#Lategame Upgrades
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I think it was called smth like that when you create the thread you appear as the author
OH WAI
T
Is AO
My bad
Still don't know what that means, lol.
Is that like what allows you to mess with thread things like pins?
Cause I wasn't the original dev, no.
Ooh ok thats why
Maybe idk
This thing
Maybe it appears as AO for me bc of spanish
OP
Xd okok my bad thanks
But yeah just wanted to ask if there were any plans on fixing the bugs
Yeah no problem just wanted to know if it was dead or not
Ty!
Is BetterStamina compatible with LGU?
Mostly looking for a thing that reduces the penalty for burning all your stamina.
it is now
but its patch for modifying carry weight is disabled when LGU is active
ah, awesome!
Probably a dumb question, but how do I stop upgrades from going on sale?
For context:
Im trying to make it so that players earn 1 PC every Quota, and most upgrades are also only worth 1 PC. (Ideally, selling an apparatice would also give you 1 PC, but im pretty sure thats not possible and I had to settle for 'random upgrades'.) Anyways, the moment a quota passes, things keep going on sale and end up being worth 0 PC, which is, uh, slightly problematic.
The obvious solution is to raise the currency ratio so nothing ever hits 0, but i'd like to avoid doing that if possible.
set top to 1 (i think)
if that doesn't work try 0
any way to disable forceCredits??
yeah
Hi! Does an upgrade "carbon kneejoints" work for anyone? No matter what values I try in the config, the upgrade makes no difference
Also, the price in PlayerCredits is broken for me, even though it should be clean without any need for rounding
What did you put in the config for the credits then?
And or price
And last i checked, it was working so unless the patching failed, it should still work as expected.
That's what I have at the moment. If you need more information, feel free to ask!
PlayerCredits price is broken for all upgrades for me
Hm, it's using the ratio, oops.
Is this a bug or something on my end?
Got it, yeah, just tested with "Credits to Alternative Currency Conversion Ratio = 50", the price returned to normal
And the carbon can't make you faster btw.
Yes, I got carbon kneejoints working, my bad. Would these values and a max upgrade result in crouching speed being equal to normal walking speed?
Well, with these values on max upgrade I can go from one end of the ship to the other with such time results:
- Walking -- roughly 3.2 seconds
- Crouching -- roughly 4.8 seconds
I have a slight question. If the host has an upgrade disabled in its configuration, and a client has it enabled In their own config, can the client purchase the disabled upgrade?
At first thought, it shouldn't.
Because if the host doesn't tell the game to initialize the upgrade behavior, the clients shouldn't be able to see it.
Gotcha
uhh the shader is weird for shopping carts and peeper
probably all other whitespike items too
I can do that with the ship aswell.
So I am not really sure what am I supposed to do on that one.
Okay so @gusty flint made an update to LL to add clamping to invalid weights (weights that break the game kinda), and afaik these items are from LGU:
[Warning: LethalLib] Item Data PC has an invalid weight of 0, resetting to weight of 1, please check the lethal.wiki for the weight calculation and give it a valid number, anything below 1 or above 4 gets forced to be 1 or 4.
[Warning: LethalLib] Item Pentagram has an invalid weight of 333, resetting to weight of 1, please check the lethal.wiki for the weight calculation and give it a valid number, anything below 1 or above 4 gets forced to be 1 or 4.
The Pentagram's weight seems very deliberate, and uhh so I'm guessing LL is fucking shit up here now?
should LL introduce an API to disable the weight clamping per item, universally or something else?
also I guess it'd be good for LL to do betas even though it updates like once every few months since always an update breaks something
I mean weight doesn't even get considered past 12, so I don't think this is deliberate lol
I mean idk what LGU might do to modify how the weight system works, and 333 at least seems like a deliberate number
I know LGU does touch the weight system (I looked at the github a little bit) but yeah I don't know really anything else
the item is called pentagram, i was just guessing it was half of 666, but yeah idk either
Those are used in MapObject so I don't know what is the weight used for in that situation since it's supposedly using an animation curve.
The contract objects are registered like so to kind off control how many it could spawn.
At least, when the original made them so.
Unless you mean the carry weight and not spawn weight?
carry weights yes
Well, those are the only ones where you aren't supposed to grab so that's probably why.
I can try and see if I can remove the object script since it's not really used but I don't think it will work as expected as it won't exactly stick to the floor.
if it's not meant to be grabbable are you able to just set grabbable to false?
setting the weight to 333 just give it a weight 34,860lbs which uh, capped at 1150 per the game's own clamp lol
It should be already be by default.
Otherwise people would have complained of grabbing pentagrams or laptops.
This assuming people still enjoy playing them as the original wished to.
icic
I did kinda say I would split the contracts from LGU but I just haven't found the time or will to mess with this.
A idea that i had is to have a config option that you can lock LGU behind some days so you need to play the game and not die before you unlock the lategame upgrades mainly because some of them are op other thing is with the randomize upgrades you can make this with specific upgrades like Midas touch so Midas touch would never appear before idk 15 days i want this option mainly because first this will feel more like a Lategame upgrade store than just a Upgrade Store and this would stop (at least me feeling) making the normal store being so bad and the Time for some upgrades to appear would be for like the op upgrades being for even later this would make more the feeling to keep playing and is one of the things that i want to make in my modpack but the option dont exist :v
@steady trail the items make global sounds when u drop them
like shopping cart/peepers
The project has their sounds on 3D instead of 2D (which is what caused global sound before) so I am not sure what I need to do about that.
Technically, the randomize upgrades config would work for this, just doesn't have the explicit barrier of "you can only be selected after x days have passed".
If that doesn't work, I can try work something out later.
Ah, I missed the part you mentioned it.
I will try remembering the code and see what I can do.
Lgu update?? :0
It has been a while, yes.
Managed to get some free time to be able to release it.
Again, if there are any issues with latest release, feel free to say so here. While I am slow to upload releases due to university matters, I still try my best at fixing issues and add features in the spare time I get.
Tysm for giving lgu time, uni can sometimes be pain
Can i ask what did you add on this update?
Mostly fixes, from what I remember.
There's one thing in the config where it separates alternative currency conversion ratios.
Oh awesome!
I'll do that! I love this mod so much and i always use it, its a must have mod for me atp
Especially when it's related with "magical word that timed me out" that relies on eliptic curves.
wups
to be fair to that filter its caught a bunch of those "I'll teach you to invest but you have to pay me x% of your earnings" scams
I added cryptography to the whitelist just now
Is it possible to add extra levels/tiers to an upgrade using the config?
add another price
Yeah I thought that'd be the case, thanks. Is there a limit or nah?
I don't know but probably not
Great, I always feel the increments are too steep and get out of hand too quickly
this happen when we tried the night vision
when one of the group equip the night vision all of the group will have it. is there a config for it or how to make it only to the one who equipped it?
From what i know not currently, well yes but its tied to all upgrades, so there is an option to make upgrades not be shared
That will make the night vision only work with the person that equipped it
kinda want the upgrades shared. only want the night vision per person. since its an item/tool (atleast for me)
unfortunate ๐ข
i recently added the scp monster that is invisble. only can be seen by scanning and night vision from LGU (didnt test if it works still)
so i want to try the night vision ๐
Pretty sure it works!
I rember trying it a few months ago
And worked fine
I was curious with the player credits, when earned does every player get their own to purchase their own upgrades? or are the player credits shared?
Own.
Should have been the individual setting.
Which gets overriden if you are using the "make all upgrades shared" setting.
so for now I'll buy 1 NVG for everyone ๐ . I have all upgrades shared
maybe an additional option to have the gear individual but the upgrade is shared?
I dunno if its too hard to implement so dont mind it too much.
@steady trail
Can we get a config to just switch every upgrades currency setting. Had to go through each one individually to switch from both to the personal credits only
So like shared setting?
Just 1 setting to adjust the purchase method for every upgrade.
Hey Whitespike so I have a not-so-small idea for the alternate currency config in terms of more build-crafting approach
Do you think you'd be able to add:
A) An ability to refund upgrades with a config option for each whenever it can be refunded and a global config option to disable or enable that functionality (default to false)
B) An ability to enable a total Alt currency cap (current alt-currency + spent alt-currency)
The basic idea is to cap how many upgrades someone can have at a given moment to promote more team variety
So someone can for example invest into buffing up their damage and shotgun upgrades and use hunter to get extra cash that way
Someone else in the meantime could invest into the cruiser and be the driver
Someone else could invest into the jetpack and deeper pockets to safely move the scrap
A) So just a on/off switch for wether it can be refunded for each upgrade and a global on/off switch that toggles all on if it's on?
B) Assuming that CSync effectively uses the host's config on all other clients, I should only need to add it and make the checks on each client rather than host.
Would the cap effect globally or on specific scenarios?
(I'm just chilling here because deleting 2* million files takes a while)
Can't even code because it crashes any IDEs I try to boot up now, lol.
At least I found out what's making the PC take longer time to boot up,
A) Global on/off which either allows you to use the refund config if on or completely disables refunding if off and individual refund on/off switches for all upgrades
B) I was thinking of just an on/off switch to enable the cap and an integer to set the global cap to not overcomplicate things, unless you have some specific scenarios on your mind, such as the cap raising per quota completed to keep players from trading together to get an overpowered upgrade at Q2
Thanks a lot dude
5*
10*
@steady trail I was curious is the cruiser upgrades mod use the alt currency too? Also so far in solo testing im not seeing anything v.70 broke on your mod which is very shocking lol. I was almost certain yours was run into something given how much it does. Thank you for the awesome work! If I do find something I'll let you know right away.
They should.
Hmm, the brutal company the person made a PR for is deprecated, lol
For B)
A) requires messing with UI so I need to read a bit.
that will be nice. ๐
also not sure if I missed the answer to it but do the cruiser upgrades have the alternate currency feature to it?
They should.
Also the dll is there for you to try out since I only implemented from what you told which might not match what you actually want.
Let the bug reporting begin!
The upgrade specifics screen does not respect the global currency setting if you enable it (It uses what is in individual upgrades' config purchase mode)
Oddly enough the upgrade shop screen itself does respect it
(everything else has default configs)
Also currently the PC cap works more like a wallet, forcing players to spend their credits instead of hoarding
Granted this should stay since it can actually be useful to some pack makers
I was thinking about more of an overall cap which includes your current PCs and your spent PCs
Think of it like mod capacity from Warframe
It could be an extra config option going something like "Include spent alternative currency in the maximum amount" true/false
Also it would be cool if you could see the cap while checking how many PCs you actually have
Something like
60/60 PC
Another bug: Refunding upgrades always refunds them as credits even if they were purchased with alt-currency
Though I am not so sure if it's a general issue or it's because of "Both" in the individual upgrade purchase option config
Yeah I changed Beekeeper in the individual config and it still refunded me normal credits
gonna ping ya just in case ๐ @steady trail
The display uses a different field to read the mode, should be solved.
And how would conversion work with that?
It's technically spending to obtain company credits.
I did not implement PC refund yet, it's more for testing the refund part.
On that regard, how would you like the prompts to appear.
Refund -> Pick currency -> confirm
Or
Refund currency -> Confirm
Let's see
Let's assume 100000 Credits, 0 PCs, Cap 0/60 (Cause that's how I am testing it lmao)
You convert 2000 into PCs, Cap 20/60, 20 available PCs
You spend 5 PCs, Cap at 20/60, but 15 available PCs
You convert 15 PCs into Credits, Cap at 5/60 PCs but 0 available PCs
First one if purchase mode is Both and the second one in any other case
So these available PCs are tokens for the currency which get depleted per unit gain?
pretty much
I know it sounds like a readability nightmare ๐ญ
Here's an attempt at understanding the madness then, lol.
Absolute Peak!
Small tidbits: I probably should've communicated better that the amount of unspent PCs should also be shown...
And obviously you can't refund PCs yet so the upgrades don't show that you can do anything
Oh yeah, I would have to remove that error message for the refunds.
So it works as expected?
Idk yet if it's a conflict between mods but dropping the utility belt while items are in extra slots consistently keeps me from interacting with anything at all
Could be due to code change from V70/71 release related to dropping items to the floor.
I see that latest release from LethalThings is five months ago.
Reckon that's the cause?
That's what broke my container items so I assume so.
I know stuff with falltoground got hit. Slayer had to chance dice cause of it when v70 dropped
oh right your one items that can hold stuff. Would make sense if you used falltoground with the dropping the items button.
Is there a way to manually unequip night vision? I've noticed it has a chance to just,, vanish upon loading a game with them equipped, and I'd like to be able to properly store them like a flashlight can be.
Unequip, no.
The original apparently only wanted to make a different way of purchasing an upgrade that wasn't through the mods store.
I can already smell the more valuable egg upgrade in the next update ๐ฃ๏ธ
@steady trail
Got 2 bug reports for ya.
- Hunter Upgrade: Clients can not pick up or see specimen samples until host picks them up.
- If host relaunches the lobby all clients end up getting the hosts upgrades plus their own.
- Upgrade that destroys hazards and cant remember its name: Seems to only work for who got it, thought it was a team Upgrade but if its individual then im stupid.
So far that's all ive seen.
That just sounds an error is happening somewhere before game
Sorry if it was answered before, my search-fu sucks, is lgu working fine enough/at all on the current patch?
People said so.
For the samples nope. They just aren't syncing with host and clients. Its been that way for a couple days now just kept forgetting to report it.
The upgrades syncing clients with the hosts maybe. We had to relaunch the lobby due to a client leaving and it broke the game some how. Cause yeah I dont think that ever happened before with upgrades but will further test.
Was Name Overrides removed? The config options for it don't seem to exist anymore
Well I don't recall setting this to false but alright lol, nvm
Side note, there are a... few upgrades. Would recommend further splitting the mod up, like weapon upgrades being put into their own mod or something like what was done with the CC
I took a break 10 months ago, come back, and there's like 15 new upgrades. Nice to have, but a nightmare to configure. Way too much stuff imho
Hows LGU looking for the new update?
Only got one person saying that it works as expected.
Can still confirm if host has to close out the lobby and reopen all joining players gain the hosts perks onto of their own previously purchased ones while using individual upgrades.
Still working in my modded game.
I am noticing if you back out tho previously bought LGU upgrades before closing the game out are still marked as purchased when reloading that same save file. Other than the weird carryover effect... the upgrades themselves are working.
that's happened before v70
one of my saves got screwed by it because we had a (unrelated) softlock after buying lgu upgrades at the company, so when reloading the save the game broke down because we technically had negative credits
also i'd like to ask if we can get the menu to fit the terminal screen with Weather Probe? right now it doesn't really account for how many moons i have, just increases per page so i have to scroll it, which none of the other interactive terminal api mods really have to do
i'll get a picture of it
WhiteSpike on their way to add a lategame upgrade with 3 tiers that reduces the chance of Rainy weather on moons that contain grass:
don't you know? more is always better
and there are absolutely no exceptions whatsoever
That's weird, it should have made a page.
Is there an error when exiting or entering?
Sounds like this person has never heard of configs or enjoyed fun in a game before.
White we appreciate your work.
I say we think of 20 more upgrades:D
Honestly jokes aside I think it would help if there was a way to merge upgrades together ๐ค
Like you know how you can rename upgrades? What if naming upgrades the same way could be used to merge them?
And to avoid any pricing issues you could make it so the price simply adds up, so combining an upgrade which at lvl 1 costs 200 and an upgrade which at lvl 1 costs 500 would combine and cost 700 at lvl 1
If the upgrades were to have different amount of levels you could simply make it so the levels are combined only for the levels which "overlap"
It was mainly in a half-joke half-serious manner but I've been no stranger to configs for over 10 years. I'd set up many MC servers, configured modpacks for Valheim, Vintage Story, MC, etc. and sometimes you get a mod or plugin that's just... way too big. Sometimes it might not even be the mod's fault. But in the case of this mod I believe the scope is huge. There's literally an upgrade for everything. Last time I was working on my modpack this mod was part of the reason I got burnt out. 10 upgrades got added in the span of like a month or two.
What I'm trying to say is more =/= better. Feature bloat is real. Just ask any Java player in the past 5 years what they think of the updates to MC. Sometimes it might be better to either split something off or not add it. Or make it less of a pita to configure. Setting up a modpack should take a few afternoons, not an entire week or two. This mod singlehandedly has been 25% of the workload, the rest being moon configs. It's a little ridiculous imo. I want to have fun, not work a 2nd job. Configs this large aren't ever fun
Sure shooting the ghost girl with the shotgun is fun, but why is it this mod? Why not it just be its own thing? Past a certain point it becomes not fun to configure on the modpack side of things. Only one of my buddies sets up modpacks and he doesn't balance things the way I do. My way goes through most configs meticulously. I get burnt out when running into a mod that has to have absolutely everything and takes every suggestion ever and adds it to the mod. Past a certain point you just get feature bloat.
None of this goes to say I don't appreciate this mod. I think it's amazing, very unique, and the fact it does a lot and has such active development is really good. I just needed to vent about a frustration I'm having with it.
Because if it required every single new feature to be it's own mod it'd take whitespike a helluva lot longer
Ye, it's a balancing act. Perhaps it could be split into addons or something, like how the CC upgrades were. I think the shotgun / offensive upgrades being put into their own addon would be perfect. Contracts too, and the economy-based upgrades
Just something to break the config up into smaller, more manageable pieces
I'm literally having flashbacks of trying to configure CMI
I.E. The MobArena plugin also comes to mind. My config for it is at like 30k lines because the dev needs to split individual arenas into their own configs. There's zero reason any mod needs to have a config that goes into the thousands upon thousands of lines. That's just ridiculous. Some mods have exceptions like LethalLevelLoader because other mods add to it. But this mod just has feature upon feature. It needs to be better organized so it's less of a time sink to configure.
Another good example would be Wesley's moons. Pretty sure they're all separate for a reason. You aren't given one giant pack of moons, because there's just too many to be doing that
I can't see the point of splitting as many others have suggested before.
For me, that just seems an enable toggle on groups that I decide to pick and split.
Sure, seeing a big config seems scary at first and may seem most of it is useless but at least you have the choice of choosing what you want rather than someone that doesn't play the game at all pick it for you.
The moons are loaded into asset bundles which use RAM after(because of the engine) so I can see them being split for that reason.
Splitting upgrades/features for the sake of reducing config size, I don't see much point on that.
On the topic of merging, I think it would cause more trouble than its worth.
The descriptions would likely be too big to fit, causing either bad formatting or a long scroll.
The configs either are the same on all the merged upgrades or randomly select one of them.
I got you fam:
Slimeproof Socks: reduces damage taken from hygroderes by 30% (+15% per level, up to 5 levels)
Cushioned Soles: reduces noise from walking and sprinting by 25% (+20% per level up to 4 levels)
Lucky Throw: increases the odds of a thrown easter egg exploding when near an entity by 30% (+30% per level up to 3 levels)
Quantum magazine: Increase magazine capacity of the shotgun by +1 Shell ( +1 Shell per level up to 2 levels)
Discount Shells: Gain +10% to not spend a shell when firing the shotgun (+8% per level up to 4 levels)
Addiction Meds: Increases the duration of positive TZP Inhalant effects by 20% ( +20% per level up to 3 levels) and reduces the duration of negative TZP Inhalant effects by 20% ( +20% per level up to 3 levels)
Bright Bulb: Increases the range of Radar Booster's flash by +50% (+50% per level up to 4 levels)
Rusty Coils: Coilheads take +15% longer to reset from their cooldown (+15% up to 3 levels)
Company Package: Get a free delivery of essential items for every employee. For each employee that dies a new set is delivered next moon. (Level 1: Walkie talkie and a flashlight, Level 2: Walkie-Talkie and a Pro-flashlight, Level 3: Walkie-Talkie, Pro-Flashlight and a Shovel)
Solar Belt: Rechargable items will replenish their battery while in the belt bag at a rate of 1% per second (+1% per level up to 4 levels)
I know it's just 10 but I couldn't think of anything else
Yeah the formatting would definetly be an issue but I don't think so about the config
You wouldn't need to create a single config entry for the merged upgrade
Their individual configs would be taken into account
Both
Let me give a better example
Let's say you wanna merge Rubber boots and Reinforced boots
Assuming default configs and the only thing being changed is Reinforced boots getting renamed
Level 1: Would have both effects at LVL 1 and would cost 250 + 50 credits
Level 2: Would have both effects at LVL 2 and would cost 200 + 50 credits
Level 3: Would have both effects at LVL 3 and would cost 300 + 100 credits
Level 4: Would have both effects at LVL 4 and would cost 400 + 200 credits
Level 5: Would rubber boots at level 4 since that's the max and reinforced boots at level 5 and would cost 500 credits
The issue I've just noticed here is whenever the upgrade is shared or not and whichever currency is used could still clash between the configs...
Also true... sorry
@steady trail Is it possible to add a config option to "Protein powder" and "Hollow Point" which allows you to add the additional damage to other weapons?
Wouldn't that mean I would have to know what other weapons are?
I didn't know if it was possible just to pull them from a string, but for example: the Kitchen Knife and the Axe and Revolver (from piggy's variety mod)
The problem is that the mod patches each individual item to change the damage number to avoid the alternative of patching the damage function which is used by everyone and everything in the game to damage an enemy.
that's fair, if its not easily achievable then that's chill, I had a feeling it probably wasn't as simple as I thought but figured I'd ask and find out
It would have been if the method used to determine where the hit came from was consistent but it's not always used.
ahhh yes, everyone's best friend, inconsistency...
@steady trail had a crazy idea to pitch that might be a lot of work, but I know a couple devs who've done similar things.
- Upgrade Terminal:
A smaller sleek designed terminal that allows players to purchase LGU from it. This terminal would not have functions of the main terminal and just be strictly for upgrade purchases. Could allow for the purchase of multiple terminals.
The purpose: For the lobbies that opt for individual upgrades. When running with bigger lobbies it becomes very time consuming to have everyone get their upgrades. Some players end up saying nah I'll buy it later, but then go multiple days not having a chance as someone usually is on the only terminal. So to eliminate this issue multiple little terminals that do not take up space and Only allows for lgu purchases that way there is no conflict with terminal commands.
If this is something you're not interested, is it possible for another dev to make one as a separate mod then?
There's an issue in the repository that also wishes a portable terminal, essentialy the same as AdvancedCompany's.
It is always possible for others to make them if they so wish and I'm around to answer any doubts related to implementation.
I just don't have time or experience to create the animations/models for it.
i guess it just reads all LLL levels
worth keeping in mind in vanilla the list of moons in the terminal is just a string
LLL completely reworks it to be more data based which can as a side effect bring liquidation into the mix but basegame isn't designed for that kinda stuff so it happens
Well then if that's the case, ive got someone already looking into it so if you're ok with it I might group chat ya and him so if there are any questions its easier to communicate. I have high hopes for this project and think it will add a great addition to pair with LGU ๐
Amount of unspent being shown where?
Because supposedly it's the difference between the numbers that represents what you have unspent.
I was thinking either on the right side of the screen, something like:
5 PC unspent!
which adds clutter...
Or it could just reduce the cap visually on the screen by subtracting spent points...
Which is confusing...
Hmm
I have no idea if this is what you meant.
Because making it look like capacity would mean the left number is the spent, right?
While the right would be what you have total.
(Which then where would I put the limit on, lol)
Not what I was thinking but it's honestly so much better
Keep it
the "max" changes as you get more PCs
Genius
I also see you got the PC refunding working which is peak
But for some reason I can't refund Better Scanner??
Maybe something to do with the global setting not being respected by it?
Scanner is weird.
Enabled refunding on both configs and it's still not letting me
Hmm
And unlike other upgrades, when maxed it shows the default max level information
Here's my config
What about now?
Working Great!
I'll check all the upgrades I can though, because on last save I got a weird bug where refunding wouldn't give back any points so I'll try to see what causes it
Alright so apparently it looks like it's any upgrade...
Refunding a maxed upgrade just... eats your points
also puts you into the normal cap (I had purchased 50 PCs only)
Doing that also breaks the conversion back to money, with it not removing anything from the cap
oh boy...
Ah, I know why.
I'm assuming with credits, it puts a big negative number.
This should fix that issue.,
aaaand nothing breaks anymore
At least I hope
Just a heads up. SellmyScrap messes with LGU when reloading saves. If anyone running tests is testing save reloading and has sellmyscrap in the pack i suggest disabling it for now. I've already reported the error i found to Crit.
what's the specific problem
that it's causing
For Lgu its messing with clients on reloading saves and giving them all the hosts upgrades.
when the upgrades are set for individual.
I'm unsure if there are any other odd ball issues breaking from it when reloading a save as this is just weird that it would affect it this way. But we did find some big errors from SellmyScrap on clients quite often.
i see
https://thunderstore.io/c/lethal-company/p/slayer6409/LateGameUpgrades_Gui/
It is finally done! Slayer from emergency dice updated and Night of the living mimic has created a Gui menu for Late Game Upgrades! It works best for lobbies running Player Credits setup with upgrades set to individual. Every player in the lobby can press P to open the menu and they can see their PCs at the top and have two tabs for Shared and Individual. The Shared upgrades tab will update in real time as players opt to purchase the upgrades for the entire team. The Gui can only be opened while on the ship, as the intended purpose was using the terminal which is only accessible on the ship, but at least players no longer need to wait their turn now for the terminal. The keybind is also changeable if P is not to your liking. There is also a Trade button to make trading of your PC's easier too. Click the button and you will see all players listed with a box to type in the exact number you wish to trade and its already been tested and checked, you can not give more away than you have available.
Hope it helps out with bigger lobbies and people enjoy ๐ Slayer is amazing and so is Whitespike for allowing of this. Also Cruiser Upgrades also is detected by the Gui too ๐
This is awesome!
But he's gonna be so pissed when he finds out there's refunding and "unspent player currency" coming next update ๐ญ
not really, he would be able to easilly add it to the Gui menu or it just becomes a terminal only feature until then hopefully
@sacred cloud just so you can be prepared for the update.
It shouldn't be too bad I would just need to just add new things to the menu lol
is the feature for night vision goggles applying to every player controlled by the Individual Purchase bool?
any way to disable forceCredits (yes, for the host)??
No.
beef told me about this today, it looks so awesome!!
slayer cooked
I do hope at some point we get a diff font, looks a bit bland rn but the functionality's very much appreciated
any font recommendation?
I ain't great at design xD
I think just the one that lethal company uses would work wonders
lemme look it up rq!
this one, it's the one used in a bunch of the graphics
alternatively, this is the one from the terminal
Perfect DOS VGA 437 Font | dafont.com
Slayer did this so fast. It was nuts. We usually run 10 plus player lobbies and recently started loving lgu player credits for individual upgrades but having 1 terminal for all players was a nightmare. I had pitched an idea for extra mini terminals and Slayer immediately was like a UI menu like my debug menu then 3 days later it was already done ๐ hell I think he was coding it while playing once during a lobby. Also he recently added for it to display the sales now on upgrades too.
so I have made a config with some fonts (some silly some not) and with lethal config it does work in game
yes that is webdings
The only problem is that the ui was made for the original font in mind so I might have to do some tweaking to make some things fit
but it seems to work fine besides some weird overlapping or things spilling out of the button (like that trade button)
I also made it to where it is decently easy for me to put more fonts in so in case I need to in the future it wouldn't be that hard
Edit:
Fixed those however it now dynamically adjusts its size smaller if it doesn't fit, so some things look a tad bit different depending on the font used
first img looks sick
thanks for making this 
can i request for the screen to stay still and not follow the mouse movement 
Yeah no problem!
It should already stay still? If it doesn't that's odd
this
Yeah that's very odd
It should lock it, which means something is overwriting it
I'll look into that
0197981a-9984-761a-65ad-bbf2f6922186
here the code if u wanna test it
fucking amazing
Apparently the minimap mod patches the thing I use to freeze the ui, and how they did their patch it restricts me from using it

ofc the thing that broke things are the last one i added
thankfuly i only use that for testing
thanks for finding out again
yeah no problem!
is there a reason wy custom item behavior library prints these out during loading
and i guess in general does it need an update? the shopping cart started acting up a bit last time i played
it was taking items until it got full, and then when we took everything out it said it was still full
How well does LGU work on v70+ currently?
lgu itself works pretty good
That means that either the games code changed or some patch of other mod changed it.
I cant check either as I will only be back in two weeks.
The only thing I can say is that when somebody said something was wrong with the containers after update, I did not manage to replicate that issue at the time.
It would probably be good to recomp for v70 when you have the time
Might fix the issues with containers some have
ah, didn't see that
So when you're using the Item Progression Route, and using UniqueScrap Item Progression Mode, and have "Always Show Contribution Items", is there an actual human-readable list generated anywhere outside of the game?
I'd like to be able to keep track of said theoretical list to see what items I should be hunting down, and it's tedious having to look in the terminal for every Upgrade's Contribution Items every time I forget (which is often, seriously, memory of a goldfish)
Outside of the game?
But if the items are picked during the game.. 
I guess you can use the other mode where you can configurate the items to associate the upgrade instead of being random.
Otherwise I don't understand what you mean by human readable.
I like it being random, makes it more fun to go to moons and find an item you were specifically looking for
Basically, is there any auto-generated list when set to UniqueScrap?
The items used to get an upgrade don't change until you get fired or start a new save, so I imagine it's pulling the list of items from somewhere?
It's generated and stored in the save, yeah
Is it stored as a text file or something like that?
It's stored inside the game's save file.
It uses JSON structure but you would still need to force your way in the file to access it.
Ah...
Darn
I found a Save Editor that allows me to look into save data (and .moddate too) but I can't find anything about LateGame/Ship Upgrades
Oh
wait
I'm -actually- stupid
I can just type down what the upgrade items are, then clear the list when I get fired

is there planned vr compatibility or is there a way to get it working better in vr?
You mean the control bindings?
Because I don't know what are the issues on this when using VR.
The Landing Thrusters upgrade seems to do the opposite of what it is supposed to, as in causing the ship to slow its descent and takeoff. Is this a Wider Ship Mod incompatibility or should that have no impact?
landing thrusters have been broken for a long time
don't bother with them
Fair enough.
The logs should tell you what operation is not executing (as in the lack of)
Is there a way to make active upgrades display in chat again when they level up?
and if not, can I request that ๐
Selling all my scrap after a big haul and seeing the chat light up with all the new upgrades is a huge dopamine rush, but I feel that less and less as I unlock more of the upgrades
When I come back from vacation, sure.
and I also have a bad habit of not keeping track of what I already do have unlocked
Awesome! Thank you WhiteSpike!
Enjoy your vacation in the mean time ๐
@steady trail if you use falltoground that was changed in vanilla. I assumed you use it with your containers like shopping cart and others. @sacred cloud knows more. That probably is what's causing issues for people.
That stops the errors, but it still behaves differently. Instead of using the item's current position to determine where it should fall, it relies on startFallingPosition. So if you don't set startFallingPosition, it defaults to Vector3.zero (or something close to it), which causes it to fall to coordinates around (0, -5, 0).
Hm?
But people aren't reporting anything about items disappearing.
#1178407269994594435 message
then it should be fine if things aren't vanishing
it is mainly when things spawn in do you need to set that, if someone picks up things and drops it, that is handled by the normal drop function
That isn't related to fallToGround then lol
I assumed the problem with the ground thing was fixed when I recompiled the mod for v70.
These other issues is hard to know what's wrong because I don't know the source.
So far, I was only shown that some code was changed that makes the patch unsuccessful
Now wether that's why it's causing these issues, I can't know for certain.
yeah for most mods recompiling fixed fall to ground
I'll do some testing to see if I can find out any info
If you can't figure it out within thr next 12 minutes slayer then LGU is gone forever
The clock is ticking
Pretty sure that's what whitespike said anyway

I will check the logger from yesterday, thank you.
when alternative currency is enabled, is it given to players when quota is fulfilled? and is it for each player instead of shared?
yes and yes
It's shared if global toggle for shared upgrades is on.
Alr cool, thanks
do the shotgun upgrades work with BuyableShotgunPlus' version of the shotgun?
Maybe, maybe not. The patching is only done on the vanilla shotgun's script.
Is there a way to refund/de-level an Upgrade?
Jet Fuel is killing me because I hit the Jetpack speedcap too fast and blow up
and I read in this thread that Landing Thrusters is bugged and slows down your ship's speed
Refund is only in development branch.
Thrusters making it slow is likely due to something deciding not to work anymore that I can't trace back to.
Is the development branch available to the public?
Uhhh
Yesnt?
Technically it's in my fork of the github repo
You would have to compile it to get the dll out of it and put in the plugin folder.
Ah I found it
I don't havve much experience with compiling something... But I'll give it a shot after work
wait, how are you 4 commits behind but 2 ahead of LGU
oh lma
I was actually wondering if BetterScanner was bugged or not since I could scan stuff through walls at lvl 1
Still need to recheck that
But I think it's because of the replacement result that's causing it.
If I get it compiled correctly, I'd be happy to test for you
[21:04:34.6262963] [Error : BepInEx] Could not load [More Ship Upgrades 3.12.2] because it has missing dependencies: com.sigurd.csync
help
install csync
[22:17:20.2572915] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
No idea.
So I'm kinda coming back today so is there anything to worry about tomorrow besides the container being funky because of some patch fail and the better scanner not working properly?
Better Scanner is broken right now?
Apparently it still makes the nodes visible through walls before the final level.
I assumed it's because the collision check was always ignored whenever the range check was done
this is probably an issue in my pack but when trying to isolate
I have this stutter when loading into a save(even new save) for like seconds
disabling Moon day speed Multiplier Patcher (tested both having the moons dependent on it enabled and disabled in the pack, only MDSMP enabled ) seems to fix it
do you know what mod feature could be affecting that and conflicts?
Modpack code :
01980450-c884-3f5f-76ec-0120442f1963
How is this related to LGU?
cuz they are the dev of that mod?
Hm stutter...
From what I recall, the patcher only has three transpilers which modify vanilla code related to time passing.
Also I didn't make threads for the other mods so it's fine using this one.
like small fps drops but eventually will go away
And nothing appears in the logs?
Its just kinda odd because the mod doesn't add anything at lobby bootup
yea thats why its weird
dont know what mod could be conflicting with it to do that. thats why I asked if you know what could be affecting it. to atleast pinpoint which mods have features that could affect it
welp disable the majority of the pack we go ๐
i think I know what could cause it, maybe
I have several upgrades on LGU that unlocked on start
you think that could cause the slight stutter?
Maybe, maybe not.
I don't think the upgrades showing up to be unlocked takes a long CPU time to create stutters.
ok so this works atleast for me
I just disable show upgrades on chat. I didnt know why but it is gone
lol no it is still there ๐คฃ
I have Quantum disruptor unlocked on start.
tried disabling that for a test with moons that depends on Moon day speed
and there's no stutter.
Maybe I'm wrong ๐
Hmm
Pretty sure it's not complicated logic either on the quantum.
Prolly some fields initialized depending on the mode selected.
Testing to make sure but i think Lgu may cause the clown fish from surfaced to give you infinite speed when you kill the fish but im testing im dumb
good and bad to know no its not this welp back to testing
Are the configs for LGU synced?
7th line of the description.
sometimes the game starts lagging like crazy, and we checked the console and its because of samples constantly falling in some null thing, idk
send modpack code
or if you have fairAI v1.5.1
downgrade it to v1.5.0
019821bd-ca6e-d549-b61e-054a53fb4bb1
THANK YOU SO MUCH
Does the Quantum Disruptor upgrade work well?
Suggestion:
Umm, is it planned for Lgu to feature it's upgrades in a more vanilla friendly manner?
The current Lategame command feels very anti-inmersive and allows for the forcecredit cheat upfront (should be hidden atleast)
I wouldn't mind like a couple special terminals at Gordion that access lgu and contracts
true, the forcecredits command it's straight up a cheat
It should work
ok
I'm usually the host.
Only the host is able to use the command.
I only use it if there's a gamebreaking bug or smth like that
I don't understand the definition of vanilla friendly you're proposing.
You access them from the terminal, which is vanilla.
You can acquire upgrades from items if you toggle Item Progression, which is vanilla.
"Forcecredits" is only mentioned once and it's when you decide to type "lategame" in the terminal.
Sorry, I should've instead said, "lore-friendly" or "immersive". I'm placing these akin to earning upgrades in popular rogue likes and the environment also contributes to tell the player that these are "cooler than your average item".
So it's not about whether it's cheaty or not, but more how important we make the player feel these are. I also always have these persist between firings, so it becomes something my crew has only recently thought "worth their time" otherwise, they would ignore it as mod spam
i like the gordion terminal idea
At first, I would actually place only Contracts next to the company counter, which you pick along with the quota goals from the company.
And place a hidden floppy down the hatch, which if you bring to the terminal above, unlocks the upgrades menu that are also persistent by default, and highlighted as such via lore-friendly text.
So people go ooh, this is interesting and come back looking forward to buy more upgrades again
And of course debug stuff, host or not, be hidden away from the game and placed in the mod description/wiki instead
#1241786100201160784 message
^ I'm having an issue that I also posted on the CodeRebirth thread
When I use the Brrreaker weapon to latch onto a wall and jump, it adds permanent weight. I saw someone else having the same issue I've been having when using both Brrreaker from CR and Back Mustles from LGU
Is there a way this can be fixed? O:
any way to stop losing my night vision goggles whenever i reboot the game?
its a bit weird, but if you press the night vision button before pulling the lever it should work
thats a bit annoying for co op
You send the logs because it just sounds something is going wrong.
ok gimme a sec
here you go
order of events is
-started a new save
-bought night vision goggles
-landed on experimentation
-equipped them
-launched ship
-exited and re-entered save
-theyre gone
I'm only seeing an error from wider ship mod.
This only applies to night vision or other upgrades also don't get through?
what situation causes the credit counter to become a PC counter?
all i did was route to a moon, die, and go back to orbit
log if it matters
Even after pressing its binding?
What is its default binding
From what I remember, shift.
It should be displayed anyways in the menu.
Because the only time that shows up is when you press it.
I'll check it right now
Ok, so normally its supposed to show only as long as you hold it down
Yes.
What i got in the pic was it staying there when I hadn't pressed shift at all
And i turned the game off before checking if pressing shift would make it stop, regrettably
I got that, yes.
Which is why I was asking if shift press would get rid of it.
Because from just guessing what could have caused it is that when you were dead, it decided to lock it on.
So i set a custom list for what samples drop in each tier of the Hunter upgrade, but when we buy the upgrade it seemingly makes every enemy drop samples right away. did i do something wrong with how i typed the list? i copied the format from the Default in how the commas and dashes are placed
That seems fine.
For me its only the night vission goggles
I thought it was like a unfixable issue haha, i didn't know you didn't know! I know that when you do the exact thing random boat did, but you press the night vision goggles on/off button before you pull the lever it works
But if you do it after the lever its gone forever
how does item progression work for late game upgrades
Which mode you want to know how it works?
Because there's like 4 from what I remember.
One is each "apparatus" (you can define what's considered an "apparatus") to give a set amount of upgrades.
Two is on next quota, you're given an upgrade based on the pick configuration you picked which is either random or closest to quota value.
Three is each item gets randomly assigned to an upgrade and their scrap value contributes to the price for some configurated percentage.
Four is the same as three but you pick what items gets associated to what upgrades.
only night vision goggles, any equipped pair just doesnt save
Hm
Maybe because it's an item so I forgot a detail somewhere related to saving.
You can try and see if this one fixes it.
Maybe I can make a release, now that I think about it.
Also, if you still don't understand what I said, the README should tell you in more detail.
if you want!
no objections here
There, should be uploaded by now.
I did kinda say I was gonna release like three weeks ago but I just had stuff on top.
Hmm
Is it normal to not see it in the listing anymore?
it probably got flagged by the auto scan
put in a thread here https://discord.com/channels/1168655651455639582/1229912303588212796
trying to update the mod through r2modman and its not detecting the update
guessing it takes a moment
it takes like 2 hours to show up
Damn that kinda sucks
ok i got the update and tried it out
the goggles did save but it looks like if i equip goggles then immediately exit+re enter without landing it duplicates the goggles
one equipped to me and one on the shelf
Shelf?
ok i explained that pretty badly
-bought goggles at company
-put it on the red shelf at ship
-launched
-equipped goggles while in space
-left and rejoined
-goggles on me, goggles also on shelf
Ah.
huge improvement over the goggles disappearing every time i exit the game though
I thought the issue was that NV didn't save at all.
nah thats fixed now
๐
it probably only duplicates if i leave at that one specific time
where the goggles got saved on ship and i equipped them on ship without landing anywhere
why is it broken
I cant scan through walls
idk if the update broke it because it was working just fine yesterday
ok yes just tested it without any mods
it broke with the new update
tried downgrading version and it works fine
it seems like all better scanner upgrades broke
not only see through walls
Hm?
I guess I put the condition in the wrong place.
Maybe this one works, not sure.
I'll check
Gonna check in a few hours too! Unless moroxide comes with answers before me hehe
So, I've just gotta check the better scanner?
and see if it works?
Yeah.
Apparently it's completely broken so checking if it's functional should be sufficient.
gotcha, I'll do that right now
The only change was that I considered the line of sight requirement from the node in the logic.
Because previously people said that they could see things through walls before the last level.
scraps through walls works on lvl 3
I think i had that issue once yeah
Amazing!
What did lvl do??
You could scan main and ship nodes from further away?
Maybe try and go to a big moon and scan main from ship
Lvl 1 increases distance from what I remember.
More noticeable with the outdoors ones.
Smth like embrion
yes, specially the scan nodes from entrance
can confirm better scanner works
Neatio.
Sorry to ask but will lgu get updated with the fix??
Maybe tomorrow.
Yippee!! Ty!
Also the samples are broken too
I think
When my friend said they were selling samples the weight was stuck to them
I need logs to know what went wrong.
Samples don't have any logic related to dropping or grabbing.
hello guys, lgu better scanner not working for me
wasnt playing for too long, is it still getting upgrade
i mean fast walk still works so idk
uh sorry but this mod works on the v70 of lethal?
On the mod page it says I can type info better scanner to get info on the 5 new scanner commands but it doesn't do anything. I tried typing it in chat and in the terminal. Also My scanner is fully upgraded, and I even tried changing the node range to 500 but it does not scan items or enemies through walls (and yes I did set it to scan enemies through walls at max level).
On an unrelated note, I would like to suggest an upgrade for the peeper that will prevent hoarder bugs from stealing them.
Read messages above, better scanner is bugged
But there is a fix
Not in the thunderstore
In this chat
Also, to see the info on a upgrade, just click on the upgrade and it will tell you everything
I just tried clicking on it, it told me the info about the scanner, but not how to switch modes.
Level 2
Unlocks 5 new scan commands - scan player, scan enemies, scan scrap, scan hives, scan doors.
But what do you mean by switch modes? Like changing from level 1 to level 2?
Bc it isnt like thst
All gets unlocked
Level 2 gives you all that plus the things from level 1
changing between scanning players, or enemies, or scrap, or hives, or doors.
What command, where? That is what I am trying to find out, the mod page says "Type info better scanner for information on each." but that command doesn't work, the mod page doesn't tell me what the command to change scan modes is, and the page in the store for it also doesn't tell how to do it. Just says I can do it, but not how.
So I have to type enemies into the terminal to make my scanner scan for enemies when I use it?
I would guess its something like "scan enemies"
scan enemies is the command for that
scan cheese
That seems... bad. If you can only change modes at the terminal then I would have to keep going back to the ship every time I want to change what my scanner is scanning for, why would I ever change it from scanning for scrap?
????
I mean
Wait what i dont understand the issue
if you type just "scan" in the terminal it will give you the scrap info inside the interior
seems like you misunderstand the upgrade?
better scan have features
extend the range of your scan(right click)
scan commands for the terminal
and scanning through walls (right click)
XD
its not just the right click you are upgrading. its with the scan command in the terminal too
Ah, since everything else about it was for the right click, I thought those were too
Ye it can be a bit confusing
But thats why the info is there
Maybe it isnt clear enough
I would like to suggest a slight rewording to specify terminal scan on that...
Hahaha
Ye the upgrade is like scan as a whole
Tho now that i think of it, a level 4 upgrade that lets you scan those things with right click could go hard ngl
the difference with the vanilla "scan" command in the terminal with LGU's "scan" command
vanilla only reveals how many and approximate value of overall scraps inside
Lgu however lists them 1 by 1 with their prices and if they are two-hander or not
This could also go with a balance, smth like you can only scan scrap and one of the other options, if you want to scan smth else you need to go in the terminal and change it manually
I would love that hehe
What mod manager do you use
r2
There should be an option somewherez probably where you import codes
Where it should say smth like import local mod or smth
Im not really sure tho
I dont use r2
Alright found it, do I need to delete the thunderstore version of the mod first?
You can do it in any order, but yeah, you need to delete the other version
Two more questions, will this undo the upgrades I already bought and will this undo my config settings?
Oh yeah probably
Would recommend copy pasting them
The configs, already bought upgrades i dont think will get deleted
But yeah copy paste the config, or just redoit if its not that crazy
That complicates things since I can't seem to find the config file with the other configs... does it by chance have a different name than the mod?
Moreshipupgrades
Huh... Now that you mention that, why does the fix and the thunderstore mod have 2 different names (Lategame Upgrades & MoreShipUpgrades), and why are they by 2 different modders (malco & WhiteSpike)?
Pretty sure malco is the creator, but he stopped working on the mod and gave it to whitespike, now he is the maintainer!!
Because the file you download from thunderstore is labelled "MoreShipUpgrades".
Well played.
I managed to upload after the complications.
What sort of complications, if you don't mind my asking?
Personal.
Thanks for all your help btw
And thank you for keeping one of the best mods ever alive ^^
I've been saying thatttttt all the timeeee
I love this mod
Lgu update!!!
r2modman hasn't detected the update is available yet for me, even though the site shows it is. ><
It takes about an hour for mods to show on the mod managers
in the meantime you can manual download from ts website, and import local mod
if importing a zip from the website itll overwrite the lgu entry you have there already
I actually downloaded the fix from here, but I couldn't get it to work (it made a config, but no terminal menu or options, and it caused several of my items to change into different items) so I decided to just wait for the thunderstore update since I figure it's me installing it wrong somehow.
probably cus they only sent the dll
?
the file sent above was only the dll for the fix, not the whole mod
I'll be honest, I have no idea what that means...
lgu has a few parts
the dll has all the code
and theres another file with all the assets
if youre only given a dll to try a fix its harder for some people to import it correctly
manual download and import local mod is easier because the file you get is the full zip with everything needed to run the mod
so you just select it in your downloads and let the mod manager handle it
Oooohhh, that makes a lot more sense, thanks.
I was mistaken then, my bad 
No problem, you tried ^^
WHY DO YOU HAVE SO MANY
Can someone tell me why when I die on a moon, that my lategame upgrades ship takeoff/landing speed suddenly like...dips dramatically?
Do you have landing thrusters upgrade active??
kind of?
I mean the wasd in the virtual keyboard for the upgrades menu does not move the menu around and i sorta have to grab my actual keyboard irl just to backout of it and stuff
(sorry for this late ass response time)
Yes, then I die, and the next thing that happens is the ship starts just...moving super slow
Maybe you can change the control bindings into the VR setup?
I thought it was already enough to make it a customizable control binding that it can work in any enviroment.
hi! im so sorry if this isn't the place to ask, but i've been trying to set up configs for my modpack, and i can't figure out what i'm doing wrong. essentially i want x scrap to give x upgrade, but it never seems to work in-game
Have you tried putting the name shown through the scanner aswell?
sorry for the late reply! i have, it hasnt worked yet but i'm probably just missing something
Can't check the item names but everything else seems fine. Only thing I can think of is maybe something went wrong that threw an error.
I'm not sure I can unfortunately.
what I find strange about it is that it's only the vr keyboards WASD keys that don't work with the menu.
everything else works.
well that and I also cannot back out of the menu on the terminal in vr.
Somehow the Rubber Boots upgrade is a bit bug'd with a stackable slowdown effect in liquids if FairAI is installed. I opened up an issue about it for both LGU and FairAI.
i ended up figuring it out; it was working, i was just confused since it only shows a log if an item doesn't have a corresponding upgrade. thank you so much for your help!!! :3
so sorry but one last thing; it looks like lategame company cruiser upgrades isn't loading, and i'm getting this message. its probably something on my end but wanted to mention it just in case
I am aware that Landing Thrusters bugs out where the ship speed slows down everytime you launch the ship. It seems that this happens by the mod itself and a way to check this is to go to the Company Moon (Or Galetry if you have Wesley's Moons installed) and keep landing/leaving the moon. Can happen in Single-Player as well as Multiplayer.
The reason why this works is that those moons don't use up a day, so no worry of getting fired.
Is the cause still unknown?
Side note, I think this would be a neat upgrade to have where the damage thershold for "surviving" a fatal attack can be increased. You know how if you take less than 50 damage but not have enough health you get a sort of second chance? Spiders & Coil Heads hit you for 90 while Turrets hit you for 50 and those attacks will end you even if at the exact health value.
The first upgrade could make it so if you have 50 or more health, if you were to take more than 50 damage. You are put in that second chance thing aka Critical. Meaning that you can survive being shot by a turret twice instead of only once. (Would be 100 > 50 > 1? I dunno the exact health value when the second chance thing kicks in.)
The next upgrade can make it so you always enter that second chance thing regardless of how much health you have remaining. For example.... you have 85 health but you get bit by a spider whom deals 90 damage. That WOULD kill you normally but instead you are put into that second chance thing.
Instant Kills from like... Eyeless Dogs, Jesters, Ghost Girl, etc are unaffected by this upgrade.
Hopefully I explained this well.
And these are with latest versions of both?
The last time was due to some vanilla function not being execute when some other mod was present.
I don't know if it's still the cause or if my logic is flawed.
So like the helmet item?
But an upgrade instead.
i believe so? unless gale is hiding one from me
Hmm, no idea. Last I checked, it didn't throw a fit when I booted up the game.
damn, it's probably some incompatibility then. ill keep lookin, ty! :3
What ever happened to the helmet? I think it was a byable in one of the older versions, but it doesn't appear to be there anymore?
I could open up an issue on the git with the log & such. What I'll do is do it from a clean file, buy the landing thrusters and then leave/land on the company moon enough times and then go to some other moon after it slows down enough
Into another mod
Ah
I already know about it, just don't have time to look at it.
ah
i've noticed that when i buy the first level of better scanner, it gives me both the range increase from level 1, and also the scan items and enemies through walls of level 3. i don't know if there's a known bug with that, but i haven't changed anything in the config for it, and i don't really think another mod could cause that, though my knowledge base on that is small
it doesnt give the level 2 upgrade of extra scan commands either, so its not like its giving the max upgrade right away
helloo!!!!!! i come here to say it seems lategame cruiser upgrades is currently broken and doesn't load, this is the only thing that says
i can send the log if necessary, but this is the only thing that appears regarding it, nothing else, and this is in a fresh profile with only lategame and cruiser, and its dependencies updated
seems that it has to do with an update on the dependencies, tried it without updating and it works
Cruiser upgrades might be messed up rn, i use normal set and sleight of hand patch and it still loads
yeah its the cruiser upgrade the broken one
and it has to do with one of the dependencie's updates
ok i'm getting confused, i have to write it more organized
- do PCs round up or down? (conversion rate of 100cr to 1PC, price of 1550 rounds to 16PC or 15PC)
- how is quota fulfulled to PC calculated? (if quota is 1696 and rollover means I have 13k quota, which value is relevant for determining the conversion?)
do PCs round up or down? (conversion rate of 100cr to 1PC, price of 1550 rounds to 16PC or 15PC)
It rounds to the nearest integer (even if .5).
how is quota fulfulled to PC calculated? (if quota is 1696 and rollover means I have 13k quota, which value is relevant for determining the conversion?)
public float GetQuotaRatio()
{
return 1f / Config.QuotaToCurrencyRatio;
}
// quotaFullfilled ideally should be the number you see before any modification to it happens
public int GetCurrencyAmountFromQuota(int quotaFullfilled)
{
return Mathf.RoundToInt(GetQuotaRatio() * quotaFullfilled);
}
Heyyy whitespike is back!!
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/642
Was this considered by any chance? Or nah?
The mod: https://thunderstore.io/c/lethal-company/p/SlapItNow/LethalHands/ Unsure if this is do-able but figure it wouldn't hurt to ask. Lethal Hands let's you enter a "Square Up"...
Unless it's not possible to do
thank you for the answers, though the second one doesn't really answer my question, for quota of 15000/1000 will it use 15000 or does it use 1000?
or i guess a better way to address my primary concern, is there a way to have a limit on how many PCs you earn from quota but have your total go higher? like set max PCs at 30 but you can only get 15 max from selling?
I can't answer you that as that depends on when the value is changed. I misread, the quota you currently have is used, not the required. I thought you meant the value after the quota safeguard happens.
Currently no.
Yesn't. I feel like the one that made the hands should be the one to consider this into their code as me messing with their code seems unreasonable plus they get to be the one who decides on how the damage is affected based on levels.
Hey whitespike! Was wondering if there are any reasons for cruiser upgrades not working?
I probably didn't recompile it because I thought it didn't need to.
Got it, thanks
Oh, and is it easy to fix? Or will it take time
oh oki! i hope everything is going well for you!
Ah, alright. I'll give it a mention on their git then
...actually, I wonder
Does Protein Powder increase the damage done with knife-like weapons? Like the Knife from Butlers?
Though that could be it's own upgrade if it doesn't, like a sharpening kit which could increase the damage done by knife-like weapons by x amount.
It already does.
huh, noted
I have this same bug with 2 other friends and basically we can scan items and enemies through walls even when the "Scan enemies through walls on final upgrade" is disabled and we have bought the upgrade only once.
Is this a known bug or is there a known fix available? We have tweaked the config a bit but only prices for Better Scanner upgrade.
Some keywords so other people can find this using search on discord:
Better Scanner bug
Better Scanner problem
Better Scanner broken
Better Scanner bought only 1 upgrade and can scan through walls
What does this have to do with this mod
It comes from having this mod and Simple Commands installed together lol
Passively or do you do something in simple commands that causes this
No it just happens when loading a lobby
apparently the same thing can also happen when LGU and the Luigi's Mansion Moon are paired together as well
I imagine the best thing would be to add an option to disable the Teddy Bear since I think it's one of the contract items
an unusual situation
but you shouldve included this info in your original post
you can disable all contracts for now
It was a bug Glitch found ages ago and reported in the JLL thread and it wasn't fixed so I brought it here
It errors regardless cus uhhh
Disabling stuff doesn't actually disable it with LGU
right, well then which one do you value more
But short story short, LGU's fast dropship I found out is for some reason the only one that works properly with Oxyde, the Faster Dropship mods bug out Big Jim if you order the cruiser
Vanilla doesn't do this
and neither does LGU's upgrade
So something FastDropship and FasterItemDropship do causes some weird behavior when getting the Cruiser and becomes apparent on Oxyde, probably some unintentional looping code. FastDropship causes Big Jim to arrive, go back down and come back permanently, FasterItemDropship will cause the ground to vibrate permanently when it goes back down lol
both will also bug out the Cruiser after Big Jim leaves and make it fall into the void
lol
hmm i did report the constant vibrating a while ago, didnt know it was faster item dropship
i might at some point
I need to know what SimpleCommands is doing with LethalLib items to know what to do.
@opal pine
You are the dev of Simple Commands you have been called upon
Tbf if this is a LethalLib issue I wonder if DawnLib will fix this at some point
at least thats Xu's idea
only thing simple commands does with lethal lib is i read through the mapobjects array and put hazards registered through lethal lib into a dictionary where the prefab name is the key used to spawn the hazard if you use the command for spawning hazards. looking at this error i can see my check for duplicate named prefabs was done wrong.
basically if multiple hazards (specifically the MapObjects.mapObjects list is what is being read from) are registered to LL with the same name that error will probably occur based on that log
i will probably fix it whenever i work in lc again but i can't be asked rn. worst thing that happens is you probably can't spawn hazards with simple commands when a mod with duplicate prefab names exists. people barely ever use that command anyways from what i've seen so it's mostly fine
@opal pine Seems like that error causes some mods to fail to initialize
Better Stamina didn't work after it threw for example
I found out the issue with Better Stamina, it disables carry weight adjustments when LGU is present
So yeah the error is indeed harmless, my bad 
it's a workaround because of a different problem that completely broke lgu a while ago
lgu and betterstamina used to work fine together before butteryfixes added betterstamina as soft compat, which raised its load order and broke lgu's patch for player controller
so now betterstamina disables carry weight patches when lgu is present
WHAT
Workaround was easy
This makes this upgrade auto unlock at tier 1, which is the same as what Better Stamina does
Btw @tight marsh you finally get your update
BetterStamina is possible to have its function work as expected while LGU is present.
Though I guess they decided to just turn it off because they didn't understand transpilers enough to do the changes.
He turned it off when he did a larger update to make it so his transpilers don't override functions from other mods anymore I think
cus that same update fixed compat with the jump boots from premium scraps for example
so it wasn't so much he didn't understand them he just wanted to improve compatibility with other mods
They told me they didn't understand enough when I proposed the changes required.
Tbh I'm surprised you didn't ask him to make a github for the mod, you could have pred it for him
I'm surprised it doesn't even have a github tbh
cus I know some of his mods do
ReservedItemSlots and TooManyEmotes for example
have repos
People decide which gets open-sourced or not. The decompile functionality from thunderstore was enough for me to read what their code does.
For example, I can see that they added a check for when LGU is present, they simply don't patch.
Yeah, if LGU is present the weight penalty setting doesn't get applied
but other settings still work
Because it's the most reliable fail safe when you don't know the problem, yes.
Ye
I may have found a slight oversight with the refund system
if the refund is at 100% refund, and you buy something that is on sale
then immediately refund it, you get more back than you just spent allowing for infinite credit gain
Probably because it doesn't keep track if it was on sale or not.
@steady trail was wondering if you plan on releasing the night vision mod solo? ๐
got this after a code rebirth update, they are handling the issue but wanted me to ask if this mod has any dependencies it doesnt really need to use in order to prevent cyclic dependencies like this from happening in the future
I guess BrutalCompany one since it's the only one listed there that LGU cares about.
Though last I checked it was deprecated.
yeah i had soft depended on LGU and realised i didnt need to as i dont do anything for it on plugin awake lol
brutal company minus extra, which is your dependency, is deprecated yeah, brutal company minus extra reborn is the newest one that still gets updates
wait hold on
i mightve read it wrong
no you do patch the most recent version
They seem to use the same GUID anyways.
So if it's still updated, I shouldn't really touch it for now.
https://thunderstore.io/c/lethal-company/p/SammySemicolon/Interactive_Moon_Catalogue_Forked/ @steady trail What all did they change compared to your original mod? lol
They changed the prompt to bring it up.
Ah
og is "imoon" the fork is "moon"
Hello! are there not sapsucker samples for the Hunter Upgrade or do I need to enable them manually in the configs like the Forest Giant?
honestly a setting for the original mod to make it replace the regular moons node would be nice
@steady trail So even though CSync is completely fucked on V73
LGU works
This is amazing
lol
So theoretically you might be able to recomp the mod on the new network patcher and prolly just dump CSync as a dependency? Idk what LGU is using CSync for
Yeah some things do be broken lol
Not so noice anymore.
If someone can try it out, I had to remove an argument from the build event as it was throwing an exception and I'm not sure it's very important.
I'll test it in a bit
testing with main mod + normal dependencies
it seems store is broken
And the logs of that?
but it seems that lgu works
sharing in a bit
when buying an upgrade, got this
here is the logs
It prolly needs rebuilt on the new netcode patcher, maybe even LethalLib needs an update?
#dev-general message
Lega told me that LethalLib would need an update to work correctly in this version
I told him to try DawnLib
Yeah DawnLib has an update on the Github rn
Maybe this time.
testing again
when starting a match
will give you the logs in a bit
store still broken
appeared when purchased an upgrade
just to let you know, these are the mods that are used
On a new save?
I mean, it could be due to CSync since apparently that's busted and I'm using that for configuration synchronization.
You could prolly send a test build that doesn't use it for now, CSync is only for ensuring configs are synced with the host right? But LGU is primarily used in shared mod packs where configs are all the same
@steady trail It's probably LethalLib that's breaking
try swapping to DawnLib, there's a v73 build on the github
If @gusty flint can tell me if there's any equivalent for removing shop item and updating their price, sure.
Because I think I got most of it so far.
uhh unsure on both those, i dont think theres a remove shop item at runtime but i can look into that one, for updating price it depends when you want it to run
Uhh.
Update I think runs on lobby boot up.
Because it's the configuration stuff that checks if they want the item or not and its price changed.
they technically both exist just both require game reloads
@slim kayak we might have a thing for updating price midgame im unsure though
internal static void SetupStoreItem(Item storeItem)
{
RegisterNetworkPrefab(storeItem.spawnPrefab);
TerminalNode infoNode = SetupInfoNode(storeItem);
//Items.RegisterShopItem(shopItem: storeItem, itemInfo: infoNode, price: storeItem.creditsWorth);
NamespacedKey<DawnItemInfo> shopItem = NamespacedKey<DawnItemInfo>.From(Metadata.GUID, storeItem.itemName);
DawnLib.DefineItem(shopItem, storeItem, builder => builder
.DefineShop(shopBuilder => shopBuilder
.OverrideCost(storeItem.creditsWorth)
.OverrideInfoNode(infoNode)));
}
internal static void SetupMapObject(Item item, AnimationCurve curve)
{
/*
SpawnableMapObjectDef mapObjDef = ScriptableObject.CreateInstance<SpawnableMapObjectDef>();
mapObjDef.spawnableMapObject = new SpawnableMapObject
{
prefabToSpawn = item.spawnPrefab
};
MapObjects.RegisterMapObject(mapObjDef, Levels.LevelTypes.All, (_) => curve);
*/
NamespacedKey<DawnMapObjectInfo> dawnItem = NamespacedKey<DawnMapObjectInfo>.From(Metadata.GUID, item.itemName);
DawnLib.DefineMapObject(dawnItem, item.spawnPrefab, builder => builder
.DefineInside(insideBuilder => insideBuilder
.SetWeights(curveBuilder => curveBuilder
.SetGlobalCurve(curve))));
}
These are equivalent, right? Just making sure..
Ergh, formating.
i think that's right yeah, ill also go take a look at the Dusk part of the mod that also does a registry template for each of em
if you dont include the nodes it'll just create it for you but yeah those seem right
this is from the editor part of DawnLib https://github.com/TeamXiaolan/DawnLib/tree/main/DawnLib.Dusk/src/API/Definitions
yes this should be fine :3. although you shouldn't use your plugin guid in NamespacedKey. it should be formatted closer to 'lategame_upgrades'
Okay I wasn't sure if the guid would turn into that format or not tbh lol
I'mma run a test and see if LGU works okay since FPTS updating fixed CSync
I saw LethalLib doesn't need updated so I should be able to toss the dll in and test it
It is indeed busted
Ah wait, now I checked what the IL is.
It's probably unfinished code because emergency.
This is published on TS?
Or is it the one I have been sending here.
If it is the one I have been sending here, it's because it had some changes in the configuration which I leave it halfway done. This should have that issue solved.
It's the one you sent here
I'll test this for ya rq
Ok, that's fine.
Btw will Lategame Company Cruiser Upgrades be okay or will that also need updated?
Anyways launching rn
So there is or nah?
yes there is
.OverridePrice or .SetPrice
you can provide an instance of a class that implements IProvider<int>
So do the same thing as here?
yup :3
Ok
What about removing from the shop incase people just want to toggle it off (right after trying it out, as a scenario)?
yeah, you can return TerminalResult.Hidden() or smth like that
well tbf its more supposed to be used like if you want to be able to unlock it as some sort of reward, but it works here
Hm I see.
like it will still be "registered" but just unpurchaseable
That should be fine to work something out, thank you.
Made a release, I will stick around to put out any fires if required.
(btw .Hidden might not work with mods like TerminalFormatter atm)
Uhh.
That's probably fine.
My only focus is the mod really.
Also I forgot how namespace importing works again.
yeah, i just forgot to mention that teehee :3
Issue: Mod doesn't load on boot.
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'com.github.teamxiaolan.dawnlib, Version=0.2.16.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
MoreShipUpgrades.Plugin.SetupModStore (UnityEngine.AssetBundle& bundle) (at <9d4de5aff5fe4b7f91ba33c3ffda94da>:IL_0022)
MoreShipUpgrades.Plugin.Awake () (at <9d4de5aff5fe4b7f91ba33c3ffda94da>:IL_00C2)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
Temporary Solution: Download DawnLib and you shouldn't have the issue anymore.
A fix was already made, just not uploaded yet.
3.12.7 release should address this issue.
this is the best thread for it i think, but would it be possible to change the scrap limits patch so it's applied on a moon maker's side? (instead of applying to all moons when installed, it only applies to moons that have special compatibility set on their side? so it only changes moons that are actually trying to use it, instead of moons with the default 300-700 which would probably break alot of balancing)
apologies if this is not very comprehensible
The idea is to only use the mod if you have the ability to change those values though.
And since it's not really used in the vanilla gameplay, I don't think moon maker's will give it much thought on putting valid values in the minimum/maximum total scrap values.
i believe there is zero way to change the values on the user's side
i would give it thought if having the mod didn't mess with the moons that didn't
So LLL removed it from the configuration?
Because that's what I used to test the mod.
oh huh, i didn't know you could configure it with LLL
still an inconvenient option though, i'd rather not have it so a user has to configure the values of every moon they have because one moon requires the patch
Hm
Not really, I need that for initialization.
Without dep, I don't have any guarantees,
Yeah but the cyclic dependency is what I'm worried about lol
Why is this triggering now but not when I tested your dll?
XD
weren't soft dependencies a bit broken as of right now??
hm
@median egret @gusty flint You guys have any idea what Whitespike should do here?
wasn't that the error that appeared when there was a soft dependency?? maybe i'm remembering it wrong
If I turn off TerminalFormatter it boots
@steady trail Any reason why you have TerminalFormatter as a cyclic dep?
I guess you're relying on TerminalFormatter and TerminalFormatter is relying on LGU
I don't.