#[Deprecated] Advanced Company

1 messages ยท Page 11 of 1

solid pivot
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so any mod you create now

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will get obsolete with time

chilly yoke
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Sorry for the random question does advancedcompany only have 3 inventory slots or is there a way to keep the default 4 alongside the clothing slots

solid pivot
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I usually dont touch unfinished stuff because of that

turbid crescent
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mm

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makes sense

solid pivot
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Go to the terminal, type perks

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buy Carry bags

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@chilly yoke

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You start with 500XP. 4th slot costs 500XP

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you can however decide to go another route and keep playing with 3 slots

turbid crescent
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aw hell naw who dun messed up the apparatus spelling with one of my mods

chilly yoke
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thank you for the response!

turbid crescent
wild silo
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fyi some of those kinda exist as mods already. you get randomly berserking turrets with ghostcodes and there are several out there doing something when you take the apparatice. from bracken hunting you down, radiation poisoning to red light and dramatic music

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@turbid crescent btw check your pm about that windows situation

solid pivot
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Pretty much 95% finished beta dropping soon

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So is MoreCompany really broken? potatoe_pepe

turbid crescent
turbid crescent
rapid hollow
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and people going to conclusions too quickly

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lauching the game in v47 just set everyone's volume and sens to 0

turbid crescent
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yeah, same with me.

rapid hollow
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and everyone went oh yeah my game is broken

turbid crescent
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gave me a heart attack

wild silo
turbid crescent
wild silo
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not directly no. that's why I said kinda. but when you're last carrying it out your insanity will likely be high.

solid pivot
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New beta in a couple secs

turbid crescent
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๐Ÿ”ฅ

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ill be here to test it asap, give you feedback.

solid pivot
turbid crescent
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should i disable morecompany though?

solid pivot
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New in this build:

  • Join late while on moon (going into spectate mode) and syncing all items
  • Compatible with v47
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For the beta? No

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No need to

turbid crescent
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ok

solid pivot
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Probably some other small bugfixes too

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Probably also hid some new bugs

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The most stable version of the new netcode so far

stiff galleon
solid pivot
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It never was?

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Show me a screenshot of vanilla game where the scan on the terminal shows the same value

stiff galleon
solid pivot
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num3 += Mathf.Clamp(random.Next(array[num5].itemProperties.minValue, array[num5].itemProperties.maxValue), array[num5].scrapValue - 6 * num5, array[num5].scrapValue + 9 * num5);

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This is the value calculation

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the part random.Next() should have you thinking :)

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It takes a random value of what the items present COULD be worth

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And doesnt take into account the value modifier

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And there is a 0.4 or so value modifier applied by standard

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So if an item can be worth 100 - 200

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in actuality it can only be worth 40 - 80

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But the scanner will stille use 100 - 200

stiff galleon
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Ah that's make sense

eternal ivy
solid pivot
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The scanner usually shows around 2.5x the value on the planet potatoe_pepe

stiff galleon
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I will try new beta when I wake up. To see if the 0 collected bug still can be represent or not

solid pivot
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0 collected?

stiff galleon
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Yeah sometimes we collect scrap and after leave it show 0

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But sometimes is working

turbid crescent
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how much damage does the missile launcher do?

eternal ivy
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None?

stiff galleon
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I guess 0? cause my friends trigger it many times in the ship but we don't get any damage

turbid crescent
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i was under the assumption that if you shot a firework at a spider it would die

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but i guess not

solid pivot
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No, its a tool for distraction

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will hurt team mates tho

turbid crescent
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ah

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makes sense

stiff galleon
turbid crescent
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because i shot a baboon hawk in the face and he started mauling me

rapid hollow
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pro tip dont fire when inside the ship

stiff galleon
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straight strike or?

rapid hollow
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ig

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gun safety 101 is to not point at your teammates anyways

stiff galleon
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That's why we don't get hurt, never straight strike a teammate before

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I think I will become the threat ๐Ÿ™‚

solid pivot
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ITs just 10 damage tho

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I think

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Any feedback already for the latest beta?

sonic vale
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you can enter one single command to powershell to activate windows, but of course i won't recommend it for legal reasons ๐Ÿ˜„

solid pivot
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There will also be the following stuff for devs out there

sonic vale
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@solid pivot how hard it will be to release beta as separate thunderstore entity so i can already include it into my modpack?

solid pivot
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public interface IItemSynchronisationHandler<T>
{
    void Read(T item);
    void Apply(T item);
    void Read(FastBufferReader reader);
    void Write(FastBufferWriter writer);
}
public static void AddItemType<T>(IItemSynchronisationHandler<T> synchronisationHandler)

public interface ISyncHandler
{
    string GetIdentifier();
    void WriteDataToPlayerJoiningLobby(FastBufferWriter writer);
    void ReadDataFromJoiningLobby(FastBufferReader reader);
    void WriteDataToHostBeforeJoining(FastBufferWriter writer);
    void ReadDataFromClientBeforeJoining(FastBufferReader reader);
}
public static void AddSyncHandler(ISyncHandler syncHandler)
solid pivot
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So if you ever have the need for complex sync handling at lobby join time

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Have fun

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This is needed for late join on moon to synchronize

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An example code:


        internal class RocketLaucherSynchronisationHandler : IItemSynchronisationHandler<RocketLauncher>
        {
            public int Ammo;
            public void Apply(RocketLauncher item)
            {
                item.Ammo = Ammo;
            }

            public void Read(RocketLauncher item)
            {
                Ammo = item.Ammo;
            }

            public void Read(FastBufferReader reader)
            {
                reader.ReadValue(out Ammo);
            }

            public void Write(FastBufferWriter writer)
            {
                writer.WriteValueSafe(Ammo);
            }
        }
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That way late joining players will have the correct Ammo amount shown :)

rigid goblet
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im guessing bulletproof vest is some sort of armor

eternal ivy
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Crazy.

solid pivot
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Unbelievable

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Are you sure about that?

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I mean there is a description of it on the README

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But why bothering to read it? potatoe_pepe

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Its not like I worked multiple hours on a very detailled Readme

sonic vale
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i want this

solid pivot
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No need

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Increase Speed and reduce incoming damage

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You outrun them easily

sonic vale
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yeah, that works too, but what if you have money but no xp yet

solid pivot
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:p

sonic vale
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so that's an option

solid pivot
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Theeen

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git gud potatoe_pepe

plush fern
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Bees are hardly even a problem with max sprint speed/endurance

eternal ivy
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Then just wait when you're done with hauling scrap and grab it before leaving.

sonic vale
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using both lgu and advcom is way too much i think

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as they are overlapping in many places

eternal ivy
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LGU upgrades being done through store/chat is ugly anyway.

sonic vale
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yeah, and LGU loves to desync all the time

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especially for late joiners

solid pivot
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everything regarding items is synced basically

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I probably will add this sync to all clients joining btw

sonic vale
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IsInElevator

solid pivot
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Why only use it for late joiners? potatoe_pepe

sonic vale
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๐Ÿคฉ

solid pivot
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I heard there are problems with sync in vanilla too

sonic vale
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#bring_elevator_back

solid pivot
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Thats from the game itself, when the game still had an elevator

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My sync might resolve those sync bugs in vanilla too

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Same with the storage I think

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if you open it before a player joins its not synced I think

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Will be fully synced with my mod

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(I hope)

sonic vale
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this is so must have that i don't sure why game author himself not implemented it in the first place

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and late join as well

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but wait, there's more

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we had epic desync once

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one player said he took off with the ship

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and others was still landed

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and we still seen that one in the ship

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but he said that he's in space

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lol

solid pivot
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Honest answer?

sonic vale
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yeah

solid pivot
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Amateur

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The netcode of this game is so damn broken

sonic vale
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that's what i was thinking as well

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syncing shit is the first thing you need in any multiplayer game

solid pivot
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And it seems like there is no interest in hiring a team

sonic vale
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at least there's modding

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devs of another popular game about ghosts banned modding altogether and spent some time to implement fucking anticheat

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it was like 3 years ago

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almost nothing changed in the game since then

nova ingot
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Oh something did change: it got even more boring and the update cycles extended to thrice as long

sonic vale
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exactly

solid pivot
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Yea :)

rapid hollow
sonic vale
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yeah, that one

sonic vale
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i mean it's a coop game, you supposed to have fun, right?

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anticheat, lol

solid pivot
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You are right. Shadows are bascially negative with HDR potatoe_pepe

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But you have a rank! @sonic vale potatoe_pepe

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You could cheat that! :<

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Unimagineable!

sonic vale
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oh no!

solid pivot
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In a non competitive game

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Anti cheat in a non competitive game potatoe_pepe

rapid hollow
sonic vale
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this is horrible

solid pivot
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I mean it makes sense if there is a serious problem with griefing or anything

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The Forest had to deal with a lot of griefers

nova ingot
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Me when my 2640 level gets wiped and turned into a barely noticeable badge and I have to grind x4 as long to get upgrades that were on par to the old equipment

solid pivot
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Minecraft the same

sonic vale
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yes, and no, you can always make vanilla lobbies with separate rank and whatsoever

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easy solution on the surface

rapid hollow
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nooooo way man

sonic vale
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they think their game is more competitive than csgo, or something

rapid hollow
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oh sick they're actually working on something

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might see that in 5 years

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ok i was joking abt 5 years but it checks out i think

bleak frigate
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just sayin', all of 2024 roadmap shouldve been done at year 2

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game is dead

sonic vale
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i had gmod community with several servers back in the days

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we had more coding progress in one month

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with 3 devs

rapid hollow
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anyone tried out demonologist? was fun for a couple of games but overall didnt feel replayable enough to keep playing instead of the p game

bleak frigate
bleak frigate
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both demonologist and phas have the same replay value, which is minimal

rapid hollow
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welllllllllllllll.....

solid pivot
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Wait for my game potatoe_pepe

bleak frigate
solid pivot
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You see that I care about other modders with my sync stuff

rapid hollow
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i wouldnt say lethal has too much replayability

solid pivot
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And I know how to use interfaces

rapid hollow
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in vanilla

sonic vale
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there's nothing to do in vanilla

solid pivot
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Making classes being a contract between the class and my game code is the best way to ensure extendability.

rapid hollow
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but overall lethal creates a lot more opportunities for funny moments and whatnot and id agree that its better

bleak frigate
solid pivot
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Lethal is getting boring after around 20-30 hrs

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imho

rapid hollow
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true, i wouldnt play vanilla rn

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and i have like 100 clocked in with mods

solid pivot
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It always makes fun with the right people ofcourse

sonic vale
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you know what reignited our fun in modded lethal?

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hiding weather

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it's 10x more fun that way

bleak frigate
eternal ivy
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What's a weird take.

bleak frigate
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i like adding horror mods like insanity remastered to make the game more scary

solid pivot
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But reading the changelog for Lethal

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It seems like Zeekeers is overwhelmed and still not really prepared to follow up on the success

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Even feels somewhat intimidated by it

eternal ivy
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How old is he?

solid pivot
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I think early 20s

eternal ivy
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Makes sense.

sonic vale
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it's okay until he decides to do something stupid like ban mods, lol

bleak frigate
sonic vale
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leaderboards are already here, beware

bleak frigate
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his game blew up quick

solid pivot
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Time to grow up when you make millions tbh :3

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Start looking for people to help you

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Hire them

bleak frigate
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i just hope zeekers is finding devs to help him, thats something phas didnt do

solid pivot
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Remote work is very common nowadays

bleak frigate
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and thats what killed phas

eternal ivy
solid pivot
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Yea, like I said

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If you start making millions its about time to grow up :D

bleak frigate
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i want this game to survive

sonic vale
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it will

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as long as there's modding

solid pivot
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I look for competition with my game. Dont wanna kill LC :D

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Co existence is preferrable

sonic vale
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oh yikes

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i have to wait until all mods update i guess

bleak frigate
eternal ivy
sonic vale
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nah, that's on start

nova ingot
sonic vale
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weird decision to have challenge moon as separate save

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i thought you can fly there freely as normal

eternal ivy
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It's not weird considering it's tied to leadberboards and shit.

ancient sand
eternal ivy
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Also, you have MC with current stable version of AC?

ancient sand
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Because it's easier for noobs to use it with mod launcher

eternal ivy
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No wonder you get errors.

sonic vale
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yes, i disabled stable AC lobby code, as it's not very stable

eternal ivy
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Um.

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It's very stable.

sonic vale
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and/or it conflicts with something

hallow mortar
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Leader boards is an... interesting choice

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To say the least

sonic vale
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i had many cases of players not hearing each other or invisible models

hallow mortar
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In a game with such an overwhelming nodding community

sonic vale
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when there's more than 4

rapid hollow
sonic vale
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i heard it's fixed in beta, so i'm waiting for beta to go stable

rapid hollow
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i like weather but only when i run adv with modifiers

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without i always skip flooded

sonic vale
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flooded is fun

rapid hollow
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esp when it desyncs

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yeah

sonic vale
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you're using late company by any chance?

rapid hollow
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i was when it happened, but i've seen it reported on main/vanilla

sonic vale
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i'm using shiplobby instead, and since then there was not a single desync

rapid hollow
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i just decided to drop all the hot join mods altogether

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waiting for potatoe to release his patch

sonic vale
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that's for sure

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can't wait to include beta into my modpack

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but i need it on thunderstore

solid pivot
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while (true)... 2 times

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within each other

rapid hollow
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i really wish there was an alternative to r2modman also, this thing is so laggy its unbearable

ancient sand
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To much nested code

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xD

solid pivot
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Very scary code

sonic vale
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indeed

hallow mortar
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I have never had a single desync issue with shiplobby

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Use that

ancient sand
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Will not pass the coda analyzer

solid pivot
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But reader will fail with AccessViolation

ancient sand
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๐Ÿ˜›

solid pivot
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If it ever runs too long

sonic vale
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so it's not related

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just outdated mods i guess

eternal ivy
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It is, because I don't have such errors on v47.

sonic vale
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there's also that

eternal ivy
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That's not AC though.

sonic vale
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and i'm not sure what mod it's even related to

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yeah

eternal ivy
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It says Mimics.

sonic vale
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oh, silly me then, i thought about vanilla masked mimics, but they're clearly not called mimics

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it's a mod about fire doors, yeah

rapid hollow
eternal ivy
#

Why are you searching mods through a mod manager?

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Search them on the website.

sonic vale
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the funny thing is that advanced company still works

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even after all that errors

rapid hollow
eternal ivy
#

On my end, there's one erroe that was there even in v45.

eternal ivy
#

I still adore r2 because of config editor.

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I don't know of any other moddable game that has such a convenient setup for configs.

sonic vale
#

yeah, r2 is less bloatware as well

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there's only one thing that pet peeve me in r2

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that you can't go to the mod page when clicking version number in r2

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it's always 404

rapid hollow
eternal ivy
sonic vale
#

so i guess almost all mods survived v47

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only mimics broke

rapid hollow
#

well i must say

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majority got hit with at least something minor

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also, how does mod deprecation in thunderstore work? do the mods get tagged automatically or do the devs have to do it themselves?

sonic vale
#

devs

solid pivot
#

migrating my red locust sync to an own class :D

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If everything works everybody can sync like I do with the lobby handler :3

sonic vale
#

who's red locust

solid pivot
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The bees

sonic vale
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internal name for locust swarm?

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oh

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but they're not red

solid pivot
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I change the double while :<

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I dont like it

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Much better now

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Maybe should add those too potatoe_pepe

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To really test the system

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When its able to sync that, it can sync everything

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Probably need a couple of callbacks tho

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<3 Interfaces

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But of course the system requires all mods registering synchronizers to be present on client and server

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Wouldnt make sense to sync something if a client doesnt have the same mod installed

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It will have some fallback behaviour tho

sonic vale
#

i wish i knew OOP

solid pivot
#

An Interface is a contract

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simple as that

sonic vale
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i can't grasp concept as classes and all that stuff

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i only coded in lua

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and it's plain scripts

solid pivot
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All entries are writing their length

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in case of emergency

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So reader can skip a block

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Interfaces are pretty simple btw

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This is a contract. It ensures that if my class has that interface

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I will have an implementation for the methods defined

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public void ConnectClientToPlayerObject(global::GameNetcodeStuff.PlayerControllerB player);

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So my class can now know when it recieves an object with that interface

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that it can call ConnectClientToPlayerObject(player)

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As you can see here

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SyncHandlers[i] is IConnectClientToPlayerObject ?
If yes, I can call that method

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Its not really an OOP paradigm per se

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Its one of strictly typed languages

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Or at least typed at all

sonic vale
#

yeah, lua is not typed

solid pivot
#

In JS you can simply call whatever you want

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Makes code very hard to maintain tho

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And hard to extend code without first studying a documentation

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The code with types etc. basically documents a lot itself

sonic vale
#

makes me wish to try to learn C# again

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i had some practice in college, but pretty simple stuff

worthy geode
#

it gets very... spaghettified when you embrace it

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lots of "wait why the hell did this happen, how is this code being run"

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interfaces, by virtue of not being very OOP-y, are quite nice I like them a lot

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they're just the vague idea of composition moreso than any one paradigm

solid pivot
#

So, nearly working

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So AdvancedCompany will become the by far most advanced lobby solution potatoe_pepe

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Its in the name

autumn halo
#

did anyone send you logs for v47 errors?

solid pivot
#

No but if you have logs for 1.0.10 I dont care at all

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That version is heavily outdated

sonic vale
#

i could gladly use beta, but i need it in muh thunderstore

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to sync modpack with everyone

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and yeah, i found what's broken indeed - if everyone dies then there's error in save loot code and camera stuck on ship doors forever

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so, uhm, i guess i have to go back to lgu for now :C

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i'll gladly update when new version comes out, can't wait

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unless LGU is broken as well, lol

autumn halo
#

what's the most recent version

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0.0.103?

plush fern
#

It's best to assume that unless it's been updated it's potentially broken until proven otherwise

solid pivot
#

For anyone impatient, I am open to sending you the whole source code so you can fix it yourself potatoe_pepe

#

[Message:AdvancedCompany] Reading block AdvCmpny.Lobby with size 1251
[Message:AdvancedCompany] Pointer: 115
[Message:AdvancedCompany] Reading block AdvCmpny.RedLocust with size 4
[Message:AdvancedCompany] Pointer: 1392
[Message:AdvancedCompany] Reading block AdvCmpny.Items with size 4
[Message:AdvancedCompany] Pointer: 1418

#

SyncHandlers working

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Just FYI: That wont change anything from the last beta, just giving modders more possibilities.

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And making my progress smoother

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I still got nearly 0 feedback for the beta tho

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so I have to get some friends together before I can release it

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I hoped for some people to test the mod, cant release such a big update untested

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Nice

#

item sync working again

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This also means when you join lobbys you wont hear that sound of many items dropping you sometimes can hear potatoe_pepe

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And I think stuff will stay in the storage

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nah, stuff in the storage is still weird

#

๐Ÿ‘€

autumn halo
solid pivot
#

*ignore*

autumn halo
#

oh ok

solid pivot
#

Already explained that you are playing in a version with 10k lines of code less

#

I am not hired by you to fix the mod for you in time to play. I am working on a huge update and have no time to fix an old version

autumn halo
#

im not tripping mate my bad

solid pivot
#

Beta doesnt have this error, enjoy the beta

autumn halo
#

that is the beta.

solid pivot
#

Its working pretty good

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Nah, it isnt :P

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Show log of plugins loading

autumn halo
#

0.0.103

solid pivot
#

0.0.104

autumn halo
#

i didnt see that in the chat

solid pivot
#

#1186884307332108339 message

#

You're welcome and dont worry. Its just that sometimes it feels like 10 people asking the same thing when I stated so many times that I am working on a huge update and cant simply fix the old one

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I do tend to get grumpy when its 3AM and I am heading for 7AM again

sonic vale
#

i wish there was proper pins for posts in discord threads

#

they're pain

solid pivot
#

There are but I cant pin messages

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OP should be able to, yea

eternal ivy
solid pivot
#

I am wondering

#

With LateCompany. Are enemies synced correctly?

sonic vale
#

at least i've never seen anything suspicious

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but i'm using shiplobby lately

solid pivot
#

Now having to analyze all these objects

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for desyncs on moon

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I can remove a lot of them tho

hallow mortar
#

I and friends only ever used shiplobby with a shit ton of other mods. The only sync issue we've ever experienced is lethal things toolbelt being weird before it was updated

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I'm just assuming late company sucks

solid pivot
#

Wanna see something funny in vanilla?

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Open a lobby, turn off the light, let someone join

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not even that is synced

sonic vale
#

wut, i was pretty sure that light was synced

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at least some friends was complaining about lights once or twice

solid pivot
#

Same stuff will happen when you have the other late lobby mod and turn light off and let someone join

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USING the light is synced

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not the state of it

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Some items still drop down a level but those two dont :D

turbid crescent
#

does advanced company cause the terminal to make noises at all?

solid pivot
#

No

turbid crescent
#

ok, thanks.

sonic vale
#

you mean ominous beeping?

solid pivot
#

Not that I would know

sonic vale
#

check ghost codes mod, it's probably it

turbid crescent
#

OHH

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why does it do that?

sonic vale
#

it does it every time it opens or closes some doors by itself

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you can disable beeping in config

turbid crescent
#

ok

#

thanks

solid pivot
#

Yea, cant do anything about item placement it seems. Well, onto the next sync topic

solid pivot
#

Lot of stuff to synchronize potatoe_pepe

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Other is ship lights currently

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I wont synchronize the spray paint decals tho

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I could but well thats a lot of traffic

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transferring textures over the web

analog radish
#

v47 reverted your mod's DeathScreen.
The original is now shown

solid pivot
#

Beta?

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Because voice should be modded, I already fixed the performance report locally

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Handshake is around 4000 bytes btw

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so 4kb

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yay

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Synced baby

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Synced by late joining on the moon

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The game is now basically 95% synced when joining in the middle of a round

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stuff which doesnt work yet:

  • Teleporter being used
  • Map screen (I think at least)
  • Spray paint
  • I think LightningRod wont show itself extended when it was done before joining
#

All other stuff should be synced if enemies were never a problem

#

Firework rockets wont sync when they are shot while you are joining :D

#

Most unsynced stuff is very temporary stuff

#

But the basic state of the game is synced very well now

#

Lights of the ship, state of doors, state of lockpicking progress etc.

#

state of trigger animators

analog radish
solid pivot
#

And just so you know

#

LateCompany is basically 50 lines of code

#

To make this happen

#

I had to write around 1000 lines of code

analog radish
#

I think the beta should work fine

analog radish
solid pivot
#

AdvancedCompany now has very advanced lobby netcode

analog radish
#

that's great

solid pivot
#

I do have to sort out some bugs I know tho. Maybe I will release the next beta to Thunderstore then

#

nobody is testing here

#

So people will have to live with a potentially broken version

analog radish
#

I will gladly wait for the moment when it is published normally, take your time

solid pivot
#

New short description btw:
The most advanced and by far most stable lobby mod with perfect additions for your LethalCompany adventure. Including nearly perfectly synched late joining into lobbies. Includes cosmetics compability. Fully configurable in-game with presets.

#

I will make the next release 1.1.0 for now. The content update 1.2.0 will still come

#

But this update is significant

stiff galleon
#

Morning

#

Beta is not turning to online stable on thunderstore right?

solid pivot
#

I will push it soon

#

as nobody is testing

stiff galleon
#

Ah ok if I runnibg into problem I will let you know

solid pivot
#

For now the endscreen will show the spectating players as being dead btw

#

But it wont cost you any penalty

stiff galleon
#

You fixed that?

#

Awesome

#

At least I didn't running into problem with my friends last night

analog radish
#

Just to prevent possible bugs.
Is it still configurable to only allow people to join when in orbit?

stiff galleon
#

With 103 haven't try 104yet

solid pivot
solid pivot
#

It was never configurable so far

stiff galleon
#

It will let people join the game when others is on the moon

solid pivot
#

The option was hidden

#

To let people join on moon

analog radish
#

it's still?

solid pivot
#

It was activated by default for testing

#

It will show up in the menu, default deactivated

analog radish
#

I see

#

thx

solid pivot
#

Keep open will be activated by default

#

What I said about ship light and storage etc.

#

also applies to orbit joins btw

#

Everything is synched there

#

With the exception of spray paint

stiff galleon
#

Hey did you fix lightning rod bug in config and moons modifier?

#

Just want make sure of that

analog radish
#

ok

solid pivot
#

What Moons Modifier?

stiff galleon
#

Weather

solid pivot
#

It works

#

Like before

stiff galleon
#

Config not I think?

solid pivot
#

Nothing changed there at all

stiff galleon
#

I changed it into 180% but I can't save it

#

Give me a second to get rid of headache and I will show you. I sleep too less...

#

Only 5 hours and I have to make a speech for my final exam

#

Painful

#

Here's video

lost python
#

welp v47 is out time to see if my modpack still works TrollDespair

solid pivot
#

1.1.0

  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
    • AdvancedCompany.Lib.Sync.AddSyncHandler<T>()
    • AdvancedCompany.Lib.Sync.SyncHandler.ItemSynchronization.AddItemType<T>()
  • 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 custom synchronization code to prevent the errors of past mods.
  • 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.
  • Fixed a bug which resulted in the level screen not showing
  • Fixed [playerNum] appearing in chat
  • Fixed radar targets having the wrong name
  • Fixed disconnected players appearing on endscreen.
#

Probably have missed something :<

stiff galleon
lost python
solid pivot
#

Only needs to be done once

analog radish
#

love all the changes

lost python
#

So I do have a question, does the currently released version's progress in player perks be transferred to the new update?

solid pivot
#

I guess

#

yea

lost python
#

Nice

#

Currently, I am pretty much wiped

#

cause i guess it is a beta build or something

solid pivot
#

Do you have Save in Profile activated? potatoe_pepe

lost python
#

Nope, it is off

#

Okay so I did some testing for the settings stuff. I made a new preset and then deleted it, after which, I tried to Save as new preset with the same name and it shows this

#

Not sure if it is intentional or not

solid pivot
#

Yea, its a bug

#

Fixed it locally already

lost python
#

๐Ÿ‘

#

okay so I assume that the "join when in moon" isn't on this beta build just yet

#

since I only see this option

solid pivot
#

Release will come shortly

#

I will mark it as a beta

#

1.1.0 Beta 1 (1.0.99)

  • Introduced the first API calls:
    • AdvancedCompany.Lib.Mod.RegisterRequiredMod()
    • AdvancedCompany.Lib.Flavour.SetLogo()
    • AdvancedCompany.Lib.Sync.AddSyncHandler<T>()
    • AdvancedCompany.Lib.Sync.SyncHandler.ItemSynchronization.AddItemType<T>()
  • 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 custom synchronization code to prevent the errors of past mods.
  • 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.
  • Fixed a bug which resulted in the level screen not showing
  • Fixed [playerNum] appearing in chat
  • Fixed radar targets having the wrong name
  • Fixed disconnected players appearing on endscreen.
  • Selected server presets are added to the savegame, so the preset will stay selected.
#

README wasnt updated yet to reflect all the changes

#

This update is gigantic

#

Oh, forgot one thing

#
  • XP screen will show again
plush fern
#

yay

#

I did miss my exp. Just didnt say anything cause it was a minor thing lol

lost python
#

Not sure why this happens, I tested the beta build with the mods I have on this profile code:

018cecf4-9709-9bac-3470-57d788178ca8

Just want to know why exactly this error occurs is all

tight rune
solid pivot
#

[HarmonyPatch(typeof(global::RoundManager), "SpawnScrapInLevel")]
[HarmonyPrefix]
public static void ChangeMaxScrapValue(global::RoundManager __instance)
{
if (!ServerConfiguration.Instance.Moons.ActivateWeatherMultipliers)
return;

#

its a prefix

#

for weather multiplier

tight rune
#

i've read some of the new features of AC, but i'm a bit confused. Will we still need something like ShipLobby or LateCompany or no

solid pivot
#

No

#

No longer needed, these mods are obsolete now

tight rune
#

nice

solid pivot
#

At least when you use AdvancedCompany

#

With its ultra AdvancedLobbies

#

At least if everything works as intended

#

For other mod developers, here is a simple synchronizer for lobby synchronization:

using AdvancedCompany.Lib.SyncCallbacks;
using System;
using System.Collections.Generic;
using System.Text;
using Unity.Netcode;
using UnityEngine;
using AdvancedCompany.Lib.SyncHandler;

namespace AdvancedCompany.Network.Sync
{
    internal class OtherSynchronization : ISyncHandler, INetworkObjectsPlaced
    {
        public bool ShipLightsOn;
        
        public string GetIdentifier()
        {
            return "AdvCmpny.Other";
        }

        public void NetworkObjectsPlaced()
        {
            var shipLights = GameObject.FindObjectOfType<ShipLights>();
            shipLights.SetShipLightsOnLocalClientOnly(ShipLightsOn);
        }

        public void ReadDataFromClientBeforeJoining(FastBufferReader reader)
        {
        }

        public void ReadDataFromJoiningLobby(FastBufferReader reader)
        {
            reader.ReadValueSafe(out ShipLightsOn);
        }

        public void WriteDataToHostBeforeJoining(FastBufferWriter writer)
        {
        }

        public void WriteDataToPlayerJoiningLobby(FastBufferWriter writer)
        {
            var shipLights = GameObject.FindObjectOfType<ShipLights>();
            writer.WriteValueSafe(shipLights.areLightsOn);
        }
    }
}
#

I will also add some more stuff to it so you can disconnect players with a custom message

#

After that I can basically put the entire handshake into my LobbyDataSynchronization :)

#

I mean, most patches are looking like this by now regarding the lobby:


        [HarmonyPatch(typeof(Unity.Netcode.ConnectionRequestMessage), "Serialize")]
        [HarmonyPostfix]
        static void WriteConnectData(Unity.Netcode.ConnectionRequestMessage __instance, FastBufferWriter writer, int targetVersion)
        {
            Plugin.Log.LogMessage("Doing a handshake with the server.");
            Handshake = new Sync();
            Handshake.WriteDataToHostBeforeJoining(writer);
        }
#

This one is a bit more complicated due to the message format:


        [HarmonyPatch(typeof(Unity.Netcode.ConnectionApprovedMessage), "Deserialize")]
        [HarmonyPostfix]
        static void ReadLobbyData(Unity.Netcode.ConnectionApprovedMessage __instance, ref bool __result, FastBufferReader reader, NetworkContext context, int receivedMessageVersion)
        {
            if (__result)
            {
                Game.Player.Reset();
                Plugin.Log.LogMessage("Reading ApprovedMessage");
                var prevPos = reader.Position;
                reader.Seek(reader.Length - 4);
                reader.ReadValueSafe(out int handshakePos);
                reader.Seek(handshakePos);
                Handshake.ReadDataFromJoiningLobby(reader);
                reader.Seek(prevPos);
            }
        }
#

And I want the synchronizer to be able to handle all of this

#

Then this can be put into the right place too potatoe_pepe

#

LobbyPatches

#

1527 lines of patches to the game

#

Seeing the changelog online is weird xD

#

Its so big

tight rune
#

big indeed

solid pivot
#

Looking forward for feedback and expecting a lot of bugs

autumn halo
#

there was a teleporter issue with ac?

#

i tried to debug one and it persisted even when i took all my mods out and went away when i progressed the round ig

lost python
pulsar wolf
#

how did you go about having models attach to the player when they're in specific slots? I'm trying to make a backpacks mod that adds more slots, but have no idea how to attach it to the player when held

solid pivot
#

This is btw how you add flavour:

using UnityEngine;
using BepInEx;
using System;
using BepInEx.Logging;

namespace AdvancedCompany
{
    [BepInPlugin(GUID, "AdvancedCompany.Flavours.MostLethalCompany", Version)]
    public class Plugin : BaseUnityPlugin
    {
        public const string Version = "1.0.0";
        private const string GUID = "com.potatoepet.AdvancedCompany.Flavours.MostLethalCompany";
        internal static ManualLogSource Log;

        private void Awake()
        {
            try
            {
                Log = base.Logger;
                var assetBundleFile = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(typeof(Plugin).Assembly.Location), "mostlethalcompany");
                var assetBundle = AssetBundle.LoadFromFile(assetBundleFile);
                var logoTex = assetBundle.LoadAsset<Texture2D>("Assets/ModPacks/MostLethalCompany.png");
                AdvancedCompany.Lib.Flavour.SetLogo(logoTex);
                Log.LogInfo("Added flavour!");
            }
            catch (Exception ex)
            {
                Log.LogError("Error while adding flavour :(!");
                Log.LogError(ex);
            }
        }
    }
}
#

Maybe interesting for mod pack creators

solid pivot
#

Huge work to get the skinned mesh working etc. tho

#

You also have to rebind it in C#

#

At least I had to do so so far

pulsar wolf
#

huge question, your armor is detachable right?

#

like you can drop it on the ground?

solid pivot
#

Yes? Its a SkinnedMeshRenderer

#

Using the rig of the game to conform to the body

pulsar wolf
#

that sounds easy enough, unless weight painting it breaks my models

#

thank you :)

solid pivot
#

Flavour confirmed working :D

pulsar wolf
#

mmm flavour text

solid pivot
#

Need to put it a bit lower tho

#

So yea, Modpacks can now add their own logo

pulsar wolf
#

hopefully nobody finds out a way to make that malicious

solid pivot
#

I dont really care what people put there, as long as its clear that the modpack is powered by AdvancedCompany

#

The most advanced lobby mod potatoe_pepe

pulsar wolf
#

dropped your crown there

solid pivot
#

I really hope the feedback is positive when I wake up again

tight rune
#

what why does it say v47 on yours

solid pivot
#

But I am sure I will have 1000s of complaints

tight rune
#

shouldn't it be v48

pulsar wolf
#

v47 just came out today

tight rune
#

for some reason mine is v48

#

prob some other mod

pulsar wolf
#

v48 just came out recently

tight rune
#

also i dont see the flavored text

solid pivot
#

There was a 800 Byte update

tight rune
#

ah

pulsar wolf
#

the flavour text is modded

solid pivot
#

Of course you dont, because you dont have a flavour mod installed

#

Now it says v48

pulsar wolf
#

mmm flavour

solid pivot
#

Bacon Flavour

#

its 8AM here tho

#

worked through the whole night

tight rune
#

dang now i want to order some bacon

solid pivot
#

To bring you this excellent release

pulsar wolf
#

release the flavour

#

NOW

solid pivot
#

Next mod I will kill is better saves potatoe_pepe

#

By having ADVANCED Saves

pulsar wolf
#

and then ADVANCED things

solid pivot
#

Already there

#

My items

tight rune
#

i've removed that mod due to compatibility issues

#

hopefully yours is compat

solid pivot
#

I would love to open up the equipment system but cant provide game files and stuff

pulsar wolf
#

I can somehow find my way in >:)

#

maybe dip your toe into ADVANCED moons?

solid pivot
#

Right now you cant really tbh

#

Nah, thats for my own game

#

I will end the dev of this mod

#

Its basically a showcase of what I am capable of :3

#

LC is limitting me too much

solid pivot
#

I need space to expand

pulsar wolf
#

you are a powerful being

solid pivot
#

And its basically free marketing

lost python
#

BetterSaves KILLS a lot of shit

#

I cannot for the life of me use it anymore

solid pivot
#

Dunno why it does that tbh XD

#

Seems pretty straight forward

pulsar wolf
#

tis probably a port forwarding issue

#

saving in the mod, vs saving in vanilla

solid pivot
#

just continue the numbering?

#

Place a savenames.txt besides it

pulsar wolf
#

I'm sure that would work tbh

solid pivot
#

People are very uncreative it seems

#

Would ensure max compability

#

Even if you remove the mod, your base 3 save files will still be there

pulsar wolf
solid pivot
#

And one other thing I would love to do but probably wont

#

Replace the extremly ugly vanilla settings window.

pulsar wolf
#

very ugly window for sure

tight rune
#

trying it out rn

solid pivot
#

To fit my design

tight rune
#

might have a problem with host seeing their own cosmetics ingame

#

will try further

#

might just be problems with other mods

solid pivot
#

For me its working

#

Or do you mean that host cant see their own cosmetics in like mirror mod etc?

lost python
#

you guys wanna do multiplayer testing with the mod?

tight rune
#

we use TooManyEmotes, with that we see 3D

solid pivot
#

You can open a public lobby potatoe_pepe

tight rune
#

same for clients i think

solid pivot
#

You will only see peoples lobbys with AC 1.0.99

tight rune
#

uhh we use a decent amount of mods so not sure if you wanna but if you do here's:
r2modman profile code: 018ced0c-3968-74c9-6564-d7c8cea1c3b5
lobby code: 109775242092025938

lost python
#

yeah for some reason the error in the log still exists for me on this profile i have

#

maybe i should try to make a new profile to see if it persists

valid flume
solid pivot
#

Or reset game files, dunno :D

lost python
solid pivot
#

Wont help you, thats not a very precise error report

#

Attach a player.log next time

valid flume
#

:(

#

how do i do that

solid pivot
#

%appdata%/../LocalLow/ZeekerssRBLX/Lethal Company/

#

Thats the location

#

I will sleep now tho

tight rune
#

so

solid pivot
#

Its 8:25AM here

tight rune
#

we can see each others emote

#

but not our own

pulsar wolf
# valid flume help

looks like you have other mods that add slots, maybe turn off reserve slots

#

not sure if that's compatible

solid pivot
#

This error in general comes when the player perks couldnt be read

#

But what exactly led to that, dunno without a log

valid flume
pulsar wolf
#

maybe updates break things

solid pivot
#

And just a reminder: I did not release 1.0.99 because I think its ready. I released it because its the only way to get people to test it potatoe_pepe

#

I want to add that mimics keep the cosmetics of the player etc.

#

But before adding and adding more stuff I need tests

tight rune
pulsar wolf
tight rune
#

ah yeah

#

we use that one

pulsar wolf
#

I'm sure it's just a small bug

#

ยฏ_(ใƒ„)_/ยฏ

lost python
#

Okay I see what mod causes my issue now ๐Ÿ’€

tight rune
#

Lobby: Public
Players: Papersama, Echo

expected behaviour: Crew should have Echo instead of that qwq or Jebskie

i assume this is the name of the last person trying to join my lobby, but got kicked because of mod/config mismatches

lost python
#

It's the Strange Objects mod and I have no idea why (because I can't really read logs)

tight rune
#

it just keeps changing lel

#

obvious in logs they're trying to join

pulsar wolf
#

I'm not sure what that's supposed to mean??

#

sounds like they just need the mods you're using

#

simple as that

tight rune
#

no no

#

bug is, the name of the crew Echo changes to other peoples name that try to join but fail

pulsar wolf
#

sounds like a base game bug

#

not a mod bug

tight rune
#

i see

#

i just haven't encountered that before

lost python
#

it's a vanilla issue yes

#

it will disappear when someone else joins iirc

tight rune
#

we've been playing public lobby since day 1 because some of my friends' friends join and they're not my steam friends but i've never seen this happen before even if other people try to join

lost python
#

or when the player themselves rejoin

tight rune
#

was thinking might be because of the new lobby sync

lost python
#

are you hosting rn?

tight rune
#

rehosted to friends for now

hallow mortar
#

pajama suit twice?

pulsar wolf
#

game bug

hallow mortar
#

ah

#

kk

valid flume
#

it was reservedslots

#

guess i gotta wait till they fix that

#

gonna disable it in the meantime

shell coyote
tight rune
#

hmm anyone encounter list of sold items not showing dunno which causes that

pulsar wolf
#

sold items not showing?

turbid crescent
#

what do you mean?

blazing frost
#

The UI doesnt seem to work with ReservedItemSlots

lost python
#

Yeah, remove ReservedItemSlots to fix it

tight rune
#

i just have a lot of other mods thats why i askeed

lost python
#

Unsure if it is a vanilla bug

tight rune
#

just the first time we also encountered

lost python
#

A first time for everything ๐Ÿ‘

tight rune
#

a total of 9 mods updated ever since v47

lost python
#

A theory I got is that, the list of sold items don't show up since there's a lot of text

#

But I did not bother to confirm it cause it doesn't really matter much for my group

tight rune
lost python
#

Yeah

#

You can test in vanilla to see if you can reproduce it

tight rune
#

same mods, just 9 mods updated after v47

#

yeah

lost python
#

If you can

#

then that means, it's a vanilla thing

tight rune
#

for now we'll just keep on playing though

#

the longer we play the more we encounter

lost python
#

and has been happening since before ๐Ÿ‘

#

What are your mods btw

tight rune
#

r2modman profile code: 018ced0c-3968-74c9-6564-d7c8cea1c3b5

#

we've replaced the bepinex version with the latest from github too

#

since a lot of mods ask for that

lost python
#

Never had problems with the BepInEx that is in thunderstore

tight rune
tepid crescent
zenith jay
#

downloaded advance company, and no features are present? no extra items, no 32 players and no cosemetics

lost python
#

I found out earlier that Strange Objects prevents Advanced Company to load

#

if you have that mod, remove it

eternal ivy
#

Congratulations on release!

zenith jay
#

oh yeh probably strange objecrts

plush fern
#

Strange Objects hasn't been updated in awhile

lost python
#

Oh yeah, we don't start with 500 Player XP anymore?

Edit: I had to reset my player

pulsar wolf
#

default starting XP value should be 500, unless you changed it

#

lmao

#

perfect timing on that edit

lost python
#

Yeah well for some reason, I have 0 XP and my previous save did not count

#

so I just cope and tried reset player

pulsar wolf
#

make sure save progress is off

undone scarab
#

Damn the stuff I read here sound really exciting. It's high time I added this into my modpack.

Should I know of any mods that were reported to be incompatible with Advanced Company? I'll bet 10 bucks that Lethal Expansion is one of them.

eternal ivy
#

Time to pester every cosmetic maker to make MC a soft dependency.

turbid crescent
#

is this a advanced company feature??

#

also how exactly do you get xp for the ship and the player?

eternal ivy
#

No.
Fulfilling quota.

turbid crescent
#

ok

#

thanks

eternal ivy
#

You can use MC compatible cosmetics without MC by having it installed and disabled before installing other cosmetics.

lost python
#

It completely does not allow AdvancedCompany to load

#

prob cause it's very dated idk

#

Lethal Expansion has been fine with it before this update, although I don't know currently since I have LECore added

fair delta
split mist
#

Deleted my post cuz it seems another mod is causing the issue

#

Haven't figured out what yet lol

turbid crescent
split mist
turbid crescent
#

yup

#

i can still type it in and go to them, but it isnt showing on the list

eternal ivy
#

Modded moons are a menace no matter what.

split mist
#

I just figured it out, try disabling Scoopy's Variety Mod and LethalLevelLoader if you have them installed

eternal ivy
#

You'll keep have issues with them for a while.

split mist
#

Those were my issue at least

split mist
turbid crescent
#

ah, alright. thank you so much!

eternal ivy
#

There's 9 planets and 2 interiors.

turbid crescent
eternal ivy
#

They affect the gameplay alright, by depending on LE that is in conflict with everything.

split mist
#

Same with Orion now that its been updated, vanilla moons have had the crap optimized out of them but modded allow you to interact with the surface enemies that you otherwise rarely see

turbid crescent
#

like baboon hawks

split mist
#

And to be fair, LethalExpansion has a lot of issues, but the mod dev also actively tries to fix conflicts all the time, cut him some slack /shrug

turbid crescent
#

lethal company would be so cool if there were more moons like kast

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or maybe randomly generated moons

split mist
#

It's just unfortunate that modded moons and modded interiors really don't like each other right now, but we'll get to the point where that's no longer the case

turbid crescent
#

thatd be crazy

split mist
turbid crescent
#

wouldnt installing lecore not help because the modded moons require le normal?

split mist
#

Nah, LECore basically internally disables normal LethalExpansion

#

Unless you configure it otherwise

fair delta
#

Lecore does not help with modded interiors

#

It will still be broken

split mist
#

Got it

lost python
#

i have LECore mainly for the fixes it does

turbid crescent
#

im almost certain that this issue will be fixed in the coming days though.

turbid crescent
lost python
#

i have secret labs as custom moon

turbid crescent
#

do the custom moons show up on the list?

split mist
#

Okay, now I'm having a weird issue where my perk settings for AdvancedCompany are being increased with a billion zeroes

lost python
#

this? @turbid crescent

split mist
#

Huh, yours looks different from mine though. Weird

lost python
#

what mods do you have

#

cause mod conflicts prob caused something

split mist
#

Yours looks like it has the default Moon catalogue, just with Secret Labs added, whereas mine just doesn't show any of the modded moons when I have LethalLevelLoader and Scoopys enabled

lost python
#

eh that's weird

split mist
#

And when I disable them, it has the LethalExpansion moon catalog (which is to say it makes the whole menu smaller)

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Like this one (even though I don't have Test Moon or Old Sea Port, this is from the LethalExpansion page)

#

So LECore might make it compatible by changing how the modded moons are hooked into the moons menu. Not sure

lost python
#

wth is test moon and old sea port

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also i have LECore just for these but I am not sure if they work so I am playtesting currently

split mist
#

Test Moon is literally a blank test moon found in the internals of LethalExpansion, Old Sea Port became Wateridge on full release

lost python
#

Hmm are there other interior mods other than SCPFoundation and Scoopy's

#

I wanna test other interior mods

split mist
#

Not that I've found thus far

sour osprey
#

was wondering if there would be a config possibly added for the permanent purchase of a moon in the future because i was trying to use this mod to set the prices of moons and use that mod to keep them purchased after buying them and it wasnt compatible

eternal ivy
lost python
#

how updated is permanent moons

sour osprey
#

i have no idea

sour osprey
#

completely incompatible

eternal ivy
#

I see.

lost python
#

it prob needs updating

sour osprey
#

most likely

sour osprey
#

yea

lost python
#

have you tried it on vanilla with just that mod on

sour osprey
#

not yet but i think it has something to do with how the other mod is setup

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because what i was attempting to do was make march and offense have a cost and for the other mod to remember that it was purchased

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but it doesnt work for those moons

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but it remembers buying the lategame moons

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but only when the price setting by advanced company is disabled

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so vanilla prices

lost python
#

Oh then that means

#

If you use mods that have the ability to change moon prices, it kills itself

sour osprey
#

yup

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i checked the thread for it on the other server and nothing in a week

lost python
#

ig the mod is hardcoded for vanilla then

sour osprey
#

oh well hopefully this mod will just do everything eventually

split mist
#

Not necessarily, I think what's probably happening is:

  • Advanced Company checks the config's moon price when the setting is enabled
  • After buying moon, Permanent Moons changes price
  • Advanced Company checks the config, doesn't match, changes moon price back
sour osprey
#

probably

split mist
#

On another note, not sure if it's an incompatibility or an issue with Advanced Company, but whenever I disable perks, this happens

#

Just adds a bunch of zeroes to the base and change perk info

#

Nvm, it seems to be whenever I change a setting in general

#

Gonna try editing the config directly and see if that has any issues

eternal ivy
#

That issue was present for XP multiplier too.

split mist
#

In case anyone is wondering, yes, this is not just visual, it effects gameplay, basically making the game unplayable, lol

#

Yeah, works fine if you use the config files and don't touch the in-game menu, touching the in-game checkboxes seems to be what breaks it, regardless of if you're turning it on or off.

#

@turbid crescent Shot you a DM to not bloat here with non-AC talk, Discord probably blocked it as a "message request" lol

#

Also, since there are other Hotbar settings, a setting to disable the cosmetic slots in the hotbar would be nice, I don't personally mind not seeing my equipped cosmetics at all times especially since I don't really use cosmetics anyways lol

eternal ivy
#

Cosmetic slots?

#

Those aren't consmetic, they are for equipment. Those slots will be reworked in future.

split mist
#

Oh yknow what nvm I see that

#

I'm dumb lol

eternal ivy
#

You can get rid of them by disabling vest/boots/nvg.

split mist
#

Gotcha, I might do that then, or at least the boots and then re-enable a fourth inventory slot

#

Cuz the hotbar feels way too long rn lol

eternal ivy
#

You start with 500 xp and first extra slot costs 500.

split mist
#

I get that, but I'm working without the perks system since I prefer not to use it

#

Mainly using Advanced Company for a lot of the QoL features

eternal ivy
#

Beauty of the configs.

split mist
#

Yup yup!

eternal ivy
#

You can essentially use it as an AIO lobby/latejoin solution.

#
  • cosmetics
split mist
#

Yeeep since those mods break horribly in combination with a lot of other mods it seems

#

Oh but if I disable the boot slots then I lose the flippers huh

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Shiet

eternal ivy
#

You cant disable the slot

#

Actually, the only way to disable slots is to disable all items that go into them.

split mist
#

I mean disable the item, yeah

eternal ivy
#

So vest/boots/flippers/ev.

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Unless Potatoe changed that.

split mist
#

I just need a way to have the clothing items off to the side instead of where the main hotbar is

eternal ivy
#

That will come in future.

#

They will work kind of like reserved slots mods work.

split mist
#

Cool, cool

vagrant gull
sour osprey
split mist
#

Mhm, disabling the price changes makes it work fine if you're okay with default prices

eternal ivy
#

Setting that to fals should make permanent moons compatible.

sonic vale
#

is it still possible to manually configure cfg files?

#

or configs are stored elsewhere now

stiff galleon
#

In the config folder

eternal ivy
#

It's all the same. Just with added ability of configuring in-game.

sonic vale
#

awesome

#

weird, 2 pajamas

vagrant gull
shell coyote
#

is XP gained is dependant on how much the quota is?

sonic vale
shell coyote
#

or how much sold?

eternal ivy
vagrant gull
#

ohh cool

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I use a different mod to change moon prices anyways

wild silo
sonic vale
#

oh, round end xp is fixed

#

awesome then

wild silo
#

indeed

sonic vale
#

seems like advanced company is incompatible with toomanyemotes now

#

camera shows ship wall when using any emote

#

no errors

wild silo
# stiff galleon In the config folder

you posted a gif earlier/yesterday about preset values bugging out. I'm currently testing that with only AC installed and it's still there. I can't really make out what happens. Values are written correctly to the preset.json but it seems like they are being mutliplied when loaded from the preset file and that also applies in-game. Noticed that on jump height (straight to skybox lol) and loot saver. But it also affects the 'file config' preset which doesn't have a .json

#

How to reproduce: enter host settings screen. change a perk base value. save. cancel out of settings screen. reenter host settings screen. Base and change value of that perk will now be 1000. @solid pivot
this is on latest beta being the only installed mod and v48

earnest lichen
#

Just curious, did the shovel weight update in this patch? It's 8 now vs 19.

stiff galleon
stiff galleon
#

Or something else?

sonic vale
#

uh oh, masked enemy overhaul is not compatible too i guess

#

it doesn't recognize advcom cosmetics or something

wild silo
sonic vale
#

looks like it happens when wearing any cosmetics at all

wild silo
stiff galleon
#

Yeah it haven't compatible yet

wild silo
#

yea

stiff galleon
#

or?

#

huh