#[Deprecated] Advanced Company
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That would be 11552XP :D
ye
of 28000 to max out
And wait for the ship tier upgrades
Requiring you to spend 20k XP on it alone
yeah, i figured ship tiers would make this significantly harder to pull off
i just had weird bug
i removed save
started new game
and noticed there's 4 slots like i previously upgraded
but i've set it to session-only
but when i used perks menu in terminal - slots was reset to 3
I can now confirm that I did this
so how exactly XP is calculated? i brought loot worth of 70, and still have only 500 starting xp
XP is added 1:1 for quota hit
so first quota you're guaranteed 130 xp if you survive
and then there's the XP multiplier
(default 100%, configurable)
both player and ship xp?
yep, adds equal amount to both
all players get 130xp and the ship gets 130xp
(for first loop ofc)
ah, so xp only in the end of the loop
yep, after selling
specifically it happens right when you're assigned your next quota
Somebody was observing the XP count ๐
i was anxious to perk up ๐
Dont look too deep into the abyss... the abyss might look back ๐
Uploaded 1..0.8 btw
1.0.8
- Fixed the hotbar bug
- Fixed the flipped steam avatars
- Added a new more fitting design for energy indicators
the new energy indicators look so good
thx
are you saying I should do the HUD overhaul? 

An idea I found funyy is biomonitors
just came into my mind because of hud redesign
All team mates would be able to see your vital readings
pulse getting higher when running or seeing an enemy etc.
But probably would be hard to do for 32 players
(I mean in theory you could buy 32 bio monitors)
nah, i think part of the fun is when you don't know if someone is alive
and you have to check terminal
or find out that your friend is not your friend anymore, but mimic ๐
I could see it being a very expensive ship upgrade
So that if people want that advantage they can
But having it be expensive would also make it something you have to work towards
yeah, why not
by the way @solid pivot i think it will be more logical to separate XP multipliers for ship and player, as ship is session-only no matter if player progress is permanent or not
ship is already balanced as is
If you redid the little hud part at the top left that would be cool. Just an idea ofc
and player XP multiplier might need increase for session-only playthroughs
but ship is getting affected as well
xp multiplier have no effect with save progress set to true :D
yes, but ship XP getting multiplied as well
Yea and your stuff is saved in that session :D
So any chance about it?
Dunno yet, not in the near future
Ok thanks!
ship XP is session-only no matter if save progress is true or false, correct?
no
its savefile based
So if host keeps the save file the ship keeps the xp
Which makes mods like LCBetterSaves valueable :D
you mean ship XP is saved between quota fails in the same save slot, if save progress=true?
Maybe one day I will add something to save ships another way :)
buttons clipping into each other, unintuitive renaming, weird numbering of saves
Yes @sonic vale
and if it's false then it's wiped after quota fail?
yes
The plan basically is that you will select a savegame, click "host" and then a popup opens. "Select your ship"
And there you can save different ships
with different cosmetics and XP etc.
i still think that this game overall designed for session-only stuff ๐
not permanent
but it's just my point of view, yeah
Just delete your ships
as long as there's switch in config between permanent and session-only - i'm happy
and multiplier of course
i think itd frustrate players enough for them to accidentally play along and try to get the rest of the team to rescue
but also like possession of a player without actually killing them would be cool
or wait masks really do that lol it just doesn't happen much in my games
idk i need to learn unity so i can just f around with my own ideas >_<
Uh random question, if I disable the shop items that pertain to one of the reserved slots, will it disable the dedicated slot on the hotbar as well or no?
Yea, thought about something recently
How about mimics being able to destroy lightning rods? 
Hmm, would be cool seeing the mimics interacting with objects more, you'd think that with them having most of the capabilities of players that they would probably interact with the same objects we can, though just in ways to hinder the player ๐ค
Or just imagine they can just pick up the Lightning Rod and take it elsewhere
They pick up a shotgun just to shoot players with it lmao
btw
there will be another update
Last update this time truly tho
but it will make the missile launcher finally work as intended
๐
And yes
giants will drop you and wont pick you up for that 5s
You can theoretically just shoot a rocket and run for your life
1.0.9
- Fixed the missile launcher not working as intended. Dont read further if you want to find it out yourself:
||- If being chased by dogs or giants, they will stop chasing and going to the fireworks
- If being eaten by a giant the giant will drop you
- Giants will ignore players and wont pick up players for 5s
- Dogs will ignore players for around 7s
||
Makes the missile launcher worth its price, aye? :P
Yeah I'd say it does at least, makes going to eclipsed moons a bit more manageable if your going in for the weather scrap value modifier to try and meet quota
Yea, thats what the missile launcher was intended for
Either getting enemies away or as a life insurance
Most items are weather based
:P
I played the game with friends and we found it unfair that there isnt any way to combat weather situations
Thats how that mod came to be
Its basically what my friends and I wanted in the game
And I share it with you :D
I'm down with that just cause it makes the game a bit more fair with using the tools that you got to counter stuff
Huh cool fact, yeah glad this mod gives the player more ways to go about the weather, encourages players to try and play around the weather rather then outright avoiding it
Finally seeing people stream it is funny
"If being eaten by a giant the giant will drop you" FREEDOM
^^
You have a small time window to help your friends
Finally the mod is making the rounds
regarding the death screen
I would put the symbols here
You've more than earned it the mod is amazing! ๐
And making the avatars light up and mabye move a bit up when someone is speaking
I dont like how other bigger lobby mods are doing it
especially when imagining playing with 32 players and having 16 dead
the screen would be filled with players :D
So what's exactly the range of the lightning rod anywho?
Ah I sees
There will be a cheaper version later
Which will only do a radius
probably a radius like this
And the ship being like this size
basically an ellipsoid
@solid pivot I seem to be having some issue where if I quit out of a game and rejoin into it, I can no longer purchase any of the items added from the mod
I'm not quite sure if it's being caused by some mod incompatibility or something else
It'll work again if I completely just close my game and come back to it, but I'm unsure of how what I'm experiencing will affect me in a multiplayer dynamic
Especially since as of recently thanks to my ISP, my net has occasional blips that cause me to briefly DC every so often
Probably will have to restart the game for now :<
Its 8:30 AM here
worked the whole night and have to install some Switch games for the party :D
And I have to wake up in about 6 hours >.<
Fair enoughs, it's all good
Playing WarioWare Move It being intoxicated will be fun, aye?
Sounds like a recipe for a good time lol
Nothing will go wrong.. Surely :D
Sounds like a blast to me
what if you added a helmet cam item for the head slot
Planned :D
SICK
Will replace the helmets camera mod basically :P
I am thinking about adding an utility helmet tho
honestly the more of my mods you knock out the closer i get the jumping right on this
Giving you the ability to attach 2 devices
oooo
Basically left side and right side :D
And thats why I dont do stuff like: Disable Equipment slots
I will expand upon them
Wearing a certain helmet giving you 2 more slots basically for 2 equipment items added to a helmet
Having too much compability will hurt the mod in the long run, so I am careful about adding compability
Sounds counterintuitive but I am not motivated to add stuff which other mods do when I add all that compability
sorry i dont think i quite understand your last statement
If for example helmet cameras mod would be broken with my mod
and I invest time to make it compatible
i have a question about this mod. id love to add this to my modpack but im wondering if i can disable the custom slots for the clothing. im okay if doing this disables the gear from showing up aswell or whatnot. also, does the clothing slots appear only when u equip clothing or are they always there
I wouldnt want to add my own helmet cameras
@ripe dock Only way to hide them is to deactivate all items which go into them
if you have a worhtwhile helmet cam item then i see no reason to get the other mod
Basically removing 50% of the mod
And at some point I will maybe even drop support for other mods by choice
If I add the helmet which can do both: Walkie Talkie and Flashlight I might even drop support for ReservedSlots
does disabling them disable the lightning rod and rocket launcher?
I heard the night vision of my mod is the best by far
Like by a mile
Nothing even coming close
Is it compadable with true darkness from diversity?
Yes
Just telling you what somebody told me today
true
The night vision actually isnt a night vision per se
In factual correct terms its called military grade image enhancing goggles
In the real world it would be a combination of a processor, thermal camera, depth camera, night vision
doesnt quite fit well on the terminal i imagine
Yea
i wouldnt even think to use them in fog if just called nightvision
Of all the equipment the mod adds is the Night Vision Goggles are thing my friend's most interested in
I might add x-ray thermal vision later :'D
So you can see enemies like a small distance through walls
but only ones which give off heat
is there any big incopadabilites i should know of?
Not sure what the feedback regarding LethalExpansion is
somebody would have to test it
But as I am planning on creating my own API/Library being able to change the ship, adding moons etc. I will add moons later anyway
ill run a test right now i got time to spare and i want to try ur cool mod : D
OK :)
My advantage regarding mod development is, that I have 7 years of professional game development experience. With focus on Unity.
W
:3
i think itd be nice to see simple one off mods inside this mod as your own thing. that way i dont need a dozen little fix or qol mods
since youre ehnacing various mechanics anyways
Everything what makes sense can be combined in my mod
I will do the HUD rework probably
But when I do this I will make a fully customizable HUD
i personally really like Elads
Like in a MMO
would be cool if you may your own equally as good if not better version
Where you can basically decide where everything is placed in a layout editor
Scale it how you like it
thats dope
Like visually
Basically going into the quick menu with tab
And having a new option "Edit layout"
but yeah things like being able to look a bit more straight down, having a value tracker at the sell table, the ability to restart from within the dropship manually, a popup for when there are new discounts at the store
just to name a handful of simple things that you could maybe implement
i dunno what would make sense to you; just random thoughts i had
Good ideas :)
oh rebalancing the teleporters would be nice as well if thats in your scope
oh
I knew it had to be some mod that edits the terminal in some way but wasn't sure so I just incrementally enabled what I had til I found what replicated the issue
I only have er, ~27 mods or so in my profile so thankfully didn't take an eternity
It may sound counterintuitive
But when I replace the store of the terminal
More mods will likely be compatible
Least it's not troubleshooting my usual Risk of Rain 2 profile, that thing has like ~80 mods on it (excluding API/Libs for dependencies alone, it'd be 120 otherwise)
So what did you settle on when it comes to slots? Centering all of them, centering blue ones, or centering with an offset based on chat?
Centering all over the entire screen but they cant go over the chat
Glad to see battery indicators updated too, even though you said they were not a priority.
i was able to save my friend with teleport once, he was almost eaten
even blood particles was emitted
and at the last millisecond he was teleported away ๐
MLG
Does Save progress option being set to false makes XP reset on every lobby start? Even on an existing save?
nah, i think it's saved into save, but resets after you fail quota
and player xp is saved into host save as well
I've badly worder the question. Edited.
@solid pivot look, i started completely new save with save progress = false
4 slots
i entered terminal perks, then exited
3 slots
https://i.imgur.com/pAnScq5.png i'm also able to start game without sync too, on a new save, with 4 slots
so ultil you use perks menu - player perks are not reset (and possibly not synced with the host)
how i download
@solid pivot think compatibility list would be better served as some doc link. Spreadsheet or a simple word document, whatever the easiest for you.
Edit: google spreadsheet with public comments could be a go to, as anyone will be able to help with adding to it without actually touching the spreadsheet itself.
Download what?
Install r2modman and download through it or with Install with Mod Manager button on Thunderstore.
As the mod page doesn't have list of mods that are incompatible or just don't work well with AC here's a couple I found so far:
FlashlightFix - similar functionality is already included in AC
HotbarPlus - AC has different hotbar handling with upgrades
HexiBetterShotgun - bulletproof vest will not be damaged by shotgun, but will still reduce the damage to you
ExtraDaysToDeadline - similar functionality is already included in AC
BiggerLobby/MoreCompany - similar functionality is already included in AC, except MoreCompany's cosmetics
ScannablePlayerItems - works, but won't highlight new items added by AC
WeatherMultiplier/MeteoMultiplier - AC already has similar functionality
I just had my slots shrink in size after getting some perks unrelated to slots.
@solid pivot i think there's bug with UI scale
my UI scale randomly getting from very small to very large
especially after terminal usage
like that
Yeah, something's amiss once again.
It shrank again for me. THis time after ordering soem items.
Report on compatibility: BetterEXP kinda works but their xp bar popup when starting a new day won't show. It's still visible in pause menu and it does play a sound when it's supposed to show up. Not a big deal tbh just something I noticed while testing different mod profiles.
That's not an issue with BEXP. XP popup doesn't show in general.
BEXP is kind of incompatible with Coroner though, with AC explicitly supports. So pick one.
also i'm not sure i see any difference in battery drain when i upgrade battery pack on the ship
i have elads hud, and it shows same 5 minutes for pro flashlight with the same drain speed
i upgraded battery pack to level 2
is that perk working at all?
EladsHUD won't show the difference. Same thing with stamina drain.
seconds should drain slower when you upgrade, isn't it?
Actually, I don't know if it depends on the mod that changes stats or EladsHUD. Might have to dig in EladsHUD thread.
So I might be wrong.
if battery drain is slower then by logic hud seconds should go slower as well
at least i think it is
but they're same 5 minutes, 1:1 seconds
They shouldn't go slower. The time should be a bigger number.
ideally yes, but i'm not sure how it's implemented here
It could be an incompatibility or upgrade not working. ๐คทโโ๏ธ
yeah, that's what i'm talking about
on level2 drain should be noticeably slower
like 15%
but it's not
could test yourself with a timer and regular flashlight
yeah
umm, it did show up for me when I wasn't using AC. Is it broken on the current update of bxp? Also I've been using Coroner and BetterEXP for quite some time. They overwrite each others notes. A while back Coroner was overwriting BetterEXPs notes which was fine for me but then something changed and BetterEXP started overwriting Coroners notes which made Coroner pointless.
We're in AC thread and as I said it's not an issue with BEXP.
The XP popup doesn't show up with AC on.
oh i got ya. AC hides the XP popup whether it's BEXP or not is what you're saying.
sorry your first message was clear but I somehow managed to misread it. It's early for me โ
I do wish Coroner and BetterEXP worked together in unison. But as it stands I find BEXP more useful, even though both mods are technically purely cosmetic.
yea, I agree. Unfortunately bxp is closed source so it's up to that dev to figure something out i guess. There's an issue about this on his github but no response..
clients report that upgrading slots for them bugs out until they rejoin
ok nvm two of them are saying that they cant make it work at all
but im playing with morecompany so might be the reason idk
one dude is saying that his hud just randomly got smaller
or maybe its lethal progression (but no one is using the extra hand slots from it so idk, still gonna disable it after this game)
disable hand slots in LP if you haven't already
that would be my guess. I just disabled it alltogether because we have progression in AC and I think it's also less bugged than Lp currently which struggles with saving
yeah thats the reason why im using it lol
This is unrelated though. Plenty people have that issue right now.
yeah, i kept it cause i like the health regen but didnt bother to turn off everything else. must be the case
I think PotatoPet said if you want to use MC you can try but disable the more player functionality of AC then
yeah i did
works good as far as i can tell
flashlights turn on by themselves when you pick them up from the cabinet
yeah, works now
@solid pivot hey do you have a github where I can see how your mod hooks into the terminal? I'd like to clear some minor compatibility issues I've found with my terminal mod and AdvancedCompany
also if someone else experiences buggy suit swapping pls tell me, cant tell if its because of this mod or something else
4th dude joins and everyone's suits just reset and i cant see any of them anymore
4th dude leaves and everything works again
I left my testing keys in, I think it was h and j XD
Currently no Github @bronze iron Will add that later. For now you can use a decompiler.
1.0.10
- Removed debug hotkeys H and J for rescaling the Hotbar
- Fixed the screen observer. The hotbar should now automatically adjust to the screen correctly when the window is resized.
The hotbar slot issue is still present when you start a new run with the saving disabled
Oof, ok
I see
I could just do the least performant way of checking inventory sizes every frame
Then you are happy but I am not
I want to do it right :D
Understandable
I want to establish a new method where I can put everything into which needs to be done for a new game started
:D
I think the bug is now also fixable by resizing the screen tho 
by the way i don't think integrated flashlight fix fully working
i had several times when vanilla flashlight bugs appeared
like it was draining but not turned on
so i had to click and click again to turn it on
AC never had fixes for those though?
I rewrite the flashlight code entirely :D
At least I don't recall anything other than hotkey and have only one on at the time.
i'm pretty sure it's stated somewhere that there's fixes
Do you have any other mod doing stuff with flashlights?
Well, none of that is mentioned.
An intelligent flashlight key and rework of how flashlights work:
You can only have one flashlight on at any given time. If you pick up an active flashlight while having one active, the picked up one will automatically be turned off for example.
That's all.
Yea, its a rewrite of the flashlight handling :D
I don't think anyone would assume that you rewrote it all just by reading that.
https://thunderstore.io/c/lethal-company/p/ShaosilGaming/FlashlightFix/ that one fixed all issues for me before, i disabled it
"Fixes annoying flashlight bugs like being toggled when it shouldn't be."
that's the bug i'm talking about
Sounds like some mod is interferring tbh. I tested my code very intensly
Have you tried to replicate the error with AC only?

German speaking because of content production btw. But if nobody is responding in #looking-for-game for the next 10 minutes I might just add whoever wants to play this mod with me :3
i actually can't right now, as we are preparing new year feast
Just dont get confused when I speak german because of the chat XD
but i'll be glad another time i guess
happy new year by the way
just 3 hours and 17 minutes left
yay
(or it depends of timezone)
๐
OK, I expand my search to english
So if ANYONE capable of speaking english wants to play with the dev of AdvancedCompany: Go for it :D
Then you can insult me for all da bugs
i would be willing to play if it's not recorded, I'm averse to being recorded
Only live streamed in case of english if thats OK. No VOD
I wont record it with english :P
No value for my YT channel
But I mean, I can also dont stream it tbh
No value for it either
i would prefer that personally
I'm fine with being recorded
I know that 
lmfao
You know whats coming
You TOOK MY CATS!
yoinkies

The power of the potato is strong
lmfao
OK :D We need to add each other on steam tho
I'll DM you a friend link
Is @midnight apex OK with it being not streamed? Because @worthy geode you dont want to be streamed :D
This is getting complicated now
If you're still looking for people to playtest with, I am currently available for an hour of Lethal 
It'll be fine ๐
200-300ms ping and stuff
can't wait to get wormed with 0 time to react
(not like you can react to worms anyway)

(You can)
i would love to know how
Go backwards
100 hours and my best guess is "as soon as you hear it start running"
everything else fails
Sprint backwards the instant you see the particles
Usually I just try to outrun the thing or run backwards
the most i have ever seen particles is 0.5s
When you see the particles you entered the circle
Quickest way out is going back exactly where you came from
usually i see particles for ~0.25s
I've had a scenario where I sidestepped and I narrowly dodged it
there is a variance in how long the particles are supposed to be visible
0,25s is not really evadeable
and it ate the 2 dogs that was in its range instead of me and the 2 dogs
but i have literally not once thought "yeah i could tell it was surfacing here"
xD
if I see the particles i'm either already dead or already out of the zone
no in between
@midnight apex Is streaming a necessity to you?
also i don't mind if you'll be streaming it or not ๐
Yea, but @worthy geode cares :D
I'll go with whatever people choose so no sweat for my case
i also play with a friend and they agree that worms are just unavoidable outside of just reacting to the initial sound
I can go without streaming
@lost pythonsend me a friend code
same for you a glitched npc
Should we play with skinwalkers?

What other mods do we add in?
i think it's clientside, i'm probably not installing it
This is my current mod list
skinwalkers is clientside yeah
Yea, its smoll
can you just give us your mod list code
mades it easier
Yea, but wanted to ask if you prefer some mods being present
got ya
i recommend dissonancelagfix
good I prefer in game coms
Its client side
So yea, I added it to my profile :D
New code with dissonance fix is
018cc126-8374-8258-a8c3-393e21ae19c5
lethal things works well with your mod
just shut off their utility belt and rocket launcher
I'll be on in a minute, need to fix up my config and such
Really looking forward to having a lobby with over 4 players to test it myself :D
I might observe stuff somtimes 
So is streaming and recording ok or no?
preferably not, i'd prefer not to be recorded/streamed
I like recording when testing
Ah gotcha. I was just gonna try to record for testing purposes in case of bugs but I won't
oops
Had my local mod installed xD
018cc12c-d37f-a84a-427d-bfd527517e02
hahahaha
I don't think it's from another mod because none of them modify the screen at the end of the game.
But it seems that the Due Screen and the experience screen are not showing when returning to orbit
oh did you start the game @solid pivot
oh wait i forgot, you have to rehost
i am too used to latecompany
I will rehost now xD
alright!
Reopened :D
I've been enjoying using this mod a lot and I'll be introducing it to my friends when I get the chance! I'm glad that there is much more incentive to take risks not just for meeting quota, but also for team and player progression.
I'm not sure what other plans you'll have for player perks, but I had two ideas in mind:
"Fast Hands": Increases interaction speed (doors, ship lever, etc)
"Sturdy Body": If over x health, x% chance to survive an attack with 1 health (for sandworms and dogs, maybe brackens)
Of course you don't have to implement them as I'm very happy with the mod as is! They were just passing thoughts.
Thanks for developing this mod, I'm really looking forward to future updates!
need people for testing?
Sure, but we are streaming
I'm just not quite sure what's exactly causing the shop to freak out like that
Cause starting the run as-is and purchasing stuff with LethalExpansion is fine, just when you're quit out and reload is where the problem occurs
I'm in a multiplayer setting and it appears as well when I've disconnected and reconnected, thankfully my host doesn't have the same disconnect issues as me so he can still buy stuff
Thanks for participating in the test :)*
using AC and after death were stuck looking at the ship door anyone know why?
LateCompany?
AC does not change fall damage, right?
If you have the player perk that gives you resistance to fall demage than kinda
Didn't mean the perk.
Base fall damage is a joke, so I'm just wondering if AC addresses that or if I should just keep using something like BetterFallDamage.
Ah I misnuderstood the first time. To answer simply no. Nothing in this mod makes fall damage harder
Doesnt change anything on base fall damage
@solid pivot just found a bug by sheer accident; pressing F while in chat to type a message causes the flashlight keybind to trigger as well
very minor but still
alright, i'll keep an eye out if you do end up posting to github. The issue is pretty minor and I probably wont look into it for a few days
So depending on the success of my mod and the hype of the game I will decide when I invest more time into my own game
For now I will continue my work on the mod.
And no, my own game isnt a Lethal Company like
would be funny tho
But I feel bad copying stuff
My own game is basically a farming RPG life sim game with souls elements seen in games like Deaths Door and Eldest Souls
Set in a post apocalyptic world
Rebuilding the world vibes and stuff
But hey, maybe I should make AdvancedCompany into an own game 
I mean the philosophy of AdvancedCompany is quite different from the vanilla game
Quite literally the "advancing" part
But for now I will keep working on the mod until I hit an extremly hard brick wall which will either lead to me to abandon Lethal Company modding and concentrating on my own game or creating a clone 
And just to be clear why I have those thoughts: The game code is horrible in parts
And very rarely is good
Creating a new foundation to build upon seems like a logical step
With modability in mind
But well, clone probably wont happen anyway :P
With the clone stuff, you have to see that from my perspective. FIxing that horrible hotbar took me way too long. I wouldnt even have made it like that in the first place. 
So: Fixing Lethal Companys Hotbar to be somewhat decent: 20hrs, creating a nice hotbar: 1hr
I would love to hear your thought about that tho. I mean it wouldnt be the first mod to become a standalone game. 
And you know my plans
Star systems, Ship Tiers, A lot of moons, far space travel etc.
Invoking more fear of the unknown, going to places nobody went before
Like Potatoes bedroom 
Where I will go now.
(btw, if going standalone the betas would be free anyway. Dunno if I would ever sell the standalone game. Would have to decide that at some point)
how much XP do you need to max out the ship's perks?
Do whatever makes you feel better.
dunno :D You can calculate it yourself 
Its a hard choice tbh
The foundation of Lethal Company is very fragile
On the other hand copying an idea feels wrong. So I would have to make it different somehow :3
Basically all games were copies, I know that
I think it's the only choice when we're speaking about something that will be free.
Second game was a copy of the first game, third game of the second etc.
Who the hell knows. Maybe you'll be part of the team one day. Or not.
Official mod support I think? I heard the game codebase is pretty meh
$36,400 it looks like
@sharp pollen Thats something I would like to make better in my own standalone project :D
Building a strong foundation and stuff
I have 17 years of professional programming experience, 7 of them as a professional game developer. Working on this mod showed me that I am actually able to rig characters and make them wear clothes etc.
Something I never truly understood how to do in blender :D
I never had to when I worked on games tbh
I had other people do it for me xD
But with this mod I finally gained the experience to do stuff like that
Rigging wasnt a problem per se (and the rig of the character is horrible in this game)
But making clothes wearable was always something I didnt quite understood the pipeline of
Now I know that you can easily copy weights by raycasting one model to another :D
And then do detail work maybe
Of course I knew that there must be stuff like that available, but now I know where to find it and how to use it
And hey, my 3D moddeling skills improved even while creating this mod 
The lightning rod was my first 3d model. The bulletproof vest, nightvision goggles and flippers my last
I will sleep over that idea and think about it the next days. I will however still maintain the mod even if I decide to go standalone in the long run.
At least until I release my standalone version
And I will add new stuff too :D So dont worry
Might even just copy 3d models from my standalone project to lethal company 
The game cel shading and low res does make it fine to use low poly model
Thats true, was thinking about going for the same look. Dunno tho
Or at least similar
And I really wanted to release a game sometime in my life and also release the source code to the public :D
I feel that this should be done way more often
You can still copyright the code, dont have to go open source like MIT/GPL etc.
But this helps modders a lot
Getting the hand on the original source code
Just never make your game Vert-, and anchor UI to a specific aspect ratio if you don't want to bother making it dynamically adjust.
Nah nah
I know how to do UI :D
Funny thing is, the game uses multiple scaling layers....
Thats why the HUD is so damn broken
(when not doing 16:9)
I mean 98% of the people have 16:9 anyways
Thankfully LCUltrawide fixed HUD quite well.
yeah rimworld dev even directly provide the asset to modder in the old day
And tbh: I dont like the direction the game took with v45 
I dont like the nutcrackers
:'D
But well thats a personal thing
The mimics are great tho
And when doing an own project I could incoporate AI to actually understand what people are saying and using voice clips which help the mimic to lure you in :P
Like: "Help! Help! Come here!"
:'>
I mean it wouldnt be perfect because AI isnt perfect 
And I cant let it run for hours and stuff. It would have to this real time
So not as precise
But let an AI look for typical sentences of distress or guiding sentences in different languages
yeah and I don't even sure if synthesized ai voice is even legal by that time.
Nana, its the original voice clips :D
Basically the AI would listen to what you say and create a speech-to-text
Then find out what you said and if its useful for it to lure players
If the sentence was distressful like "OMG; come here, please help!"
And if it was, it cuts that audio clip
and uses it to lure players :P
but tbh. Dunno if that would work as speech-to-text is....
I mean it works if you let an AI parse it
like 5s clip and let it parse for 15s
But real time is not as accurate
One of the latest abilities of OpenAI API is Speech to Text functionality provided using the Whisper model. Using this model we can send audio data to OpenAI API in Unity and receive a text back.
The endpoint also supports auto-translation of many languages so you can upload a foreign language audio and it will turn it into English.
๐OpenA...
I mean, there are Unity projects doing it :3
Sadly this uses OpenAI API. I would have to add trained models
Would love it to run locally
Oh there it is
OpenAI Whisper is running locally
and supports 60 languages
And I can translate all languages to english to determine the content and search for keywords :)
Like Help!
Come here!
Follow me!
I will test this tomorrow xD
my friend and I finished our one run challenge! We got all player perks in one run, starting from scratch (all default values- nothing tweaked in our favor). We didn't get all ship perks, as that requires a good chunk of change more than we have, but the run is still alive. We hit the last quota and if we can make 8k in 4 days we will have successfully one-runned all ship perks too. I don't think we can, but we'll figure out another day.
Congratulations! :D
You finished the demo of my upcoming standalone game
just kidding
Oh btw
the fireworks
I had a so much better effect for it
but it didnt run in the game 
Thats stuff I can do with a standalone project
Because, you know it
If I go standalone with AdvancedCompany
there will be the missile launcher, flippers, rocket boots, lightning rod etc.
Fun fact: Did you know the rockets of the missile launcher only need 1 network message? 
They are deterministic
Same input values in creates the same curve out
And 1 message for "hit something" from the server
And I do create two curves :D One curve I want the rocket to follow and then I simulate a rocket flight with fake physics trying to follow that path
And thats the path the rocket will take
Which actually makes it look so nice :P
The path looks funny :D
It tends to go to the left more often tho
neat!
i've done a lot of gamedev and modding but networking is something I've rarely touched
It is and its the way all games should handle ballistic projectiles ๐
I think the most networking experience I have is with a minecraft mod I made where i was exposed to how minecraft does networking
You can still do update messages when something happens
I transmit basically a couple of parameters
rocket start position, rocket start rotation, turbulence (random generated) and some other random variables and the time it was shot at
relative to server time
That way the rocket is nearly perfectly synchronized on all clients
lag compensation ^^
Something even big AAA studios fail at ๐
Looking at you Sea of Thieves
tbf, hit registration is a total other chapter
But so far the responses are mainly positive regarding a standalone project
But I need to think about a new premise
cant just do be a great asset for the company premise :D
i think you'd be good at it but yeah you'd have quite a lot of work cut out for you
Thats would not be a clone but a copycat
do you see combat as being central to your vision?
I think that's something that LC incidentally added but was never meant to be the focus
When progressing further there might be more combat, yea
Zombie infested planets
with hordes of zombies
Basically outdoor planets
But well
I dont have to restrict myself to outdoor / indoor etc anymore
when doing an own thing
But also I can do a dungeon generator which doesnt generate a main room
with 6 ways to go
5 of them only being 2 rooms
and one being like 500 rooms

And I can add flooded areas
maybe like, "outdoor" in the sense that there's no load into a separate world, but still potentially complex interiors on that map?
like a normal open world-ish game
Yea, like a village and stuff
With 30 houses with 2 stories
And multiple rooms
Wouldnt be a traditional village so to speak but of course something fitting for an abandoned space colony.
So space houses xD
๐ค 0 gravity environments?
6dof movement could be really cool and extremely disorienting
I really want to do that
asteroid field map
with 0,05g gravity
Or even like super mario galaxy does gravity
Jumping from big rock to big rock and they pull on you
hardspace shipbreaker style space grapple hook ๐
could do a lot of cool stuff
And yea, implementing all my ideas might take 3 years
i would admittedly be sad to see advcomp no longer receive updates
but then we at least have regular updates :D
AdvCompany will see some more updates
And I will try to maintain functionality with game updates
And when I add awesome equipment stuff into my own game I might copy it over to AdvancedCompany if its possible :3
But yea, Lethal Company Modding created a lust in me to create a game :D
i think the modder to standalone gamedev pipeline is near unstoppable
though i sorta got into it in reverse, gamedev then some modding (which just fed back into gamedev)
Game Dev => Modder
lol
and now Modder => Game Dev
i haven't done a ton of modding anyway
almost got quite deep into risk of rain 2 but they dropped an update that broke everything while i was trying to figure things out so i dropped it
and my modder friend dropped it at the same time
but I did learn quite a bit about how unity modding works
They are there for a REASON
To organize code, dear devs
My mod also uses namepsaces 
being able to pop open a decompiler to read the game's source has been so useful for understanding random ways it works
with the exception that worm AI confuses the everloving hell out of me
same
prefer decompiled when trying to understand what a system is doing though
CIL is a bit verbose
Which is why 32 player lobby is mostly transpiler :D
transpiler patches feel like dark magic
Yea, bit like voodoo magic
Look at my Sun Haven Translator
that stuff does real vodoo magic
It actually follows coroutines etc. up to find out the context of a text line being said
to find out who said it to whom XD
To give translators more context
And thats all done with Mono.Cecil
no Harmony, no BepInEx
Good 'ol Mono.Cecil
I mean, I created the ModAPI for The Forest back in the time
when BepInEx wasnt even a thing
Its basically what BepInEx calls Prepatchers
But back in 2014
i like dnlib for codegen related stuff
but there is Mono.Cecil.Rocks
harmonyX for patching stuff
which helps a bit
Mono.Cecil is basically an abandoned package
for like a decade now
There was an update 7 months ago 
Before that 2 years ago
still alive since i last checked
I mean they fix some bugs
but Mono.Cecil, to its credit, is working fine
No need to redo stuff etc.
It is what it is and it is capable of what it advertises
Only concentrating on bugs at that point is reasonable
im in a weird spot bc my favorite language/engine is rust and bevy
I mean, most if not all decompilers rely on Mono.Cecil 
but bevy's not... quite usable for all projects yet
really not usable for most yet I think
so what better way to spend my time than inventing a new programming language so I can write a new game engine in it :)
xD
then i can finally Make A Game :)
Nah, I dont see the fun in creating an own language
because I have the perfect language
Its called C#
Which ones?
Our run went pretty well, Lightning Rod & Night Vision Goggles came in crutch for the Kast map

Lightning Rod especially since all of the modded maps seem to have a fucking problem with lightning striking indoors
- no algebraic data types (rust enums)
- weird limitations like no generic pointers
- have to drop to really low level to get native-level performance which the language kinda resists
- the RAII-like constructs (IDisposable) are verbose and error prone (although they've done a very good job at improving it)
- Interfaces are vastly less powerful than traits (because traits can be implemented onto a type you don't own- interfaces can't)
- No constant generics whatsoever
i can probably keep going for a while
have to drop to really low level to get native-level performance which the language kinda resists
Just use unsafe and pointers?
ngl Night Vision Goggles would actually let me consider going to March when Foggy
yes, unsafe and pointers are annoying, error prone, and difficult
Thats the point of the goggles :D
Like it was VERY helpful for Foggy Kast
They are error prone in C too tho :P
rust gets the same or better performance without any unsafe
C# is great
Because they use very old C# :3
the performance is good
its stellar
but it's suboptimal
We have a webshop for a wholesaler running with it
unless you do excessive funky unsafe stuff
Theres going millions of โฌ per month over it
On a single server
With response times of <10ms
and even assuming C# just magically matched the performance of rust without funky unsafe tricks, there's still the other complaints
which are many CLR issues, not just C#
.net 8 is blazing fast :D
Unity is still using .NET 4.5 basically. They do support netsandard
And plan to add .NET 5 I think?
or did they upgrade to .NET 6? 
im aware that unity is on oooold C#
.NET 9 will come soon
and therefore much slower
im worried about core C# though
C# does OOP and garbage collection which just can't beat what rust's paradigm is... data oriented ig
Interfaces are vastly less powerful than traits (because traits can be implemented onto a type you don't own- interfaces can't)
Yea, thats a paradigm C# doesnt support YET
where frees are determined at compile time at no runtime cost and cache locality is much better
I am sure they can implement it tho
i think they need to change the CLR to implement
And that they will
I've tried to implement it theoretically in my own CLR lang and couldn't make it work
They implement a lot of stuff of other popular languages :D
the way the data is structured just... doesn't work
To make it easier to switch to C#
honestly if they just made the CLR have the features I want I'd just write a language targeting it and say job done
But they were able to do a lot of stuff with it
So it was very cleverly designed
And pretty future proof from back then
if they don't add proper unions there's no point for me to pay attention though
currently you have to do some heinous hacks to get unions to work
and they break on generics
and can't store managed types iirc?
hell i don't strictly need unions just ADTs
ADTs would actually probably be easier to implement directly even though they can be implemented on top of unions
since they can use the ADT's discriminant to tell the GC what's what
not the same for unions
But union types are an ongoing discussion in the dotnet repository
I'd definitely be interested if they merged those
And you do have pattern matching btw
but my hopes are not high to say the least
yeah i've pushed this to its limit
tried to make option/result types myself
but they just don't work without proper unions
Pattern matching being a real neat new feature in C#
Long overdue but well
its there now :D
but as long as they add CLR support
I'm unlikely to use C# anyway
I'll just make my own lang that does what I want and compiles to CIL
C# just can't break backwards compatibility and be as nice as a modern lang, although they get very close
oh there is even a more recent discussion
And from reading in it a bit it seems like there is an interest
Happy new year all
When I forgot Lightning Rod is an option
The flashlight desync thing does happen.
When my partner has the flashlight off, I see it on.
I don't have a mod that affects the flashlight besides this one.
@solid pivot okay so i am confused about the reservedslots thing since according to the thunderstore page, it is fully integrated with the mod.
Compatible*
You can use it along side the mod with no issues
yeah but when i tested it earlier when i joined them, all the slots clumped to one singular slot
basically visual bugged
That might be another mod or are you using a third party slot mod like boombox? It works fine with me, both mods up to date
nah i just had reservedflashlight and reservedwalkie
Has anyone here already suggested being able to put the Jetpack in the new Body Slot?
Okay so an update to this, it seems to be working now which is good
i want to ask, does Late company still have issue with this mod?
@solid pivot could you add like an Autocomplete in the terminal? or is it gonna come with LethalVista?
on 1-1-2024, LethalEx still broken when you rejoin the game and type the items from Advance company
I would need a log from when this happens
And happy new year btw
Are you supposed to be able to carry two handed scrap when all your slots are occupied, or is it a conflict with resreved slots?
Probably conflict with ReservedSlots
I will see what I can do later
And I do have a great idea for the standalone game :)
The premise is basically done and I really really like it
do you know if a specific setting causes it or just having LE installed with all default? because in that case i'd rather try sth like lethal utilities to modify timescale or dunGen settings
wym?
im using lethal extension and it works fine with advanced company
@bleak frigate @wild silo for some reason its the same bug i had, when i rejoin A lobby the items from this mods would not detected "this item is incompatible" but restarting the game would always fixed it
and, no I put all Lethal Ex settings on default, bcs i use it as depedencies
do u use lethal ex just for the moons
moons, items yeah
https://thunderstore.io/c/lethal-company/p/jockie/LethalExpansionCore/
you can use this, might help
still doesnt work
i was gonna say that
already tried it lol
probably lethal ex is to blame then, it really is hardly compatible with anything
yea, cuz someone in this discussion tried 1/1 with all mods
and when letal Ex turned off the problems gone
weird cause like i said i have no issue with lethal extension
my friends and i can order stuff with no issue
and i have like 80+ mods
lethalextensioncore is supposed to remove/disable everything in lethal ex and only keeping the custom moon feature
huh
feel like its some mod unhappy with LE
yeah, but it still causes conflicts with mods
like scpdungeon stops generating fire exits with it
idk den
yall encounter a bug where u cant interact with anything
seems random when it happens
yea
๐
know how to fix it?
bro never misses
any chance for the ability to save setting presets and naming them for easily switching between different groups of options
maybe the ability to import someone elses settings with a code :3
still don't know, but temporarily fix is just restart the game
Not very useful for MP considering you'd ideally want all configs to match, to avoid issues.
host to client config syncing
Yeah unfortunately the only fix to the shop bug rn for that issue is to outright restart the game
It already does
Host is syncing its config to all clients
Host is the master of the lobby
And its rules
YES!!!!!!!!!!!!!!
