#[Deprecated] Advanced Company
1 messages ยท Page 46 of 1
what kind of desync?
I know there's some stuff going on with like LE/LEC/LLL and just general stuff the vanilla game causes itself too but don't know about flashlight desync happening
you cant leave the ship or land to orbit or something?
There
Desync problem there
I can provide my mod list
018d5022-2ea0-d707-5f4a-9ceab4dae380
There
Should enable the debugger as well and watch console and see where/when it happens
You mean console?
Most if not all mods will/should have debug for changes they make
Console + Enable Debug in Log
Thanks will test it tomorrow
๐ค
It's greatly helped me personally plus it helps me be able to communicate better with the modders about things
I cant find it :(
Also terminal api will break the scarp value sometimes right?
lol
For you
the pizza
Does it? ๐ฎ
Sometimes my friends can't see the scrap value
But I can
You didn't encountered that too???????
Because I'm pretty sure it was terminal api or facilities meltdown
btw
when you guys play modded multiplayer
do you guys open modded and then close it once you see the menu?
me and my friends do that. so that we preload everything and then join for the hud and such to show up properly
cuz most of the time. they end up seeing nothing
tho sometimes there are times they end up getting bugged
which we dont know how it happens. which is very rare
Everyone should ALWAYS do a dummy run, 1st time running. ๐
So this is a good shout ^^
No I have not encountered this, I don't think terminalapi would cause this?
Did you install the facility meltdown?
1.1.0 Beta 9 Hotfix 8 (1.0.139)
- Attempt to fix animation errors with broken mods like MoreEmotes
- First step of adding way more sync to the lobby and players. This might lead to new errors. Needs testing. Names etc. should now be synced at all times.
- Added a couple of fixes for late joining on moon.
- Fixed an error which resulted in the mod not applying its patches on other mods when BepInEx Manager object was hidden.
Technical update incoming
This update might break some stuff tho
Is it breaking stuff because addressing sync stuff or breaking stuff for MoreEmotes? ._.

๐
Finally closing 10 tickets
Does anyone have more info about that?
You see, with Github Tickets I can work on them whenever I find the time to do so.
So report your stuff on Github
but dont do it like this
thats all you will get for that
Something tells me they didn't include a mod on that list ._. Last time I saw this happen was with an early version of helmetcams ๐ for me anyway
I honestly don't know because I saw this only when I first started playing LC and messing with mods, haven't encountered it since. I will install these mods now and find out.
They didn't even fill any of it in xD
I dont need you
Yeah will test it tomorrow
I mean TooManyEmotes have a newer version since then
OW INTERESTING the cam get fcked, even with updated TooManyEmotes.
it's like the camera gets places somewhere else xD
and view cam is... what cam is game now using here? xD or is it placing the world model in view cam?
I take it back, it wasn't. It's soon as you emote it keeps the model in view.
its better that he says it tho
it will prolly
dont update
or sum idk
after every update theres a patchnote
god told me that
You are very close to getting blocked 
Then you can shit in your own home
I do this sync stuff specifically because of you and your weird mods
btw lethal haptics isnt compatible
So maybe some gratitude is the better reaction.
Nobody here had problems with perks not syncing correctly, nobody
Pretty simple, don't reck your main modpack with updates, do it in a seperate pack
Still I invested hours into fortifying the sync of the lobby to prevent other mods from f'ing around with it
Its so funny people expect me to fix their 150 shit mods in their modpack 
Then I do it and they react like that
So this was officially
the absolutely last fix
for compability
Congratulations
Give thanks to LostWanderer
I am done
I don't install stuff that is incompatabile with this mod
what
Wont care the slightest any longer
Unless the mod is tasty Potatoe, chillll ๐
I just add it to incompatible list and thats it
buddy I never said anything about other mods
even, I delete some if its detected to be incompatible
I just want to know what it breaks so I can improve my modpack around YOUR mod
I don't come around and yell at you to fix it, I just wait patiently even
We will get to figuring that out all together, just don't reck your main modpack until we know?
also, it's not a attidute you're seeing, think it more of a meme
I cant ever test all mods, thats why I add that disclaimer into changelog
so you know
Try it, if it doesnt work, create github issue and rollback
I specifically dont add new content rn
So nobody feels like missing out
If there are problems with certain mods
@solid pivot How can Corporate_Reconstructure reck the cams like that? Or is it because it's altering the terminals which use cams?
It's Corporate that's doing it
Although why people still using Corporate I don't know
weird, I ise Corporate_Reconstructure with adv comp and it works just fine
He might have the additional monitors enabled on advanced
I can confirm it doesn't with TooManyEmotes
We're addressing a bug report.
additonal monitora?
this
No ๐
I dont do stuff with cameras anyway
Huh?
Advanced company adds the option to spawn additional monitors which is why its bugging on corporate or whatever you are talking about
Or its general improvements
It's ABSOLUTELY nothing to do with AC. I just checked and can confirm.
AdvancedCompany does nothing with the monitors.
Do you have the general improvements mod
I think that one adds a bunch of monitors
It does but we're not talking about that.
I also remember once i put on the "two radar monitors" mod in and it bugged out the monitors
ABSOLUTELY nothing to do with GeneralImprovements (if they were to have it)
It's CorporateReconstruture.
Im running all those mods and not having any issues, just tested it, you might wanna reinstall them
I test stuff.
I do this.
@solid pivot 110% CorporateReconstructure. Why it's messing with cam placement I have 0 idea.
I dont think it is, unless the mod got glitched then he might need to reinstall it which has happened when I use it
.......
Its a good mod but kind jank when it updates
It's outdated, outsourced. Use GeneralImprovements, not Corporate, literally stopped using it soon as they stopped updating and GI regularly updates.
I didnt know general improvments added its features sorry
It's all good, the more you know.
Unless they did something specific for like the older cam mods? I dunno ๐
30! ๐ฎ
the others I will look at later
1.1.0 Beta 9 Hotfix 9 (1.0.140)
- Apparatus value now correctly follows value multiplier.
- One vary hoppy cursed item lets you jump in water now. And even some other things :3
I wish I asked sooner, was gonna ask if you could get the multipliers to work if they stacked ๐ haha
This is the 42nd beta release.
but I can't login to my github still ๐
We are closing in on 69
Gotta stop on 69 or go for 42069
14 likes left for top rates page 1 
If anything wouldn't it multiply what the value is set up?
exactly
13 now
facility meltdown + lethal radiation & then change apparatus value to 240
thank you for fixing the apparatus โค๏ธ
what was wrong with the apparatus
read the replied message
it wasnt affected by the value multiplier
it didn't click the first time mb
so apparatuses on eclipsed titan are worth more than one from experimentation?
It will be worth more based on mulipliers like weather.
(If you use multipliers, yea)
There might be a bug now tho. Just discovered it xD
It will use the base 0.4 multiplier from the game as a basis 
Will get fixed in 141 later
DOnt want to update for 1 bugfix
What's the bug?
It will use the base 0.4 multiplier from the game as a basis
<<<<
SO if it was worth 100 and you dont set any multipliers
how do I get logs again
it will get set to 40
So basically just ad .6 to what ever we do?
error is basically all players just die and dissapear
divide by 0.4
I don't know, company workers these days have no soul ๐
So if I were to see App price to 200 it would be back at 80 for example? I am bad at maths :S
yes
so if you set it to 200 / 0.4 = 500, it will result in 200
You can also just multiply by 1 / 0.4 = 2.5
so value you want * 2.5
But 141 will fix this error
Yeah I am really bad with division xD Sweet thank you
0.4 * ApparatusSetPrice * Multiplier = Result
Yeah I did * too I am so bad with division xD
Really looking forward to see if that players dying error is happening to others as well and is steam exclusive
Players are only killed by my mod when they join on a moon 
Or by turrets when they decide to pick up ears
Those are all mentions of "KillPlayer"
first is removing killplayer from turrets
second is the place where I kill players
last is to unequip stuff on death
I would find it funny if he actually means that the players are dying when joining on moon 
Which is intended
Isn't that the safest way anyway without causing crazy desync?
The only thing which can happen is that Handshake isnt set to null
which would result in players dying when landing :D
Handshake process is prolonged when Client needs to create the level
at least in LAN this isnt happening
fr?
what he yapperdoodling about

No, not intentional.
create bug report or Ill forget it
Wont work on the mod today
I already worked 10 hours today
when i upgrade sprint speed
i become immune to knee-high water slowness
is this intentional or recreatable by others
idk what causes it
just when I first tried to head to company with my crew, they all died and dissapeared(It was a ongoing save)
if I ever were to switch back to last update and have it again, I'll send it next time
currently playing
but I'm sure I saw a big chunk of red lines relating to AC there
try to recreate it and send it here https://github.com/FluffyFishGames/AdvancedCompany/issues
Are you wearing flippers?
no
i noticed it on flooded experimentation
idk if that helps
lol
its not a big deal
i wonder if its because sprint speed makes sure that you have a certain walkspeed without checking for water or whatever
i dont know code
ack, thought I had this issue (and similar issues by proxy) fixed, is it just opening the terminal while emoting that breaks the positions?
Test it with the latest version first before trying anything
assuming those are the reproduction steps, I checked on version 1.0.138/139/140 and on all three it seemed fine
yo guys what is in the new update
maybe, cause I know I reset bone positions
Yea, they had MoreEmotes installed as well

MoreEmotes is cancer
just outta curiosity I'm gonna download that modpack and see if it breaks, could be some weird incompat causing it
were they probably on 138 when this was posted?
yeah
Can btw confirm that Strange Objects will lead to multiplier going to infinity
its setting the value here and retrieving my modified value before
so it multiplies my multiplied value and saves it and my mod will then take that as a basis to multiply the value again when asked for the value
and so on
You have to set StrangeObjectValueMultiplier to 1.0f basically
nah, not even that will work
Because its reading the value I return which is of course the multiplied one :D
So the game take that into account
i knew it
There are two potential ways to fix this, one requires Strange Objects to change something in their code and the other one would make AC ignore everything you set into that variable
and make the multiplier by Strange Objects just dont work
Is the dev of Strange Objects active?
I mean, many mods are practically dead
Dunno if its actively being developed?
Another thing I could simply add with AC: PRefixing SpawnScrapInLevel and set the multiplier to 0.4 then
So all other mods have to use that method if they want to change multipliers
hmmm so uhh
I'm not really sure how to describe it other than it seems like maybe some compatibility patch is causing other stuff to break maybe?
I need to get some food but I'll look more into this later
if you wanna test modpacks
I can provide mine
probs the most usefull modpack for you to detect bugs
of AC w othermods
I already found the bug
๐
OH MY GOD! The stank arm got huge bufff!
Does this mod work with Late Game Upgrades?
Does this mean I do actually need MoreCompany even if I'm just using raw .cosmetics files
no
Alright, should I ignore the error? Put it in a github issue?
the game doesn't want to start
Where at?
in the bepinex log
All seriousness here! It's an achievement to get on the list!
I should turn warning log levels back on for AC now lol
xD
Imma come in one day and jsut say AC was the thing to break everything all alone just to earn a spot in glory ._.
Yeah, I discovered that bug by accidentally pressing X while emoting. Right now the only solution is restarting your game
[Error :AdvancedCompany] Error while adding ship decor:
[Error :AdvancedCompany] System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009
at AdvancedCompany.Terminal.Applications.StoreApplication.Main (AdvancedCompany.Game.MobileTerminal terminal, System.String[] args) [0x00244] in G:\Unity\AdvancedCompany\UpgradeCompany\Terminal\Applications\StoreApplication.cs:103
ok So I went back and put in 2 mods only
AC / Monitor labels, This is what I get
I guess I could upload this to github if you find that necessary
this is weird because I'm also running monitor labels in a big pack with ac and don't see this, did you try a fresh profile and a fresh save?
Yep
Just submitted a bug report on it
It's odd though
When solo initially on my old profile it was fine
When someone joined, it broke for them
When making a new profile with only the 2 mods ONLY, it broke my inventory as well
crazy
1.0.140
Send me your mod code
018d51db-4fc3-377f-670d-b973ef44ead4
fair warning its a big one
nw
having a game breaking bug with AC, and cannot figure out what's fucking it up
What is the issue?
Issue still stands@spark condor
It sets my inventory to 10 even if it's 3
like 10 slots?
yep
wtf
LOL
I should remove it since noone wears it but its too funny not to leave it there
yeah it gave me a chuckle
Just started a fresh save, inv is 3. sounds like some sortof weird relic from lethal things
Everything works for host, but the second a player joins the lobby, he only sees black. All the UI elements are present at the same time, centered in the middle of the screen. The player doesn't show up to the host, and gets softlocked inside the game, needing to Alt+F4 to exit
What version of AC
newest. I've tried disabling most mods, and issue is constant
I had this a few moments ago but forget what mod I dumped to fix it
still disabling mods to see if it works, but for now AC being disabled fixes it
Try downgrading to 139
Anything you guys find would be helpful to share so it can be put here: https://thunderstore.io/c/lethal-company/p/PotatoePet/AdvancedCompany/wiki/1238-compability/
Console also shows no errors, both for host and player
how can i do that with r2modman?
Go to 139
i'm not gonna spend the whole night manually downgrading to see if it works fam :V
๐คทโโ๏ธ
i need to figure out what mod is breaking AC
It could also be vice versa
Alright so here's the easiest way you can check
Take half of your mod pack and divide it into two chunks with AC company as something that will be in both
The half that fails to launch 99/100 will be the one with that mod in it
Take THAT half and split it again and by process of elimination you will narrow it down quite quickly
It's the absolute quickest way to find mod incompatibilities for any modded game besides having the knowledge to find conflicts in a crash log
i got an exam tomorrow but cannot think with this fucking modpack not working
U got a deps list?
If you have 100 mods duplicate the modpack and then delete the bottom 50, if it doesn't launch congrats you know the conflicitng mod is in the top 50, repeat until you find it
I was joking entirely
and yeah, pisses me off that i thought everything was working good (testing solo) and then i went to test something ELSE on multiplayer and found everything is broken
i do, testing 138 rn
I just experienced the same thing last night, 8 people in the game and ship wouldn't land after 1st moon, everytime
๐คทโโ๏ธ
trying to play with two friends, they keep getting a black fog screen whenever they try to join
it works perfectly fine for me
we've made sure we have the exact same configs, mods, everything
anyone else ever had this before? what fixed it for you?
anyone?
what version?
game version or mod version?
mod
v1.0.140
Try downgrading to 138
I would suggest submitting your logs though
Most likely another mod is breaking with AC
thing is, it's working fine for me
does 137 work?
downgrading didn't work
to 137?
138
oh wait no yea u right
this is weird
do you guys know what other mods you updated?
and if everyone downgraded to the same thing
yeah we downgraded to the same thing
we didn't touch any other mods
i'm being smart and turning on logging
this is the whole relevant part
on my end atleast
Hello, I'm having an issue with a friend, for some reason, he installed the mod and he has all his pearks enabled (like, he has 10 inventory slot) despite not having any xp or anything, just fresh install
anyone please?
we've tried turning on logs, downgrading, reinstalling, changing settings
I've also had that problem but I think it's not related to this mod specifically, it can happen randomly regardless of which mods you have, sadly, just keep trying until it works ;/
exactly my issue
check this screenshot to see if that's what they see it
that's exactly what, yeah
thanks. if you could, would it be possible for you to go in the github issue and comment on it, saying you're experiencing the same issues?
would help showing potato it's not a one-off
about that... it doesn't work
i tested it just now
Is this mod compatible with late game upgrades?
facility meltdown and lethal radiation custom value doesnt get affected by the multiplier
``The mathematically best way to find mod conflicts:
- Eliminate half of the mods in your mod list
- Run the game and check for conflict
If conflict is still present:
Repeat process with the mods currently enabled
else:
Repeat process with mods currently disabled
``
i'm sure it won't be time consuming at all to send my friend a new profile every single time i disable or enable a mod
It isnt
i did it with a friend in like 20 minutes
sort explorer by alphabet, tell them what mods to delete from the bepinex plugins folder
"delete from [x] to [x] and launch the game"
well now if it isn't one of those mods i'd have to reinstall them all
No you can just ctrl+z and theyll come back loll
Better yet, select half, drag&drop into a folder on ur desktop
That way you can just drop it back into plugins folder once u check
Id give up on using R2 for it though, too many tick boxes ๐ญ
Best way to avoid mod conflicts, cross reference what you're downloading, don't download in build. I hear some of you install like 50+ mods before even launching up. ๐
True, Version out your modpack, with incremental changes
^
Keep a log of all updates and config changes if possible โ๏ธ ๐ค
And if it helps stick "DO NOT UPDATE" in the name of it so dummy friends don't update it when they see updates.
Im learning C++ rn, ill cook a new mod manager that makes this stuff easy and doesnt run so terribly
๐
yo i have a question
Or piss of steam to give us a workshop ๐
Steam workshop mods usually rely on some standard API though from the game
Not just steams call entirely
Which Zeeks could eventually set up (hopefully)
What potatoes new game hes cooking will have ๐
And the bad weather multipliers are still bugged, everytime you visit a moon with bad weather the amount of items (and value that option is enabled) increases exponentially even on next moons with normal weather
This is Titan with 150% amount of items
Do u have other mods installed?
Can you post ur preset file from advanced company?
There are like 90 in there. Maybe it's an incompatibility, I thought it was a common occurrence and happened to the majority
018d5226-c06e-c867-ac60-c9c5c6b1b181
Did u change the weather multipliers from their default values?
All the overrides are set to False
"rainy_weather": {
"override_scrap_amount_multiplier": false,
"scrap_amount_multiplier": 1.1,
"override_scrap_value_multiplier": false,
"scrap_value_multiplier": 1.1
}
None of the weather multipliers are set to 1.5, and titans values arent changed, i think your having issues elsewhere
I'mma need a darn gif for people eventually-
Dependencies
I mean more like:
https://www.screentogif.com/ @arctic sonnet
But I want it to be exaggerated
and be like
DEPENDENCIES
anyways I'll get the modpack >~>
and poke around
Had them active, saw it was bugged and turned them off but looks like it's still affecting, I'm pretty sure it's advanced the one causing the issue since turning the whole mod off fixes it, but who knows
Turning the whole mod off would fix it if its a conflict
you can turn AC off or you can turn the conflicing mod off
Makes sense
#1186884307332108339 message
This is the fastest way to find the conflict
I suggest changing all weather values to 150% for testing
BepInEx-BepInExPack-5.4.2100
FlipMods-TooManyEmotes-1.8.2
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.13.2
boring-360View-1.0.5
Suskitech-AlwaysHearActiveWalkies-1.4.4
amnsoft-EmployeeAssignments-1.1.0
TanmanG-Forest_Giant_Motionsense-1.0.2
RickArg-Helmet_Cameras-2.1.5
Hamunii-JetpackFallFix-1.1.0
Hamunii-JetpacksCarryBigItems-1.0.2
kuba6000-LC_Masked_Fix-0.0.2
Rune580-LethalCompany_InputUtils-0.6.1
TheDeadSnake-Touchscreen-1.0.8
Azim-LethalPresents-1.0.4
HomelessGinger-MaskedEnemyOverhaul-3.1.1
x753-Mimics-2.3.2
notnotnotswipez-MoreCompany-1.7.6
Sligili-More_Emotes-1.3.3
x753-More_Suits-1.4.1
CTNOriginals-OuterDoorButtons-1.0.2
LethalOrg-ProgressiveDeadline-2.0.0
Nebulaetrix-ScanFix-1.0.3
togglemybits-Strange_Objects-1.2.3
Hexnet111-SuitSaver-1.1.4
quackandcheese-ToggleMute-1.3.0
Verity-TooManySuits-1.0.5
Coomfy-CoomfyDungeon-1.0.12
Phrawg-Phrawgs_Additional_Hats-1.2.2
NiaNation-AbsasCosmetics-1.2.3
ZTK-ZTKCosmetics-2.0.0
Hollow-HollowHearts_skinpack-1.2.4
Ozone-NC_LC_API-0.0.5
Ozone-BepInUtils-1.2.1
Ozone-Cabinet_Item_Storage-0.0.4
Badham_Mods-SCPFoundationDungeon-2.1.0
EliteMasterEric-CleanerLogs-1.0.0
Jordo-NeedyCats-1.1.1
CharlesE2-HostFixes-1.0.4
MrHydralisk-EnhancedRadarBooster-1.6.0
Who-Welcome_To_Ooblterra-0.7.0
jockie-LethalExpansionCore-1.3.15
gamehog44-LethalRadiation-1.2.1
Orion-DontBlink-1.1.0
HolographicWings-LethalExpansion-1.3.22
sfDesat-Orion-1.2.3
Ceelery-Kast-1.0.3
KayNetsua-E_Gypt_Moon-2.0.13
Jamil-Corporate_Restructure-1.0.6
SimpleDev-Kilogrammes-1.0.0
Drakorle-MoreItems-1.0.2
Pooble-LCBetterSaves-1.7.3
scoopy-Scoopys_Variety_Mod-0.6.5
Sophisticasean-KeysLockDoors-1.1.2
Woecust-Immersive_Visor-0.2.1
malco-Lategame_Upgrades-3.1.0
PortableNavi-BetterInverseTeleporter-1.0.2
FlipMods-ObjectVolumeController-1.0.4
Zaggy1024-TwoRadarMaps-1.1.2
IntegrityChaos-Diversity-1.1.10
OrangeSoft-Unlimited_Sell_Mod-1.0.0
NotAtomicBomb-TerminalApi-1.5.1
matsuura-HealthMetrics-1.0.2
EliteMasterEric-SlimeTamingFix-1.0.2
MigisFring-ScaledPenalties-1.0.0
MrHydralisk-EnhancedLockpicker-1.1.3
axd1x8a-LCAmmoCheck-1.1.1
AgentRev-ShootableMouthDogs-1.0.1
Magic_Wesley-Infernis-1.5.2
IAmBatby-LethalLevelLoader-1.0.7
Ozone-Runtime_Netcode_Patcher-0.2.5
BudgetAirpods-InsanityRemastered-1.1.2
ShaosilGaming-FlashlightFix-1.0.7
PC-FireExitFlip-1.0.0
PostMortem-BetterLightning-1.0.3
Zaggy1024-PathfindingLagFix-1.2.0
MassiveNewCoilers-FixCentipedeLag-2023.12.7
bigmcnugget-VanillaContentExpansion-0.1.8
PotatoePet-AdvancedCompany-1.0.140
Tronald-TerminalCommander-1.9.2
AinaVT-LethalConfig-1.3.4
zMods-DynamicScrapsAmount-1.0.4
linkoid-DissonanceLagFix-1.0.0
Major_And_Skiz-MoreInteriors-1.3.0
SpookyFingas-Cute_Cosmetics-2.0.0
ZG-BetterSpec-1.1.3
Magic_Wesley-Etern-1.3.4
Magic_Wesley-Acidir-2.0.0
Rocksnotch-CupboardFix-1.1.0
flerouwu-LC_FastStartup-1.1.1
jaspercreations-Scopophobia-1.0.2
zMods-DynamicScrapsAmount-1.0.4
probably this one
this would be nice and dandy if fucking r2modman didn't take 40 seconds every time i clicked delete on a mod
that's the thing that makes it such a chore
ah, gotcha
That changes the amount but not the value, and before I turned the multiplier off a single brush cost 880$
No worries, I will start testing stuff later
Thanks for helping tho
R2 is useless, dont bother troubleshooting with it, just take half the mods, put in a folder on ur desktop for safekeeping, R2 cant be bothered to check if theyre gone most of the time
anyways not the dude you're replying to but i'll leave this to potato to check tomorrow
U also have like 150 items spawning though
124 ๐ญ
like 47 credits per scrap, the average isnt too bad
Yeah the quota is pretty high at this point so DynamycScrap adds some but not that much, something else is getting in the way, and as I said if I turn on the value multiplier from AC the value of the scrap gets ridiculously high
Christ almighty- I am losing it laughing here.
so
ok 1. You have LethalLevelLoader and LethalExpansion - remove Lethal Expansion, shove Lethal Expansion Core in, thank me later
don't worry about all the warnings of dependency issue for that
but also
Thats rude ๐ญ
I was looking up mod after mod to figure out what things done
no no
let me get to that ๐คฃ
so
in the mod list
There's this: MrHydralisk-EnhancedLockpicker-1.1.3
and I'm like "Huh, that sounds cool
so I search up lockpick
I'm fucking adding this mod SO FAST
XD
can just imagine a lockpicker on a door
"So.. we'll start at pin 5.... pin 4 looks loose.. we got 3 stuck"
"We'll shimmy this and test to see if there's a false pin..."
But yeah, remove LE - put in LEC. It's like the #1 rule of LE now if you have LLL
and what Amdy said here- I agree.
That, or one of these expansion-like mods... don't know some of these.
You already have LEC - so just delete LE and leave it at that. Anytime LE reinstalls itself, kill it.
โ๏ธ
it got fixed
if it was a problem, i never noticed tbh, u mightve just had a conflict the whole time
It def works as expected now
the biggest question: Did you remove LE
I think LE might have a scrap multiplier option in its settings, which could easily be the problem lol
I could care less if it causes the issues or not
Kill LE Dantor
Shoot it
Lenny style
Yes it should be but from what I can tell both this mod and LGU are having issues out of the blue
It does. It shouldnt affect tho since I have LECore disabling LE but as I said, I will try
Yeah then you should be fine dantor
Oh dang, well thanks for responding!
Actually no, it looks like Evaisaโs LethalLib seems to be causing the problem, so any mod using that rn is having issues
I havent had any issues with LethalLib
What issue is LethalLib causing?
Anyway to disable Bunny Ears? Can only see Light Shoes to disable
after 3 hours (bit off from 20 minutes), i discovered the incompatibility. lethal level loader
unfortunately lethal level loader is a critical part of my modpackl
I have come to a conclusion that lockpickinglawyer doesn't work with the resonance mod... sadface
Since the last 2 patches I have had quite a few errors, has this happened to anyone else?
For example, I can't change inventory slots, I can't take items, the ship's doors don't close and appear open in orbit. all this from the patches
Thereโs been a massive increase in bug reports for both this mod and LGU, but they havent had any major changes. White spike said (and I REALLY hope Iโm getting this right) some stuff in LethalLib changed behind their backโฆ
Try downgrading LethalLib?
I'll try that, I was just reading the other comments. XD
That all slots available inventory bug for non-hosts sure is wild
@hearty frost i noticed you use custom fov. do u not have issues with giant helmet/visor shadow?
What you mean
default fov vs 72 fov
Dunno when I will come to fixing the current bugs. The changelog states that there might be problems and yea, downgrade for now if you dont want to beta test the mod
I was playing FFXIV. I have other stuff to do as well
Maybe I will have some time tomorrow but cant promise anything
I want to start AC: Rogue tomorrow
Ow yeah that comes with the FOV ๐
Sorry to ask again, but is there any way to disable the Bunny Ears scrap item? Can only find the Light Shoes to disable
Oh, it appeared, must have been imcompatibility with LategameUpgrades, since I just disabled it
Should I get that
I keep hearing it
And I like story games
But idk cause it seems weird
Also out of the ACโs Iโve only played 3 Remastered :P itโs pretty good though
has anyone else experienced players being unable to join with lethal level loader enabled?
Are you sure itโs LLL thats the problem? Evaisaโs LethalLib got an update that broke a lot of stuff
This works with AC btw โค๏ธ
try report in github too, since reporting only in github i guess like mentioned in pin
Oh damn, completely forgot to check in there, sorry for the trouble
have you downgraded lethal lib yet?
Not yet, might try to do that
downgrade just one version, we're not sure why yet but the most recent version broke a lot of mods
hey by the way, did downgrading LethalLib help?
Downgrading AC to v1.0.138 seems to fix the issue, so I might settle for that
sorry hehe, what was the issue exactly? Just so others/potatoe knows in the future
Incompatibity with MonitorLabels, my camera freezes when I die and only comes back when I respawn in the ship. There's an issue on github already, I just forgot to check
ohhh, really weird :P thanks for posting the issue!
Yes, almost everything was solved. The only thing that was bad was that people could somehow get super speed, but nothing that prevented us from playing.
Item desync
happens whenever you try to pick up an item that is already picked up by somebody else. Fixed by teleporting. Just know whenever you fail to pick up an object once - stop trying
It might be nice to add something to the AdvancedCompany.Lib namespace for getting the Player.HeadMount object that head equipment attaches to (assuming I haven't missed a method for that)
I'm having to resort to reflection for OpenBodyCams compatibility at the moment
it's also honestly a little unfortunate to have to do a Player lookup for each of multiple API calls to get these objects, but that's not a big deal
i think we were having the problem before lethallib got the update
Not a real problem until I get a proper report ๐
.
oh! thanks
the 1.3.0 update makes people spawn in the void
when they join my lobby
i rolled back to 1.2.1 and its fine
Is there like... any possibility a debug function could be made to make mods load - and then it runs through the list of like... everything? ... You know how there's an FPS test in old games where it shoves every possible combination of lighting, aliasing, etc - to see how it performed?..
where is like.... a debug where it loads [all mods in x pack] - forces all moons to load in their own like... sandbox'd sections. Forces 15 scrap to all spawn the same, and test to see if all 15 spawn correctly - on mesh (or in the boundaries of map) - etc, like
run through all combinations of code
and see what spits out
and the same way scrap spawns - it forces like 3 of every enemy to spawn out of each vent that was generated, killing them off and repeating it - basically trying to go through all scenarios within a minute or two of revving the test
n then spits out "Hey, on this map: calculatepolygon happened" "This map: scrap failed to spawn in 5 times" - somethingsomethingsomethin'
currently just feels like the old days of minecraft packs just tossing shit together 'n finding out why they angy - or Skyrim "load order" apparently (never done so, but the more I hear about it the more it seems to be problematic to figure some order)
just - throw it all in box - hit button - let it run a set of simulations 'n get all conflicts possible after it tries every combination of spawning, generating (up to X times), weather, you name it
n I'm assuming you can just fast forward everything, like how you can run through an FPS check faster if you cap it and it can reach that cap - or "tick rate" in minecraft, you probably could just fast forward all the simulations and run through an entire day of all this random testing and checking for errors within seconds . -.
(Entire day meaning - entire day of being on a moon)
Actually that'd be some lovely debug assistance if none of this is possible... hey @solid pivot - could ye figure a way to make the game faster?
not shortening the day length - the day length stays 700 (example, by default) - but from landing to leaving gets shortened to like 30 seconds
i guess like the days of cheat engine in the past... I remember fast forwarding flash games through some process in there - forgot what it's called.
wdym by "from landing to leaving"?
From 8am to midnight?
Because that's what day length is for.
It's not for "shortening the day length"
you can't do that
Yo can.
๐ญ
Set day length lower than 700?
@eternal ivy I think batby knows what I'm talking about
the day length is set to 700 - but the day starts and ends at 12 within 30 seconds
you fast forward the day
Yes, that's what day length option is for.
It controls how many seconds are in 16 ingame hours
I want 1 minute of what would happen in the game, from AI moving, scrap spawning, daytime shifting, etc - to happen within 5 seconds
unity won't let you do that in a general way you want
The day will still be 8am to midnight
Think like Age Of War on 2x
in a sense
Ah, so literal fast forward
Yes
Yeah...
I am speed.
just fast forward all spawn scenarios, all scrap spawns, daytime cycle, outdoor enemies
yeahh time.deltatime can be changed to support changes to an extent but iirc the physics stuff gets weird if you pushed it to an extreme + a lot of mechanics won't be doing stuff with that in mind
Like?
within 30 seconds
so we know if the map has calculatepolygon issues
interferes with this or that mod
You can spawn outdoor enemies with debug menu
but that's spawning it in - I want the game to do it naturally
Scrap is unaffected by time
thats more of an LC issue than anything
I went in with debug tools and forced 5x enemies of all kinds to spawn in
Daytime cycle doesn't really do anything other than visuals
couldn't get calculatepolygonpath
I go in without touching a thing - calculatepolygonpath
I can't force it
yeah its not a consistent bug
it's not even a visible bug
its when the game sets a navmeshagent to a destination it can't get to
when it happened, I visually checked all enemies
Not consistent? That's a bold statement
That was a little over the top
Let me dial that back
No no, very bold indeed. It happens consistently, just replicating it is bloody impossible for me >~>'
What I mean is, I assume for debugging
Not consistent but it is very much a common plague
It's not a reproducable bug*
The game needs to be safer and check all the destinations it's telling the navmeshagents to go to
I even edited the enemies to be gone. I literally killed all enemies off with the unity editor/explorer thing and it still said it
damn thing calculates even if what exists doesn't exist.
Between that bug and the current bug with Savage company and AC
I'm telling you, it's the one bug never to be fixed.
It makes me want to not respawn
Minecraft has Herobrine, LC has Calculatepolygonpath
no no it can very much be fixed
it could be fixed by a mod v. easy
i just told you the solution
not in a coded form. I gave like 10 ideas how the hell it could be fixed but I can't make it appear >~>'
n I can't even deduce it's an enemy doing it
it is an enemy
I literally deleted them all
this is the solution
and it still said it
then you did it incorrectly ๐
why is the game even calculating it if they're gone >->'
I literally deactivated them with the editor! >:c
They're not even in the code
yeah that doesnt stop that
they're not even a source to click on the right
I hit the big ol red button - they poof :<
they don't exist on that list
n yet it spams me with the infamous calculatepolygonpath
I had a pack with 0 red text, no errors, no darn conflicts... n I spent 40-50 hours trying to figure out the last damn nail in the coffin
n I simply cant ๐ฅน
Gave up, so the pack probably has 50+ errors now cause I hear lethallib screwed stuff up, some mods aren't happy with emotes, AC presets-this-or-that
yadayada
you can't figure out the nail in the coffin
its not something you can prevent
because its a basegame problem
I've had this error appear a lot of times when I spawn a lot of hoarding bugs and make them all attack me
this way is a pretty consistent way of reproducing it
I had thought so many things, like - is it hoarding bugs? maybe there are so many that they surround someone in the middle
I spawned like 30
none
please
.
I miss my darn emotes...
zeekers gotta fix his darn enemyai class lol
am i the only one that wasn't on board for such an early patch to be a challenge thing?...
Wdym
like - daily/weekly challenges get created ages later for stuff
look at like slay the spire or atomicrops
i dont think anyone asked
Just a weird thing to try to get out the door pretty early ., .
zeekers is prob adding whatever they want
let zeekerss be zeekerss I guess . ,.
This is something I haven't seen anyone report but what's up with dogs getting back up when they're dead when shooting a firework?
...? omg
They heard it obviously.
ye know- i could've delivered that better with certain emotes..
Yeah, I have limited stickers to respond with
Imagine an emote like this:
They just do walking animation but it does throw you off guard
Because you can't be too sure if a love one walks in
or - it keeps you on guard
My ass would clench if I saw a field of dead dogs suddenly stand up near me
don't you mistake it - I'll go eagle-eyed for a few seconds
I could spot a key at 9 PM in the dark 30 meters away
but only for those few seconds
mhm
:chefkiss:
there is a lockpicking mod that apparently makes them jam doors too
It's busted
almost tempted to get that mod just to not change the time it takes to open doors - but to lock em with them
it'd give their weight some use - ,-
When you unlock a door, it starts to try and jam it and goes negative time
So don't enable the jam feature
eh I mean
you gotta give it a different mindset
you plug it there for 30 seconds, as you explore elsewhere
I mean, yeah you can drop it off and run around but sometimes with the generation, you're literally twiddling your thumbs
if you, or anyone else, comes back to the door - and they see an open door with a lockpicker on teh floor
that means nobody has gone in so it's a direction they should take
It's mostly due to this occurring more often than not
honestly
This'll probably improve with time
I changed it to 0
lol
That's a WHOLE ASS LADDER
I've done a lot of weight tweaking to make things more realistic in some cases
Like tactical helmet is like 6 lbs
(I've held a few shovels in my life... are they actually bloody 16 pounds?)
they don't feel 16 damn pounds
I know it's for the sake of balancing what you take but I'm long past the shitty mechanic of dragging ass
Lmao
So glad it got changed to 8
Yeah
I've disabled the jetpack from being buyable
That thing is not only buggy as fuck but just a waste of money in the hands of 99% players
I've seen some people use it very well but too much of a eye candy item
:omegakek:
Fr
I own one of these
It doesn't feel like 4 pounds
It does feel like a feather
Shovel discussion ๐
I've adjusted shovel prices to 20 over 30 for convenience of not messing with starting money
But then potatoe added the tactical helmet
Insert uh
Flower duet by Delibes
I'm trying
to figure out the fucking weight of a yield sign
and apparently that's hard.
I CAN GET ALL OF THIS DATA
but not the weight
Dude the yield sign is probably so high to make you YIELD
Get it
Cause it's a yield sign
They are hiding the true weight of the yield sign
I can get the god damn minimum and maximum temperature the sign can withstand - but not the weight
They dont want you to know
i thought wed never reach the day when lethal company prices are actually better than real life
lol
i mean
extensions are just 60
a mechanical, extendable, ladder
for 60
that's a solid deal
Not to mention it doesn't care about you standing over it on an x-axis
apparently enough strength to withstand an employee carrying like 300 lbs of stuff
It is solid enough as a platform plank
lol
Like wtf
It weighs 0
It can also kill you and dogs
???
honestly - godliest purchase
that ladder
yes there's a "Zap gun"
or a "jetpack"
things we have already irl basically
but do we have a godly ladder capable of handling 400+ pounds, even when just planked over a cliff - and can withstand it just having the box on a surface?
no tying down needed
no bolts/screws/fastenings
What is the heaviest vanilla scrap
Damn
Prob either gold bar or cash register, you move at snail speed just picking 1 up
I mean when you think about it too
unfair money pharma
120 bucks for an inhalant drug like that?...
probably cheap a f
Zap gun is another item I've nerfed in price
and an automated lockpicking device, that can pick any door?... for <$20?
To 200$ but nobody ever uses it
It's never really that useful
Even when I buy it with spare money, nobody uses it
it's useful if like
:omegakek:
you need to kill a bracken
Same with stun grenades
or a dog
but that's about it
stun grenades have one extra use that makes them worth it
the stun grenade is one thing I will usually buy
I buy it to have it but ain't nobody uses it around me
cause after you use it, its secondary use is invaluable sometimes - depending on the situation
But I can think of times it would probably help
I do use the flash on radar booster
Goated change
Yes
you're immune to giants having one out in your hands open
I'm always teaching people about it
And the radar booster mod, allowing the remote to work on it
:chefkiss:
I was tempted to put the remote
but I'm afraid of its interaction with like malware broadcaster
Wdym
i don't want someone with teh ability to explode them indoors that easily with the press of a button
the hacking tool is fine cause it takes time to do the job of someone at the ship
but if the remote can detonate them
it's a tad too powerful
Oh you talking about the mod that let's you use the remote on things
did u not...
say that here? . ,.
doesn't that mod allow the remote to affect turrets, mines, doors, etc
if it's the same mod I seen - it does do that o- o
lets ye do anything the ship can do
Can you drop a link?
Brb a sec while you do that
Oh yeah, someone sent me this
I like this idea because then I don't have to worry about when I have a shitty ship person
Really gives the remote some purpose
I was thinking about this with the laser mod
Just to give them some ingenuity to get back at THE MAN!!!
meltdown mod applying value 2 times
So the multiplier is working on the first one and the second one overwrites the multiplied value?
LethalRadiation custom value for the apparatus also doesn't work with the AC's multiplier
Just figured I'd mention it again, not sure what the cause is
Missile launcher causes dead dogs to rise and go into walking animation or standing - Still dead
Report it as github issue 
Will forget it in about 1 minute
You only see your perspective with your issue
I am full time employed, I am a streamer and content creator and modder getting dozens of issue reports all day
Reporting it is the safest way for it to get fixed
The model replacement crowd is wild tho. They want me to cater my mod to their needs
Just deactivate all equipment items? 
You clearly dont need them
With your fancy new player models
"I am using a mod which will make any skinned meshes not work, please make it so I can still use your skinned objects so they go over my big boobas"
This is hilarious
They need their grossly sized bodies for maximum immersion
If u want booba don't wear armor that's well known already in any game
They claim otherwise xD
I will put up a post on GH in a few hours
Issue is extremely easy to produce
Just always spooks me because I'm like, wait aren't you dead?
But I do love the utility of the Missile launcher - Since your informant on its utility, it has been a game changer
Especially for those pesky giants
" I think the function to disable render for client, will be requested quite often. "
"Ability to hide equipment shown on body with a toggle would be a highly requested feature. Big shame they won't do it."
Lmao
wait
Always the smallest communities with the loudest cries

