#[Deprecated] Advanced Company
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[Info : BepInEx] Loading [AdvancedCompany 1.0.10]
will look at it later, thx, but there is already the beta running
with a totally overworked lobby :D
So many mods throwing exceptions 
Were there any particular bugs you want me to look for?
haha yeah i thank you for your work so that i can keen on being lazy ❤️
well im not sure, cause we had people become invisible for others randomly, we had people unable to hear eachother randomly, we had people able to hear others no matter where they were on the map, we had people randomly unable to look around, but they could still walk around. (mouse disconnection) and we had to restart the game and server several time, so idk what caused these things, as mostly the only new things we added to this modpack, from previous ones was advanced company, yippie scrap, and push company.
we had people become invisible for others randomly, we had people unable to hear eachother randomly
we had that yesterday on stable version
there was no errors, it's just happened
so reason is unknown
yeah to be fair the hearing thing is not a new one, i think it is because of when you have a lot of people playing the server kinda looses the ability to connect some people so hearing dissapears from certain people from certain others, like i go mute but i can still hear everyone else.
Looks like maybe you have a mod that conflict with this mod and screw up network code..?
yeah maybe for sure, i would assume that push company could really mess with stuff, maybe but since all the mods work with morecompany i still would like to point it out.
i don't have push company but have those bugs
oh maybe ouija board mod also i added that
don't have that one as well
also feedback from my fellow players added, not fans of the red item slot. to much visual clutter
latest
1.0.10?
latest stable i guess
yes
And you two both install morecompany?
no
nope would not have both at the same time cause that would cause issues
So you two use this mod's extend lobby right?
you know what ill just send you my pack.
Huh maybe I figure out why both you two have this bug and I don't
this is the thing i have and that i send to my friends, though the advanced company ended up in a sub folder in mine.
So both you guys didn't turn extend lobby off right?
well i got late company.
LateCompany is known to create problems
yeah i figured that it could aswell, but it has never been an issue untill now.
But the main problem I think is advanced company's extend lobby actually have bug.
well, playing without it kinda suck
Cause I play with morecompany and advanced company
And I turn advanced company extend lobby off
So maybe that's why I didn't affect
You guys could try it with advanced company only and make sure you turn on the extended lobby on and play for a while to see if the issue still happened
If that still happened then, yeah it is the extend lobby code problem
How many players you guys have?
2? 4? or above?
Hmm.. then that's odd..
And I dont feel like discussing a 1 1/2 week old version
When there is a new beta
I dont even have the code of the old mod any longer
As I totally rewrote the lobby to be even more stable
Yeah maybe after new update release these problem will got resolved
There is for me no point in looking back 1 1/2 weeks tbh. Best course of action: Try beta and see if it still happens
Otherwise they have to compare their mod list to figure out what cause it
it's pretty hard to sync mod versions outside of thunderstore
with many people
so i guess i'll wait for thunderstore release
Then dont participate in the beta test but nothing I can do tbh
Nothing reported regarding the lobby will help me the slightest rn as the currently released version differs heavily from the beta
Yeah I don't update for my friends except helper
It also removes the need for LateCompany
???
At least today I tried beta with my friends didn't happened invisible player
Are you integrating late joining?
So that's why I called this mod "LEGEND" cause it worth it
ShipLobby
Which is what AC will have integrated.
Still not figure out which one cause Nameless player. Shiplobby or morecompany
Only while orbitting you can join, everything else is silly anyway tbh. Its like joining a C&C game late
You will totally skip all early game effectively making you an worthless asset anyway
besides being some weight to prevent all player dying
I'd preffer that way
Specially the weather can desync if you join in the planet
Not only that, but joining mid game is equivalent to people respawning on death.
I have a secret config variable to make the lobby joinable while on moon tho.
Will investigate this in the future
But it wont be syncing or anything
It will put you in a jail until the ship is orbitting again basically
So you can basically queue to join
hey thats thinking with devbrains
Spectre mode?
Thats game design brain 
Yea, probably best way to do it
just insta kill the player and let him spectate
but i got the beta and we will try again cause people really like the mod
There are however some things to investigate so the config value isnt supported rn
AH I forgot report one more bugs and I'm not sure if that is a bug
If you set perks level over 10 levels the perks system will break
Yeah I was thinking about it
what do you want me to do exactly to fix it?
make the terminal become wider?
Coming to your home giving you a 21:9 monitor if you decide to put more levels in it?
Its a design choice :D
Thats why there are only 10 inventory slots
(and 3 are reserved for equipment)
(and they will stay reserved)
Understandable
make the hotbar slots wrap around the whole screen
up the right side
across the top
down the left
and then spiral inwards towards the middle
or add a scroll bar XD
So you want to play an old game called Snake huh? XD
yeah could add some apples too good idea
I thought about adding a character menu but I feel this goes against the philosophy of the game
menueing to equip stuff
minecraft inventory menu
Snake layout inventory doesn't exist it won't hurt you
Snake layout inventory:
Is that possible? menu equip?
But I might break compability with reserved slots intentionally with 1.1
what about all items in your inventory being physically visible on your character model even when not holding, similar to the cosmetics system. bolts dangling off my belt
Just a heads up
bro........
🤔
Different philosophy and I will add equipment slots where reserved slots are rn
aight i added the beta and my stuff broke down completely xD ima fiddle around and maybe fix the issue cause i think it might think morecompany is still installed in the files
And make them accessible by holding Alt
THANK YOU 🙏
So no need for ReservedSlots any longer
will it be configurable to replace all the functionality of the reserved mods 🥺
Well it sounds like I need to rebalance the modpack
You have no idea how happy that makes me.
dedicated flashlight, walkie, weapon, spraycan, boombox........
But RG will be happy, this will come with a max inventory possible upgrade
Max inventory will become 13 basically, 11-13 being reserved for equipment
and shown like reserved slots are rn
oh only 3?
Happy Happy Happy
so wont replace all reserved slots
based
i cry
conflicting emotions
It's time to make a meme for this mod
Are you planning to make walkie/flash visible on body when on your reserved slots?
Conflict
Walkie Flash are not puttable into equipment slots :D You need the headlamp for that or the communication headset. Or for both the Tactical helmet
ah cool
what goes in them
Equipment
is shovel equipment
No
holy shit?
Shovel is Hand Equipment

but we already have slots for these
thonk
Like I said: My equipment slots will replace ReservedSlots and keep their functionality.
And I will offer a wide variety of equipment with 1.1
Do you know those shoes
huge
these blinking ones?
no
light up shoes
Maybe you will get those
oh god
And they play music
will they be the ones
So you have your Boombox Slot
damn the light up shoes

Everytime you move they play "Let it go!"
😭
And speed is determined by how fast you walk 
Maybe I will actually add that now
I like the idea
I will totally concentrate on the equipment slots for 1.1 and the headline feature
Welp, install MoreCompany for now
yeah i was like i don't have that mod why is it angry about that mod xD
because I referenced it in t hat method
I like how BiggerLobby isn't even in the picture 
Have to isolate it
aight
Will be fixed for next version. Its the cosmetics extractor for MoreCompany
And just to be clear, here are the latest changelog for the beta
Sorry but there's only 3 doors, no more doors for it : P
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
- When dying in a lobby without Save progress, the inventory slots will correctly reset now
Yeah
Waiting for today's bug fixed. And I'm gonna test this mod again
By the way, Is there any chance to get dynamic monster scale function to fit players count?
Wont take any feature requests rn
I am in fixing phase
Last feature I added to the list was reset
I'll check if the flashlight issue desync is fixed in this update
Got it
For the late joining, potential solution to joining while players are on a moon is sending them straight to spectator mode upon joining
so they can't actually play til the day ends
But friends can join eachothers games with ease any time
not having to time it exactly for when theyre in orbit
beta feedback: when few people are dead, steam pictures in death screen are very big and very blurry
can be seen when playing alone and immediately jumping out the ship before landing (i was testing stuff 😉 )
weird, will h ave to test that
var widthPerBox = GridLayout.GetComponent<RectTransform>().rect.width / (float)childs;
widthPerBox = widthPerBox - 5f;
if (widthPerBox > 100)
widthPerBox = 100;
GridLayout.cellSize = new Vector2(widthPerBox, widthPerBox);
I limit it to 100 units
does that equate to pixels? what's the width of the screen in units? might be related to hdcompany then
Screen is virtual space for UI
I think its somewhat like 900 virtual pixels in width
but it expands in width :D
So the play area is around 800-900 virtual pixels
Would have to check for height
can tell you in a sec
same without hd company
this is how it looks
on this screenshot width of the profile pciture is about 252px
Its exactly 900x558.5 virtual pixels
thats correct tho
working as intended, I might have to load the bigger steam avatar tho
And if you speak the box jumps
and looks like the resolution of the fetched steam proile pic is idk.. 128?
according to amplitude
yea ok. I guess it should be capped at native res..?
tbh when you first said this i was afraid it would turn out looking quite.. erratic, but it looks good. Like the top bar on one of those older eq visualizers haha
I made it exactly that way to not be erratic
Basically amplitude 0.0 - 0.2 is the difference between 0% movement and 80% movement
only the loud peaks move the box by another 20% basically
So they seem lively :)
Wiggling around a bit
I like the feel of them, they are funny
And you can clearly see whos speaking
I am not an amateur. I know what I am doing. Most of the time 
OK. Sometimes.
I might also add a small button at the bottom of the presets to just create a new preset with default values
that's good
Is this out?
In beta, yes
aight we getting some [playernum7] messages showing up
Where do you get the beta?
If you use any other mods than cosmetics, dont report bugs:
#1186884307332108339 message
I wont take bug reports with "I have the beta and 2873 other mods installed and something very small here is not working. PLEASE FIX IMMEDIATELY! BROKEN MOD!" seriously
Beta is meant to test my mod and my mod only.
fair enough.
And expect me to just not follow up on you sending a log where I see other mods active 
I probably will just ghost you.
Only interested in people wanting to help debug my mod
When beta is in release, I will change mode again
It's time to bed for me now, I will test mod again after I woke up. gn everyone
yeah no i won't post em if you want it to be tested without anything else but your mod, thats fair. I usually report shit that pop up from their mods, so usually when i install someones mod and a new type of error pop up.
Which mod is incompatible with which mod is always a question of perspective btw
If you install AdvancedCompany after you have installed IncompatibleModA you quickly think: AdvancedCompany is incompatible with IncompatibleModA. But you could also say IncompatibleModA is incompatible with AdvancedCompany
yeah thats why i usually tell both sides about the issue poping up, i tend to try and test the likely causes, and i switch up mods quite often, like 2-3 new mods mixes a week, so i see what usually works and usually have issues with stuff. Biggest ones are usually the ones that handle the lobby parts especially when you go above 10 players.
Read above
yep still didnt release
has anyone played adv with lethal expansion? whats the experience like?
Well, it's been fine for me and I've been playing AC with LE for 2 weeks
great, ty
Don't think LE does anything that will conflict with AC as far as I'm concerned
Yeah LE conflicts with a lot but not this one
well, knowing the scale of this mod i wouldnt be surprised if something did
thanks for the answers!
???
There is version 1.0.10 released since over a week
The mod is released for 2 weeks already
wait
can u ping it
so i can
see it
i wanna dowload it
but i think ik what the best mod
the best mod is ALL MY FELLAS
You could just look in the pinned messages btw
the option in LE to keep items when all players die was causing issues being stuck between rounds
yeah theres no way im gonna run the non-core version
like no way in hell
but thanks!
I mean, my mod is attempting to be the least invasive possible
This makes my mod development a bit slower
Some other mods, dont wanna name them, probably starting with L and ending with E 👀 , dont care at all.
Some are just "f em"
AdvancedCompanys patches are 80% transpiling
which btw also increases the chance of it still working with a new update
but havent looked at the code
its just an assumption
Seems like it's most mods that attempts to save scrap in addition that I've tried.
Llamas enhancer, soloscrap.
Not lethal utilities when saving gear however though.
Lethal Utilities was built to be used as a sort of fill in the gap for modpacks so it has very little issues from what I''ve noticed.
well, apparently there are some issues with timescale settings.
Yeah, only issue I've found with utilities atm is it's weight calculation when teleporting with certain items kept, with is pretty good considering the amount of things the mod covers
no issue, but didn't work either in my experience. Just use AC's ship perk customization to save loot 😉 That's what I do now when going solo
I would like to use the ship perk, but I did enjoy the solo scrap that automatically covers certain scrap if you are playing solo and automitcally turns off when you have others join/leave even through the same session. I tried to simulate a half measure with a combo of utilities (keep gear) the the AC ship loot saver but the problem with that combo is that thegear is still included in the percentage calculation when it decides what to keep.
ie 8 shovels and 2 whoopie cushions with save 50% loot perk, all 8 shovels will be kept but no whoopies since the shovels ate up the 50% already
I believe you lol, there is a lot in your mod
But the config screen code is now extremely clean
If the code would be a girl, I would fall in love with it 
That clean
hell yeah!
One somewhat downside currently. Conversion values only work with sliders
So some fields are now sliders
All fields are now generated by code too
👀
as in the textbox only outputs, can't use it to enter a value?
Of course you can input stuff, just like in the current beta
Ah well I've never used it for that, but no mod is 100% perfect so I can believe it.
oh, I must be misunderstanding your meaning with "Conversion values only work with sliders"
Internally I save percentages as their decimals.
100 percent is 100/100
50 percent is 50/100
I save 100 as 1.0 and 50 as 0.5
But I want to show the users values they will understand
50%
Ah gotcha, readability things
So you can enter 50 and the input field will recognize it as 0.5. It will show you 0.5 as 50
This currently only works for slider fields because I am too lazy to do it for numeric inputs too

But sorry not sorry
XP Multiplier max is now 1000%
Now adding functionality to the new "Create New" button
Everywhere reset buttons 
Resetmania!
I do appreciate that they are neat little symbols and not just the word reset plastered everywhere lol
And if you ask why there is two new preset buttons
left one will create one with the default values
Save as new preset will save the currently showed values as a new preset
holy
we need a lite version, this is to much for me i like simple but no to complicated stuff
Phew
My mod is meant as a replacement for MoreCompany and other lobby mods and the extra stuff is just added stuff
Just see it like that
So its a foundation mod
also you're perfectly fine not changing anything in Items, Perks and Moons
nah its juss some of these i dont like, some of it seems very op
you can disable what you don't like, the beauty of configs
@solid pivot Do you recall what the ItemType for the store items you added to the game? BetterTeleporter requires me to add in the name of the ItemType rather than the Item name. So for example in lethal upgrades their "Peeper" item is labeled as ItemType = MoreShipUpgrades.UpgradeComponents.coilHeadItem.
now i gotta scroll all thwe way up
I dont have to recall it, I know exactly what they are
AdvancedCompany.Objects.LightningRod
AdvancedCompany.Objects.RocketLauncher
AdvancedCompany.Objects.NightVision
AdvancedCompany.Objects.RocketBoots
AdvancedCompany.Objects.SwimmingFins
AdvancedCompany.Objects.BulletProofVest
@sonic lava
wait! sorry for hoping for the best here but if you know the peeper name for lategameupgrades, do you happen to know what names their portable teleporters are??
And if you need the item ids instead:
Lightning rod: 1011
Rocket launcher: 1012
Night vision: 1014
Rocket boots: 1010
Swimming fins: 1013
Bulletproof vest: 1015
Testing it rn!!
This one?
MoreShipUpgrades.UpgradeComponents.AdvTPButtonScript
MoreShipUpgrades.UpgradeComponents.TPButtonScript
Thats the other one
This is what Kieth from lategame Upgrades said:
TPButtonScript
AdvTPButtonScript
coilHeadItem
You probably need the Namespace as well
sweet, I'll give those a go! thanks heaps since I was headbutting a wall trying to get those to work last week lol
is namespace 'MoreShipUpgrades.UpgradeComponents.'
cool beans!
. is basically just dividing layers
Where the last entry is the class name in that namespace defined before
[namespace].[subnamespace].[subsubnamespace].[classname]
IT WORKS omg Love Forever
Which isnt always entirely true because you can have subclasses and stuff but yea
in general its like that
Ofc, you're welcome.
sweet, I remember entering in so many variations of class names from what I could see from the thunderstore code viewer and just being confused af lol
Just search for : GrabbableObject
Thank me later

Basically ALL items which a player can grab are extending from GrabbableObject
: GrabbableObject defines that a class inherits all members and functionality from some other class GrabbableObject
But you have to find out the namespace by looking for "namespace" above the class
Its like this basically:
namespace XYZ.ABC
{
[...]
public class SomeItemName : GrabbableObject
{
[...]
So the item name for the config would be XYZ.ABC.SomeItemName
Btw. Will add some nice detail
If you start a lobby with a certain preset I will save the preset name in the save file, so if you just open that savegame again, it will try to load the same preset (if it still exists)
New beta
Included is the new preset stuff and a fix for games not starting or stopping to work and save progress being buggy
Multiplayer stuff?
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
- When dying in a lobby without Save progress, the inventory slots will correctly reset now
- Fixed a bug which resulted in the activated flashlight not being shown active any longer when dropping an inactive one.
I never understood why latecompany didn't just do this when the function is already in the game.
howdy, sorry if I'm being annoying with a follow up question about names for better teleporters. Is there a name that would include a current held item or is that probably outside what the list is referencing, if you happen to have some insight
I dont exactly know what you mean :D
He just wants the item name for adding to the better teleporter config
so he can configure it to let him keep holding the item when teleported
Already gave it to him
and not drop it
I'm pretty sure the issue is in the coding for BetterTeleporters as it clearly only uses ItemType instead of other item classifications (like item in hand or all store bought items) like how other mods usually do it. And I'm pretty sure there is no such thing as an ItemType for an item you are holding. It just doesn't make sense since it is just like it's name suggests: items grouped by type. That's unfortunately just how they coded their mod. If you really want to be able to TP scrap using their mod, your only option is to include the ItemType list on BetterTeleport's page on thunderstore. And since the modder for BetterTeleport doesn't seem to be in this discord, your best bet is asking on GitHub.
For future reference, it doesn't make a lot of sense to ask someone who didn't even work on a the mod how that mod works lol. You'd have better results if you asked in the modding-general channel, because there is more likely to be someone there who is both bored and has enough time to look at the code to figure it out. Or you could reach out to the mods of other teleporter mods to see how they were able to do what you were looking for. Currently, LethalUtilities has that option, but it is incompatible with InverseToPlayer
Well lethalUtils option lets you keep everything or a small subset of vanilla items
Doesnt have options to specify specific items
It does allow specifying currently held item
I believe
He want's only the one scrap he is currently holding, But I highly doubt there is a ItemType name for that
DropExceptHeldItem
The following names are associated with "Scrap":
AnimatedItem
GiftBoxItem
HauntedMaskItem
KeyItem
NoisemakerProp
RemoteProp
RagdollGrabbableObject
LungProp
PhysicsProp
TetraChemicalItem
WhoopieCushionItem
ShotgunItem
GunAmmo
if you consider that scrap
90% of all scrap is PhysicsProp
This is the complete list
Lmao yeah, and he could have found pretty much all of that on the thunderstore page for the BetterTeleporter mod is what I'm saying. However, I'm pretty sure he wants to tp just the item he is holding in his hand.
Specifically for inverse teleporting to a player?
And I believe there are only two mods out there that have it coded this way.
I'm pretty sure he basically just wants this mod
I don't get what's wrong with lethalutils
But teleporter mods that specify what items can tp don't play well with each other
What's the other teleporter mod used
This mod does not work with most of the tp mods out currently
Well
It only works with BetterTeleporter for some reason
exactly what I was saying lmao
apologies for the wrong place to ask that question but that you for the insightful answers! 🙂
btw
late join working :)
even on moon
I need to make it look a bit smoother tho, probably just black screen when I know its a late join to spectate
and late joined players still give a fine 
And are on the death screen
Will fix that too
not intended?
No, they were joining late?
late should be dead
oh yes ok
That will circumvent any desync stuff
even if weird stuff happens for spectators
the group playing wont be interrupted by it
And its the fairest way of handling late join when ship is on a moon
You can still join your friends to start playing with them next orbit
or talk to the dead :3
late gets spawned in the deepest part of the dungeon without a flashlight next to a thumper
Will sleep now tho
There is a small time period when landing the ship where joining will lead to an error. Either will have to disconnect the player in that case or fix it somehow
Flooded Weather was synced in my test tho
love you and this mod ❤️
Oh btw, came up with an idea in bed
MAybe I can add a button into the quick menu "Copy Lobby URL"
Think this would be better than codes
@solid pivotwould you have any idea or have seen mention of any mod causing issues with what I can only guess is your death/results screen? when theres a teamwipe the game essentially soft locks once the doors lock and the menu comes up.
I have quite a considerably sized modpack so theres likely something being weird in there... but figured I'd ask
ok, crap. the mod is definitely part of the reason my game softlocks on death
but what the other cause is I'm not sure
as turning off this mod made it work.
time to watch videos while repeatedly speedrunning DEATH.
It's definitely not.
Did you tried with Advaned company mod enable only?
it is. cause the softlock went away when I immediately turned it off as a first check cause it edits the death screen.
but now I'm trying to find the actual catalyst which is the incompatibility
which is pointing towards lethal expansion and extra moons that depend on it
just re-enabling the last of the mods short of them now... which will mean that the last stuff to turn on is the lethal expansion and the mods that require it.
lethal expansion is known as incompatibility
ahhhh well~ that tops my frick. just as I was glad there was a core mod that didn't try to override my game with an ingame menu system so I could try to use some new maps
Ha, but honestly, other than some mod installing addiction, whats the point of new moons if they still always contain the same interiors.
I usually don't install other maps like SCP or new moons
Cause that is not stable yet
and more than 3 quarters of the new moons are people wanting more and more harder stuff so I'll likely never use them.
Desync and fall into void happened very often
That's for stream or videos content
But if you want to make a playable modpack better not add new moons or dungeon
LOG?
back to guessing
game log please
And just want to remind that PotatoePet won't fix any incompatibility now, he is in the bug fixing phase now. So better remove other mod to test this beta
remove that and play again see if the problem is still happned
nevermind. I learned how to replace the dev messages with blank lines
and am now just searching open square brackets to browse it myself
I'm smart when I want to be. don't look down on me.
oh interesting.
I gave myself a false positive
cause the company building doesn't do an end mission screen it seems (jumped off at the start/fed myself to company)
so I didn't actually find the issue-ing mod.
only softlocks when the end screen actually comes up.
You mean it won't finish current stage quota?
it won't respawn players
if all players die
also, I've found the mod in question
"Persistent items"
makes items that are dropped outside a facility stay on the ground even after you leave planet and come back. unless everyone dies
I saw it in the log. it just abruptly stops after the mod clears the grounds after a death
Well this mod only have these bugs I and others found if you find a new one and tested with advanced company only please let me know
there
fine. I'll throw in a defaults only pack with the two mods only to check it.
confirmed
game is stuck on a closed door with just the 3 mods installed to replicate the bug in question.
So it's persisten_items cause it?
aye
remove it
If you found the new bug please let me know
I'm watching kung fu panda now so you can tag me
atleast make a note of it. not asking to fix. just to make a list of stuff confirmed to break the mod into little pieces.
rather than only listing stuff that actually works first
Yeah of course
it was just a small feature anyways. but if it breaks the game with the more important mods, it's gonna get chucked out.
hmm I'm gonna check what's this mod doing
huh I think this mod is buggy tho
Many people are complain about same issue but with other mods
oh really? hmm.
the issue went away when I had turned off advanced company, and it was the biggest thing that changed a lot of stuff. so it was the first thing I pointed to
but if thats the case, I guess just as well I got rid of persistent items
for the poor compatible
When bug occur it will looks like this?
And nothing happened?
indeed
Yeah pretty sure it's persistent items side problem
This is criminally underrated, best mod ever.
Would you (the devs of this mod) mind if I did a bunch of testing and gave you a list of mods that are incompatible?
Sure, do your thing :D
Alright.
No found incompatabilities, it was a 2 way. Everything works great!
It is also possible that it was a 2 way incompatability.
Corporate Restructure
Works just fine.
Helmet Cameras is literally listed as being compatible on AC page.
Ok
Probably a 2 way incompat then, I think I know what it might be.
Give me a second.
Before you start making any lists, test stuff in a more controlled environment.
Not just all of them enabled.
Thats what I did, I just had one on that I think has a lot of incompatabilities. But assumed didnt at first.
Delete other modules that prevent waste from being lost when all members die
btw
FFXIV Dawntrail looking gooooooood 
Gonna paint my enemies to death! 
FFXIV x Lethal Company when, Yoshi P?
@fair delta happen if you enable the stop all scrap loss feature from any mod. (Solo, lc enhanced, LE,...)
Dunno why you need that anyway tbh
You can deactivate the Loot Saver perk and set the base value to how much loot you want to be saved

Deactivated perks will still have an effect
If you set the base value accordingly
i fucked up and now none of my mods are working
hang on
ill do this tomorrow
im tired and i cant deal with it right now
sorry for the inconvenience
😆
No problem :D
what happens
what is this a response to xd
That's what I do
works great
hmm could we maybe get an option to hide the extra equipment slots when they have nothing in them? it makes the screen feel a smidge cluttered as it is now.
They will be positioned differently in future version.
it's not "loot saver". it's "loot stays on planet until you come back and pick it up" it's different. one lets loot be saved on planet surface but not in dungeon. one lets loot not get deleted when you team wipe.
Are you talking about Persistent Items?
yeah.
if thats what he was referring to. cause the previous message went to the image.
So, found out that dead players arent synced when joining late on a moon. I dont see any solution fixing that. So I assume thats known to people playing with LateCompany. Do you know any other stuff which desyncs? :D
So I can test it
What do you mean with dead players not being synchronized?
Download LateCompany, start a game with 4 player, let 2 die, join with another player.
This will f up everything basically
You will see all 4 players living
2 standing in the ship
You can also do this with 3 clients ofc
start game with 2, let one die, join with another while still on moon
And the game has some other weird behaviour
Which is the wrongdoing of the game
All players have an increasing id 0,1,2,3,4,5,6
Imagine 4 players joining.
If player 2 leaves, the list of clients is 0,2,3
If another player joins, he will fill the missing 1 slot
BUT
If you have 4 players in the lobby
1 and 2 leave
Only 1 new client joins you will have
0,1,3
The game does check all players tho by connectedAmount
So it will look for 3 players but those:
0,1,2
2 doesnt exist any longer
Thats a "bug" in the game
Actually, yea, its a bug
will also do weird stuff in vanilla
(Which is the reason I started to rewrite the lobby netcode to begin with :D)
The net code of the game is very bad
especially considering the following. In the method where this is done, Zeekeers does specifially send a list of all clients with their ids
for (int i = 0; i < connectedPlayerIdsOrdered.Length; i++)
{
if (connectedPlayerIdsOrdered[i] == 999)
{
Debug.Log($"Skipping at index {i}");
continue;
}
ClientPlayerList.Add(connectedPlayerIdsOrdered[i], i);
Debug.Log($"adding value to ClientPlayerList at value of index {i}: {connectedPlayerIdsOrdered[i]}");
}
Its used here
But a bit further down
for (int j = 0; j < connectedPlayersAmount + 1; j++)
{
if (j == 0 || !allPlayerScripts[j].IsOwnedByServer)
{
allPlayerScripts[j].isPlayerControlled = true;
}
}
This happens
Very bad
top one is OK 👌
Bottom is 🤮
wow
the adv company shop bug is gonna get fixed in .11 if im not mistaken?
sorry if its been asked before
for (int j = 0; j < __instance.allPlayerScripts.Length; j++)
{
if (__instance.allPlayerScripts[j].isPlayerDead)
__instance.allPlayerScripts[j].isPlayerControlled = false;
else if (connectedPlayerIdsOrdered[j] != 999)
__instance.allPlayerScripts[j].isPlayerControlled = true;
}
This is my easy fix btw
Could even simplify it
for (int j = 0; j < __instance.allPlayerScripts.Length; j++)
__instance.allPlayerScripts[j].isPlayerControlled = !__instance.allPlayerScripts[j].isPlayerDead && connectedPlayerIdsOrdered[j] != 999;
Simple solution
Will you release next beta? or next is stable?
#1186884307332108339 message
Ah I missed that sorry!
Can put all necessary sync data just in here :3
Late Joining working pretty solid now
BUUUUT some stuff will be hard
Removing late joined spectating players from end game routine
And voice chat is acting up rn
And the hive spawn mechanic really doesnt like late joiners
sh**** the log full
I will do a simple fix for it tho
Naive one even
Very naive approach
If a player is carrying a hive in the same moment stuff might become weird for the spectating players
But well, it is how it is
There is no better solution I think
At least none which isnt like hard to do
wait whaat you built in your own late joining? :0
I really am concidering switching to this mod from morecompany, how would you guys say the desync issues etc are here opposed to MC?
how you get XP?
After finish quota you get xp
Still in beta stage can't sure about that
Alrightalright ty anyway 🙂 will definitely make the switch at some point! the creator seems super creative with this mod
MoreCompany does nothing regarding sync tho?
You can still only join at the beginning because it doesnt do anything regarding sync
All sync problems afterwards are vanilla
Some stuff desycns just due to huge latency spikes
Which are to be expected when playing with >8 players
Regarding the difference between LateCompany and mine? Extreme
Ahh alright thanks for the info! idk im struggling with monsters acting weird af etc. but tbf that is probably lethalexpansions fault :))
LateCompany is basically 100% broken
It doesnt do the necessary steps to ensure sync
I wont either, I will however fix all exceptions shown regarding desynced situations
ShipLobby gang
People who join while on moon will go into spectator mode
ShipLobby is already working
Play the beta
Joining in orbit is basically 5 lines of code
Damn thats exactly how i wished latecompany would work
Joining on an active moon is a total other beast
You might have desyncs with my mod but they wont affect gameplay of the players playing
Only you spectating

RedLocustBees wonst spam your log file any longer tho
Which is a fine addition
Damn i shall try advancedcompany asap bro 😄 thanks for being so responsive! really appreaciate your work
wooo yeah definitely
Log files grew to 500MB quickly here
Thats stuff I aim to fix
I fixed that by basically let newly joined players search for the hives
they throw exceptions because the spawned hive isnt synchronized
Dunno why, dont care tbh. Too much work
Instead I just do a simple distance search
every bee swarm will get assigned to the nearest hive
Which is correct 99% of times
super good solution imo
As you cant pick them up yourself this probably wont lead to many problems
Maybe you see hives without bees or smth
When somebody is carrying a bee hive rn
Oh, just thought of a solution for the problem. Every object has a network ID 
I can add them to the handshake
Dunno what I would have to do otherwise. I think positions of items are synced by Unitys Netcode solution
They are considered NetworkVariables
Will have to play a session to find all stuff not working later
So I will change my naive approach to a 100% solid one
dayum wait is that the networkvariables i see spamming my console maybe (probably some of them xD)
Late Joiner =>
Server looks for all currently spawned bee swarms
Look for NetworkIDs of the hives
Sends a list of NetworkIDs to the late joining player
Late joining player reconstructs the connection.
ooo what about compatibility between LethalExpansion and AdvancedCompany? is it better/on par with morecompany you think?
Feedback differs
Dunno if anyone tried the beta with LE yet
It might be greatly more compatible
Cant say for sure tho. Late Joining might lead to weird stuff with other mods too
Late joining on moons to be specific
you have the megamind for coding sir
(Which is why I make it a configuration for lobbies)
alright cheers ill try and see for myself too 😄
So from what I am understanding rn, there will be a "let people join when in orbit" and a "let people join (as spectator) when in moon, then become player after the day"?
I have 17 years of professional development experience, 7 of whom I developed specifically as a gamedev using Unity.
Yes
Can definitely tell! and you are active af with responding to users, which is amazing
And the join as spectator will mostly be perfectly synced
At least with all vanilla systems
so can i enable/disable one of them
keep going i will be following the shit out of this mod
Probably that good synced that they could also start playing without desyncs
But I dont feel comfortable with that
Yes, its planned like that
@lost python
Amazing
You can say: Enable Late Join and in addition Enable Late Join on Moon
I love you and this mod, it's honestly amazing 
I will also see if I can add a button in the quick menu: "Copy steam lobby link"
Then you get a link in your clipboard like "steam://joinLobby/123415/123412344/1231723712372"
which you can share with others
To join your lobby
I am definitely sold just chatting here for 6mins lmao, im currently changing to advcompany B)
:O
I wonder if it can extend to Discord invitation
definitely sold on this one the first time i witnessed its features
cannot play a modded lobby without it anymore
sounds super promising 😄 cant wait to test it tbh
Working on making it easier for me to add sync stuff 
Maybe I need to sync stuff like rag dolls when they are spawned before a late joiner joins etc.
Will test later like I said but now I have a central point to add sync stuff
is it possible to just get the items och perk system from the mod?
och?
ops. i mean "and"
the other features and settings i get from other mods
Hey PotatoePet I want to ask that does landing speed affect ship take off speed?
oh the beta actually fixes the buying issue i had
nice
love how the new shop looks
i think advanced company doesnt work with any dance mods
hm
the fortnite one
wb lethalexspansion
cuz when i tried advanced company with 10 mods it worked with more players fine
Works with More Emotes. 🤷♂️
but after i added like 15 it messed up
Work with toomany and more emotes
i tried that and adv and toomanyemotes
everything worked fine
What issue you faced?
only thing i could think of then is mimics, ai rework of the masked, and moreblood
after i added some mods the more players aspect of advanced company didnt work
game would start breaking
they got kicked out instantly
bruh
craaaazy 😄
mod list?
huh
Its working 
what is
Legend
Nothing nothing
So now I have to find any aspect of the game not correctly syncing with late join on moon 
I will do a quick test
You can open the console option to see what happened when other players get kick
i'll try that later
Did you figure out sync on moons?
When someone joins when somebody has a flashlight on its not synced
Second sync addition
Other mod items probably wont sync correctly but tbh
thats their problem
not mine

Git gud
I mean, spectators won't mind.
It will desync completely
When on its off
when off its on
Thats how it is for LateCompany rn too
Even when they eventually spawn on orbit?
Yes
I see.
Same stuff will happen with any custom item syncing stuff
Wont happen with my missile launcher of course
Will sync everything during handshake :3
Will add AdvancedCompany.Lib.Handshake.AddGatherData() and AdvancedCompany.Lib.Handshake.ApplyData() later
To sync stuff
So its up to the mod developers to make their mods work
I make it as simple as possible
Networking is no witchcraft
Just... git gud
For items it will be even easier 
As I will make it easy for myself
Changes are looking really good 👌
I can definitely wait for this huge as fuck update and be very happy when it releases
There's two lighting rod?
And after I change moons loot multiplier and save it. It won't be saved however
That's Radar booster I think
Yes, it is
[Warning:AdvancedCompany] Received unkown item: -1050623500
[Warning:AdvancedCompany] Received unkown item: -1017642131
[Warning:AdvancedCompany] Received unkown item: 1113755800
[Warning:AdvancedCompany] Received unkown item: -1050623500
[Warning:AdvancedCompany] Received unkown item: -1017816253
[Warning:AdvancedCompany] Received unkown item: 1113755800
[Warning:AdvancedCompany] Received unkown item: 1065379727
[Warning:AdvancedCompany] Received unkown item: 769
[Warning:AdvancedCompany] Received unkown item: 16842752
[Warning:AdvancedCompany] Received unkown item: -1035800412
[Warning:AdvancedCompany] Received unkown item: -1017410109
[Warning:AdvancedCompany] Received unkown item: 1123931779
[Warning:AdvancedCompany] Received unkown item: -1035800411
[Warning:AdvancedCompany] Received unkown item: -1017407200
[Warning:AdvancedCompany] Received unkown item: 1123931779
[Warning:AdvancedCompany] Received unkown item: 1086881139
[Warning:AdvancedCompany] Received unkown item: 769
[Warning:AdvancedCompany] Received unkown item: 16842752
Is shipxp command broken in current stable version?
it is for me
Ah, so the first number needs to be how much you actually want and second one can be anything. Thanks!
Maybe
could also be the other way around
I am pretty sure that with vanilla stuff I will get around 99% sync :3
Is battery pack upgrade compatible with all battery powered items, even modded ones? Assuming their batteries are set up similarly to vanilla/AC ones.
In theory yes
I reduce the rate the battery discharges
EladsHUD or smth is overwriting that method tho
making it not work
I love mods who dont care at all about other mods <3
It does work actually.
Somebody told me its not working
Elads just doesn't show the time correctly.
Thats why I am doing my own game tbh
Time moves slower, instead of showing actual time. Otherwise the upgrade works.
I constantly feel stressed with 20 people saying 5 different things
By now I simply ignore 99% of bug reports tbh
Makes sense considering new version is being worked on.
again, its alright not a game breaking bug
Theres no rush to get the mod out, its mainly people just trying to help you, because they love your work.
That's not the point.
Well I think he feeling stressed because 20 people saying 5 different things will confuse him to find the problem
The point is that people don't properly test stuff and just post unproven claims when it comes to bugs and the like.
And sometimes that even is not this mod's problem
Yeah that can be annoying.
That's why when I found a new bug with mods I always remove other mods and start a new save to see if I can reproduce the issue.
If I can, report it. If I can't, test more and decide should report or not.
Also, luckily after doing a bit more testing. It was a problem with one of my config files that even though it was deactivated still did things? Luckily after doing that I cant find any current incompatabilities or bugs.
When i find a bug I always look for if someone else has already brought it to their attention
Late join flashlight sync should work now :3
Do you know if doors are synced already?
If any modder finds their way here, I probably will offer this to other mod creators:
All of this happens before the player is loading into the scene
v47 is out
And?
officially?
yup zeekeers pushed it to release
it does break stuff :x
wohooo epic 😄
Changing Coroutines to async, oof
is it currently releasing? i cant find it
ooo nice alright 😄
thanksbroo, yeah im guessing every mod creator has to update now xD
time for some vanilla untill then
you can use the v45 option in betas i think
My profile still "works" so far.
Yeah, same place you accessed v40 when v45 hit is where you can access the past version
Labelling might've changed cause I'm in-game testing smth rn
for me previous was v40.. restart steam?
v47 doesnt change too much, everything seems to be working still
From what I recall it was notably Thumper and Shovels that got changed in the v47-b no?
AdvancedCompany stands tall? 
which might screw up custom dungeon mods?
most if not all the features still work perfectly
i will do a bit more testing though
Thats the power of my coding 
the goat
Yea, pretty much everything seems to work fine
Had to do a little fix because of the lobbies
For the beta
Will release a new beta soon
Stack trace:
AdvancedCompany.Network.Lobby.Player () (at F:/Projects/UpgradeCompany/Network/Lobby.cs:32)
AdvancedCompany.Perks.GetMultiplier (AdvancedCompany.Game.Perk perk) (at F:/Projects/UpgradeCompany/Perks.cs:321)
AdvancedCompany.Perks.GetMultiplier (System.String perkName) (at F:/Projects/UpgradeCompany/Perks.cs:339)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AdvancedCompany.Network.Lobby.Player () (at F:/Projects/UpgradeCompany/Network/Lobby.cs:32)
AdvancedCompany.Perks.GetMultiplier (AdvancedCompany.Game.Perk perk) (at F:/Projects/UpgradeCompany/Perks.cs:321)
AdvancedCompany.Perks.GetMultiplier (System.String perkName) (at F:/Projects/UpgradeCompany/Perks.cs:339)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)```
yeah theres new halways too
Known error in 1.0.10. Happened all the time
morecompany integration??
im not paying 95$ to activate windows
No joke. You're killing your performance. That thing is an overlay essentially. If not performance, then latency will suffer.
:'>
will it still be compatible with cosmetic mods?
whats kms
Key Management Services
There are some funny tools out there
Which I cant discuss in detail
Would be interesting if some program could AUTO matically set the KMS to have windows activated 
Would be really funny
im gonna double check

but im 90% sure it is!
German engineering 
are suggestions allowed?
cause im trying to boot with 9 mods and i cant even focus into the game
You can suggest whatever you like but I am right now in fixing phase
to release the new beta as quickly as possible
alright, thats fine. im sure somebody is already working on something similar i believe.
i just think itd be really cool if when the apparatus is taken out the facility goes into a "meltdown" state, randomly exploding around, all turrets start permenantly firing in circles. and you have a timer to escape before the facility gets locked and you die if youre still inside.
thats a bit much 
yeah i know
its just cool
you dont have to or anything, it was just an idea i had
of course you never had to to begin with
Problem is that Zeekeers definetly plans something with those

