#[Deprecated] Advanced Company

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eternal ivy
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I meant all other mods. Nobody is going to run AC only.

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So sharing of AC configs specifically is dubious.

fair delta
solid pivot
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That is unlikely as I am somwhat certain that I want to create a clone of the game

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To really be able to make my ideas come true

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๐Ÿ‘€

worthy geode
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good UI in mods is so good and so rare

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spectate enemies uses an imgui panel ๐Ÿ™ƒ

solid pivot
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There will be a similar panel for the client settings stuff

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hotbar and stuff

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and eh

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yea... some other stuff

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very secret stuff ๐Ÿ‘€

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(I will also add my keybinds to the keybinds section in the settings)

sullen cedar
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Hey Potatoe, is there anything you can do to help me on this or is it kind of a lost cause

solid pivot
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boots should work by now

sullen cedar
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oh! my apologies, I didn't have enough money this time around so I hadn't noticed

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thank you very much SylvSmile

solid pivot
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boot doesnt work tho sadly

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Thats the game, dunno why it does that

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And some people told me boots doesnt work but for me it does potatoe_pepe

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So it can get even weirder

meager cradle
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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

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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

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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

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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

solid pivot
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The problems wont persist forever with my mod but it might come at the cost of some compability

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I will replace the store completely

meager cradle
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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

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I tried to do "gre" for Grenade and it instead asked if I wanted to purchase the "Green Suit" lmao

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I'm just hoping the store update can at hopefully fix the incompatibility between it and LethalExpansion

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Cause there's something satisfying being able to use even the new gear that the mod provides on modded moons as well

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Oh yeah I forgor to mention but the multipliers for moons with weather do take in effect on modded ones as well

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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)

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Kast has a LOT of loot natively so that's why the number's absurd with the Eclipse multiplier

solid pivot
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Mod is not balanced with other mods in mind

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So you have to balance that yourself :)

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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

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I mean, I heard the most custom scrap items have way too high values potatoe_pepe

meager cradle
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I think my friend's jaw dropped when he found the Christmas Star that was added in one of the LE updates

solid pivot
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When I do my standalone game which is based on Lethal Company there will be the ability to adjust EVERYTHING

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every little detail

meager cradle
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The thing was worth over 300 which was just, what?

solid pivot
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99% of the people will play with vanilla balance anyway

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But regarding modability with my own game: All my items I will add to my game are basically mods themself for my own game

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Thats how I ensure that modders can do the same

meager cradle
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Ye, I only just mentioned the most extreme case of the multiplier cause it caught us off-guard when we saw it lols

solid pivot
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Yea, its expected that some mods wont balance with AC :D

meager cradle
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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

solid pivot
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Especially mods which are overpowered by design anyway

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Playing AC with a mod which gives you weapons to kill all enemies for example will make ACs balancing go off way more

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Having a mod which adds moons with 4000 scrap value will make the multipliers go wild

meager cradle
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Makes me wonder what Titan Eclipsed looks like with the multipliers given its ludicrous amount of scrap for a vanilla map

worthy geode
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probably absolutely absurd

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but on the other hand titan is hard on eclipse

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at best I've managed to get out 2 loads, and usually it's more like 0

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but stormy is still quite high and you can get a lightning rod up there so that could be wild

meager cradle
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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

solid pivot
solid pivot
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:3

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Now working on making it interactable

eternal ivy
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Will it be able to populate the list with custom moons? Or is that difficult because of different libraries used for their integration?

solid pivot
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The latter

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only vanilla moons

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Thats something I can do when creating a standalone game

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:P

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I could do it now too ofc but this would mean to keep up with any library etc.

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Instead in a standalone game I can just make it modable from the get-go

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Game.Moons.Add(new Moon())

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class Moon : IMoon

eternal ivy
solid pivot
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Probably not in the expected lifetime of AC :D

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The game is a mess from its code

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I mean, it mostly works at least

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Its not a broken mess at face value

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It does what it is supposed to do

eternal ivy
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Plenty of messy games that have huge modding communities.

solid pivot
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Modding it is quite frustrating tho

eternal ivy
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Why not try getting on LC dev team? Maybe you could be the change directly.

vapid drum
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GYATT

meager cradle
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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

solid pivot
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Nah

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Not interested in 1000 hours of refactoring xD

eternal ivy
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Understandable.

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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.

solid pivot
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Being modabble is something you basically have to decide in the first hour of development

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My clone is free potatoe_pepe

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Not a hard sell anyway

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I dont sell anything

eternal ivy
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That could be an issue too.

solid pivot
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But havent totally decided on that yet, but beta will be free :'D

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And I do have a custom premise

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Nothing about great assets etc.

meager cradle
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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

solid pivot
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I have some other angle on the whole situation and another way to push people to higher "quotas"

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Its not even quotas :3

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I differentiate a bit, the base game mechanic stays the same

meager cradle
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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

solid pivot
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You are in a spaceship, you go from planet to planet, you are under constant pressure to get more loot all the time

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All that stuff is given :3

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But it will follow only the base principle of LC. It will have the advancement stuff built into it

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Going to other star systems

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having multiple outposts

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Having a star map

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Venture to unknown moons

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etc. etc.

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Of course, there wont be a coilhead per se. Something similar probably

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I mean the idea itself is based on Doctor Who anyway potatoe_pepe

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Weeping angels and stuff

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And they probably got inspired by some ancient fairy tale

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About gargoyles probably

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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

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GDD is important

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Very important

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I am in talks with friends about ideas, brainstorming etc.

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I will be able to give more details at a later point :D

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But I really do love Lovecraft

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Even tho he was an antisemite, his works are so intensly eerie.

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I love cosmic horror

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Maybe even because he was a product of his time, having xenophobia and stuff

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I can see how that influenced his works tbh

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I mean, in an academic sense you could argue that Lethal Company is deeply antisemitic

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You can always use typical jewish stereotypes like the "kraken" (tentacles at the company)

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To make a case like that

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Cthulhus depiction can also be seen as an antisemitic depiction potatoe_pepe

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But well, you can basically make sugar become salt if you analyze it long enough.

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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 potatoe_pepe

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But yea, long story short: I will take huge inspiration from Lovecraft

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And will reread the books before I go into the lore of my game just to have everything fresh in my mind.

worthy geode
meager cradle
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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

solid pivot
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(Something I just thought about. Sugar is basically salt. I mean they are all just quarks in quantum physics potatoe_pepe )

worthy geode
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i think the genre of lovecraftian/cosmic horror was his best contribution but modern authors have done better work than him within it

solid pivot
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Yea, I dont like lovecraft as a person :D

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I love his works

meager cradle
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Just cause you like Lovecraft's works doesn't mean you like Lovecraft himself (for understandable reasons)

worthy geode
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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)

solid pivot
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I mean whats happening to his works now is basically anyway the best. Its public domain, nobody is profitting from it :D

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Oh btw

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Eternal Darkness will be also a huge inspiration for me

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I will play with the fourth wall in some ways

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Dunno how yet tho :D

meager cradle
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Ah that gem of a game

solid pivot
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Yea :D

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THIS CANT BE HAPPENING!

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I mean, walking alone in the dark might lead to some.... effects

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like the floor turning red :3

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Stuff like that

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You are after all influenced by cosmic horror and going insane step by step :3

meager cradle
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Game itself logs paranoia in its own way but hardly utilizes it for much

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Some other work integrating it as a catalyst for the spooky stuffs would be p cools

solid pivot
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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 potatoe_pepe

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Or maybe even seeing stuff which isnt really there. Or is it? potatoe_pepe

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But for now finishing up AC :P

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Having the base ready is a huge step

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Configurations and Presets are very important

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And the very secret feature too

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And just as a hint

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I am not creative enough to give a hint which doesnt spoil it

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Soooo I just say.... C!

fair delta
fair delta
solid pivot
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I already announced that like 7 days ago potatoe_pepe

fair delta
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wtf really

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did i miss out

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is it all gone already

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๐Ÿ˜”

lost python
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happy new year too! also it seems to have worked

eternal ivy
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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.

solid pivot
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btw

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Other mods might soon be able to depend on mine and add their item configuration to my lobby settings window

eternal ivy
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Going to test a bit more.

solid pivot
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Must be a mod overriding this method

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Can you replicate this error with only AC?

eternal ivy
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On it.

solid pivot
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I can increase the priority of my method tho

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If it works with just AC

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but it might break other mods then :P

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But well, other mods break AC rn seemingly

eternal ivy
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Yeah, not AC itself. Sorry.

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I'll try to find the culprit.

solid pivot
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Thx

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I will change some configuration values btw

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I dont like that there are flags to deactivate or activate

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they all should be one way

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And I choose activate :D

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So DeactivateMoonPrices becomes ActivateMoonPrices

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same with WeatherConditions

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Its just semantics

eternal ivy
solid pivot
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Yea :D

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All inventories are resized to 10 with my mod

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but you only have access to the slots you have

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Thats because of networking

fair delta
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Is flashlightfix compatible with your mod btw

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worried it might break stuff

solid pivot
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Dunno why you need that mod

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probably wont be compatible

eternal ivy
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AC already handles that.

fair delta
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okay cheers king

solid pivot
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The intelligent F key of my mod is basically similar.

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I added the F key so you dont have to miss other flashlight mods because I heavily work with the inventory in the game

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So I had to add the F key

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I can make it deactivateable but this still wouldnt guarantee that other flashlight mods will work correctly

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Or that other flashlight mods wont break stuff in AC

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And now you know why I want to go standalone :P

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All of this stuff creates headaches

eternal ivy
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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.

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Actually it does not. RearrangeOnDrop only has issues reserved slots. Although with AC that feature does not work at all. ๐Ÿคฃ

solid pivot
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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

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But I wont have to write a single bind manually :D

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Ah forget it, Perk config is too complicated and I would lose information

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So I'll keep it like it is for now

fair delta
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any way to make it not switch my slot to the piece of scrap i pick up

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running around with shovel in hand and its annoying it makes me hold the scrap every time i pick some up

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and i have to switch back to shovel

snow pendant
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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.

fair delta
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you mean when you type help?

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what commands cant you see

snow pendant
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I may have not typed help. I'm good now. Thanks.

fair delta
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xd

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you can scroll if the list is too long

analog radish
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I confirm, the experience box is not shown when returning to orbit

solid pivot
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Actual read data from the config potatoe_pepe

analog radish
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cool!

solid pivot
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8 will be the standard lobby size btw

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As 99% of people play with max 8 people

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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

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so there arent like 25 inactive player objects in the scene

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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.

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If you press save when having any preset selected it will be saved in that preset

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If you switch back and forth between two presets, your changes will get discarded

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You will always freshly load into a preset and it wont get saved till you press save

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If you want to create a new preset you click on "Save as new preset"

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Popup will open, giving you the option to name that preset

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I try to add buttons into the list of preset

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Delete and Rename

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You wont be able to rename and delete the file config of course

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I might add the presets as a list to the left side of the window tho

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I dont like having dropdown tbh

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They are very user unfriendly imho

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But thats probably just me

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I like more modern UI approaches potatoe_pepe

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I mean I am really unhappy about that huge gap with max discount

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But making the text smaller isnt really looking good. Have to think about smth

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Maybe like that?

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Ordering it like that

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Of course, tables are a bit outdated as UI elements too but I always have an easy rule

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if data is made for a table, display it in a table

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Its basically data which would always be represented in a spreadsheet

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so the optimal UI element is... well, a spreadsheet

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I really dont like that you are not able to do stuff like that with the Thunderstore Config thingie

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and no lists and stuff :(

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Its very very limited

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like extremly limited

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Its like configs from the 80s potatoe_pepe

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Config frameworks came a long way since then

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I dont want an enterprise level solution but something, well, more dynamic would be awesome

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Presets created in-game probably will just be saved as JSON

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So no need for codes and stuff

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Just give your presets to people

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Presets will be put into the config folder, so if you are making a modpack, you can pre-define presets for it :)

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Like a modpack with several different profiles in balancing

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To create an ultimate ultra hardcore preset :D

analog radish
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ooh

solid pivot
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and btw

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I heard your frustration

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WeightReducer will get more powerful

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Currently it basically only reduces the stamina penalty for weight

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And basically reduces the speed penalty I think, if I added that

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but I will increase that speed increase

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So it feels more valueable

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Some people even thought its broken. I doubt it :D

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Its just not good enough

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You dont feel getting better

eternal ivy
solid pivot
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Until you have it maxed probably

worthy geode
solid pivot
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You will lose less stamina :D

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While sprinting and stuff with weight

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I will however split that bonus probably

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75% of the original stamina reduction but then +75% speed too

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So you lose 25% of the stamina reduction effect

worthy geode
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i had assumed it worked like LGU's weight reducer which is frankly a bit overpowered

solid pivot
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but get 75% speed increase as a replacement

worthy geode
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especially because it starts at 50% reduction

solid pivot
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So 10% is basically 7.5% less speed penalty and 7.5% less stamina penalty.

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And at 70% you are at 52.5% less speed penalty and 52.5% less stamina penalty

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Making it viable to run around with 150lb

worthy geode
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tbh still seems a bit weak especially bc it's more expensive than sprint speed/drain

solid pivot
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Because it will only drain stamina as if it were 75lb basically

worthy geode
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and I've never hit 150 lb even with 7 slots

solid pivot
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Sprint speed and weight reducer will compliment each other btw

worthy geode
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120 a few times though

solid pivot
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I do recommend people to cheat their XP once to see how much stronger you are when maxed out potatoe_pepe

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You are basically a beast

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I still balanced it carefully

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To not be TOO overpowered

eternal ivy
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I hate speed decreases, so weight reducer is my go to.

solid pivot
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You are very powerful but not going over that state of being totally overpowered imho

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damage reduction might be but

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there is still one hit kill mechanics

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Damage reduction was meant for bees btw

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Bees and Lootbug basically

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if you have 3 lootbugs they can corner you sometimes :D

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and deal huge damage

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Reducing incoming damage will help a lot there

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Perks working

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I feel like this update will be a huge update for my mod

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Especially considering the new client configuration stuff

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I repeat. C!

worthy geode
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turrets still kill you almost instantly

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i do think 80% crit is probably very overpowered though

solid pivot
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Sure, turrets deal 50 damage per hit

worthy geode
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yeah they still do 50 per hit

solid pivot
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Reducing that by 20% is still 40 per hit

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And they do insta kill <50 health

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But I removed that :D

worthy geode
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interesting

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why did they add that to begin with ๐Ÿ˜ญ

solid pivot
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Bad programming

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Basically

worthy geode
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but both my friend and I had maxed damage resistance and experienced getting shot by a turret

solid pivot
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I guess the code looked different before and it was never refactored

worthy geode
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as soon as the damage started ticking we had 50% health and then 0%

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no in between

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no noticeable increase in survival time

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idk if it's a bug or if turrets just deal damage so fast that you basically can't tell a difference

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but it feels completely useless against turrets

solid pivot
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        [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);
            }
        }
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Dunno where the error could be, this code is very simple :D

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MAybe some other mod prefixing that method and returning false?

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๐Ÿค”

worthy geode
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gonna decompile rq just to sanity check that turrets even call DamagePlayer

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that's unlikely, we basically ran vanilla besides AC

solid pivot
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They do

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Its in their update method

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            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);
                }
            }
worthy geode
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huh they sure do instakill at 50 health

solid pivot
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I removed the else part

worthy geode
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i guess it sorta makes sense?

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because if you have less than they'd do more damage than you have health

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but yeah bad code

solid pivot
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They did this to prevent Critical Damage :D

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You should have gotten Critical Damage tho

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They could just add a flag to DamagePlayer

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bool canCauseCriticalInjury

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or

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bypassCriticalInjury

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would be even better

worthy geode
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why would it avoid critical injury?

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is critical injury like one shot protection or something?

solid pivot
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This is the only reason this code could exist or make sense

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Yea, it is

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It will set your HP to 5

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and let you heal up a bit

worthy geode
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oh interesting

solid pivot
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If you have for example 80 HP

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and get 200 Damage

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It will set it to 5 HP and you get the critical injury thingie

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and limb

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and bleed :D

worthy geode
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so is that why fall damage used to be a joke? You'd just trigger critical injury?

solid pivot
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Yes

worthy geode
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interesting

solid pivot
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You couldnt die from falling basically

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Because when you stopped going around in slowly

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You could get critical injured again

worthy geode
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also interesting, just realized your decompiler is noticeably better than mine

solid pivot
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Falling high enough while being slow is very hard :D

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ILSpy ftw

worthy geode
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e.g. mine says GameNetworkManager.Instance.localPlayerController.DamagePlayer(50, true, true, CauseOfDeath.Gunshots, 0, false, default(Vector3));

solid pivot
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BEST decompiler by far :)

worthy geode
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i do enjoy dnspy but I'll have to check out ilspy for that one

solid pivot
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Yea, I like that parameterized thingie

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I can instantly see what the parameters do

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ILSpy is also very capable of decompiling IEnumerators :3

worthy geode
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dnspy seems to manage them fine I think

solid pivot
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Very rarely it fails to decompile smth

worthy geode
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been able to basically follow all the coroutine shenanigans in the AI

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except for the fact that it's still spaghetti code to begin with

solid pivot
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True :D

worthy geode
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still don't understand how worms work

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or exactly why nutcrackers are basically immune to stuns

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but most things are basically readable

solid pivot
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Probably because they miss a collider in-game?

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I think the zap gun has a layer mask

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So the collider of the nutcrackers might not have the corresponding tag/layer

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My game will also have turrets tho potatoe_pepe

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ha ha

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And they might even come in different flavours potatoe_pepe

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Hanging from the ceiling, standing on the floor, sticking out of a wall

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But I wont place as much turrets as this game

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Its quite insane sometimes on dine

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Or landmines potatoe_pepe

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I found rooms with 7 landmines in it

worthy geode
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dine is so silly with it

solid pivot
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It feels like somebody slipped and accidentally turned the dial up to 9000

worthy geode
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but ive run a ton of dine so at this point I'm pretty good at dodging both

solid pivot
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Yeaaa

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Still silly and somewhat cheap

worthy geode
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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 :)

solid pivot
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But landmines work best in combination with enemies anyway

worthy geode
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landmine + coilhead is basically unfair

solid pivot
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Yea :D

worthy geode
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i think there should be a deployable camera item or something to just say "fuck you coilhead you're stuck here until we leave"

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it's basically the same as just having another player camp there for a while

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which i've done many times

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would be a nice lategame money sink, we really had unlimited cash at the end of our run

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probably bought like 30 missile launchers and barely dented our wallet

solid pivot
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I will have to think about a way to fight the coilhead version in my game but I will come up with something :3

worthy geode
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trapping it is very fun

solid pivot
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yea :D

worthy geode
#

but they're awful on dine because you can't

solid pivot
#

But thats for today :D I will work on my regular job tomorrow, so wont have that much time going forward

vital wolf
#

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 ๐Ÿ˜ข

snow pendant
#

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

analog radish
#

if it stays like that after leaving the terminal, it is a bug

eternal ivy
snow pendant
mystic jackal
#

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

eternal ivy
#

Disable progress saving.

fair delta
#

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

eternal ivy
#

Was AC's lobby extension used or something else?

fair delta
#

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

eternal ivy
#

TheMostLethalCompany increases lobby to 8.

fair delta
#

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

cursive cosmos
plush fern
#

That modpack seems to have quite a few heavy hitting mods that are known to get really testy the more people you have

eternal ivy
#

My point is that you have two mods changing lobby size.

plush fern
#

That could also be it too

eternal ivy
#

Even though you said there's no other lobby extension. But TheMostLethalCompany is one.

#

Unless you removed whatever mod does that in that modpack.

plush fern
#

Personally I avoid mods that cause massive desync like skinwalker, latecompany, etc...

fair delta
plush fern
#

if you disable the lobby portion of advanced company yes

cursive cosmos
eternal ivy
#

I know. And that modpack increases lobby to 8.

fair delta
#

No

eternal ivy
#

Yes.

fair delta
#

Advanced company increases the size

eternal ivy
fair delta
#

It's in the modpack

#

The modpack is not a mod

eternal ivy
#

Ah, okay.

plush fern
eternal ivy
fair delta
#

It's staying the feature of advanced company

#

Configured to 8 players

eternal ivy
#

The page doesn't have the list. I can't be assed to install it just to se what mods it has.

fair delta
#

It has the list under the core mod

cursive cosmos
fair delta
#

You don't need to help bro lmao

eternal ivy
fair delta
#

Just was wondering if anyone experienced similar issues in over 4 players with advanced company

#

Not blaming it

eternal ivy
#

Mod has extended lobby enabled by default.

#

Was it tested extensively or not? Not sure.

fair delta
#

I played with the dev but we only got 4 players online at once

#

Didn't have others available

#

Hard to test these issues

plush fern
solid pivot
#

We had 5 players before you joined :)

grand umbra
eternal ivy
#

by far so far ๐Ÿ˜

grand umbra
#

had to make sure I got the point across :))))))))))

eternal ivy
#

one of the mods ever

solid pivot
#

Epic gamer moment :3

#

Yea, double jumps are very useful

grand umbra
#

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.

solid pivot
#

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 potatoe_pepe

#

And if you dont use any other mods which make the game easier

fair delta
#

probably something else then

solid pivot
#

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, 100โ‚ฌ 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

fair delta
#

you think it was because of having 5 players?

solid pivot
#

We had only 3 when we opened our lobby, right?

#

So nah :<

#

I reopened the lobby

fair delta
#

okay right

solid pivot
#

Or we were 4 I think

fair delta
#

if you had integrated all these mods into AC already we wouldnt have any bugs!!!

solid pivot
#

I will integrate all of that into AC

#

In the standalone version potatoe_pepe

fair delta
#

haha

#

i need a brave dev to solve the suits solution

solid pivot
#

But yea, standalone will probably cost money as I have to spend some money :<

fair delta
#

i think toomanysuits causes bugs with people who choose suits from after the first page...

solid pivot
#

I cant program a VOIP solution myself

#

I have 0 experience in that and dont want to learn it

fair delta
#

just use AM radio

solid pivot
#

Needless skill if I can buy that for 100โ‚ฌ

fair delta
#

sell kits for users to connect antennas to their computers

#

and interface into the game

solid pivot
#

xD

#

IMMERSION!

fair delta
solid pivot
#

I will buy some other assets too which will help in developing some base systems

fair delta
#

what engine you gonna use

solid pivot
#

Unity :3

fair delta
#

sad...

solid pivot
#

Its the engine I professionally worked in for 7 years

fair delta
#

i need some unreal engine 5

#

ray traced

#

lethal company

#

Nanite virtualized geometry

solid pivot
#

lol

fair delta
#

Lumen lighting..

solid pivot
#

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

fair delta
#

Saw some reports of nanite being faster than older techniques

solid pivot
#

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

fair delta
#

is it not possible to have both

#

in the options

solid pivot
#

Yes, you can have nanite and traditional meshes

fair delta
#

for different users

solid pivot
#

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

fair delta
#

can we get some dynamic body dismemberment and gore ๐Ÿ˜ˆ

solid pivot
#

Probably

#

I want situations where you go to a friend screaming and you only see them crawling to you without legs potatoe_pepe

#

I know. Potatoe is evil

fair delta
#

destructable environment ๐Ÿฅบ

solid pivot
#

Dunno

#

Maybe some things

#

Have to think about that

fair delta
#

door is locked

#

c4 on the wall

#

infiltrate with night vision

solid pivot
#

oh you mean that

fair delta
#

GUN THE BRACKEN DOWN

solid pivot
#

Yea breakable doors might be a thing

fair delta
#

nooo

#

blow through the WALL

solid pivot
#

Wall is complicated with generated dungeons potatoe_pepe

fair delta
#

water physics if you break a pipe and the dungeon slowly fills up

solid pivot
#

Would have to work with voxels

fair delta
#

gas physics as smoke fills the room from a fire and you cant breathe

solid pivot
#

Water physics are unlikely, gas physics maybe

fair delta
#

have AMBITION!!!

solid pivot
#

Water physics can get very complicated very fast

fair delta
#

its unity is there nothing pre made

solid pivot
#

As we all have a pretty good natural understanding of how water should work

#

Not networked probably

#

Because that sounds like hell

fair delta
#

you love networking

solid pivot
#

There are bandwidth limitations potatoe_pepe

#

I have to be realistic

fair delta
#

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

solid pivot
#

I will code flooded rooms in a manner which might support this later on

#

but probably not for the first release

fair delta
#

first alpha release

solid pivot
#

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

worthy geode
#

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

solid pivot
#

Flooded rooms should only be connected to compatible rooms for flooding

worthy geode
#

anything more than that would be so complicated for no reason

fair delta
#

change the apparatus into a physically simulated nuclear generator with realistic cooling systems and meltdown mechanics

solid pivot
#

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

worthy geode
#

water can't go up so you can just say "all rooms at or below this floor are floodable"

solid pivot
#

Exactly

#

All rooms connected on the same height and all connected rooms below

#

They all have to be floodable to spawn flooded rooms

fair delta
#

what if i wanna boil the water into steam and watch it rise up to higher rooms ๐Ÿฅบ

solid pivot
#

And I have to ensure that you open doors of flooded rooms always outwards XD

#

As pushing the door in is pretty unrealistic

fair delta
#

can we at least get working elevators

solid pivot
#

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 potatoe_pepe

fair delta
#

infinite dungeon generation

solid pivot
#

Nah, I like the finite nature of LC

#

so you can scan a planet

fair delta
#

gets more and more extreme and horrifying the deeper you go

#

down to the depths...

solid pivot
#

There is an upper bound for loot

worthy geode
#

infinite would be cool but a fundamentally different gameplay loop

solid pivot
#

Yea :D

fair delta
#

then when you return the upper section is already looted

solid pivot
#

There is still a time limit, dunno if investing much time into infinite generation is very useful

fair delta
solid pivot
#

Might become a seperate game mode later on

fair delta
#

doesnt have to be a simple midnight leave the facility

worthy geode
#

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
solid pivot
#

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

fair delta
#

or if you run out of ammo or something

solid pivot
#

I might add a specific moon which is endless tho

#

or at least near infinite

fair delta
solid pivot
#

Infinite dungeons do come with a whole bunch of problems

#

regarding navmeshing and AIs

worthy geode
#

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

fair delta
#

make elevators just load a different level

solid pivot
#

Yea, I planned elevators as actually vertical traversal :3

#

Not as "Load new level" :P

fair delta
#

not as horizontal traversal? xd

#

willy wonka elevators

#

diagonal

solid pivot
#

Diagonal is hard in dungeon generation potatoe_pepe

fair delta
#

xdd

solid pivot
#

I would love to have different ways to get where the elevator leads to

#

This will get hard with dungeon generation with diagonal rooms

fair delta
#

minecraft can do infinite generation....

solid pivot
#

Infinite terrain generation

#

I can add that

fair delta
#

just unload levels far away

solid pivot
#

But thats basically wasted dev time

worthy geode
#

lol, moon that's infinite on the outside and has many finite dungeons

#

actually that could be kinda cool

fair delta
#

eventually your elevator reaches the other side of the moon

worthy geode
#

driving the ship around to find new places to scavenge

solid pivot
#

My clone wont become No Mans Sky potatoe_pepe

fair delta
#

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

solid pivot
#

Base building, dynamic space travel, open world asset streaming

#

*writing all down*

#

How big is the team?

#

I think we have 200 devs, right? potatoe_pepe

fair delta
#

you escape the facility barely with your life only to have to make the long dangerous journey home through the night

solid pivot
#

Oh, only one potatoe

fair delta
#

just use all your advanced company profits

solid pivot
#

I will add as much as possible of awesome stuff :3 dont worry

fair delta
#

xd

worthy geode
#

yeah, the idea of infinity is just kinda conflicting with the core ideas of LC

fair delta
#

this is not LC

#

it is PC

worthy geode
#

it's cool but not really compatible

fair delta
#

potatoe company

worthy geode
#

potatoe company is described as a clone of LC :3

solid pivot
#

I might keep the name AdvancedCompany potatoe_pepe

fair delta
#

surely this wont lead to confusion

solid pivot
#

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

fair delta
#

Got feedback from someone playing with 7 people and having no issues

#

So good news

solid pivot
#

:)

sonic vale
#

yeah, mod is pretty solid, and with 2x xp multiplier we almost maxed out everything

#

i like how ship lands in 2 seconds ๐Ÿ˜„

#

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

fair delta
#

the sprint speed perks are so fast

sonic vale
#

by the way one idea for ship upgrade is on the surface @solid pivot

#

door hydraulics

#

to make door stay closed for longer

meager cradle
#

That'd be super handy for the terminal person, especially if they need to worry about stuff like Dogs and Masked

solid pivot
#

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 potatoe_pepe

#

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

worthy geode
#

do you have any good resources on how exactly to do a game design doc?

solid pivot
#

Did 3 in the past already

worthy geode
#

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

solid pivot
#

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

worthy geode
#

no one will get the same vision as me from my informal docs lol

solid pivot
#

The initial idea :D I can expand on ideas later on

#

hahahah

worthy geode
#

it's more like a sticky note with a password hint than the actual password

solid pivot
#

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 potatoe_pepe

#

I am not a big company tho

#

But you can basically just rip images from google search

worthy geode
#

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

solid pivot
#

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 potatoe_pepe

#

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

wild silo
#

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.

solid pivot
#

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

eternal ivy
#

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 have SeriousDeathMessages set to true?

solid pivot
#

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

wild silo
#

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

solid pivot
#

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

nocturne jungle
#

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

solid pivot
#
        private static string CoronerDeathReason(GameNetcodeStuff.PlayerControllerB controller)
        {
            return Coroner.AdvancedDeathTracker.StringifyCauseOfDeath(Coroner.AdvancedDeathTracker.GetCauseOfDeath(controller));
        }
#

Thats what I use

wild silo
#

this is AC endscreen with SeriousDeathMessage false and DeathReplaceNotes false

nocturne jungle
#

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

nocturne jungle
#

side note, StringifyCauseOfDeath has an optional second argument that takes a Random; specifying that value lets you override the random generation of StringifyCauseOfDeath

solid pivot
#

Yea, saw that :D

nocturne jungle
#

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 ๐Ÿ™‚

solid pivot
#

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

nocturne jungle
#

Do you have LC_API installed

solid pivot
#

@wild silo

nocturne jungle
#

because that's what does the broadcasting

wild silo
#

yes I do

nocturne jungle
#

and you shouldn't need to broadcast anyway if you're solo like in the screenshot

solid pivot
#

I guess its falling back somehow. Will have to see if I can do something about it from my side

nocturne jungle
#

I've had a few reports of things not working occasionally on my side, not certain what might cause it

solid pivot
#

But as far as I see you use playerClientId. This should basically work potatoe_pepe

#

Weird

hushed perch
#

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

wild silo
#

I thought LCapi is necessary to display correct messages in multiplayer. I'm just solo testin because i'm putting together a mod profile ๐Ÿ˜‰

nocturne jungle
solid pivot
#

I seeeee

nocturne jungle
#

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?

solid pivot
#

private static void OverridePerformanceReport(HUDManager __instance)

#

calls
AdvancedDeathTracker.ClearDeathTracker();

#

at the end

#

I have to gather the values before that :D

nocturne jungle
#

ah that would do it ๐Ÿ‘

#

I'm PRETTY sure there's a way to prioritize Harmony patches?

solid pivot
#

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

nocturne jungle
#

Or you can just

solid pivot
#

otherwise I think it uses the plugin name?

#

Or I could use [Harmony.Priority(1000)] potatoe_pepe

nocturne jungle
#

[HarmonyPriority(#)] with the default being 400

#

that's what i was going to say

solid pivot
#

: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

nocturne jungle
solid pivot
#

Its [Harmony.Before(new string[]{"com.elitemastereric.coroner"})] actually

nocturne jungle
#

that line would be better for a couple reasons

solid pivot
#

Yea :D

nocturne jungle
#

It clearly indicates intent and it prevents conflicts in the future

solid pivot
#

I did this for reserved slots as well

#

Harmony val = new Harmony("com.elitemastereric.coroner");
val.PatchAll();

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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 potatoe_pepe

#

(Yesh, I could have done this in multiple classes but it wouldnt have been fun)

fair delta
#

such a cool menu

hallow mortar
#

Bro is going all out with this nod

plush fern
#

This mod is by far my favorite

solid pivot
#

Production quality potatoe_pepe

fair delta
#

bro posts so many updates it would be easier to just livestream development xd

solid pivot
#

Nah, I watch videos and livestreams beside

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I need multiple inputs

fair delta
#

muted webcam pointed at your desk

#

like a nature documentary

solid pivot
#

Im no freaking animal

fair delta
#

watching eggs hatch in a birds nest

solid pivot
#

I am a civilised potatoe potatoe_pepe

fair delta
#

watching potato roast in an oven

solid pivot
#

You are barbaric

hushed perch
#

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

solid pivot
#

Have you read the configuration carefully?

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Especially this part: "NOTE: Will only be used when Save progress is off."

#

A first guess only tho

fair delta
#

does it apply to ship xp

solid pivot
#

Yes

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Not starting XP tho

#

Ship always starts with 0 XP

fair delta
#

any plan to set starting ship xp

solid pivot
#

no, not yet

fair delta
#

is there a command for it

#

like the other one

solid pivot
#

shipxp

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but its buggy

#

you have to type the number two times

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shipxp 1000 1000

fair delta
#

feature not a bug

#

write it twice to show you really want it

solid pivot
#

I just dont know which number is used

#

I think its just reading the wrong param count

#

so probably shipxp 10000 asjdhahsdhasd

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should also work

hushed perch
solid pivot
#

so yea, XP multiplier only works when you deactivate progress so you cant troll people

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with open lobbys having 10000000% XP multiplier

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ruining their legit save files

fair delta
#

modded lobby 10th prestige

#

prestige system when??

solid pivot
#

As long as you havent been fired

#

Never :D

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Prestige is for my own game

fair delta
#

smh

solid pivot
#

All ideas beyond 1.1 are for my game

fair delta
#

paywall

solid pivot
#

Yea :D

#

Pesky capitalists! potatoe_pepe

hushed perch
fair delta
#

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

solid pivot
#

it shouldnt

#

Its not designed that way so most likely a bug

#

I have tested it tho

#

So maybe its a Steam only bug

hushed perch
#

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

solid pivot
#

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

hushed perch
#

we were using more company

solid pivot
#

You really shouldnt imho

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And I mean

hushed perch
#

i mean its either bigger lobby with no cosmetics or more company with cosmetics

solid pivot
#

did you deactivate the lobby feature of my mod?

hushed perch
#

oh uhh

solid pivot
#

(on all clients)

#

yea... I have smth to say about the last part

hushed perch
#

ah no its still enabled

solid pivot
#

but not now

hushed perch
#

that could be the issue with xp

solid pivot
#

Maybe. Not entirely sure

#

Dont get your hopes up too much xD

#

But you could basically just cheat if you want a multiplier potatoe_pepe

hushed perch
#

we'll try it again tonight and just disable more company and keep the advanced company bigger lobby one enabled

solid pivot
#

You know what quota you got

#

xp [username] [amount]

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on the terminal

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only the host can do that

#

or xp [clientid] [amount]

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clientid being the player number basically

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0 = host

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1 = player 2
2 = player 3

fair delta
#

1=2 2=3

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quick maths

old glen
#

why cant i buy

#

any of the advanced items

solid pivot
#

Dunno, restart the game or try "buy itemname"

#

"buy rocket"

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"buy lightning"

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etc.

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And probably some mod is conflicting