#[Deprecated] Advanced Company
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once AC has more lines of code than the game itself they may ๐
That is unlikely as I am somwhat certain that I want to create a clone of the game
To really be able to make my ideas come true
๐
There will be a similar panel for the client settings stuff
hotbar and stuff
and eh
yea... some other stuff
very secret stuff ๐
(I will also add my keybinds to the keybinds section in the settings)
Hey Potatoe, is there anything you can do to help me on this or is it kind of a lost cause
boots should work by now
oh! my apologies, I didn't have enough money this time around so I hadn't noticed
thank you very much 
boot doesnt work tho sadly
Thats the game, dunno why it does that
And some people told me boots doesnt work but for me it does 
So it can get even weirder
Yeah the autocompletion thing for the game is a bit strange sometimes, I think it parses and selects the first closest thing, it doesn't quite work well for the 2nd part of the word
Like when I try to get extension ladder, I have to partially type "Extension" cause typing "Ladder" won't work for some weird af reason
I would've just called the Rocket Launcher as "Fireworks Launcher" to avoid the ambiguity between it wondering if you mean "Rocket Launcher" or "Rocket Boots", still fits since the gear fires Fireworks Rockets
It WOULD be nice if the terminal detected multiple cases being parsed of which matches it came up with, and you type in like a number or character to select the one you mean by
The problems wont persist forever with my mod but it might come at the cost of some compability
I will replace the store completely
So typing Rocket, then the terminal would be like
There are multiple items in the store that match "Rocket", which item are you selecting?
1 - Rocket Launcher
2 - Rocket Boots
I tried to do "gre" for Grenade and it instead asked if I wanted to purchase the "Green Suit" lmao
I'm just hoping the store update can at hopefully fix the incompatibility between it and LethalExpansion
Cause there's something satisfying being able to use even the new gear that the mod provides on modded moons as well
Oh yeah I forgor to mention but the multipliers for moons with weather do take in effect on modded ones as well
Like I got this to appear on the results screen for Kast (tl;dr it was an Eclipsed Moon that went very horribly very quickly in a duo)
Kast has a LOT of loot natively so that's why the number's absurd with the Eclipse multiplier
Mod is not balanced with other mods in mind
So you have to balance that yourself :)
ITs like telling me that there is a mod which adds some scrap items with a value of 5000 and if I can make them worth less
I mean, I heard the most custom scrap items have way too high values 
I think my friend's jaw dropped when he found the Christmas Star that was added in one of the LE updates
When I do my standalone game which is based on Lethal Company there will be the ability to adjust EVERYTHING
every little detail
The thing was worth over 300 which was just, what?
99% of the people will play with vanilla balance anyway
But regarding modability with my own game: All my items I will add to my game are basically mods themself for my own game
Thats how I ensure that modders can do the same
Ye, I only just mentioned the most extreme case of the multiplier cause it caught us off-guard when we saw it lols
Yea, its expected that some mods wont balance with AC :D
Kast is a map that has a lot of loot, but expensive to go to and has a lot of threats that pile up really quickly
Especially mods which are overpowered by design anyway
Playing AC with a mod which gives you weapons to kill all enemies for example will make ACs balancing go off way more
Having a mod which adds moons with 4000 scrap value will make the multipliers go wild
Makes me wonder what Titan Eclipsed looks like with the multipliers given its ludicrous amount of scrap for a vanilla map
probably absolutely absurd
but on the other hand titan is hard on eclipse
at best I've managed to get out 2 loads, and usually it's more like 0
but stormy is still quite high and you can get a lightning rod up there so that could be wild
I think the one time we got Eclipsed Kast we only got 1 haul in just cause too much stuff was on the map immediately, and most of the indoor hazards just happen to be nearby the fire exits
Will it be able to populate the list with custom moons? Or is that difficult because of different libraries used for their integration?
The latter
only vanilla moons
Thats something I can do when creating a standalone game
:P
I could do it now too ofc but this would mean to keep up with any library etc.
Instead in a standalone game I can just make it modable from the get-go

Game.Moons.Add(new Moon())
class Moon : IMoon
Figures. Maybe when that stuff is more standardised or done through BepIn alone.
Probably not in the expected lifetime of AC :D
The game is a mess from its code
I mean, it mostly works at least
Its not a broken mess at face value
It does what it is supposed to do
Plenty of messy games that have huge modding communities.
Modding it is quite frustrating tho
Why not try getting on LC dev team? Maybe you could be the change directly.
GYATT
I think it's fine to stick to vanilla, at least from some of the modded planets I've seen released (and upcoming ones), they have some sense of scaling the cost around where they're intended difficulty-wise
Understandable.
A clone would be a hard sell though I feel. Unless it's perfect in every way in comparison or if LC somehow screws up big time.
Being modabble is something you basically have to decide in the first hour of development
My clone is free 
Not a hard sell anyway
I dont sell anything
That could be an issue too.

But havent totally decided on that yet, but beta will be free :'D
And I do have a custom premise
Nothing about great assets etc.
I think if anything it'd be easier on whoever makes the modded moon(s) should set something in the config to set the price to their preference
I have some other angle on the whole situation and another way to push people to higher "quotas"
Its not even quotas :3
I differentiate a bit, the base game mechanic stays the same
Cause it shouldn't be up to some other mod to have some sort of cross-compatibility just to have that kind of functionality for the former mod
You are in a spaceship, you go from planet to planet, you are under constant pressure to get more loot all the time
All that stuff is given :3
But it will follow only the base principle of LC. It will have the advancement stuff built into it
Going to other star systems
having multiple outposts
Having a star map
Venture to unknown moons
etc. etc.
Of course, there wont be a coilhead per se. Something similar probably
I mean the idea itself is based on Doctor Who anyway 
Weeping angels and stuff
And they probably got inspired by some ancient fairy tale
About gargoyles probably
I am writing a game design document while working on the mod and stuff. I will first start with the standalone game when its finished
GDD is important
Very important
I am in talks with friends about ideas, brainstorming etc.
I will be able to give more details at a later point :D
But I really do love Lovecraft
Even tho he was an antisemite, his works are so intensly eerie.
I love cosmic horror
Maybe even because he was a product of his time, having xenophobia and stuff
I can see how that influenced his works tbh
I mean, in an academic sense you could argue that Lethal Company is deeply antisemitic
You can always use typical jewish stereotypes like the "kraken" (tentacles at the company)
To make a case like that
Cthulhus depiction can also be seen as an antisemitic depiction 
But well, you can basically make sugar become salt if you analyze it long enough.
Funny thing is that there is actually a (i think even published in a somewhat renowned magazine) paper analyzing the lord of the rings as being deeply xenophobic 
But yea, long story short: I will take huge inspiration from Lovecraft
And will reread the books before I go into the lore of my game just to have everything fresh in my mind.
ehhh he was kinda extraordinarily racist and paranoid, even for his time
Sometimes separating the art from the artist is needed
I can definitely get behind something inspired by Lovecraft cause of the eerie yet unique nature of his stuff
(Something I just thought about. Sugar is basically salt. I mean they are all just quarks in quantum physics
)
i think the genre of lovecraftian/cosmic horror was his best contribution but modern authors have done better work than him within it
Just cause you like Lovecraft's works doesn't mean you like Lovecraft himself (for understandable reasons)
try reading house of leaves, I think it's a fanstastic work adjacent to cosmic horror that could give some wonderful inspiration
or look at the games (or videos of the games) by kitty horrorshow, she's got wonderful cosmic horror going on in almost every single one (one of them that I recall is significantly less horror than the others and yet still somewhat eerie)
I mean whats happening to his works now is basically anyway the best. Its public domain, nobody is profitting from it :D
Oh btw
Eternal Darkness will be also a huge inspiration for me
I will play with the fourth wall in some ways
Dunno how yet tho :D
Ah that gem of a game
Yea :D
THIS CANT BE HAPPENING!
I mean, walking alone in the dark might lead to some.... effects
like the floor turning red :3
Stuff like that
You are after all influenced by cosmic horror and going insane step by step :3
Game itself logs paranoia in its own way but hardly utilizes it for much
Some other work integrating it as a catalyst for the spooky stuffs would be p cools
Some effects are hard to make in multiplayer but I could also imagine an effect where when you go into the direction of your ship the fov changes in a way making you feel that the ship isnt coming any closer 
Or maybe even seeing stuff which isnt really there. Or is it? 
But for now finishing up AC :P
Having the base ready is a huge step
Configurations and Presets are very important
And the very secret feature too
And just as a hint
I am not creative enough to give a hint which doesnt spoil it
Soooo I just say.... C!
yoo the madman actually did it wtf presets
cocaine??
I already announced that like 7 days ago 
happy new year too! also it seems to have worked
Actually that happens without ReservedSlots. And it's not exclusive to two handed items. It's like the game still thinks you have 4 slots without actually having a 4th slot.
btw
Other mods might soon be able to depend on mine and add their item configuration to my lobby settings window
Going to test a bit more.
On it.
I can increase the priority of my method tho
If it works with just AC
but it might break other mods then :P
But well, other mods break AC rn seemingly
Thx
I will change some configuration values btw
I dont like that there are flags to deactivate or activate
they all should be one way
And I choose activate :D
So DeactivateMoonPrices becomes ActivateMoonPrices
same with WeatherConditions
Its just semantics
This was causing the issue: https://thunderstore.io/c/lethal-company/p/ShaosilGaming/GeneralImprovements/
I should've realised tbh.
Yea :D
All inventories are resized to 10 with my mod
but you only have access to the slots you have
Thats because of networking
AC already handles that.
okay cheers king
The intelligent F key of my mod is basically similar.
I added the F key so you dont have to miss other flashlight mods because I heavily work with the inventory in the game
So I had to add the F key
I can make it deactivateable but this still wouldnt guarantee that other flashlight mods will work correctly
Or that other flashlight mods wont break stuff in AC
And now you know why I want to go standalone :P
All of this stuff creates headaches
Disabling PickupInOrder in GeneralImprovements also solves the issue. But I bet RearrangeOnDrop will have issues with equipment just like it does with reserved slots. It moved items from reserved slots to main hotbar.
Actually it does not. RearrangeOnDrop only has issues reserved slots. Although with AC that feature does not work at all. ๐คฃ
I will also fundamentally change how the file configs are handled, which might result in some configs not matching. Try my best to keep the names the same
But I wont have to write a single bind manually :D
Ah forget it, Perk config is too complicated and I would lose information
So I'll keep it like it is for now
any way to make it not switch my slot to the piece of scrap i pick up
running around with shovel in hand and its annoying it makes me hold the scrap every time i pick some up
and i have to switch back to shovel
Me and my friends cant see the list of commands on the terminal. At first its fine but when we get off and take a look at it again their just gone.
I may have not typed help. I'm good now. Thanks.
I confirm, the experience box is not shown when returning to orbit
cool!
8 will be the standard lobby size btw
As 99% of people play with max 8 people
If you want a bigger lobby you have to decide to do so and I want to make it so that all clients get that number before instantiating all the player objects
so there arent like 25 inactive player objects in the scene
It might be a bit confusing but well, you select a preset from the list and edit that. There is a "Config files" config, if you press save when editing that, its getting saved to your config files.
If you press save when having any preset selected it will be saved in that preset
If you switch back and forth between two presets, your changes will get discarded
You will always freshly load into a preset and it wont get saved till you press save
If you want to create a new preset you click on "Save as new preset"
Popup will open, giving you the option to name that preset
I try to add buttons into the list of preset
Delete and Rename
You wont be able to rename and delete the file config of course
I might add the presets as a list to the left side of the window tho
I dont like having dropdown tbh
They are very user unfriendly imho
But thats probably just me
I like more modern UI approaches 
I mean I am really unhappy about that huge gap with max discount
But making the text smaller isnt really looking good. Have to think about smth
Maybe like that?
Ordering it like that
Of course, tables are a bit outdated as UI elements too but I always have an easy rule
if data is made for a table, display it in a table
Its basically data which would always be represented in a spreadsheet
so the optimal UI element is... well, a spreadsheet
I really dont like that you are not able to do stuff like that with the Thunderstore Config thingie
and no lists and stuff :(
Its very very limited
like extremly limited
Its like configs from the 80s 
Config frameworks came a long way since then
I dont want an enterprise level solution but something, well, more dynamic would be awesome
Presets created in-game probably will just be saved as JSON
So no need for codes and stuff
Just give your presets to people
Presets will be put into the config folder, so if you are making a modpack, you can pre-define presets for it :)
Like a modpack with several different profiles in balancing
To create an ultimate ultra hardcore preset :D
ooh
and btw
I heard your frustration
WeightReducer will get more powerful
Currently it basically only reduces the stamina penalty for weight
And basically reduces the speed penalty I think, if I added that
but I will increase that speed increase
So it feels more valueable
Some people even thought its broken. I doubt it :D
Its just not good enough
You dont feel getting better
Makes sense considering how crowded the ship even with 8 people.
Until you have it maxed probably
a friend did seem to notice it after maxing it and hauling a ton of stuff including a cash register, so it does probably work maybe
You will lose less stamina :D
While sprinting and stuff with weight
I will however split that bonus probably
75% of the original stamina reduction but then +75% speed too
So you lose 25% of the stamina reduction effect
i had assumed it worked like LGU's weight reducer which is frankly a bit overpowered
but get 75% speed increase as a replacement
especially because it starts at 50% reduction
So 10% is basically 7.5% less speed penalty and 7.5% less stamina penalty.
And at 70% you are at 52.5% less speed penalty and 52.5% less stamina penalty
Making it viable to run around with 150lb
tbh still seems a bit weak especially bc it's more expensive than sprint speed/drain
Because it will only drain stamina as if it were 75lb basically
and I've never hit 150 lb even with 7 slots
Sprint speed and weight reducer will compliment each other btw
120 a few times though
I do recommend people to cheat their XP once to see how much stronger you are when maxed out 
You are basically a beast
I still balanced it carefully
To not be TOO overpowered
I hate speed decreases, so weight reducer is my go to.
You are very powerful but not going over that state of being totally overpowered imho
damage reduction might be but
there is still one hit kill mechanics
Damage reduction was meant for bees btw
Bees and Lootbug basically
if you have 3 lootbugs they can corner you sometimes :D
and deal huge damage
Reducing incoming damage will help a lot there
Perks working
I feel like this update will be a huge update for my mod
Especially considering the new client configuration stuff
I repeat. C!

i didn't notice damage reduction at all personally
turrets still kill you almost instantly
i do think 80% crit is probably very overpowered though
Sure, turrets deal 50 damage per hit
yeah they still do 50 per hit
Reducing that by 20% is still 40 per hit
And they do insta kill <50 health
But I removed that :D
but both my friend and I had maxed damage resistance and experienced getting shot by a turret
I guess the code looked different before and it was never refactored
as soon as the damage started ticking we had 50% health and then 0%
no in between
no noticeable increase in survival time
idk if it's a bug or if turrets just deal damage so fast that you basically can't tell a difference
but it feels completely useless against turrets
[HarmonyPatch(typeof(GameNetcodeStuff.PlayerControllerB), "DamagePlayer")]
[HarmonyPrefix]
public static void DamagePlayer(GameNetcodeStuff.PlayerControllerB __instance, ref int damageNumber, bool hasDamageSFX, bool callRPC, CauseOfDeath causeOfDeath, int deathAnimation, bool fallDamage, Vector3 force)
{
try
{
if (Initialized && global::GameNetworkManager.Instance.localPlayerController == __instance)
{
if (!fallDamage)
damageNumber = (int)((float)damageNumber * Perks.GetMultiplier(__instance, "Damage"));
}
}
catch (Exception e)
{
Plugin.Log.LogError(e);
}
}
Dunno where the error could be, this code is very simple :D
MAybe some other mod prefixing that method and returning false?
๐ค
gonna decompile rq just to sanity check that turrets even call DamagePlayer
that's unlikely, we basically ran vanilla besides AC
They do
Its in their update method
if (CheckForPlayersInLineOfSight(3f) == GameNetworkManager.Instance.localPlayerController)
{
if (GameNetworkManager.Instance.localPlayerController.health > 50)
{
GameNetworkManager.Instance.localPlayerController.DamagePlayer(50, hasDamageSFX: true, callRPC: true, CauseOfDeath.Gunshots);
}
else
{
GameNetworkManager.Instance.localPlayerController.KillPlayer(aimPoint.forward * 40f, spawnBody: true, CauseOfDeath.Gunshots);
}
}
huh they sure do instakill at 50 health
I removed the else part
i guess it sorta makes sense?
because if you have less than they'd do more damage than you have health
but yeah bad code
They did this to prevent Critical Damage :D
You should have gotten Critical Damage tho
They could just add a flag to DamagePlayer
bool canCauseCriticalInjury
or
bypassCriticalInjury
would be even better
why would it avoid critical injury?
is critical injury like one shot protection or something?
This is the only reason this code could exist or make sense
Yea, it is
It will set your HP to 5
and let you heal up a bit
oh interesting
If you have for example 80 HP
and get 200 Damage
It will set it to 5 HP and you get the critical injury thingie
and limb
and bleed :D
so is that why fall damage used to be a joke? You'd just trigger critical injury?
Yes
interesting
You couldnt die from falling basically
Because when you stopped going around in slowly
You could get critical injured again
also interesting, just realized your decompiler is noticeably better than mine
e.g. mine says GameNetworkManager.Instance.localPlayerController.DamagePlayer(50, true, true, CauseOfDeath.Gunshots, 0, false, default(Vector3));
BEST decompiler by far :)
i do enjoy dnspy but I'll have to check out ilspy for that one
Yea, I like that parameterized thingie
I can instantly see what the parameters do
ILSpy is also very capable of decompiling IEnumerators :3
dnspy seems to manage them fine I think
Very rarely it fails to decompile smth
been able to basically follow all the coroutine shenanigans in the AI
except for the fact that it's still spaghetti code to begin with
True :D
still don't understand how worms work
or exactly why nutcrackers are basically immune to stuns
but most things are basically readable
Probably because they miss a collider in-game?
I think the zap gun has a layer mask
So the collider of the nutcrackers might not have the corresponding tag/layer
My game will also have turrets tho 
ha ha
And they might even come in different flavours 
Hanging from the ceiling, standing on the floor, sticking out of a wall
But I wont place as much turrets as this game
Its quite insane sometimes on dine
Or landmines 
I found rooms with 7 landmines in it
dine is so silly with it
It feels like somebody slipped and accidentally turned the dial up to 9000
but ive run a ton of dine so at this point I'm pretty good at dodging both
cause my friend and I just go dine after first loop and stay there for the next 10 loops to max out our perks in one run :)
But landmines work best in combination with enemies anyway
landmine + coilhead is basically unfair
Yea :D
i think there should be a deployable camera item or something to just say "fuck you coilhead you're stuck here until we leave"
it's basically the same as just having another player camp there for a while
which i've done many times
would be a nice lategame money sink, we really had unlimited cash at the end of our run
probably bought like 30 missile launchers and barely dented our wallet
I will have to think about a way to fight the coilhead version in my game but I will come up with something :3
trapping it is very fun
yea :D
but they're awful on dine because you can't
But thats for today :D I will work on my regular job tomorrow, so wont have that much time going forward
we need to restructure society so that developers can be allowed to spend all there time creating mods for games they like without having to worry about gettin' paid ๐ข
I have 3 slots instead of 4. I disabed the armor and boots and the helmet thing slots cause it was messing with the skill points mod. Now we just have 3 slots.
and when I try to add another slot with the skill points it does this
and I cant even get to it
Go to the terminal
if it stays like that after leaving the terminal, it is a bug
Why would you use skill points mod with AC?
idk but I fixed it
is it possible to make player xp local to a specific save file? I wanna play a run outside the run i have with my friends without giving myself an xp advantage
Disable progress saving.
Has the mod been tested with over 4 players? Noticed a few bug reports on our modpack with desync and movement issues and the one thing they had in common was using over 4 players
One with 5 players and the other with 7 I believe
Not saying it's caused by this mod just only got reports from large groups
And wondering if others have been able to play fine with over 4 players
Especially when used with many other mods
Was AC's lobby extension used or something else?
Yeah AC
No other lobby extension mods
Using TheMostLethalCompany modpack
We're just trying to figure out what's causing some large groups issues with the pack
And don't really have the ability to test large groups ourselves nor rely on very detailed issue reports or logs xd
Haven't played in large groups myself so I haven't experienced the issue
TheMostLethalCompany increases lobby to 8.
32 in latest update
Last I checked
Was 8 before
Unless it's set back to 8 again
Either way this was groups of 5 and 7 people
that's more company isnt it
That modpack seems to have quite a few heavy hitting mods that are known to get really testy the more people you have
My point is that you have two mods changing lobby size.
That could also be it too
Even though you said there's no other lobby extension. But TheMostLethalCompany is one.
Unless you removed whatever mod does that in that modpack.
Personally I avoid mods that cause massive desync like skinwalker, latecompany, etc...
Nah advanced company supports that
Don't
if you disable the lobby portion of advanced company yes
how does skinwalker cause issues i have used it for ages and never noticed any issues
That's the name of the modpack
I know. And that modpack increases lobby to 8.
No
Yes.
Advanced company increases the size
Ah, okay.
The longer your session continues and the more people you have causes the audio files to stack up like crazy causing performance issues eventually. It's a known issue sadly.
I am aware.
The page doesn't have the list. I can't be assed to install it just to se what mods it has.
It has the list under the core mod
i hardly noticed this during 4h sessions
You don't need to help bro lmao
Okay.
Just was wondering if anyone experienced similar issues in over 4 players with advanced company
Not blaming it
Mod has extended lobby enabled by default.
Was it tested extensively or not? Not sure.
I played with the dev but we only got 4 players online at once
Didn't have others available
Hard to test these issues
If you don't believe me you're welcome to check the skinwalker chat but yeah I'm glad it doesn't cause issues on your end. I'd use it more if I didn't personally have issues with it.
We had 5 players before you joined :)
This is by far the best mod I've used so far. Rocket boots are sick and let us pull off gamer moves in titan! https://outplayed.tv/media/znlGy5
To capture and share your gaming highlights, download the Outplayed app on Overwolf
by far so far ๐
had to make sure I got the point across :))))))))))
one of the mods ever
Absolutely a game changer. They give so much freedom / safety and it hurts my soul to lose them but at the same time I've no-one but myself to blame if I die with a double jump.
True :D
100 credits is a good price tbh
Its affordable but still hurts to lose them
At least until you are at a quota of like 1500
then you have so much money, doesnt really matter any longer
Night vision hurts up to 2500 quota
After 3000 quota nothing really hurts any longer, but then the quota is so high that any death hurts
Of course thats only true for average gamers like me 
And if you dont use any other mods which make the game easier
okay cool
probably something else then
We had problems too, when somebody joined he wasnt able to move
Reconnecting fixed that
So its a bit rough around the edges
But overall it worked pretty good
We had some other weird bugs tho xD You were there when that happened I think
Zesicion was able to hear someone from the ships speakers XD
Dunno if it was my mod or something else
Probably AlwaysHearActiveWalkies? Dunno
I dont access Dissonance
(yet)
Dissonance being the voice solution for the game
I might also use Dissonance for my game, 100โฌ isnt that much :D
But I will do that thing I talked about
Having only like 5 channels reserved for players speaking nearby
And one channel for players far away you might hear slightly
So all players nearby talking at the same time will get full effects
Best way to audio mix tbh
okay interesting
you think it was because of having 5 players?
okay right
Or we were 4 I think
if you had integrated all these mods into AC already we wouldnt have any bugs!!!
But yea, standalone will probably cost money as I have to spend some money :<
i think toomanysuits causes bugs with people who choose suits from after the first page...
I cant program a VOIP solution myself
I have 0 experience in that and dont want to learn it
just use AM radio
Needless skill if I can buy that for 100โฌ
sell kits for users to connect antennas to their computers
and interface into the game
and have the same voice bugs as lethal? ๐
I will buy some other assets too which will help in developing some base systems
what engine you gonna use
Unity :3
sad...
Its the engine I professionally worked in for 7 years
i need some unreal engine 5
ray traced
lethal company
Nanite virtualized geometry
lol
Lumen lighting..
Nanite is still not ready for production tbh
Because of hardware adaption
Too many people with low end hardware
If you work with consoles, yea
But you will probably bloat up your game into the 100s of GB
Nanite is an amazing outlook into the future tho
5-7 more years and most PCs will be capable of using Nanite
Todays high end is the low end in around 6 years :D
Saw some reports of nanite being faster than older techniques
Uses a lot of RAM, needs many CPU cores
And a fast GPU as it will still produce very high poly stuff in the end
But no need for LOD etc. anymore
at least as long as you dont use transparent geometry afaik
I think Nanite is opaque only?
Dont get me wrong. Nanite is very impressive
And it clearly is the future
Yes, you can have nanite and traditional meshes
for different users
Oh you mean that
Dunno tbh, havent looked into Nanite that much
Build sizes are huge anyway :D
But I am a single person, dont expect my game to look much better than Lethal Company
I am willing to go for a standalone game because I dont need awesome graphics :D
I will however incorporate PBR more.
And normal maps
So it might be a bit more shiny :3
Metal looking more like metal, plastic looking like plastic etc.
Light reflection stuff
can we get some dynamic body dismemberment and gore ๐
Probably
I want situations where you go to a friend screaming and you only see them crawling to you without legs 
I know. Potatoe is evil
destructable environment ๐ฅบ
oh you mean that
GUN THE BRACKEN DOWN
Yea breakable doors might be a thing
Wall is complicated with generated dungeons 
water physics if you break a pipe and the dungeon slowly fills up
Would have to work with voxels
gas physics as smoke fills the room from a fire and you cant breathe
Water physics are unlikely, gas physics maybe
have AMBITION!!!
Water physics can get very complicated very fast
its unity is there nothing pre made
As we all have a pretty good natural understanding of how water should work
Not networked probably
Because that sounds like hell
you love networking
door holds water back
open it up and it floods out like a wave
pfff bandwidth
just network the overall water level in each room
and let the clients handle the rest
I will code flooded rooms in a manner which might support this later on
but probably not for the first release
first alpha release
Problem is that you cant flood all rooms
Some rooms might have gravity death pits
you cant fill them with water or players can dive down to the death pit
There are some logistical stuff to figure out
I'd say the best water physics that would be feasible to create would be that if you open a door between a flooded room and a dry room then the dry room floods with a neat animation of the water rushing in
Flooded rooms should only be connected to compatible rooms for flooding
anything more than that would be so complicated for no reason
change the apparatus into a physically simulated nuclear generator with realistic cooling systems and meltdown mechanics
Yea, and that the dungeon generation logic knows if a room is theoretically floodable
And only spawns flooded rooms where they can get unflooded without flooding inside a room which is unfloodable
immersion ๐
water can't go up so you can just say "all rooms at or below this floor are floodable"
Exactly
All rooms connected on the same height and all connected rooms below
They all have to be floodable to spawn flooded rooms
what if i wanna boil the water into steam and watch it rise up to higher rooms ๐ฅบ
And I have to ensure that you open doors of flooded rooms always outwards XD
As pushing the door in is pretty unrealistic
can we at least get working elevators
I can create some insides which have way more floodable rooms than unfloodable, so they are more likely to spawn flooded rooms :D
Yea, elevators is something I am planning
Already outlined in GDD 
infinite dungeon generation
There is an upper bound for loot
infinite would be cool but a fundamentally different gameplay loop
Yea :D
just lock off lower sections so you have to do something else before accessing them
then when you return the upper section is already looted
There is still a time limit, dunno if investing much time into infinite generation is very useful
or their difficulty and your lack of equipment is what limits you
Might become a seperate game mode later on
doesnt have to be a simple midnight leave the facility
if dungeons are infinite:
- no reason to have multiple moons
- no reason to have meaningful outdoor sections
- no reason to even have a ship
the game is just, get into facility and get loot forever
I want that time limit as if you dont have it you can basically get 1029283912 credits on the first moon
And beat the game
nah if your friends die youd have to leave to get em back
or if you run out of ammo or something
shouldnt be possible for someone unequipped to achieve so much with all the dangers in there
Infinite dungeons do come with a whole bunch of problems
regarding navmeshing and AIs
could structure such a moon around a central elevator that keeps going deeper so that the player can come back to the elevator to go straight to the surface again
make elevators just load a different level
yeah this basically
Yea, I planned elevators as actually vertical traversal :3
Not as "Load new level" :P
Diagonal is hard in dungeon generation 
xdd
I would love to have different ways to get where the elevator leads to
This will get hard with dungeon generation with diagonal rooms
minecraft can do infinite generation....
just unload levels far away
But thats basically wasted dev time
lol, moon that's infinite on the outside and has many finite dungeons
actually that could be kinda cool
eventually your elevator reaches the other side of the moon
driving the ship around to find new places to scavenge
My clone wont become No Mans Sky 
what if moons could have multiple facilities on them
that you can travel between on land
set up a lil hq on each moon
to re equip at
could be roaming outdoor monsters at night
Base building, dynamic space travel, open world asset streaming
*writing all down*
How big is the team?
I think we have 200 devs, right? 
you escape the facility barely with your life only to have to make the long dangerous journey home through the night
Oh, only one potatoe
just use all your advanced company profits
I will add as much as possible of awesome stuff :3 dont worry
xd
yeah, the idea of infinity is just kinda conflicting with the core ideas of LC
it's cool but not really compatible
potatoe company
potatoe company is described as a clone of LC :3
I might keep the name AdvancedCompany 
surely this wont lead to confusion
never
My game is about .... and .....
And then you have to .... to ensure that .....
So you are under pressure because if you dont ..... you will get .....
And nobody would want that to happen
But the .... is always making it harder to fulfill that goal
But at least you have different outposts to sell your loot
You have to fill the gaps yourself. Wont spoil the premise
Its somewhat original but similar enough to LC that you will have a comparable feeling to it
But its different enough to feel original
:)
yeah, mod is pretty solid, and with 2x xp multiplier we almost maxed out everything
i like how ship lands in 2 seconds ๐
and everyone running in with a speedhack
maybe next time we stick with 100% xp
even without permanent progress it's not that hard to level up
the sprint speed perks are so fast
by the way one idea for ship upgrade is on the surface @solid pivot
door hydraulics
to make door stay closed for longer
That'd be super handy for the terminal person, especially if they need to worry about stuff like Dogs and Masked
Just a headsup for my own game
Perks system will be quite different :3
More like games like Path of Exile / DBD etc.
with paths and specialization
So you have basically a tree of unlockable perks
Some being +1 inventory, or 5% sprint speed etc.
And you decide how you approach it :3
And how you specialize
And yea, I can add more ship perks, doors is a good one
Thats basically stuff I will add after the last big content patch 1.1
Patch 1.1 will still come with a big big content drop
Like 6-7 new equipment items and 5-10 new scrap items
some with functions
Maybe more 5-6 equipment items tho 
But 1.1 will probably be it regarding big content drops
Only small stuff like new perks and maybe an item here or there
I will work like 50% for my employer, 40% on my mod and streams and 10% on the mod :3
GDD is making huge progress
(GDD = Game design document)
I am really looking forward to implementing the perk system in my game already
Thinking about all the possible combinations :0
You can be an allrounder levelling in all directions equally or really specialize on melee combat etc.
Respec in my game will only be possible on an outpost :3
And I will pay hommage to Lethal Company
by having Lethal Company in my game somewhat. A company outpost which buys stuff with a tentacle monster taking the loot basically :3
Its just one of many outposts tho
And instead of having discount in the delivery system you will have discounts in outposts :3
So there is a good reason to go to them even when you are not on the last day of your deadline
do you have any good resources on how exactly to do a game design doc?
Did 3 in the past already
i've done informal ones before that are just a brain dump of my idea but those are more for just remembering what i wanted than rigorous design
Thats exactly the aim for a GDD
If I ever have somebody else work on my game alongside me he can have the GDD and understand the vision
And where we are heading
GDD is a living document anyway
You change it constantly during development
But first I need to outline the basics
no one will get the same vision as me from my informal docs lol
it's more like a sticky note with a password hint than the actual password
Yea, you can put drawings in it and stuff to explain stuff better
If you are a big company you will have concept arts in it 
I am not a big company tho
But you can basically just rip images from google search
i do appreciate pointing out that it lives though, lot of people miss the whole "its basically impossible to design a game in one go" thing
always need to make changes
No copyright issues here as long as you dont model after the images then
Should put a note there: Third party image or smth
So people know: Dont copy that xD
Just for demonstration purposes xD
You can also just add screenshots from other games
Like the skill tree from Path of Exile to explain the idea behind the perks
And dont worry, it wont get as big as Path of Exiles skilltree xD
You dont need a degree in my perk tree to understand it xD
But yea, most GDDs start with around 20-30 pages
outlining the general idea, describing some systems and defining the base parameters
Thats my aim for the first initial GDD
In the end the GDD will easily have 200 pages 
I will talk with friends soon and show them the GDD and we talk about the stuff and think about more ideas and add some good ideas to it into the ideas section
But from experience I can tell you: Most, if not all games, are doomed in the long run when not having a GDD.
There are exceptions of course
And well I could try to do it solo without a GDD. Solo is the best way to go without a GDD
But I need the GDD to limit myself
When having an idea I wont forget it when I am not implementing it but I can just decide: Put it in the GDD in the ideas section
So many great ideas get lost when not having a GDD
question on coroner integration. in the deceased column it displays the cause of death. but that is the 'simple' death message from coroner e.g. it says mauled to death instead of mauled to death by hoarding bug. can we get the detailed cause of death to display there? I found setting DeathReplacesNotes to false in coroner config will have every dead player appear twice. In the deceased section with the generic cause, but also in the notes column with all notes (including ones from BetterEXP btw) and the detailed cause of death.
Can you @ the coroner dev maybe? They can tell me what method to use instead :D
Would help a lot
I can look at the source code later tho
it says mauled to death instead of mauled to death by hoarding bug. can we get the detailed cause of death to display there?
Do you haveSeriousDeathMessagesset totrue?
I currently use StringifyCauseOfDeath
and GetCauseOfDeath
if (array.Length > 1 && (!causeOfDeath.HasValue || !Plugin.Instance.PluginConfig.ShouldUseSeriousDeathMessages()))
{
return array[random.Next(array.Length)];
}
return array[0];
yea you should set SeriousDeathMessage to false
tried both. Just double checked running default coroner conf.
SeriousDeathMessage only affects the string in the left column that is displayed when DeathReplaceNotes ist set to false
@nocturne jungle
Maybe the dev knows what method I can call to do to it better :D
I really like the Coroner integration in my mod. The new endscreen and coroner supplement each other very well
GetCauseOfDeath should return the advanced one if it's available
If you call StringifyCauseOfDeath and use the one assigned to the player that will only give you the generic death message
private static string CoronerDeathReason(GameNetcodeStuff.PlayerControllerB controller)
{
return Coroner.AdvancedDeathTracker.StringifyCauseOfDeath(Coroner.AdvancedDeathTracker.GetCauseOfDeath(controller));
}
Thats what I use
this is AC endscreen with SeriousDeathMessage false and DeathReplaceNotes false
If DeathReplaceNotes = false then cause of death gets APPENDED to any existing notes like most paranoid
If DeathReplaceNotes = true then notes like most paranoid get overridden by the cause of death
There's currently no option which completely disables setting the cause of death in __instance.statsUIElements.playerNotesText
This is the same as my code so it should be correct
side note, StringifyCauseOfDeath has an optional second argument that takes a Random; specifying that value lets you override the random generation of StringifyCauseOfDeath
Yea, saw that :D
For example I use a Random which is built on the current map seed which is what makes the random note selection sync between clients
you don't have to sync values over network if you can reliably generate the same values on each client ๐
I know that :D The rockets of the missile launcher work like that
I think the messages arent correctly broadcast btw
And it falls back to the GuessCauseOfDeath
Do you have LC_API installed
@wild silo
because that's what does the broadcasting
yes I do
and you shouldn't need to broadcast anyway if you're solo like in the screenshot
I guess its falling back somehow. Will have to see if I can do something about it from my side
I've had a few reports of things not working occasionally on my side, not certain what might cause it
I don't think I'm understanding how the xp system works. I want to make it so my friends and I keep our XP per game save, but if I make it not save, then it gets rid of all xp if you quit the game, even on the same save, but if you set it to save, then you have the same xp and levels regardless of save
I thought LCapi is necessary to display correct messages in multiplayer. I'm just solo testin because i'm putting together a mod profile ๐
It's sometimes necessary and sometimes isn't, it's weird
I seeeee
I wrote it assuming I would ALWAYS need to sync and I think you don't need to sync if the person is nearby? or something?
private static void OverridePerformanceReport(HUDManager __instance)
calls
AdvancedDeathTracker.ClearDeathTracker();
at the end
I have to gather the values before that :D
ah that would do it ๐
I'm PRETTY sure there's a way to prioritize Harmony patches?
Yea, would just need to prefix the same method with Before and it should work
Yes
If you use new Harmony("name of harmony instance")
to apply patches
Or you can just
:p
But I think if you use Harmony.PatchAll etc. it will use the com.elitemastereric.coroner
So I could also try [Harmony.Before("com.elitemastereric.coroner")]
To be very precise
lol i was literally typing that out
Its [Harmony.Before(new string[]{"com.elitemastereric.coroner"})] actually
that line would be better for a couple reasons
Yea :D
It clearly indicates intent and it prevents conflicts in the future
I did this for reserved slots as well
Harmony val = new Harmony("com.elitemastereric.coroner");
val.PatchAll();
You do it correctly already :D
I can use the string in the Harmony constructor
oh, wasnt necessary. You use a Postfix
So I can just use a prefix :P
even easier
Will be fixed in the next release. Thanks Eric
And the other endscreen bug that disconnected players still appear is fixed too
Will add the presets menu soon into the game
Just testing it rn in unity to fix all bugs
You gotta love UI components in Unity 
(Yesh, I could have done this in multiple classes but it wouldnt have been fun)
such a cool menu
Bro is going all out with this nod
This mod is by far my favorite
Production quality 
bro posts so many updates it would be easier to just livestream development xd
Im no freaking animal
watching eggs hatch in a birds nest
I am a civilised potatoe 
watching potato roast in an oven
You are barbaric
also, changing the config doesn't seem to do anything in regards to how much xp I gain.
100 being 1x, it would make sense that 150 would be 1.5x and 300 would be 3x but after going to orbit after company, i am still only getting the base 1x xp
Have you read the configuration carefully?
Especially this part: "NOTE: Will only be used when Save progress is off."
A first guess only tho
does it apply to ship xp
any plan to set starting ship xp
no, not yet
I just dont know which number is used
I think its just reading the wrong param count
so probably shipxp 10000 asjdhahsdhasd
should also work
ah im dumb. But regardless, my previous question wasn't answered
so yea, XP multiplier only works when you deactivate progress so you cant troll people
with open lobbys having 10000000% XP multiplier
ruining their legit save files
If the host opens the same savegame the progress should be there
As long as you havent been fired
Never :D
Prestige is for my own game
smh
All ideas beyond 1.1 are for my game
paywall
It's consistently not doing that. if we stay in lethal company and don't quit the game, it persists, but if we leave the game entirely and come back, we're reset to 500 starting xp even if it's the same lobby save that we just quit
if you set save progress off and you fail to meet quota but restart while staying in the same save does it reset xp and shipxp
it shouldnt
Its not designed that way so most likely a bug
I have tested it tho
So maybe its a Steam only bug
could be mod issues, we were removing or changing the configs of a lot of mods last night because other mods were causing issues with map generation
and every time it was just reseting our xp and perks, so idk
Yea, probably a steam lobby bug
Steam lobbys and LAN lobbys are somewhat different
I dont like it in this game very much
My game will handle this way better
we were using more company
i mean its either bigger lobby with no cosmetics or more company with cosmetics
did you deactivate the lobby feature of my mod?
oh uhh
ah no its still enabled
but not now
that could be the issue with xp
Maybe. Not entirely sure
Dont get your hopes up too much xD
But you could basically just cheat if you want a multiplier 
we'll try it again tonight and just disable more company and keep the advanced company bigger lobby one enabled