are teleporting useless.
tried your modpack, lethalcomptime and lethal creature have error on start up
i tried to disable lethal comp time and it let you access LGU.
dont know why tho
.. that is weird considering it worked fine with lethalcomp for.... forever
but, if that does fix it, that's what I'll do
something with lethal creature and code rebirth have errors. you should look into that
Code Rebirth ALWAYS has errors, and nobody has been able to explain them to me unfortunately
Lethal Creature's errors I was told mean nothing and that it's fine
but I use CR too have no errors. I currently have 239 mods 😅
If Lethal Creature does get some sort of important error I can contact Hobb about it, so far anything it throws is nonsense (or so im told)
strange, I've never been able to run it without it nearly imploding every other moon
Which is why I have almost everything in it turned off.
maybe some of your mod have issues with code rebirth. its what i think
things spawning outside of navmesh, 50+ microwaves stuck in a pile, laser turrets only being visible to host
maybe you have a mod interfering with hazard spawns 😅 well we are being off topic. we should end this here
nah I appreciate the help man, I've been just deleting mods willy nilly for over a week now trying to figure this stuff out
Now that that particular issue is fixed........ Back to trying to figure out why we crash for no reason with no errors on entering orbit/unloading a moon.
Recap, Satou here found that it was LethalCompTime for some reason stopping LGU menus from working, unsure why that is. No major loss on my end disabling it so.. neat
If you wanna try it out and see for yourselves.
Since you were the people reporting, you probably have a better idea of reproducing it than I can.
This has the alternate currency things which seems mostly finished from what I can see, maybe missing the part where you can get it from an enemy but it didn't seem that asked for.
Alternate Currency 😳
Yeah, it's been in the works for like six months now.
Kinda hard when managing uni at the same time.
No I knew it was in development just didn't really expect it so soon
Relevant commands btw.
And the config should be self explanatory.
If you ever decide to, obviously.
Just don't want to upload it yet.
Can I pick specific upgrades which use the alt currency?
I was thinking of making it so all personal upgrades use the currency
A sort of build-crafting concept
That would be awesome
Should be similar with what I did with item progression items.
👍
This should be what you wanted.
CompanyCruiser upgrades will be broken due to updates with its internal systems so yeah.
Having more people messing with this like a toy would be desirable but it's not always possible so yeah, I will take what I can get.
@cold vigil
Just configured it and I got a few tidbits
- Better Scanner seemingly doesn't respect the alternative currency setting (ignore charging booster. That one is my fault)
Hm
- It's almost what I was thinking about. However I haven't found a way to explicitly make upgrades purchasable with only the player currency (Individual upgrade screen for example)
It is a special case of a tier upgrade.
Ah right, only player currency.
I forgot that setting.
and yeah discombobulator is the one i misconfigured with the charging booster so don't worry bout that one
Yeah, better scanner uses a different method that I forgor updating.
Only player currency, maybe a bool config?
On each.
I don't know if enumeration/modes could work here.
I was thinking a select on each
Both
Credits
Alternate Currency
Unless implementing it would be hell
Also you might wanna put the new convert and trade commands into the LGC screen
Unless they're not supposed to be there
lmao dw
I can try modes, just need to save it through each upgrade.
Just remembered that I need to update the company upgrades to these things aswell, waaa.
This should have what you asked, @cold vigil
(I need to always update the cruiser otherwise it breaks everything, lol)
Whoops. Sorry about that. LethalCompTime should be fixed in v1.1.5.
Sorry for the late response. I went to bed.
This time I found a few more things to deal with
- Having this config setup for an upgrade leads to a weird effect where the terminal displays both Credit and PlayerCurrency costs but only allows buying with what was set in the Purchase mode (probably intended but imo you could completely ditch the allow alternate currency bool and just stick to the enum)
- For some reason the upgrades mark themselves with the purchasable color based on credits even if they can only be bought with PC (it does work normally the other way around though (first screenshot with 0PC and 60 credits, second screenshot with 2PC and 60 credits))
wait no nevermind
It doesn't (60 credits and around 50ish PC)
Oh and the upgrade level preview screen shows credit costs regardless of your alt currency setting
It's just a detail though and adding checks to each of these will probably cause more issues than it will fix
Still sleepy but I will look at these.
That is fair. I was mostly using it to know wether it was in alternative currency or not.
That might have to update the bool function which states wether it's active or not.
Oh boi, will need to update all of them, lol
Lol.
Now to do this for all other upgrades.

Should look like this, yeah?
With 2 PC and 100$
Yup
does the walkie upgrade in this dll?
okie
Well, almost.
Because the old ones require me to mess with Unity Editor.
Which I despise to my soul.
Alright here we go again...
- All upgrades with purchase mode set to CompanyCredits will still display both CC and PC costs
Fiddlesticks.,
- Formatting of the level preview screen seems to be inconsistent. Sometimes showing the credit symbol, sometimes not showing it and specifically for upgrades purchased with CC... it shows it 2 times and screws up the lines
The extra credit symbol is because the format is stored in the bundle.
- For some reason I can buy rubber boots...
not sure if any other upgrade has that too since I only checked them out
Probably because you start on a deactivated one.
Yeah, it always starts on the top.
I think it would be best starting from the bottom as the prompts could not be possible.
Not sure.
I'll honestly just send in my config maybe that will help track down what the hell happened
Nah, I should be able to replicate it.
Yeah going to the cancel button doesn't let me back on the deactivated option
The thing is other upgrades don't have this issue
Reinforced boots for example doesn't even display the option to buy it
Because you don't have both player and credits.
At least, that was the idea for showing that message.
Ohhh true
I forgot first level of RB is 60 creds
Yeah forcing credits makes this a global issue
Yeah, I don't think the player credit check works in the setting of it alone right now.
But yeah, the ideal would be to show the not enough credits message if you don't have any way to purchase it.
Okay, the showing only credits seems to work now.
Now for the uhh, credits check.
Seems I was able to fix that aswell.
I believe anyways, lol
Yup. Seems like it's all working well now
Granted this still persists but ig the core part is working now
Yeah, I am too lazy to mess with Unity Editor right now, lol.
There, all upgrade descriptions shouldn't have the extra credit symbol now.
So besides that, everything seems fine and usable?

I think you forgot Malware Broadcaster and Sigurd Access
👍
What is going on with all of these freezees when loading LGU, lol.
I thought I saw it above but my search-fu sucks.. Anything I can do to fix the discombobulator and.. I think it was.. hiking boots(only gives 1-5% speed on incline rn) on my end?
You mean the cooldown and stun time being mixed?
Don't know if I released it yet, I don't believe so.
Kinda been busy making sure the currency is in a decent state for release.
ahh, gotcha
atleast its 2 niche ones
was just wondering if I could do some config-fu to fix it on my own
but I'll wait for the fix I suppose v:
Oh yeah, hiking was using effective bandaids apparently.
I noticed it when changing the string formats, lmao.
doh
luckily running shoes+back muscles mostly takes care of hills anyway.. unless your carrying rocks or something. lol
I'm taking a snippet because im not sure its gonna give me the full log since I have to close the game before it enters orbit
but it got to 12am, didnt kill me, and said something about moreshipupgrades having a stack whatever... unless im misreading it
if it does spit me the full log i'll post that too
its not killing me
Ah.
Yeah, I read after.
I mean, added a sanity check but I don't think it will solve the not killing issue.
oh it just let me quit normally.. huh
full log
I love how I post the snippet and the bot sees that error
but when I post the whole log the bot doesnt see that error.
I'm wondering if the bot is just assuming the two other errors are causing all other errors
..... which they might, but I was told that they were nonsense and meant nothing
This one doesn't have any errors from LGU.
Are the loglevels the same in the two?
idk what that means
In the config for BepInEx in general.
You can choose the log levels for both console and disk.
Im only suggesting what it could be, lol.
console is set to : Fatal, Error, Warning, Info, Debug
and disk is set to All
I also have asyncloggers, idk if that would mess with it
also I just looked, the log cuts off right before the moon that had the error
so its just not saving it unless I get back into orbit
not sure where I can go to make it... not do that
not sure what that is
Night vision.
oh, yeah its on
Then I have no idea why you are getting that error.
Because it should never happen if you indeed have it on.
I mean, im currently using night vision lol
Right but the error is saying you didn't.
Thus it's impossible for me to know what's going on if I have a contradiction.
does hiring interns when solo do anything?
Interns is just a revive mechanic in LGU so no.
Quick question. How does individual purchase Scav Instincts work?
While we're at it I also found that carbon kneejoints has the opposite issue
and JIC reporting discombobulator too. Though I suppose that one can work by simply just unlocking the command to specific players?
I think Disco just started as individual when it was made last year.
why does my night vision not work
it just makes it a little darker
And what do you have in the config about it?
didnt change anything
About Night vision, yeah?
Because it's either the config is wrong or there are errors which you aren't showing when it happens.
Do you have Full Darkness o Diversity True Darkness?
.
oh yeah been a hot minute
yes I do
that's probably the issue
can I have both at the same time or nah
I recommend if you have Lategame Upgrades, use this mod
https://thunderstore.io/c/lethal-company/p/Friskzips/True_Darkness/
It has a patch for Lategame Upgrades
Diversity dev is not avaliable
does it work the exact same?
or very similar at least
that pitch black really gives it a vibe
it's fixed
ty
No errors are being thrown pertaining to them, but they are the only things that have changed since this issue started happening; Is there any reason the health upgrades, or the sleight of hand patch for piggys would cause players to become invincible? No errors were being thrown when we became invincible, at all, but again... those two changes are the only things that have happened since we started getting the issue.
Also when we are invincible, I'm unable to go into the menu and just exit to the main title screen, it just boots everyone else out and then im stuck in the ship alone no matter how much I press exit, this only happens when we're invincible. I posted the logs for it last night in troubleshooting
Health messes with the health value and sleight of hand only messes with relevant gun's reloading animations and explicit timers.
I would test your profile but it's always dying when trying to land which is becoming cumbersome.
And the disappearance of the errors from the file doesn't make it easier, lol.
thats... strange... I haven't had anybody have that issue with my pack
I still can't figure out why the log doesn't save on moons that crash/cant be exited
I have about 13 people using it every few days too, runs near perfect solo for all but 2 of them
and then gets that invincibility at random during multiplayer
I turned off weather bonuses.
Seems broken.
And yeah, quick dying doesn't replicate it so it's not an issue caused on level bootup.
It's not that, it deletes any errors from the log regardless at what point you are.
why on earth would it do that?!
No clue, you're the one having fun with modpacks, lol.
Could it be that harmony thing that pawzy keeps telling me about and multiple people have told me are non-issues?
What harmony thing?
everytime I post the full log, it says there are 2 serious Harmony errors
but I was told before that they mean nothing
#help-and-troubleshooting message
Those are warnings.
Those are people being lazy at coding so they just assume they get one.
Even then, these warnings shouldn't cause any issues in the log file being stripped from errors.
The only mod that I have, that I'm aware of, that messes with logging is Asyncloggers
unless one of the other 50+ qol/bug fix mods does it too
I dont think that would do it, but next time I play i'll deactivate it and see
What changed with discombobulator? it stun dogs now for 120 seconds or were we just tripping?
A slight problem that should be fixed in next release.
When I'm done with dissertation report anyways.
ohh cool beans, np, we'll enjoy the 120 second stun for now ahaha
Right now, your cooldown is your stun timer, lol.
gl with ur dissertation btw
Fun
Considering that it involves making security proofs and alot of distributed systems gibberish, I will most likely have a lot of fun.
This assuming that I even pass through the "preparation" phase, lol
I released it, I will be awaiting for possible fires while I'm doing final touches in the report.
And I forgot to update the date in the changelog, oops.
It wasn't that far off anyway, haha.
Did support for masked get added to the hunter upgrade? I didn’t see anything about it in the changelog
Ah no
I forgot
Sorry.
It's just the deadline for report on 11th and I already had the alternate so I just wanted to release to see if there's any issues with it
Ah no worries, just wondering if I missed something
love the new player credits! is there going to be a way to upgrade up without using the terminal in the future? i set the upgrades to individual instead of shared, but im gonna assume its gonna take long for ppl to upgrade if they each have to get on the terminal to do it esp in 6+ player lobbies

