#[Deprecated] Advanced Company
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It was actually the first thing I did but then realized that simply having perks didnt feel like a lot. Already played a lot with the perk system with friends to finetune it. :D
In the long run I really want to make a Ship Tier Perk which actually changes the ships design to make more space for all the awesome stuff you can buy in the store. I mean, if you go for max quota you'll have a lot of spare credits.
[WIP] Lethal Company+
changed your post title cuz some people can't read tags, this will help with "where mod" posts
OK :)
I just feel a bit anxious about releasing it. I mean, basically I could release it right now with whats there but well. I want it to feel complete. So better cook the mod a bit more and actually add body armor so the Body Clothing slot can be filled. I probably will only add a bullet proof vest to protect you from 2-3 shotgun rounds or something for the beginning.
And one thing which was really painful was to rip the player model and make it actually editable and still being able to apply the SkinnedMeshRenderer to the new mesh. And to add new meshes like the flippers or rocket boots to the same rig and having it work correctly and animate.
Happy you managed to deal with perks and skills in the terminal
That's a pain in the ass I assume
Its basically a cursor menu where you can navigate with W/S or Arrow Up and Down and Select stuff with Return.
I wanted to replace the store too but figured it would probably make the mod incompatible with even more mods :D
The bigger your mod gets, the harder it is to be compatible
Yea
Your sprint speed is using transpilers, correct?
Yes
Any compatibility on mike's?
I actually use quite some transpilers. Trying to reduce it wherever I can.
Mike's Tweaks players are going to cry
Would have to try. Weight stuff should work but slots wont
Slots are managed by the perks. "Carry bags" are inventory slots
You start with 3 and enough XP to buy the fourth
They also do not work with reserved slots
Give up on reserved slots compatibility, it simply isn't possible
Oh, yea. Flashlight with F is already included in my mod (as I will also need it for equipabble flashlights)
The way they coded it, not at all compatible with any mod whatsoever
Hotbar 1-9 is also integrated in my mod :D
damn hardcoding slot numbers..
I will have to see what I can do. Sprint speed shouldnt be too bad work with I think. I dunno about how I would go about detecting other mods and going into a kind of compability mode.
It is hell, really
Is there any callback after all plugins are loaded? Looking at all loaded assemblies isnt guaranteed to work because of load order.
{
var instruction = instructions[i];
if (instruction.opcode != OpCodes.Ldc_R4)
continue;
if (Math.Abs((float)instruction.operand - MaxSprintValue) > 0.1)
continue;
indexOfMaxSprintMultiplier = i;
instructions[i] = CodeInstruction.Call(typeof(ConfigEntrySettings<float>), nameof(ConfigEntrySettings<float>.Value));
instructions.Insert(i, CodeInstruction.Call(typeof(ConfigEntrySettings<bool>), nameof(ConfigEntrySettings<bool>.Value)));
instructions.Insert(i, new CodeInstruction(OpCodes.Ldc_I4_0));
instructions.Insert(i, CodeInstruction.LoadField(typeof(WorldTweaks.Configs), nameof(WorldTweaks.Configs.UseVanillaSprintSpeedValues)));
instructions.Insert(i, CodeInstruction.LoadField(typeof(PlayerTweaks.Configs), nameof(PlayerTweaks.Configs.MaxSprintSpeed)));
break;
}```
Here's what I do:
foreach (var plugin in Chainloader.PluginInfos)
{
if (plugin.Value.Metadata.GUID.IndexOf("ReservedItem") >= 0)
{
ReservedSlots = true;
}
if (plugin.Value.Metadata.GUID.IndexOf("mikestweaks") >= 0)
{
// Get "ExtraItemSlots" config entry from Mike's Tweaks
ConfigEntryBase[] mikesEntries = plugin.Value.Instance.Config.GetConfigEntries();
foreach (var entry in mikesEntries)
{
if (entry.Definition.Key == "ExtraItemSlots")
{
if (int.Parse(entry.GetSerializedValue()) > 0)
{
ReservedSlots = true;
}
}
if (entry.Definition.Key == "UseVanillaSprintSpeedValues")
{
if (bool.Parse(entry.GetSerializedValue()))
{
MikesSprint = true;
}
}
}
}
}```
Ah, nice. So I can read what the players have set in the other config and adapt to that. Reducing the max buyable inventory slots etc. For now I hardcoded the inventory to be max 10 as I cant fit any more slots on the screen :D
I've actually did code to center them
Yea, I have that too but after 10 its overlapping chat etc.
Probably or move the equipment slots somewhere else on the screen
Ten is more than enough
As a man of skills myself, having made #1179381385069330513, wouldn't mind even helping you out sometimes
Double jump is cool af
Jumping around with your friends is cool :3
So current roadmap is probably:
- Add Headset
- Add Helmet Lamp
- Add Body Armor
- Balancing
- Fix bugs
- Check compability and what I can do to maximize it.
Compatibility is always my downfall
My friends are mocking me tho that I invest so much time in making the 3d models look great only for the game to butcher them :D
I mean this is the night vision in Blender
The flippers :D
hot
I only use diffuse and matmap with smoothness and metallic channel. No AO channel as it wouldnt be seen in the game anyway
These are all the models in unity :D
My test dummy
[HarmonyTranspiler]
private static IEnumerable<CodeInstruction> Update_Transpiler(IEnumerable<CodeInstruction> instructions)
{
var codes = new List<CodeInstruction>(instructions);
for (int i = 0; i < codes.Count; i++)
{
if (codes[i].opcode == OpCodes.Ldc_R4 && (float)codes[i].operand == 2.25f)
{
codes[i] = new CodeInstruction(OpCodes.Call, typeof(SprintSpeed).GetMethod("GetSprintSpeed"));
}
}
return codes.AsEnumerable();
}```
How'd you do your sprint speed transpiler
One sec
static IEnumerable<CodeInstruction> PatchUpdate(IEnumerable<CodeInstruction> instructions)
{
Plugin.Log.LogMessage("Patching PlayerControllerB->Update...");
var inst = new List<CodeInstruction>(instructions);
bool first = false;
bool second = false;
bool third = false;
//var getMaxSpeedMethod = typeof(Game.Player).GetMethod("GetSpeed", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
var movementMethod = typeof(Game.Player).GetMethod("Movement", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
for (var i = 0; i < inst.Count; i++)
{
if (!first && inst[i].opcode == OpCodes.Ldc_R4 && (float)inst[i].operand == 2.25f)
{
inst.RemoveAt(i + 2);
IL.Patches.AddMultiplierInstruction("SprintSpeed", inst, i + 2);
IL.Patches.AddMultiplierInstruction("SprintSpeed", inst, i + 1, false);
first = true;
}
if (!second && inst[i].opcode == OpCodes.Ldfld && inst[i].operand.ToString() == "System.Single climbSpeed")
{
IL.Patches.AddMultiplierInstruction("ClimbSpeed", inst, i + 1);
second = true;
}
if (!third && inst[i].opcode == OpCodes.Ldfld && inst[i].operand.ToString() == "System.Boolean suckingPlayersOutOfShip")
{
object target = null;
for (var j = i; j < inst.Count; j++)
{
if (inst[j].opcode == OpCodes.Ldfld && inst[j].operand.ToString() == "System.Boolean isClimbingLadder" && inst[j + 1].opcode == OpCodes.Brfalse)
{
target = inst[j + 1].operand;
break;
}
}
inst.Insert(i - 7, new CodeInstruction(OpCodes.Brtrue, target));
inst.Insert(i - 7, new CodeInstruction(OpCodes.Call, movementMethod));
inst.Insert(i - 7, new CodeInstruction(OpCodes.Ldarg_0));
third = true;
}
if (first && second && third)
break;
}
var method = typeof(Game.Player).GetMethod("OnUpdate", BindingFlags.Static | BindingFlags.FlattenHierarchy | BindingFlags.Public);
inst.Insert(0, new CodeInstruction(OpCodes.Call, method));
inst.Insert(0, new CodeInstruction(OpCodes.Ldarg_0));
var log = "";
for (var i = 0; i < inst.Count; i++)
log += inst[i].opcode + ": " + inst[i].operand + "\r\n";
Plugin.Log.LogMessage(log);
return inst.AsEnumerable();
}
Its a lot more than just sprint speed :)
That's hot
LethalUtilities doesn't use the transpiler for custom sprint speed multipliers.
I am skipping the movement code for the flippers to override the movement
So items can override the movement basically
It uses METH- I mean Math, whoops.
I could also open up my mod for others to work with it too
Not talking about Lethal Utilities
guess they'll have to use my mod instead
Ik ik, I'm just saying it doesn't use a transpiler since you've shown one with a transpiler.
This for example are the RocketBoots:
namespace UpgradeCompany.Objects
{
[LoadAssets]
public class RocketBoots : Boots, IPerformJump, IOnUpdate
{
private static FieldInfo isJumping = AccessTools.Field(typeof(PlayerControllerB), "isJumping");
private static FieldInfo isFallingFromJump = AccessTools.Field(typeof(PlayerControllerB), "isFallingFromJump");
private static GameObject LeftRocketBoot;
private static GameObject RightRocketBoot;
public override Player.BodyLayers GetLayers()
{
return Player.BodyLayers.HIDE_FEET;
}
public override GameObject[] CreateWearable(Player player)
{
if (!player.IsLocal)
{
var leftBones = new Transform[] {
player.GetBone(Player.Bone.L_TOE),
player.GetBone(Player.Bone.L_HEEL),
player.GetBone(Player.Bone.L_FOOT),
player.GetBone(Player.Bone.L_SHIN),
player.GetBone(Player.Bone.L_THIGH),
};
var rightBones = new Transform[] {
player.GetBone(Player.Bone.R_TOE),
player.GetBone(Player.Bone.R_HEEL),
player.GetBone(Player.Bone.R_FOOT),
player.GetBone(Player.Bone.R_SHIN),
player.GetBone(Player.Bone.R_THIGH),
};
var metarig = player.GetBone(Player.Bone.METARIG);
var left = GameObject.Instantiate(LeftRocketBoot, metarig);
left.GetComponent<SkinnedMeshRenderer>().rootBone = player.GetBone(Player.Bone.L_THIGH);
left.GetComponent<SkinnedMeshRenderer>().bones = leftBones;
var right = GameObject.Instantiate(RightRocketBoot, metarig);
right.GetComponent<SkinnedMeshRenderer>().rootBone = player.GetBone(Player.Bone.R_THIGH);
right.GetComponent<SkinnedMeshRenderer>().bones = rightBones;
return new GameObject[] { left, right };
}
else return new GameObject[] { };
}
public static void LoadAssets(AssetBundle assets)
{
LeftRocketBoot = assets.LoadAsset<GameObject>("Assets/Skins/LeftRocketBoot.prefab");
RightRocketBoot = assets.LoadAsset<GameObject>("Assets/Skins/RightRocketBoot.prefab");
}
static RocketBoots()
{
Network.Manager.AddListener<RocketJump>((msg) =>
{
for (var i = 0; i < StartOfRound.Instance.allPlayerScripts.Length; i++)
{
var player = StartOfRound.Instance.allPlayerScripts[i];
if (player.actualClientId == msg.ClientID)
{
if (msg.ClientID != GameNetworkManager.Instance.localPlayerController.actualClientId)
player.GetComponent<PlayerRocketBoots>().PlayParticles();
player.movementAudio.PlayOneShot(Plugin.RocketBootsAudio);
}
}
});
}
...
(all modders proceed to shamelessly plug in this one channel)
And the interfaces have methods to run the corresponding stuff like this:
public bool DoubleJumpAvailable = false;
public void OnUpdate(Player player)
{
if (player.IsOwner)
{
if (!player.IsGrounded && !player.IsFallingNoJump && !player.IsFallingFromJump && !player.IsJumping)
DoubleJumpAvailable = true;
else if (player.IsGrounded && !player.IsJumping && !player.IsFallingFromJump)
DoubleJumpAvailable = false;
}
}
public bool PerformJump(Player player)
{
bool jumping = player.IsJumping || player.IsFallingFromJump;
if (!player.QuickMenuManager.isMenuOpen && (player.IsOwner && player.IsPlayerControlled && (!player.IsServer || player.IsHostPlayerObject) || player.IsTestingPlayer))
{
if (!DoubleJumpAvailable && !jumping)
DoubleJumpAvailable = true;
else if (!player.InSpecialInteractAnimation && !player.IsTypingChat &&
(
player.IsMovementHindered <= 0 || player.IsUnderwater
) &&
!player.IsCrouching && DoubleJumpAvailable && player.FallValue < 6f)
{
player.FallValue = Mathf.Max(player.FallValue, 0f) + player.JumpForce * 2f;
player.FallValueUncapped = player.FallValue;
player.IsJumping = false;
player.IsFallingFromJump = true;
player.IsFallingNoJump = false;
DoubleJumpAvailable = false;
Network.Manager.Send(new RocketJump() { ClientID = player.ClientID });
}
}
return true;
}
I basically made a very rough library to work with networking etc.
Oh, mods which are 100% incompatible are all mods which override the Animator 
Thanks to how unity works with animators at runtime you cant simply merge two animators at all.
And yea, the mod previously was called UpgradeCompany when I created the project. Should rename the Namespace to LethalCompanyPlus soon
Its not just upgrading anymore
UpgradeCompany -> Corporation

:p
...
Yea, but well :D
proceeds to ignore username
DeadlyCorporation 
I'm good with names, I can probably help think of somethng.
lethal company+ is fine. perfect, even
it's easy to remember and it perfectly describes what the mod is (just more lethal company)
more company already exists lol
Not the same though.
true
this looks sick, would be cool if you made the clothing slots a sperate api mod other people could use to add there own items tho, otherwise very nice
Modularizing everything would take some time. I am thinking about extracting all the networking and player stuff into a library.
This mod consists of a lot of code files already. So splitting it would be pretty nice.
Okay, actually a little tricky given the erratic coverage that this mod has.
Following the LC name:
Lethal Corporation (because funny)
Fatal Company
Balanced Company
Chaotic Company
Custom Company
Lethal Company+ (or Plus)
Swaggy Company (also funny, but you've got the swagggg
)
Not following the LC name (as much):
LC Perks
Idk much for this
My recommendation would be to split up some parts of the mod because this seems a bit more like a modpack than an actual mod. (If you split it, have the similar stuff like all the items as one mod with settings to enable/disable, and like the clothing/accessories as one as well.)
yeah it seems like it adds a lot of seperate cool stuff but dosent have 1 cohesive theme, you could split all the items and clothing items and stuff into one mod, then all the perks and ship perks and stuff into another
I'm better with naming more narrow stuff. Lol
Yea, some items are meant to be locked behind a perk tho. You can invest a lot of XP to upgrade your Ship Tier basically :)
Then keep that together.
Looks great!
ooooh neat, i like that progression system a lot
... or use it together but as separate mods that compliment each other.
... and people could add their own with it.
Or I add compability stuff for the progression stuff and make a items mod use it when both are installed :P
Yep!
But for the first release I probably go with all the stuff and split it later :D
Good luck with your development!
I can still split it anytime
Yeah, but make sure you have configs properly handled in that case.
Ah, okay, then yeah.
so in your case the progression is after a mission and is from playing the video game and failing?
I am still figuring out the balancing. Its quite hard to balance so many perks etc. to still make the game entertaining AND to give you the feeling of actually progressing.
But making as much quota as possible before failing. Yea :D
All quotas you have fulfilled will be added up and thats your score for the round.
So if you fulfilled 200, 300, 500, 800 and fail at 1200 its 200+300+500+800=1800XP for all players and the ship
"quotas" so the number of times you did quota = xp gained?
or like, in money amounts?
Amounts added together
ah. in monetary amounts?
so finishing a 1k quota but failing the next is like 1k xp (not including the cheaper quotas below it)?
Including the lower ones as well
Else it would be better to only fulfill the first quota and instantly fail to farm XP :D
lol. aye. yeah, I did say not including. I'm just trying to get a gauge for the point gain equivalency
I want a better XP system in the long run tho. Because some rounds tend to be so long that not everyone is in the lobby when it ends.
Or you take a break etc.
oh oof.
so they miss the xp. D:
Are you going to add information to each purchasable perk?
A round to 2500 Quota can easily take 3-4 hours
There is already
Wait
I also forgot a feature I already have, haha
checks back at what the options are ... Climbing speed? ladder you mean? or are you cooking climbing mechanics?
lel, dw
Awesome
ah. when you select it, you can confirm you want to buy it? right?
and while confirming it tells you what do
Neat!
And once per quota you can actually extend the deadline
You can lower the price. The base price is the current quota.
so fuckin cool
I think its a ship perk
honestly making me kind of lose hope making any of my own stuff haha
mod to end all mods
if you can't beat em join em? lethal company + progression ultra?
Thats what I mean with Balancing. Having a lot of perks also means that some might be too easy to obtain and game breaking
Think of the player count as well
What are you balancing it at
There's no way you can balance at 10 people, it's too painful
don't think anyone balances at 10 people
Nah, wont do that anyway. Its balanced to be rewarding as solo and up to 4 players.
Exactly, balance up to 4
๐
Someone was screaming at me that the balancing is borked
This mod actually makes solo play so much more fun tbh
And you get a tool for every weather condition
cause you fail more and get your points quicker?
Thats my plan. But all tools will have a downside too :P
The lightning rod is pretty heavy and you cant really see much while holding it
Don't make downsides, make limitations
lightning rod actually stores lightning, can be used as portable charger? ๐
Means you shouldn't touch it much, the limitation is the danger
Haha holy crap
OWO
It basically attracts ALL lightning which would hit underneath the head
Huge mod man

stonks
If you can't beat em', join em'
coulda used that a minute ago on this daily moon. >_>'
Would love to use this when you release it
Holy crap fireworks
Wow!
kind of outdoes everything on the entire modding scene right now
I am feeling embarassed
And you can even create a light show in your ship
And soon youll be able to kill your friends too 
Or at least hurt them :3
Thx for the compliment
please tell me a firecracker like that to the face can blind a giant and free a friend potentially.
I worked in game dev professionally for 7 years in the past. So I have quite some training, especially working with Unity.
Yes it can
@naive talon
๐
I basically look for all giants specifically to make them drop the player they have in hand too
They get totally distracted
They look at the pretty fireworks
Yea :D
Oooooh... aaaah... ooooooh.. pretty lights
Getting inside on eclipsed isnt hard with fireworks
Thats the reason I added it
to combat eclipsed planets
At a price of course and you cant 100% predict the flight curve of the rocket :P
If you try to shoot out of the ship it might hit the ceiling of the ship and all dogs come at you
super strong
This is also a custom animation :D
I worked on the mod when there wasnt a shotgun :<
Or else I would have used the holding animation of it
Night vision currently isnt functional tho. But thats something I am working on at the moment.
You can equip it, buy it etc. but it has no visual effect yet when used
The rockets also have lag compensation :3
So they pretty much exactly explode at the same time for everyone.
Nothing is better than synchronized fireworks
And I do like the fact that the item is called "Missile Launcher" and I hope people buy it, expecting an actual missile launcher to kill stuff
And getting surprised by fireworks :'D
One thing I am really looking forward to is to see people playing with the mod :D
I had so much fun with friends already
Sharing that fun experience with others is the reason I am doing this anyway
That's the fun
Laughing my ass off the first time somebody uses the lightning rod and is getting struck by lightning while carrying it 
Carrying a huge metal object around in a storm is... risky
I guess it retracts when you pick it up?
Oh, its one time use. I do have an animation for retracting but decided against it so its not overpowered 
Tier 3 Lightning Rod perhabs
I want to add Tier 1, 2 and 3. The one I have right now is probably Tier 2
Tier 1 will only do an actual sphere radius, Tier 3 will be retractable (and the idea with charging it up to charge up items was a neat idea the Tier 3 Lightning Rod probably will have)
Make sure you see it, it is already reserved for my modpack (modifying it according to the things you have done in it)
:D
I'd love to play this with my friends
stop.. stop showing off!! I'm losing all hope... this is too good
I hope to be able to see it soon, I don't know how much percentage you would say you are advanced and/or when you could have it ready
But no pressure, work and do what you have to do in your own time
then they're all trash in my book. until it's reuseable. unless they're "relatively" cheap. and I'll just keep leaving keys out on the ground or something.
not a fan of expensive consumeables. :V I nerf their costs considerably more often than not.
I mean, when I add a config you will be able to adjust the prices
I have a bad habit in games of not consuming consumeables or "limited" things which aren't just on a timer cause my use case assessments on whether it's worth it or not are usually pretty steep. :V
Looks cool!
This is a really cool mod concept. Any plans to make it modular so we can enable/disable certain features in the config?
wait. if you get quota discount, won't it lessen the quota and make you get less xp? :V
or does it remember/keep what it originally was and only discount the current quota?
Some of the ideas remind me of Lategame upgrades, I'm not holding out hope this will be compatible with that mod. Still this looks interesting.
The discount is for extending the deadline :D
Per quota you can extend the deadline once for credits
Hm. theres a mod that does basically like a suggestion I had made prior. which makes only the amount from the quota get deducted from earnings each time. and the deadline for said quota only expires once the days hits zero.
I kinda like being able to get ahead of the quota rotations and not be incentivized to keep stuff for too long. (by virtue of another mod that randomizes the sell value each day so you can get decent sell days early.)
One thing I really want to solve in the future when I split my library from the mod:
Multiple mods being able to add animations 
Maybe there is a way to quick swap multiple Animators when needed?
Mods would need to use my library then tho sadly.
Most likely wont be compatible. At least not from the get go.
I am open to suggestions tho. I am willing to make this basically a "half conversion" mod. Including my own versions of stuff you can find in other mods if they fit the whole package.
Or at least trying to make it compatible
Custom Networking
the syncing is understandable, yeah, but if there are already stuff in your hands, do you drop everything
I prefix FirstEmptyItemSlot and dont call any other methods by returning false. Same thing with ScrollMouse_performed.
I am not touching SwitchToItemSlot. I only call it by reflection.
I didnt have any bugs yet. But I havent played for 2 weeks now
Too much working, less playing the game
Friends dont have the time to test :D
I have a question regarding this.
By increasing the deadline, will this increase be permanent or will it only be for the current quota?
Current Quota
I see, thx!
I'm looking at each of the things this has, because it will allow me to reduce a good amount of mods that do what all this does.
As I was asked by a streamer if they can test the mod too:
I am myself a german content creator and currently test the mod primarily with other german streamers. Before release I dont feel comfortable to give out the mod (also due to ruining first impressions internationally before the mod even releases to the public)
But after I published the initial version I am open to open a beta branch for people who want to test new features early. Beta branch would log a lot more information and I would love to get as much error reports as possible with full logs attached then. I dont plan to frequently update the mainline of the mod. I want every update to be substantial.
I mean: A real update to the mod like going from 1.0 to 1.1 should feel substantial. Of course I will try to push out as many bugfixes as possible :)
So adding at least 2-3 new items or some new game mechanics per update should be a given. Or even having the upgradable ship I planned in one update.
(Upgradeable ship as in: Other layouts to have more space in the ship. I dont even know if its possible technicially yet tho)
Never worked that much with NavMeshes in Unity before.
And having a bigger ship wont work if monsters still walk around the ship like its small :P
I understand, it's just something that I have saved for when it comes out, but I will gladly wait until you feel it's worth releasing.
Good luck with the developement of this great mod
Thanks. The initial release wont take that long any more. Probably not 2023. But very early 2024 :)
Like January probably
looks nice, keep cooking
you could yoink some "eager test subjects"
ah. welp. I should've read like half a page further. too late. X_X
agreed.
can confirm
once those first few "OMG THIS MOD IS AWESOME"/"WTF IS THIS SHIT" videos and posts and impressions sink in
they're very hard to shake...
not without a pretty stonks media blitz and maybe a touch of networking and begging.
speaking of which. a nice "persistent furniture" option would be pretty good. or atleast "furniture is sent to storage for next time" or even a way to double purchase the furniture/upgrades that have functions to make them permanent.
then you can have that nice "rogue-lite" feel. where although last game was a bust, now you got some shiny points to make your person less bad and your home more fancy which gets passed onto your next incarnation.
it's like... debt inheritance for the solaris in warframe or something.
Bought Suits are already saved :D
But yea, when having bigger ships, saving furniture would probably be a nice addition
Phew, took quite a while to add an own post processing shader. I dont know why Unity isnt exposing the HDRPGlobalSettings fields necessary...
Turning on night vision outside isnt very clever 
Better use it for dark rooms instead :3
it buuuuuurns
I did change the effect a bit
It now actually removes fog a bit
And you can close valves with it very easily
Dont worry, I will reduce the cancer inducing color a bit soon 
A lot of stuff had to be done to create a semi realistic military grade image enhancing device 
Foggy planet without night vision
With night vision
Lights will blend a lot more:
But in dark environments it will help a lot
The lights btw dont noticeably move with you. Its not like a head lamp at all :D
Changed the effect slightly to enhance the contrast:
Looking into lights is now even worse, which is intended:
Now tidying up the code, adding transitions and stuff. Then Night vision is finished.
ngl, i think i prefer the older effect shown here
yeah that's entirely fair. i do love how it looks in the factory, though
the night vision will be an item you can equip in your head slot, right?
Correctly
Activating it is just F, F will also turn off all your flashlights. To activate a flashlight, currently you have to hold it in your hand again as the night vision overrides F. Dunno if I make a config value to bind night vision to another key.
plan to have it use a charge? i don't see a battery level in the corner
Yes, it will have a charge. 2 minutes by default I think and with the ship perks at max for battery its 4 mins
So its not totally overpowered :D
But I can make this stuff adjustable via config
not bad, good enough to rip the apparatus out and leave
maybe have a battery penalty/cooldown for turning it on to discourage just using it in quick flashes to essentially make it last the whole day
One thing my mod actually does rn which I didnt see any other mod doing:
Checking if all clients are using the mod in the correct version :'D With this handshake I can also transmit server configurations like NightVision duration etc.
You get forcefully removed if you dont have the mod installed. One thing I also need to do is to deactivate my mod when joining a server not responding to the handshake 
Its an all clients mod.
I do however have to think about how to display battery of items not in hand. Maybe I should just add another battery display. I can just clone the one already there :D
Or I also do a slight HUD remake. When I add UI elements its probably not gonna work nice with any other HUD alternating mod anyway.
I thought about it. I probably will add a battery bar to the hotbar.
This, in itself, could be a mod tbh
ouchies... if theres a battery duration enhancing perk, will it affect it? can it be charged?
It can be charged and yes, the perk affects all batteries
even if you drop devices when they are on
7 slots?! hand slot perk/upgrade or something else?
Yes, there is the carry bags perk :)
also, are those battery indicators under all of them? holy. ๐ฎ
You start with 3 and 500XP. The fourth slot costs 500XP
but you can decide to just go with 3 slots
And yes, I just added battery indicators. They dont work yet. Items without battery wont have one of course
Its an interesting balance tbh. Also thinking about raising the starting XP to 1000 and making the slot cost 1000. So you can either upgrade your sprint stamina by 30% or buy the fourth slot :D
Thats a balancing act.
The equipment slots do change the balancing quite a lot
I will test the mod in a couple days with friends :D
Then I can talk more about balancing
if stamina max is edited by another mod, will that 30% add to the current value, whatever it may be...?
Totally depends on how that other mod is applying their stamina buff
I do the least invasive method
I basically just add a "* StaminaMultiplier" to the code wherever its needed
If another mod does the same it would just become "Stamina * MyMultiplier * OtherMultiplier"
and would work just fine
I dont plan on this mod being very compatible with other mods tbh. Its adding a lot to the game and some stuff wont be compatible.
I might add a compability mode etc.
I might also add compability by hand for certain mods
...
Or just swallow them by redoing them myself and adding them to my mod.
Mikes Tweaks for example
mother of all omelets moment
I could basically do the exact same thing with my mod :P
Then you just dont need MikesTweaks any longer
(As long as you want to play with LethalCompany+. If you dont want to, you switch back to MikesTweaks)
I dont want people to feel like they have to choose. So I am open to adding as much stuff as needed to the mod if compability is not possible.
well of course I wanna play with your stuff. just gotta make sure I can inject my own balance. something I always stress to friend who mods is: "configurability is king".
You will be able to balance everything :)
Starting Inventory Slots, Starting Stamina, Stamina Increase per level, perk level count, perk prices etc.
You can basically define that the stamina perk increases max stamina by 50% per level and adjust the prices to be 500, 1000, 1500 and it only having 3 levels.
There is a vanilla setting I tested and think is quite fun. But go wild :D
I'd probably go cheaper but smaller levels personally. but noice.
Its currently very small :D
I like that!
200 for 25% then go up a 100 for each further step or something of the sort.
I feel its more fun to be able to upgrade 5 levels in different things than just 1 :D
You will also be able to deactivate certain stuff. If you think the night vision is too powerful you can simply deactivate it. You can define the prices and max discounts etc.
I am willing to go to the extreme regarding configuration :P
Giving the configuration option helps a lot with certain compatibility aspects of some mods, not directly, but it does help.
night vision underpowered cause blinded when lit and the color intensity is blinding in of itself too.
I am also willing to add presets and in-game configuration in a later update
So if you open a lobby you can select a preset, create one etc.
oh? ingame presetting?
Yea, why not? I dont see any reason not to :)
Not for the initial release tho. It takes a bit of time to add all the inputs and configure them
as long as I can save my own so I don't have to reconfigure every time I rage delete a save.
And make it look nice and tidy
Thats the reason to have presets
You can create settings and save them as a preset
or just configure the txt files before even starting up...? :V
Sure. The txt files are just a preset anyway at that point
"Vanilla", "Config" and custom in-game saveable presets
But not with 1.0. 1.0 will only have config :D
Maybe thats a good feature for 1.1
1.1:
Headline feature: Presets
Other stuff:
- Portable door unlocker
- EMP Grenade
- Secret stuff :3
Oh, I really know what that secret stuff is gonna be
And it will be fun xD
Wont spoil it
:3 It can be abused as a way to kill your friends. Thats all whats needed to be very fun.
Oh. And I do know what 1.2 features will be
I have a lot of ideas rn
And the only thing I gonna say about it: Syringes are fun
Injecting them is even more fun. At least sometimes
1.2: Drugs 
๐ ._.
I have a very good concept about it. Wont spoil it any more
People love "Risk & Reward" regarding this game
And this is the pinnacle of Risk & Reward
Energy indicator working
in your mod are perks etc bought per person and stored on the save so if the same people come and play they'll still have their upgrades?
or are they team shared?
I can confirm. Jeb HATES fireworks
There are player and ship perks
Ship being saved in the servers savegame. Player on each device. Because of the config stuff I will remove all perks when joining a session but your XP stay.
So you can quickly select the perks you want

How beautiful he is when he is getting angry
And finally. Night Vision Icon
question: Loot saver is a chance to not loose loots on wipe?
100% correct
So at 10% every item gets a roll and has a 10% chance of staying
At 80% its 80% chance
Thoughts on a ship upgrade that lets you package specific items x the number of levels?
and by "package" I mean, put into a storage form of some kind that doesn't delete and can be unpacked later to sell. sorta like a present.
I had given an idea to someone else where basically it was an upgrade where every time you went up to orbit you could select X items to put into a compression box bank thing to keep safe from deletion and it'd spit them out in a package similar in function to a present but without the value increasing basically. when unpacking.
Dunno yet :D What I thought about tho is tiered ships with the 3rd tier having a selling point in the ship but buying at a lower rate.
But before I do this I want to check if I can actually replace the ship 3d model without problems
do you have a potential time frame as to when 1.0 may come out? if not its fine i was just curious
Just realised this exists lol, my modpack's called LethalCompanyPlus ๐
in before it's like 40 weight and you're already at half speed.
Nah, probably be around 20
Its relatively thin steel plates
Will only safe you for up to 3 shotgun shots
and it stops stuff thats not already instant death from being as deadly?
its random tho. First shot will have like 95% chance of blocking, second 70% and third 40% and after that 10%
Its primarily for shotgun shots. Dunno about other stuff :D
I know that nutcrackers arent that hard but well
I need something for the body :D
That looks great!
Thx :) Never did a lot of 3d modelling before. Learning as I am going
I am thinking about displaying the damage on it
It can save you a max of 3 times, after that it just breaks.
And every step should be visible so you know how much protection is left :D
I probably have to create a special player mesh for the body armor tho
One of the straps of the tanks on the back is shining through
the model honestly looks maybe a bit too high quality for lc
The shaders will make it look crappy anway 
well i'd rather not have 250mb of an armor model
I export the textures at 512x512
So they are around 1MB for the whole model
So the whole thing is around 1.5MB in size
Thats because I use normals to my advantage
Head toโ https://www.squarespace.com/cgmatterโ to save 10% off your first purchase of a website or domain using code (CGMATTER).
Normal map vs Displacement map vs Bump map... who will win?
patreon and stuff https://www.patreon.com/cg_matter
website www.cgmatter.com
business inquiries or donations :)
[email protected]
This video is spo...
And I use PBR
looks good
Typically videogame models use whatโs called a low poly and a high poly. They make a very very detailed model and then they bake the lighting and details into special texture layers that get plastered over a lower quality model and it looks nearly identical in game but significantly more optimized
I have to find a new name probably because some mod pack is using the name
Somewhat sad as I was looking forward to add the + to the logo in the main menu.
Oof
Would have worked with every mod out there which changes the logo
Making MoreCompany to MoreCompany+ 
But well. I will come up with something else but I wont communicate it
On release day I will rename this thread etc.
Good luck! If you want some suggestions, don't forge to write here
I do have around 10 ideas :)
One I want to communicate because I probably wont use it
But its a pun
Lethal Company: Expanded and Enhanced 
Like GTA 5: Expanded and Enhanced 
Lel
Great!
Rigged 
Get your shovels out
Now with the correct material
And OF COURSE I will move the badges
What is the thing that is on his forehead?
I see, thx
Adding the vest to the game now.
But I am sorry 
No Bulletproof vest in stormy weather
That makes sense, I like it
Icon for vest
There is it <3
(And yes, adding it to the game by now is trivial for me thanks to the pipelines I created to do so :D)
Looking like some special ops unit 
how much else on your roadmap u gotta do?
I would love to have the headlamp and headset ready for release
oh i mean i aint tryna hint to rush release, just wondering what else u gotta do
Thinking about quickly adding config and releasing it on christmas 

u could just do it the day after christmas, most ppl are gonna be spending with family that day anyways

But yea, maybe I will release the mod in december. Making good progress so far
Head mounted stuff is way easier to add anyway
But gonna make 3 versions of the vest next
Thinking about just doing it with normal maps tho
Would be way easier than creating 3 meshes
Dont trust your life on the vest when it looks like this 
Still looks useable 
Thought about displaying the health of the armor like the battery with a bar
But instead I will make it possible to change the icon depending on the health
Do you think that the protection should be a chance? Like: Fresh vest 99% chance of stopping shotgun, 1 Hit taken 95%, 2 Hits taken 90%? Or should it just protect 100% for 3 hits?
Or alternatively: Should it just do damage reduction?
Like: Fresh 90% damage reduction, 1 Hit 70% damage reduction, 2 Hits 50% damage reduction?
For my part, I feel that Damage reduction would be ideal, a possibility of surviving attacks, although it is 90%, there are 10% of people who will feel that it could be unfair
Yea, so I discussed a bit with a friend. As it would also protect from turrets I would do damage reduction.
Vest has 90 health
One turret bullet reduces the health by 10
One shotgun bullet reduces the health by 30
Damage reduction is 100% at 90 health and around 50% at 1 health.
If the vest is below health of the bullet, for example 20 health and a shotgun hits you, you still get the reduction but the item instantly breaks after that.
I think this is the best approach and the one where it feels mostly fair
True
But lethal company dev made it hard for me to do so 
Oof
Have to transpile a lot here
btw
Whats funny
Damage of 50 will kill without critically injury.
The else part is totally unnecessary
So I am thinking about just removing it 
But this also means: With the vest you can get critically injured by shotguns and turrets :0
tbh makes more sense for shotgun to break the vest in 2 hits, that could just be me tho
1st hit with full HP would be 100% damage reduction, 2nd hit ~84%, 3rd hit ~66%. Overall you got the damage of a half shotgun shot and the vest is broken
depending on how close you were thats 50 damage :P
You have 100hp
Vest wont protect you from kick damage of the nutcracker tho :P
I will probably reduce the damage turrets do to the vest to 5
They still kill very fast
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 0
[Message:LethalCompanyPlus] Damage reduction: 1
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 0
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 10
[Message:LethalCompanyPlus] Damage reduction: 0,9444444
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 1
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 20
[Message:LethalCompanyPlus] Damage reduction: 0,8888889
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 3
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 30
[Message:LethalCompanyPlus] Damage reduction: 0,8333333
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 5
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 40
[Message:LethalCompanyPlus] Damage reduction: 0,7777778
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 6
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 50
[Message:LethalCompanyPlus] Damage reduction: 0,7222222
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 8
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 60
[Message:LethalCompanyPlus] Damage reduction: 0,6666667
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 9
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 70
[Message:LethalCompanyPlus] Damage reduction: 0,6111111
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 11
[Message:LethalCompanyPlus] Turret is damaging vest.
[Message:LethalCompanyPlus] Player is wearing vest.
[Message:LethalCompanyPlus] Damage: 80
[Message:LethalCompanyPlus] Damage reduction: 0,5555556
[Message:LethalCompanyPlus] Old damage number: 30
[Message:LethalCompanyPlus] New damage number: 13
[Message:LethalCompanyPlus] Turret is damaging vest.
But its working
Looking good ๐ฅ
Oof, making it compatible with MoreCompany will be hard. So many prefixes with return false...
Just like the mod wants to be incompatible with as many other mods as possible
Note to self: Add bigger lobbies to my mod later too 
One mod to rule them all 
Just realized while heading to bed that I can use priority. Well. A lot of work tomorrow
Vest btw is completely working now
Since this mod is marked as WIP, I'd like to suggest that you seriously consider using a more unique name. It will be good for discovery on the thunderstore and easier to tell if people reupload for my Jannies
I already have a new name in mind.
Won't share it yet tho. Its a lot of work to rename all namespaces, usings, assetbundles etc.
But I am adding configuration now. So I will be able to release whenever I feel like it.
But at least the plugin awake itself is very tidied up now :D
That's good!
Maybe? It works for a ton of junk, even Enums
I guess as long as you had a default that made sense it could figure out the size of the array?
Size is dynamic :D
That sorta sounds like a job for a list, then
Arrays don't tend to like being resized if you wanna add more items and having a large array with empty slots is kinda.. guh
Does thunderstore support that for their UI config stuff?
Probably have to test that
You're in uncharted waters for me, you'd have to test it yea
Got my answer:
Supported types: String, Boolean, Byte, SByte, Int16, UInt16, Int32, UInt32, Int64, UInt64, Single, Double, Decimal, Enum, Color, Vector2, Vector3, Vector4, Quaternion, Rect
So I did it like this
Configs are split like
ServerSide/PlayerPerks.cfg
ServerSide/ShipPerks.cfg
ClientSide/KeyBinds.cfg
etc.
It's fantastic that it has quite a lot configuration options, your mod already looks like it's going to be one of the best out there
Thats my goal :P
And just a heads up regarding balancing:
I know that you can get powerful rather quickly if you are a good player. Thats why I came up with the tier system which won't be added in the initial release.
The tier system will affect a multitude of systems in my mod:
- Max perk level
- New perks
- New items
A tier is unlocked by spending a shitton of XP into the Tier perk.
Normal upgrades range from 50-1,000 XP cost.
A Tier will cost like 15,000 XP.
So you actually play like 5 long sessions to get a new Tier. It should feel like something special :)
Thats why I really want to replace the ships design with every TIer. So it actually feels like a big progress
Giving you new perks, new max level of perks, new and better items, a bigger ship
And maybe even new moons later on
Travelling further into space :)
Thats the long term plan.
Adding new moons with new layouts and new more lethal enemies
Wow!
But for the initial release: Its just perks and items :3
That'd be enough for now
It totally depends on how good the game is in keeping up the hype tbh :D
If I create a mod I of course want it to be played
of course
But in the end its meant to become a "partial conversion" :D
And I probably will add a base value modifier for all perks.
Like:
Sprint Speed
Base: 100%
So you can change the starting amount
This probably will make a lot of stuff from other mods obsolete for many
Maybe, to add some flavour I could make the destruction of the vest configurable :)
Currently at max damage the vest item is getting destroyed
Hey, sorry, just out of curiosity, how many strokes of a shovel could the vest withstand?
zero
It only affects bullets so far
Its a "bulletproof" vest. Not a shovelproof one 
Are your friends that hostile that you need protection from them? :'3
One scrap item I also thought about is a nuclear bomb 
And if you drop it too far it will explode
Actually it was for this...
Sometimes I use it, but it changes the style of the shotgun hit so that it is not as broken by the Nutcrackers as by the user
And I wanted to know if it was intentionally compatible, but I think not
I do transpile the shotgun method
If another mod is replacing it, my code wont get executed. So the vest will take 0 damage
I see, thx!
In the method there is this code:
localPlayerController.DamagePlayer(num2, hasDamageSFX: true, callRPC: true, CauseOfDeath.Gunshots, 0, fallDamage: false, shotgunRayPoint.forward * 30f);
I basically just add this after that:
BulletProofVest.TakeDamage(localPlayerController, DamageOrigin.Shotgun);
As long as CauseOfDeath.Gunshots is still there the vest will protect you tho
But when TakeDamage isnt called, the vest wont take any damage and not work properly and easily be way overpowered :D
I get it, thx for the clarification
I will have to remove and modify a large part of the mods in my modpack to make it work with yours, but with how extensive and quality it is, it is worth it
yea...
exactly as I thought. The least preferable way to do this
Copying the game code into another method and replacing it that way.
But cant expect everyone to understand MSIL
hey, dw.
I'll uninstall it
Does anyone know if I can transpile the methods of other mods? Probably not, right? :D
I don't think it's possible, but I don't know how to code this, so I'm not sure
and it uses lc_api
wonder if someone could remaster it
Is there a way to manually apply a patch thru harmony without attributes? If so I can make a lot of stuff compatible
Seems like HarmonyLib.Transpilers.ReplaceWith is doing what I want?
So I could feed it the MethodBase of another mods method and replace it 
Wont investigate this further now. But after launch
I need the feedback of what mods are the most important for people
In my opinion there is a distinct lack of gear that can only be acquired through finding it and not buying it, I think a really good pairing for the vest would be a security helmet you can find that would be a one time jail free card from snare fleas
Eeeehh... sounds grindy...
@naive talon There are items planned which you can only find :3
Because well, the company would never ever sell them
I will spoil it a bit...
||A crucifix for example||
And yesh. You should never ever step in front of the company with it tbh 
But thats stuff for 1.1
But yes, I really like the helmet idea
Ok, that's actually interesting, it even has some kind of lore
^^
lol (shotgun update)
what are the dependencies for this mod? ๐
only BepInEx
I will create a library for my mod later which other mods can use to work with my mod or build mods upon
ty!
But when I do this with a library I will create a totally custom terminal or at least an alternative OS for the terminal which is launchable by stuff like "start LethalVista"
Custom terminal will support more characters, simple drawing stuff and colored text
I would love to do a whole LethalVista later
With windows to open different helmet cams on the terminal etc.
Opening the radar, having an encyclopedia etc. etc.
Probably will use some HTML Renderer for Unity for that then
Maybe this could be a Tier 3 Ship Upgrade
Like: X69 Terminal 
With 69 colors support
My mod is lacking memes :3
But I do have a roadmap. This wont be coming for at least 3-4 updates
First I really need those syringes
And a ||crucifix||
So, lets talk about something serious
I will ask my friends if they have time to play on the 27th with me
If the mod works. I would release it on the 28th
Configuration stuff will be finished today
Just a heads up. If you deactivate a perk but set the base value of for example Sprint Speed to 500 you will still get 500% sprint speed. You simply cant level it when the perk is deactivated.
Ok, I like that
A lot for my Modpack
I might also add the ability to adjust vanilla item weights and prices too when I am at it :)
So people wont miss MikesTweaks
XP granting will be changed to per quota.
So if you fulfill a quota of 400 you'll receive 400 XP after the quota is cleared.
Rounds tend to reach 4-5 hours for me and when people drop out they would receive nothing otherwise if the other players keep playing until they fail
And that way progression will feel more smooth
Holy cow stumbled upon this thread and literally read the entire thing... This mod seems crazy lmao nice work
Is this a relatively simple thing to do or is it more complex? Would love to have this functionality in my mod as well, as when other players don't have it installed, desync issues are likely. (But I only have a small amount of experience in Java so this C# thing has been a little tricky lol. Coding isn't my day job XD)
I will add this functionality to the library I will create later
So other mods can use it too
Basically I will open up the handshake process. Its a very simple and basic handshake.
btw
๐
Yeah that would be an awesome thing to have lol. The mod compatibility checker mod seems really awesome in theory, but needs to be much more seamless. It's something i'm hoping the base game does eventually, actually tell you the mods you are missing when you attempt to join a lobby
But kicking people out if they don't have something is a good safety net if the mod introduces any desyncing
Oh and regarding how to do this, you will have to add my mod as a reference and dependency and then it will probably look something like this:
Network.Manager.AddHandshakeHandler(
() =>
{
var data = new Dictionary<string, object>();
data.Add("MyCustomHandshakeData", "test");
return data;
},
(data) =>
{
DoSomething(data["MyCustomHandshakeData"]);
}
);
And you can of course use Network.Manager.KickPlayer(clientID, "Mismatched mod version of XYZ. Required version is 1.0");
So you would basically send the mod version of your mod via handshake and then check on the server side if its compatible
And either kick the player or not
data["MyCustomHandshakeData"] will be empty when the client doesnt have your mod installed besides my library etc.
But these are just thoughts :D
Maybe I can even do a shorthand version of this to make it very simple
That seems simple enough with good documentation!
I do like lambdas. So expect a lot of lambdas in the library :'D
Half life fan confirmed
(lambdas is the () => {} stuff)
Half Life 3 confirmed. My mod will be called "Half Life 3" 
Would be a funny name
But well. Valve wouldnt agree
Btw.
I am creating the configuration in a way to support the presets later :)
I just need to add another LoadFromPreset method later :D
Any other stuff you like to see?
You can remap the emote buttons in-game with v45, right?
So I dont have to add that to the keybinds section
yes
alot of configs 
(Just saying this now, this is a joke.)
Ya know what's harder than making this big of a mod? Getting my friends together, and getting them to actually install a mod.
True story :3
But my friends accepted the 27th as the date to test the mod
I will test it tomorrow with only 1 friend
But best tests are with 4 players :D
I'm down to help test if you need more people
I want to stream the gameplay and I am speaking German to my audience 
Would get weird :P
I'm just sick of my friends complaining so much about LC mods like their dumb asses don't install like 500 mods on every other game and make my hard drive suffer
Best thing about my mod: You only need to install 1 mod and have a whole new experience
I only speak english, but I'm down to stay muted and just use chat if that would work
Thats what I meant with partial conversion earlier.
I change so many small and big things that the whole experience feels so different
I am also down to add some lore later but I dunno how much lore the game dev is planning to add
I mean: The little girl needs some lore :3
The masks probably too
Do people understand setting keybindings like this in configs? "<Keyboard>/1"
I think most mods do it that way?
At least my friends won't bitch about balance if the mod changes so much that it isn't just "vanilla with"
Nah, its 100% not vanilla at all
You are waaaay more powerful in total
But you can still die of course
Wanted to try LateGameUpgrades, they said it was too op (it was the older versions, so they did have a point)
I mean: Every item does have downsides
Thats my philosophy as I understood the games philosophy like that ^^
Wanted to try LethalProgression, they didn't like that people could get screwed over by teammates bc they spec'ed into something else
Lightning Rod is one-use only and is metallic itself and very heavy. So placing it is dangerous.
Bullet proof vest is 15lbs. And metallic too. Doesnt have any more downsides besides that tbh.
Missile launcher is only 3 shots and it may not hit where you plan to hit.
Swimming fins wont save you from marchs pond xD
You still cant get out
And I want to add a weight limit to them
It's like LC is the only game where they're vanilla purists, but in every other game, constantly adding new mods, making me wait minutes ~ HOURS to install them just to play, and then they refuse to put in the god dam thunderstore modpack code that imports everything for them
I try to stay at least somewhat true to the game
I feel like the danger of setting up a lightning rod in a lightning storm, plus insane weight, is already enough of a downside, right? Why make it one time use?
Aren't they expensive?
How well does one lightning rod work on a stormy map? (not assuming Titan/Rend/Dine)
Not reuseable because I fear people putting them down, waiting for a lightning, picking it up again, getting it higher, place it etc.
They work 100%
Cause if it's strong enough to basically nullify stormy on the lower tier moons, I get why it's one time use
Every lightning which would hit anything beneath them will get redirected
You see :P
The current lightning rod in the mod is probably the Tier 2 version anyway
There will be a shittier version later
You can basically disable stormy entirely with good placement, the only risk is setting it up since you'll be slow af moving it
How big is the radius?
And Tier 3 Lightning Rod will be a dream come true. 100% safety, replaceable, actually a portable charging port for other hardware, way longer range but at a cost of around 700 credits or so :D
But thought about a good downside: If too many lightnings hit them without someone charging a device, they'll break
So they will have a power bar on a screen
If it reaches >120% the thing will break
That seems a bit steep considering the price. Maybe temporary disable rather than completely bricking it?
A temporary disable would still be enough to get people killed via lightning if they aren't careful, but bricking a 700 credit lightning rod cause nobody was outside to recharge smth just seems cruel
I'll see :D Tier 1 and Tier 3 Lightning Rod will first come to the mod when I actually have Ship Tiers
1.0 - 1.1 wont have the Ship Tiers yet.
Maybe 1.2
1.1 will have fun with syringes 
And people think I am joking
But well
Youll see
You're basically forcing a member of the crew to stay near it if they don't want the 700 credits to be thrown away for no benefit
Or to just put it inside when its full enough :P
Or just deactivating it and put it on the ground somewhere until people are ready to leave
This might be interesting for others mods too ๐
Server Config syncing working, yay
I also refactored some code
And I now have custom code for when you have NightVision and Flashlight mapped to the same key (which is the default and 'F') and if you dont.
Sounds like a better deal than that jetpack I see everyone blow up with.
Perma, or just shuts off from overload protection?
I dont think the company knows of such a thing as a overload protection 
MOREEEEEEEE POWEEERRR!
Sounds like a bunch of hypocrits.
so true
Is this weird behaviour of the flashlights still a thing? That if you have a laser pointer in hand and switch to another item slot and use F to activate a flashlight it shows the laser pointer?
Or if you pick up a laser pointer while having an activated flashlight
If yes: Not with my mod
All flashlights which are turned on will get turned off when you pick them up and have a flashlight active
Even if you have a laser pointer in hand. Pressing F will turn on a flashlight instead
Actually what it also does: If you have a flashlight in your hand and activate it, all other flashlights in your inventory get deactivated at the same time
Just a small QoL improvement
I'm back
deppends on the mod
If it is MikesTweaks or FlaslightToggle, yes
If it's Resserved Slost, no.
It prioritizes the reserved one
Pretty sure this was just fixed in reservedslot
Yep, exactly
hello, sorry if i missed it but is this available for download yet?
No, not yet
Anything with [WIP] in the title is more or less a project that isn't available yet but is being made.
Now MikesTweaks no
Yea, like I said: With my mod its like this:
If you use a flashlight all other flashlight items will get deactivated.
By pressing F you will activate the pro flashlight with the highest charge. If no pro flashlight is found the flashlight with the highest charge. If a pro flashlight or flashlight is already being used, it will get deactivated.
If you pick up an active flashlight item from the ground and have a flashlight enabled, the picked up flashlight is getting deactivated.
You cant ever have 2 flashlights active at the same time
cool!
I bascially rewrote the whole flashlight logic for this
That's really cool
My only question is, what would happen to the kids who have ReservedSlot?
I know it is a very popular mod and they will want to play it along with your mod
They suffer
I dont plan any compability as my mod follows a different philosophy
You want an extra slot for a flashlight? Use the head lamp
as a bonus: Head lamp will be a lot stronger to support your team mates with light
I prefer this mindset much more tbh, Reserved slots kinda break the concept of bringing gear should be a luxury that limits how much stuff you can carry
Yea, I introduced extra clothing slots for this
I like the clothing slot system, it's a pretty elegant solution for reserved slots since you can customise the costs of items available for those slots
:)
Whereas flashlights and radios are dirt cheap and essentially free to carry with the other mods installed
Yea, they are more expensive but have the added benefit of only using a clothing slot
And they have weight
(Plus bonus points for cool visual models on the player, I'm a big fan)
^^
I imagine the clothing models will have clipping issues with MoreCompany cosmetics, which are pretty popular in the community. But that'd be a small sacrifice to make for actual coherent models that are functional
Yea, they will have problems :D
Tbh it'll only really be the helmet that will clip a lot, and that's just NVGs presently right?
I am not against the idea to add some flair to items :P
So maybe I will add cosmetics later in a prestige system
If you reset your player youll get prestige points so you can change the appearance of items
Ooh that could be cool, as long as they're obviously the same items but some improved variation of them
Bulletproof vest having a military camouflage look for example
Or just a pink version 
Or a golden one
Like for example you could improve the visual of the body armour to be some crappy hand-me-down to start with then have some nicer variations as the player levels
Regardless I think this is an instant include for my modpack when it drops, I'll be phasing out everything this improves upon
^^
Most QoL stuff will become part of my library later on. Like the flashlight and F button behaviour
But when its a library of course all functionality can be configured
Which is the reason why it will take some time to split the project
Applying patches only when config is saying so etc is a lot of work
A lot of refactoring needs to be done
Makes sense
yay
Just tested the syncing of flashlights
seems to be working great
I will also add something to the Night Vision and Flashlight being bound to the same key.
If a night vision is empty instead of trying to activate the night vision it will then switch to activating flashlights :D
that's actually smart
Was this documented anywhere btw?
Survival Kit is quite a problem regarding deactivating flashlights etc.
I probably will deactivate the survival kit store item when flashlights OR walkie talkies OR the shovel is deactivated
Also funny
but you only get a shovel
hmmm
Command is simply "eject"
I find this funny because there is a mod to do the same thing which is already in the game (but well, undocumented) :D
Deactivating vanilla items is now working. Next I have to fix some perk configuration stuff and fix some bugs regarding saving.
I like the idea of doing some hardcore runs with only the base flashlight :D
Do it with the True Darkness of the Diversity Mod
That's another true cool mod
is that useable by everyone on the ship or just host? xD
I hope host only
I dunno, havent tested it yet on clients :D
A lot of polishing going on rn
that's good!
wow
I had to scale down the inventory
I dont like the inventory overlapping the chat window
understandable
I invested way too much time for it tho
The game does have some weird behaviour when not 16:9 :D
I kept the inventory orientated at the UI canvas of the game
I could fix this but well. Maybe the dev will fix it later
Oh, another thin I have to me configurable
I switched the direction of the scroll wheel
Because I feel its better that way but better make it configurable 
I understand.
and I am glad that it is configurable because there are people who are used to the current direction
Default is inverted tho. You have to deactivate it 
Moon prices working
Most configuration stuff is working now. Only Bulletproof Vest, NightVision customization, Deadline Length, Save suits after death and deactivating the ability to extend the deadline missing.
Oh, your player perks get reset if you join a lobby in which your perks wont work (for example you have level 8 in a perk and the lobby only has 4 levels defined) or when your remaining XP would be less than 0. You get all your XP and all perks are reset then.
great!
If you either mostly play in lobbys with standard settings or with friends in the same configuration, you'll keep your levelled perks
Ok, got it
Is there a list with all the things that this mod gives and changes?
This is all which came to mind, might have forgotten something:
Super secret mod name
Additions:
- Clothing system:
Allows you to wear clothing on your head, body and feet. - New items:
- Bulletproof vest (Body wearable):
Takes damage of bullets up to a certain amount. Is highly configurable. Standard configuration is:- 90 max damage
- Turrets deal 5 damage to the vest
- Shotguns deal 30 damage to the vest
- The vest will break when reaching max damage
- Damage reduction at 0 damage is 100%
- Damage reduction at max damage is 50%
- Night vision (Head wearable):
Makes it a lot easier to see even in the darkest of areas. Even helps you to look further in fog or steam.- Standard battery time is 180s. Can be configured.
- Rocket boots (Foot wearable):
Gives you the ability to use a double jump. - Lightning rod
One-time use lightning rod. Upon activation it will extend a rod to catch all lightnings which would hit beneath it. - Missile launcher
Will distract enemies. - Swimming fins
Let you swim in the direction you are looking in water. Jump to ascend, Crouch to descend. - Perk system:
- Player based perks (which get saved locally for every player):
- Sprint speed
- Jump height
- Jump stamina
- Sprint stamina
- Falling damage (height based)
- Damage from enemies
- Weight impact reduction
- Inventory slots
- Critical strike chance (one-hit kill)
- Climbing speed
- Ship based perks (which get saved on the hosts savefile):
- Scan distance
- Extra battery
- Extend deadline discount
- Landing speed
- Delivery speed
- Save loot
- Travel discount
- Terminal:
- Overworked the help section to show all commands, including newly added ones:
- Extend:
Allows you to extend the deadline by one day once per quota for the price of the current quota. (can be reduced via perks) - Totalquota:
Shows you the total amount of fulfilled quotas. - Balancing:
- The ability to adjust scrap amount and value depending on the weather. Standard values are:
- Clear weather: 100% amount, 100% value
- Rainy weather: 110% amount, 110% value
- Flooded weather: 130% amount, 120% value
- Stormy weather: 140% amount, 140% value
- Eclipsed weather: 180% amount, 150% value
- Save all outfits when you die. (Deactivateable in configuration)
- Tweaks:
- Inverted scroll direction of inventory (can be configured)
- All perks are configureable and even deactivateable. The defined base amounts will still take effect when perks are deactivated. That way you can just use the perks system to tweak your experience.
- All moon prices are configureable
- All vanilla items and new items are configureable (and you can also make them not purchaseable)
- Keybinds can be assigned.
- Flashlight key which prioritize pro over normal flashlights, wont confuse with Laser Pointer and further tweaks to ensure only one flashlight is active at a time in your inventory preventing a lot of weird situations.
- Some new scrap items just as a proof-of-concept mainly. Will expand on that later.
- Fixes a HDRP bug in the game where flashlights suddenly stop working correctly at certain angles.
Well, should also mention that you have inventory hotkeys :D
But well, yea. You get the idea
That covers around 98% of the stuff
I will try to come up with a small trailer
To show off all the features in actual gameplay
Thats why I want to play with friends too 
I am a content creator, so yea.
:D
But primarily german. 
Thats why I will ask content creators at the top of my mod to at least communicate where they got my mod from. Its not a requirement per se.
I wont go after people for not doing it.
In general content creators should mention from where they got their mods
Modding is a lot of work
Will fix some last bugs now and then I am ready to test with friends. So I will start working on the trailer. Making title cards, recording some extra stuff in unity with the high poly models etc.
I'm glad to hear you're almost done.
We hope to try it soon
wow
But I am way more looking forward to the 1.1 trailer later. Because I have a perfect idea for it
And just the trailer will be so hilarious 
The 1.1 update WILL be hilarious too
1.0 is just the groundwork
The drug abuse theme might even get me age restricted on YT 
Is providing the mod name and author in the description of the videos fine?
Cool cool
I dont like it when there is nothing. 99% of content creators do nothing regarding mentioning a mod
Yeah that's valid, if I'm uploading a video that involves mods, I'll provide the mod name and author in the description
