#Lategame Upgrades

40603 messages Β· Page 41 of 41 (latest)

kind falcon
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Though, whatever method probably just needs to be patched. anyway, I'll see if yeeting that for now fixes it

tight marsh
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Impossibru!!!

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I have like a really big list AND a modpack containing all fixes mods!!!

kind falcon
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it did indeed fix it

tight marsh
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How is it you have never gotten that out of me

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:0

kind falcon
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I did also get... a lot more red on startup

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but I mean, the game works now

tight marsh
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Anyways yes fix mods have broken completely in v80

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Quite a few have updated by now

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Matty fixes you gotta use experimental

kind falcon
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Yeah most of what remains is v80+ but a few are still remaining

mighty prism
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The apparatus progression mode doesn't seem to be working for me? Is it working correctly for anyone else?

nimble nexus
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I'm having an issue where items don't stay while teleporting even when fusion matter is upgraded. I tried just the mod and its dependencies by itself and am having the same problem. Is there a setting I need to change?

steady trail
steady trail
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Ah, the second part of the paragraph.

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I can take a look at the logs to see what's wrong

nimble nexus
steady trail
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Which doesn't have anything that I logged so I need the full file, lol

nimble nexus
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how do I get that? Sorry new to the lethal mod logs honestly

steady trail
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What are you using to manage mods?

nimble nexus
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thunderstore

steady trail
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And what items you tried bringing in?

nimble nexus
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maxed fusion matter but just a walkie and regular flashlight

steady trail
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And none of those stayed?

nimble nexus
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Nothing. Tried shovels and pro flashlight a different time and those didnt stay either

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Thought it could be a visual glitch but all the items drop immediately

steady trail
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Might have to get out of bed then

steady trail
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It seems some code was moved around so I am probably patching nothing (related to stop dropping).

nimble nexus
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Should I just try to reinstall it again?

steady trail
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It doesn't matter because the clients can't fix code issues. hmm

nimble nexus
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ahhh thought you meant I messed with something

steady trail
hot stirrup
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I have this issue from time to time, opening and closing the steam friends menu (Shift + Tab) fixed it for me

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Not sure if it'll help you.

nimble nexus
median forge
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im not able to scan items or scap thru the wall, i disabled GeneralImprovements and BetterScan just to be sure. still nothing im pretty sure my config is set up right but im not sure. not rlly sure what else to check

steady trail
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It's the exact same assembly so there isn't a reason to not work.

warm sparrow
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This is preventing me from leaving the game

steady trail
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You got something die earlier than this.

snow knot
warm sparrow
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Coroner is probably also super dead, seeing a bunch of Could not find PlayerControllerB.KillPlayer call in X. It hasn't been updated in 9 months but it's not marked as Deprecated yet so hopefully they come back πŸ™πŸ»

steady trail
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I already told you safe solo scrap

steady trail
warm sparrow
warm sparrow
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I'm in so many little conversations, I need to be pinged or i'll never remember to look back to see if anyone responded

steady trail
# warm sparrow Are you aware of an alternative?

Probably the upgrade (at least I recall there being one that does) where you can config to always be on and 100 percent chance. Or scrap insurance which is command prompt for keeping items on team wipe for credits which you can make it free.

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Or just suggest the guy to not remove code and it works with lgu, lol

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I'm going sleep now

warm sparrow
nimble nexus
warm sparrow
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So, the Scrap Keeper doesn't seem to work. I made it's price dirt cheap for my solo play, put a bunch of scrap on my ship, died and when I came back, all scrap poofed

median forge
steady trail
steady trail
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This could be due to soft compat tho, lemme confirm real quick..

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Hmm vanilla doesn't work.

median forge
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i can get logs in a little bit. in a run rn

steady trail
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I might not need them after all.

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Was kinda expecting this code to be causing more problems than its worth.

steady trail
median forge
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ur goated

steady trail
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Lol.

verbal river
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Has the mod been updated for the most recent version of Lethal Company (v80 / v81)?

steady trail
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Yeah.

torn vault
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idk if these have been mentioned but I have run into 3 possible issues with some of the upgrades:

  1. BetterScanner: Does not scan through walls, half the time does not work this things like cupboards. (I see this was addressed now, but personal no worky for me). The third upgrade is just the one that does not work right.
  2. Market Influence: From what I could tell it did not change the minimum sale percentage. It is possible I did something wrong.
  3. Charging Booster: Last I checked it would not work and I could not charge things on it. It could have been because my flashlight was in the utility slot even though I was holding it out.

I tried them out a few days ago and again today.

median forge
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to fix the scanner just replace ur current MoreShipUpgrades.dll with the one a few messages above

torn vault
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ok thx

kind falcon
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Hey, was wondering how many upgrades I'd need to extend to allow for Medical Nanobots to full heal, after getting (and extending) the health upgrade to 200 hp total?

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nevermind. Think I'll just do it in 5 upgrades and make the increase 80 initial, 50 incremental. should get there by 5 exactly... unless my math is off

steady trail
steady trail
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About 2. , it seems I missed a zero?

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Either that or I just don't remember ever seeing this extra zero before.

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Because I restricted it to clamp the value of the item's sale percentage to be between minimum (market influence) and its maximum.
But then it picks a value between zero and the clamped value, thus allowing it to give a sale below market influence's minimum.

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I'm just gonna do a couple landings just to see if I indeed fixed it.

steady trail
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Seems fine now, I will just push this.

torn vault
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Found the issue on my end. It only shows the prompt if I look at the very base of it mb

steady trail
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Yeah, to not collide with the pickup thing

vapid dragon
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For Lategame Upgrades, is there a way to either hide the >LATEGAME text in the terminal or a way to remove the extra empty line between >OTHER and >LATEGAME

zenith jolt
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Are there any mods that are recommended for use alongside Lategame Upgrades? It's been a while since I last played

steady trail
vapid dragon
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[Error :More Ship Upgrades] [Tools] DropAllHeldItems method went missing.
Should there be any concern with this line of text in the cmd box?
Based on my testing, it only appears when I have General Improvements installed alongside Lategame Upgrades

vocal lagoon
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Is this mod compatible with newest version?

lethal vale
steady trail
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That means the Fusion Matter upgrade will never work.

steady trail
tawdry wadi
steady trail
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It should because I recently fixed it.

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Along with the new slot.

tawdry wadi
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Got ya

vapid dragon
tawdry wadi
steady trail
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The problem the error is pointing out is that something else removed code so LGU decides to do nothing to rectify it.

warm sparrow
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So, for scrap saver, it appears everything you got during that day gets deleted if you die. I got a shopping cart and a ton of stuff, died and everything I got during that day went byebye but everything else was fine

steady trail
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Gib logs.

warm sparrow
steady trail
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Oh wait, during that day.

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Yeah, if you didn't configurate it so, it will delete the scrap you got that day.

kind falcon
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Unsure if its a LGU or Boom_Variants or whatever else issue, but I'm unable to use weedkiller on cadavers. posting this in both threads to see if we can figure it out faster

steady trail
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Unable as in can't spray?

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Because I'm seeing errors on each frame from ModelReplacement related to holding items.

kind falcon
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the modelreplacement was causing other issues though, I'll test to see if it fixed the cadaver thing later on. we haven't seen any since dropping modelreplacementapi

quaint venture
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The Apparatice progression config isn't working on the latest version. I tested it on a fresh pack with just lgu and set that config and tried selling an apparatice but it didn't send any logs related to it and didn't give me an upgrade

steady trail
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I see that there's an additional branch and it's probably picking the wrong one.

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Because apparently there's an item that you can sell in vanilla that isn't considered a scrap?

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You can try with this one if you want. It managed to give me one just fine when I sold an apparatice after I basically duplicated the code into both branchs.

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This probably also solves the other modes, now that I think about it.

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Because if it wasn't working with apparatice, it probably wasn't working for collection scrap because they use the same functions.

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I should be fine to make a release soon too, hmmm

steady trail
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There's a release so tell me if something burns.

tawdry wadi
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Update got rejected it looks like

steady trail
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Kek

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Should be up now.

quaint venture
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Selling an apparatus seems to work now. I also tested with a custom apparatus and that works too

steady trail
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Yippie.

quaint venture
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I love this mod btw, nice job

kind falcon
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Took me a while to realize this but the nanobots isn't healing past 100 anymore

paper geyser
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Helloo, I was working on one of my old mods that lets you overspend and go into the negatives when buying things and I was looking into making it work with LGU, but I've realized it would require a lot of patches and transpilers to do something that could be easily done from LGU itself. I was thinking maybe adding a boolean that allows players to overspend if my mod is present? Just an idea I had, let me know if you'd be down to do something like this, I'd appreciate it

steady trail
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I can add a boolean in which you can just manipulate with your mod.

steady trail
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I'm assuming this is to only affect company credit purchases?

steady trail
paper geyser
paper geyser
steady trail
steady trail
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By the way, has anyone bothered checking if Landing Thruster works or not? I tried fixing multiple times but nobody says anything here so I can never tell.

fluid river
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just want to check if it works?

steady trail
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Apparently the issue was when landing on the company as one of the speed increase/decrease doesn't execute thus giving a lower/higher speed.
While other moons does the normal behaviour.

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Yeah, just checking if it works should suffice for me.

fluid river
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can I ask a request here?

steady trail
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Pretty sure that's what the thread is for, lol

fluid river
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a config option to disable "forceCredits" on the terminal

steady trail
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Why isn't being host only enough?

fluid river
steady trail
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Hmm

fluid river
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in short... cheat

steady trail
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But you take the host's config..

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How is that gonna stop them from cheating still, lol

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Unless you want an all agreement config to cheat?

fluid river
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I share a modpack, on the modpacks usually people don't modify the config.
But when people know about this mod, they know about this command

fluid river
steady trail
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But this config is only on your machine.

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I feel like I'm not properly explaining this..

fluid river
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right?

steady trail
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Which they can change, yeah.

fluid river
steady trail
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But then I don't care about the ones that do? Lol.

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You will still have the problem with the ones that do.

fluid river
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It's more of a matter of principle.
It's preferable to have it disabled by default in a modpack, and then if some user modify it, it alters the modpack's principle.

steady trail
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Hmmm

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Like I can put it there and see what happens.

fluid river
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I mean, it's better to have a door locked with a key in front of you, than just an open door

steady trail
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It's not if the key's already on the door, lol.

fluid river
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but what about the people that doesn't know how to use the key :]

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I understand the dilemma, but as I said, I prefer to keep it blocked for reasons of principle.

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It's better to have the extra step of using a "sort of a" cheat than to have it active by default.

steady trail
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I'm gonna eat something now.

peak spindle
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Hi! Been using this mod since my group started playing modded Lethal, and it's a must-have whenever we play!

I had a few suggestions for consideration as features for the mod (which as of writing I realize almost all have to do with contracts):

1. Alternative method of random contracts
Instead of the player initiating the random contract selection, at the start of a new quota, the game has a chance to randomly selects a moon from it's available list and notifies the crew that a contract has been made available with one of those yellow screen notifications. This turns the contract more into a random "event", with standard contract picking (random/specific) being disabled.

2. Expansion of the "Extermination" contract
Not sure on the status of NEW contract types in this mod, but I feel a fairly simple expansion to the Extermination contract can be made.
Simply put, allow more enemy types to be the extermination entity, instead of just hoarding bugs. Either as fixed types or as a whitelist that users can modify to add or remove certain enemy types. (Don't ask why you would be trying to steal an egg from 15 Masked).

3. Make the Extraction healing requirement compatible with Usualscraps Medical Kit
Straightforward one. Our group usually disables this mods medkit in favor of the Medical Kit from Usualscrap.

4. Have an option for upgrade notifications to appear as the yellow screen notifications instead of the ingame chat.

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For #1 and #4 I'm referring to this kind of screen notification like the one you get from LethalMoonUnlocks or using the utility slot for the first time.

tawdry wadi
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@steady trail Took me a bit to locate it but LGU is causing this bug to happen with teleporters

steady trail
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I need logs but my guess is it didn't patch fully

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Either that or somebody else patched and made vanilla not run

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One of the two

flat flicker
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Ironcially for me, mine has been fine... infact, before it wouldnt bring any tool items i specified, but then one day... it kinda just started working... and has been working since, was working yesterday

tawdry wadi
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I did also repro it with GI and Hotbarplus off

steady trail
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Hm

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Was there an game update
?

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The log doesn't say it didn't find something.

tawdry wadi
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It's possible, he did drop a couple hotfixes the other day

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Was it after your most recent LGU update?

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I'mma test with DawnLib initialization off incase it could be that somehow

steady trail
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I don't know thus the question, lol

tawdry wadi
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Dawnlib did have a few updates recently

tawdry wadi
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He dropped 2 updates on the 16th

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you last updated the mod on the 15th

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Okay issue does happen with Dawnlib initialization off as well

steady trail
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I don't know what this is doing by the way because it's not doing any of the upgrade code (no logs about it) so it should still do the same thing without it.

tawdry wadi
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Yeah which makes it weird it's only when the mod is on

steady trail
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Oh, it's when it's off.

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I thought you were reporting when it's on.

steady trail
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Hmm, I put the wrong condition here..

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I seem to have fixed it?
The only issue right now is that animation is getting reset (even though it shouldn't) so I still need to figure that part out.

tawdry wadi
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LMAO

fluid river
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I asked for it

tawdry wadi
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Ah let me reenable it

steady trail
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You need all clients to have it on

tawdry wadi
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I was testing alone to see if the Teleporter was fixed and was like "Well can't buy teleporter"

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lmao

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I have turned it on now

steady trail
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It should have said it in the terminal that it didn't work tho

tawdry wadi
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It did ye

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It said someone rejected it

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Kinda neat

steady trail
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Yeah because it requires all clients to have it on to work

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I think this solves moros issue better.

tawdry wadi
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It is fixed though

fluid river
steady trail
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Because mine gets wonky.

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When you have the item up when teled

tawdry wadi
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Dunno what is wrong with the animation since I can't notice it but yeah items drop properly now lol

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Maybe I have a mod fixing it somehow lmao

fluid river
tawdry wadi
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I didn't update it because my community was complaining

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☠️

steady trail
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I meant when they are kept.

tawdry wadi
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Ah yeah I didn't test Fusion Matter lol

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I was testing if I no longer got the desync but odd

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Also what is this audio clip XD

steady trail
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Oh what the fuck

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Phone being a bitch lol

tawdry wadi
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Lmao

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yeah when I played it it just sounded like your phone was cutting out audio so nothing important went through

steady trail
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I'm like in middle of assessments stuff so you probably heard noises

tawdry wadi
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lol

lone delta
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Does the hive value increase for beekeeper just not work anymore? I've set mine off the 1.5 default to 2 and 3 to test, and it doesnt change the price, im still getting hives that are physically too low value for the upgrade to not be changing them, the damage reduction still does work though

steady trail
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The related vanilla code could have been changed between versions that nobody decided to care about it, lol

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I can take a look at it and see if there's anything wrong.

steady trail
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Think I fixed it.

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Apparently it was wrong counting the levels.

untold dirge
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hi, idk why i only get 1 or 2 credits on a 700 quota

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i use lgu gui

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019dd59b-2713-94b8-b91e-960e88decba2

steady trail
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And what's the config?

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Because that also determines the amount you get.

glass iris
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Hello! any way to remove the 'Entrance Points' tags when getting the Better Scanner upgrade?

steady trail
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Hilarious.

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Right now there isn't a config for it so you will just have to suffer with it, I guess.

twin frigate
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what does the sleight of hands exactly do?

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i can't swing shovel more faster, i can't reload shotgun more faster, either.

cerulean sage
twin frigate
cerulean sage
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always the possibility

twin frigate
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buy why isn't there any error log lmao

twin frigate
cerulean sage
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you can always go to AppData\LocalLow\ZeekerssRBLX\Lethal Company and grab the player.log out of there

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it'll have everything in it, including debug logs

twin frigate
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ok it doesn't have any related log btw

steady trail
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Then the shotgun you're using isn't using the vanilla script.

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I can take a look after a nap though.

warm sparrow
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Sleepy Spike

untold dirge
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ignore maximum amount per player, it was a test

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the configs doesent seem to fix that

steady trail
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Is this the config when it happened?

untold dirge
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if i have a quota rollover mod that block the rollover max to the next quota maybe its that

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idk how the alternative credits interact with basic credits

steady trail
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From what I recall, it just pick up the value that vanilla has before anything happens to it when leaving the company.

untold dirge
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does this work with modded company moons ?

steady trail
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It should if they all use the same functions.

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And I don't see different company moons causing a problem where it requires to be different logic implementations.

glass iris
silk edge
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Hi, can I ask, I have this, and it only goes up to Hunter level 2.

and the mouthdogs aren't dropping samples. I only got like 1 sample from a snare flea and we've been killing monsters like crazy... I apologize if I'm not supposed to ask here.

steady trail
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This is with default configuration?

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Because you can alter which tier drops which samples.

placid vault
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i seem to be getting an error that prevents LGU from loading into the store... this is on a fresh install too

steady trail
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Do you have something that also tries to prevent items from despawning on a team wipe?

ornate shell
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Hey, my friends and I wanted to try something different so we changed to alternate currency. Can anyone tell me how the alternate currency works? Do you need to buy them or do you get them automatically after every quota? And if you have to buy them, what is the command for?

ornate shell
placid vault
steady trail
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That would be probably why

warm sparrow
zenith jolt
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I seem to be having an issue with only the lobby host having the upgrades? Is there an easy fix for this?

zenith jolt
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Or, only some of them are applying. I, the lobby host, am really fast, however none of the other players are. Same goes for the jump height

steady trail
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Without logs from the host & clients, I don't know what fix you want.

zenith jolt
steady trail
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Yes.

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The same from the others.

zenith jolt
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Without having any background knowledge of the code at all (I've like, vaguely skimmed the repo in the past) I can't see anything being done on player connect (in the host log), which I'd assume is when unlocked upgrades would be applied (Unless there's some shenanigans whereby the connecting client applies the upgrades to itself based on the save or some such?)

steady trail
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It's only saved when the game saves.

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Also your clients have steamId of zero?

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That's hilarious to look at.

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The logs say they are loading your save just fine so unless they're rejoining after the game's autosave, there shouldn't be any issues.

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Or the id being zero kinda makes it go wonky but not sure.

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Anyways, you have load lgu command where you put the name of the person you want to get the save from.

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That could temporarily fix your issue.

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(e.g load lgu WhiteSpike if you wanted to get the LGU save from the player WhiteSpike)

zenith jolt
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Didn't know about the load lgu command though, that'll hopefully work as a fix when I get a chance to test with them next

zenith jolt
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Well, running the load command definitely works, though if they disconnect and reconnect it resets

steady trail
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That's why I said temporarily, lol.

rustic tangle
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@steady trail can we get a bullet res and explosion res upgrade that reduce damages from shotguns/turrets and explosions (obviously)

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:>

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pretty please

steady trail
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I will try to remember.

zenith jolt
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So, I'm trying to dig to the bottom of exactly why the issue I'm having is occurring. Load LGU is a form of solution, but if I can fix it so it just works, that'd be ideal. Whereabouts are the LGU_{saveNum}.json save files actually stored? I can't seem to find them anywhere and I want to make sure they aren't the source of the issue in some manner

steady trail
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They're stored inside the game's run save.

zenith jolt
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Riiight, so not an immediately accessible file then

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Looking through the Log, I found [Info :More Ship Upgrades] [LguStore] SHARED SAVE FILE: Loading index 0 save under steam ID: 76561199028265100
in one of the client files.
Which means this code is being run:

ulong steamID = LguSave.playerSaves.Keys.ToList<ulong>()[0];
logger.LogInfo($"SHARED SAVE FILE: Loading index 0 save under steam ID: {steamID}");
SaveInfo = LguSave.playerSaves[steamID];
UpdateUpgradeBus(false);```
which, is getting the key of the first player in the playerSaves list, which I'd presume is *meant* to be the host(?) though in this case, the steamID that is getting logged is the clientsID? Definitely possible I haven't followed this along right, since I'm having to make some assumptions
wanton furnace
#

I've noticed an issue with movement speed via "Sick Beat" from "LateGameUpgrade" and "Lethal Status" (mods based on "Stranger Things")
The running shoes work fine, but the movement speed via "Sick Beat" doesn't work with this mod
Just in case it's useful
Edit: My bad, the conflict is with "Legafusioncore"

steady trail
steady trail
zenith jolt
# steady trail Apparently, it doesn't get a steamid if it's gonna use host's save. Possible cau...

Does it not? The function reads to me as it's sent the hosts save (byte[] json) sets the save as being received, deserialises the save, gets the first object in the playerSaves dictionary (Which I'm assuming since it's a dictionary contains not just the hosts data, but each players as well) under the assumption that the first object in that dictionary is the host, sets the save to the recevied host data (SaveInfo = LguSave.playerSaves[steamID], and then runs UpdateUpgradeBus to apply the updates
If the Clients own steamID is what's appearing in that log string, then is it not their SaveInfo that's being used with UpdateUpgradeBus, which is likely outdated compared to the host in this scenario?

steady trail
# zenith jolt Does it not? The function reads to me as it's sent the hosts save (`byte[] json`...

It does not.

public void UpdateUpgradeBus(bool UseLocalSteamID = true, bool checkID = true)
{
    if(UseLocalSteamID) // so if this is false, ignore doing anything inside the branch.
    {
        if(playerID == 0 && checkID)
        {
            logger.LogInfo("SteamID is not available yet, waiting...");
            StartCoroutine(WaitForSteamID()); // only place where playerID (steamID) is fetched
            return;
        }
        if(!LguSave.playerSaves.ContainsKey(playerID))
        {
            logger.LogInfo($"{playerID} Was not found in save dictionary! Creating new save for ID.");
            SaveInfo = new SaveInfo();
            RegisterNewPlayerServerRpc(playerID, Encoding.ASCII.GetBytes(JsonConvert.SerializeObject(SaveInfo)));
            StartCoroutine(WaitForUpgradeObject());
            return;
        }
        SaveInfo = LguSave.playerSaves[playerID];
        logger.LogInfo($"Successfully loaded save data for ID: {playerID}");
    }
    UpgradeBus.Instance.activeUpgrades = SaveInfo.activeUpgrades;
    UpgradeBus.Instance.upgradeLevels = SaveInfo.upgradeLevels;

    if (oldSave != null && oldSave.playerSaves.ContainsKey(playerID))
    {
        CheckForOldData(oldSave.playerSaves[playerID]);
        ServerSaveFileServerRpc();
    }

    ContractManager.Instance.contractLevel = SaveInfo.contractLevel;
    ContractManager.Instance.contractType = SaveInfo.contractType;

    CurrencyManager.Instance.CurrencyAmount = SaveInfo.currencyAmount;
    CurrencyManager.Instance.SpentCurrencyAmount = SaveInfo.spentCurrencyAmount;

    UpgradeBus.Instance.SaleData = SaveInfo.SaleData;
    UpgradeBus.Instance.LoadSales();

    StartCoroutine(WaitForUpgradeObject());
}
zenith jolt
#

In fact, I think that's exactly what's happened, as the two client logs I sent both have the steamID 76561199028265100 in them, which isn't actually the host, it's the steamID of the second client

zenith jolt
# steady trail It does not. ```c# public void UpdateUpgradeBus(bool UseLocalSteamID = true, boo...

So, the UpdateUpgradeBus is being called after that logged line with UseLocalSteamID set to false, so the first if statement is skipped entirely, and it then does

UpgradeBus.Instance.activeUpgrades = SaveInfo.activeUpgrades;
UpgradeBus.Instance.upgradeLevels = SaveInfo.upgradeLevels;```
which will be the wrong SaveInfo as it were, since I just established that the SaveInfo it is setting is that of one of the client players, not the Host
#

I'll see if I can get it set up to compile and test with my own dll to confirm, but I'm fairly certain that the LguSave present in my (the host) save file has one of the clients playerSaves at index 0, rather than the expected hosts

balmy stag
#

how exactly does the setting "include spent amount in maximum amount" work? i thought it meant that if i had set "max amount per player" at a value like 50, and then a player with that cap of 50 spent 10 AC on an upgrade they wouldn't be able to earn anymore since that spent amount was still being considered. however once the AC is used players are still able to earn back that spent AC to reach a cap of 50 again while keeping the upgrade so what am i missing?

zenith jolt
#

Is there any guide present for cloning the project and getting it to build? Out of the box it has 1445 build errors, no doubt the majority of them are because I'm missing key packages, but I can't find any obvious ways of working out which ones those are
(Medkit.cs has using Unity.Netcode but I can't see a Unity.Netcode available as a NuGet package, so I presume it's acquired some other way)

flat flicker
zenith jolt
flat flicker
#

Godspeed. those are probably other mods/libraries

zenith jolt
#

Feels like a lot of work when all I essentially want to do is add an extra log line 😭

zenith jolt
#

So, I've made a small change that I believe will fix the issue, while also not breaking anything else. Is it worth making a fork for it so that it can be looked at? I'm still not able to build the project to test it myself unfortunately, but I don't see any reason why the changes wouldn't work (though I haven't been able to build to put in any extra logging, so definitely might be stuff I can't see)

zenith jolt
#

Though all it boils down to is
ShareSaveClientRpc(Encoding.ASCII.GetBytes(json), playerID);
public void ShareSaveClientRpc(byte[] json, ulong? hostID)
and

//ulong steamID = LguSave.playerSaves.Keys.ToList<ulong>()[0];
logger.LogInfo($"SHARED SAVE FILE: Loading index 0 save under steam ID: {hostID}");
SaveInfo = LguSave.playerSaves[hostID.Value];```
#

Since playerID in the LGUStore of the host will always be the hosts playerID, you can pass it through to the ShareSaveClientRPC, which can then ensure to load the SaveInfo of the host if SharedUpgrades is set to true

#

Rather than loading the SaveInfo of whatever player is 1st in the LguSave.playerSaves dict

steady trail
#

It will always be the hosts if you're globally sharing all the upgrades.

#

(Or whatever the plan was when this was written)

zenith jolt
steady trail
#

That log always had the right id

zenith jolt
#

Both Client logs have the steamID 76561199028265100, which is not the hosts steamID

steady trail
#

Then the assumed order is wrong.

#

Lol.

#

I dont know why you need to send the ID over.

zenith jolt
# steady trail I dont know why you need to send the ID over.

Without being able to compile the code, and with only a relatively surface level knowledge of how to mod specifically Lethal Company, it was the only way I could work out that would guarantee that it's the hosts save that's loaded from the list of saves the Client receives

#

I presume there's some way of getting the hosts steamID as the client, without having to have it sent over, but I don't actually know what that would be, so sending it in the call seemed the only option based off of what I knew

steady trail
#

The thing is this whole shared save thing seems useless right now.

#

Because it already unlocks for all when the upgrade is purchased.

#

So I see no reason to keep this up.

zenith jolt
#

That's a fair point, though would involve changing the way saves are currently structured to remove there being a save for every player, which, while not necessarily too much work, would invalidate any saves after the update containing that was pushed

#

Well, maybe invalidate, I'm sure there's some wizardry that could be done to actually maintain previously started saves, but it'd be a case of weighing whether that work would be worthwhile

steady trail
#

What needs to be changed exactly? The upgrades are saved per player because you can have individual upgrades.

zenith jolt
#

Ohh, never mind I see what you meant in your previous message. You meant the sharing of the saves between the host and the client. Isn't that rather necessary for the mod to function though? If a player joins a host they haven't played with previously, on a save that's already in progress, without the save sharing they wouldn't get any of the upgrades prior to their connecting?

steady trail
#

No because they are still saving their upgrades to the host.

#

Regardless of this save sharing happening or not.

#

So if instead of trying to pick up the host's save, they would just pick up their save.
And since it has the same upgrades as hosts because it was globally shared, nothing is lost.

zenith jolt
steady trail
#

Because it's picking up a random's save instead of hosts.

zenith jolt
#

Which is why when they're connecting, they're not loading with the same upgrades as the host

steady trail
#

So.

#

If instead they got their own save.

#

Which is always happening already.

#

And that's always reliable, it would solve the issue.

zenith jolt
# steady trail Which is always happening already.

Doesn't seem like it? The process that happens in the code is
(The below only occurs if SHARED_UPGRADES is true)

  1. They request a save from the host
  2. They load whatever save is at index 0 of the playerSaves
  3. Whatever upgrades that playerSave has, is what upgrades they get

In the instance that I have occurring, the playerSave at index 0 is not the playerSave of the client making the request and also doesn't have the same unlocks as the host.
Since the code is only run when SHARED_UPGRADES is true, it's designed that any upgrades purchased should be global, so having the players SaveInfo set to that of the host's makes sense, since their save should effectively be treated as the source of truth in this case

steady trail
#

I dont know why we are skipping the save phase which is the most important.

#

Your save has garbage in it because your clients kept putting it under id zero.

zenith jolt
steady trail
#
[Info   :More Ship Upgrades] [LguStore] Received and updated save info for client: 76561198078774565
[Info   :More Ship Upgrades] [LguStore] Received and updated save info for client: 0
[Info   :More Ship Upgrades] [LguStore] Received and updated save info for client: 0
zenith jolt
zenith jolt
#

Certainly not ideal that it's being created, but also not the end of the world

steady trail
#

Sure, if the list used to grab the save preseved insertion order.
Which it doesn't to begin with, thus why this happens.

zenith jolt
steady trail
#

It's faulty to begin with, yes.

#

Thus why I just want to get rid of it.

#

Because it's the only time it has ID zero and if it doesn't, everything else works fine.

steady trail
#

And during boot, everyone would just grab their own save through their steamid.

zenith jolt
#

Right! I think I get what you mean has happened now. In a world where all of the upgrades are global, it doesn't exactly matter who's save you grab, since they should all have the same unlocks, so index 0 is fine there. But what's happened is that when it's gone to save the save of whoever is at index 0, their save actually went in under steamID 0, so their save wasn't updated. The host is fine, since there save gets loaded with their steamID taken into account, but that isn't the case for any connecting clients

steady trail
#

Yes.

zenith jolt
#

So what I was describing would effectively be a temporary fix to a more systemic issue

steady trail
#

Yes because the assumption of the save share being wrong due to not preserving insertion order.

#

If it did, it wouldn't cause this issue.

zenith jolt
#

In that case, is there an easy way of getting the hosts steamID without having to pass it via that function? Having it specifically load the hosts save is the only way I can see of having a quick fix to that issue without completely changing how the current save system works

steady trail
#

Uhh.

#

If you really want the host steamId, I would leave it like that.

#

Otherwise, the actual fix is removing the whole if branch for global shared upgrades.

#

And just leave the uhh UpdateUpgradeBus callback.

zenith jolt
steady trail
#

That includes it.

#

I even linked the code explaining how it happened.

#

With comments on the relevant lines.

zenith jolt
zenith jolt
steady trail
#

And assigns the value to represent the steamID.

#

That code is the only time it can get non-default value assigned to.

zenith jolt
#

So, this code functions fine, but if a player has saved to host using UpdateLGUSaveServerRpc with an ID of 0, which hasn't then updated their actual save with whatever their steamID is, then UpdateUpgradeBus would load their save when called, but it won't have been updated properly because of the erroneous save earlier

#

Which is what I mean when I say that removing that if statement would have to be paired with also fixing whatever causes it to be possible to save with a steamID of 0

#

Which is a problem I have 0 idea how to solve, because I can't see a reason why their steamID would be set to 0 after already being set to it's correct value

steady trail
#

Zero is default value.

#

Thus if it's still zero, the function never did the assignment.

#

When does it not do the assignment?

#

When UseLocalSteamID is false.

#

And would you look at that

if(UpgradeBus.Instance.PluginConfiguration.SHARED_UPGRADES.Value && saves.Count > 0)
{
    ulong steamID = LguSave.playerSaves.Keys.ToList<ulong>()[0];
    logger.LogInfo($"SHARED SAVE FILE: Loading index 0 save under steam ID: {steamID}");
    SaveInfo = LguSave.playerSaves[steamID];
    UpdateUpgradeBus(false); // UseLocalSteamID is false, hmmst
}
zenith jolt
#

Genuinely so sorry, after you've mentioned this now, I've got a picture of the full flow of events

#

1st Instance of the save being hosted, people get their SteamIDs as normal. Since the upgrades are shared, they get saved to everyone, it's all fine and dandy. People disconnect, it gets saved under their SteamIDs, all is good

2nd Instance of the save being hosted, the receive the save from the host. It doesn't do any SteamID assignment, because UpdateUpgradeBus(false) is called, but all seems normal. They load with all the upgrades they had previously, because while it hasn't loaded their own save, everyone had the same, so everyone loads with the same. When upgrades are purchased, they still receive them as usual, but when it comes time to saving, their upgrades get saved under SteamID 0, and since the playerSave at index 0 is a client, and they're effectively not present since they've loaded in with playerID set to 0, it doesn't get updated

3rd instance of the save being hosted, clients all load in with a playerSave that hasn't been updated since the end of the 1st hosting, which is when the issue is noticed

#

Which is also why using load lgu SimplyFenton doesn't persist between reconnects, since they're not actually getting their save back when they reconnect (Assuming using load lgu and then disconnecting would actually save in any capacity, I haven't actually looked at that too much)

#

That's actually such a disgusting way for an issue like this to occur, and I'm incredibly sorry for how much of a bother I've been with all of this, I just wanted to try and be helpful and make my friends less annoyed that I'm so much faster than them 😭

crisp forge
#

Been a long time,
I wonder if there are any mods or methods to allow support for modded enemies to drop samples via the Hunter Upgrade.

And I am quite confused by what happened with the mod over the years since I stopped playing lethal way back. Seems like the whole mod changed who is developing for it and multiple people contribute to it?

steady trail
#

Original creator got job and gave mods to people they trust.

HunterAPI should provide methods to allow what you want.

steady trail
#

Because there are some which are meant to just be instakills.

rustic tangle
#

i feel like landmines blowing you up even if you have above 100 HPs is already too much in general

steady trail
#

That's gonna be more complicated then.

rustic tangle
#

well yeah it depends in a sense because i think it's related to the PlayerControllerB

#

or is it the landmine's script that's hardcoded

steady trail
#

I have to remove the KillPlayer callback.

#

And replace with DamagePlayer.

rustic tangle
#

ah yeah fair, well with that

steady trail
#

With probably 100 damage?

rustic tangle
#

same could be done if a fire res upgrade was made for the Old Bird

rustic tangle
#

in vanilla 100 damages kills you in any case so

steady trail
#

Isn't Old Bird just straight out oneshot after a while from the torch?

rustic tangle
#

it does

#

20 20 instakill

#

straight up

steady trail
#

Lol.

rustic tangle
#

idk why zeek didn't just make it do 20 5 times over

#

(or more cuz of crit state)

#

btw, did you get to make samples for the new v81 enemies with the Hunter upgrade?

steady trail
#

Uhh.

#

no.

#

Been busy trying to get a job.

#

Because money's cool.

tight marsh
#

good luck with that!

steady trail
#

Market saturation is fun.

fluid river
tight marsh
steady trail
fluid river
rustic tangle
#

If you want though i could make a model for the samples

#

Like a new one

steady trail
#

I just need like a free hour to make the new ones, shouldn't be that difficult besides changing the colouring then put the text on the label.

#

Only downside is having to open unity editor.

#

Speaking of, I have no idea if still works after that one crash I remembered now.

rustic tangle
#

Well i'm open to making a new model for you, since the current model is a bit rough, and also gets decals applied on it which is not a normal item behavior

steady trail
#

Funny dog.

rustic tangle
#

Also the fact they use the aluminium step sound for the drop sound, but these are just my nitpicks

steady trail
#

Explosion res seems worky.

#

Now the uhhh

#

Bullet?

#

Which is for the nut's shotgun and turret?

#

Oh.

rustic tangle
#

which by extension means Shotgun script, turret script, ect... yeah

#

also shotgun script just does up to 100 damages, it's not a one shot

steady trail
#

Yeah, I can see that.

ornate shell
#

i did activate the alternate currency mode so everyone needs to buy there own upgrades, but when playing with many players it takes very long for everyone to finish there upgrades after quota. is there any way to speed that up and make people do their upgrades simultaneously?

steady trail
#

There is a mod that offers GUI for all players to spend their currency.

#

It is not managed by me however so UI suggestions will have to go to this mod's git.

ornate shell
#

thx this mod will help a lot :D

humble panther
#

with the new LLL update does that mean this is no longer needed ?

steady trail
#

From what I read from mentions, yes.

#

Since both software that allows/facilitates moon making have this patch.

compact nacelle
#

Hunter samples for Gunkfish, Feiopars and Cadaverbloom?

#

maybe add an ectoplasm drop for ghost girl too since there's an upgrade that lets us kill her with the shotgun?

#

also is it intentional that the beehives and sapsucker eggs aren't really affected by things like midas touch?

steady trail
#

If they use different mechanics to spawn them, it kinda happens.

steady trail
#

There's a new release, already handled the problem with being blocked so we should be good.

#

Again, if there are any issues, just tell me so and I will try solving them in time.

compact nacelle
#

My buddy and I have been playing a modpack of mine and as of this update they no longer have any of the upgrades we used to share

#

if we buy upgrades they still get the shared upgrades from that point on, but every other upgrade we previously had has vanished only for them, presumably because of the code that was removed at the end of the changelog?

compact nacelle
steady trail
#

It's already fixed. Your buddies' saves were already fucked to begin with.

compact nacelle
steady trail
#

It was discussed before why it was removed here. I don't really want to explain it again.

compact nacelle
#

i know why it was removed, it was mentioned in the changelog

#

im just saying that we played the day before the update and they had the shared upgrades, then post update they didn't. not really that big of a deal we'll just cheat the upgrades back onto him

steady trail
#

That's normal.

compact nacelle
#

aaaand suddenly they're populated again? wierd

#

idk, ignore me

thorn cloud
#

Hi, I can't seem to use the forcecredits command. I've only installed LGU and its dependencies via r2modman (a total of 10 mods), I start up LC and create a new save game in LAN mode, nobody else is in the game, I type "forcecredits 1000" into the console and it says "rejecting command due to not all players agree to use the command". Persists after save wipes, game restarts, and even PC restarts.

#

The console says "[Info: More Ship Upgrades] Received consensus response from 0...; Somebody rejected using forcecredits command."

glacial crescent
#

There's a box in the config that needs to be checked for you to use the command

thorn cloud
#

Thank you, didn't remember that being a thing last time I played.

#

❀️

glacial crescent
glacial crescent
#

If I have Item Progression on and put the Apparatus as a Contribution Item for every single upgrade, would selling an Apparatus give me a random upgrade, or give me 1 of every upgrade?

#

Also a small nitpick, Aluminum Coils' "Price of each additional upgrade" section has a space in it

#

This is my first time opening the config, so I'm pretty sure I didn't do that

#

and "seperated" is a typo

glacial crescent
steady trail
#

UniqueScrap/CustomScrap gives a "contribution" value which decrements to the upgrade's price til it's zero which then triggers the buy prompt.

steady trail
steady trail
glacial crescent
#

Is there a program to edit .moddata file types?

#

I remember asking about a list of items that is generated if UniqueScrap is active, but I never had any success getting into the file

steady trail
#

LGU doesn't use any .moddata files.

severe pollen
#

Is there a way to sync upgrades between host and clients without load lgu? Like, some command for host to sync all upgrades or fix for this πŸ€”
If host bought upgrade and someone joined/rejoined after this - he won't get this upgrade.
Also, with AdditionalNetworking mod upgrades not syncing at all, except for those, who is in the lobby atm.

#

And also, locksmith upgrade's lockpicker pops up when you approaching the door - is it intended ? Quite an inconvenient feature, especially with some client-host desyncs.
It would be more convenient to activate it with interaction key πŸ€”

tender parcel
steady trail
#

It has both approach and interact, yes.

steady trail
severe pollen
severe pollen
#

Also, is there a way to change upgrade description?
For example, I changed items per Fusion Matter level and wanna describe it - is there a way to do so?

steady trail
#

Right now, no.

steady trail
steady trail
steady trail
severe pollen
steady trail
#

Because it syncs when its bought, yes.

severe pollen
steady trail
#

I don't know, it's not really my top priority right now.

#

It was already a hasle arguing over removing the broken sync save we had before as it was effectively not working at all.

#

So it's another hassle to make a new one from scratch.

severe pollen
#

since we already have load lgu, it shouldn't be so hard to add something like this?

steady trail
#

Force sync to who?

severe pollen
#

to all clients

steady trail
#

Right, from what save?

severe pollen
#

in lobby

severe pollen
steady trail
#

Plus, it's gonna be the same situation someone argued over forcecredits where host just decide to do whatever they want.

severe pollen
#

_<

severe pollen
steady trail
#

Which the clients can see and decide wether they stay or not to play with.
They couldn't do anything if the host decide to use forcecredits.

severe pollen
steady trail
#

Right.

#

How "completely" are we talking about here.

#

Cause you don't get the choice of splitting the list of items if that's what you want.

#

I can give you the option to change the format of the description.

#

Like where the price goes, level, etc.

severe pollen
severe pollen
#

or if it's possible to any text like

"Allows safeekeping of pro-flashlight"

steady trail
#

Huh?

#

I thought you wanted to change only the text.

severe pollen
#

yes?

steady trail
#

So you still want to safe-keep the flashlight, even if the text doesnt' say so?

steady trail
severe pollen
severe pollen
steady trail
#

But if we want to have the command to give everybody the same upgrades as the one that has the most.. hmm

#

Instead of you know, have n-1 (I forgor the -1 because the other guy obviously doesn't sync to themself, lol) people type out the load lgu command to that one guy.

#

Because you say it's an annoyance to do that.

severe pollen
#

if I understood u correctly

steady trail
#

From what I am understanding:

  • The problem is that it's annoying having to do n-1 times the load lgu <playerName> command for each person in the lobby (where n is the amount of people in the lobby).
  • Your solution is we make a command (syncall lgu for example) which does the same behaviour as doing n-1 times the load lgu <hostName>.

No?

steady trail
#

Then yeah, I can make it where you can specify who and make it host only and the config and what not.

#

I will just have to see if it doesn't break everything else.

#

Also the locksmith disable collision is done.

#

I don't know if you want to see if it works or not since I can't really boot up the game right now.

severe pollen
steady trail
#

It will depend on how this month goes.

severe pollen
steady trail
#

Just replace the one you got from thunderstore with this one instead.

#

It's a config setting for the disable btw.

severe pollen
# steady trail *yeet*

Works fine with vanilla, but some custom doors do not respond to interaction - however, if approach interaction is left enabled, the lockpicker appears.

steady trail
#

Hm

#

I don't know anything about "custom" doors unless they're using a different script that isn't from vanilla.

#

To which I simply ask why, lol

severe pollen
severe pollen
steady trail
#

I feel like it would be better if the others agree to have this upgrade interact with their stuff.

#

I will only patch others' stuff if they really don't want to bother at all.

severe pollen
#

So, thank you for the new config! (because this approach interaction thing was rly annoying, imho)
And waiting for the new command :p

winter shore
#

GenericGMD:s mods Generic scraps and Generic equipment both add in a sledgehammer to the game. Its basically a shovel that deals 2x damage at the cost of swing speed. The problem is the "Protein powder" upgrade in lgu does not give extra damage to the sledgehammer, which sucks. I tested it out with imperium and without the upgrade shovels deal 1 damage and sledgehammers 2. Max upgrades the shovel dealt 3 damage but the sledgehammer still dealt 2. Can you please fix this? I've reported this to the developer of the generic mods but he replied saying that it wasnt really something he could do on his end, and he just added the sledgahammer with JLL:s custom shovelscript.

If you do fix this please also make it so that the sledgehammer gets double the damage buff from the upgrade. Otherwise the sledge will still be worse than the shovel with upgrades. (Max shovel would deal 3 while sledge would deal 4, only one more damage than the shovel, its supposed to be 2x damage shovel for Gods sake)

rustic tangle
#

It affects the base shovel item script only

#

That's how it works, LGU affects vanilla scripts, if an item or feature that's closely looking like vanilla uses a different script than vanilla, LGU won't be able to use/modify it

#

Unless whitespike (or someone else) makes an update/alternate addon mod for it

#

Only 2 of which exists, one for the car, one for piggy's variety

winter shore
#

yeah alright makes sense, Thanks

steady trail
winter shore
steady trail
#

Uhh.

#

Since this is a patch, others will likely also need to have it.

winter shore
#

oof

steady trail
#

By larger damage buff, you mean a different num than what protein gives?

winter shore
#

yes I think so

steady trail
#

Uhhh.

#

Is there even anything that has health past 10?

winter shore
#

well only the big guys

#

which are kinda not possible to melee

#

there are a few mobs with 5 hp which dont get one tapped by the melee weapons im tryna buff with protein

steady trail
#

I feel like one taps is already OP, lol.

winter shore
#

well ig

steady trail
#

"Oh, an enemy, bonk anyways"

winter shore
#

true, its already pretty cracked

#

honestly idk why I'm trying to make lgu even more busted than it already is

winter shore
crisp forge
# winter shore honestly idk why I'm trying to make lgu even more busted than it already is

If you want to, you can rebalance the lgu store via config if you feel it is busted. I rebalanced and extended most of the upgrades for my group due to how overpowered stuff felt. It costs over 250k credits to max out LGU now for what I have. Vast majority is just like 10+ levels for Quantum Disruptor and Midas Touch.
Adding Randomize Upgrades to 12 can decrease how long you spend in the store too if you feel people spend too long looking at stuff trying to decide what to buy.

-# Btw, you can make it so the shovel goes up to whatever value you want it to. Though, idk if it only adds damage, not multiplying it, so using a shovel will only do 1 less damage then the Sledge Hammer if it is only addition?

winter shore
# crisp forge If you want to, you can rebalance the lgu store via config if you feel it is bus...

You said it at the end, what I originally wanted was that you could make certain items get more damage from the upgrade, because normally maxed shovel would do 3 dmg, sledge would do 4. This felt inconsistent because the sledge is supposed to be a shovel that does 2x damage, so it should do 6 damage instead of 4 with max upgrades. But I honestly don't need it now that I think about it. The one extra damage from sledgehammer already allows it to kill some enemies faster than the shovel can, so it's fine as it is honestly.

Also it would probably be kind of unnecessary extra work to add that as a feature, I don't think many people would need it.

The balancing of lgu is fine for me and my friend group, I was mostly just responding to Whitespikes comment on oneshotting enemies being kinda op if I am to make the sledge do even more damage.