#[Deprecated] Advanced Company
1 messages ยท Page 11 of 1
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
I usually dont touch unfinished stuff because of that
Go to the terminal, type perks
buy Carry bags
@chilly yoke
You start with 500XP. 4th slot costs 500XP
you can however decide to go another route and keep playing with 3 slots
aw hell naw who dun messed up the apparatus spelling with one of my mods
thank you for the response!
the dev is the best mod dev of all time. they are great
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
@turbid crescent btw check your pm about that windows situation
whats the one that does the turrets, i know about the other ones.
i dont know, it seems to be working just fine for me
nah, it was just zeekeers playing with us
and people going to conclusions too quickly
lauching the game in v47 just set everyone's volume and sens to 0
yeah, same with me.
and everyone went oh yeah my game is broken
gave me a heart attack
ghostCodes 'haunts players' by sending terminal codes. not directly dependent on apparatice but it has an option to go crazy with codes when your character's insanity is high and then it has a higher chance to trigger turrets to go berserk mode
does it happen more often when the apparatus is taken out?
not directly no. that's why I said kinda. but when you're last carrying it out your insanity will likely be high.
New beta in a couple secs
should i disable morecompany though?
New in this build:
- Join late while on moon (going into spectate mode) and syncing all items
- Compatible with v47
For the beta? No
No need to
ok
Probably some other small bugfixes too
Probably also hid some new bugs
The most stable version of the new netcode so far
The scanable value still not same as end day HUD scrap value
It never was?
Show me a screenshot of vanilla game where the scan on the terminal shows the same value
Hmm maybe I'm stupid give me a second
num3 += Mathf.Clamp(random.Next(array[num5].itemProperties.minValue, array[num5].itemProperties.maxValue), array[num5].scrapValue - 6 * num5, array[num5].scrapValue + 9 * num5);
This is the value calculation
the part random.Next() should have you thinking :)
It takes a random value of what the items present COULD be worth
And doesnt take into account the value modifier
And there is a 0.4 or so value modifier applied by standard
So if an item can be worth 100 - 200
in actuality it can only be worth 40 - 80
But the scanner will stille use 100 - 200
Ah that's make sense
Hello employees, I hope you had a good Christmas. Now get back to work!!! I've been taking a break, catching up on movies and writing and drawing, so this update isn't too crazy but has lots of little things. In Version 50 I hope to add lots of new creatures and map variation. (However since there are big changes in my life, I might not be able ...
The scanner usually shows around 2.5x the value on the planet 
I will try new beta when I wake up. To see if the 0 collected bug still can be represent or not
0 collected?
Yeah sometimes we collect scrap and after leave it show 0
But sometimes is working
how much damage does the missile launcher do?
None?
I guess 0? cause my friends trigger it many times in the ship but we don't get any damage
i was under the assumption that if you shot a firework at a spider it would die
but i guess not
It does???
because i shot a baboon hawk in the face and he started mauling me
i've killed a couple yeah
pro tip dont fire when inside the ship
straight strike or?
That's why we don't get hurt, never straight strike a teammate before
I think I will become the threat ๐
you can enter one single command to powershell to activate windows, but of course i won't recommend it for legal reasons ๐
There will also be the following stuff for devs out there
@solid pivot how hard it will be to release beta as separate thunderstore entity so i can already include it into my modpack?
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)
It's easy but pointless.
So if you ever have the need for complex sync handling at lobby join time
Have fun
This is needed for late join on moon to synchronize
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);
}
}
That way late joining players will have the correct Ammo amount shown :)
im guessing bulletproof vest is some sort of armor
Crazy.
Unbelievable
Are you sure about that?
I mean there is a description of it on the README
But why bothering to read it? 
Its not like I worked multiple hours on a very detailled Readme
i want this
yeah, that works too, but what if you have money but no xp yet
:p
so that's an option
Bees are hardly even a problem with max sprint speed/endurance
Then just wait when you're done with hauling scrap and grab it before leaving.
beekeeper from lgu
using both lgu and advcom is way too much i think
as they are overlapping in many places
LGU upgrades being done through store/chat is ugly anyway.
btw
everything regarding items is synced basically
I probably will add this sync to all clients joining btw
IsInElevator
Why only use it for late joiners? 
๐คฉ
I heard there are problems with sync in vanilla too
#bring_elevator_back
Thats from the game itself, when the game still had an elevator
My sync might resolve those sync bugs in vanilla too
Same with the storage I think
if you open it before a player joins its not synced I think

Will be fully synced with my mod
(I hope)
this is so must have that i don't sure why game author himself not implemented it in the first place
and late join as well
but wait, there's more
we had epic desync once
one player said he took off with the ship
and others was still landed
and we still seen that one in the ship
but he said that he's in space
lol
Honest answer?
yeah
that's what i was thinking as well
syncing shit is the first thing you need in any multiplayer game
And it seems like there is no interest in hiring a team
at least there's modding
devs of another popular game about ghosts banned modding altogether and spent some time to implement fucking anticheat
it was like 3 years ago
almost nothing changed in the game since then
Oh something did change: it got even more boring and the update cycles extended to thrice as long
exactly
Yea :)
is this the same game in which the devs cant for the love of all that is holy figure out shadows not being #000000?
yeah, that one
You are right. Shadows are bascially negative with HDR 
But you have a rank! @sonic vale 
You could cheat that! :<
Unimagineable!
oh no!
have fun getting banned for not wanting to grind
this is horrible
I mean it makes sense if there is a serious problem with griefing or anything
The Forest had to deal with a lot of griefers
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
Minecraft the same
yes, and no, you can always make vanilla lobbies with separate rank and whatsoever
easy solution on the surface
cant have players having advantage (extra slot) by not using lights
nooooo way man
they think their game is more competitive than csgo, or something
oh sick they're actually working on something
might see that in 5 years
ok i was joking abt 5 years but it checks out i think
i had gmod community with several servers back in the days
we had more coding progress in one month
with 3 devs
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
the main creator of phas is stubborn, espiecally he hates mod support
yeah i like it, its more scarier than phas but the connection issues is the bigger gripe
both demonologist and phas have the same replay value, which is minimal
welllllllllllllll.....
I hate you
Wait for my game 
๐
You see that I care about other modders with my sync stuff
i wouldnt say lethal has too much replayability
in vanilla
there's nothing to do in vanilla
Making classes being a contract between the class and my game code is the best way to ensure extendability.
but overall lethal creates a lot more opportunities for funny moments and whatnot and id agree that its better
no-no lethal is only replayable because of mod support. phas and demonologist are against mod support
It always makes fun with the right people ofcourse
you know what reignited our fun in modded lethal?
hiding weather
it's 10x more fun that way
lethal is only boring because friends remove the scare factor tbh, play alone and lethal is a complete diff game
What's a weird take.
i like adding horror mods like insanity remastered to make the game more scary
But reading the changelog for Lethal
It seems like Zeekeers is overwhelmed and still not really prepared to follow up on the success
Even feels somewhat intimidated by it
How old is he?
I think early 20s
Makes sense.
it's okay until he decides to do something stupid like ban mods, lol
thats not a shocker tbh
leaderboards are already here, beware
his game blew up quick
Time to grow up when you make millions tbh :3
Start looking for people to help you
Hire them
i just hope zeekers is finding devs to help him, thats something phas didnt do
Remote work is very common nowadays
and thats what killed phas
Need to grow up to do that too.
i want this game to survive
I look for competition with my game. Dont wanna kill LC :D
Co existence is preferrable

Huh? Is that on quit?
nah, that's on start
Most based take
weird decision to have challenge moon as separate save
i thought you can fly there freely as normal
It's not weird considering it's tied to leadberboards and shit.
Is this mod getting update at https://thunderstore.io/c/lethal-company/p/PotatoePet/AdvancedCompany/
Also, you have MC with current stable version of AC?
Because it's easier for noobs to use it with mod launcher
No wonder you get errors.
yes, i disabled stable AC lobby code, as it's not very stable
and/or it conflicts with something
i had many cases of players not hearing each other or invisible models
In a game with such an overwhelming nodding community
when there's more than 4
oh lol
i heard it's fixed in beta, so i'm waiting for beta to go stable
i like weather but only when i run adv with modifiers
without i always skip flooded
flooded is fun
you're using late company by any chance?
i was when it happened, but i've seen it reported on main/vanilla
i'm using shiplobby instead, and since then there was not a single desync
i just decided to drop all the hot join mods altogether
waiting for potatoe to release his patch
that's for sure
can't wait to include beta into my modpack
but i need it on thunderstore
i really wish there was an alternative to r2modman also, this thing is so laggy its unbearable
Very scary code
indeed
Will not pass the coda analyzer
But reader will fail with AccessViolation
๐
If it ever runs too long
errors only after v47, was none before that
so it's not related
just outdated mods i guess
It is, because I don't have such errors on v47.
Try Thunderstore?
That's not AC though.
It says Mimics.
oh, silly me then, i thought about vanilla masked mimics, but they're clearly not called mimics
it's a mod about fire doors, yeah
Basically the same issues with long waiting times when you search up mods
im looking through my installed mods
On my end, there's one erroe that was there even in v45.
Ah, that. Yeah.
I still adore r2 because of config editor.
I don't know of any other moddable game that has such a convenient setup for configs.
yeah, r2 is less bloatware as well
there's only one thing that pet peeve me in r2
that you can't go to the mod page when clicking version number in r2
it's always 404
its good overall but kinda unoptimized?
That will be resolved.
YEAH I LOVE THAT
well i must say
majority got hit with at least something minor
also, how does mod deprecation in thunderstore work? do the mods get tagged automatically or do the devs have to do it themselves?
devs
migrating my red locust sync to an own class :D
If everything works everybody can sync like I do with the lobby handler :3
who's red locust
The bees
I change the double while :<
I dont like it
Much better now
Maybe should add those too 
To really test the system
When its able to sync that, it can sync everything
Probably need a couple of callbacks tho
<3 Interfaces
But of course the system requires all mods registering synchronizers to be present on client and server
Wouldnt make sense to sync something if a client doesnt have the same mod installed
It will have some fallback behaviour tho
i wish i knew OOP
i can't grasp concept as classes and all that stuff
i only coded in lua
and it's plain scripts
All entries are writing their length
in case of emergency
So reader can skip a block
Interfaces are pretty simple btw
This is a contract. It ensures that if my class has that interface
I will have an implementation for the methods defined
public void ConnectClientToPlayerObject(global::GameNetcodeStuff.PlayerControllerB player);
So my class can now know when it recieves an object with that interface
that it can call ConnectClientToPlayerObject(player)
As you can see here
SyncHandlers[i] is IConnectClientToPlayerObject ?
If yes, I can call that method
Its not really an OOP paradigm per se
Its one of strictly typed languages
Or at least typed at all
yeah, lua is not typed
In JS you can simply call whatever you want
Makes code very hard to maintain tho
And hard to extend code without first studying a documentation
The code with types etc. basically documents a lot itself
makes me wish to try to learn C# again
i had some practice in college, but pretty simple stuff
as someone who does but also knows other paradigms; OOP is overrated at best
it gets very... spaghettified when you embrace it
lots of "wait why the hell did this happen, how is this code being run"
interfaces, by virtue of not being very OOP-y, are quite nice I like them a lot
they're just the vague idea of composition moreso than any one paradigm
So, nearly working
So AdvancedCompany will become the by far most advanced lobby solution 
Its in the name
did anyone send you logs for v47 errors?
No but if you have logs for 1.0.10 I dont care at all
That version is heavily outdated
by the way disabled MC and AC still throws same error
i could gladly use beta, but i need it in muh thunderstore
to sync modpack with everyone
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
so, uhm, i guess i have to go back to lgu for now :C
i'll gladly update when new version comes out, can't wait
unless LGU is broken as well, lol
you're still on beta for this tho?
what's the most recent version
0.0.103?
It's best to assume that unless it's been updated it's potentially broken until proven otherwise
For anyone impatient, I am open to sending you the whole source code so you can fix it yourself 
[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
Just FYI: That wont change anything from the last beta, just giving modders more possibilities.
And making my progress smoother
I still got nearly 0 feedback for the beta tho
so I have to get some friends together before I can release it
I hoped for some people to test the mod, cant release such a big update untested
Nice
item sync working again
This also means when you join lobbys you wont hear that sound of many items dropping you sometimes can hear 
And I think stuff will stay in the storage
nah, stuff in the storage is still weird
๐
v47
*ignore*
oh ok
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
im not tripping mate my bad
Beta doesnt have this error, enjoy the beta
that is the beta.
0.0.103
0.0.104
i didnt see that in the chat
#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
I do tend to get grumpy when its 3AM and I am heading for 7AM again
Was about to say.
Now having to analyze all these objects
for desyncs on moon
I can remove a lot of them tho
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
I'm just assuming late company sucks
Wanna see something funny in vanilla?
Open a lobby, turn off the light, let someone join
not even that is synced
wut, i was pretty sure that light was synced
at least some friends was complaining about lights once or twice
Same stuff will happen when you have the other late lobby mod and turn light off and let someone join
USING the light is synced
not the state of it
Some items still drop down a level but those two dont :D
does advanced company cause the terminal to make noises at all?
No
ok, thanks.
you mean ominous beeping?
Not that I would know
check ghost codes mod, it's probably it
it does it every time it opens or closes some doors by itself
you can disable beeping in config
ghostcodes
Yea, cant do anything about item placement it seems. Well, onto the next sync topic
Lot of stuff to synchronize 
Other is ship lights currently
I wont synchronize the spray paint decals tho
I could but well thats a lot of traffic
transferring textures over the web
Beta?
Because voice should be modded, I already fixed the performance report locally
Handshake is around 4000 bytes btw
so 4kb
yay
Synced baby
Synced by late joining on the moon
The game is now basically 95% synced when joining in the middle of a round
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
No, Thunderstore version
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
I think the beta should work fine
wow
AdvancedCompany now has very advanced lobby netcode
that's great
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
I will gladly wait for the moment when it is published normally, take your time
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
Not yet
Ah ok if I runnibg into problem I will let you know
For now the endscreen will show the spectating players as being dead btw
But it wont cost you any penalty
You fixed that?
Awesome
At least I didn't running into problem with my friends last night
Just to prevent possible bugs.
Is it still configurable to only allow people to join when in orbit?
With 103 haven't try 104yet
No
configurable, mb
It was never configurable so far
It will let people join the game when others is on the moon
it's still?
It was activated by default for testing
It will show up in the menu, default deactivated
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
Hey did you fix lightning rod bug in config and moons modifier?
Just want make sure of that
ok
What Moons Modifier?
Weather
Config not I think?
Nothing changed there at all
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
welp v47 is out time to see if my modpack still works 
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 :<
Yeah this one
Damn
Only needs to be done once
love all the changes
So I do have a question, does the currently released version's progress in player perks be transferred to the new update?
Nice
Currently, I am pretty much wiped
cause i guess it is a beta build or something
Do you have Save in Profile activated? 
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
๐
okay so I assume that the "join when in moon" isn't on this beta build just yet
since I only see this option
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.
Will come available shortly here:
https://thunderstore.io/c/lethal-company/p/PotatoePet/AdvancedCompany/
README wasnt updated yet to reflect all the changes
This update is gigantic
Oh, forgot one thing
- XP screen will show again
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
i've tried two times now but i haven't gotten that error with the beta #1186884307332108339 message
[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
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
nice
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 
LobbyPatches
1527 lines of patches to the game
Seeing the changelog online is weird xD
Its so big
big indeed
Looking forward for feedback and expecting a lot of bugs
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
huh that's weird then, i am not sure why this is happening (I am using v48 to test it)
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
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
Either parenting it to a bone or like I do: Use the skinned mesh of the game and work in Blender and add weights and stuff :3
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
mmm flavour text
hopefully nobody finds out a way to make that malicious
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 
I really hope the feedback is positive when I wake up again
what why does it say v47 on yours
But I am sure I will have 1000s of complaints
shouldn't it be v48
v47 just came out today
v48 just came out recently
also i dont see the flavored text
There was a 800 Byte update
the flavour text is modded
mmm flavour
dang now i want to order some bacon
To bring you this excellent release
and then ADVANCED things
I would love to open up the equipment system but cant provide game files and stuff
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
HOLY SHIT YES PLEASE
I need space to expand
you are a powerful being
And its basically free marketing
I'm sure that would work tbh
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

And one other thing I would love to do but probably wont
Replace the extremly ugly vanilla settings window.
very ugly window for sure
trying it out rn
To fit my design
might have a problem with host seeing their own cosmetics ingame
will try further
might just be problems with other mods
For me its working
Or do you mean that host cant see their own cosmetics in like mirror mod etc?
you guys wanna do multiplayer testing with the mod?
we use TooManyEmotes, with that we see 3D
You can open a public lobby 
same for clients i think
You will only see peoples lobbys with AC 1.0.99
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
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
help
Or reset game files, dunno :D

%appdata%/../LocalLow/ZeekerssRBLX/Lethal Company/
Thats the location
I will sleep now tho
so
Its 8:25AM here
looks like you have other mods that add slots, maybe turn off reserve slots
not sure if that's compatible
This error in general comes when the player perks couldnt be read
But what exactly led to that, dunno without a log
it was before the update
maybe updates break things
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 
I want to add that mimics keep the cosmetics of the player etc.
But before adding and adding more stuff I need tests
i'm not sure what people meant that mimics were not using cosmetics of other players, there were updates that says they added that but even before that update we already saw mimics having our exact cosmetics
there's a mod that fixes it the cosmetic issue, pretty sure it's https://discord.com/channels/1168655651455639582/1184403394660663326
Okay I see what mod causes my issue now ๐
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
It's the Strange Objects mod and I have no idea why (because I can't really read logs)
I'm not sure what that's supposed to mean??
sounds like they just need the mods you're using
simple as that
no no
bug is, the name of the crew Echo changes to other peoples name that try to join but fail
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
or when the player themselves rejoin
was thinking might be because of the new lobby sync
are you hosting rn?
rehosted to friends for now
pajama suit twice?
game bug
you right
it was reservedslots
guess i gotta wait till they fix that
gonna disable it in the meantime
can confirm its the reserved slots
hmm anyone encounter list of sold items not showing dunno which causes that
sold items not showing?
What version do you at
what do you mean?
The UI doesnt seem to work with ReservedItemSlots
Yeah, remove ReservedItemSlots to fix it
v48 and beta AC
i just have a lot of other mods thats why i askeed
List of sold items not showing on paycheck has been there ever since iirc
Unsure if it is a vanilla bug
just the first time we also encountered
A first time for everything ๐
a total of 9 mods updated ever since v47
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
we kept the vanilla limit to selling
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
Never had problems with the BepInEx that is in thunderstore
it also doesnt for me but the logs do bother me
I think the problem probably comes from ReservedSlot.
It does
downloaded advance company, and no features are present? no extra items, no 32 players and no cosemetics
what is your modlist
I found out earlier that Strange Objects prevents Advanced Company to load
if you have that mod, remove it
Congratulations on release!
oh yeh probably strange objecrts
Strange Objects hasn't been updated in awhile
Oh yeah, we don't start with 500 Player XP anymore?
Edit: I had to reset my player
default starting XP value should be 500, unless you changed it
lmao
perfect timing on that edit
Yeah well for some reason, I have 0 XP and my previous save did not count
so I just cope and tried reset player

make sure save progress is off
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.
Time to pester every cosmetic maker to make MC a soft dependency.
is this a advanced company feature??
also how exactly do you get xp for the ship and the player?
No.
Fulfilling quota.
You can use MC compatible cosmetics without MC by having it installed and disabled before installing other cosmetics.
Strange Objects is one of them
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
3 hours tf
Deleted my post cuz it seems another mod is causing the issue
Haven't figured out what yet lol
please let me know what it is when you figure it out! im having the same problem and cant seem to be making much progress.
Same problem as in modded moons aren't showing up?
Modded moons are a menace no matter what.
I just figured it out, try disabling Scoopy's Variety Mod and LethalLevelLoader if you have them installed
You'll keep have issues with them for a while.
Those were my issue at least
Yeahhh, but modded moons are so cool tho
ah, alright. thank you so much!
Are they? Majority of the game is spent in interiors and most content is inside them too.
There's 9 planets and 2 interiors.
there needs to be more, kast is a perfect example as how they can affect gameplay.
They affect the gameplay alright, by depending on LE that is in conflict with everything.
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
like baboon hawks
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
lethal company would be so cool if there were more moons like kast
or maybe randomly generated moons
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
thatd be crazy
Does LECore help fix compatibility with modded interiors at all, or is that still an issue at the moment? I wouldn't be surprised if it does since it's much less game-altering, but I'm still curious.
wouldnt installing lecore not help because the modded moons require le normal?
Nah, LECore basically internally disables normal LethalExpansion
Unless you configure it otherwise
Got it
i have LECore mainly for the fixes it does
im almost certain that this issue will be fixed in the coming days though.
you should test lethalleveloader, scoopys variety mod, and custom moons to see if it works.
i have lethallevelloader and scoopys (because scoopys need that as dependency)
i have secret labs as custom moon
do the custom moons show up on the list?
Okay, now I'm having a weird issue where my perk settings for AdvancedCompany are being increased with a billion zeroes
this? @turbid crescent
Huh, yours looks different from mine though. Weird
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
eh that's weird
And when I disable them, it has the LethalExpansion moon catalog (which is to say it makes the whole menu smaller)
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
wth is test moon and old sea port
also i have LECore just for these but I am not sure if they work so I am playtesting currently
Test Moon is literally a blank test moon found in the internals of LethalExpansion, Old Sea Port became Wateridge on full release
Hmm are there other interior mods other than SCPFoundation and Scoopy's
I wanna test other interior mods
Not that I've found thus far
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
how updated is permanent moons
i have no idea
yeah thats the mod i was using
completely incompatible
I see.
it prob needs updating
most likely
this mod i mean
yea
have you tried it on vanilla with just that mod on
not yet but i think it has something to do with how the other mod is setup
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
but it doesnt work for those moons
but it remembers buying the lategame moons
but only when the price setting by advanced company is disabled
so vanilla prices
Oh then that means
If you use mods that have the ability to change moon prices, it kills itself
ig the mod is hardcoded for vanilla then
oh well hopefully this mod will just do everything eventually
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
probably
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
That issue was present for XP multiplier too.
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
Cosmetic slots?
Those aren't consmetic, they are for equipment. Those slots will be reworked in future.
You can get rid of them by disabling vest/boots/nvg.
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
You start with 500 xp and first extra slot costs 500.
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
Beauty of the configs.
Yup yup!
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
Shiet
You cant disable the slot
Actually, the only way to disable slots is to disable all items that go into them.
I mean disable the item, yeah
I just need a way to have the clothing items off to the side instead of where the main hotbar is
Cool, cool
i was actually interested in this mod but then i saw permanentmoons is incompatible with it gg 
only in the sense of not being able to change the prices of the moons everything else should be
Mhm, disabling the price changes makes it work fine if you're okay with default prices
is it still possible to manually configure cfg files?
or configs are stored elsewhere now
In the config folder
It's all the same. Just with added ability of configuring in-game.
oh is this part of AC's config
is XP gained is dependant on how much the quota is?
https://i.imgur.com/2Wf219i.png not related to advanced company itself, but better xp blocks buttons
or how much sold?
Um, yeah?
yea. that's what it says in bexp config too. just hide it because we have the xp bar pop up at round end again.
There's already an issue on betterxp github to move the bar in pause menu but I guess it will always block stuff.
indeed
seems like advanced company is incompatible with toomanyemotes now
camera shows ship wall when using any emote
no errors
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
Just curious, did the shovel weight update in this patch? It's 8 now vs 19.
No still 19 but you can modify yourself
You mean end game value is 0?
Or something else?
uh oh, masked enemy overhaul is not compatible too i guess
it doesn't recognize advcom cosmetics or something
i noticed that too. but it only happens sometimes.
looks like it happens when wearing any cosmetics at all
no, this. see steps to reproduce above. basically once a base value is changed and saved it will always load as 1000 and whatever I enter or save that will also be applied in game (1000)
Yeah it haven't compatible yet
What version you at?
0.99?
yea


