#[Deprecated] Advanced Company
1 messages · Page 12 of 1
0.99 new profile v48
Yeah he haven't fix that yet.
It's not saved as 1000. It just adds two extra zeros for some reason.
Better to use config editor for now.
it's not saved as 1000 to json. but it will be to config
weird, i have key model stuck in right hand after using it
not sure if it's advcom related tho
but it stuck for good
even after round end and picking up / dropping items
Oh shit
It was fixed until the new Lethal Company update dropped like an hour after 😂 and now they are switching to LLL so doesn't work again 😄
I will say, I have faith it'll be fine, I've noticed mod devs for this game are stupidly fast
I'll take a break for a couple days, come back, "17 mods have updates"
v47 was in beta for a while tbh.
Yeah and come out with this? Unacceptable tho
With what?
I was mostly referring to the fact that modders had plenty of time to prepare for new update.
Ah then I made a mistake, sorry
Big error here
[Error : Unity Log] ArgumentOutOfRangeException: Count cannot be less than zero.
Parameter name: count
Stack trace:
System.String.Ctor (System.Char c, System.Int32 count) (at <787acc3c9a4c471ba7d971300105af24>:IL_000D)
System.String.CreateString (System.Char c, System.Int32 count) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
(wrapper managed-to-managed) System.String..ctor(char,int)
AdvancedCompany.Terminal.PerkCursorElement.GetText (System.Int32 availableWidth) (at F:/Projects/UpgradeCompany/Terminal/PerkCursorElement.cs:34)
AdvancedCompany.Terminal.CursorMenu.GetText (System.Int32 availableWidth) (at F:/Projects/UpgradeCompany/Terminal/CursorMenu.cs:41)
AdvancedCompany.Terminal.ScrollBox.GetText (System.Int32 availableWidth) (at F:/Projects/UpgradeCompany/Terminal/ScrollBox.cs:21)
AdvancedCompany.Terminal.BoxedScreen.GetText (System.Int32 availableWidth) (at F:/Projects/UpgradeCompany/Terminal/BoxedScreen.cs:19)
AdvancedCompany.Patches.Terminal.SetText (AdvancedCompany.Terminal.ITextElement text) (at F:/Projects/UpgradeCompany/Patches/Terminal.cs:547)
AdvancedCompany.Patches.Terminal.Update (Terminal __instance) (at F:/Projects/UpgradeCompany/Patches/Terminal.cs:525)
(wrapper dynamic-method) Terminal.DMDTerminal::Update(Terminal)
funnily enough the shop doesnt work for me in the release version and works in beta 
I cannot open perks>Ship
Please Dm me your ship perk config
It's point to that
aight
Not working?
What do you mean?
yeah, i have a couple mods that might be conflicting with the keywords, so inputting stuff like missile launcher/flippers/whatever there is that is modded results in nothing happening
but beta works fine
so uhhh whoever has the same issue just switch to beta or wait for it to release ig
Beta is out.
and beta works just fine
.99 works just fine.
Well then it conflict with other mods and maybe it's not this mod's problem
well i did say its a mod conflict in my modpack so
yeah thats what i said
Just remove conflict mod and I believe will work fine
will compatibility with reservedslots be added?
Maybe it will replace it. As I known.
It already has it. Reserved Slots have issues right now though due to LC update.
Future version will most likely drop it though.
oh i see so its a reservedslots issue, not advancedcompany
unlucky
also is there a way to bump the default # of slots from 3 to 4?
oh there is that? damn didn't know that
oh i see now
No it will show
wdym by not shown?
Did you change it correctly?
AC doesn't come with any cosmetics, if that's what you're asking.
You can try Morecompany's default cosmetics, if it show, it's not this mod's bug then
how was I supposed to?
Change it click save and continue
Did you try default cosmetics
are you a client and using toomanyemotes?
It won't show with toomanyemotes animation
toomanyemotes only shows on host yes
Im host
and I don't see my own costmetics
You can see others except yourself
ah
weird
And others can see yours
im gonna double check just in case, but in v45 host could see himself
Well mod change lots and vanilla game too
does this mean that coroner is already a part of advancedcompany and i should remove it?
No.
ok
I had the same question. It would be nice to make the wording a little more precise. Call itfully supported maybe?
It's fully supported.
But with MoreCompany. The emote mod has a fix specifically for MoreCompany :3
But good catch, I will add library methods for other mods to access the cosmetics
The README is outdated since the last update. So I will change this later
When Beta ends
Yes, change the inventory base value to 400% :D
And reduce the costs by 1 entry
Like this
But with the starting XP you can buy the 4th slot
And you can also deactivate the perk, it will stay at 4 slots
There's still an issue with values getting two extra zeroes added to them.
Or whatever you specify
I dont have that error, but I guess its a formatting error
I will look at it
Some other bugs? I saw the list of sold items not showing up
Seems like most bugs are small ones
At one point I had an option disappear when I reset it to defaults, but I didn't track it down properly. Sorry.
So can I make cosmetics using AdvancedCompany instead of MoreCompany?
(I might have used wrong wording but idk how to word it better rn, quite sleepy)
Yea, add the AdvancedCompany.Unity.dll of the mod into your unity project and use the AdvancedCompany.Cosmetics.CosmeticInstance component
Put it into the plugins folder :D
Amazing
This should work, let me know if it does
I am looking to try starting making player cosmetics ever since I saw the feature
Now all I have to do is learn how 
.advcosmetics 
You can use MC cosmetics even without MC btw. Installing cosmetics addons while MC is disabled doesn't re-enable it.
Funny thunderstore bug :D
It's a feature™️
You can also just modify the local manifest file in your cache
And remove the dependency
Or go to cosmetics devs an ask the nicely
i remember disabling LE then getting a bunch of mods that depend on it, then wondering why they dont work...
So do people just import/make a 3D Model in Unity then save it as .cosmetics 
Mostly, yea
Add the component to its root
Make it a prefab
Make it an assetbundle
I'm very glad that I am being helped on how to do this as I am quite literally clueless 😭
Thank you I will try to do those
@solid pivot is there no way for presets to not be shared along with profile code/file?
They are put into the config folder I think
Dunno if they dont share because they are named .json?
They are shared, that's the issue.
Currently no way to deactivate that behaviour
I'm talking about presets for cosmetics/UI.
Yeah, I imagined. Not like you can save outside the profile folder.
I can, but well. I could do it for the client settings
But its an intended feature :D
For Modpacks
So they can offer multiple presets
Like
Easy, Normal, Hard, Extreme
Problem is that you cant configure it here then
All Client configs would go missing in there
Also, what does save in profile do for client settings? They are saved in profile folder either way.
Your XP progress isnt
Oh wait, it's save/profile right?
Yes
Client has control over that? Shouldn't only server control that?
???
This is only active when Save Progress in lobby is active
it determines if the file is stored in your AppData or the Profile
AppData = all your thunderstore profiles use the same savefile
Profile = the save file is specific to the profile
For me profile is profile in mod manager.
Yes, thats what it does
It saves the file in the folder of your profile
Instead of AppData
where its shared with all profiles
can i save on my google drive
Of course, use a cloud solution for NTFS and add the directory as a google drive folder
wow amazing gonna do that rn
You wont 
I just created 2 presets. One with save in profile on, other off. Both are still saved in the same folder.
😡
Not true
Again
Your XP and PERKS are either saved in
%appdata%/../LocalLow/Zeekeers/Lethal Company/
Shared with ALL profiles and the vanilla game installation
Or your XP and PERKS are saved in
profile/BepInEx/saves/advancedcompany/savefile
I think you misunderstand that option :3
Okay, but .json files are still in profile folder of mod manager.
Json files are no save files
So this is that file if it is set to global save?
%localappdata%low\ZeekerssRBLX\Lethal Company
Sure, but everyone who gets the profile code will get those presets.
....
I'm just trying to understand if there's a way for them to not be shared.
#1186884307332108339 message
I get that they won't get XP and stuff.
But you said in that message you linked that you can for client settings.
I don't see why modpacks need to share presets with someones Hotbar/Cosmetics settings.
I could to that as in: I could change that
Because there is no need to sync those files
btw
I will do the same thing I did with MoreCompany with other mods I know which are incompatible in the future
Or other mods which functionality I have integrated
I will be looking forward to killing BetterSaves
Yeah, sorry for that convo being more difficult than it needed to be. I just wondered if it was possible because those specific presets are clearly intended to be purely personal preference of each client that don't need to be shared in any way. I'd live with or without that being actually realised.
xD
Problem is: File configs
This will only be true for the json configs
File configs will still be shared
Yes, I understand.
Or I abandon the file configs entirely
Dunno about that step tho
I dont know how important the Thunderstore ConfigManager is to people
Then again, considering your configs are synced from host, maybe not that important for AC.
The presets for lobbies would still sync
So yeah, I guess they are important for mods that don't have any other way to edit configs or have no sync. Neither of which are an issue for AC.
Yea, and file configs do mean more work for me rn
I have to add new config values in multiple places :D
And add a converter forth and back
btw
The perks system might become an own UI later
So people can level at the same time 
I do see the problem of having the ability to have 32 players
and having them all wanting to level on the terminal
Ship being on terminal is fine though. Can anyone reset ship perks/xp btw, or only host?
Only host
host only
Smart
:p
yeah thank god for that honestly 
^-^
friend group will probably troll the shit out of everyone when they have the ability to respec ship
So I guess the lobby stuff is stable?
Not running into problem with 5 peoples today
phew
Ah wait
There's one small bug
I don't know why but some of my friends can see the cosmetic on their face
Do you have any emotes mods?
Is toomanyemotes ok?
Yeah but others can see the cosmetics and you can't see yourself while doing emotes
smh my head
does the dev know
I assume MC cosmetics work fine with emote mods? But AC ones don't?
yeah
Not my problem tbh but will still look into it
Cause they all use MC function
Ah, that explains it.
They all have fixes for MoreCompany integrated, dunno why I shouldnt expect them to do the same for AdvancedCompany tbh
The way superior lobby solution :3
I think they should fix it for AC
This mod is more stable then MC
And more functional
AC has late syncing on the moon working 
Weirdly enough, people would rather use something that has one thing they need with 0 customizability over something that has more and all customisable.
advanced company emotes update 🥺
There will be
will there be twerking
They just lazy I think. Cause if this is stable why should I change?
btw i tried the late join feature of AC with my friend group
AdvancedEmotes but it will just give modders the ability to play emotes
That's their point
and sync them
So they can totally rely on AdvancedCompany if they want to and be compatible with each other
turning your mod into an api so everyone has to use it xd
advanced company yipeeeee update please 🥹
It already is
You can do stuff with AdvancedCompany no other API is offering
You can share data between host and client even before the player joined the game
even before they search for the server
No
But for example Coroner will have a bug upcoming when people join late
The death messages wont properly sync for players who joined while on the moon
Coroner can fix that by providing a sync
Sync = Syncing the current hosts state to a newly connecting client
need to get all mods to sync everything to stop all the late joining desync
if only there was some kind of advanced api they could take advantage of to ensure a seamless experience
some kind of advanced company
when's your game coming out
is it almost done
i wanna play
I just installed the new version, and I'm getting this error message when I'm trying to host a game (I'm not using any other mod) :
[Error : Unity Log] MissingMethodException: Method not found: void .HostSettings..ctor(string,bool,string)
Stack trace:
AdvancedCompany.UI.LobbySetup+<>c.<Initialize>b__6_0 (AdvancedCompany.Config.LobbyConfiguration configuration) (at F:/Projects/UpgradeCompany/UI/LobbySetup.cs:150)
BaseSettings1[T].<Awake>b__33_2 () (at G:/Unity/LethalCompanyAssets/Assets/Scripts/Shared/BaseSettings.cs:274) UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:0) UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:0) UnityEngine.UI.Button.Press () (at <281a675b48d344e28f9941b2777fd620>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <281a675b48d344e28f9941b2777fd620>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <281a675b48d344e28f9941b2777fd620>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <281a675b48d344e28f9941b2777fd620>:0)
UnityEngine.EventSystems.EventSystem:Update()
Did you tried reinstall the mod?
my store is bugged but works when i disable advanced company
Mod conflict.
yes i did
Mod list please
how do i export a mod list
What version do you have?
v45
Hmm how much mods you have?
Redownload the mod probably. You are missing a file
do i have to update?
Yes
63
Oh yea, update to v49
might just redo entire mod pack
Before you add functional mod please run a full round game to make sure they don't conflict
Or your modpack just fucked up
Yeah cause it do a major upgrade
so i have to update to the new version?
Yes
ok thx for the help
Regarding the missing item names when selling, cant really reproduce it with the animator :/
Oh, what about double pajamas in the store?
^
Okay so for some reason, my hotbar is completely transparent.
I tried to investigate a bit and I think it is caused by the "append 0s" thing that happens when you edit an option in perks and then save it as a new preset.
To try and tackle this, I just did it like this, saved it, clicked on the Default config and back to the preset I saved (it shows as 400% and 100% as it should). Will be testing if it actually reflects the change done.
Is it transparent or are they actually gone?
Because there's a setting for hotbar transparency.
Yes I know
I didn't touch that at all
Test successful and proven. The hotbar is visible once again
Further inspection suggests that any changes made for the Perks config will just break it entirely (even the default File config one)
that's what I have observed as well
stonks

But yeah, this is currently the only gamebreaking bug I found today (we don't count the ReservedSlots one)
and apparently this was already discovered earlier so lol
Will have to investigate ReservedSlots further later
Maybe will just drop support again
if they tend to change that much that I cant even have 1 week of silence
Or is there an exception?
The bug with reserved is just the one slot fits all thing 
Definitely a feature for less cluttered hotbar trust 👍
Okay so I will try editing the config through the Config editor instead
and see if the issue persists
canvasScaler = ((Component)__instance.itemSlotIconFrames[0]).GetComponentInParent<CanvasScaler>();
aspectRatioFitter = ((Component)__instance.itemSlotIconFrames[0]).GetComponentInParent<AspectRatioFitter>();
iconWidth = ((Component)__instance.itemSlotIconFrames[0]).GetComponent<RectTransform>().sizeDelta.x;
xPos = canvasScaler.referenceResolution.x / 2f / aspectRatioFitter.aspectRatio - iconWidth / 4f;
nah nah nah
Bad ReservedSlots
Dont touch my pp

hahaha
public static void UpdateHUD()
{
//IL_001f: Unknown result type (might be due to invalid IL or missing references)
//IL_0050: Unknown result type (might be due to invalid IL or missing references)
for (int i = 0; i < PlayerPatcher.reservedHotbarSize; i++)
{
int num = PlayerPatcher.reservedItemsStartIndexLocal + i;
float num2 = ((Graphic)HUDManager.Instance.itemSlotIconFrames[0]).rectTransform.anchoredPosition.y + 1.125f * iconWidth * (float)i;
((Graphic)HUDManager.Instance.itemSlotIconFrames[num]).rectTransform.anchoredPosition = new Vector2(xPos, num2);
}
}
ReservedSlots went: f em all
how to get flashlight and walkie talkie in their own slot like itemreservedslot does?
There's no such functionality in AC.
but it says "Fully integrated: ReservedSlots"
Means they work together.
I agree though that "fully integrated" is not the best wording.
Will change the readme with full release
i had it on previously but the hotbars kinda merged together, it didnt really work
If you cant wait, fix it yourself
can i move the equipment slots to the right side somehow?
Ah good, edits I made thru r2modman configs actually do default reflect on the in-game one
I was worried my friend was gonna get overwhelmed seeing and configuring it in-game just before starting a run
Presets and file configs do sync
https://github.com/BudgetAirpods/InsanityRemastered/issues/10 reposting this here in case anyone is curious
The Reserved Slot is in its time-out corner
Can't replicate. AC doesn't change how flashlights work anyway.
Is there an incompatibility list? All of my hotbar slots are in one space in the center
Any mod that touches hotbar is most likely incompatible with AC.
thats a problem with reserved item slots, he's working on it rn
Great to know, thanks.
Current Incompatibility List that I saw:
- Any ReservedItemSlot Mod: #1186884307332108339 message (it's being worked on rn it seems)
Seems like its a problem with the transpiler or smth
You could ask the dev of Strange Objects to add either a [HarmonyBefore(new string[]{"AdvancedCompany"})] or [HarmonyAfter(new string[]{"AdvancedCompany"})]
Maybe I can do it the other way around, let me check
This error happens while booting @lost python ?
Yes
Here's a log
Is there anyone have perks system error too?
cant get it to work, the equipment slots just get merged in the middle
...
First user to get blocked soon btw 
Have them both installed rn and working
I added smth to make it compatible tho
[HarmonyAfter(new string[] { "Bits.StrangeObjects" })]
But Potatoooo I need my cheat slots
I cant play without my cheat slots 
Faster faster potatoe
Push out a new beta just to cater to my needs
Dont fix the other 5 bugs on your list
release NAUW!
:'D
I guess that fixed thei ssue
Oh was it fixed without my fix?
yeah
Nevermind then
Now I need to fix my spawn cheat command
To make scrap valuable, to test selling stuff
I think it was just the mod not being compatible to v47 earlier
which was like a couple of hours ago
Which mod are you talking about?
Strange Objects
👀
nice
default value is 666
and yesh, there are even more hidden commands :3
value not working
but cant confirm
same with a lot of mods for spawning stuff
dancetools works though
gives value
can specify value with a command
I see the text
So must be some other mod
I just forgot to add a code line
They will now have a value
im testing with only these four mods :(
Same.
gg
Current default value for solo sanity loss is 1.5, which makes you lost it 50% faster.
So unrelated to AC.
thats not what i mean
As for flashlight, I think it does affect it but it very minor.
sanity loss rate should be halved whenever u flick on the flashlight
thats the behavior without AC
value working :D
yea its shown for a short time then disappears
Is this confirmed to only happen with AC?
But not in Vanilla
@vagrant gull ok, I see what you mean. My bad.
np
Probably wont be able to fix that from my side btw
Flashlights are synced differently with my mod
Ah right. I was thinking what might be the cause, because flashlights aren't touched directly by AC. But it's the sync.
since when flashlights were part of sanity
#1186884307332108339 message
yeah but u said like flashlights slow down sanity
Multiplayer increases insanity outside 💀
in my view i would ask insanityremastered dev to make it compatible with AC cause AC flashlights are vanilla
vanilla as in sanity dont change if its on and such
i really dont know 😆
Agreed
I can fix it specifically for that mod
Which would require them to not change their patches
[HarmonyPatch(typeof(FlashlightItem))]
[HarmonyPatch("SwitchFlashlight")]
[HarmonyPostfix]
private static void OnUse(bool on)
{
if (on)
{
PlayerPatcher.FlashlightOn = true;
}
else if (!on)
{
PlayerPatcher.FlashlightOn = false;
}
}
My mod wont ever call SwitchFlashlight
Because my mod does the switching
Alternatively I can remove SwitchFlashlight and just call it

So that ship duty person wouldn't feel completely safe.
So its probably best to empty out the method and just call it when I did it myself
Mostly so that ghost girl could get to them.
ah i forgot about the ghost girl
thats fair
So other mods can still rely on it
kinda pointless when you can block the ghost girl from spawning by looking towards the front of the ship tho lol
yeah literally
Defeats the point of being on ship duty tho.
so not only does the ghost girl not affect you as the ship monitor, it cant even haunt anyone else
errrrrr
i tried that
and the eyeless dog still got inside
I'm talking about the girl.
oh her
Dogs don't care.
She only spawns outside your vision.
And not very close to you.
Nowhere to spawn at the end of the ship.
So only entrance.
ghost girl is kinda pisslow when u know how to deal with her
Diversity ghost girl tho.
oh i havent tried diversity yet
u gotta try it
diversity gonna add a new monster soon
a real monster, not some fire exit crap
Diversity ghost girl pretty cool.
I'm usually the terminal person in my group and vanilla ghost girl is funny when she picks me first to haunt
thats prob cuz ur alone lmao
rude
wtf that bracken rework 💀
true
Yeah I am, but I don't mind cause it saves the others from having another monster to deal with lols
this is not the first time AC thread went off-topic
🫠
The new menus are sick, I love having all the options directly during lobby creation
Ye the preset's pretty nice
I'm just happy I can do the same config editing like before cause I imagine when my friend hosts the session, he's gonna be all "UUUUUUU" when he sees the preset in-game
And proceed to be like "oh, ok" when I tell him I already pre-configured everything so just hit continue
just host yourself 
I have to get my router and other stuff switched out cause I've had random disconnect blips as of recently
I used to be the one that hosted all the time
The hotbar is now incredibly tiny in the bottom left corner.
i got a random bug, the sprint speed a jump height keeps resetting to 1000
Happened when I changed the inventory slot perk. I wanted to keep a default of 4 slots. Went ingame and noticed no hotbar. Went back to the settings and noticed that it had set itself to 40000%
Disabled the inventory upgrade yet it still persists
Do the configs for Perks in r2modman/thunderstore app instead of the in-game config
because rn it appends whatever value you do with zeros, leading to your issues
@warm prawn @night ember ^^
lol, ReservedSlot Flashlight is very incompatible rn
rip
When switching items it just deactivates the activated flashlight and activates its own
Need to break that function
Is there a way to move these three orange slots somewhere else on the screen I and my friends don't really like it near our main inventory. Just curious.
No, currently there is no way to do so
Its planned for 1.2
But will ultimately remove ReservedSlots compability
Oh thats fine we got the carry bags with your mod whenever 1.2 comes out.
tbh...
f it
I remove compability with ReservedSlots right now and right here :D
Bye bye
Too complicated to maintain
You can disable all items that go into those slots for now.
You can still install it and the slots will show correctly
but F will be f'ed up
heavily
And all flashlights will behave very weirdly
Wont fix that
Because I will invest 3 hours now
only for it to be updated tomorrow again
and breaking everything again
Believe me, I tried. But ever since lethal got its update I cant disable them.
@vagrant gull Next version will fix compability with Insanity mod
I did it like I said
I removed the body of the SwitchFlashlight method and still call it to signal to other mods if a flashlight was switched
You cant deactivate single slots
awesome
Only all of them
By deactivating ALL items going into the slots
Rocket Boots, Flippers, Bulletproof Vest, Vision Enhancer
Oh wait I reread the prompt fuck mb
So let me show you a proposal
One sec
fixed. thanks
You can have this
Or ReservedSlots
Menu on the right is accessible by holding alt, it will scale up and let you drop items from those slots
Energy bars will be vertical for equipment
to make it look better
can we still see battery of the vision enhancer when it's right there or do we need to press alt
ah he was faster 
:P
thank you 
This.
i wonder if this means we can have 10 inventory slots gg
lmao
And I will see if I can quickly add the new headlamp and headset
With a 1.1.5 sort of basically
There will be a new item later tho which will make inventories become biiiiiig
The idea of the backpack is one I really want to give a go
You can only wear the backpack on the body slot
And you can put items in it when placed on the ground
Say 10 items for example (configurable)
Then you pick it up and carry it on your back
as its a backpack with distributed weight it will reduce the weight by 25% or smth
But you will finaly be able to go over 400lb 
BUFFED players

we're delving into minecraft modded scene where it's essential to have a backpack
Backpack will take some time tho
And you can only take out an item in the reverse order you put it in :P
This will make solo play high quota be fucking amazing
Reasonable ngl
But finding a room with a lot of loot -> But bacpack in the middle
go around the room, fill backpack
put it back on :D
YIPPEE
then the yippee steals it
Loot bug kink 
goodbye backpack
i would love that!
ok wtf this sounds awesome with brutal company where the event is all hoarder bugs
gg
Really makes you feel the Yippee
All my fellas
i would say Yippee too when I find a full backpack
I might even add random backpack spawns 👀
With a variety of loot
Yippee loot
And even equipment
Random backpack that spawns a yippee
Might find a backpack with 2 vision enhancers, 1 shovel and 3 loot items
But spawn would be very rare
So you are really happy about finding one of those
Adding a bit more lore basically because its the backpacks of people who went there before you 👀
For my game btw I am looking into a really awesome feature
One I could never do with LC
On rare occasions you will join a game with another crew
will your game be a horror themed one too
So you are basically fighting over the loot :3
Just an idea, dunno if it will happen
But its ideas like that which I cant do with LC ever
why do all my slots are in a single place, how do i fix this?
Delete ReservedSlots or AC
ah ok

With a new update I just took it safe and deleted my old configs and regenerated them
Possibly unnecessary in this scenario but did it to be safe and ended up without issues
Friday the 13th, the bane of ReservedSlots
btw will it be possible to make it so u can see your own cosmetics with TooManyEmotes and MirrorDecor
Dunno yet
I also uh, don't use ReservedSlots cause I imagine my group would possibly find it a bit too cheat-y to just have it by default
Purchasing additional slots is a different story cause at least you have to work for it in some way
was a very controversial pick with my group too
I like this one
Bruh 7500
Long term goal :3
We cant even reach 1000 quota 😭
I mean one of my friends was constituting flashlight toggle to be too cheat-y which I found a lil funny
:D
thats a little absurd imo
xd
I can understand that a bit at least
Is this now an option, or it'll be on a new update?
I see, thx
Removing ReservedSlots compability with it tho
For good
Never again ReservedSlots with AC

So will all of this be on the next update 
If I delete cosmetics from the MoreCompanyCosmetics folder, are they deleted from the AC?
I can understand it too considering the vanilla logic is, drop 2h item, swap to it, then turn it off
The middle ground would be if the flashlight toggle could not work if you're holding a 2h item
Yes
thx
For every cosmetic there is a md5 and .cached file
Oh wrong wording, I meant the slots revamp
They will get removed when the original file isnt there any longer
and reserved kill
@solid pivot since the port is rectangular its gonna be like dis?
yesh

I disagree, but I wasn't going to bother them any further.
Don't use that mod anyway. Just wanted to report an issue.
Why do they deactivate the menu anyway?
Exactly my point.
I can fix it in another way btw
Oh wait, they remove the menu after clicking in main menu
oof
ur fixing so much on mods that should be the ones fixing 😭
the fate of hobbyist modding
Which is the reason I will do my own game tbh
:>
I mean, you see what I am capable of 
But you havent seen my true form yet
Your true form is a ... Potatoe
Btw I really need other people test this mod for a long games.
Tbh, I have no clue how this even happens since it works fine without AC.
As for the header, I will ensure its always shown in the next version.
header?
The main menu I guess?
The logo? Have fun with that 
I do this in Update() every frame
checking if my logo is there
I do have a flavour option for custom logos
And I will actively work on bypassing mods trying to replace my logo
I can fix all incompabilities with their mod btw
very easily
Cause I experience perks system corrupt again today. This time is some of my friends is able to upgrade and some of them can't.
And some of them have negative exp but I was fixed after he respec his character.
And unable to upgrade problem got resolve after I restart the game.
But I really can't reproduce this problem
I have the mighty crippler 
AdvancedCompany.Lib.Flavour.SetLogo(Texture2D)
I mean its not that hard to use tbh
Its 1 call
could u add a config option to blacklist certain cosmetics from loading
You wont see cosmetics you havent installed
So you could basically just remove the corresponding cosmetics
I thought about cosmetic synching
But decided against it
yea, not a very friendly option for profile sharing tho tbh
because it could be used to harrass people
what does that mean
Having offensive cosmetics and stuff
i rarely ever talk here (big lurker tho lmao) and i can’t wait for your game
you’re an inspiration to me as a programmer and gamedev
oh you mean showing cosmetics without others having them installed
Going into a streamers lobby with a big **** as head
or some very bad words
Yea, that would be cosmetics sharing, decided against it
yea that could be bad
its ok
aye
I might add that feature back in later
Like synching cosmetics without everyone having it installed
but as a lobby setting
Default off of course
As I am doing the net handshake myself I can transmit assetbundles even before the game scene is loaded :3
I thought about 2 options tbh
I think the first one will be awesome for many
"Lobby dictates cosmetics"
But this also means
All cosmetics of the lobby get transferred to the clients
They dont have to install them
Lobby decides about what cosmetics are available by installing them and it gets shared with everyone else on join
And the other option
"Sync foreign cosmetics"
Meaning: If host hasnt a cosmetic a client joining has, lobby will ask the player to send the assetbundle. Then host loads it and shares it with other clients missing the cosmetics.
2nd option I wouldnt recommend to sensitive people and streamers :3
And dont recommend for open lobbies at all tbh
AssetBundles can also add sounds etc.
No code tho
I believe host dictating the cosmetics is fair game
Yea, would make a lot of stuff easier
Only problem being:
Cosmetics are huge rn
People dont care at all about texture sizes
or making their cosmetics game ready
5MB for Doom Helmet
it's just them adding cosmetics on a pretty literal level
Many of them consists out of 20 game objects etc.
20 renderers
20 different materials
i love lagging ❤️
Absolutely not game ready or optimized at all
i like how advanced company is like 25 mods in one. best mod, with not as many incompatabilities as you would expect.
:)
MostLethalCompany has a lot of mods
Last time I played it 124
AdvancedCompany being one of them
Worked pretty good
phenomenal mod. adds great and balanced features in a fitting way.
Which is a testatement to how compatible AdvancedCompany is in general
I do not lie in my short description
Oh yeah let me just point out how smooth the late joining is
Did you try on moon? :D
We didn't really experience desyncs (well not yet anyway)
This is my masterwork so far
It just works 
the only thing im curios about, is how stable the bigger lobby is exactly.
its crazy because this makes morecompany more stable
The bigger lobby of my mod?
You CANT use MoreCompany any longer. Even if you install it
It will get deactivated by my mod
doesn't morecompany just die (literal) with this mod
i played with almost a full lobby with around 29 people i believe, with morecompany its very buggy and laggy, but with your lobby it seems more stable somehow?
its great
Oh nice
:D
Its most likely due to the audio mixer when its not that laggy
MoreCompany is doing some weird stuff
Adding all player voices to VoiceChannel 4
Which go over 4
And then changing the AudioSource volume and pitch
instead my mod does this
@solid pivot Do we do a playtest with like a lot of people when the release update is released 
Extending the audio mixer
AudioMixer is heavily optimized it seems
And I also do it dynamically
If you set your lobby size to 8 it will load the 8 player mixer
- Download MoreCompany
- Download cosmetic mods that add cosmetics to MoreCompany
- Start your modded game 👍
Exactly
potato has fixed modded lethal company by themselves gg
Its as simple as possible
You don't have to worry about MoreCompany because it will die (literal)
Or there no longer compability issue with morecompany?
When MoreCompany comes around and say "Hey BepInEx, I wanna load"
My mod basically says:

Oh
No MoreCompany allowed here
Yoo potatoe will you have options to disable some aspects of your mod like the clothing slots eventually? 😄 I love the implementation dont get me wrong, i just would like to use the biggerlobby aspect of your mod alone if possible 😛 (also i know this probably is a bit of a weird question as it would remove alot of the content in your mod)
Oofo
btw CompanyBuildingEnhancements has a small incompatibility
the instant landing feature, it works to instantly arrive at the company building, but will slowly depart like vanilla
without AC the ship leaves instantly
Its in the mod already
Also i have no problem if you wont, i just thought id ask xd
why dont you just use morecompany?
You always could.
deactivate all equipment items >.<
I do, i just would like not to haha
Because my mod is more stable
@turbid crescent
And it has late sync
Yeah thats it 😄
Because it's worse?
Something no other mod achieved so far
Isssss this mod compatible with LethalExpansion...? All my custom moons depend on it 😅
Damn so this will remove the clothing slots aswell?
I fix Vanilla desyncs :3
fuck lethalexpansion
all my homies hate lethalexpansion
Try it yourself
Play vanilla
Host a game, turn off the light and open the equipment storage
Join with another player
see light is on and equipment storage is still closed
Not with AdvancedCompany
AdvancedCompany adds advanced sync :)
we dont deserve you bro holy 😄
tttttttttttttttttttttttttttthat doesnt answer me ;-;
also that's really impressive
Dunno, try it?
I have been playing AC with LE since some of the mods I have has it as dependency and I have not seen problems
can you sync my parents marriage back together
Will do, wish me luck
@fair delta Tried already, not syncable :(
GG
NullReferenceException 
I also have SecretLabs as my custom moon and it never broke
But a heads up
If a mod adds a weapon with ammo for example
The ammo probably wont sync
The mod has to use AdvancedSync of my mod to add a sync at handshake
An example:
Me with flare gun:
using AdvancedCompany.Objects;
using System;
using System.Collections.Generic;
using System.Text;
using static AdvancedCompany.Lib.Sync;
using Unity.Netcode;
using AdvancedCompany.Lib.SyncHandler;
namespace AdvancedCompany.Network.Sync.Items
{
internal class RocketLaucherSynchronizationHandler : IItemSynchronisationHandler<RocketLauncher>
{
public int Ammo;
public override void Apply(RocketLauncher item)
{
item.Ammo = Ammo;
}
public override void Read(RocketLauncher item)
{
Ammo = item.Ammo;
}
public override void Read(FastBufferReader reader)
{
reader.ReadValueSafe(out Ammo);
}
public override void Write(FastBufferWriter writer)
{
writer.WriteValueSafe(Ammo);
}
}
}
And then a mod does the following in Awake:
does the lethalthings rocket launcher have problems then
AdvancedCompany.Lib.SyncHandler.ItemSynchronization.AddItemType<RocketLaucherSynchronizationHandler>();
Depends
There is another route to synching
I didnt see many mods use it tho
are reserved slots officially incompatible in the new ac update
NetworkBehaviour
With NetworkVariables
alright
ty
private NetworkVariable<int> currentAmmo = new NetworkVariable<int>(4, (NetworkVariableReadPermission)0, (NetworkVariableWritePermission)0);
yea, it uses NetworkVariables
So it will work
Probably
@fair delta Yes, officially incompatible
I will make the equipment system more modular tho
If you deactivate all head gear only the head slot will disappear etc.
eagerly waiting next release
let's fucking go 
I might even do it like that: Slots are hidden until you equip something in them
Okay, I booted up the game and....my quota is 0/0 due now, but upon landing and going to the next day, it gives me the actual first quota and doesn't kill me despite saying it was now
I've got LethalExpansion on
Mod conflict.
ah
That would be fantastic ngl
A lot of people from my playgroup complained abt slots being there all the time
I think the slots hidden until you put something in those slots would be good so that they don't populate the space until they're relevant
Incompatible Mods: (AC v1.0.99)
- LethalExpansion (50/50)
- ReservedItemSlots
- IntroTweaks
So running LE is just a complete no go?
LE is incompatible? 
how is LE incompatible? Worked fine for me
it's fine for me tho
thats a cap
some others say it works XD
As an option that is false by default.
also intro tweaks works just fine
Just so newcomers know about the slots before disabling them.
im using it right now and everything is working.
same
It has a softlock when you cancel in the match configs before starting
Will this mod add compatability with custom moons? Because you need LethalExpansion for those...
nope, its working just fine.
will check
Oof
LE is fine with AC
that sounds like an oddly specific incompatibility to me ngl
Ok, so...what could be causing my quota bug?
Any ideas...?
reserved item slots is incompatible with the update, its just not been updated as of now. and what exactly about lethalexpansion doesnt work?
@proper lodge what mods do you have
I can send a code rq if you want me to
018cf00e-b05a-600f-2849-1becccb59ab9
- Bugged code
yeah can confirm, it does softlock you from match but I think everything else should work fine
Anything that also affects quota probably.







