#[Deprecated] Advanced Company

1 messages · Page 10 of 1

rose token
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aight here are some of the logs i managed to get a hold of not everyone had time to respond and maybe you update soon so it wont even matter but still

solid pivot
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[Info : BepInEx] Loading [AdvancedCompany 1.0.10]

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will look at it later, thx, but there is already the beta running

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with a totally overworked lobby :D

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So many mods throwing exceptions potatoe_pepe

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Were there any particular bugs you want me to look for?

rose token
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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.

sonic vale
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we had people become invisible for others randomly, we had people unable to hear eachother randomly

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we had that yesterday on stable version

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there was no errors, it's just happened

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so reason is unknown

rose token
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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.

stiff galleon
rose token
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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.

sonic vale
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i don't have push company but have those bugs

rose token
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oh maybe ouija board mod also i added that

sonic vale
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don't have that one as well

rose token
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also feedback from my fellow players added, not fans of the red item slot. to much visual clutter

stiff galleon
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What version you guys have

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Cause I had newest version without these problem

rose token
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latest

stiff galleon
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1.0.10?

sonic vale
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latest stable i guess

sonic vale
stiff galleon
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And you two both install morecompany?

sonic vale
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no

rose token
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nope would not have both at the same time cause that would cause issues

stiff galleon
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So you two use this mod's extend lobby right?

sonic vale
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yes

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and also ShipLobby

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to allow latejoin

rose token
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you know what ill just send you my pack.

stiff galleon
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Huh maybe I figure out why both you two have this bug and I don't

rose token
sonic vale
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or 018ce4f5-02e8-dc41-ec4f-ad11097ae146

rose token
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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.

stiff galleon
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So both you guys didn't turn extend lobby off right?

sonic vale
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yeah

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32 lobby provided by advanced company

rose token
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well i got late company.

sonic vale
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i use shiplobby instead

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for the same purpose

solid pivot
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LateCompany is known to create problems

stiff galleon
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Well that's for lategame

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And yeah latecompany known as many issue

rose token
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yeah i figured that it could aswell, but it has never been an issue untill now.

stiff galleon
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But the main problem I think is advanced company's extend lobby actually have bug.

sonic vale
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well, playing without it kinda suck

stiff galleon
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Cause I play with morecompany and advanced company

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And I turn advanced company extend lobby off

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So maybe that's why I didn't affect

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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

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If that still happened then, yeah it is the extend lobby code problem

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How many players you guys have?

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2? 4? or above?

sonic vale
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above

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we had max 6 yesterday, i think

stiff galleon
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Well I played with other 5 peoples too, and works fine

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Sometimes 7 or 8

solid pivot
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I played my mod with 7 people, my lobby code is solid

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We had 0 invisible players

stiff galleon
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Hmm.. then that's odd..

solid pivot
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And I dont feel like discussing a 1 1/2 week old version

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When there is a new beta

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I dont even have the code of the old mod any longer

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As I totally rewrote the lobby to be even more stable

stiff galleon
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Yeah maybe after new update release these problem will got resolved

solid pivot
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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

stiff galleon
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Otherwise they have to compare their mod list to figure out what cause it

solid pivot
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#1186884307332108339 message

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Reminder

sonic vale
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it's pretty hard to sync mod versions outside of thunderstore

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with many people

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so i guess i'll wait for thunderstore release

solid pivot
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Then dont participate in the beta test but nothing I can do tbh

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Nothing reported regarding the lobby will help me the slightest rn as the currently released version differs heavily from the beta

stiff galleon
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Yeah I don't update for my friends except helper

solid pivot
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It also removes the need for LateCompany

fair delta
stiff galleon
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At least today I tried beta with my friends didn't happened invisible player

fair delta
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Are you integrating late joining?

stiff galleon
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For late join

fair delta
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👀

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Would love to have a late join that didn't have desync issues

stiff galleon
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So that's why I called this mod "LEGEND" cause it worth it

eternal ivy
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Which is what AC will have integrated.

stiff galleon
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Still not figure out which one cause Nameless player. Shiplobby or morecompany

solid pivot
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Only while orbitting you can join, everything else is silly anyway tbh. Its like joining a C&C game late

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You will totally skip all early game effectively making you an worthless asset anyway

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besides being some weight to prevent all player dying

analog radish
eternal ivy
solid pivot
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I have a secret config variable to make the lobby joinable while on moon tho.

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Will investigate this in the future

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But it wont be syncing or anything

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It will put you in a jail until the ship is orbitting again basically

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So you can basically queue to join

rose token
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hey thats thinking with devbrains

stiff galleon
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Spectre mode?

solid pivot
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Thats game design brain potatoe_pepe

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Yea, probably best way to do it

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just insta kill the player and let him spectate

rose token
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but i got the beta and we will try again cause people really like the mod

solid pivot
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There are however some things to investigate so the config value isnt supported rn

stiff galleon
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AH I forgot report one more bugs and I'm not sure if that is a bug

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If you set perks level over 10 levels the perks system will break

solid pivot
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not a bug

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10 is the max supported levels

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thats by design

stiff galleon
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Yeah I was thinking about it

solid pivot
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what do you want me to do exactly to fix it?

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make the terminal become wider?

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Coming to your home giving you a 21:9 monitor if you decide to put more levels in it?

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Its a design choice :D

stiff galleon
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LOL

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Maybe after 10 levels turn square into numbers?

solid pivot
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Thats why there are only 10 inventory slots

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(and 3 are reserved for equipment)

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(and they will stay reserved)

stiff galleon
fair delta
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make the hotbar slots wrap around the whole screen

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up the right side

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across the top

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down the left

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and then spiral inwards towards the middle

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or add a scroll bar XD

stiff galleon
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So you want to play an old game called Snake huh? XD

fair delta
solid pivot
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I thought about adding a character menu but I feel this goes against the philosophy of the game

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menueing to equip stuff

fair delta
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minecraft inventory menu

stiff galleon
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Snake layout inventory doesn't exist it won't hurt you
Snake layout inventory:

stiff galleon
solid pivot
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But I might break compability with reserved slots intentionally with 1.1

fair delta
# solid pivot menueing to equip stuff

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

solid pivot
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Just a heads up

solid pivot
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No need for it any longer

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When there are equipment items replacing it

fair delta
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🤔

solid pivot
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Different philosophy and I will add equipment slots where reserved slots are rn

rose token
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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

solid pivot
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And make them accessible by holding Alt

solid pivot
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So no need for ReservedSlots any longer

fair delta
stiff galleon
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Well it sounds like I need to rebalance the modpack

eternal ivy
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You have no idea how happy that makes me.

fair delta
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dedicated flashlight, walkie, weapon, spraycan, boombox........

solid pivot
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But RG will be happy, this will come with a max inventory possible upgrade

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Max inventory will become 13 basically, 11-13 being reserved for equipment

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and shown like reserved slots are rn

fair delta
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oh only 3?

stiff galleon
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Happy Happy Happy

fair delta
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so wont replace all reserved slots

solid pivot
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Dont care

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:3

eternal ivy
fair delta
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i cry

solid pivot
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Conflicting philosophy

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Add your own body equipment boombox potatoe_pepe

fair delta
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conflicting emotions

stiff galleon
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It's time to make a meme for this mod

eternal ivy
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Are you planning to make walkie/flash visible on body when on your reserved slots?

lost python
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Conflict

solid pivot
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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

eternal ivy
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ah cool

fair delta
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what goes in them

solid pivot
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Equipment

fair delta
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🤔

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define equipment pls

solid pivot
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Wearable Equipment

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Helmets, Body Clothing, Boots/Shoes

fair delta
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is shovel equipment

solid pivot
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No

solid pivot
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Shovel is Hand Equipment

lost python
fair delta
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thonk

solid pivot
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Like I said: My equipment slots will replace ReservedSlots and keep their functionality.

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And I will offer a wide variety of equipment with 1.1

fair delta
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WIDE VARIETY

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big

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massive

solid pivot
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Do you know those shoes

fair delta
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huge

solid pivot
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these blinking ones?

fair delta
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no

solid pivot
fair delta
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light up shoes

solid pivot
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Maybe you will get those

fair delta
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oh god

solid pivot
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And they play music

fair delta
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will they be the ones

solid pivot
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So you have your Boombox Slot

fair delta
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that have a wheel in the heel

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for rolling around

lost python
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damn the light up shoes

solid pivot
fair delta
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cursed

solid pivot
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Everytime you move they play "Let it go!"

fair delta
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😭

solid pivot
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And speed is determined by how fast you walk potatoe_rofl

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Maybe I will actually add that now

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I like the idea

fair delta
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are you adding any ranged weapons

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bow and arrow

rose token
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aight the beta i download gives me this very weird bug...

solid pivot
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I will totally concentrate on the equipment slots for 1.1 and the headline feature

stiff galleon
solid pivot
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Welp, install MoreCompany for now

rose token
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yeah i was like i don't have that mod why is it angry about that mod xD

solid pivot
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because I referenced it in t hat method

lost python
solid pivot
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Have to isolate it

rose token
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aight

solid pivot
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Will be fixed for next version. Its the cosmetics extractor for MoreCompany

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And just to be clear, here are the latest changelog for the beta

stiff galleon
solid pivot
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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
stiff galleon
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Waiting for today's bug fixed. And I'm gonna test this mod again

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By the way, Is there any chance to get dynamic monster scale function to fit players count?

solid pivot
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Wont take any feature requests rn

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I am in fixing phase

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Last feature I added to the list was reset

analog radish
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I'll check if the flashlight issue desync is fixed in this update

stiff galleon
fair delta
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For the late joining, potential solution to joining while players are on a moon is sending them straight to spectator mode upon joining

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so they can't actually play til the day ends

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But friends can join eachothers games with ease any time

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not having to time it exactly for when theyre in orbit

wild silo
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beta feedback: when few people are dead, steam pictures in death screen are very big and very blurry

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can be seen when playing alone and immediately jumping out the ship before landing (i was testing stuff 😉 )

solid pivot
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weird, will h ave to test that

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var widthPerBox = GridLayout.GetComponent<RectTransform>().rect.width / (float)childs;
widthPerBox = widthPerBox - 5f;
if (widthPerBox > 100)
widthPerBox = 100;
GridLayout.cellSize = new Vector2(widthPerBox, widthPerBox);

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I limit it to 100 units

wild silo
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does that equate to pixels? what's the width of the screen in units? might be related to hdcompany then

solid pivot
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Screen is virtual space for UI

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I think its somewhat like 900 virtual pixels in width

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but it expands in width :D

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So the play area is around 800-900 virtual pixels

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Would have to check for height

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can tell you in a sec

wild silo
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same without hd company
this is how it looks

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on this screenshot width of the profile pciture is about 252px

solid pivot
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Its exactly 900x558.5 virtual pixels

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thats correct tho

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working as intended, I might have to load the bigger steam avatar tho

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And if you speak the box jumps

wild silo
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and looks like the resolution of the fetched steam proile pic is idk.. 128?

solid pivot
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according to amplitude

wild silo
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yea ok. I guess it should be capped at native res..?

wild silo
# solid pivot according to amplitude

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

solid pivot
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I made it exactly that way to not be erratic

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Basically amplitude 0.0 - 0.2 is the difference between 0% movement and 80% movement

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only the loud peaks move the box by another 20% basically

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So they seem lively :)

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Wiggling around a bit

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I like the feel of them, they are funny

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And you can clearly see whos speaking

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I am not an amateur. I know what I am doing. Most of the time potatoe_pepe

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OK. Sometimes.

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I might also add a small button at the bottom of the presets to just create a new preset with default values

solid pivot
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Phew, a lot of refactoring

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Much cleaner now tho

analog radish
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that's good

solid pivot
ionic garnet
solid pivot
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In beta, yes

rose token
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aight we getting some [playernum7] messages showing up

ionic garnet
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Where do you get the beta?

solid pivot
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If you use any other mods than cosmetics, dont report bugs:
#1186884307332108339 message

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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

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Beta is meant to test my mod and my mod only.

rose token
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fair enough.

solid pivot
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And expect me to just not follow up on you sending a log where I see other mods active potatoe_pepe

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I probably will just ghost you.

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Only interested in people wanting to help debug my mod

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When beta is in release, I will change mode again

stiff galleon
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It's time to bed for me now, I will test mod again after I woke up. gn everyone

rose token
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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.

solid pivot
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Which mod is incompatible with which mod is always a question of perspective btw

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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

rose token
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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.

violet vessel
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when will it release

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or did it release and i missed it LOL

nova ingot
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Read above

violet vessel
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yep still didnt release

rapid hollow
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has anyone played adv with lethal expansion? whats the experience like?

lost python
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Well, it's been fine for me and I've been playing AC with LE for 2 weeks

rapid hollow
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great, ty

lost python
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Don't think LE does anything that will conflict with AC as far as I'm concerned

plush fern
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Yeah LE conflicts with a lot but not this one

rapid hollow
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well, knowing the scale of this mod i wouldnt be surprised if something did

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thanks for the answers!

solid pivot
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There is version 1.0.10 released since over a week

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The mod is released for 2 weeks already

violet vessel
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im blind

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i dont see it XD

solid pivot
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The beta is just for 1.0.11

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1.0.10 is working perfectly fine

violet vessel
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wait

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can u ping it

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so i can

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see it

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i wanna dowload it

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but i think ik what the best mod

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the best mod is ALL MY FELLAS

solid pivot
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You could just look in the pinned messages btw

wild silo
rapid hollow
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like no way in hell

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but thanks!

solid pivot
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I mean, my mod is attempting to be the least invasive possible

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This makes my mod development a bit slower

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Some other mods, dont wanna name them, probably starting with L and ending with E 👀 , dont care at all.

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Some are just "f em"

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AdvancedCompanys patches are 80% transpiling

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which btw also increases the chance of it still working with a new update

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but havent looked at the code

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its just an assumption

urban escarp
plush fern
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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.

wild silo
urban escarp
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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

wild silo
urban escarp
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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

solid pivot
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this was a lot of work

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Reset button besides all inputs

urban escarp
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I believe you lol, there is a lot in your mod

solid pivot
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But the config screen code is now extremely clean

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If the code would be a girl, I would fall in love with it potatoe_pepe

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That clean

urban escarp
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hell yeah!

solid pivot
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One somewhat downside currently. Conversion values only work with sliders

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So some fields are now sliders

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All fields are now generated by code too

urban escarp
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as in the textbox only outputs, can't use it to enter a value?

solid pivot
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Of course you can input stuff, just like in the current beta

plush fern
urban escarp
solid pivot
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Internally I save percentages as their decimals.

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100 percent is 100/100

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50 percent is 50/100

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I save 100 as 1.0 and 50 as 0.5

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But I want to show the users values they will understand

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50%

urban escarp
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Ah gotcha, readability things

solid pivot
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So you can enter 50 and the input field will recognize it as 0.5. It will show you 0.5 as 50

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This currently only works for slider fields because I am too lazy to do it for numeric inputs too

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But sorry not sorry

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XP Multiplier max is now 1000%

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Now adding functionality to the new "Create New" button

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Everywhere reset buttons potatoe_pepe

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Resetmania!

urban escarp
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I do appreciate that they are neat little symbols and not just the word reset plastered everywhere lol

solid pivot
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And if you ask why there is two new preset buttons

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left one will create one with the default values

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Save as new preset will save the currently showed values as a new preset

rapid hollow
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this looks sick

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ngl

cunning smelt
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holy

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we need a lite version, this is to much for me i like simple but no to complicated stuff

solid pivot
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Phew

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My mod is meant as a replacement for MoreCompany and other lobby mods and the extra stuff is just added stuff

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Just see it like that

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So its a foundation mod

wild silo
cunning smelt
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nah its juss some of these i dont like, some of it seems very op

solid pivot
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???

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You can deactivate ALL perks

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ALL items

cunning smelt
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you can

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oh shit sweet

solid pivot
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oof

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big big oof

urban escarp
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you can disable what you don't like, the beauty of configs

sonic lava
#

@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.

cunning smelt
#

now i gotta scroll all thwe way up

solid pivot
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I dont have to recall it, I know exactly what they are

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AdvancedCompany.Objects.LightningRod
AdvancedCompany.Objects.RocketLauncher
AdvancedCompany.Objects.NightVision
AdvancedCompany.Objects.RocketBoots
AdvancedCompany.Objects.SwimmingFins
AdvancedCompany.Objects.BulletProofVest
@sonic lava

urban escarp
solid pivot
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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

solid pivot
#

This one?
MoreShipUpgrades.UpgradeComponents.AdvTPButtonScript

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MoreShipUpgrades.UpgradeComponents.TPButtonScript

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Thats the other one

sonic lava
solid pivot
#

You probably need the Namespace as well

urban escarp
#

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.'

solid pivot
#

yes

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Thats a namespace

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without the dot at the end basically but yea

urban escarp
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cool beans!

solid pivot
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. is basically just dividing layers

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Where the last entry is the class name in that namespace defined before

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[namespace].[subnamespace].[subsubnamespace].[classname]

solid pivot
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Which isnt always entirely true because you can have subclasses and stuff but yea

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in general its like that

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Ofc, you're welcome.

urban escarp
#

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

solid pivot
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Just search for : GrabbableObject

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Thank me later

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Basically ALL items which a player can grab are extending from GrabbableObject

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: GrabbableObject defines that a class inherits all members and functionality from some other class GrabbableObject

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But you have to find out the namespace by looking for "namespace" above the class

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Its like this basically:

#
namespace XYZ.ABC
{
[...]
    public class SomeItemName : GrabbableObject
    {
    [...]
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So the item name for the config would be XYZ.ABC.SomeItemName

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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)

#

Included is the new preset stuff and a fix for games not starting or stopping to work and save progress being buggy

autumn halo
#

what's new in the beta? just multiplayer stuff?

eternal ivy
#

Multiplayer stuff?

solid pivot
#

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.
solid pivot
#

WIll now work on joining when on moon

#

And make the player spectate

sonic lava
urban escarp
#

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

solid pivot
#

I dont exactly know what you mean :D

fair delta
#

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

solid pivot
#

Already gave it to him

fair delta
#

and not drop it

sonic lava
# urban escarp howdy, sorry if I'm being annoying with a follow up question about names for bet...

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

solid pivot
#

Scrap?

#

Thats possible

fair delta
#

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

sonic lava
# solid pivot Scrap?

He want's only the one scrap he is currently holding, But I highly doubt there is a ItemType name for that

fair delta
#

lethalutils allows held item?

sonic lava
fair delta
#

DropExceptHeldItem

solid pivot
#

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

sonic lava
fair delta
#

Specifically for inverse teleporting to a player?

sonic lava
#

And I believe there are only two mods out there that have it coded this way.

sonic lava
fair delta
#

I don't get what's wrong with lethalutils

sonic lava
#

But teleporter mods that specify what items can tp don't play well with each other

fair delta
#

What's the other teleporter mod used

sonic lava
#

This mod does not work with most of the tp mods out currently

fair delta
#

Well

sonic lava
#

It only works with BetterTeleporter for some reason

fair delta
#

Gotta ask that dev prob

#

If he can make it compatible

sonic lava
#

exactly what I was saying lmao

fair delta
#

xd

#

glad this convo happened in advanced company

#

it's called we do a lil trolling

urban escarp
#

apologies for the wrong place to ask that question but that you for the insightful answers! 🙂

solid pivot
#

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 potatoe_pepe

#

And are on the death screen

#

Will fix that too

fair delta
solid pivot
#

No, they were joining late?

fair delta
#

late should be dead

solid pivot
#

You cant play when joining on the moon

#

You can only spectate until in orbit again

fair delta
#

oh yes ok

solid pivot
#

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

fair delta
#

late gets spawned in the deepest part of the dungeon without a flashlight next to a thumper

solid pivot
#

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

lost python
#

love you and this mod ❤️

solid pivot
#

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

naive talon
#

@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

naive talon
#

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.

stiff galleon
naive talon
#

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.

stiff galleon
#

lethal expansion is known as incompatibility

naive talon
#

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.

stiff galleon
#

I usually don't install other maps like SCP or new moons

#

Cause that is not stable yet

naive talon
#

and more than 3 quarters of the new moons are people wanting more and more harder stuff so I'll likely never use them.

stiff galleon
#

Desync and fall into void happened very often

naive talon
#

ah true...

#

insym and others have had a bit of that on streams and vids...

stiff galleon
#

That's for stream or videos content

#

But if you want to make a playable modpack better not add new moons or dungeon

naive talon
#

OWO

#

well, bug is back

#

so, it's not just expansion after that assumption...

stiff galleon
#

LOG?

naive talon
#

back to guessing

stiff galleon
#

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

naive talon
#

eugh.

#

fricking diversity dev log spam currently.

#

makes log impossible to check

stiff galleon
#

remove that and play again see if the problem is still happned

naive talon
#

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.

naive talon
#

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.

stiff galleon
#

You mean it won't finish current stage quota?

naive talon
#

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

stiff galleon
#

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

naive talon
#

fine. I'll throw in a defaults only pack with the two mods only to check it.

stiff galleon
#

Only enable advanced company and morecompany

#

for full-functional

naive talon
#

confirmed

#

game is stuck on a closed door with just the 3 mods installed to replicate the bug in question.

stiff galleon
#

So it's persisten_items cause it?

naive talon
#

aye

stiff galleon
#

remove it

naive talon
#

well duh.

#

cause it's the thing causing the bug

stiff galleon
#

If you found the new bug please let me know

#

I'm watching kung fu panda now so you can tag me

naive talon
#

that is the bug.

#

persistent items is incompatible with the mod.

stiff galleon
#

incompatible won't be report this time

#

only advanced company's bug will be report

naive talon
#

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

stiff galleon
#

Yeah of course

naive talon
#

it was just a small feature anyways. but if it breaks the game with the more important mods, it's gonna get chucked out.

stiff galleon
#

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

naive talon
#

oh really? hmm.

stiff galleon
#

Such like backrooms..etc

#

So I think it's PersistentItems side problem

naive talon
#

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

stiff galleon
#

for the poor compatible

#

When bug occur it will looks like this?

#

And nothing happened?

naive talon
stiff galleon
#

Yeah pretty sure it's persistent items side problem

turbid crescent
#

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?

solid pivot
#

Sure, do your thing :D

turbid crescent
#

Alright.

#

No found incompatabilities, it was a 2 way. Everything works great!

#

It is also possible that it was a 2 way incompatability.

eternal ivy
#

Corporate Restructure
Works just fine.

#

Helmet Cameras is literally listed as being compatible on AC page.

turbid crescent
#

Ok

#

Probably a 2 way incompat then, I think I know what it might be.

#

Give me a second.

eternal ivy
#

Before you start making any lists, test stuff in a more controlled environment.

#

Not just all of them enabled.

turbid crescent
#

Thats what I did, I just had one on that I think has a lot of incompatabilities. But assumed didnt at first.

solar whale
solid pivot
#

btw

#

FFXIV Dawntrail looking gooooooood potatoe_pepe

#

Gonna paint my enemies to death! potatoe_pepe

#

FFXIV x Lethal Company when, Yoshi P?

sharp pollen
# stiff galleon

@fair delta happen if you enable the stop all scrap loss feature from any mod. (Solo, lc enhanced, LE,...)

solid pivot
#

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

turbid crescent
#

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

eternal ivy
#

😆

solid pivot
#

No problem :D

fair delta
#

what is this a response to xd

rose token
#

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.

eternal ivy
#

They will be positioned differently in future version.

naive talon
eternal ivy
#

Are you talking about Persistent Items?

naive talon
#

yeah.

#

if thats what he was referring to. cause the previous message went to the image.

solid pivot
#

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

analog radish
solid pivot
#

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 🤮

analog radish
#

wow

rapid hollow
#

the adv company shop bug is gonna get fixed in .11 if im not mistaken?

#

sorry if its been asked before

solid pivot
#
            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

stiff galleon
#

Will you release next beta? or next is stable?

solid pivot
#

#1186884307332108339 message

stiff galleon
#

Ah I missed that sorry!

solid pivot
#

Can put all necessary sync data just in here :3

#

Late Joining working pretty solid now

#

BUUUUT some stuff will be hard

stiff galleon
#

some stuff will be hard?

#

like what?

solid pivot
#

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

ember prawn
#

I really am concidering switching to this mod from morecompany, how would you guys say the desync issues etc are here opposed to MC?

shell coyote
#

how you get XP?

stiff galleon
stiff galleon
ember prawn
solid pivot
#

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

ember prawn
#

Ahh alright thanks for the info! idk im struggling with monsters acting weird af etc. but tbf that is probably lethalexpansions fault :))

solid pivot
#

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

hallow mortar
#

ShipLobby gang

solid pivot
#

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

ember prawn
solid pivot
#

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

ember prawn
#

Damn i shall try advancedcompany asap bro 😄 thanks for being so responsive! really appreaciate your work

#

wooo yeah definitely

solid pivot
#

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

ember prawn
solid pivot
#

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

ember prawn
#

Yeah that happens alot in our games ngl

#

bees chilling without hives etc haha

solid pivot
#

Oh, just thought of a solution for the problem. Every object has a network ID potatoe_pepe

#

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

ember prawn
#

dayum wait is that the networkvariables i see spamming my console maybe (probably some of them xD)

solid pivot
#

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.

ember prawn
#

ooo what about compatibility between LethalExpansion and AdvancedCompany? is it better/on par with morecompany you think?

solid pivot
#

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

ember prawn
solid pivot
#

(Which is why I make it a configuration for lobbies)

ember prawn
lost python
#

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"?

solid pivot
#

I have 17 years of professional development experience, 7 of whom I developed specifically as a gamedev using Unity.

#

Yes

ember prawn
solid pivot
#

And the join as spectator will mostly be perfectly synced

#

At least with all vanilla systems

lost python
#

so can i enable/disable one of them

ember prawn
#

keep going i will be following the shit out of this mod

solid pivot
#

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

lost python
#

Amazing

solid pivot
#

You can say: Enable Late Join and in addition Enable Late Join on Moon

lost python
#

I love you and this mod, it's honestly amazing hypernod

solid pivot
#

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

ember prawn
lost python
#

I wonder if it can extend to Discord invitation

lost python
#

cannot play a modded lobby without it anymore

ember prawn
solid pivot
#

Working on making it easier for me to add sync stuff potatoe_pepe

#

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

scarlet wave
#

is it possible to just get the items och perk system from the mod?

solid pivot
#

och?

scarlet wave
#

ops. i mean "and"

solid pivot
#

No

#

The lobby is included always

#

I cant think of anything else you want to remove

scarlet wave
#

the other features and settings i get from other mods

stiff galleon
#

Hey PotatoePet I want to ask that does landing speed affect ship take off speed?

solid pivot
#

Inferior ones, yea

#

And yes, it does affect take off speed

stiff galleon
#

OK that is super fast when it upgrade to full

#

lol

rapid hollow
#

oh the beta actually fixes the buying issue i had

#

nice

#

love how the new shop looks

unkempt gust
#

i think advanced company doesnt work with any dance mods

rapid hollow
#

works with toomanycosmetics just fine

#

emotes*

unkempt gust
#

hm

rapid hollow
#

the fortnite one

unkempt gust
#

wb lethalexspansion

#

cuz when i tried advanced company with 10 mods it worked with more players fine

eternal ivy
unkempt gust
#

but after i added like 15 it messed up

stiff galleon
#

Work with toomany and more emotes

rapid hollow
#

everything worked fine

stiff galleon
#

What issue you faced?

unkempt gust
#

only thing i could think of then is mimics, ai rework of the masked, and moreblood

unkempt gust
#

game would start breaking

stiff galleon
#

didn't work mean?

#

stuck? freeze?

unkempt gust
#

they got kicked out instantly

solid pivot
#

Just fyi

#

I played with 7 people

#

and 124 mods

unkempt gust
#

bruh

ember prawn
unkempt gust
#

here is the code

#

018cea48-a057-9224-4cd0-fbb5febf6720

stiff galleon
#

Can you screenshot for me

#

Playing with my friends right now

solid pivot
#

The beta is way more stable btw

#

Regarding lobbys and mods

unkempt gust
solid pivot
#

YEEEEEEEEEESSSS!!!!

unkempt gust
#

huh

solid pivot
#

Its working potatoe_pepe

unkempt gust
#

what is

stiff galleon
solid pivot
#

Nothing nothing

#

So now I have to find any aspect of the game not correctly syncing with late join on moon potatoe_pepe

#

I will do a quick test

stiff galleon
unkempt gust
#

i'll try that later

solid pivot
#

Sync pretty much on point

eternal ivy
#

Did you figure out sync on moons?

solid pivot
#

When someone joins when somebody has a flashlight on its not synced potatoe_pepe Second sync addition

#

Other mod items probably wont sync correctly but tbh

#

thats their problem

#

not mine

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Git gud

eternal ivy
#

I mean, spectators won't mind.

solid pivot
#

It will desync completely

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When on its off

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when off its on

#

Thats how it is for LateCompany rn too

eternal ivy
#

Even when they eventually spawn on orbit?

solid pivot
#

Yes

eternal ivy
#

I see.

solid pivot
#

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

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To sync stuff

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So its up to the mod developers to make their mods work

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I make it as simple as possible

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Networking is no witchcraft

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Just... git gud

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For items it will be even easier potatoe_pepe

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As I will make it easy for myself

grim drift
#

Changes are looking really good 👌

lost python
#

I can definitely wait for this huge as fuck update and be very happy when it releases

unkempt gust
#

this is what the player list is for other players

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kind of alot of me

stiff galleon
#

There's two lighting rod?

#

And after I change moons loot multiplier and save it. It won't be saved however

stiff galleon
solid pivot
#

Yes, it is

#

potatoe_pepe [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

eternal ivy
#

Is shipxp command broken in current stable version?

rapid hollow
#

it is for me

solid pivot
#

nah, its just reading wrong parameter count

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type the number 2 times

eternal ivy
#

Ah, so the first number needs to be how much you actually want and second one can be anything. Thanks!

solid pivot
#

Maybe

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could also be the other way around

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I am pretty sure that with vanilla stuff I will get around 99% sync :3

eternal ivy
#

Is battery pack upgrade compatible with all battery powered items, even modded ones? Assuming their batteries are set up similarly to vanilla/AC ones.

solid pivot
#

In theory yes

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I reduce the rate the battery discharges

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EladsHUD or smth is overwriting that method tho

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making it not work

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I love mods who dont care at all about other mods <3

eternal ivy
#

It does work actually.

solid pivot
#

Somebody told me its not working

eternal ivy
#

Elads just doesn't show the time correctly.

solid pivot
#

Thats why I am doing my own game tbh

eternal ivy
#

Time moves slower, instead of showing actual time. Otherwise the upgrade works.

solid pivot
#

I constantly feel stressed with 20 people saying 5 different things

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By now I simply ignore 99% of bug reports tbh

eternal ivy
#

Makes sense considering new version is being worked on.

rich basin
#

again, its alright not a game breaking bug

turbid crescent
eternal ivy
#

That's not the point.

stiff galleon
#

Well I think he feeling stressed because 20 people saying 5 different things will confuse him to find the problem

eternal ivy
#

The point is that people don't properly test stuff and just post unproven claims when it comes to bugs and the like.

stiff galleon
#

And sometimes that even is not this mod's problem

stiff galleon
#

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.

turbid crescent
#

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.

rich basin
#

When i find a bug I always look for if someone else has already brought it to their attention

solid pivot
#

Late join flashlight sync should work now :3

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Do you know if doors are synced already?

solid pivot
#

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

rapid hollow
#

v47 is out

solid pivot
#

And?

rapid hollow
#

might break stuff

ember prawn
rapid hollow
#

yup zeekeers pushed it to release

wild silo
#

it does break stuff :x

ember prawn
#

wohooo epic 😄

solid pivot
#

Changing Coroutines to async, oof

ember prawn
rapid hollow
#

its live

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restart steam ig

#

my modpack is already dead haha

ember prawn
#

ooo nice alright 😄

#

thanksbroo, yeah im guessing every mod creator has to update now xD

#

time for some vanilla untill then

rapid hollow
#

you can use the v45 option in betas i think

eternal ivy
#

My profile still "works" so far.

meager cradle
#

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

wild silo
#

for me previous was v40.. restart steam?

turbid crescent
#

v47 doesnt change too much, everything seems to be working still

eternal ivy
meager cradle
#

From what I recall it was notably Thumper and Shovels that got changed in the v47-b no?

turbid crescent
#

yes

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and a few new facilkity hallways

solid pivot
#

AdvancedCompany stands tall? potatoe_pepe

turbid crescent
#

which might screw up custom dungeon mods?

turbid crescent
solid pivot
turbid crescent
#

i will do a bit more testing though

solid pivot
#

Thats the power of my coding potatoe_pepe

turbid crescent
#

the goat

solid pivot
#

Yea, pretty much everything seems to work fine

#

Had to do a little fix because of the lobbies

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For the beta

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Will release a new beta soon

eternal ivy
#
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)```
turbid crescent
#

yeah theres new halways too

solid pivot
#

Known error in 1.0.10. Happened all the time

eternal ivy
#

Yep.

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It was on quit anyway.

turbid crescent
solid pivot
#

Activate your windows

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Integration?

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Replacement

turbid crescent
#

im not paying 95$ to activate windows

eternal ivy
solid pivot
#

:'>

turbid crescent
solid pivot
#

If you dont want to spend $95. How about KMS?

#

Yes, it already is

turbid crescent
#

whats kms

solid pivot
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Key Management Services

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There are some funny tools out there

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Which I cant discuss in detail

turbid crescent
#

i might try that

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thanks for the help

solid pivot
#

Would be interesting if some program could AUTO matically set the KMS to have windows activated potatoe_pepe

#

Would be really funny

rapid hollow
#

lol i think more company is kill

#

good news for adv?

#

hehe

solid pivot
#

More Company is broken?

#

HAHAHAHAHAHAHA

rapid hollow
#

im gonna double check

solid pivot
rapid hollow
#

but im 90% sure it is!

solid pivot
#

German engineering potatoe_pepe

turbid crescent
#

are suggestions allowed?

rapid hollow
#

cause im trying to boot with 9 mods and i cant even focus into the game

solid pivot
#

You can suggest whatever you like but I am right now in fixing phase

#

to release the new beta as quickly as possible

turbid crescent
#

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.

solid pivot
#

thats a bit much potatoe_pepe

turbid crescent
#

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

solid pivot
#

Problem is that Zeekeers definetly plans something with those