#[Deprecated] Advanced Company
1 messages · Page 9 of 1
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
If you need it to run before another mod, well there’s patchers, or like you said, harmony
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.
I use a patcher and misuse it 
I add AssemblyLoad listener to the current domain and patch the assembly of the mod
as soon as its loaded by BepInEx
So a hacky but working approach
I mean. Modding after all is often hacky
So why does the mod need to be installed at all?
Just for the cosmetic files?
yes, mod manager won't let you install mods without it's dependencies
Cosmetics have MoreCompany as a dependency
and won't let you remove required mods either
You could go into your profile and remove the dll manually
That’s intentional
Or wait for all cosmetic mods to adapt to AdvancedCompany being also able to load the same files
So why are cosmetics dependant on MoreCompany? 🤔
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
and why can’t we have a spin-off library exclusively for cosmetics
Because MoreCompany initially added cosmetics and I added the functionality to reparse them to work with my mod.
Rip
Because people constantly asked me to add cosmetics :D
Then I was like: I can add my own cosmetics system
Then they are like: But what about my favorite cosmetics? 
Then I followed the wishes of the people :3
I guess patcher is the way to go, although I’d probably just release your loader separately
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
Other skins can slowly phase out to depend on the singular loader
Only way to get the MoreCompany integrated cosmetics (which people also asked for) is to remove the Awake of MoreCompany with the prepatcher :D
Thats another level to the problem 
Oh yeah but having the loader separate can still do that
Just means you have it as a separate thing that’s not bundled with advanced company
Have to think about that tbh. I cant make my mod only incompatible with MoreCompany when the prepatcher isnt present
Because if MoreCompany is present
my mod wont work
At all
AC can still depend on it though
which implicitly gets the MC disabling
Alternatively release another separate package to disable MC as well 👀
It’s kind of the point of dependencies lmao
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
Just release it under a different team
EG:
AdvancedCompany-AdvancedCompany
PotatoePet-CosmeticsLoader
PotatoePet-NoMoreCompany
Three separate packages, all doing different things
But AC can depend on the last two
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.
Would have to make the ClientConfig window modular
And extendable
Probably adding 1-2 weeks of work to it :<
But think how much nicer it would be for users 👀
It’s your choice obviously though
Just my take
Investing that much work for a mod of a game I will abandon anyway to go standalone 
I did plan to modularize the mod more later tho
At least initially. Dunno if I will invest that much time tho.
(standalone as in: Creating my own game)
so
basically
else if (Instance.gameHasStarted)
{
response.Reason = "Game has already started!";
flag = false;
}
Just removing this would make it possible to join whenever you want
and preventing LeaveCurrentSteamLobby() to be called
aight yeah the mod is breaking down for us, we are like 12 people playing and i think its not handling it well
we get people randomly unable to hear eachother, we get random people who stop being able to look around, mouselooked and stuff
i would send you the log but diversity is flooding my logs with haunted = false loging
eh, we just lost our quota
but everything remained
suits, teleports
slots
something bugged
if this set to true, u'll keep all ur perks
save = false, suits = false
got a modlist?
corporate restructure is the problem
ohhh
i died and my slots were still there
and i removed it tried again its gone
could be another mod tho
imma continue checkin
You could just search and replace that stuff and send the cleared log
But I need the logs of bugged client and the host
by the way about restart bug
all teleports was still in the ship, but they were non-interactable
buttons was unavailible and we was unable to move them
and there was no errors in console it seems
Cant really confirm, we played with 124 mods and it worked for us with 7 players
I mean at that point I am pretty certain that my mod is very very stable
Like extremely stable
Problems with 12 players might come from low bandwidth, high pings etc.
I will try to add a handshake screen which puts the handshake into the main menu
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.
have u played with XP reset on
I played with 5 people with progress saving set to false today without issues.
(READTHIS) <--- added this for a part where i think it crashed for us, but there is no timestamp so i don't know.
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.
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.
the restart bug is sort of real after numerous testing @solid pivot
well tbh the 4th slot is a visual bug, fixes once u go to the terminal but still
ill try and gather some and send you a zipfile with them when i get em.
The flashlight toggling on or off when being placed in the ship cupboard (and certain other "E" interactions.)
This still happens in AC.
yeah we used that to get infinite flashlight for people.
just flashed it on and off a few times then placed it in the locker with the interact, and then someone else picked it up and it was on for the first person forever.
This makes FlashlightFix still useful with AC. Just make sure to set OnlyOneLight to false in FlashlightFix config.
@sonic vale you might just wanna delete ur save everytime u lose
yes, that's what we did
I now put the Server config sync into the networking library btw
This will enable me to only spawn the needed player objects :)
If you set the lobby size to 8 only 8 player objects will be instantiated and the 8 player mixer will be used
This is huge news btw
Will probably make many things work better with other mods, hopefully
And even better, the performance impact of AdvancedCompany will be even less for lobbys < 32 again
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.
But this also means that you will always have 4 channels not doing anything sadly
But this should fix all SFX errors
Pretty sure all sfx problems should be fixed :3
I will also add a lot more logging
Also to be more clear what my mod does it will say so now
Patching QuickMenuManager->AddUserToPlayerList...
Found ble; ldc.i4.4 at IL_0021. Replacing with call LobbyPatches->GetLobbySize(); sub; ldc.i4.1
Patched QuickMenuManager->AddUserToPlayerList!
And some errors will instantly lead to a disconnect
I will also rework the whole player lobby syncing stuff to make it more robust
cant buy items from the mod
Remove incompatible mods or try "buy boots" "buy lightning" etc.
idk whats incompatable
Most likely LethalExpansion
Why should I be the one to fix it tho? 
oh sry
I add my items regularly to the console
But I will later see what I can do. I am working on other stuff rn
nice
this is very weird
Seems like the messsage is non fragmented somehow
Funny tho bc it should be fragmented
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
use LE core to fix it 
i dunno if to trust
Nothing indicates why it isnt working :< Will have to look over it tomorrow
not it's does'nt work
already tried
How does extending
Work?
Extending duration work
Like do we do it before next quata
Or after next quota
@solid pivot
tyoe extend in terminal
Do you have to do it when
B.c we did it after selling
On third day
It didnt work
did you meet quota?
Nope
Should do it when on the ground probably then. Never tested it at 0 days when landed
But shouldve worked when in ship at 0 days and then landing
@solid pivot does strong arm affect shotgun?
Haven't been playing lethal in a bit.
only just got the mod.
turned it on instead of mikestweaks. don't have a sprint regen setting. AaAaAaAAAaaAAaaAaah.
Atleast Lethal utilities has a sprint speed and the time scaling settings. :V
Also, walkie talk without holding hotkey? :V
alternatively an upgrade for said sprint regen. since thats your thing. call it "cardio" or something.
@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
is there some cheat commands so i can test it without other mods?
Have you tried only enable advanced company?
Maybe it's not advanced company's problem or maybe this mod conflict with others
that's what i'm talking about, yeah, i need cheats to test it
at least there was no errors in console
You want a cheat like what?
to set credits and possibly trigger losing conditions early
@sonic vale I think this is what you need?
i'll try it now, thanks
Np
how to use that menu? i don't see any button or info about it
yep, completely vanilla bug @solid pivot
Vanilla or mod?
as you can see - everything is there
but teleports and items are broken
non interactable, cannot even move, can't push buttons too
did you disable save suits and save progress?
yes, totally new save
no other mods
only mod for money
hmm save suit is true
give me a second
Ah yes
It's the save suit problem
After I turn save suit off it's happened for me
Definitely a bug.
Waiting for PotatoePet. I believe that he could resolve this problem.
Let the bro sleep 💀
when you say sfx errors.. you mean like cut off sounds, crackling/clipping and stuff? because I always assumed that's with the vanilla game
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)
SFX errors as in hearing players when you are not supposed to, having some effects like reverb not active in certain situation setc.
I am not sure if any of those are coming from my mod tho
But its basically impossible that they come from my mod now
@solid pivot Did you know this bug?
Cant really fix it specifically as I have changed so much stuff rn that I dont even know if its still present tbh
That's ok after new update release if the problem still happened I will let you know
Next version will save server progress with steam ids
And save will be shared during the handshake
is there support for like upgrades and shit for moreplayers?
moreplayers?
Why should they? Every player has their own XP
Only XP which is shared is Ship XP
yeah wb that
And Ship perks are shared as well
okay cool
thats been the only reason why i havent used the mod yet cuz i didnt know if it was compatible
Compatible with what?
the morecompany mod
MoreCompany? 100% incompatible. My mod is killing it basically
When my mod sees it
it kills it
Because its 100% incompatible
then why are u adding support for the cosmetics?
I replace all mechanics of MoreCompany with better versions
Because people asked me to so they wont miss MoreCompany?
oh
AdvancedCompany is a replacement mod for MoreCompany
Which one?
more players
I answer this with a screenshot
oh
lmao
How about I give mod and mod pack creators the ability to add their own tabs and configs to my lobby screen later? 
yes
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
ruh roh
fixed 👀
Is there a way to find lobby the people are hosting
B.c i dont see anyone using advancedcompany in lobby finder
You will only see AdvCmpny lobbys in the near future
But they might have other mods conflicting
So you wont be able to join them all
Maybe I will come up with a solution to that
But that should also be true for MoreCompany rn
But morecompany shows the lobby count in the finder
Either advcompany lobby arent showing up
Or something
Server savefile syncing confirmed working with new lobby system :3
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.
All of that while you are still connecting in the main menu
There is somewhat of a problem tho. Unity disconnects clients because of the ConfigHash which will change when Prefabs are registered by a mod
so you will see the standard "An error occured"
I want to give a better reason tho :<
May have to transpile Unitys Netcode
And then I will open up AdvancedCompany for syncing mod versions and stuff
could adv company be the culprit of an eclipsed moon spawning literally nothing but turrets and mines? lol
Mod can basically just register in their awake:
AdvancedCompany.AddModSync("ModName", "1.0.0");
everyone else keeps saying that they are offline
I have settled on
AdvancedCompany.Lib.Mod.RegisterRequiredMod("MyMod", "MyModVersion");
Oh wait, I will do it like this probably, much easier:
AC is set up for 32 to players by default.
AdvancedCompany.Lib.Mod.RegisterRequiredMod(this);
Where this is your BepInPlugin
I can read the version from the attribute
I will add both methods tho
I trust you with the power
Plz only register your own mod tho
Not any dependencies etc.
And all mods which add that are also tested if they are not present on the server
and refuse connection if they are not part of the lobby but the client has it
Its meant for all client mods
oh btw
the memes are strong

FINALLY
Vanilla clients will FINALLY get a error message telling them exactly whats wrong
testing version mismatch
this
is
fricking
HUGEEEEEE
LESSS GOOOOOOO
Now only mods have to support this :3
compatibility with lethalmodmanager?
So there'll be a list of unsuported mods?
No, why should I have compability with other libraries trying to do the same but inferior? 
I check on the netcode handshake
LethalModManager can however add any mods they like to the list
The API is open
New logo for when a modpack wants to replace the main menu logo
Will be doable via API too. Something like
AdvancedCompany.Lib.Flavour.SetLogo(Texture2D texture);
pretty sure that is just a vanilla thing 💀
Regarding spawn: I change 2 variables. SpawnValueMultiplier and SpawnAmountMultiplier
thats it
search for the culprit somewhere else
Or if you are sure it must be my mod
i love zeekers
deactivate weather effects
I am pretty sure it's just vanilla 
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
this is what i encounter usually anyway
When you place your own flavour logo this AdvCmpny flavour will be shown instead :)
yeah i found 3 possible culprits
eclipsed is so funky ngl
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
like how
yep
idk what mines fix is
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
i mean...... like some mines probably yeah
So does AC have default cosmetics 
I didn't follow through the discussions here as of late
AC company is a life saver when you gotta play with your 1050ti friend that doesnt want download anything
so you can just
give him that
and get a ton of features
love it
It completely cut my modpack in half
yeah same pretty much
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
What reworked lobby means
No included cosmetics btw
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)
Most likely LethalExpansion breaking everything
Will replace the store anyway
it is fixed by rehosting so it's fine
this is actually huge
it's like in among us
Like I said
AdvancedCompany is superior to MoreCompany in every way
Every single thing
i love how currently you can type that to 90% of problems encountered in lc modding and be correct
More robust Netcode, being able to sync mod versions and stuff
Cosmetic changing in-game
oh damn
better endscreen, better deathscreen
Man I wonder if I can learn making mods from you 😭
I might add a simple AddPlayerData soon too, which will be synced before the player is even in the game
Handshake is put into the connectionapproval process of Unitys Netcode
Hmm maybe it will be possible to make cosmetics based on AC instead of MoreCompany
@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
Dunno
have no time to check tho
But I will add something really nice :3
Game will only show you lobbys with compatible mods
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
this will get saved into the steam lobby
And advancedcompany will show this lobby only when a player is searching for lobbies with the same mods
https://thunderstore.io/c/lethal-company/p/NotAtomicBomb/TerminalApi/ or maybe its incompatible with this lib in some way?
I remember lethal missions mod command stopping working out of the blue when i was playing with adv company enabled
is there a list of every terminal command that comes with AdvancedCompany?
like an AdvancedCompany wiki or something of that sort?
For players its extend, totalquota, perks and the items
items being added in a vanilla way
other commands are debug stuff only
xp, shipxp, profit, stoptime
reduce i think
before I discovered eject
yea zeekers snuck in eject in the latest update lol
For modpack creators. All I need from you to only show your lobbies:
void Awake()
{
AdvancedCompany.Lib.Mod.RegisterRequiredMod("ModName", "ModVersion");
}
In a simple mod added to your modpack
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)
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
I appreciate the answer, trying to figure out what causes the incompatibility with suitsTerminal mentioned above
thanks again, i'll keep digging
How does the incompability show itself?
the mod's commands stop working when i remake a lobby
and randomly stop working for joining clients
yea for whatever reason the commands become invalid commands on second load of a lobby
Any other mods installed?
Like LethalExpansion?
The same thing happens with my items when that mod is present ;)
tested with only these two
Weird, I dont add any commands btw
I do add keywords for the items of course
but besides that I dont touch anything xD
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.
My fix for items will do the same for items
Then I dont touch commands at all
But probably have to wait for 1.0.11 then as I will change some stuff regarding the terminal anyway
yea testing with just AC and my mod. It looks like something is wiping the commands added via TerminalAPI's CreateTerminalKeyword method
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
ahhhh
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
I have to wait for the suits to load in from moresuits so im patching in at [HarmonyPatch(typeof(StartOfRound), "Start")]
You use the original AddKeyword method? Might see if I can do smth about that
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
I could also just remove all keywords for items entirely instead and use my own buy command
I just noticed this when trying to do something similar but use the UpdateKeyword method from terminal API
Would probably be even better
then I dont have to create a copy 
I will just go over the terminal, look for buy commands and remove them (add them to my list of buyable items)
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;
}
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
No worries, I understand this project is a big one there's bound to be compatibility issues here and there
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
hahaha I understand
I mean, I just need to iterate the nouns in this
var buyKeyword = __instance.terminalNodes.allKeywords.First(keyword => keyword.word == "buy");
if you do end up changing how it works please ping me so I can update suitsTerminal as well
1.0.11 will change the behaviour ^^
Its funny tho that my items dont work after that because I add my commands everytime 
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 
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
I might also add a freeform config file later 
DeactivateItems = itemName1,itemName2
ItemCosts: itemName1=100,itemName2=200
MoonCosts: moonName1=100,moonName2=200
Etc.
im really looking forward to finally adding your mod to my list after your next update. do you have an eta?
the credits icon doesnt have the correct width...
in a fixed-width font

gg Zeekeers
gg
oh what about a config option to make the store items be able to be listed alphabetically or by price?
I will sort them alphabetically soon
coolio
@solid pivot Would be nice to have an intensity setting for the night vision. It burns my eyes its so bright lol
There is one in the game already called Gamma 

Has the benefit of making the game darker
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
🙏
I could do it with the cursor menu but for now: nah
As someone complained about that menu
Will think about it later
so is it not possible to use the discord search function in a forum
thats so dumb
It is
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?
It does?
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
It enhances vision in fog and steam, yes
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"
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
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
: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 
I am not entirely sure what it found tho
can only be the missile launcher xD
something seems off 
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
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.
Made by the same guy who is also not updating it
What needs updating?
He has a reason for not updating CompatibilityChecker.
Not just because he doesn't want/can't.
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
What?
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.
But doesnt all lobbys have an ID anyway with steam? Would only have to show it on screen and make an input 
Its a basic steam feature
I'm not too familiar with that tbh
May add "Let join users after start" as an option btw. making AdvancedCompany to the ultimate lobby solution
The one stop shop for all things lobby related
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 
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
i wonder why it breaks that much things, like weather sync or battery sound
at least mods like latecompany had hard time fixing it
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
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 
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
Legend.
So excited for the 1.0.11
Wait added join after start?
So we can say goodbye to the shiplobby?
Maybe
Dunno if it works good
Its just experimental for now
Somebody having some friends wanting to beta test? Looking for big lobby tests 
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
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
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
i'll have to test it out with the prior version, i pushed a quick update to make it work with the prior version earlier 
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.
Will test it later in the day with ma friends
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 
nah, doesnt work
bruh
? :D
it's random thing i say, on random things i saw
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
By the way after upgrading the weight reduce perks the HUD doesn't show reduced weight it's show original weight, is it normal?
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
Got it
It basically makes your character stronger in carrying stuff
reducing stamina usage only currently
Will change that behaviour tho
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?
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 
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
Did you confirm that it still happens in 0.0.100?
oh yea, the save error is the problem
OnShipLandedMiscEvents();
SetPlayerObjectExtrapolate(enable: false);
shipHasLanded = true;
ship never has landed because of it 
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
I see
I'll let you know about the issue in the new update
I would love for people to test the beta build without other mods (with exception of cosmetics mods)
I will sleep soon but I will push out one last update later
hmm right corner powered by haven't implement?
It is if a mod is replacing the main logo
Got it
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
Let me see
i never encountered that before 
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
Cant get the flashlight bug to happen but found another flashlight bug
Which is btw a game bug with multiple flashlights I didnt fix
what's the other flashlight bug
Having an offhand flashlight active and dropping an inactive one will disable the flashlight effect but the offhanded flashlight is still running
oh that one
I'm very sorry to interrupt, But is rolling inventory slot been implement?
???
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
Or maybe I misremember this thing? I remember that there is a way to resolve 8 slots problem?
OK my brain is telling me it's time to rest
It will feel like 10 when there are more equipment to wear
Seems collected is working now. Only this one bug has been found
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
I think this is a game bug
I can fix the game bug tho
At least I think
I will try
Yeah it looks like zeekers forgot Cursor.lockState = CursorLockMode.Locked; into Cursor.lockState = CursorLockMode.None;?
Not happening here at all. Weird
I happened once but now it's normal
Really odd
Looks like it need special condition to happen.
Store items missing?
which one?
all
?
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
Must be a mod going beserk pretty good
As I add my items myself to my own store page
Its custom code
Lots of sus mod is fine...really odd
How do you extend lighting rod @solid pivot
Left click to deploy
Its not retractable tho
One time use only
Fixed the lobby creator error btw
After I disable and reenable all mods, the items visible again???????
What the heck???
Really odd...gonna try it with new save
New save is working fine...
Me right now
wait
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
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
Mask and joker hat
Yes
weird
can you try with a new save file?
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
I dont know what you mean
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
Sure go to sleep hero
I have already fixed the bug you have shown 15 minutes ago. :) It was an error with quitting and rejoining a game.
Thanks
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.
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
Start XP ONLY works when Save Progress is DEACTIVATED
There might be an error for the host. Not sure from bed.
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
And maybe, just want to suggest that dynamic monster amount,scaling with more then four players
Moremonster is mess moons spawn limit
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)
@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.
Totally understandable I was just curious about the nature of the error, but I'll see if I can do any more digging.
Better use this version to test
that test version works, at least I'm not getting a black screen when trying to host a lobby
I've been having something similar happen but fiddling with the general.cfg file back and forth opening the game each time it was changed eventually fixed it for some reason.
Yeah but still definitely need be fixed.
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?
Alr alr ty
np
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
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
First one noted and second one was known.
wdym?
First one is normal for me and second one you can type numbers but can't type English. Noted!
I only use default
Will test it later
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.
Wrong channel go to #dev-general
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
Yeah I had noticed that, better report to the toomanyemotes author
Yeah, probably gonna wait until this releases before making that report
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
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.
You mean it actually set to 20000?
you can find lastest beta here
That's the number that got saved to the config.
.
Hmm gonna test myself
Hmm.. I think it auto add zero after you type numbers
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
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.
did you check your log if it maybe says the item name when you pick it up?
That's what my settings were and it seemed to work. But tbh, I also ended up trying a lot of different things including deleting all of my save files before it eventually worked.
Deleting your save files in the folder or in game?
in game
ye
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
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...
Welp... this is not it unfortunately.
It gives the item names but not the ItemType
The console also only shows the item names and not the ItemType
ServerConfiguration.Instance.Items.RocketBoots.Active || ServerConfiguration.Instance.Items.BulletProofVest.Active || ServerConfiguration.Instance.Items.NightVision.Active || ServerConfiguration.Instance.Items.SwimmingFins.Active;
maybe these?
from looking at the source
im guessing BulletProofVest RocketBoots SwimmingFins NightVision ?
testing it now. Just BulletProofVest, etc. does not work as I have tried that already.
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
There's seven bug I found and other players reported. If I missed something please let me know
@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
No it's not showing cause there's perks system replace whole EXP system
Yes. It's not showing XP bar in general.
ah ok.
how about Inventory
posibbled for remove Inventory only Helmet/Armor/Boots ?
Disable all items that go into these slots.
i think it would be nice if it was displayed anyway or configurable. Because all these systems exist in parallel and BetterEXP even plays the sound when the XP bar would be showing.
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.
I agree, but at the same time XP and Rank are completely pointless.
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 😅
Well you can delete config file to get default value
But yeah maybe PotatoePet will add it in future
But now- I think fix the bug in the beta is the top mission
Faster to check the default value in config than outright deleting it.
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.
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
Soon. After 1.1 out
And maybe you are right, but if you want to let your code running perfectly and efficiently I believe that is not an easy job.
Dm me mod list
I will try to help you after showering
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?
You mean custom post processing scripts?
Reverse Engineering
I have basically reverse engineered the HDRP pipeline
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
Took me 8 hours in a rainy night
sounds like you might've almost went insane there too. Thanks for what you did.
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.
Already saw your list
No.7 took me lots of time to figure out how to represent
I did, yes.
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
is it recommended to just remove more company when using this mod
are other morecompany cosmetic mods compat with this?
When using 1.0.10, no
When using beta, yes
#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
so does that mean that the mod wont be modular anymore or am i not understanding you correctly?
looks ugly 
I probably opt for this layout
Then you can simply give me an instance of your config class and everything will be done automatically
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?
oh, okay



