#Lategame Upgrades
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I will test in a separate modpack with Imperium, and if the problem persists (although it shouldn't), then Idk what to do
does that most recent play has the issue occurring?
Yes, I have this problem for roughly a month now
@pine geode me and others do not experience this issue. It is most likely due to another outdated broken mod causing it. We have even been able to continue the same save over the span of multiple real days and were fine. If you want i can help you out with finding the culprit later, but I assure you this is not an LGU issue. Do you use Player Credits or use normal currency?
Honestly it will be pretty easy to find the culprit just a little time consuming.
i think he uses PC
and yeah of course its an incompatibility, if not then a lot more people would be having that same issue
Yeah, just clarifying it so he knows Whitespike most likely can not do anything about it and offering to help him find the culprit.
Player Credits or not, the issue persists, I had this issue even since I played with normal currency, and honestly with the issue I have at least Player Credits get to 0 instead of normal currency not getting refunded which is even more annoying, having a separate currency disappear instead of a common one is better, that's what I thought
Reason I ask is cause I can help a lot easier if its player credits to debug it.
I'm sorry If I sound rude, but maybe that is just me when I read my own messages
nah its fine dont worry
Your tone does come off a little aggressive but I get it, its frustrating. I'll DM you when im home from work.
I'm trying not to, you people are great and thanks for helping me every time, I think someone else would have ignored me in your place
Shoot me a DM so I remember
I know you're not trying too. Its frustrating when a mod breaks and you cant find it. We've all been there.
Now be patient with me though cause im on a difficult and long case and its an hour and a half drive home for me after.
So it will be a bit.
I have PTSD with these mods every time something doesn't work, I once had to check manually every mod in my modpack to find which mod gave the "green fog"
i mean i can check a bit if you want
No worries, I'm patient
send the code and ill say if you have something screaming incompat
Dm you?
Use LGU GUI and turn on admin stuff if not on. You can force your self PCs in an instant for testing and apply upgrades quicker.
thanks, I didn't knew it had that, i already have LGU GUI thanks to you (because I heard of it from you)
Also im sure you know but grab some upgrades land and re orbit before quiting so it saves.
Np. It might be a config but you get an Admin button in bottom left corner and can instantly give yourself points.
might also be my temper, because I get angry most of the time, but I try to be respectful towards kind people, to not sound bad
@strange violet @median egret
Oh shit is it a buy 1 get 1 free day!?! ๐
Hm?
You bought 2 and got 4 or did I miss something?
Oh! So the selection didn't reset after purchasing got it. Damn well now that gave me an idea for a team upgrade though lol
B1G1 (buy 1 get 1 free) When buying items you have a chance to get a free 1 after delivery.
Lvl 1: 5%
Lvl 2: 10%
Lvl 3: 15%
When buying store items, each item will roll for a chance to give a free copy. After the drop pod lands another drop pod will land containing the free items to prevent issues with drop pod max items.
I think that would be a sick upgrade what do ya think @steady trail ?
I haven't looked at it, no.
I know right
I hope White does it. I'm surprised he wasn't already thought of.
You'd be surprised about the amount of ideas that come and go and never get to see the light
Or get cancelled for some reason
YOU MADLAD
you have no idea how many tries it took me to give up on this idea
Slayer with Emergency Dice actually made a dice event that gives random shop items free and delivers it via drop ship. I believe the method he used was having it select the items, add the credits needed , then buy and deliver. Its a cool dice event to roll and get free stuff lol.
cumpany storrr
Yeah, I used the store to see if I was satisfied with what I did for counter cursor elements.
I wasn't.
So the next ITAPI update, it will most certainily break stuff.
I would have to look at some code but I think I can just spawn it from the same pod.
Just need to transpile stuff in between without messing with indices.
I think @devout prism and @fading rain are the ones that should be worried about this, not sure...
Because basically I disliked how I was making a new type of cursor menu for each new cursor element so I messed with some generics.
What ended up happening is that you need to specify the cursor element type into your application now (on next update).
OMG YES!!! I believe in WhiteSpike! That would be such a kick ass Team Upgrade!
@signal ledge
looking clean ๐ฅ
it's basically my version of the same thing but it currently comes packaged in terminalstuff. I haven't worked on it for a while so this is a welcome competitor lmao
holy shit this message is almost a year old ๐ญ #1327068908129095700 message

Is there a dev build I can check up on or smth?
I can make a commit in a minute.
Then I guess make a git release/post here.
It should be up in the github right now.
I remembered I need to update the wiki aswell, bruhhh.
Why is it mental to try to get the teleporter buy node, @strange violet ? 
So much pain, lol
Oh, the suits already appear here, neatio.
@steady trail @devout prism 
Yeah... Didn't realize you sent a reply since you never pinged me 
Hopefully you get a hotfix out soon, you were already working on an update anyways

lmao yeah zeekers did not make it easy ๐ญ
Uuuh, where did the 666 come from? 
Your name obviously /s
lol
Yeah, I think that might be it ๐ค
That looks fine tho. 
I did a similar thing recently, but it was salt ๐
Are you escaping the last > character?
You may have to do that
Uhh
But like the error is saying I put a > in the middle of the hex.
(plus I was looking at other screens and inactive prompt seem to be working as expected, hmm)
I just got to computer so I will take a look now.
Yeah, seems to be working fine here.
The > cursor is at the other side tho
Moving it around doesn't make any noticeable changes to the screen tho.
Also is that two entries in the same line on your pic, lol
Because I just now realized there's grey text aswell
The gray is barely readable, so I never noticed either 
select CursorElement.Create(windowInfo.windowName, $"{windowInfo.cost}'", elementAction, _ => !isUnlocked));
Am I doing anything wrong? 
Uhh
That's the numbers
Where's the text, lol
Unless I am misreading windowInfo.cost.
The price is 100, not 666
Right but where's the name of the window here?
Or wait
Hmm
Because I checked several times if I didn't make an additional <> to not ruin the tags.
Also why is it missing a price on one of them? I see 6 entries but only 5 price listings?
Very interesting
Lol
I can go to a VC if need be.
I'm just currently updating the wiki with the new changes.
Sure, maybe I'm doing something weird ๐ค
does company cruiser upgrades not need to be updated for the new ITAPI version?
No because UI is implemented in the Lategame Upgrades mod one.
okiii
so there arent any issues like mod incompatibilities with the newest update right?
just mods that depend on ITAPI should update their versions
Yes.
I have updated the wiki with recent changes so they can use that to see the differences.
okiiii, i think most mods that used it have updated so i hope its fine ๐ hehe
i was about to report itapi not reading my inputs but it was actually that the binds got reset
cus i usually use arrow keys but it got put back on wasd
weather probe pages are scaling correctly now btw thanks for fixing that
actually would it be worth considering to add a config to probe for blacklisting some moons from appearing on it?
On the screen?
For Weather Probe, I wonder if there could be an option where with credits you can reroll ALL the weather on the moons instead of only the one you're on. (Randomize only, as letting you pick the weather for all moons I feel that will be a bit too strong with that)
Basically instead of picking the options, performing a probe would re-roll all the weathers on moons as if a day went by
Unless there's a different mod that does that already?
...or at least make it so if you're on the moon already, performing a probe will re-roll the weather for that moon only without needing to select them from the list
Wait thsts actually kinda peak ngl
Yea, there's been a few times where I'm on one of Wesley's Moons gathering progression items and I had some weathers happen that I wish I could re-roll to hopefully make it a bit easier to work with
(Asteriod-13 with Forsaken Weather is terrifying, ngl, I can bear with it but... still)
Also prob can add in a option where you can only probe x amount of times in a day/quota
Well that already exist
Oh? Can you skip the menu when you input the probe command?
Ah
But there is a random option
I am aware, though wonder if I can just have the 'random' option only
And its atually cheaper
Maybe :0
I dont think you can complete remove it but if ou are crazy enough you could make choosing extremely expensive
That's a work around, yea
probe all prob can work to re-roll all the weathers on a moon
...unless a moon is called all, then rip
Ok my first moon will be named all
sorry, didn't respond, yes thats what i mean
You know what this mod could use? A baby pacifier upgrade
Damn toddler keeps annoying me
Logs usually tell you what went wrong.
I mean like the in game terminal, not crashing/freezing
Tab to leave terminal doesnt work, cant move away
Its weird
The logs still can tell you what went wrong.
4 hours later and still no logs. Without the logs from your game White can't do much to help ya out.
Oki
Could also be a mod breaking so be sure to send mod pack code too.
And what are you using to interact with the terminal?
The same ones shown in the control bindings?
I just tested the modpack and it seems to be working just fine.
At least, on the picture you provided.
...is there a way to take of the Night Vision Goggles / Helmet without going to the afterlife? (I forget if teleporting forces the items off you)
No.
Da heck is this
An error.
More specifically, an error saying that the upgrade which allows you to keep items when teleporting will not work.
Ah. Smells suspiciously like a GI override
GI removes the method and place their own, yes.
I'm guessing this cannot be remedied while that mod is installed, as I see no config to turn it off, only preferences.
This mod would have to know all the other mods' methods (and its implementation) to ensure correctness in the upgrade.
Last I remember, some said that turning off makes them not patch but I am not certain.,
Turning off what?
Okay, well I have keep items set to All on inverse teleporting, but regulating teleporting is set to None.
Hmm
Well GI will always work so if you aren't interested in buying the upgrade, you shouldn't need to worry about it.
It's just an unfortunate mix of patches that mess each other up.
Yep yep, it's totally fine. I can just disable the upgrade in LGU as well I believe, so it doesn't show up.
I just wanted to make sure it wasn't a major error or anything. Thanks Spike :)
ah

Hell yeah!!!!
The host disconnect issue from v73 is funny to read about.
Is it possible to let Protein Powder (And prob Hollow Point as well?) to allow decimal values? Like... I want to add 0.5 per level instead of 1 for the extra damage
I dunno how Lethal Hands does it but it does let you use decimal values for affecting punch damage, like 0.5 or 0.75 for example
Pretty sure that would require me to do my own decimal system.
ah
would definetly be huge for balancing reasons
@steady trail This might be a dumb question, but does the Better Scanner upgrade play okay with the Scanner Fix enabled in General Improvements?
I am not WhiteSpike but I believe to have the scanner fix enabled in my pack and I never noticed any issues
-# Edit: I have it enabled indeed
Ty Shayde ๐ cus GoodItemScan had to be pulled so I wanted to know if they'd work together
How come?
Also, I both have the fix enabled and GoodItemScan around in addition to LGU X3
Scanner Fix would do nothing with Good Item Scan present lol, but I removed it cus Glitch reported a bug where the Dice scan nodes kept getting stuck on the screen for clients
I think the name tags were doing it iirc
Ah. I had this occur a few rare times in the past as well but have not seen it since quite a while
Yeah, ig the added benefit of removing it is if people wanna use Toggle Scanning in Lethal Hud they can now
lol
I bought the first upgrade for the scan, I dunno if I saw much of a difference
Maybe im just blind
testaccount actually dropped a test version to see if that was fixed
When was this?
noone tested it.... (idrk how to replicate it so havent done it)
january 1st
Hmmm
check on gooditemscan thread
He didn't ping anyone properly then
Yeah pinged Glitch about it
Wait, you can make scan nodes not appear or what exactly can you toggle with LethalHUD nowadays?
I think she meant the 3 ways of scanning: default / hold / toggle
So is there a good mod to see my hp count? Cuz I have stimpak but when I return to orbit the mod says I have only 100 when I should have 140
I assume the mod is wrong since it hasnt been updated in forever
LethalHUD
As far as I am aware, always up to date regarding your HP
Its not the dice scan nodes getting stuck. Its random nodes getting stuck. One of my players reported main entrance node was stuck in the middle of their screen, and for me once I had dorjes player tag (not the dice one) and some other tool stuck. Im actually thinking its related to stuff thats blue by default when scanned which is usually tools or points of interest.
Ahhhhh
Adding more upgrade tiers is just adding another price after the last one, right?
We made the game hard as balls but still end up having a ton of money to spend once we get rolling so I was thinking of just adding a final tier to some of the upgrades that cost a ton.
Yes.
Last I checked, the upgrade should only be messing with the minimum/maximum range values of each node + raycast for wallhack.
Plus I don't know what is this fix.
Yep I've completely edited many of my upgrades. Some i nerfed some i buffed. Added some more tiers to some and altered the values per upgrade.
My favorite thing is using the Alternative Currency Mode and setting upgrades to individual (some are team only) then every company day based on quota every player gets PC (player credits) that they can spend on their own upgrades they want or get team upgrades to help the group. I got 1 player that only ever does team upgrades and let me tell ya when he is in the lobby and does that we start kicking ass harder cause if it.
To make things even more convenient. My buddy Slayer made a mod called LGU GUI
This gives every player a special menu they can open by hitting P and there they can see all available upgrades team or individual and even see the sales on upgrades as the ones on sale will be a different color. Even lets you see the full description of the upgrade and the changes each tier does in a nice and simple menu and best part is no more having to do it through the terminal and wait for everyone to buy their own upgrades.
for some reason, the late game upgrades are not syncing to the save file
steals ideas
Ever been robbed? 
only host have the upgrades, client doesn't ๐
019c15e9-1936-7aa0-189f-bbe0d6e519c7
profile code.
If you got questions feel free to DM me lol. My group loves it.
Dope, will do!
@steady trail Btw Particle Infuser only speeds up the animation of the teleporter, it doesn't decrease how long it takes to actually tp you lol
The code wasn't changed recently.
Yeah but just was letting you know lol
I even tested disabling GI and it still does it so I'd assume it's just intended idk
last i tried it the actual tp does speed up but it just doesnt match the animation
Audio for it is funny though 
https://www.twitch.tv/lunxara/clip/RefinedTenderRaccoonChocolateRain-UNEpc18j1ly7-OxD Yeah sometimes it goes faster than it is supposed to as Sylvia found out
OH wait it was pressed by two players at the same time

Huh
Would be an oversight with the upgrade then since this can't happen without it
Extremely rare scenario to be fair, might even just be a vanilla thing lol
https://www.twitch.tv/lunxara/clip/AliveCooperativePistachioCeilingCat-aU9SfPyj3QeP8bHC But it happened a 2nd time lol
That one mighta been from being pressed during seed screen freeze though lmao
Which vanilla does not let you do
I don't know if the double press caused it to not reset the speed back because the code is literally the same from like three months ago.
There's so little you can do when one works through speed while the other works through different time intervals for the same "speed".
I can see it being some jank with the Animator lol
Though I don't know exactly all of what the inverse button do 
Hiii whitespike, question does the scrap keeper upgrade intended behaviour is to save any scrap left on the ship, including the one collected the same day of your death??
It keeps the scrap that's on your ship.
So if it's in the ship, it's in the ship. Lol.
Oooohhh so there was an issue back then
Sad
Welp hehe, whats the difference between scrap keeper and scrap insurance?
There should be none but I can check real quick.
They are in the same if statement so they should be the same.
hmm oki then hehe
could i ask for an option where the scrap saved is only saved from previous days and not the same day you die
would be nice if that was possible!
either way ty whitespike :3 so glad that you still maintain this amazing mod! tysm
Scrap saves some data about it so I guess I can do that.
Has the config for this mod been split / made more manageable yet? Burnt me out like a year or so ago cuz of all the feature bloat
No.
i think the config already good as is and u can always disable stuff for less bloat
and some things have gone standalone too
ofc depends on what mod manager u use to see all the text lol
like the items, weather probe, extend deadline and scrap insurance
Does this mod work better with dawnlib?
Better? I don't know.
The mod was originally made with LethalLib which still works.
DawnLib implementation is there for incase LethalLib dies.
Haven't had any issues when dawnlib thing in the config was on
does sleight of hand patch for piggysvarietymod works with the fork version ?
In theory, yes. Unless scripts/references were changed.
I would have to look at logs when both are used to know for certain.
OMG i was finally able to get the landing thrusters bug, unfortunately this is a really big modpack
bought the upgrade, didnt do anything *normal speed(, played for a quota, at the moment of going to sell, thats when the bug happened, started going waaay slower than usual, both landing and leaving, so the issue itself should be kinda at the end of the log, but the upgrade not working on any other day could also mean smth idk, i hope this can help but its a really big modpack so idk if this is actually useful
It wasn't called in the last two times, nice.
So the moment it started going slow was when you landed on the company?
Yes!
Went to cordillera, generic pretty selling moon, and it started going slooow
Sold everything, went back to orbit sloooooowwwwlyy, and then closed the game to give you the log
And every other day the upgrade didnt even work even tho i bought it before going to any moon
This should fix it.
@steady trail how's progress on the new upgrades? Im actually really excited for the store items one ๐ the second one was for the maneater correct?
The baby pacifier, yes.
They seem fine so I can make a release maybe tomorrow or the next day.
Just been managing other important stuff.
can you make it compatible for the fork too? since the og one is deprecated now
From DevEisia?
the PiggysVarietyMod author i think
Hm, there's two.
thats testaccounts fork
The latest release should have this handled btw.
Latest release should have them.
Hm
Did it get rejected again?
Lemme lift myself up again and see..
Yeah, it did.
Gimme a momento.
It should be visible now.
thanks
ermmmmm wah happen??
no idea, checked back on a modpack and lgu says this
i'm guessing new version got uploaded but package got rejected?
For a while
It should have been solved by now though
Because the website shows it just fine.
searching for it gets me no results, but ig it's cuz the mod managers can't see it yet
Im on the latest version of lgu and typing "lgu" or "lategame upgrades" doesnt seem to work.
i have a similar issue, but idk where to find the logs
Ah fiddlesticks.
Oh hell yeah thanks for the update White!
Nvm I just read and appears it has bugs right now? Maybe?
Second nvm i see a new update! Let's go Whitespike!!!
time to choose
@steady trail How does the Lockpicker upgrade work? I wanna use it to replace the need for Enhanced Lockpicker but the config settings for it are really confusing
Config is percentage of default value that is added to the lockpick rate
Aka defaultValue + (defaultValue * percentage/100).
So instead of the lockpick step being only defaultValue, it's the formula above.
I still do not understand
I add to the value (already used before) itself times a multiplier.
And that multiplier is influenced by the config.
It's the same reasoning with the other config entries that take percentages.
I kinda see how it works now it just speeds up how fast it counts down rather than changing the number of seconds it takes
Yeah, I was just confused cus I am used to how Enhanced Lockpicker and Configurable Lockpicker just default it to taking 10 seconds and I didn't see any way to do that
lmao
Same idea just different execution I like it lol
when I use that upgrade with enhanced lockpicker, the 10s timer go fast like a second
with max upgrade
so I think they are compatible
I would not use them together
lol
Imo I would just use the LGU Upgrade unlocked by default and configure the timer to your liking
fair
[12:36:00.3065341] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: MoreShipUpgrades.Patches.NetworkManager.GameNetworkManagerPatcher.SaveGamePostfix (GameNetworkManager __instance) (at <51883970d19640dda7452180bf987b5e>:IL_0077) (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::SaveGame>(GameNetworkManager) (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager) QuickMenuManager.LeaveGameConfirm () (at <83220f1fc337491eba19b3618ec61339>:IL_001E) UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010) UnityEngine.Events.UnityEvent.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0022) UnityEngine.UI.Button.Press () (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_001C) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0009) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0007) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0067) UnityEngine.EventSystems.EventSystem:Update()
the mod does not work (typing lgu does nothing) + i am unable to leave the lobby on the newest version
it works fine if i go back to version 3.12.10
I need the full log if typing lgu does nothing
reverting to the newest version somehow (?) fixed it
only this description somehow got messed up

Oh
I completely forgot to give its description since it was literally made on the day.
same profile as before but now it stopped working again?
Whatever you have that affects the despawning of items at the end of each round makes LGU patches no workie.
My first guess would be the Safe Solo Scrap thingie.
It seems to be known though for a while.
ah that makes sense why it started to work that one time then as i only use that mod for testing
I dont mean to be a bother but I am currently messing with Quicksand and water as part of my mod but because of how I am working with the mechanics it is causing your rubber boots upgrade to not work properly. Would you be able to guide me on how I would possibly let your mod work around mine. I am the creator of FairAI. I dont want our mods to not be compatible over something like quicksand/water. I do understand sort of what your mod is doing but I do not understand transpilers super well so it is a struggle
A method implementation is a list of code instructions after being compiled.
The transpiler just allows you to manipulate this list to add changes to the original method implementation.
What exactly is the issue?
Oh so I noticed that the rubber boots method is changing the movement hinderance when a player goes into water but I am changing that method so it is not properly implementing. I have gotten it to sort of function but it does not act exactly the same way.
Is it ok to post code here?
Fine by me.
Was this fixed in latest release or not?
Its really hard to test since it almost never happens, gotta do a really long playsession to even have a chance
Ill try today tho
Tysm :3 sorry for the wait
when using dawnlib initialization (recent dawnlib update)
well disabling dawnlib initialization wont show the error
Could be just a matter of updating the used dependency?
At least I don't see any issues when I open the IDE.
If you wanna try it out. I didn't seem to find any issues after updating the dependency.
Huh, why did changing the CurveTableBuilder brick lategameupgrades
No idea, lol
no errors with dawnlib initialization yippie!
I guess you made some function go away that made this die, lol
i think i added a function moreso but yeah i guess if its just a recompile whatever lol
did you forgor to update?
yeah thats what i was wondering 
is it known that sometimes while using the silver bullets upgrade, the ghost girl effect (muffled sounds) permanently applies to the player even when it is dead (and even after the day is over)?
This is the first time I'm hearing about this from its release last year.
Hi, is it possible to somehow make the alternative currency shared by the team and not for each player individually?
I was about to come report the DawnLib error but seems like it's being worked on
Just turn off DawnLib initialisation for now ig
I did ye
No.
for night vision, is it possible to still have the NV only if the dead body is being retrieved?
does Protein Powder only works with shovel and not melee weapon in general?
Yep
Hmmm that idk
Last I checked, it did.
No.
Quick question: Could there possibly be a config option added to limit the amount of upgrades one player can buy from the shop?
I know it's a weird ask, but it could offer better customization for players who want to make the lategame upgrade experience more unique (plus it would help with the project I'm working on lol)
Individual or both individual and shared?
Because some HAVE to be shared to not create different views of the same situation.
Individual
Should be doable.
If you wanna try it out. I'm not sure if the UI will get sliced up if many config options get turned on. 
What if
Instead of lategame upgrades
It was earlygame downgrades
And it made it so you could pay to make the early game more punishing
Sapsucker Sample from Hunter when?
Who? Lol
smarter lockpick appears to have scrap keeper's details?
YES forgot to report it, yes its showing incorrect info
Already reported in the git.
Oh yeah.
Can't believe I'm forced to open Unity Editor again.
Is there any way to know the amount of alternativecurrency beside the popup ?
Holding shift (or other keybind you changed to) in the terminal
thx
I was wondering, how fast is normal running vs with the first upgrade of running shoes
It seems like its reaaaally powerful for the first upgrade
It feels like im gonna be able to zoom past all the enemies lol
From what I recall, vanilla is 0.5 while shoes gives an initial 1.4
So a large amount
a 140% boost XD
Is there a way to look at it in game?
I'm trying to prove to my friends im not crazy
The speed in game
I wanted to do a before and after for my personal use
Maybe imperium has something?
If you mean seeing yourself running, you can probably just do it real quick in a new save where you just cheat the credits, run first, buy the upgrade and then run again. Lol
This is the current situation, and when I downloaded and installed the DLL separately, I got a compilation error.
I'm trying to create a DLL using Korean translation.
Is there a way to change the terminal command to access the upgrade shop menu?
You need to get other mods due to the soft comp implementations
Aka BrutalCompanyMinus, Toilhead, LCVR, etc.
No.
thx !
I'm experiencing the same symptoms as #597.
https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/597
I'm working on a Korean localization of this mod. The issue occurs when a client fully closes the game, restarts, and rejoins the host's session โ upgrades are not applied on the client side. Rejoining without a full restart works fine. The host is unaffected.
Host->Client not possible (load lgu possible)
Client->Host possible (load lgu not possible)
I've attached both host and client logs below. Any insight would be greatly appreciated!
I solved it. I used a switch case return to translate the name into Korean, and left Upgrade_name as it was. That's why I got that error ๐
So I turned purchase contracts to false but I'm still getting contracts
Oh I was meant to turn that off too?
Uhh, it shouldn't matter but if it's the thing that's causing the issue, I should solve it anyway.
Since disabling everything means that anything shouldn't work either.
also is the shop itself glitched?
I can't seem to acess the lgu store in the terminal
Yeah I truned that off as well can I am still get rituals
Gib logs I guess.
gib logs?
where can I find those?
R2
Ok i copied it to my notepad is there any words I can search for in order to the error I am looking for?
or just send the doc as a whole
Hm
Safe Solo Scrap makes LGU break it seems?
Because it removes code to put theirs and then LGU tries to look for removed code, which obviously will die.
Alright I'll disable it and see what happens
Ok everything works now thank you
anyone having problems with not being able to quit out
Appearly Late game upgrades are making impossible to sell on company
Here the log but the error was this
[01:31:18.6941551] [Info : Unity Log] Desk: Waiting to grab the items on the desk; 0,6396545 [NCS:60-499378]
[01:31:19.2331253] [Info : Unity Log] Desk: Waiting to grab the items on the desk; 0,09998352 [NCS:60-499438]
[01:31:21.1021777] [Info :More Ship Upgrades] weezer guitar from ItemProperties was not found in the dictionary, looking through scan node...
[01:31:21.1021777] [Info :More Ship Upgrades] guitar from Scan Node was not found in the dictionary.
[01:31:21.1031803] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Managers.ItemProgressionManager.ContributeTowardsUpgrade (System.String upgradeName, System.Int32 scrapValue) (at <51883970d19640dda7452180bf987b5e>:IL_000D)
MoreShipUpgrades.Managers.ItemProgressionManager.ExecuteSpecificScrapLogic (GrabbableObject scrapItem, System.String scrapName) (at <51883970d19640dda7452180bf987b5e>:IL_005D)
MoreShipUpgrades.Managers.ItemProgressionManager.CheckCollectionScrap (GrabbableObject scrapItem) (at <51883970d19640dda7452180bf987b5e>:IL_0074)
(wrapper dynamic-method) DepositItemsDesk.DMDDepositItemsDesk::SellItemsOnServer(DepositItemsDesk)
can someone remind me if scrap keeper was a per item chance for it to stay or a chance for all scrap to stay on the ship (all or nothing)..?
I can make a fix for this but from what it's saying, a pairing between an item and an upgrade was made incorrectly as it didn't find the upgrade to which it was associated with. Now how that happened I have no clue. 
Maybe the naming made it wrong..?
Also nice error spam because of InsanityRemastered, lol
ahh in the readme, thanks! It's not as clear in the config
Waiting for a update... Someday...
Gonna be honest i am trying to found what is doing that First time didnt Saw nothing in the logs than after that the others time ALL of them this log error happen
can you add a feature in Better Scanner that you can scan ship, main entrance and fire exits anywhere when outside (for the last upgrade)
or teach me if I can just edit something with the config ๐
Pretty sure that's the distance config for outside nodes which you get from ... first level...?
how much should I change the value to make it anywhere ?
and I think it only scans main entrance and ship right? not fire exits
Ah fire exit.
Because it doesn't add one to them, no
To anywhere, pretty much a big number.
maybe you could add it or nah?
was additional hotbar slots as upgrade ever a thing? Just wondering. Ik there's hotbarplus purchase options.
thats not from this mod
i mean idk if that was gonna be a thing at one point
but yeah other mods already do that
I think hotbarplus does a pretty good job at that so I didn't feel of implementing my own thing for it.
Uhhh, I guess I can try doing the same approach with the valve, not sure though.
all good. I just thought it was a thing before. was probably confusing it with lethalprogression or sth
Me and my friends are having a problem were after restarting the game the unlocked upgrades are gone. It doesn't happen every time, but it happens a lot...
I need logs to understand your issue better.
For all I know, LGU is just dying when loading back in or when saving.
Yeah we just started a new save where it's ok so far. The next time it happens I'll have a look at the logs.

I have a question about the umm events..? LGU has stuff like the ritual circle, bomb or the pc thing. These appear as hazards in LunarConfig but even though sth like crucific seems to be f(x) = 3 on all moons, it's only spawned when LGU makes it so.
Soo, since I'm currently in the process of configuring each moon by hand and I'm wondering if I can fuck anything up here?
Like, I guess I can make the shopping cart and similar stuff more or less common on certain moons by changing the curve but what about the event ones? Should I leave them untouched or could I, yk, make the stuff you need for the ritual more or less common (to accomodate for the size/type of dungeon)?
Every single one of these is from LGU, correct?
I would say to touch it the least you can
Looks so tiny i can barely read them xD
But yes those are from LGU
Tho shopping cart and scifibox are their own standalone
The event ones is probably fine to mess around?
Only issue I can see is that you will have multiple attempts of getting money and/or not enough items (like ritual) to finish it.
I'm here again
How can I achieve similar feature with this mod?
https://thunderstore.io/c/lethal-company/p/TestAccount666/ScanShipEverywhere/
this mod wont work when I install some weather mods for some reason
I tried bumping up the numbers (also copied the values on ScanShipEverywhere mod) to the entrance node distance boost but still cant scan main entrance on long distance ( tested it with demonmae's riptide cruiser moon)
That just sounds like the mod failed to load if it doesn't work when you install other mods.
ye seems like it
The logs can probably tell you what went wrong though
If it is indeed a mod loading issue.
this is where I assumed it doesnt work
It seems to be missing ScanTweaks mod
this was before but i dunno if testaccount knows now how to fix it
i was using this before
but I want to use Wesley's weather (seems like incompat or something)
Lol
Probably because the class is defined(mentioned) in the first ever method so it requires to load its necessary types (aka ScanTweaks) and fails before performing the check for the soft compat mod.
This is just a guess though.
How does Item progression mode work with alternative currency? Does it contribute to upgrades following the conversion settings in the config?
From what I recall, the alternative currency price should use the credits price (which is reduced by the contribution you got from item progression)
So both prices should update accordingly with their own conversions.
Hello!
I'm not 100% sure, but I've heard this mod had some issues with BetterStamina mod from FlipMods, Has that been fixed?
I vaguely remember them saying they would just not patch if LGU's present.
Now if that was released or not, I don't know
it is fixed
better stamina doesnt patch weight calculation if lgu is present
i think it still patches stamina reduction since lgu's patch isn't fully replacing that or something
Does anyone know how to get the bozo-apparatus from the bozoros interior to work with getting an upgrade from selling an apparatus? I tried using its name "Bozo-Apparatus" but that didn't work and I can't figure out what the issue is
is there anyway to disable trading player credits?
no
I cant figure this out either. I have a feeling the alias is something specific but idk where to find aliases for all the items in the game
Have you tried using the name that appears in the scanner already?
The apparatus should use the same logic as scrap items to see if it's in the list.
I used the name that it shows when holding the item, the one when you right click to scan it, and the one when you use the scan command in the terminal (they are all the same if I remember correctly)
And I tried replacing the dash with a space and that didn't work
Im wondering if the dash could be causing the problem but idk
The logs should say what it actually found as the name when it sells it.
Ill take a look at that then
That worked
Funny enough I also noticed that if it selects an already maxed upgrade it just doesn't give you anything

It's just hilarious that the exact moment I want to make a release is when Zeekers decided to make a release aswell.
Related to the beta release.
Also items through items, for fuck sake.
This is what happens when you get dumb while typing.
I asked before and received permission, but I am asking again.
May I upload the KR version?
because auto translator and non-auto versions cause frame drops, using the translated version is the wisest choice.
The KR version just translates the terminal and messages into Korean, and there is nothing special about it.
Fine by me.
Thank you for always great mods
You can use Dawnlib to initialize while using the v80 beta by the way.
I saw some posts saying that it doesn't work because LethalLib died.

Man, this thread is so dead, makes it seem like nobody wants this now. Lol.
Compared to the earlier days anyways.
HWT
WHAT
Hi i love this mod
Im gonna revive it
Dont ever wanna see this mod die pls


I couldnโt get it to work when I disabled LethalLib weird lmao
You can't disable LethalLib as it is still considered a dependency through BepInEx.
So BepInEx will just not attempt at all loading it if you turn LethalLib off.
My things or other things?

Glitch didn't seem to have issues with it after using DawnLib.
I did just have my console spam out the wazoo once after loading a lobby with a mod that relied on it but maybe it is okay lol
Though you don't exactly use the same exact mods.
https://thunderstore.io/c/lethal-company/p/Kreator/MidasTouchSamples/
I think this could just be fixed in the default
I can make it a config.
Both the samples and the uhhh
Apparatus
Probably on v80 branch first tho.
As I was planning add stuff to the v80 branch which then I merge when it's out of the beta state.
If you want to try it out. (This is compiled against v80 of Lethal Company).
Unless LethalLib being broke messes with the game too much?
I haven't seen much breakage when I was checking LGU.
I'm not sure if LethalLib works on v80
It breaks on boot but if you use DawnLib instead, LGU shouldn't be breaking.
the samples won't work because I forgot I made two kind of samples and only changed one of them
Yeah, they workie now.
Now for the apparaty.
Thumper Flear?
Uhhh.
No clue either!
I literally killed the crawler.
And apparently nobody complained about the mispell.
WHY IS IT SO DARK
Also whoops.
Normal value of apparaty is 80, right?
Yeah, it is.
So this also workie.
Now to fix the wallhack node, lol.
noticed this too but not sure if me issue lol
It's my fault because I forgot that the script is used for both outside and inside doors.
No i had issues, but didnt think it was LGU related. With Lethal Lib installed clients can not join the lobby. So it has to be disabled. Which that would explain why GUI wasnt pulling it up when I switched to Dawn Lib. It works fine if playing solo.
Lgu doesn't load if you disable LL, yes.
Yeah didnt realize that when switching to Dawnlib. Had to disable LL due to clients getting errored out when joining ๐
That does explain a lot though
Once (if) LL updates I feel it should be fine unless you can change it being required when using Dawnlib. Is that a possibility?
I can change the manifest anytime I want. I just haven't because I was under the assumption that LethalLib is still being worked on.
If LethalLib isn't being worked on, I can just switch the things around where Dawn is primary and lethalLib is optional.
Less work than straight out deleting stuff.
my problem is with how LL reference stuff for github actions so i cant upload a fix until v80 is out fully
or i reference every dll manually maybe? dunno
Up to you, I'm in no rush. Lol.
you SHOULD BE
Hmm
Nahhh
This doesn't pay me, why would I, lol
Oh, this is funny april fools thing.
:0
LethalLib is not being updated?
I pushed the update, It's just waiting on approval from people like hamunii
Personally I don't care either way. Its what ever you want as its your mod. In my pack I have multiple mods that are main staples that rely on Dawnlib and a few that rely on LL.
Xu is attempting to push an update for it.
Ya not an issue it works, all roads lead to DawnLib anyways
It doesnt for multi-player. It only works for solo play.
wondering as rn lethalmin needs that, testing on my end if shipinventoryworks
Oh? as of v80 or before?
V80
ah ok thought so
Thats what we've been discussing about as mods are preparing and updating since it could go public without notice lol
Ship inventory was not working in v80 for me, but I didnt fully diagnose the issue and just nuked my entire pack and started over.
Zeekers out done himself with v80 saw he also had help from some modders
ah alr, funny enough tho Vega got updated for v73 abit ago and it still somewhat works
Im remaking my pack as well
People like
_
_
So the LGU command doesn't work and some item's can't be purchased manually by typing the name (ex Fast Encryption)
v.80 clean install
With the mod's v80 beta release?
in my case mod doesnt work at all. ive tried everything in both v73 and v80
Yes, v80 beta. Clean install, only mods are late game upgrades and depencies.
It worked yesterday so I think it has to do with the april fools update now being disabled?
Nothing mod wise changed
Show logs then
this?
i cant check rn but that log is from v73
I kinda wanted to merge stuff from v80 beta to the official release once it's out of beta, hmm
To the v73, I don't know if it's a good idea to update LethalLib to 1.2.0 since that version was compiled against the beta branch of the game.
This should actually be compiled against LethalLib 1.2.0 and might solve the issue on the v80 branch.
We'll give it a test and see.
I didn't see your logs yet so I don't know if it's actually the issue you are experiencing.
Yeah I'l lget you my logs one sec
yeah i changed lethallib version to the previous one and it works now
does it work the same for v80?
What does?
i mean do i need to do something different for the v80
For v80, you will need to use the v80 beta release of LGU
okay
Can confirm this does not work on v.80, sending logs now
And in this case, you should use the 1.2.0 version of LethalLib.
Scratch that it works after a lobby restart
Hmm
What about when boot to a lobby?
This seems very empty for a log that includes a lobby start, lol
I found the issue
My friend in the lobby is playing with VR
Heres his error log
Once hes gone it works
isn't LCVR broken in v80?
LCVR usually throws errors saying that it is unsupported version when there are updates for the game so I don't think they can guarantee it will completely function.
Though they do seem to have a functioning build for v80 so a release is soonish from what I am seeing.
Anyways mod is working on v80 without VR shenanigains
The upgrade for scrap loss will not work with QuotaOverhaul,
It won't work for any scrap loss mod, no
Because they made their own despawn logic in which other mods would have to know to keep working.
I am talking about QuotaOverhaul, not the upgrade btw.
It's a broken build, for the time being everyone should expect LCVR to fail on V80
Using the V73 version of LCVR will just have patch errors and undefined behavior (and crashes), using the V80 test build will have certain moons break rendering in the right eye.
Unfortunately this is only something Zeekerss himself can fix.
I only said that because of the commit saying v80 patch so I didn't know if it was functional or not
(Also yes it's V81 now technically)
Oh brotha
Hi the dev of LateGame Upgrades mod, I've found an issue with your amazing mod, that doesn't let me even see the Lategame or lgu in terminal.
I am playing at v73 and mod's version is V3.12.13 and I've tried downgrading it to V3.12.10 and still the Lategame doesn't show up.
There in this video, I wrote "help" & "other" to see, if there is lategame feature mod (which is not...unfortunately) and before/after the video, I've tried typing "Lategame" and "lgu" multiple times, but the terminal says, that there's nothing like that and bla-bla-bla (simply doesn't find)
I've even tried installing Lategame Upgrades only and yea, guaranteed from (malco) you., not from anybody else and even that doesn't help.
you should send logs and your modpack profile
Alr, but logs of what?
Which are in BepInEx, right?
r2modman, right.
there should be an option there to copy your game logs dunno which tho
im using gale mod manager
can i look to your profile then?
Yea, how to do it.
Export profile button -> Export as a code?
yep that should do it
ye i think they updated some of their mods
no, I've updated every mod, that asked for it.
It is.
yep thats the cause of it
They infact did it.
sh*t...now idk which exactly are bad due to that :(
since some mods are already updating for v80+
you are not supposed to update them if you are using them on v73
Oh...
But what about Lategame?
Moda usually state in the change log when the version is compiled for versions
just read their changelogs which mods are updated for v80+
Lgu has its own v80 beta release.
main branch of LGU is still for v73
Which is not gonna be even used by me, cuz I am not in v80.
So if you're using the other one, it's fine for v73.
But for some reason it is not...
just the dependencies like lethallib got updated for v80+ yea
It is.
Lemme now js get a new profile and install lategame updates only...
The others aren't.
yep :(
downgrade those mods lol
Which exactly?
Oh, lemme js export.
and yea, how can I ensure if I regret updating mods or not?
I mean...I would never even understand, which mods are gonna be good for using, even after updating, cuz I'll always get that annoying for me, message which tells me to update mods.
i have so many mods that already updated for v80. im still holding back lol
Are you in v80 or in v73?
That's just how open modding community works.
and I think I never saw that kind of r2modman page...
im in v73. still refuse to play v80+ until majority of my modpacks works
019d5378-a1e1-b239-78cb-8ccb73ec71c5
its gale mod manager
i recommend to switch
Seeing things like this makes it look like famous mod developers really have a hard time.
Alr...that's the code for my profile with lategame upgrades & their depencies only.

Is this peak and...safe to use?
I mean, not virus, but...bugs or stuff?
ITS PEAK
its all better than r2modman and thunderstore
Yea, v80 has some critical bug for terminal, when I enter it, I can never get out from it and if I get killed, my game is somewhat "freezes" but timer is still ticking and I hear noises, but no FPS is updating and well, Alt+F4 only...
Lemme use it then :D
Well, Ima js find it in one of Discord channels I saw once.
just search gale on thunderstore site
oh btw just downgrade lethallib to 1.1.1 to make it work
since lethallib 1.2.0 is for v80
Install manually, right?
wow.
this is infact peak then
(well, you can do (almost) same thing in r2modman but this one is more simple)
you could import your profile code from r2modman into gale
it works
Peak
and...
I install it manually or by r2modman?
install manually gale
Okay.
and should I uninstall r2modman
Or leave it (and never use it ever again...)?
you can yeah
i've never used r2modman since I switch to gale
Okay, but the fact, that there is only 2 buttons...
Manual install and install with r2modman
so, it'll install to r2modman or is it gonna be transmitted to Gale, instead of r2modman?
wait wut install with r2modman? can i look for a screenshot
I mean, if you go to thunderstore site, there are 2 buttons
Manual Installation or Install with modmanager (r2modman)
No matter with which mods...
Well, when I installed modmanager (long time ago) I was using installation with r2modman only.
dunno what interaction it will do when you have more than one mod manager tho
Well, ima remove r2modman, when get all things packed up with Gale (I mean, importing stuff and adapting to it, etc)
hey, any idea why LGU has suddenly disappeared off thunderstore?
https://thunderstore.io/c/lethal-company/p/malco/Lategame_Upgrades/ says page is missing, and in my mod manager, this error message/notice pops up:
It was rejected, gimme a secd.
wait 1~2hour
ahh, got it
I just thought it got struck down or smth
Technically it was struck down, lol
Though I don't know if anybody's around during easter.
damn, would be nice if ts blocked only the new version not the entire mod lol
Technically you can still download it through that thunderstore link above and go to versions, the latest is still there.
Hue hue
It should be not rejected anymore.
At least the prompt from it is gone now.

Why was it rejected?
No clue. Thunderstore automatic system.
The only considerable change (that I saw anyways) was DunGen was not included in Assembly-CSharp.dll and was its own separate assembly.
Thats an interesting change
hi having an issue on v81, we cant use escape ont my keyboard when using the terminal with this mod and its dependencies installed?
Almost no matter what I install, I would not be able to use terminal (cuz if I enter terminal, I would not have any damn possible way to exit the terminal, I would be stuck forever until I Alt+F4โฆ:( this is so damn sucks)
And yea, I donโt think, that this is lategameโs problem. I think this is smth that allows every mod to change/add anything in the terminalโฆ
let me check
I mean, the dependency of modsโฆthat is an issue, that does that thing w/ terminal. I enter and I am fuhed up till I leave.
idk, it works for me
do you guys have LethalImputUtils?
and yeah, I have the v81
yes i have it
the issue seems to be related to Interactive_Terminal_API
when disabled i can leave the terminal
can you send the code of you modlist pls?
check on the "change controls" on the settings option
and check there what button is assigned to exit (or go back) on the terminal
yea I typed 'lgu' out of muscle memory ๐ญ
(here is what I have...idk what could do the issue with terminal, that can't let me leave on ESC or TAB)
Wait it is not even set?...
in "Change keybinds"
it could be set wrong due to an update or smth, idk
it was set on default on my side
but idk
its already set to escape
I've tried TAB or ESC to escape that torture
but still doesnt work
even out of the terminal the escape button doesnt work xD
what mods do you have?
there are A LOT of broken mods in there
i'll try only with this mod
damn.
Yea, v81 and v80 broke much of stuff
I've tried placing it on TAB, neither of that works...so theproblem is definitely not in Terminal API or smth, idk. Maybe that or not that, but swistching Escape to anything else doesn't solve anything
What did u install?
- LoadorcSoundAPI has some issues, needs to be updated
- Never used XunityAutoTranslator, so idk if it works
- Replace ScanVision with BetterScanVision
- Why is there Unitask?
- Replace LethalRegeneration with NaturalHealthRegen
- HDLethalCompany is broken since v40, do not use it at all
xUnityAutoTranslator is surely to...uh...translate?
Unitask is probably the dependency for RTLC mod (which changes to language from ENG to RUS, but that never caused any issue, I am currently trying to understand if this is one of issues btw)
Why replacing from ScanVision to BetterScanVision...is it same as it, but configurable?...and I think there is no issue to that mod.
LethalRegen to NaturalHealtRegen?...are you certain, that it could be a possible issue for terminal problem?
HDLethalCompany is still being used and v73 is probably the last version, where it works, but I think it works without any bugs still (and yea, to ensure - I would try doing with andwithout it for thousandth time)
Well, about SoundAPI...I think that mods wouldn't even startup without it :(
Im starting with these mods rn, if smth goes wrong, ima try to figure which one exacly is faulty at the moment
Well, it works perfectly fine.
HDLethalCompany is just as a ShipLoot, works perfectly fine but got marked as "deprecated" for no damn good reason.
Yo I found a lil but funny mistake (not lategame's upgrades, that's another mod)
Emimem's hits hard ๐ฅ
๐ค
I need logs from the people complaining about the mod no workie.
Because you know, "it works on my machine".
except it doesnt
use hdlc patch
2 ideas for cadaver counter, an upgrade that ether makes the player immune to its spores or resistant, second flamethrower, or if the geneva suggestions whine then a weedsprayer
So the weed killer? Lol
I've even tested it, nothing bad happens with HDLethalCompany.
kinda weed killer has bad range you will be in the range to get infected trying to remove it, one that has better range
im ngl im having a real hard time believing that
almost every time ive checked someones profile thats breaking stuff like crazy, i tell them to take hdlc out and it gets better
ah ya fair sorry xD
Well, I've tested it literally a few mins ago, nothing bad happens with or without HDLethalCompany
either way i wouldnt recommend the old one
If its outdated chances are desyncs can happen
Only the HDLC patch or with HDLethalCompany mod too?
hdlc patch has almost every feature from the original and doesnt require original
just the original hdlethalcompany
hdlcpatch doesnt give the same problems
its newer and still kinda maintained
So what should I install?
Only HDLC patch?
Why do you think, that the issue of the terminal is in a damn graphic mod?
not implying that
Uh...LC gotta be joking โ ๏ธ
just that if you ever want to use more than just hdlc then youre gonna have a lot of problems
A damn LethalRegeneration mod somehow touches the Terminal softlock issue ๐ฅ
if lethal regen had a terminal node then its most definitely broken
cus some thing like CompatibleNoun got changed in the terminal code in v80
Alr.
The existence of that mod is kinda funny.
Gosh you are a goddess savior ๐ญ
Thank you man
Agreed, I'm not having that issue
Interesting version history on that one lol
so uhh.. I dont think it's capable of giving the ENTIRE log, but I'll give you what it can give me
the game ceases to function in any capacity with LGU active lol
I get into the ship, it complains about TMPro and then won't let me put in any commands, pull the lever, or even leave the game without alt-f4
Last time I had a similar issue, it legit stopped the thing from logging anything upon entering the lobby
let me just triple confirm that it only happens with LGU enabled.. just in case I'm just getting a freak occurance
Yep, only happens with LGU enabled
not sure what that means v:
How likely is that one of them isn't updated for v80, lol
The log file
I mean, I've been reactivating everything one at a time, playing a few moons to see what happens, and if nothing happens, I keep it. I've been doing this for hours and only came to issues with LGU and a couple other things that I gave up on and left off since they hadn't been updated in over a year lol
the issue I'm having currently, only happens with LGU on
game runs fine without it, which is why I came here
I dont have a way of telling if it's just not playing nice with something else in my modlist
I feel like it would throw a fit at the beginning of the logs if it was erroring out.
Yeah, and the last thing that pops up before everything ceases is small bout of TMPro spam
TMPro is vanilla.
Since like forever.
So unless you're talking about a different TMPro, you're describing normal stuff to me, lol
Well, when I try to type LGU in the terminal to open the shop, it spits this
[16:38:12.5454055] [Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
[16:38:13.9425306] [Info : Unity Log] Could not parse word: lgu
[16:38:14.5848986] [Info : Unity Log] Stop special animation F
[16:38:14.5848986] [Info : Unity Log] Stop special animation G
[16:38:14.5848986] [Info : Unity Log] Quit terminal; inTerminalMenu true?: {playerScript.inTerminalMenu}
and entering the lobby spits this a few times
[16:37:49.0636477] [Error : Unity Log] Material 'LiberationSans SDF Material' with Shader 'TextMeshPro/SRP/TMP_SDF-HDRP LIT' doesn't have a float or range property '_ScaleRatioA'
which only happens with LGU active v:
and when trying to exit with LGU enabled
[16:40:12.8179411] [Info :Random Moons] reset local variables (GameNetworkManager.Disconnect)
random moons works fine without LGU enabled though, so I'm not sure why they wouldn't be playing nice
Then how did you get the other ones?
the log just stops saving after a certain point
but it still shows me the console
and only with LGU enabled v:
my guess is its pissy about another mod, but I dont really have a way of knowing which if its not saving what happens in the lobby
lets see if it gives anything else after the alt-f4..
2kb more, so I doubt it?
... does LGU update its config on its own?
I know some mods dont do that
lemme see if making it make new ones fixes it
nope, that didnt do it. rip settings
managed to get this after disabling random moons to reduce error bloat
[17:04:02.9261655] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreShipUpgrades.Patches.NetworkManager.GameNetworkManagerPatcher.SaveGamePostfix (GameNetworkManager __instance) (at <7dfc34f6313d48bba32275259b3c8b90>:IL_0077)
(wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::SaveGame(GameNetworkManager)
(wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::Disconnect(GameNetworkManager)
QuickMenuManager.LeaveGameConfirm () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_001E)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0022)
UnityEngine.UI.Button.Press () (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_001C)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0009)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0007)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()
pawsy finally mentioned anything about lgu with this log, but I dont see it actually showing anything in lobby still
[16:35:22.6706805] [Debug :Matty's Fixes] SaveItemsInShip Patched
[16:35:22.7026883] [Error : HarmonyX] Failed to patch void RoundManager::SpawnScrapInLevel(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.AmbiguousMatchException: Ambiguous match in Harmony patch for RoundManager:GetRandomNavMeshPositionInBoxPredictable ---> System.Reflection.AmbiguousMatchException: Ambiguous match found.

Which then causes LGU to die because this error keeps going through any patch on the method.
Specifically on the vital part of the patching, lol

