#[Deprecated] Advanced Company

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inner ore
#

very cool

#

That perk one is sick!!

solid pivot
#

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.

small glade
#

[WIP] Lethal Company+

#

changed your post title cuz some people can't read tags, this will help with "where mod" posts

solid pivot
#

OK :)

small glade
solid pivot
#

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.

inner ore
#

Happy you managed to deal with perks and skills in the terminal

#

That's a pain in the ass I assume

solid pivot
#

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

inner ore
#

The bigger your mod gets, the harder it is to be compatible

solid pivot
#

Yea

inner ore
#

Your sprint speed is using transpilers, correct?

solid pivot
#

Yes

inner ore
#

Any compatibility on mike's?

solid pivot
#

I actually use quite some transpilers. Trying to reduce it wherever I can.

inner ore
#

Mike's Tweaks players are going to cry

solid pivot
#

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

inner ore
#

They also do not work with reserved slots

#

Give up on reserved slots compatibility, it simply isn't possible

solid pivot
#

Oh, yea. Flashlight with F is already included in my mod (as I will also need it for equipabble flashlights)

inner ore
#

The way they coded it, not at all compatible with any mod whatsoever

solid pivot
#

Hotbar 1-9 is also integrated in my mod :D

inner ore
#

damn hardcoding slot numbers..

solid pivot
#

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.

inner ore
#

It is hell, really

solid pivot
#

Is there any callback after all plugins are loaded? Looking at all loaded assemblies isnt guaranteed to work because of load order.

inner ore
#
            {
                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;
                            }
                        }
                    }
                }
            }```
solid pivot
#

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

inner ore
#

I've actually did code to center them

solid pivot
#

Yea, I have that too but after 10 its overlapping chat etc.

inner ore
#

No way you can fit more than ten

#

Maybe two rows

solid pivot
#

Probably or move the equipment slots somewhere else on the screen

inner ore
#

Ten is more than enough

solid pivot
#

These are basically "ReservedSlots"

#

For clothing :D

inner ore
#

This is sick

#

Excited for this

solid pivot
#

Yea, it changes the game quite a lot.

#

Rocket boots are awesome and fun

inner ore
#

As a man of skills myself, having made #1179381385069330513, wouldn't mind even helping you out sometimes

#

Double jump is cool af

solid pivot
#

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.
inner ore
#

Compatibility is always my downfall

solid pivot
#

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

inner ore
#

Don't put too much detail in the textures

#

HDRP and the filters do your job for you

solid pivot
#

I mean this is the night vision in Blender

inner ore
#

Had to model teeth

solid pivot
#

The flippers :D

inner ore
#

hot

solid pivot
#

I only use diffuse and matmap with smoothness and metallic channel. No AO channel as it wouldnt be seen in the game anyway

inner ore
#

We even do much AO in this game at all?

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I don't think we do

solid pivot
#

These are all the models in unity :D

inner ore
#

Super cool!

solid pivot
#

My test dummy

inner ore
#
        [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

solid pivot
#

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 :)

inner ore
#

That's hot

indigo moon
solid pivot
#

I am skipping the movement code for the flippers to override the movement

#

So items can override the movement basically

indigo moon
solid pivot
#

I could also open up my mod for others to work with it too

inner ore
#

Not talking about Lethal Utilities

small glade
indigo moon
#

Ik ik, I'm just saying it doesn't use a transpiler since you've shown one with a transpiler.

solid pivot
#

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);
                    }
                }
            });
        }
...
indigo moon
solid pivot
#

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 potatoe_pepe

#

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

indigo moon
#

UpgradeCompany -> Corporation
sunglas

solid pivot
#

:p

inner ore
#

Lethal Company plus...

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that's a weird name

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Not that creative I think

indigo moon
#

...

solid pivot
#

Yea, but well :D

indigo moon
#

proceeds to ignore username

inner ore
#

Something a bit more

#

You think there's possibly another idea for the mod name

solid pivot
#

DeadlyCorporation potatoe_pepe

indigo moon
#

I'm good with names, I can probably help think of somethng.

neon charm
#

lethal company+ is fine. perfect, even
it's easy to remember and it perfectly describes what the mod is (just more lethal company)

indigo moon
#

Just More Lethal Company

#

That would be a funny one.

neon charm
#

more company already exists lol

indigo moon
#

Not the same though.

neon charm
#

true

vital wolf
#

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

solid pivot
#

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.

indigo moon
#

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 sunglas )

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.)

vital wolf
indigo moon
#

I'm better with naming more narrow stuff. Lol

solid pivot
#

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 :)

indigo moon
#

Then keep that together.

analog radish
#

Looks great!

vital wolf
#

ooooh neat, i like that progression system a lot

indigo moon
#

... or use it together but as separate mods that compliment each other.

#

... and people could add their own with it.

solid pivot
#

Or I add compability stuff for the progression stuff and make a items mod use it when both are installed :P

indigo moon
#

Yep!

solid pivot
#

But for the first release I probably go with all the stuff and split it later :D

analog radish
#

Good luck with your development!

solid pivot
#

I can still split it anytime

indigo moon
#

Yeah, but make sure you have configs properly handled in that case.

solid pivot
#

No configs yet. I will add that later :D

#

Before I release

indigo moon
#

Ah, okay, then yeah.

naive talon
#

so in your case the progression is after a mission and is from playing the video game and failing?

solid pivot
#

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

naive talon
#

"quotas" so the number of times you did quota = xp gained?

#

or like, in money amounts?

solid pivot
#

Amounts added together

naive talon
#

ah. in monetary amounts?

#

so finishing a 1k quota but failing the next is like 1k xp (not including the cheaper quotas below it)?

solid pivot
#

Including the lower ones as well

#

Else it would be better to only fulfill the first quota and instantly fail to farm XP :D

naive talon
#

lol. aye. yeah, I did say not including. I'm just trying to get a gauge for the point gain equivalency

solid pivot
#

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.

naive talon
#

so they miss the xp. D:

analog radish
#

Are you going to add information to each purchasable perk?

solid pivot
#

A round to 2500 Quota can easily take 3-4 hours

#

There is already

#

Wait

#

I also forgot a feature I already have, haha

naive talon
#

checks back at what the options are ... Climbing speed? ladder you mean? or are you cooking climbing mechanics?

analog radish
sterile heron
#

Awesome

solid pivot
#

When you select a perk you can see what it does

naive talon
#

ah. when you select it, you can confirm you want to buy it? right?

#

and while confirming it tells you what do

analog radish
solid pivot
#

And once per quota you can actually extend the deadline

#

You can lower the price. The base price is the current quota.

inner ore
#

so fuckin cool

solid pivot
#

I think its a ship perk

inner ore
#

honestly making me kind of lose hope making any of my own stuff haha

#

mod to end all mods

solid pivot
#

Should be 10%

#

This is also very powerful tbh

naive talon
solid pivot
#

Thats what I mean with Balancing. Having a lot of perks also means that some might be too easy to obtain and game breaking

inner ore
#

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

naive talon
#

don't think anyone balances at 10 people

solid pivot
#

Nah, wont do that anyway. Its balanced to be rewarding as solo and up to 4 players.

inner ore
#

Exactly, balance up to 4

inner ore
#

Someone was screaming at me that the balancing is borked

solid pivot
#

This mod actually makes solo play so much more fun tbh

#

And you get a tool for every weather condition

inner ore
#

and they suddenly say they play with 12 players

#

and huh??

naive talon
#

cause you fail more and get your points quicker?

solid pivot
#

Thats my plan. But all tools will have a downside too :P

inner ore
#

Tools in this game are meant to be very powerful

#

However, they have their limitations

solid pivot
#

The lightning rod is pretty heavy and you cant really see much while holding it

inner ore
#

Don't make downsides, make limitations

naive talon
solid pivot
#

Cant see much :D

inner ore
#

If you're holding it and a lightning strikes you

#

Do you die

solid pivot
#

Its also a custom holding animation btw

#

Yes, youll die :D

inner ore
#

Means you shouldn't touch it much, the limitation is the danger

solid pivot
#

This is the range

inner ore
#

Haha holy crap

naive talon
#

OWO

solid pivot
#

It basically attracts ALL lightning which would hit underneath the head

inner ore
#

Huge mod man

solid pivot
naive talon
#

stonks

inner ore
#

If you can't beat em', join em'

naive talon
#

coulda used that a minute ago on this daily moon. >_>'

inner ore
#

Would love to use this when you release it

solid pivot
#

The Missile Launcher also only hold 3 missiles

#

But its beautiful :D

inner ore
#

Holy crap fireworks

analog radish
#

Wow!

solid pivot
inner ore
#

kind of outdoes everything on the entire modding scene right now

#

I am feeling embarassed

solid pivot
#

And you can even create a light show in your ship

#

And soon youll be able to kill your friends too potatoe_pepe

#

Or at least hurt them :3

solid pivot
naive talon
solid pivot
#

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

naive talon
#

๐Ÿ˜„

solid pivot
#

Havent tested if it works

#

But its intended to do so

inner ore
#

We're all just amateurs

#

Gotta look at this for inspirations

solid pivot
#

I basically look for all giants specifically to make them drop the player they have in hand too

#

They get totally distracted

inner ore
#

They look at the pretty fireworks

solid pivot
#

Yea :D

inner ore
#

Oooooh... aaaah... ooooooh.. pretty lights

solid pivot
#

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

inner ore
#

super strong

solid pivot
#

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

inner ore
#

So many layers

#

Good luck on this

solid pivot
#

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

solid pivot
#

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

analog radish
#

it's actually a "missile" launcher

#

but not the missile that you expect

solid pivot
#

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

inner ore
#

That's the fun

solid pivot
#

Laughing my ass off the first time somebody uses the lightning rod and is getting struck by lightning while carrying it potatoe_pepe

#

Carrying a huge metal object around in a storm is... risky

naive talon
#

I guess it retracts when you pick it up?

solid pivot
#

Oh, its one time use. I do have an animation for retracting but decided against it so its not overpowered potatoe_pepe

#

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)

analog radish
solid pivot
#

:D

inner ore
#

I'd love to play this with my friends

#

stop.. stop showing off!! I'm losing all hope... this is too good

analog radish
# solid pivot :D

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

naive talon
#

not a fan of expensive consumeables. :V I nerf their costs considerably more often than not.

solid pivot
#

I mean, when I add a config you will be able to adjust the prices

naive talon
#

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

solid pivot
#

The boots were broken btw :< Rebinding the skin

#

Finally working again

analog radish
#

Looks cool!

grim drift
#

This is a really cool mod concept. Any plans to make it modular so we can enable/disable certain features in the config?

naive talon
#

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?

plush fern
#

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.

solid pivot
#

Per quota you can extend the deadline once for credits

naive talon
#

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.)

solid pivot
#

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 potatoe_pepe
Maybe there is a way to quick swap multiple Animators when needed?

#

Mods would need to use my library then tho sadly.

solid pivot
#

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

inner ore
#

Hey, potatoe

#

How did you solve the live handslots update situation

solid pivot
#

Custom Networking

inner ore
#

the syncing is understandable, yeah, but if there are already stuff in your hands, do you drop everything

solid pivot
#

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.

inner ore
#

Bugs a lot, that one

#

Handslots are confusing

solid pivot
#

I didnt have any bugs yet. But I havent played for 2 weeks now

inner ore
#

Too much working, less playing the game

solid pivot
#

Friends dont have the time to test :D

analog radish
# solid pivot

I have a question regarding this.
By increasing the deadline, will this increase be permanent or will it only be for the current quota?

solid pivot
#

Current Quota

analog radish
#

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.

solid pivot
#

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

analog radish
#

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

solid pivot
#

Thanks. The initial release wont take that long any more. Probably not 2023. But very early 2024 :)

#

Like January probably

golden stone
#

looks nice, keep cooking

naive talon
naive talon
solid pivot
#

:D

#

Making a good first impression is important potatoe_pepe

analog radish
#

can confirm

naive talon
#

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.

naive talon
#

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.

solid pivot
#

Bought Suits are already saved :D

#

But yea, when having bigger ships, saving furniture would probably be a nice addition

solid pivot
#

Phew, took quite a while to add an own post processing shader. I dont know why Unity isnt exposing the HDRPGlobalSettings fields necessary...

solid pivot
#

Turning on night vision outside isnt very clever potatoe_pepe

#

Better use it for dark rooms instead :3

naive talon
#

it buuuuuurns

solid pivot
#

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 potatoe_pepe

#

A lot of stuff had to be done to create a semi realistic military grade image enhancing device potatoe_rofl

#

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

solid pivot
#

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.

languid rose
solid pivot
#

I can change it back :D

#

But it lacked quite some contrast in the mansion layout

languid rose
#

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?

solid pivot
#

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.

still flame
#

plan to have it use a charge? i don't see a battery level in the corner

solid pivot
#

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

still flame
#

not bad, good enough to rip the apparatus out and leave

languid rose
#

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

solid pivot
#

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 potatoe_pepe

#

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.

solid pivot
#

This, in itself, could be a mod tbh

naive talon
solid pivot
#

It can be charged and yes, the perk affects all batteries

#

even if you drop devices when they are on

naive talon
solid pivot
#

Yes, there is the carry bags perk :)

naive talon
#

also, are those battery indicators under all of them? holy. ๐Ÿ˜ฎ

solid pivot
#

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

solid pivot
#

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

solid pivot
#

I will test the mod in a couple days with friends :D

#

Then I can talk more about balancing

naive talon
#

if stamina max is edited by another mod, will that 30% add to the current value, whatever it may be...?

solid pivot
#

Totally depends on how that other mod is applying their stamina buff

naive talon
#

setting default...?

#

like a mikes tweaks?

solid pivot
#

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

solid pivot
#

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

naive talon
#

...

solid pivot
#

Or just swallow them by redoing them myself and adding them to my mod.

solid pivot
#

Mikes Tweaks for example

naive talon
#

mother of all omelets moment

solid pivot
#

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.

naive talon
#

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".

solid pivot
#

You will be able to balance everything :)

#

Starting Inventory Slots, Starting Stamina, Stamina Increase per level, perk level count, perk prices etc.

solid pivot
#

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

naive talon
#

I'd probably go cheaper but smaller levels personally. but noice.

solid pivot
#

Its currently very small :D

analog radish
#

I like that!

naive talon
#

200 for 25% then go up a 100 for each further step or something of the sort.

solid pivot
#

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

analog radish
#

Giving the configuration option helps a lot with certain compatibility aspects of some mods, not directly, but it does help.

naive talon
#

night vision underpowered cause blinded when lit and the color intensity is blinding in of itself too.

solid pivot
#

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.

naive talon
#

oh? ingame presetting?

solid pivot
#

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

naive talon
#

as long as I can save my own so I don't have to reconfigure every time I rage delete a save.

solid pivot
#

And make it look nice and tidy

#

Thats the reason to have presets

#

You can create settings and save them as a preset

naive talon
#

or just configure the txt files before even starting up...? :V

solid pivot
#

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

solid pivot
#

: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 potatoe_pepe

naive talon
#

๐Ÿ’€ ._.

solid pivot
#

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

solid pivot
#

Energy indicator working

naive talon
#

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?

solid pivot
#

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

naive talon
solid pivot
#

How beautiful he is when he is getting angry

solid pivot
#

And finally. Night Vision Icon

naive talon
#

question: Loot saver is a chance to not loose loots on wipe?

solid pivot
#

100% correct

#

So at 10% every item gets a roll and has a 10% chance of staying

#

At 80% its 80% chance

naive talon
#

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.

solid pivot
#

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

bleak frigate
#

very excited for this

#

u cookin good

feral spruce
#

do you have a potential time frame as to when 1.0 may come out? if not its fine i was just curious

dark gyro
#

Just realised this exists lol, my modpack's called LethalCompanyPlus ๐Ÿ˜…

solid pivot
#

Starting to model the body armor :)

#

It will be a basic plate vest

#

"basic" :D

naive talon
#

in before it's like 40 weight and you're already at half speed.

solid pivot
#

Nah, probably be around 20

#

Its relatively thin steel plates

#

Will only safe you for up to 3 shotgun shots

naive talon
#

and it stops stuff thats not already instant death from being as deadly?

solid pivot
#

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

solid pivot
#

Some smoothing and details missing :)

#

And UV of course

solid pivot
analog radish
#

That looks great!

solid pivot
#

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

solid pivot
#

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

tropic frigate
#

the model honestly looks maybe a bit too high quality for lc

solid pivot
#

The shaders will make it look crappy anway potatoe_pepe

tropic frigate
#

well i'd rather not have 250mb of an armor model

solid pivot
#

according to unity its around 210kb

#

In-engine screenshot

tropic frigate
#

ah

#

it looks very high quality

solid pivot
#

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

#

And I use PBR

bleak frigate
sinful dune
solid pivot
#

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.

analog radish
#

Oof

solid pivot
#

Would have worked with every mod out there which changes the logo

#

Making MoreCompany to MoreCompany+ potatoe_pepe

#

But well. I will come up with something else but I wont communicate it

#

On release day I will rename this thread etc.

analog radish
#

Good luck! If you want some suggestions, don't forge to write here

solid pivot
#

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 potatoe_pepe

#

Like GTA 5: Expanded and Enhanced potatoe_rofl

analog radish
#

Lel

solid pivot
#

This was quick. I have the new name

#

And its awesome

#

:3

analog radish
#

Great!

solid pivot
#

Rigged potatoe_pepe

#

Get your shovels out

#

Now with the correct material

#

And OF COURSE I will move the badges

analog radish
solid pivot
#

Head Mount

#

For Night Vision, Headset or Headlamp

analog radish
#

I see, thx

solid pivot
#

Adding the vest to the game now.

#

But I am sorry potatoe_pepe

#

No Bulletproof vest in stormy weather

analog radish
#

That makes sense, I like it

solid pivot
#

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 potatoe_rofl

bleak frigate
#

how much else on your roadmap u gotta do?

solid pivot
#

I would love to have the headlamp and headset ready for release

bleak frigate
solid pivot
#

Thinking about quickly adding config and releasing it on christmas potatoe_pepe

solid pivot
#

But well, gotta think about it

#

New mod name: Christmas Company potatoe_pepe

bleak frigate
solid pivot
#

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 potatoe_pepe

solid pivot
#

Still looks useable potatoe_pepe

#

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

solid pivot
#

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?

analog radish
#

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

solid pivot
#

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

analog radish
#

True

solid pivot
#

But lethal company dev made it hard for me to do so potatoe_pepe

#

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 potatoe_pepe

#

But this also means: With the vest you can get critically injured by shotguns and turrets :0

vital wolf
solid pivot
#

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

solid pivot
#

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

dark gyro
#

Looking good ๐Ÿ”ฅ

solid pivot
#

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 potatoe_pepe

#

One mod to rule them all potatoe_rofl

#

Just realized while heading to bed that I can use priority. Well. A lot of work tomorrow

#

Vest btw is completely working now

small glade
#

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

solid pivot
#

I already have a new name in mind.

solid pivot
#

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

analog radish
#

That's good!

solid pivot
#

Does binding to int[] for configuration work?

#

Or should I do string and split by ,?

small glade
#

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?

solid pivot
#

Size is dynamic :D

small glade
#

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

solid pivot
#

Does thunderstore support that for their UI config stuff?

#

Probably have to test that

small glade
#

You're in uncharted waters for me, you'd have to test it yea

solid pivot
#

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.

analog radish
#

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

solid pivot
#

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

analog radish
#

Wow!

solid pivot
#

But for the initial release: Its just perks and items :3

analog radish
#

That'd be enough for now

solid pivot
#

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

analog radish
#

of course

solid pivot
#

But in the end its meant to become a "partial conversion" :D

solid pivot
#

๐Ÿ‘€

#

๐Ÿ‘€ ๐Ÿ‘€

analog radish
#

wow!

#

that's a lot

solid pivot
#

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

solid pivot
#

Maybe, to add some flavour I could make the destruction of the vest configurable :)

#

Currently at max damage the vest item is getting destroyed

analog radish
solid pivot
#

zero potatoe_pepe It only affects bullets so far

#

Its a "bulletproof" vest. Not a shovelproof one potatoe_pepe

#

Are your friends that hostile that you need protection from them? :'3

#

One scrap item I also thought about is a nuclear bomb potatoe_pepe

#

And if you drop it too far it will explode

analog radish
solid pivot
#

Dunno if this will work tbh

#

Sounds like a prefix return false mod

analog radish
#

And I wanted to know if it was intentionally compatible, but I think not

solid pivot
#

I do transpile the shotgun method

#

If another mod is replacing it, my code wont get executed. So the vest will take 0 damage

analog radish
#

I see, thx!

solid pivot
#

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

analog radish
#

I get it, thx for the clarification

solid pivot
#

No problem

#

What is the mod called? I can look up if its compatible :D

analog radish
#

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

solid pivot
#

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

analog radish
#

hey, dw.
I'll uninstall it

solid pivot
#

Does anyone know if I can transpile the methods of other mods? Probably not, right? :D

analog radish
#

I don't think it's possible, but I don't know how to code this, so I'm not sure

tropic frigate
#

wonder if someone could remaster it

solid pivot
#

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 potatoe_pepe

#

Wont investigate this further now. But after launch

#

I need the feedback of what mods are the most important for people

sinful dune
#

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

solid pivot
#

@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 potatoe_pepe

#

But thats stuff for 1.1

#

But yes, I really like the helmet idea

analog radish
solid pivot
#

^^

analog radish
solid pivot
#

:D

#

Will also add moon price adjustments

#

To the config files

rapid hollow
#

what are the dependencies for this mod? ๐Ÿ‘€

solid pivot
#

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

rapid hollow
#

ty!

solid pivot
#

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 potatoe_pepe

#

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

solid pivot
#

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.

analog radish
#

A lot for my Modpack

solid pivot
#

I might also add the ability to adjust vanilla item weights and prices too when I am at it :)

#

So people wont miss MikesTweaks

solid pivot
#

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

gleaming junco
#

Holy cow stumbled upon this thread and literally read the entire thing... This mod seems crazy lmao nice work

gleaming junco
solid pivot
#

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.

#

๐Ÿ‘€

gleaming junco
#

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

solid pivot
#

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

gleaming junco
#

That seems simple enough with good documentation!

solid pivot
#

I do like lambdas. So expect a lot of lambdas in the library :'D

gleaming junco
solid pivot
#

(lambdas is the () => {} stuff)

#

Half Life 3 confirmed. My mod will be called "Half Life 3" potatoe_pepe

#

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

solid pivot
#

alot of configs potatoe_pepe

ebon sierra
#

(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.

solid pivot
#

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

ebon sierra
#

I'm down to help test if you need more people

solid pivot
#

I want to stream the gameplay and I am speaking German to my audience potatoe_pepe

#

Would get weird :P

ebon sierra
#

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

solid pivot
#

Best thing about my mod: You only need to install 1 mod and have a whole new experience

ebon sierra
solid pivot
#

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?

ebon sierra
solid pivot
#

Nah, its 100% not vanilla at all

#

You are waaaay more powerful in total

#

But you can still die of course

ebon sierra
#

Wanted to try LateGameUpgrades, they said it was too op (it was the older versions, so they did have a point)

solid pivot
#

I mean: Every item does have downsides

#

Thats my philosophy as I understood the games philosophy like that ^^

ebon sierra
#

Wanted to try LethalProgression, they didn't like that people could get screwed over by teammates bc they spec'ed into something else

solid pivot
#

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

ebon sierra
solid pivot
#

I try to stay at least somewhat true to the game

ebon sierra
#

Aren't they expensive?

solid pivot
#

120 credits

#

And you can configure them

#

(the price etc)

ebon sierra
#

How well does one lightning rod work on a stormy map? (not assuming Titan/Rend/Dine)

solid pivot
#

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%

ebon sierra
#

Cause if it's strong enough to basically nullify stormy on the lower tier moons, I get why it's one time use

solid pivot
#

Every lightning which would hit anything beneath them will get redirected

ebon sierra
#

....

#

yeah nevermind. one time use is fair

solid pivot
#

You see :P

#

The current lightning rod in the mod is probably the Tier 2 version anyway

#

There will be a shittier version later

ebon sierra
#

You can basically disable stormy entirely with good placement, the only risk is setting it up since you'll be slow af moving it

solid pivot
#

One for like 30 credits

#

But not 100% reliable and only with an actual radius

ebon sierra
#

How big is the radius?

solid pivot
#

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

ebon sierra
#

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

solid pivot
#

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 potatoe_pepe

#

And people think I am joking

#

But well

#

Youll see

ebon sierra
solid pivot
#

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

solid pivot
#

This might be interesting for others mods too ๐Ÿ‘€

solid pivot
#

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.

naive talon
naive talon
solid pivot
#

I dont think the company knows of such a thing as a overload protection potatoe_pepe

#

MOREEEEEEEE POWEEERRR!

naive talon
solid pivot
#

The company despises purists potatoe_pepe

#

Not very great assets

#

Its all about stonks!

solid pivot
#

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

solid pivot
#

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

analog radish
#

I'm back

analog radish
#

If it is MikesTweaks or FlaslightToggle, yes

#

If it's Resserved Slost, no.
It prioritizes the reserved one

gleaming junco
analog radish
tight scarab
#

hello, sorry if i missed it but is this available for download yet?

analog radish
#

No, not yet

plush fern
#

Anything with [WIP] in the title is more or less a project that isn't available yet but is being made.

analog radish
solid pivot
#

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

analog radish
#

cool!

solid pivot
#

I bascially rewrote the whole flashlight logic for this

analog radish
solid pivot
#

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

analog radish
#

That's cool!

#

Despite things, I'm glad you thought of almost everything

grim drift
solid pivot
#

Yea, I introduced extra clothing slots for this

grim drift
#

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

solid pivot
#

:)

grim drift
#

Whereas flashlights and radios are dirt cheap and essentially free to carry with the other mods installed

solid pivot
#

Yea, they are more expensive but have the added benefit of only using a clothing slot

#

And they have weight

grim drift
#

(Plus bonus points for cool visual models on the player, I'm a big fan)

solid pivot
#

^^

grim drift
#

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

solid pivot
#

Yea, they will have problems :D

grim drift
#

Tbh it'll only really be the helmet that will clip a lot, and that's just NVGs presently right?

solid pivot
#

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

grim drift
solid pivot
#

Bulletproof vest having a military camouflage look for example

#

Or just a pink version potatoe_pepe

#

Or a golden one

grim drift
#

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

solid pivot
#

^^

#

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

grim drift
#

Makes sense

solid pivot
#

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

analog radish
#

that's actually smart

solid pivot
#

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

solid pivot
#

btw

#

there is a secret eject command already

small glade
#

hmmm

solid pivot
#

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

analog radish
#

That's another true cool mod

bronze lotus
analog radish
solid pivot
#

I dunno, havent tested it yet on clients :D

solid pivot
#

Clients can do eject too potatoe_pepe

#

But it wont execute

solid pivot
#

A lot of polishing going on rn

analog radish
#

that's good!

solid pivot
#

Stressful

#

restarting the game every 1 minute XD

#

10 Slots are now fitting

analog radish
#

wow

solid pivot
#

I had to scale down the inventory

#

I dont like the inventory overlapping the chat window

analog radish
#

understandable

solid pivot
#

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 potatoe_pepe

analog radish
solid pivot
#

Default is inverted tho. You have to deactivate it potatoe_pepe

#

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.

analog radish
solid pivot
#

If you either mostly play in lobbys with standard settings or with friends in the same configuration, you'll keep your levelled perks

analog radish
#

Ok, got it

analog radish
#

Is there a list with all the things that this mod gives and changes?

solid pivot
#

I will write one when I release it

#

Its too much to quickly post it :D

analog radish
#

I can see that

#

It's a LOT

solid pivot
#

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 potatoe_pepe

analog radish
#

That'd be great!

solid pivot
#

I am a content creator, so yea.

#

:D

#

But primarily german. potatoe_pepe

#

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.

analog radish
#

I'm glad to hear you're almost done.
We hope to try it soon

solid pivot
#

Mod is 13MB btw

#

~200kb of that is just the dlls

analog radish
#

wow

solid pivot
#

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 potatoe_pepe

#

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 potatoe_rofl

left rapids
solid pivot
#

Yesh :D

#

Thats totally fine

left rapids
#

Cool cool

solid pivot
#

I dont like it when there is nothing. 99% of content creators do nothing regarding mentioning a mod

left rapids
#

Yeah that's valid, if I'm uploading a video that involves mods, I'll provide the mod name and author in the description