#[Deprecated] Advanced Company

1 messages · Page 9 of 1

solid pivot
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Probably also depends on the filesystem used

wraith totem
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Either way it’s basically just: Add BepInDependency if you need it to load after something specific, otherwise it’s not dependant on another mod

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If you need it to run before another mod, well there’s patchers, or like you said, harmony

solid pivot
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Yea, I need to load before another mod to remove all functionality of that mod because it itself is a dependency for cosmetics I can load too now. But having that mod alongside mine will break the game.

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I use a patcher and misuse it potatoe_pepe

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I add AssemblyLoad listener to the current domain and patch the assembly of the mod

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as soon as its loaded by BepInEx

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So a hacky but working approach

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I mean. Modding after all is often hacky

wraith totem
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Just for the cosmetic files?

sonic vale
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yes, mod manager won't let you install mods without it's dependencies

solid pivot
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Cosmetics have MoreCompany as a dependency

sonic vale
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and won't let you remove required mods either

solid pivot
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You could go into your profile and remove the dll manually

wraith totem
solid pivot
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Or wait for all cosmetic mods to adapt to AdvancedCompany being also able to load the same files

wraith totem
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So why are cosmetics dependant on MoreCompany? 🤔

solid pivot
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Its basically a solution for the time from now to when cosmetics mods might remove dependencies. There isnt a dependency like: This OR that, right? :P

wraith totem
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and why can’t we have a spin-off library exclusively for cosmetics

solid pivot
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Because MoreCompany initially added cosmetics and I added the functionality to reparse them to work with my mod.

wraith totem
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Rip

solid pivot
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Because people constantly asked me to add cosmetics :D

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Then I was like: I can add my own cosmetics system

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Then they are like: But what about my favorite cosmetics? potatoe_cry

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Then I followed the wishes of the people :3

wraith totem
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I guess patcher is the way to go, although I’d probably just release your loader separately

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Then people can make new skins that depend on the one thing rather than relying on another alternative of a mod, because then we end up in the same situation

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Other skins can slowly phase out to depend on the singular loader

solid pivot
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Only way to get the MoreCompany integrated cosmetics (which people also asked for) is to remove the Awake of MoreCompany with the prepatcher :D

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Thats another level to the problem potatoe_rofl

wraith totem
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Oh yeah but having the loader separate can still do that

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Just means you have it as a separate thing that’s not bundled with advanced company

solid pivot
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Have to think about that tbh. I cant make my mod only incompatible with MoreCompany when the prepatcher isnt present

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Because if MoreCompany is present

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my mod wont work

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At all

wraith totem
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AC can still depend on it though

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which implicitly gets the MC disabling

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Alternatively release another separate package to disable MC as well 👀

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It’s kind of the point of dependencies lmao

solid pivot
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I can make it AdvancedCompany.DisableMoreCompany and let AdvancedCompany depend on it. But I dont really see the point in using AdvancedCompany.DisableMoreCompany without also using AdvancedCompany :D

wraith totem
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Just release it under a different team

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EG:
AdvancedCompany-AdvancedCompany
PotatoePet-CosmeticsLoader
PotatoePet-NoMoreCompany

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Three separate packages, all doing different things

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But AC can depend on the last two

solid pivot
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requires a lot of work to separate the cosmetics loader from AdvancedCompany as it uses the communication library and player abstraction stuff from AdvancedCompany. And the same AssetBundle and ClientConfig window.

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Would have to make the ClientConfig window modular

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And extendable

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Probably adding 1-2 weeks of work to it :<

wraith totem
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But think how much nicer it would be for users 👀

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It’s your choice obviously though

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Just my take

solid pivot
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Investing that much work for a mod of a game I will abandon anyway to go standalone potatoe_pepe

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I did plan to modularize the mod more later tho

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At least initially. Dunno if I will invest that much time tho.

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(standalone as in: Creating my own game)

solid pivot
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so

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basically

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else if (Instance.gameHasStarted)
{
response.Reason = "Game has already started!";
flag = false;
}

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Just removing this would make it possible to join whenever you want

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and preventing LeaveCurrentSteamLobby() to be called

rose token
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aight yeah the mod is breaking down for us, we are like 12 people playing and i think its not handling it well

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we get people randomly unable to hear eachother, we get random people who stop being able to look around, mouselooked and stuff

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i would send you the log but diversity is flooding my logs with haunted = false loging

sonic vale
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eh, we just lost our quota

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but everything remained

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suits, teleports

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slots

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something bugged

bleak frigate
bleak frigate
sonic vale
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save = false, suits = false

bleak frigate
sonic vale
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018cdbdc-66f2-4640-41df-cc2a2e6ebf99

bleak frigate
sonic vale
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ohhh

bleak frigate
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i died and my slots were still there

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and i removed it tried again its gone

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could be another mod tho

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imma continue checkin

solid pivot
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But I need the logs of bugged client and the host

sonic vale
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by the way about restart bug

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all teleports was still in the ship, but they were non-interactable

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buttons was unavailible and we was unable to move them

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and there was no errors in console it seems

solid pivot
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Cant really confirm, we played with 124 mods and it worked for us with 7 players

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I mean at that point I am pretty certain that my mod is very very stable

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Like extremely stable

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Problems with 12 players might come from low bandwidth, high pings etc.

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I will try to add a handshake screen which puts the handshake into the main menu

rose token
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hmm yeah ill send you the logs as i kinda cleared some diversity log stuff out of there. so its now only 300k long instead of 660k long.

bleak frigate
eternal ivy
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I played with 5 people with progress saving set to false today without issues.

rose token
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(READTHIS) <--- added this for a part where i think it crashed for us, but there is no timestamp so i don't know.

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sadly i was not hosting so i don't know if maybe some logs are more usefull than others, but i have to get him to send me the logs and ill clear out the haunted stuff as well cause it chunky.

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but we had multiple crashes, and issues where peoples names suddenly were player7 and player8, or we could not hear eachother between specific people. or names dissapearing, i even became invisible to two of them for a while.

bleak frigate
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the restart bug is sort of real after numerous testing @solid pivot

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well tbh the 4th slot is a visual bug, fixes once u go to the terminal but still

rose token
eternal ivy
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The flashlight toggling on or off when being placed in the ship cupboard (and certain other "E" interactions.)
This still happens in AC.

rose token
eternal ivy
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This makes FlashlightFix still useful with AC. Just make sure to set OnlyOneLight to false in FlashlightFix config.

bleak frigate
sonic vale
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yes, that's what we did

solid pivot
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I now put the Server config sync into the networking library btw

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This will enable me to only spawn the needed player objects :)

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If you set the lobby size to 8 only 8 player objects will be instantiated and the 8 player mixer will be used

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This is huge news btw

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Will probably make many things work better with other mods, hopefully

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And even better, the performance impact of AdvancedCompany will be even less for lobbys < 32 again

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I will also remove the original 4 player mixer for player voices. Instead I will work with 2 mixers. The original + my new one. My new one will only handle voices and is attached to the original one, so master volume will still work.

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But this also means that you will always have 4 channels not doing anything sadly

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But this should fix all SFX errors

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Pretty sure all sfx problems should be fixed :3

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I will also add a lot more logging

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Also to be more clear what my mod does it will say so now

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Patching QuickMenuManager->AddUserToPlayerList...
Found ble; ldc.i4.4 at IL_0021. Replacing with call LobbyPatches->GetLobbySize(); sub; ldc.i4.1
Patched QuickMenuManager->AddUserToPlayerList!

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And some errors will instantly lead to a disconnect

solid pivot
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I will also rework the whole player lobby syncing stuff to make it more robust

orchid vale
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cant buy items from the mod

solid pivot
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Remove incompatible mods or try "buy boots" "buy lightning" etc.

orchid vale
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idk whats incompatable

solid pivot
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Most likely LethalExpansion

orchid vale
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oh dam

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any plans on a fix for that soon

solid pivot
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Why should I be the one to fix it tho? potatoe_pepe

orchid vale
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oh sry

solid pivot
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I add my items regularly to the console

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But I will later see what I can do. I am working on other stuff rn

orchid vale
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nice

solid pivot
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this is very weird

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Seems like the messsage is non fragmented somehow

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Funny tho bc it should be fragmented

        SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
bleak frigate
orchid vale
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i dunno if to trust

solid pivot
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Nothing indicates why it isnt working :< Will have to look over it tomorrow

alpine charm
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already tried

solid pivot
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OK, it was because I used WriteValue instead of WriteValueSafe

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oof

bleak frigate
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it worked fine for me

ionic garnet
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How does extending

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Work?

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Extending duration work

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Like do we do it before next quata

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Or after next quota

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@solid pivot

solid pivot
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tyoe extend in terminal

ionic garnet
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Do you have to do it when

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B.c we did it after selling

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On third day

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It didnt work

solid pivot
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did you meet quota?

ionic garnet
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Nope

solid pivot
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Should do it when on the ground probably then. Never tested it at 0 days when landed

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But shouldve worked when in ship at 0 days and then landing

ionic garnet
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@solid pivot does strong arm affect shotgun?

naive talon
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Haven't been playing lethal in a bit.

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only just got the mod.

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turned it on instead of mikestweaks. don't have a sprint regen setting. AaAaAaAAAaaAAaaAaah.

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Atleast Lethal utilities has a sprint speed and the time scaling settings. :V

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Also, walkie talk without holding hotkey? :V

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alternatively an upgrade for said sprint regen. since thats your thing. call it "cardio" or something.

sonic vale
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@solid pivot please check restart code if you can, seems like suits and teleports saved on restart for some reason, even with save xp and save suits = false in config

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is there some cheat commands so i can test it without other mods?

stiff galleon
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Maybe it's not advanced company's problem or maybe this mod conflict with others

sonic vale
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that's what i'm talking about, yeah, i need cheats to test it

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at least there was no errors in console

stiff galleon
sonic vale
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to set credits and possibly trigger losing conditions early

stiff galleon
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@sonic vale I think this is what you need?

sonic vale
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i'll try it now, thanks

stiff galleon
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Np

sonic vale
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how to use that menu? i don't see any button or info about it

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yep, completely vanilla bug @solid pivot

stiff galleon
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Vanilla or mod?

sonic vale
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vanilla advanced company i mean

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no other mods

stiff galleon
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Hmm I will try it later

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Never seen this problem

sonic vale
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as you can see - everything is there

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but teleports and items are broken

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non interactable, cannot even move, can't push buttons too

stiff galleon
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@sonic vale Have you tried new save

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cause I don't have this problem for me

sonic vale
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did you disable save suits and save progress?

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yes, totally new save

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no other mods

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only mod for money

stiff galleon
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hmm save suit is true

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give me a second

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Ah yes

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It's the save suit problem

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After I turn save suit off it's happened for me

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Definitely a bug.

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Waiting for PotatoePet. I believe that he could resolve this problem.

nova ingot
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Let the bro sleep 💀

wild silo
wide sundial
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Just played this mod (thanks for adding proper coroner support) and i was wondering what perks don’t work? Things like jump endurance don’t seem to work (or if they do the difference is negligible)

solid pivot
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SFX errors as in hearing players when you are not supposed to, having some effects like reverb not active in certain situation setc.

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I am not sure if any of those are coming from my mod tho

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But its basically impossible that they come from my mod now

stiff galleon
solid pivot
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Cant really fix it specifically as I have changed so much stuff rn that I dont even know if its still present tbh

stiff galleon
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That's ok after new update release if the problem still happened I will let you know

solid pivot
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Next version will save server progress with steam ids

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And save will be shared during the handshake

unkempt gust
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is there support for like upgrades and shit for moreplayers?

solid pivot
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moreplayers?

unkempt gust
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ye

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like as the 5th player will they get any perks if i buy some?

solid pivot
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Why should they? Every player has their own XP

unkempt gust
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oh

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didnt know that

solid pivot
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Only XP which is shared is Ship XP

unkempt gust
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yeah wb that

solid pivot
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And Ship perks are shared as well

unkempt gust
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okay cool

solid pivot
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I will add more perks later

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Way more perks

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👀

unkempt gust
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thats been the only reason why i havent used the mod yet cuz i didnt know if it was compatible

solid pivot
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Compatible with what?

unkempt gust
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the morecompany mod

solid pivot
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MoreCompany? 100% incompatible. My mod is killing it basically

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When my mod sees it

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it kills it

unkempt gust
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why

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bruh

solid pivot
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Because its 100% incompatible

unkempt gust
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then why are u adding support for the cosmetics?

solid pivot
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I replace all mechanics of MoreCompany with better versions

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Because people asked me to so they wont miss MoreCompany?

unkempt gust
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oh

solid pivot
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AdvancedCompany is a replacement mod for MoreCompany

unkempt gust
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but without the core feature

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???

solid pivot
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Which one?

unkempt gust
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more players

solid pivot
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I answer this with a screenshot

unkempt gust
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oh

solid pivot
unkempt gust
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lmao

solid pivot
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How about I give mod and mod pack creators the ability to add their own tabs and configs to my lobby screen later? potatoe_pepe

unkempt gust
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yes

analog radish
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Ok, found a funny Issue
If you leave when you have the NightVision On, and you make a new save, the NightVision stays on Permanently

unkempt gust
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ruh roh

solid pivot
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fixed 👀

ionic garnet
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B.c i dont see anyone using advancedcompany in lobby finder

solid pivot
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You will only see AdvCmpny lobbys in the near future

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But they might have other mods conflicting

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So you wont be able to join them all

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Maybe I will come up with a solution to that

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But that should also be true for MoreCompany rn

ionic garnet
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But morecompany shows the lobby count in the finder

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Either advcompany lobby arent showing up

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Or something

solid pivot
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Server savefile syncing confirmed working with new lobby system :3

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Handshake sends the local player data to the server
Server then decide to use it or use its own saved values
Send lobby back to client with their respective ClientID they will have when in-game
Client sets values accordingly.

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All of that while you are still connecting in the main menu

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There is somewhat of a problem tho. Unity disconnects clients because of the ConfigHash which will change when Prefabs are registered by a mod

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so you will see the standard "An error occured"

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I want to give a better reason tho :<

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May have to transpile Unitys Netcode

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And then I will open up AdvancedCompany for syncing mod versions and stuff

rapid hollow
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could adv company be the culprit of an eclipsed moon spawning literally nothing but turrets and mines? lol

solid pivot
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Mod can basically just register in their awake:

AdvancedCompany.AddModSync("ModName", "1.0.0");
unkempt gust
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just tried playing with more than 4 players

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didnt work

solid pivot
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Seems like a you problem tho

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Played with 7 players just yesterday

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(and 124 mods)

unkempt gust
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hmm\

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is ther elike a config

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after all 4 players join

solid pivot
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Read the mod description

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I wrote it for a reason

unkempt gust
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everyone else keeps saying that they are offline

solid pivot
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I have settled on

AdvancedCompany.Lib.Mod.RegisterRequiredMod("MyMod", "MyModVersion");
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Oh wait, I will do it like this probably, much easier:

eternal ivy
solid pivot
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AdvancedCompany.Lib.Mod.RegisterRequiredMod(this);

Where this is your BepInPlugin

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I can read the version from the attribute

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I will add both methods tho

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I trust you with the power

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Plz only register your own mod tho

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Not any dependencies etc.

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And all mods which add that are also tested if they are not present on the server

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and refuse connection if they are not part of the lobby but the client has it

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Its meant for all client mods

solid pivot
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oh btw

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the memes are strong

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FINALLY

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Vanilla clients will FINALLY get a error message telling them exactly whats wrong

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testing version mismatch

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this

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is

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fricking

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HUGEEEEEE

stiff galleon
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LESSS GOOOOOOO

solid pivot
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Now only mods have to support this :3

fair delta
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compatibility with lethalmodmanager?

analog radish
solid pivot
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No, why should I have compability with other libraries trying to do the same but inferior? potatoe_pepe

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I check on the netcode handshake

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LethalModManager can however add any mods they like to the list

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The API is open

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New logo for when a modpack wants to replace the main menu logo

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Will be doable via API too. Something like

AdvancedCompany.Lib.Flavour.SetLogo(Texture2D texture);
lost python
solid pivot
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Regarding spawn: I change 2 variables. SpawnValueMultiplier and SpawnAmountMultiplier

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thats it

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search for the culprit somewhere else

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Or if you are sure it must be my mod

rapid hollow
solid pivot
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deactivate weather effects

lost python
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I am pretty sure it's just vanilla LMAO

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Because from what I observed when playing Eclipsed, it's usually like this:

  • Few enemies for some reason as if it's not eclipsed
  • A lot of enemies inside/outside (or both)
  • Landmine and Turret spam like why
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this is what i encounter usually anyway

rapid hollow
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yeah wasnt adv

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every eclipse is now 0 mobs

solid pivot
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When you place your own flavour logo this AdvCmpny flavour will be shown instead :)

lost python
rapid hollow
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yeah i found 3 possible culprits

lost python
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eclipsed is so funky ngl

rapid hollow
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and thats funny to me cause its
mines fix
scannable nodes
and autocomplete

how do they even interact with mob spawning on eclipsed moons is just baffling to me

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like how

lost python
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they don't

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autocomplete is terminal right

rapid hollow
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yep

lost python
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idk what mines fix is

solid pivot
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Probably forgot smth but thats 1.0.11 so far:

1.0.11

  • Reworked the whole lobby netcode
  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
  • 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 compatible for up to 32 players
  • If MoreCompany is present (due to a dependency of a cosmetics mod or by choice) it will get deactivated at runtime.
  • If MoreCompany is present the included cosmetics of MoreCompany will become available.
  • Fixed an error regarding the save suits option
rapid hollow
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that they dont blow up instantly

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a bug introduced by zeekerss in 45

lost python
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oh

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wait so they actually act like landmines in v45 LMAO

rapid hollow
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i mean...... like some mines probably yeah

lost python
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I didn't follow through the discussions here as of late

rapid hollow
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AC company is a life saver when you gotta play with your 1050ti friend that doesnt want download anything

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so you can just

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give him that

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and get a ton of features

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love it

lost python
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It completely cut my modpack in half

rapid hollow
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yeah same pretty much

lost python
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and we encountered like

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little to no problems EoSmoOoOoOoOoar

solid pivot
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Made it a bit more clear:

1.0.11

  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
  • Reworked the whole lobby netcode
    • You will only be able to see AdvancedCompany lobbies.
    • Vanilla players joining will see a meaningful error message.
    • Mismatched all-clients mod registered with the new API will be communicated with the player.
    • Handshake is done during MainMenu resulting in less sync problems for player data.
    • Lobby size will now be communicated before scene initialization, resulting in only instantiating the max amount of players which can join.
    • Server configuration is shared before scene switching resulting in less config sync problems.
  • 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 compatible for up to 32 players
  • If MoreCompany is present (due to a dependency of a cosmetics mod or by choice) it will get deactivated at runtime.
  • If MoreCompany is present the included cosmetics of MoreCompany will become available.
  • Fixed an error regarding the save suits option
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What reworked lobby means

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No included cosmetics btw

lost python
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Oh right, have anyone encountered a problem where you can't buy any of the AC equipment at all ?(nightvision goggles, bulletproof vest, flippers, rocket boots, missile launcher)

solid pivot
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Most likely LethalExpansion breaking everything

lost python
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true

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we do have lethalexpansion sakuyaded

solid pivot
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Will replace the store anyway

lost python
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it is fixed by rehosting so it's fine

solid pivot
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huge point I need to mention

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  • Cosmetics can be changed while in-game
lost python
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it's like in among us

solid pivot
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Like I said

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AdvancedCompany is superior to MoreCompany in every way

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Every single thing

rapid hollow
solid pivot
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More robust Netcode, being able to sync mod versions and stuff

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Cosmetic changing in-game

rapid hollow
solid pivot
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better endscreen, better deathscreen

lost python
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Man I wonder if I can learn making mods from you 😭

solid pivot
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I might add a simple AddPlayerData soon too, which will be synced before the player is even in the game

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Handshake is put into the connectionapproval process of Unitys Netcode

lost python
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Hmm maybe it will be possible to make cosmetics based on AC instead of MoreCompany

rapid hollow
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@solid pivot hi there, was wondering if you know what could be possibly be breaking suits terminal? def related to your mod cause couldnt reproduce it without

solid pivot
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Dunno

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have no time to check tho

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But I will add something really nice :3

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Game will only show you lobbys with compatible mods

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So if you are playing a mod pack for example which has mods working with my system or simply adding a dummy mod which requires all players to have that mod

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this will get saved into the steam lobby

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And advancedcompany will show this lobby only when a player is searching for lobbies with the same mods

rapid hollow
bronze iron
#

is there a list of every terminal command that comes with AdvancedCompany?

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like an AdvancedCompany wiki or something of that sort?

solid pivot
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For players its extend, totalquota, perks and the items

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items being added in a vanilla way

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other commands are debug stuff only

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xp, shipxp, profit, stoptime

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reduce i think

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before I discovered eject

bronze iron
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yea zeekers snuck in eject in the latest update lol

solid pivot
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For modpack creators. All I need from you to only show your lobbies:

void Awake()
{
    AdvancedCompany.Lib.Mod.RegisterRequiredMod("ModName", "ModVersion");
}
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In a simple mod added to your modpack

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After doing that AdvCmpny will 1) ensure that all players joining have the same version installed and 2) will only show lobbies with your modpack installed in lobby search (with the correct version too)

bronze iron
#

so, if you have the time to answer, could you point me to where you might modify this list in AdvancedCompany? StartOfRound.Instance.unlockablesList.unlockables

solid pivot
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Only accessing it

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Its in Patches.GameNetworkManager.ResetClone

bronze iron
#

I appreciate the answer, trying to figure out what causes the incompatibility with suitsTerminal mentioned above

solid pivot
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Only found reference is this

bronze iron
#

thanks again, i'll keep digging

solid pivot
#

How does the incompability show itself?

rapid hollow
#

the mod's commands stop working when i remake a lobby

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and randomly stop working for joining clients

bronze iron
#

yea for whatever reason the commands become invalid commands on second load of a lobby

solid pivot
#

Any other mods installed?

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Like LethalExpansion?

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The same thing happens with my items when that mod is present ;)

rapid hollow
solid pivot
#

Weird, I dont add any commands btw

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I do add keywords for the items of course

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but besides that I dont touch anything xD

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I check for my commands being typed in with my own system and if its not one of my commands I return true and let the game handle that input.

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My fix for items will do the same for items

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Then I dont touch commands at all

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But probably have to wait for 1.0.11 then as I will change some stuff regarding the terminal anyway

bronze iron
#

yea testing with just AC and my mod. It looks like something is wiping the commands added via TerminalAPI's CreateTerminalKeyword method

solid pivot
#

Oh wait, I guess I might have an idea why that happens, its the tweaks part

#

When do you initialize your mod?

#

[HarmonyPatch(typeof(global::Terminal), "Awake")]
[HarmonyPostfix]

thats when I do that

bronze iron
#

ahhhh

solid pivot
#

Either use Prefix OR use the following:

        [HarmonyPatch(typeof(global::Terminal), "Awake")]
        [HarmonyPostfix]
        [Harmony.Before(new string[]{"AdvancedCompany"})]
#

Then your commands should be put into the originalkeywords

#

And restored on a new lobby

bronze iron
#

I have to wait for the suits to load in from moresuits so im patching in at [HarmonyPatch(typeof(StartOfRound), "Start")]

solid pivot
#

You use the original AddKeyword method? Might see if I can do smth about that

bronze iron
#

as the keywords are dynamically generated from their name values

#

I'll just add a compatibility check for AC and create the keywords every time

solid pivot
#

I could also just remove all keywords for items entirely instead and use my own buy command

bronze iron
#

I just noticed this when trying to do something similar but use the UpdateKeyword method from terminal API

solid pivot
#

Would probably be even better

#

then I dont have to create a copy potatoe_pepe

#

I will just go over the terminal, look for buy commands and remove them (add them to my list of buyable items)

bronze iron
#

I'm also working on some compatibility with my regular terminal mod

#

basically using this:
if (Chainloader.PluginInfos.ContainsKey("com.potatoepet.AdvancedCompany"))
{
Plugin.Log.LogInfo("Advanced Company detected, setting Advanced Company Compatibility options");
CompatibilityAC = true;
}

solid pivot
#

Yea, havent thought about compability when adding that tweak mechanic in the terminal. I am sorry

#

Yes, you can do it like that

#

I do it like that too :D

bronze iron
#

No worries, I understand this project is a big one there's bound to be compatibility issues here and there

solid pivot
#

I usually try to use the least invasive method :D

#

But I added this pretty quickly before releasing 1.0

#

And I was stressed

#

So I quickly added the items configuration xD

#

The easiest way which came into my head

bronze iron
#

hahaha I understand

solid pivot
#

I mean, I just need to iterate the nouns in this

        var buyKeyword = __instance.terminalNodes.allKeywords.First(keyword => keyword.word == "buy");
bronze iron
#

if you do end up changing how it works please ping me so I can update suitsTerminal as well

solid pivot
#

1.0.11 will change the behaviour ^^

#

Its funny tho that my items dont work after that because I add my commands everytime potatoe_pepe

#

does the PluginInfo have the version included?

#

You could check for <=1.0.10 basically

#

I am working on a rework of the Terminal rn and maybe even adding the cursor menu shop potatoe_pepe

#

And my mod will now also fix stuff like

#

lightning rod not working

#

with a space

#

I will check for all buyable items when a player first enters a text into the terminal now

#

This should be late enough

#

I won't add my own items to the keywords any longer but instead replace the store and put all items I found into it :D

#

For now I will replace the store with a mostly identical version

solid pivot
#

I might also add a freeform config file later potatoe_pepe
DeactivateItems = itemName1,itemName2
ItemCosts: itemName1=100,itemName2=200
MoonCosts: moonName1=100,moonName2=200

Etc.

hallow mortar
#

im really looking forward to finally adding your mod to my list after your next update. do you have an eta?

solid pivot
#

the credits icon doesnt have the correct width...

#

in a fixed-width font

#

gg Zeekeers

analog radish
#

gg

hallow mortar
#

oh what about a config option to make the store items be able to be listed alphabetically or by price?

solid pivot
#

I will sort them alphabetically soon

hallow mortar
#

coolio

gleaming junco
#

@solid pivot Would be nice to have an intensity setting for the night vision. It burns my eyes its so bright lol

solid pivot
#

There is one in the game already called Gamma potatoe_pepe

#

Has the benefit of making the game darker potatoe_pepe But will see what I can do

#

But you are awakening a beast btw

#

Somebody was saying there are shadow blobs so I decided to make light so bright in nightvision that it will burn out your eyes

#

Gonna add that too probably

#

HDR+10 value, so with HDR monitors it will be very very uncomfortable

#

Game is funny tho

#

How it handles teleporter buying and stuff

#

very funny

#

Finally showing up

#

alphabetical

hallow mortar
#

🙏

solid pivot
#

I could do it with the cursor menu but for now: nah

#

As someone complained about that menu

#

Will think about it later

hallow mortar
#

so is it not possible to use the discord search function in a forum

solid pivot
#

New store is way tidier now tho

#

Sadly nah

hallow mortar
#

thats so dumb

solid pivot
#

It is

hallow mortar
#

though i remember what i was gonna try to find. i wanted to ask if you still were potentially going to rename nightvision to vision enhancers since it does more than let you see in the dark?

eternal ivy
#

It does?

hallow mortar
#

ha

#

yeah i believe its supposed to let you see through fog/smoke/steam if i remember correctly

#

do correct me if im wrong potatoe

solid pivot
#

It enhances vision in fog and steam, yes

hallow mortar
#

sick. so would you rename it to better reflect its overall purpose? i feel most people wouldnt even bother trying that as its specifically called "nightvision"

solid pivot
#

I might also have fixed the weird console scrolling scrolling way ahead of the cursor

#

dunno why Zeekers is using ContentSizeFitter instead of autoSizeTextContainer

#

yea

#

I basically fixed the terminal

#

Lowest scroll value

#

And I made it even a bit wider

#

Will have to see if I can add tags to my text padder for boxes

#

so I can make the shop look fresh

solid pivot
#

Nah, cant easily do it

#

Would be basically 4 hours or so of work to make it work nice

#

Just for some colors. Nah :D

solid pivot
#

:3

#

As a fallback

#

So you can buy the lightning rod also as

#

lignthingrod

#

it will still find it

#

Thats the last resort if the game wasnt able to assign a node to your input

#

I will do distance checks etc. to ensure if there is an item you wanted to buy

#

very smart console. good console *pat*

#

you understand potatoe speak now

#

asdliujnfsdniplog

#

I need

#

pölwqifdjqjpif

#

You can buy a male genitalia

#

Cant type the word here

#

It finds some item xD

#

It somehow found the Minion suit

#

-Mi -on yeaaa

#

makes sense

#

distance is 7

#

remove 4 letters add pe and s

#

Story of my life potatoe_pepe

#

I am not entirely sure what it found tho

#

can only be the missile launcher xD

#

something seems off potatoe_pepe

#

I made it to accept 16 text distance but how would you come to missile launcher with just 16 text actions

#

oh right

#

the ss is already there

#

remove pu and y is 3. Adding Mi and ilelauncheris 13

#

Exactly 16

#

ooooooof

#

OK, let me lower that a bit

#

lowered it to 6

plush fern
#

Hey Potatoe, do you think eventually it might be possible for this mod to include a lobby code feature like Compatibility Checker? That mod isn't being maintained anymore and the lobby codes are way more efficient for setting up groups. It's just an idea of course.

eternal ivy
plush fern
eternal ivy
#

What needs updating?

#

He has a reason for not updating CompatibilityChecker.

#

Not just because he doesn't want/can't.

plush fern
#

I never said anything about why he's not updating it. I don't see a point in judging when I don't know how it works

#

All I said was it's not being maintained, never brought up casting blame or nothing

eternal ivy
#

What?

plush fern
#

You implied he has a reason for not maintaining it and it having nothing to do with not wanting to or not being able to

#

I never even went there I'm basically saying I did not attribute any motive behind the lack of maintainence.

solid pivot
#

But doesnt all lobbys have an ID anyway with steam? Would only have to show it on screen and make an input potatoe_pepe

#

Its a basic steam feature

plush fern
#

I'm not too familiar with that tbh

solid pivot
#

May add "Let join users after start" as an option btw. making AdvancedCompany to the ultimate lobby solution

plush fern
#

The one stop shop for all things lobby related

solid pivot
#

But something I dont feel like is letting people join on a planet

#

Thats desync hell

#

oh yea, its standard steam btw

#

You dont need any plugin to do this

#

You can basically copy the join lobby link

#

Will be a link like this:
steam://joinlobby/871200/109775241003709890/76561198017227219

#

People only have to go to that URL and be able to join your lobby

#

steam://joinlobby/1966720/109775241426520271/76561198028762705

#

yep

#

thats my currently open lobby

#

Just go to your steam profile and copy the link potatoe_pepe

#

but tbh

#

making the game joinable after start is so easy

#

Not doing LeaveCurrentSteamLobby is all whats needed

#

But of course I will make the lobby not joinable and open it up again when in orbit etc.

#

I will add a hidden config value to test joining while on a moon

#

ok, you have to remove one other thing too

#

else if (Instance.gameHasStarted)
{
response.Reason = "Game has already started!";
flag = false;
}

#

but thats it basically

#

but I might just use that variable to reset being on a moon

sonic vale
#

i wonder why it breaks that much things, like weather sync or battery sound

#

at least mods like latecompany had hard time fixing it

solid pivot
#

because the game doesnt sync that stuff

#

Will have to see whats missing

sonic vale
#

i'm currently using ShipLobby instead of LateCompany, as it seems way more stable

#

still same bugs of scrambled nicknames or ghost players who left hours ago

#

but at least it's pretty playable

solid pivot
#

btw, sometimes IL is funny :3

#

Will just replace this

#
    IL_00cf: call class GameNetworkManager GameNetworkManager::get_Instance()
    IL_00d4: ldfld bool GameNetworkManager::gameHasStarted
    IL_00d9: brfalse.s IL_00ed

with

    IL_00d4: ldc.i4.0
    IL_00d9: brfalse.s IL_00ed
#

ldc.i4.0 is false

#

it will just always branch :3

#

And skip that block entirely

#

so easy and elegant potatoe_pepe

solid pivot
#

Join after game start working so far (in LAN)

#

So far:

1.0.11

  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
  • Reworked the whole lobby netcode
    • You will only be able to see AdvancedCompany lobbies with the same all-clients mods as you (if they use RegisterRequiredMod).
    • Vanilla players joining will see a meaningful error message.
    • Mismatched all-clients mod registered with the new API will be communicated with the player.
    • Handshake is done during MainMenu resulting in less sync problems for player data.
    • Lobby size will now be communicated before scene initialization, resulting in only instantiating the max amount of players which can join.
    • Server configuration is shared before scene switching resulting in less config sync problems.
    • AudioMixer will only get replaced for player voices and its output is linked to the games audio mixer, resulting in less audio problems.
    • AudioMixer will expand depending on the max players in the lobby. (4, 8, 12, 16, 20, 24, 28, 32)
    • Added new experimental "Join after start" option.
  • Added a new store to make the terminal more robust
  • Added a fallback if item was not found making it possible to buy lightning rod with input like "lignting"
  • Change the terminal text field to behave more nicely with its scrollarea.
  • 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 and presets
  • Added MoreCompany cosmetics compability
  • Cosmetics can be changed while in-game
  • Added custom death screen compatible for up to 32 players
  • If MoreCompany is present (due to a dependency of a cosmetics mod or by choice) it will get deactivated at runtime.
  • If MoreCompany is present the included cosmetics of MoreCompany will become available.
  • Fixed an error regarding the save suits option
#

LobbySizePatches

#

biiig

stiff galleon
#

Legend.

#

So excited for the 1.0.11

#

Wait added join after start?
So we can say goodbye to the shiplobby?

solid pivot
#

Maybe

#

Dunno if it works good

#

Its just experimental for now

#

Somebody having some friends wanting to beta test? Looking for big lobby tests potatoe_pepe

#

Dont want to push out an update this big just to everyone

#

I can upload it here publicly tho. No need for secrecy

#

It will be 0.0.100 as a version

#

thats just how I do beta versions locally :3

#

Just use import local mod. I expect it to be unstable

#

I havent tested it that much yet

#

Changelog so far is still:

1.0.11

  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
  • Reworked the whole lobby netcode
    • You will only be able to see AdvancedCompany lobbies with the same all-clients mods as you (if they use RegisterRequiredMod).
    • Vanilla players joining will see a meaningful error message.
    • Mismatched all-clients mod registered with the new API will be communicated with the player.
    • Handshake is done during MainMenu resulting in less sync problems for player data.
    • Lobby size will now be communicated before scene initialization, resulting in only instantiating the max amount of players which can join.
    • Server configuration is shared before scene switching resulting in less config sync problems.
    • AudioMixer will only get replaced for player voices and its output is linked to the games audio mixer, resulting in less audio problems.
    • AudioMixer will expand depending on the max players in the lobby. (4, 8, 12, 16, 20, 24, 28, 32)
    • Added new experimental "Join after start" option.
  • Added a new store to make the terminal more robust
  • Added a fallback if item was not found making it possible to buy lightning rod with input like "lignting"
  • Change the terminal text field to behave more nicely with its scrollarea.
  • 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 and presets
  • Added MoreCompany cosmetics compability
  • Cosmetics can be changed while in-game
  • Added custom death screen compatible for up to 32 players
  • If MoreCompany is present (due to a dependency of a cosmetics mod or by choice) it will get deactivated at runtime.
  • If MoreCompany is present the included cosmetics of MoreCompany will become available.
  • Fixed an error regarding the save suits option
meager cradle
#

I would say me but my friend group's pretty picky about when everyone wants to get on for a session (irl and juggling other games), there's like 10 of us total but only like, 3 (one being me) are consistent about being available for a session

solid pivot
#

I would ask you to not use any other mods than cosmetics if possible

#

@bronze iron You can test the 0.0.100 version with your mod. Should work now.

#

Some things about settings isnt exactly perfect. If you dont save a preset and just press continue for exmaple and join a lobby, the settings will be reset to the preset but the stuff before was applied. I want it to keep being the unsaved changes in the window :D

#

And if you select a preset in menu and go in game it will select file preset again.

#

Have to fix that too. But thats just some details

bronze iron
solid pivot
#

At the others: You can open a public lobby btw and test if that works :)

#

Only your AdvancedCompany 0.0.100 lobbys should show up.

stiff galleon
#

Will test it later in the day with ma friends

solid pivot
#

Just tested, it shows up, so you can try :D

#

So happy that it showing up is working

#

I wonder if I can join my own lobby potatoe_pepe

#

nah, doesnt work

alpine charm
#

bruh

solid pivot
#

? :D

alpine charm
#

it's random thing i say, on random things i saw

solid pivot
#

oh yea, the weights of items is broken

#

Teleporter is gone after dying

#

Start XP not set correctly and I need to rearrange inventory slots

stiff galleon
solid pivot
#

Yes

#

It wont show any reduced weight, it will have an effect tho

#

It doesnt reduce the weight, it reduces the strain it has on your stamina

stiff galleon
#

Got it

solid pivot
#

It basically makes your character stronger in carrying stuff

#

reducing stamina usage only currently

#

Will change that behaviour tho

stiff galleon
#

I see. And also sometimes we finished our journey and got some valuable scrap it still show 0 value at the end HUD is that known or just maybe other mods conflict this mod?

solid pivot
#

I will publish a small update to fix the item weight bug

#

As it will make play very hard

#

I hope the weight bug is fixed, probably have to remove your file configs

#

Night visione ffect is broken it seems

#

I wasnt able to take off after 2nd time landing potatoe_pepe

#

Dunno if it was because of the file access violation

analog radish
# solid pivot Dunno if it was because of the file access violation

I found a small desync.
When I play with multiple players, we all have the basic flashlight.
But in some moments when a player presses F, it lights up as if he had the pro flashlight.
It desynchronizes in a small way causing a player to see another player with a basic flashlight see the light as a pro flashlight.

#

It only happens with the basic flashlight, with the pro it synchronizes perfectly

solid pivot
#

Did you confirm that it still happens in 0.0.100?

analog radish
#

in the lat released version

#

maybe it's alr fixed

solid pivot
#

oh yea, the save error is the problem

#

OnShipLandedMiscEvents();
SetPlayerObjectExtrapolate(enable: false);
shipHasLanded = true;

#

ship never has landed because of it potatoe_pepe

#

One of the problems when testing with myself

#

now buying 20 flashlights and 20 pro flashlights again

#

and switching them like a maniac to confirm

#

it works surprisingly good for me rn

#

(I mean the 0.0.100 version overall)

#

Considering its the biggest update yet basically double the code

analog radish
#

I'll let you know about the issue in the new update

solid pivot
#

I would love for people to test the beta build without other mods (with exception of cosmetics mods)

stiff galleon
solid pivot
#

I will sleep soon but I will push out one last update later

stiff galleon
#

hmm right corner powered by haven't implement?

solid pivot
#

It is if a mod is replacing the main logo

stiff galleon
#

Got it

solid pivot
#

This is weird tho btw

#

Dunno if its a vanilla bug

#

Host cant see whats on the screen (in LAN)

#

dunno if this happens online too

stiff galleon
#

Let me see

lost python
#

i never encountered that before ExuSnap

stiff galleon
#

Yeah it happened with online and I'm pretty sure that it's a new bug

#

Cause before 0.100 never seen this problem before

solid pivot
#

Cant get the flashlight bug to happen but found another flashlight bug

#

Which is btw a game bug with multiple flashlights I didnt fix

lost python
#

what's the other flashlight bug

solid pivot
#

Having an offhand flashlight active and dropping an inactive one will disable the flashlight effect but the offhanded flashlight is still running

lost python
#

oh that one

solid pivot
#

previousPlayerHeldBy.helmetLight.enabled = false;

#

this line is causing it

stiff galleon
#

I'm very sorry to interrupt, But is rolling inventory slot been implement?

solid pivot
#

???

#

Or yea and another bug I found, the script doesnt correctly prioritize pro flashlights

#

battery life was more important for the selection rn

#

I dont know what you mean with rolling inventory slot

stiff galleon
#

Or maybe I misremember this thing? I remember that there is a way to resolve 8 slots problem?

solid pivot
#

No, there will never be potatoe_pepe

#

7 is enough

stiff galleon
#

OK my brain is telling me it's time to rest

lost python
#

I like how the max is 7 because 8, 9, and 0 are for the equipment

solid pivot
#

It will feel like 10 when there are more equipment to wear

stiff galleon
#

Nevermind found one

#

If you open cosmetics page in the game and change to other program like edge or chrome or steam and back to the game the cursor will lock at the middle

#

It's not always happened..? cause it is working again

solid pivot
#

I think this is a game bug

#

I can fix the game bug tho

#

At least I think

#

I will try

stiff galleon
#

Yeah it looks like zeekers forgot Cursor.lockState = CursorLockMode.Locked; into Cursor.lockState = CursorLockMode.None;?

solid pivot
#

Not happening here at all. Weird

stiff galleon
#

I happened once but now it's normal

#

Really odd

#

Looks like it need special condition to happen.

#

Store items missing?

solid pivot
#

which one?

stiff galleon
#

all

solid pivot
#

no?

#

scroll up?

stiff galleon
solid pivot
#

check your config

stiff galleon
#

OK

#

gonna try it without mod, maybe it's conflict

solid pivot
#

?

stiff galleon
#

Maybe my mod conflict with this mod, I'm gonna remove other mods

#

But still weird tho, I didn't install any mod that change store or add items to store

#

It is visible now, It's time to find imposter

#

Weird, it never happened to me before

solid pivot
#

Must be a mod going beserk pretty good

#

As I add my items myself to my own store page

#

Its custom code

stiff galleon
#

Lots of sus mod is fine...really odd

ionic garnet
#

How do you extend lighting rod @solid pivot

solid pivot
#

Left click to deploy

#

Its not retractable tho

#

One time use only

#

Fixed the lobby creator error btw

stiff galleon
#

After I disable and reenable all mods, the items visible again???????

#

What the heck???

solid pivot
#

Was able to remove some old code, feels good FeelsOKMan

#

Lobby handling is so much nicer now

stiff galleon
#

Really odd...gonna try it with new save

#

New save is working fine...

#

Me right now

#

wait

solid pivot
stiff galleon
#

I think I found it

#

Maybe it is because of cosmetic????

solid pivot
#

101 fixes some lobby related bugs, the inventory slot sync at restart of lobby, wrong xp when save progress is false after being fired and the flashlight dropping bug

#

Try 101 and see if it fixes it

#

Cosmetics have no influence on the terminal tho

stiff galleon
#

Really odd tho, it happened again after I put that on

#

I will try 101 later

#

@solid pivot

#

Bad news

#

It's confirm that it is the cosmetic cause that

#

Now I know how to represent this bug

#

gonna try 101 to see the bug is fixed or not

#

Nope

#

Not fixed yet

solid pivot
#

Everything is working here

#

Which cosmetics mod do you use?

stiff galleon
#

Mask and joker hat

solid pivot
#

there is no mod named like that

stiff galleon
#

AH so sorry

#

I mean default

#

Morecompany's default

solid pivot
stiff galleon
#

Yes

solid pivot
stiff galleon
#

weird

solid pivot
#

Give me your log and I can tell you more

#

no log, no clue

stiff galleon
#

sure, give me a second

solid pivot
#

can you try with a new save file?

stiff galleon
#

I already disable other mods and the bug still present

#

OK

#

Still happened

#

Do you need me go to VC to show you how to represent this problem?

#

Found the main problem is not about cosmetic system

#

It's config save cause it

solid pivot
#

I dont know what you mean

stiff galleon
#

I will make a video to show you

#

Here's video

solid pivot
#

I will sleep now. Its 7 AM here once again.

#

Please test this version, best without any other mods besides cosmetics. Looking forward for feedback

stiff galleon
#

Sure go to sleep hero

solid pivot
#

I have already fixed the bug you have shown 15 minutes ago. :) It was an error with quitting and rejoining a game.

stiff galleon
#

Thanks

solid pivot
#

My tests showed so far that the 102 seems very stable. Really looking forward for others to test. You can create public lobbies and find each other that way if you dont want to add each other to steam.

stiff galleon
#

My friends will online soon

#

I will tell them to test this beta together

#

Yep totally fixed! thanks!

#

New bug,Starting XP is not working at all, set 1000 but give 500, and after upgrade a perk won't auto back to perks menu, have to cancel and XP will present wrong value, can't upgrade tho, after left terminal and use it again it will become normal

solid pivot
#

Start XP ONLY works when Save Progress is DEACTIVATED

#

There might be an error for the host. Not sure from bed.

stiff galleon
#

Yes I deactivated it so I can customized the starting XP

#

But not working

#

you can go to sleep I will sort out the problem and report to you

#

Ship perks works fine

#

Player Xp won't save either

stiff galleon
#

And maybe, just want to suggest that dynamic monster amount,scaling with more then four players

#

Moremonster is mess moons spawn limit

brave skiff
#

I am playing around with this modpack I made and found that there is some incompatibility with advanced company and LethalEmotesAPI, I get some message spamming my bepinEx logs:

[Error  : Unity Log] ArgumentException: An item with the same key has already been added. Key: ROOT
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:IL_00DD)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
AdvancedCompany.Game.Player.FindBones (UnityEngine.Transform transform) (at F:/Projects/UpgradeCompany/Game/Player.cs:595)
AdvancedCompany.Game.Player.FindBones (UnityEngine.Transform transform) (at F:/Projects/UpgradeCompany/Game/Player.cs:597)
AdvancedCompany.Game.Player.FindBones (UnityEngine.Transform transform) (at F:/Projects/UpgradeCompany/Game/Player.cs:597)
AdvancedCompany.Game.Player.SetController (GameNetcodeStuff.PlayerControllerB controller) (at F:/Projects/UpgradeCompany/Game/Player.cs:581)
AdvancedCompany.Game.Player..ctor (GameNetcodeStuff.PlayerControllerB controller) (at F:/Projects/UpgradeCompany/Game/Player.cs:565)
AdvancedCompany.Game.Player.AddPlayer (GameNetcodeStuff.PlayerControllerB controller) (at F:/Projects/UpgradeCompany/Game/Player.cs:617)
AdvancedCompany.Game.Player.GetPlayer (GameNetcodeStuff.PlayerControllerB controller) (at F:/Projects/UpgradeCompany/Game/Player.cs:634)
AdvancedCompany.Game.Player.OnUpdate (GameNetcodeStuff.PlayerControllerB player) (at F:/Projects/UpgradeCompany/Game/Player.cs:826)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
stiff galleon
#

@brave skiff Not sure if PotatouPet would fix that, cause he want to push the new update asap so I think the compatibility with other mods are not highest proiorty atm.

brave skiff
#

Totally understandable I was just curious about the nature of the error, but I'll see if I can do any more digging.

stiff galleon
brave skiff
#

that test version works, at least I'm not getting a black screen when trying to host a lobby

sonic lava
stiff galleon
#

Yeah but still definitely need be fixed.

nova ingot
#

So, if I may understand this correctly, the plan is to have people who already have morecompany download advancedcompany, run it once, cache their cosmetics, then go and uninstall morecompany along with the cosmetic mods since it's a dependency and r2modman is stupid?

stiff galleon
#

no

#

You don't have to remove it.

#

This mod just kill that mod instead on startup.

nova ingot
#

Alr alr ty

stiff galleon
#

np

nova ingot
#

Using test version with a friend and only cosmetic mods: cosmetics don't show despite saving/and using a preset, unable to rename a preset

urban escarp
#

Reserved slot are causing ui issues on save reload with normal slots on latest beta, also the terminal doens't register when you go to confirm an upgrade

stiff galleon
stiff galleon
#

First one is normal for me and second one you can type numbers but can't type English. Noted!

nova ingot
#

What cosmetic mods are you using?

#

Here's my list

stiff galleon
#

I only use default

nova ingot
#

Strange

#

They show up in the menu

#

Not in game tho

stiff galleon
#

Will test it later

safe jewel
#

Yo, I would like to learn to make mods. I have also a few item ideas I've been thinking about to spice up the gameplay and offer some more chances to reach higher quotas, if the players are willing to take risks.

stiff galleon
#

Wrong channel go to #dev-general

nova ingot
#

Well now it works randomly 💀

#

I know potatoe wanted testing with only cosmetic mods but since that's semi-resolved/noted I decided to test the other FlipMods mod confirmed to be at least working and hey would you look at that

#

Only problem is that the person doing the emotes can't see theirs but that's a toomanyemotes problem, not this

#

But overall this is pretty fuckin' neat, I like the straight forward-ness of the menus a lot

stiff galleon
nova ingot
#

Yeah, probably gonna wait until this releases before making that report

bronze iron
# solid pivot <@99711558879305728> You can test the 0.0.100 version with your mod. Should work...

FYI was only able to test v1.0.10 which was still removing terminal commands on next load of a lobby. Was this the version you were referencing or was it not posted to thunderstore yet? I also just added a check for if the keyword still exists since terminalapi added a GetKeyword function an update or two ago so even if this behaviour sticks for the forseable future there shouldnt be any further conflicts

eternal ivy
#

1.0.10 is current stable one on Thunderstore.

#

Will there be an option to limit cosmetics per slot? Like only allowing one hat?

#

@solid pivot Test version: setting XP multiplier to 200 sets it to 20000.

stiff galleon
stiff galleon
eternal ivy
#

That's the number that got saved to the config.

stiff galleon
stiff galleon
#

Hmm.. I think it auto add zero after you type numbers

fair delta
#

Does anyone get a bug where when you set save progress to false in config, and hosting a game on a new save and you still have your player xp

sonic lava
#

I'm currently using the BetterTeleporter mod since it's the only one that works with InverseTeleporterToPlayer. But the config requires you to manually type in the item type. For ex: KeyItem,FlashlightItem,WalkieTalkie,RadarBoosterItem,Shovel
And for Lategame Upgrades, what worked was "MoreShipUpgrades.UpgradeComponents.coilHeadItem" for the peeper. So I was wondering what the names for the item types were in Advanced Company were so I could add them to the config in BetterTeleporter. I'm specifically trying to tp with the Missile launcer, Lightning Rod, Bulletproof Vest, Rocket boots, and Diving fins.

fair delta
stiff galleon
#

You can use ToxicOmega_Tools to see item's internal name

#

Or ID

sonic lava
fair delta
sonic lava
#

in game

fair delta
#

ok

#

oh save in profile

#

yeah that's prob it

#

then you wont save at all

sonic lava
#

It does save your progress actually

#

just not throughout all the saves

fair delta
#

just only in the save file?

#

Right

sonic lava
#

ye

fair delta
#

So must be just a bug then that hosts keep their xp if they have save in profile enabled

#

since im guessing clients lose their xp still

#

on that same server

sonic lava
#

tbh not sure. I haven't tested it with other players.

#

I only did this because it was the only way to start with 0 xp... I believe the "save progress" being true forces you to always start with 500, which confused the F out of me, since that's not what I thought it says. It would also save across different saves so that was also annoying.

#

I honestly don't even know why perk progress is saved across all saves. Not sure if this was intended or just a bug...

sonic lava
#

It gives the item names but not the ItemType

#

The console also only shows the item names and not the ItemType

fair delta
#

from looking at the source

#

im guessing BulletProofVest RocketBoots SwimmingFins NightVision ?

sonic lava
#

Nope, ServerConfiguration.Instance.Items.RocketBoots.Active and ServerConfiguration.Instance.Items.RocketBoots both do not work

#

I believe those are not the names of the ItemType.

#

An example of how ItemType may not be the name itself, is with the base game and lategame upgrades. Base game states that certain kinds of loot are PhysicsProp or NoisemakerProp etc.

#

while lategame has the peeper be coilHeadItem

#

But in lategame's case, it wasn't enough to use coilHeadItem. I had to put MoreShipUpgrades.UpgradeComponents. in front of coilHeadItem for it to work

stiff galleon
#

There's seven bug I found and other players reported. If I missed something please let me know

grizzled root
#

@solid pivot the BetterEXP Mod, no showing Increase EXP Bar when Out Moon.
i mean like EXP For rank increase no showing because the custom end screen

stiff galleon
#

No it's not showing cause there's perks system replace whole EXP system

eternal ivy
#

Yes. It's not showing XP bar in general.

grizzled root
#

ah ok.
how about Inventory
posibbled for remove Inventory only Helmet/Armor/Boots ?

eternal ivy
#

Disable all items that go into these slots.

wild silo
#

AC also doesn't have a way of showing earned XP and ship XP yet, does it? Only checking in perks menu afaik.

#

From testing the beta version: for the config menus a button to reset an option to default would be nice. Because currently you can't tell what's default for any given option. Lethal config does this pretty well I think.

eternal ivy
wild silo
#

yeah, absolutely. But this might change in the future. Whether it's vanilla or betterEXP introducing something. I mean it changes the rank on your suit.. so yeah 😅

stiff galleon
#

But yeah maybe PotatoePet will add it in future

#

But now- I think fix the bug in the beta is the top mission

eternal ivy
#

Faster to check the default value in config than outright deleting it.

stiff galleon
#

Yeah that will be better way to get default value. But I think it will take some times. This mod have too many mechanic.

#

Also he is developing his game so probably will get it very later.

eternal ivy
#

It's not a difficult addition.

#

And he's not developing his game yet.

pale solar
#

Is there a mod conflicting with the rocket boots item atm. I can give my mod list but I'm unsure what mod would be doing it

Boots seem to just cut my feet off, like they disappear and have no function
same goes for the bulletvest it doesn't show but I think it still works

stiff galleon
stiff galleon
stiff galleon
#

I will try to help you after showering

serene mica
#

This is a weird question but, how did you figure out putting custom post processing volume in your mod?
I learned thanks to this mod but how did you figure it out initially?

solid pivot
#

You mean custom post processing scripts?

#

Reverse Engineering

#

I have basically reverse engineered the HDRP pipeline

serene mica
#

That's amazing you did that

#

There was no way I was able to do something like that and you unintentionally saved someone from going insane

solid pivot
#

Took me 8 hours in a rainy night

serene mica
#

sounds like you might've almost went insane there too. Thanks for what you did.

stiff galleon
#

Morning @solid pivot there's seven bug we found for latest beta version. especially no.7 it's a self-destruct options now

#

1.Perks system won't back to perks menu after upgrade.
2.rename can't type english
3.Reserved UI issued
4.scan command scarp value is not same as end game value
5.XP modifler auto add two 0
6.If player join while landing, ship won't land forever
7.Save progress is totally broken at all if I deactivated it all games will break and when meeting deadline it won't finish this stage forever.

solid pivot
#

Already saw your list

stiff galleon
#

No.7 took me lots of time to figure out how to represent

solid pivot
#

Because people wanted a Reset button and I couldnt be bothered to add 30 new fields to the config menu I decided to make the config modular now.

#

This means: All mods can basically add settings

#

Making AdvancedCompany the best solution to provide configs in-game :)

#

Probably will be rather easy API:

var myModTab = AdvancedCompany.Lib.Config.Client.Tab("General");
var container = myModTab.AddConfigContainer("Some awesome title", "Some awesome flavour text");
container.AddSlider("Some val", 100, 0, 200).onValueChanged += (float v) => {};
#

I might add extension methods to sliders etc. like

slider.AddFileBind(yourFileBinding);
#

So I can save into file config :3

novel hull
#

is it recommended to just remove more company when using this mod

solid pivot
#

When using 1.0.10. Yes

#

When using beta, no

novel hull
#

are other morecompany cosmetic mods compat with this?

solid pivot
#

When using 1.0.10, no
When using beta, yes

novel hull
#

sweet

#

how do i opt into the beta?

solid pivot
#

#1186884307332108339 message

#

But version is still somewhat buggy, to be expected

#

This is basically a total rewrite of the lobby netcode

#

tbh

#

I dont feel like keeping the file config any longer

#

I mean the one you can configure in Thunderstore

#

It basically just produces headaches for me working around it

rapid hollow
#

so does that mean that the mod wont be modular anymore or am i not understanding you correctly?

solid pivot
#

You can still configure it in-game with my json solution

#

And the presets are shared

rapid hollow
#

oh ok, ty for explaining

#

so like lethalsettings

solid pivot
#

dunno that mod

#

I dont know 99% of mods

rapid hollow
solid pivot
#

looks ugly potatoe_pepe

#

I probably opt for this layout

#

Then you can simply give me an instance of your config class and everything will be done automatically

sonic vale
#

hey @solid pivot question about cosmetics feature

#

in morecompany cosmetics also showed on masked enemies

#

i think based of the player it copies from

#

will it work here as well?

solid pivot
#

no

#

Not yet

sonic vale
#

oh, okay