#[Deprecated] Advanced Company
1 messages · Page 8 of 1
I really wish I could keep my scrap mods but they require LE ðŸ˜
What's wrong with LE?
LE just tends to cause a lot of small-large conflicts with other mods. It's mostly cause that mod alters a lot of code. with little to no modularity.
But because so many of the moon/scrap mods use it as a dependency it's obnoxious.
Making all configs saveable in two formats is a pain
Is ther a bug
Yeah I would imagine so
are you using LE?
There's a known bug with LE that if you exit back to main menu and you don't restart the game you can't buy any items no matter how many new saves you make.
Did you try to use buy like I suggested?
buy rocket
buy light
I take no feedback as "it works"
That's good!
example json
Only one thing has to be fixed. You currently can rename a config to File config and this will lead to weird behaviour
And I have to test saving the file config
how do you open this menu and is ther any mods that dont work with this very very very cool mod
also do you have guys have any plans
for the future
of the mod?
oh on lan
it might be another mod
I am actively developing this feature right now
oh is there any mods that are incompatiblewith this mod it wont let me buy any of the items like flippers or night vision goggles
I already asked you to try "buy flippers"
And yes
LethalExpansion
Its causing this problem
But with this menu the game feels totally like another thing
Really a good outlook of what my game will become
can i wonder what mod settings mod is this
Its just the settings for my mod
I say it once again but dont want to sound narcissistic or anything
I have 7 years of professional game dev experience
So yea, it comes with experience
possible but i would personally not recommend it?
gives sprint speed, sprint endurance, jump height, actual straight up weight reduction (probably the most powerful thing), crit chance
Mine is better 
yep it has a shittier implementation of night vision
where it's kind of an armor item
you order it and pick it up and it gets permanently equipped outside of your inventory until death
If I am allowed to say so
and is activated with alt
it also just doesn't work as nice imo, although it doesn't get weirdly blocked by like... darkness blobs in the facility
do you know what I'm talking about?
idk when I'm in the facility often I'll walk into a room and can barely see in front of me
and then i go a step further and suddenly the way clears and i can see much further
it's like there's congealed darkness that gets blown away by getting closer
nah it's like 2ft away
If I increase that the fog outside wont be as strong either
i can't see in front of me sometimes
The only mod I can think of that affects darkness is diversity
it's so weird though, i don't know why it's there
i don't play with anything meaningful except AC
dunno what you mean tbh
got like... fumo, LCBetterSave, etc. Random client sides that don't do much
if there was the darkness blob there I couldn't see the wall
darkness blob?
tends to happen in long straight areas
Hold on I know what it is
Do you have Diversity installed?
no, i don't have diversity installed
It's from the valve's
you can see through the steam tho with the nightvision
yes steam i can see straight through
it isn't steam
it goes away when you get close
Yes but from a certain distance the steam looks like a dark blob with the nightvision
no not steam
like nightvision off there's still nothing there after I walk through it
Really cause I've only seen dark blobs when there was steam in an area
I'll try and cheat and see if I can record something
Oh it seems like another light source is bouncing off the visor as you pass under it
lol
thats not a shadow blob
turn off the night vision
you are looking into a light with the night vision
You could try getting a mod that removes the visor and see if that fixes it.
I do remove the specular of the visor
Its basically the light effect of the lamp and its indeded :D
To make it not too easy
So light is very bright

ah weird
Its basically an effort to balance the night vision somewhat, having something which flashlights wont have a problem with
but a night vision
I mean outside it works best when its dark too
it looks less like "ah im staring into a light with nightvision" and more "why is there an inpenetrable fog that recedes when I get close"
good
make it darker naturally too
and nerf flashlights
so you constantly alternate nightvision
Nah, wont change anything rn, have other problems to solve tbh :D
either it's too bright to use it or too dark not to use it
im joking btw i think this is hilariously bad design lol
Lobbys are broken
no
in my local version
and I mean, you have an alternative night vision out there you can use
If you prefer that
I like my night vision with less detail and with deficits
But advantages of course too. Having a totally bright room, look further in fog and see through steam
I might make light brighter tho
I do like the seeing through steam part
blending your whole screen 
So its very clear whats wrong
I was like a nice guy y'know?
Like: Oh I build in an overdrive protection
:3
Yay, fixe that lobby bug. Phew
it is still my favorite night vision was just kinda confused by the weird fog thing going on when i can very clearly see further without the night vision in those situations
Like I said, its intentional to reduce the power of the night vision and enable more jumpscares
The night vision itself is meant to produce more jump scares
Low battery, having you saving battery
walking in absolute darkness and turning it on for 1s and off for 2s
So you can get jumpscared by a spider :3
Or a mine
Or a turret
oh i just kinda leave it on
All other monsters are very clearly hearable in all states
even without battery upgrades i end up making frequent enough ship trips
If a monster stands behinds those lights, it can jumpscare you :D
spiders don't usually chill in those areas
thats true :D
mines and turrets are fair ig
But never know what monsters will come in patches
i don't think i've been jumped by one in that fog but i could totally see running into that area and suddenly seeing a turret down the hall
Flowerman might scare you :3
nah if I'm looking at him down the hall he'll make noise
he'd just run up behind
bracken is honestly the most manageable monster I think
I got jumped by a turret in a cloud, was p bs
if I'm not actively distracted by a coilhead or fighting a nutcracker i almost never get got by a bracken
and brackens are 3 power units, it's great
that's like 3 less coilheads or nutcrackers to deal with
Pretty reasonable that Bracken's a 3p enemy, it takes up some of your time exploring so you don't get hit by the rice crispies
not much tbh
im just cranking 360s while running around
hell i can do it while sprinting
and not get lost
hell bunker spider is a 3p too
bunker spider is a joke
its so odd that the least dangerous enemies are way less power and way lower cap than the most dangerous
It's not of a tier of a Coil Head yeah but it is an enemy that can got you if you have no clue that it exists
well yeah that's true of all enemies
except spore lizard
spore lizard is a good puppy :)
although i guess even spore lizard panics new people into running off cliffs or into mines
Another one that's power 3 is a Jester and it's deserving of that spot lmao
jester absolutely deserves 3p
it's so oppressive
i think the monster i hate most of all is ghost girl
at least jester highly encourages not getting lost
ghost girl is just fuck you stop playing
go sit on the ship and don't you dare turn around
Good. People didnt notice 

also, i forgot. did this mod comp with lategame upgrades mod?, i mean bruh it's 11/12 wit this mod
Somebody told me its not compatible
Just so everybody saw it 👀
But I will sleep now :D
And yesh, you will be able to change your cosmetics while in-game
You can also create presets
And I might add my own LateCompany solution too in the next update
Next update's gonna be huge
You wont be able to use the standard cosmetics of MoreCompany tho as they pack it all into a single DLL :)
After that update and when all bugs are fixed I am fully concentrated on 1.1
Thats all I want to do for 1.0
That looks dope
:)
THE MORECOMPANY COSMETIC MODS WORK LETS GOOOOOOOO
Wait who said lategame upgrades wasn't compatible? I use that with this and have no problems. Granted I adjusted the config to disable all the overlapping upgrades from lategame upgrades.
I think that was prob the issue, you ideally want to go into the config and disable any overlapping features
OK it's time to say goodbye to morecompany
It was ma good mate,but its time has come

When will the underwear be shown?
I assume you're going to forcefully disable all MC functionality except cosmetic one? Because all the additional ones will still have MC as a dependency.
can i ignore those errors?
looks like it's conflict between diversity and advanced company
Its hip 
outside thong would be mildly funny
xD
you should add more silly item btw
like a squeaky slipper
i just got some ideal after showing
an eletric suit that discharge on damage contact
reusable but only once
deal 2 shovel worth of damage to an area including yourself
lethal company item theme seems to be it's good but it can also kill you like jetpack, ladder...
that's like 2 items out of a dozen
And cant you just deactivate MoreCompany in Thunderstore or even install mods without dependencies?
Disabling depndency disables all mods that depend on it.
i saw a clip of a shotgun with safety turned off blast the owner while in the shelf so may be it's 3
That's not a buyable equipment though.
tzp can easily get you killed if you don't know where you're going/are. Boombox can draw dogs to you. Stun grenade can help an enemy more than it helps you if used improperly. Zap gun can easily target a friend instead of an enemy and get you both killed (has happened to me). Even a walkie talkie can get you dogged if someone yells into it while you're outside.
pretty much the only equipments that I'd have a hard time saying are dangerous in any way would be flashlights, key (even this can get struck by lightning but I'm not really counting that), lockpicker, and shovel-type tools. Not counting shovels as dangerous because in 99% of circumstances the only way someone dies to a shovel is intentional friendly fire (or lightning)
Flashlights produce sound when turned on/off
So if something which reacts to sound is near and you dont see it and turn on/off the flashlight, it might react to it :D
Or even if you see it and dont know about that :P
But yea, would be better if enemies which can see detect the light of flashlights.
afaik only dogs react to sound anyway and I don't think a flashlight will do much to aggro them
Dogs will only usually react to flashlight clicks if they're like, literally beside you
I'm not sure if any of the other vanilla enemies even see/react to flashlights
The only enemy rn that I can think that even does anything like that is a WIP modded enemy lols
Thought I'd let you and anyone else interested know in case you receive any bug reports that there's a conflict between Advanced company and the latest two versions of Diversity 1.1.5 and 1.1.6 which is causing a lot of lag for clients in multiplayer, I made a post on the Diversity thread about it.
#1185408109414449202 message
What do you think about me changing the cosmetics system a bit?
Like
If you equip a nightvision your hat cosmetic gets hidden
If you equip a body armor your chest cosmetic gets hidden
That way it wouldnt start clipping :3
Cosmetic mods can then use my system instead which gives the cosmetic creator control to say "Dont hide on equipment"
Because like its a hat not clipping or smth
I feel like it would be better for it to be configurable.
- Make sure the cosmetic is removed when using the garment. (for small cosmetics)
- Make sure that the cosmetic is not removed when using the garment. (for objects that do not directly interfere)
- Make the garment never appear if the cosmetic is on (for larger objects like heads)
I always prefer the equipment to be visible as its mechanic relevant information.
And its required for stuff like the headlamp later
Hiding equipment cant be an option :D
Only hiding cosmetics
And yea, I will make a custom component for cosmetics creators where they can say: Keep it visible when equipment is present
For bunny ears for example
They dont need to be hidden when a headlamp or night vision is visible
I can also do a bounding box check 
seems good
I can add some configuration in my mod for cosmetics mods which didnt convert yet
Like a simple list to set this for certain cosmetics
I can test them for clipping etc.
👀
are you making your mod compatible with morecompany cosmetics or they'll have to be made for your mod?

im refusing to write the answer here so everyone else is forced to read also
im so excited for new stuff to be added to this mod so far definitely my favorite mod 10/10
@solid pivot
is there anyway to reset my perk data fully
i kinda wanna start from the start
btw. I'll try to implement parts of https://github.com/nesrak1/AssetsTools.NET to the mod so its able to decompress a cosmetics assetbundle and replace the assembly reference in it to my own assembly so I dont have to add a MoreCompany.dll to the mod for cosmetics to work.
Read and write unity assets/bundle files, based on https://github.com/SeriousCache/UABE - GitHub - nesrak1/AssetsTools.NET: Read and write unity assets/bundle files, based on https://github.com/Ser...
This will, however, add some additional load time to cosmetics
I decompress them, alter them and feed them to unity afterwards. So it shouldnt be thaaat long
Basically I dont go into the depths of the assetbundle, only to the class references :)
There seems to be a ClassDatabaseFile
And yes, this is somewhat complex. But as always
Wanna do it right
Good luck!
i feel like flashlight battery is bugged, it doesnt increase when i use ship XP
Pretty sure its not bugged, might be a conflict tho
if you're using eladsHUD it doesn't display correctly. remaining time actually drains slower than 1/s
I have a quick question as I use MoreCompany because it is able to work with the reserve slot for flashlights. Do you have an alternative mod I should be using to make that work with Advanced Company?
Advanced Company works with Reserved mods. It's even mentioned on AC page.
AC also has its own configurable lobby extension. 32 players by default in current version.
64 players when?
me and my 32 other friends cant fit in a lobby so we cant play the game
will this interfere with morecompany? since this is a less downloaded mod & most people will have morecompany installed instead...
AC already handles lobby extension and soon will have cosmetics too.
As the process of converting the assetbundles will take some time, it will be cached and done when new cosmetics files are found.
Obviously.
thats why im wondering if morecompany would still work because more players have that downloaded so bigger chance of the public lobby requiring morecompany
I mean, you can keep playing MoreCompany. But my mod has all the features of MoreCompany and more
yeah, just less users
Playing random public modded lobbies is not a thing really, as everyoen needs to match mods 1:1 to avoid issues or even being able to join in the first place.
So it doesn't matter what has more users.
i find it easy to find public compatible modded lobbies
most lobbies are MC + client side mods
^
I guess? People wouldn't make them if they did have mods that required perfect matching.
Still, there are client side mods that will not stop you from joining but are still required for everyone to have a similar experience.
For example, I think Skinwalkers is client side? It obviously wouldn't work well if not everyone has it though.
I mean people can run skinwalkers only on their end and watch as everyone else thinks they're going crazy xD
it'll just work for the player using it from what i know, i dont use it though & dont care if someone else does
Using it alone is pointless. And that's just one example out the top of my head.
you can have it installed just in case someone else uses it, or your playing with a friend in public
The thing is nothing about that mod syncs with other people though. Spectators can't hear what the person hears and I've had moments where someone right next to me will hear something and I'll either not hear it or hear something completely different
Yeah, yeah. It's not the best example.
I just avoid the skinwalkers mod tbh
If it were a more cohesive experience and less laggy on my pc I'd reconsider
@unkempt dagger install CompatibilityChecker if you haven't. Will let you see any mismatches from lobbies that you can't get into.
That is if the host has it too.
sometimes it just doesnt work for some mods & doesnt say why
skinwalker just doesn't work from a design perspective
but the flashlight doesnt end up on the reserved alt slot unless im doing something wrong
Worked when I tested. Either something else breaks it or one of the latsest updates to Reserved does.
Reserved slots keeps updating so the issue is likely on that front
Another reason I'll go standalone added to the list :3
The funniest thing is just 2 minutes ago they pushed out another update to reserved item core so yup proving my point lmao
Doesn't bother me none cause I feel it's redundant since I already have the extra slots from this. If you need more than 7 slots it really is just a skill issue at that point 😂
It was always a skill issue to begin with 
Before I started using AC I just reduced slots to 3 and had reserved for flashlight/walkie only.
The only feature I miss is flashlight/walkie attachment points for when they aren't held.
You mean like having the flashlight on your shoulder and stuff? That always bothered me cause it would just shatter my immersion tbh
Like the flashlight would just hover over their shoulder, not very immersive imo
How? Flashlights already stay on when not held in hand in vanilla.
And they are nowhere to be seen.
You can already toggle flashlights on and off with this mod
And you can just grab the walkie toggle from renegade
You're talking about the stuff being visible on the model when not in use yes?
I addressed that first
Attachment point for a flashlight is not unrealistic. Just because it's not detailed enough (just like the game) doesn't mean it's immersion breaking. And how is it immersion breaking when flashlight already shines from nowhere in base game when not held???
Now I;m confused, first you say I'm not answering the topic but clearly you read my first response so which is it? Nevermind I think this is going nowhere.
You started talking about hotkeys which I didn't mention.
And I'm confused about how is a flashlight being visible on the body is more immersion breaking than a cone of light without a source.
I actually don't like any of the hotkey solutions for walkie/flashlight because I don't want them to be usable when both your hands aren't free.
First rewrite worked
AssetTools.NET uses a lot of memory tho and seems to not free it correctly
Now making it multi threadded and adding a preloader to the game 
Have to think how I want to add the cache. Probably I will look if a .cosmetics file is still existing and if not I remove the cached version too
Dont want to fill up the space of people
So I will put the following files besides the .cosmetics files for a file like SIllyHat.cosmetics
SillyHat.cosmetics.md5
SillyHat.cosmetics.cache
Removing either one of those will result in the cosmetic to be recached
If the original file cant be found for .cosmetics.cache files I will remove them
👀
First step converting and caching, second step loading btw
Loading will be way faster tho
Newest update, works just fine
What is wrong with your hand? 
Wym
It looks like its made out of glass
Let me be clear
This is cool af though
All I have to figure out now is how to remove the dependency for MoreCompany
Probably gonna totally hack their mod with Harmony making it doing nothing
Prefixing all their methods

Or if possible I can use a PrePatcher
And just remove the Plugin from the MoreCompany.dll
So it isnt loaded
Again something just working again
Conversion and caching and loading is done
Now adding the cosmetics to the cosmetics panel :D
Whoop Whoop
Wait so as of right now do I need more company in the pack for the advanced company ro apply the cosmetic packs?
If you download cosmetics it will add MoreCompany but my mod will break it
So no MoreCompany any longer
Wont be compatible at all, my mod will actively break MoreCompany
To replace it
So its easy to switch, just deactive AdvancedCompany and all your cosmetics are still there
and you are using MoreCompany then
AdvancedCompany + MoreCompany wont be a thing anymore
As I have replaced all functionality and replaced all things with my own solutions
Solutions which enable you to create presets for your cosmetics, change them while in-game. Having a lobby setup, being able to adjust any lobby before starting it etc.
MoreCompany and AdvancedCompany are at that point not really compatible any more anyway
And if thats a problem for anyone: Dont use AdvancedCompany then 
Its easy as that
People constantly asked me if I can add cosmetics into it, now I invested the huge amount of work. So people have to deal with the consequences of this step
I do hope this isnt a huge deal for most player
I think that's a reasonable ask
Dont want to sound narcissistic but I think my solution is way superior.
Honestly using your mod to increase my lobby size has been way more stable than morecompany on my end
The new end screen is way better :D
And the upcoming new death screen will be too
Placing all players at the bottom of the screen instead of them blocking the screen
Wow now that I'm hearing that I'm amazed vanilla doesn't do it like that it already sounds better
What's the point in spectating if half your screen is clogged up lol
In vanilla you only have 4 players
isnt that bad as when having like 10 dead players 
That's a fair point to be made
Only reason most people are using more company are for the cosmetics so it's not a big ask
its also used more than biggerlobby, right?
I will however will also change the lobby search soon
Only showing people playing with AdvancedCompany, as you cant play on a server without it
Will conflict heavily
now that would amazing
Dunno how I can remove my lobbies from vanilla. Probably cant
So vanilla players are probably pretty angry :D
Connecting and instantly getting kicked
:P
I prob will just add a tag in front of the lobby name then
[AdvCmp] YourLobbyName or smth
So vanilla players know that it wont work to join
And so I can just scan for the tag :D
I can’t stand the perk system as is. Maybe make perks use credits and add them to the ship upgrade section like the LategameUpgrades mod does?
Most people seem to have no problem with it
Why invest 10-20 hours of work if most people can deal with it?
:3
I get the sinking feeling this floaty won't keep me from drowning in flooded planets :3
Good night tho. Need some sleep. Will clean up the code tomorrow
Nah :D
Its purely cosmetic 
I know was just trying to make a terrible joke xD
Release will probably be weekend
As long as the 32p lobby feature is stable, I'll be happy to use it
I personally capped it to 12 in the configs and haven't had any noticeable issues
Stability + upcoming cosmetic feature will be my answer to yeet MoreCompany just cause I know my friends will be happy to have the silly cosmetics to better differentiate one another
Nah I was just asking cuz I been out more the week and am interested in using ur mod in the long run. But current likes cosmetics so I was wondering how it would work is all.
Also is there any incompatibility with LGU?
Certain features between LGU and AC overlap so be sure to disable them accordingly
You'll want to disable either overlapping upgrades/items (LGU) OR player perks that deal with the following:
- Movement Speed
- Sprint Duration/Sprint Speed (and/or Stamina Usage)
- Night Vision (note in AC, the Night Vision Goggles item is the only thing in the head slot currently, so disabling this will yield an unused slot that takes up UI space)
- Scanner Distance
- Weight's impact on your speed
- Lightning Rod (One is a ship upgrade, e.g. the Signal Translator; the other is a standalone 2-handed item that can be deployed, but cannot be recovered when deployed.)
(While the two don't conflict due to the fact that LGU has its own shop, pick whichever of the two you prefer for your play style) - Damage increase
I'll give a quick test of how the shops for the both of these mods play out, because I've tested the mods separately, never together
Hm, come to think of it will AC have its own shop category like LGU handles it or will the stuff continue to populate the shop like how LethalThings does it?
Don't remember if i mentioned this or if someone else has, but rebalancing the teleporters to something more reasonable like 30 second on standard teleport and 60 second on inverse instead of 10 and 210 (bizarre imo) and then adding ship upgrades to improve the cooldown would be cool
honestly you should set up a trello like lethal things so people can see what you have planned or are considering or even actively working on
What's a trello?
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
Ah I see, this is my first hearing of it
So bigger lobby will be compatible or is this mod becoming it's own (More Company/Bigger lobby) or did I miss something 🤔 || i'm slow ||
This mod doesn't need BiggerLobby or MoreCompany.
Has its own lobby extension built in.
Future version will allow you to use MoreCompany cosmetics.
This is already a mod that can support more than 4 players, it does not need biggerlobby nor MoreCompany
probably more than fair tbh. Everything you've done so far with this mod is polished af. I mean just look at that cosmetics menu 👀
also perks menu is the best addition to terminal i've seen.
@solid pivot Does extending the deadline and having a fourth day increase spawn rates over the previous day to match with the vanilla mechanic?
I think that's what this is suggesting right?
Instead of just being the same spawn rate as the last day since they are both 1 until deadline
If it doesn't already it would be a good way of helping balance the ability to extend your deadline
it would still be the same
@solid pivot I think Damage reduction perks is not working? cause I test with spider while I'm at level 4 and there should be reduce to 60% damage so the spider damage should be 90*0.6 = 54 but after I take the damage I lost 90 HP
I think it'd be useful to just pin this temporarily so people can just easily look at this for reference
Then its probably a bug
I'm testing with a new save
Hold on
And maybe the critical chance also not working - according to my friend
Yes
Confirmed
The perks is not working
I will test it later
Either tell me where the error is in the code or search for the conflicting mods
[HarmonyPatch(typeof(GameNetcodeStuff.PlayerControllerB), "FirstEmptyItemSlot")]
[HarmonyPrefix]
public static bool FirstEmptyItemSlot(GameNetcodeStuff.PlayerControllerB __instance, ref int __result)
{
__result = -1;
var grabbingObject = CurrentlyGrabbingObjectField.GetValue(__instance);
var inventorySize = Perks.InventorySlotsOf(__instance);
global::GrabbableObject checkingObject = null;
if (grabbingObject != null)
checkingObject = (global::GrabbableObject)grabbingObject;
if (checkingObject == null)
checkingObject = HoveringObject;
var currentSlotType = __instance.currentItemSlot == 7 ? InventoryType.HELMET : __instance.currentItemSlot == 8 ? InventoryType.BODY : __instance.currentItemSlot == 9 ? InventoryType.SHOES : InventoryType.INVENTORY;
if (checkingObject != null)
{
var checkingObjectType = checkingObject is Objects.Helmet ? InventoryType.HELMET : checkingObject is Objects.Body ? InventoryType.BODY : checkingObject is Objects.Boots ? InventoryType.SHOES : InventoryType.INVENTORY;
if (__instance.ItemSlots[__instance.currentItemSlot] == null && (currentSlotType == InventoryType.INVENTORY || checkingObjectType == currentSlotType))
{
__result = __instance.currentItemSlot;
}
else
{
for (int i = 0; i < inventorySize; i++)
{
if (__instance.ItemSlots[i] == null)
{
__result = i;
break;
}
}
if (__result == -1 && checkingObjectType != InventoryType.INVENTORY)
{
var clothing = (Objects.Clothing)checkingObject;
var equipmentSlot = clothing.GetEquipmentSlot();
if (__instance.ItemSlots[equipmentSlot] == null)
__result = equipmentSlot;
}
}
return false;
}
return true;
}
I dont see an error here at all
You either increased your inventory size above 7 or you have a conflicting mod
ANY mod changing inventory behaviour will be incompatible
Yes 8 slot and there will be a problem with 8 slot?
Ah found an info in config nvm
....
Sorry for that
Crit does work. Would be awesome if there was a sound indicator when it triggered, but I can confirm it does work.
Maybe my friend just unlucky but can confirm that damage reduction doesn't work
there a way to remove the boot slot?
Wont answer those questions any longer 
I probably will add a config for it but it will automatically deactivate all (clothing) items of the mod
Then this question stops
Its one way or another. Cant have both worlds
And this is your answer. Deactivate all clothing items and the equipment slots will be gone
You will effectively remove 50% of the mod tho
Damn
To be fair, 50% of your mod is still more than most other mods haha
Thats true
You can disable half the stuff and it would still be a great mod, so I could see why people want compatibility haha
Disabling Equipment Slots wont affect compability :P
Mod is still handling all inventory related stuff
I dont mind the equipment slots, just don't want the boot slot to be there visually
No like some people will want to play with 8 slots, and dont care about the clothing items. Some will not care about the slots at all but love the clothing items
Its all a personal thing is what im saying haha
I for one do like the clothing items hah
Clothing system will only get better when there are more items :D
Just wait for the climbing boots 
Oops, leaked something again
Dumb potatoe :<
True. This mod is a LEGEND. and it still evolving.
Slopes aint stopping me 
@solid pivot I believe you mentioned this earlier, but if my mod has a feature that affect an animator that your mod also changes, it is impossible to get those to work together right?
True, sadly
You could use AnimatorOverrideController instead tho but the game constantly checks for the animator
i wonder if this cosmetic pack will work when converted to AC, cause one bepin setting that needs to be turned off for the neco arc hoarding bug mod to be able to make sounds makes the cosmetics not appear
I can change that behaviour tho
Ok yeah I'm pushing some compatibility in an update today and wanted to double check. Lucklily all the other features of my mod work with yours
Or was it OverrideAnimatorController? Dunno
Its sad that Unitys Animator isnt extendable at runtime
Which is the reason that for my game I will probably use another solution
https://assetstore.unity.com/packages/tools/animation/umotion-pro-animation-editor-95991
Will test this soon :D
Alternatively there is this which is a bit more basic
But shows layer editing in InspectorGUI and I doubt they parse the stuff before building like Unity does
I might add the ability for emote mods to add their animations to my controller tho with overrides later.
So you could check if AdvancedCompany is present and use that solution then :D
Basically its probably something like
AdvancedCompany.Game.Player.GetPlayer(controller).PlayOverrideAnimation("emote1", newAnimation);
With a shorthand method like
AdvancedCompany.External.PlayOverrideAnimation(controller, "emote1", newAnimation); or smth
But will let everyone know when I came up with smth
I mean, thats the RuntimeAnimationController of Unity:
[NativeHeader("Modules/Animation/RuntimeAnimatorController.h")]
[ExcludeFromObjectFactory]
[UsedByNativeCode]
public class RuntimeAnimatorController : Object
{
public extern AnimationClip[] animationClips
{
[MethodImpl(MethodImplOptions.InternalCall)]
get;
}
protected RuntimeAnimatorController()
{
}
}
All handled in engine code
Not much you can do without a lot of effort
I mean, I could buy an asset capable of it and all the stuff the game uses and implement it into the game. 
But this is also a lot of effort
UMotion Pro seems to only be an editor tho
Yea, guess Ill go with Animancer for my game 
GIving modders the ability to add their own animations seems to be worth the price :P
Well after killed many dogs for research purpose, can confirm that my friend is super unlucky. The critical perk is fine, only damage reduction not working.
Hey is there a way to only get the items and not the special features like xp and body slots. (Specifically only really need the lightning rod). Ive checked the configs and I cant disable every single perk (strong arms) nor does it seem to be an option to disable body slots
@grizzled peak answer here
oh i see
And this answer really need to pin up
do you know if theres a way to completely remove XP?
actually let me check if i did disable all of em correctly
oh my lord
nvm i am dumb i am so sorry 💀
Strong Arms is Critical hit chance
Dunno why somebody is basically ripping out 95% of the functionality tho
this is the only mod with an actually good lightning rod 💀 late game upgrades doesnt really fit what I want it for lmao
not like any of the features i removed arent good tho, ive played with them but my group just doesnt want to deal with XP or body slots
Looking good
I mean I set the inventory slot to 4 (like vanilla) and disabled the entire perk system to better acclimate the mod with my friend group
They're completely fine with the new items and the modifiers for the moon weather
I carefully balanced this mod to make gameplay more fun 
I also tested it a long time to ensure its the most fun with vanilla settings 
Its always about creating awesome moments, thats what all items and stuff is aimed at
I will help a friend with the Alliance Raid in FFXIV now tho
It's just I didn't want to overwhelm them with a ton of new stuff added to the game, hence why my modpack for them adds like, this, 1 new moon, and the rest are just QoLs
Some of the QoL mods I originally had got yeeted in favor of the ones AC baked in
And yes, I will add a server config to deactivate cosmetics
Thanks that's necessary sometimes
I do very much appreciate the robust config file so that I specifically tweak settings to fit my group's particular desires 
Thoughts? 
I wont work on the mod that long anymore :3
1.1 is the last update
At least last major update
I will work on my own game, but yea, probably will make a Trello for that and open it up later
Oh alrighty!
how much will it cost
70USD pre order + expansion pass
$1469.69
lmao
prob 10 bucks
Dunno yet
free demo 🥺
Limited to 1hr 
epic games store exclusive
yesh
gonna make a new account and copy over my save file every hour
:)
Oh, will you stop the development of the mod?
that's sad :c
Yea, will concentrate on my own game where I can actually do all the ideas I have
Simply not possible in this game
Advanced company 1.2 available behind paywall
ESPECIALLY considering other mod conflicting
The game will always have a problems with multiple mods adding animations
At least its a pain to keep them compatible with Overrides
All mods cooking their own soup
My game wont have these problems as its made from the ground up with modding in mind.
And I think thats worth it
I plan to only create a foundation first, completely moddable and then build my own game as if I am modding it
Star maps, moons, loot, items, functionality, clothing system, etc. etc. etc.
Everything 100% moddable
Movement of the player will be switchable simply by replacing the attached MovementController
So you can add all sorts of movement
be it a jetpack or flippers like in Lethal Company
Or something totally different
Like new styles of ladders or movement options like going down a tube
And being able to accelerate with W
Or to slide left and right
I see, dw
Lethal Company was never made with modding in mind :D
And it shows
I am currently hitting a wall where I can either do what others do
Adding moons
Or decide to switch over and create a fully functional modding foundation for my own game :D
And if nobody plays it, I dont really care tbh
as long as I can play it with my friends I am happy :3
This mod was, after all, made for me and my friends.
A game I can think up off the top of my head that was designed with modding in mind is, Starbound
Which is about the game's only saving grace lmao
RimWorld has a lof of stuff changed for modders too
RImWorld has soooooo many good mods
Factorio has soooooo many good mods
Big Big HUUUUGE mods
:D
one of the last things to test rn for the menus
well good on ya for doing all this man i hope you atleast stick around to keep it going
I will update the mod for new game versions if it isnt basically totally broken
you hit 60k already
that's big
And I might add some small items here and there when I created them for my game :P
New scrap found in my game will find its way into my mod
you're def already in the running for replacing biggerlobby and more company
Next things to change:
- Death Screen (with voice chat)
- Removing all non AdvancedCompany session from Lobbies
and for a game that isnt made with modding in mind it might be limiting but tapping into this community can def get you a following and therefore players for whatever game you want to make on your own time
After that I think I am pretty happy with the last 1.0 update
Kinda hoping incompatibility (the whole new shop items won't work if I load back in garbo) is fixed between AC and LE
1.1 update will have content in it
One thing I probably also need to do is to update the hotbar when closing the settings ingame
so you can see the change
Personally, I'm happy with AC even in its current state. The only thing I would've liked changed is equipment slots. Like if they were positioned and interacted with similar to how reversed slots are. And I'll be honest, I feel like reserved slots compatibility was a waste of your time Potatoe.
guess 7 slots is just not enough
7 slots and basically not needing a flashlight too
Death Screen is making progress but Ill sleep now
i have an issue where i quit to menu and go back into the game the night vision cant be purchased anymore
any plans to add some of the base game code fixes/optimizations that i noticed while scrolling and reading as a separate mod?
Will damage reduction fix in the next update?
how does the perk xp work? i haven't been getting any xp
Seems to be a problem if you have LethalExpansion on your pack, restart the entire game and it should work again
Yeah i discovered that bug a few days ago and that's the only confirmed workaround atm
Now if LE could just stop getting into a fistfight with every other mod it'd be nice xD
its not le i think not really its just roundmanager
game has a lot of fucky wuckyness
You obtain XP everytime you finish quota. The amount of XP you get for both Player and Ship will be based on the quota completed (e.g. 130 quota = 130 XP)
^ Essentially this. You only earn points once you meet quota and leave the company planet. For the first 3 planets you won't have any exp
I like this since it incentivizes and rewards actually meeting quota. Which is of course the main gameplay loop lol
xp for killing things?
No, you get a fixed amount of EXP per quota you meet, the only changes to how much EXP you get are how far into the quotas you go. Bigger quotas met yield more EXP. Nothing else impacts exp gain.
Wb the chicken wings
😦
I bet it was 😂
It was
How does one go about adding in custom cosmetics that people have made for MoreCompany cause i'd like to use some but don't want the dependency of Morecompany
Not sure as the update adding cosmetics hasn't dropped yet
Ah gotcha 😩
iirc PotatoePet mentioned a mod update this weekend. I think it will include the cosmetics but I could be wrong
Does AC affect anything related to dungeon generation or entities/scrap spawns?
You will be able to install MoreCompany hopefully and my mod will cripple it :D But you can also download it manually and put it in your plugins folder by hand. But that might not work with profiles in Thunderstore etc.
Scrap spawns, it adds scrap and weather modifiers
Right. But without weather it should be the same?
I'm just wondering about compatability with stuff like CoomfyDungeon or various "Brutal" mods. Maybe someone with experience of using them together with AC could chime in.
My death screen wont show you talking when you have push to talk activated and not pressing the key and speaking 
So "Spectator Voice Icon Fix" wouldn't be necessary anymore with AC?
I guess, yea
It wouldnt work anyway :D
As I completely override the death screen
At least the voice part
First test with 22 boxes :D
Do you recommend increasing XP multiplier when playing without progress saving?
Yes
I would guess 200% would be fine
You can see one box being a bit higher than the others btw :D
I try to get a better screenshot of it
Does it mean he is speaking?
Hmm maybe you can add username at the bottom?
Well agree. So we have to recognize the icon with the sound?
Thats one of the downsides of 32 player lobbys
Or maybe that is not very necessary ?
Is it that important to know the name in the death screen?
I dont feel like its a big deal tbh
Hmm... Let me think about it, but maybe you are right
You will encounter players alive first anyway :P
The icon will use steam profile icon?
Well then I think that is not a big deal
And I really want to know if the damage reduction perks will fix in the next update? That perk really change the balance very well.
Yes, will be fixed
Thanks!
this is the changelog for 1.0.11 so far:
1.0.11
- Fixed an error which only showed the simple death messages with Coroner
- Fixed an error with damage reduction perk
- Added lobby settings and presets
- Added client settings
- Added MoreCompany cosmetics compability
- Added custom death screen
Here's my weekend plan
Get Advance company 1.0.11
Remove morecompany completely
Enjoy game with friends.
No food. No sleep. Just enjoy.
:P
You probably will still have MoreCompany installed tho when you use cosmetics
but my mod will cripple it
foreach (var type in types)
foreach (var method in type.methods)
method.Cripple()
basically
Transpile Empty them and prefix all methods
I really can't stand with Morecompany anymore
so if we wanna use the cosmetics we still have to use MoreCompany
Yea, it will be crippled by my mod tho
If I want to use cosmetics we still have to have it?
Unless cosmetics mod devs remove the dependency for MoreCompany
I see, thx
I'll do that with my cosmetics
So ask your favorite cosmetic creators to remove the dependency :)
As the cosmetics will work with AdvancedCompany as well
What about Morecompany's default cosmetics?
Still need Morecompany?
Or built in?
I got it. But if I install Morecompany and I want to use your lobby extension what shoud I do?
Or does the mod will override it?
Will there be a latecompany compatability or latecompany adaptation in this next patch? Or nah just wondering.
My mod will override MoreCompany
You wont be able to deactivate the lobby of AdvancedCompany any longer
Got it
Probably nah, cant promise anything
oh thats very handy
thanks!
not gonna need to tell anyone to change configs or uninstall
I have to say that all mod to let people join the middle game will have high possibility to make the save broke
If my mod is loaded before MoreCompany I probably will just add the IncompabilityTag to MoreCompany
but sadly I cant ensure the load order
Yeah I was playing it last night with latecompany and desyncs for sure happened. 6/8 of the players were experiencing it. All good
I could do a PrePatcher but dunno if it can access mod dlls :D
Well I think you can focus on other things. I think make a compatibility patch for other mods is the lowest priority thing to do. Or maybe I'm wrong.
Ah I misunderstanding that. Sorry
Use ShipLobby instead.
Somebody here who did a prepatcher before?
Patch is never called 
All other logs are present
Finish() Calls is 0?
if (!type.IsSubtypeOf(typeof(BasePatcher)))
Yea
Finished with 0 calls to patch?
I guess I have to look at the v5-lts branch :D
I'l give it a try thanks!
Seems it only gives access to managed folder files btw
I think I'm gonna try to make some mods to improve my coding skill :(. Very upset that can't give any help
I can add this to the incompabilities but this will only work if my mod is loaded before :D
So this mod have to place at the most top?
According to the code BepInEx will load them any way it wants tbh
I might be able to do the following
Add a prepatcher which just changes the BepInEx data
but dont know if its already loaded at that point
most likely not
Does R2modman can change mod load order?
var sortedPlugins = Utility.TopologicalSort(dependencyDict.Keys, x => dependencyDict.TryGetValue(x, out var deps) ? deps : emptyDependencies).ToList();
It only sorts by dependencies it seems like
Painful Scream
sadly the preloader isnt aware of the plugin config yet
aware plugin config? Why the preloader have to aware config?
I could have removed MoreCompany that way from the loading process
I try to discover less invasive methods first
thats just good code design
Crippling a mod shouldnt be the first way to approach it
but I guess its the only way
Because of this
if (!loadedAssemblies.TryGetValue(pluginInfo.Location, out var ass))
loadedAssemblies[pluginInfo.Location] = ass = Assembly.LoadFile(pluginInfo.Location);
PluginInfos[pluginGUID] = pluginInfo;
pluginInfo.Instance = (BaseUnityPlugin)ManagerObject.AddComponent(ass.GetType(pluginInfo.TypeName));
RIP for the great design code
Load, set PluginInfos =>GOOOO
I have to inject my prevention between those lines
cant change loadedAssemblies to make it think it was already loaded
Ah so you want to let BepInEx think the morecompany is loaded but in fact that is not loaded?
It seems like the mods get sorted alphabetically tho
But not entirely sure
Cant do that, have to go the cripple route sadly
[Error : BepInEx] Error loading [MoreCompany 1.7.2] : Value cannot be null.
Parameter name: method

Take this
Cripple route 
cripple failed?
Cripple 100% successful
the loaded assembly was totally crippled
It couldnt even load
Hmm I am wondering cripple a mod will cause what consequence?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MoreCompany.MainClass.Awake () (at <1a14a2ff040c49ffae1164059c66ca7f>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
I need to try to cripple it when its already loaded tho
But that might be something for the preloader! :0
Wait, this is huge 
Very good idea
I do misuse it tho. But certain circumstances requires some creative thinking
´May I introduce?
The crippler 
I call it that because it actually feels a bit like boxing that poor assembly into oblivion.
yesh
Crippler the destroyer
The "Crippler"(TM) is working
And its 100% ensured to run before MoreCompany
I sadly cant just add the incompabilities at that point as it was already checked
I dont have to be that aggressive any longer tho. It should suffice to only kill the Awake method
Just wonder if this mod work with ShipLobby or LateCompany?
[Info : BepInEx] Loading [MoreCompany 1.7.2]
[Message:AdvancedCompanyPreloader] BepInEx is loading MoreCompany...
[Message:AdvancedCompanyPreloader] Removing Awake from MoreCompany! Successfully prevented MoreCompany from loading.
[Message:AdvancedCompanyPreloader] BepInEx is loading MoreCompany...
[Message:AdvancedCompanyPreloader] Removing Awake from MoreCompany! Successfully prevented MoreCompany from loading.
[Info : BepInEx] Loading [More Suits 1.3.2]
Working as intended :)
I now can extract the cosmetics of the dll too basically 
As long as you have the MoreCompany.dll thats no problem
And can you add custom keybind for use walkie-talkie like in WalkieUse and TermSpeak?
@little lichen answer here
Are there issues with ShipLobby?
For me. No right now
Only some player join as named Nameless
But not sure if it was Morecompany's mod
i means, i'm ok with this lobby, but i wonder if my mates can jump up or we have to restart the lobby every time
I recommend restart the lobby. For not giving any chance to break the save or the game
But u still can use mid-join mods like Shiplobby or latecompany on your own risk
so is they work with?
Yeah. Doesn't have any major bug
So, if you have MoreCompany installed you will get the MoreCompany default cosmetics too
So at least there is a reason to still download it
But the main function is compeletly removed lol
yes
The mod simply doesnt load any longer
The Awake looks like this
void Awake(){}
Do nothing XDD
No, you can’t configure the load order yourself so neither can the manager
Unfortunate
Well sad. I hope it will have same function like Vortex mod manager
BepInEx simply doesnt allow to define load order
No mod manager will be able to due to that
I guess they will do something about it in BepInEx6
Wondering why BepInEx dev do that. Make sure not screw up game with wrong load order?
Because they havent thought about it as a necessity probably.
As long as you have dependencies set up correctly its not needed actually.
But my mod wants to do something which isnt usually considered :P
Going out of the bounds of my own mod and affect other mods and patch them
Isn't the load order can resolve the conflict function between mods perfectly?
Sometimes, yes
But it requires people to handle the load order
Not everybody is that tech savvy
Actually I think this function is important for V5, Cause I see many mods conflict with others. And sometimes just use different load order can resolve the problem
Mod developers can add attributes to their methods to resolve 99% of all load order errors
But deactivating the complete functionality of a mod isnt something you usually have to do
I dont need to do it basically. I could ask the cosmetics devs to remove the dependency to MoreCompany
But I dont want to go from door to door :P
But if they want to use MoreCompany's default cosmetics they still need it and there's no dependency problem right?
If they install other cosmetics mods that require Morecompany
the main problem is that mods nowadays contains too many features all-in-one
like lethal expansion for example, which is required for all moons and some items, but breaks half of the game and conflicts with many other mods
and more company too, big lobby and, for some reason, cosmetics
Well yeah and poor tech support I think
Looking good
Some cosmetics not working tho, dunno why xD
Not working? you mean not visible? or not covertable?
Not working as in Unity is doing some really weird f**ked up sh*t
Lol take your time to fix that problem
And I have to go to bed now It's 3AM in Taiwan
Give us that bus to drive around in outside to pick up the loot at the doors
For people wondering:
AdvancedCompany.dll has 11838 lines of code.
AdvancedCompany.Unity.dll has 19323 lines of code.
31,161 lines of code in total
No bus for you!
I had over 200+ cosmetics on more company I took them all off cause when you use the mirror decor drops frame rates for everyone the more cosmetics you have on. It's funny I put every cosmetic on and uninstalled them all. But the game technically keeps them all on you just don't see them. So make sure to turn them all off before Uninstalling them
31,161 lines of code are enough 
I need a truck to pick up all big items, make me a vehicle I see all these dope new planets that are flat and open. They need some transportation
Or an Ai you can buy in the terminal that will go pick up items outside and bring them back to the ship for you
Like guilty sparks with like a glowing beam holding the item as it brings it inside the ship.
I strongly advice against using stuff like the mirrors tbh
but thats up to you
Mirror effect is usually achieved by rendering the whole scene a complete second time
yeah, mirror mod destroyed my wife's fps
If it were to use RTX, yea sure, go for it
she has integrated gpu
If you have a RTX card
i have 3070 and perfectly okay
Mirror mod is basically doubling the cost of the game on the GPU
Not saying its done in a particular wrong way or anything
There isnt any other way to do it :D
I hope the mirror camera at least has a very limited far plane
To most stuff gets removed by frustrum culling
Do explaing it really quick
Thats basically frustrum culling.
All objects further away than the far plane are getting ignored for rendering
All objects closer than near plane and all objects whose bounding boxes are not inside the view angle
If the mirror doesnt set a close Far plane you can think what happens
The mirror is basically a camera looking at you and showing you what it sees
Large far plane = The game basically renders 2 whole times just for a small mirror
If you’re meaning in terms of conflicting files, well the way we install mods in the manager doesn’t allow for it
One of the many benefits of subdirectories 💪
I think he was talking about conflicts with Prefixes etc.
Which mods can fix themself by using Harmony.After / Before
most mods dont do it tho
So people using mods could fix those by defining the load order. But BepInEx doesnt give you the ability to do so, sadly.
Generally just declaring something as a BepInDependency at the top of your main class means it loads after those mods
I think it does somehow, because it seems its loaded in alphabetical order thanks to Windows returning the files in alphabetical order
So it’s more of a developer defined load order
This ofc only applies to Windows
But yeah i think otherwise it’s just alphabetical on windows but shouldn’t be relied upon


