#[Deprecated] Advanced Company
1 messages · Page 56 of 1
Man that sucks, I really like that mod’s changes
That's actually impressive now that I think about it
IDEK
It's like a task failed successfully moment
it'll be fixed within the week dw. It's also adding a new insanely insanely cool enemy
How on earth do you break a random function... .... that is ... interesting
so in breaking the random function, it fucks with any mod that calls upon that?
I heard something about that, hopefully it’s done by Friday
might be good to ask diversity dev lol :P
jesus there's a handful of mods I have that most definitely is calling upon random...
yes XD
h e c c...
You have no idea the god damn rabbit hole you uncovered @eternal mauve =-=
I am figuring out if this one mod I ditched thinking was bugged, was bugged due to random being screwed with
🥹 ...
this is ok
This could be the reason the damn mod borked all this damn time ; w ;
Its not needed tho
this mod's whole shtick is random shit, and if diversity broke the random... heck. Now I have to get the damn mod back in and see if - with diversity off - it functions..
9 damn times throughout the files I'm searching through alone, it uses "unityengine.random"... ; -; .... I'mma give this damn mod one second chance at my pack to see if diversity is the one that borked it...
with the help of AC - I can force it to appear >:D
How does one gain experience, is it through selling or meeting quota?
Quota
Thanks
Keep in mind the reason everything uses that is because that's how you create consistent randomization, while utilizing the current seed
thats why for a lot of the game any random events don't need to be synced, just the seed does. because an identical seed will provide identical random results
well it worked... and then I tried to use one more and the game locked up and basically crashed-
but it actually worked
so diversity borked it >-> ... How the hell does someone break a randomizing function in an engine ., .
the stuff devs in this server could do never ceases to amaze me in terms of conflicting or errors...
I can't read the logs to figure out why the 2nd time I tried to do somethin' with the mod it crashed... ... I dunno how people read this stuff tbh
ok so while... it functions - it also breaks after the 2nd attempt of using saidi tem... so whilst diversity did bork it hard, it working unborked makes it crash the game after a 2nd use
🤷♂️ ... glad to know it's borked even with what borked it before being disabled
@arctic sonnet Considering this is a community of authors and users, You might want to work on your tone a little
I'd state the realization of diversity being disabled showing the other mod functions but then self-destructs is a positive outlook . -. ...
dunno how else to word that o- o... I thought mod A broke B, disabling A allowed me to use B... and then using B twice broke the game - so B was always a self destructive mod to begin with . ,.
I mean B also hasn't been updated in over 3 weeks... so I'm grasping at straws hoping it'd work being basically depreciated o- o... given the whole lethallib's update putting wrenches in anything that used it, and this mod hasn't updated after that so it probably is very unstable. But I do like the rabbit hole that @eternal mauve informed me of.
Without that random nugget of information, I was chalking up the mod to just be depreciated. ... it - sort of still is, but I never knew the random was messed with somehow.
no its getting an update extremely soon
no no, not callin' Diversity depreciated o- o
tis the other mod that I thought borked on its own.
I doubt its breaking the randomize function 
From a dev standpoint thats highly unlikely
that's what I'm wondering
how on earth do people do that - cause with diversity gone the mod did function... once, and then break afterwards
using Random = UnityEngine.Random; isnt necessary but wont break stuff
Diversity 100% isn't depreciated. Version 2 should be coming Tuesday/Wednesday if all goes to plan they said :3
heckin heck - nobody is callin' diversity depreciated <-<
It just defines that when Random is written in code it means UnityEngine.Random instead of System.Random 
My overall point is your wording comes off as toxic and rude
How the hell does someone break a randomizing function in an engine
the stuff devs in this server could do never ceases to amaze me in terms of conflicting or errors
How on earth do you break a random function... .... that is ... interesting
Even if a mod is doing something wrong, you don't need to express it like that
That stuff wont affect the resulting MSIL
Why do you think its the random stuff and not something else?
I state myself as not toxic or rude. I'd insult or degrade if I wanted to be rude to someone . ,. - the second line there is me referencing the previous issues I've encountered that I thought couldn't conflict
I always bring this one up: Skinwalkers and Lethal Progression. 2 mods I swear couldn't even touch each other with a 10 foot pole, had a conflict in the past.
I find it fascinating
Yeah and as someone who isn't you, I'm letting you know how your saying things is coming off poorly
I mean many mods will now wait anyway as it seems next version of LC is dropping soonish?
🤷♂️ ... Those 3 lines were genuine questions 'n statements. 😅
How does one break something that (I swear) is unbreakable, this is going onto the list of things I never thought was possible, how does one tap into something (I think) is hard-coded
Like I said: Its highly unlikely to break any random stuff 
With highly unlikely I mean astronomically unlikely
As long as they dont transpile the unity code
changing the seed poorly would break what unityengine.random is doing at the very least
much more probable
Nothing is unbreakable. Sometimes also anomalies happen, especially programs. Even LC behaviour itself could potentially cause this kind of behaviour as the game itself could feed garbage.
yea, would give off different values
but breaking a randomize functions for me is: Making it non pseudo random
basically always return 0 x)
I'm just trying to plug 2 and 2 together. I'm told "Diversity borked unityengine.random" - I check mod b, mod b has 9 calls to "unityengine.random". I disable Diversity, use mod b, mod b functions. 🤷♂️ ... To me I just assume this is a dust-hands-off open-n-shut proof it must've done something o, o
I agree but your a developer, users often poorly connect the dots like that
point proven
ISnt the game using System.Random tho?
na
I never understood why Unity reinvented the wheel
Probably something from the JS days?
And UnityScript Days :D
I'd assume if "unityengine.random" was called on both of our engines - it'd both output the same result if called upon the same ms no? .,. ... system.random would be our PC's outputting random unsync'd numbers? My only guess
Why else create a random if random already exists?
I asked the dev and they said that they believed thats what happened. Um i can link it
I guess they mean the seed isnt set the same on clients and host somehow then
Resulting in different values and therefore desync
They also mentioned that System.random is untouched.
I am to believe frames are accounted for too.
Possibly yeah.
Like I said: System.Random IS deterministic when it has a given seed.
the seed being the world gen?
no, the system time
is that not different between you and me at all times? .,.
System.random generates a random string based on your computers time (accurate to milliseconds and whatever)
so now I question, what does unityengine random create its randomness from?
No they use a standardized time if i remember my classes correctly. Starting from some point in 1990 orsmthn
I have to clarify it a bit. Its guaranteed to be deterministic in the same version of the framework. LC will always have the same version of the framework tho
oh it's using the darn... what the hell is that time called...
the shit on my profile... I looked it up before to make that snazzy time-sync thing
They said that it was Unity’s random method that was messed up though, not system. Unless I’m misunderstanding something (?)
Clarifying further: It doesnt matter which one you use. They are both deterministic :D
UnityEngine.Random has one problem tho
Its seed is set static
Which is the reason I remember LC using System.Random for enemy spawns etc. 
so.. what I said about how a random number pulled if both of us were told to pull it at the same ms would be the same is correct? . ,.
since both of our engines would be seeded the same being connected o- o
or does unityengine.random not sync up like that?
time is not a variable if its seeded 
time will become seed when you start the game basically
If you set the seed to 1000 and ask unity for 5 random numbers after that
at any time on any pc
it will return the same 5 numbers
so if both of us used system.random at the same ms for 5 random numbers - they'd be the same
somehow synced to the T with when they were called on
No, System.Random might differ quite largely if not used with a seed
what the hecc is the point between unity's random and system
When used with a seed the same rule applies as above
and you can seed system?
Set seed to 1000 and call System.Random 5 times at ANY time on ANY pc
it will return the same 5 values (if its the same .NET framework)
if you can seed system, what's the hecking point of unity's?
Yesh
You can even instance it and keep a reference to your random object with its seed and position
is it to counter differing framework?...
Man you know what could clear things up? If @lavish bison possibly just showed up out of the blue, if they had time to do so?
var random = new System.Random(seed);
what is the hecking point between the two >:x
Unitys support random vector3s etc.
And is static which might come in handy for unexperienced devs 
I mean to work with Unity you have to understand OOP
that wouldn't be the first time I seen "OOP"... not jogging too many neurons with it
My guess is that UnityEngine.Random is a relic
From the time when Unity supported writing code in UnityScript, JS and C#
By now I would personally recommend using System.Random 
so it just sits there gathering dust while system.random is just available for usage o -o...
but stays just in case anything is obviously using it
yea
I wonder if unity still recommends using it 🤔
I mean by now I would simply recommend using xxHash for RNG
One of the best hashing algorithms to generate RNs
what does that call on
or it doesn't use either system or unity random, it just does its own thing
xxhash is really fast and really random tho
Sadly they destroyed their blog. All images are cropped
the images are all cropped
They showed the results of many hash functions and compared them
but why did they destroy it?...
It was from 2015, when unity was still good
lol
Incompetency
how much space could that blog honestly take up - and they couldn't just keep it on some server? ., .
long story short, XXH3 basically became the de facto standard of modern code
Youre adding a dithering shader?
be it for random numbers or its original purpose: non cryptographic hash generation
To the DOOM item, yes. I will sleep now tho
Can you add an option that will allow us to apply it all the time, and maybe define possible colors somewhere in the config?
I am testing Advanced Company for the first time and I am experiencing what appears to be stronger gravity? I tried messing around with the perk values to see if I can get vanilla gravity back but I am stumped. This mod is amazing btw!
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False Alarm. It was the JetpackHandling mod conflicting with your mod
I was uhh
Napping
nah all good :P we/(mostly I) was wondering what you meant by messing up unity's random method
Ive been learning about hashmaps from ma dad in the meantime!
Oh I just did a woopsie with it... Simply resetting the initstate of unity random every frame which makes everything no more random anymore
If people are wondering what's the difference between "System Random" and "Unity Random" if we put any complicated stuff aside and be very simple, think of it as System Random giving a totally a random number, and Unity Random is giving a random sequence/pattern of numbers. Unity Random is good when you want something random, but that you want to replicate a few times in the same order.
and you can't seed unity random easily
In AC moon presets, the Shrimp enemy has 0 rarity on most of the vanilla moons, but the config for it already has rarities and they're different. Which one is the right one?
AC will overwrite the spawn settings with its own settings as far as I know, so make sure you change them from 0 if you want to see Shrimp
Shrimp?
It doesn't overwrite any enemies. At least it shouldn't. It just pulls their defaults.
It pulls from their defaults unless you're using an existing Profile with a newly-added mod, so be careful!
It's possible it only says 0 before you actually play the game and then updates, though, I haven't actually tried that
Theoretically as long as the checkmark isn't ticked it would likely update to be whatever the new default is, I will try that tomorrow to be sure
Shrimp is the custom enemy added by LC Office (I believe it's from one of Zeekers' previous games)
Shrimp shows 0 because he uses custom spawn code so he doesn't use vanilla values at all. Same with the Peepers by x753.
If a spawn value isn't checked, it doesn't change the default values at all. It will not override other modded enemy spawn systems.
is there a way to hide the appearance of the gear such as the tactical helmet?
Fwiw this should be drastically improved for the next release
Look at several seconds reduction in the time it takes to complete actions on profiles with a large number of mods
Yep, added this update. It’s in advanced company settings, same place you would customize your cosmetics
oh sweet, thanks
speaking of which, are the cosmetics clipping into first person also caused by this mod?
You can seed System.Random 
This is absolutely the correct take. The manager is targeted for people who aren’t familiar with modding at all and is a big part of why it’s as used as it is.
Besides, it also just encourages a welcoming community which is what we should all want 💪
And I was correct, the game uses System.Random 
@dreamy temple
At least for everything which is synced by sharing a seed 
And if you want something which truly feels random:
https://github.com/uranium62/xxHash
A pure C# implementation of xxhash algorithm. Contribute to uranium62/xxHash development by creating an account on GitHub.
You can easily create a wrapper for that class accepting a seed and having an internal clock counting up everytime you get a random number from it
Or you simply buffer the next 100 numbers everytime buffer is empty
I might add this to the AdvancedCompany Lib 
with diversity installed UnityEngine.Random.Range will just very often return the same number. Spend way too much time figuring that out when I wanted to print randomized rewards to chat which apparently just drops any message identical to the last one xD
potatoe I found a typo 😮
flippers description should be help not helps
I like "Oxygen not included" 👀
:>
FYI been playing around with latest BetterEmotes update. Will still break when doing a betteremote during a TooManyEmote (playermodel becomes invisible) but that's not related to AC I guess. Only thing I noticed with AC is that there's no typing animation on the portable terminal. All other animations seem fine so far with that mod combo.
"if its broke, blame AC" will be remembered for a long time it seems
btw, are we able to buy or use the portable terminal outside the ship in the future?
the portable terminal animations get disabled when using MoreEmotes or BetterEmotes. I recommend against using those mods anyways as they cause all sorts of animator conflicts
@solid pivot btw congrats you made it to page 1 top rated
Btw been wondering, is there a mod that shows your cosmetics on your body when you die? It's weird how dead bodies have no cosmetics lol
That’s a morecompany cosmetics system issue
Actually now that you mention it
I don’t know if I have ever seen cosmetics on dead bodies, my brain says of course I have, but can’t recall
Its the animation compability mode. Having BetterEmotes or MoreEmotes will remove the animator
Hmm, I assumed in 149 we are now manually (de-)activating that mode in Compability (should be Compatibility?) tab?
But if that mode still automatically enables, I think I can't really do what I wanted to: test if anything changed with of this BetterEmotes update/changelog
Changed asset loading to load controllers as AnimatorOverrideController by default which fixes a lot of incompatibility with other mods
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There are still circumstances when its enabled by the mod itself
Its not added yet xD
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Nah whoever picks it up becomes the next seeker and also can help the current seeker win
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btw, unkillable monsters will just destroy and wont leave a body behind 
I did initially plan to add monsters as sprites like in DOOM but this wouldnt work fine with modded enemies
I also did it the other way around now. Animation plays for enemies with known animation
And yes, Sandworm isnt killable 
Imagine they turn into fire burn like dust when they died
Like I just mean an effect just happened for when they disappeared
The spawn rotation
This will be hell 
It will spawn an enemy every 5 seconds up to 15 active at the same time.
It will be similar to the other ones ~200-300 :D
335
The other ones will become harder anyway, Light boots will make all enemies in vents spawn inside soon
Bunny ears can easily kill you already due to less mobility
red locust bees are your end
It's the No.1 worst item to have during kast 💀
I swear with the fog is just godly death sentence
Its very expensive tho
And you can have a full inventory with you :3
Its playing into 2 things
A ) breaking the atmosphere and B ) risk and reward
And the worst part cause how bright it is with fog and kast you will no doubt die under 5 seconds after leaving the facility main entrance with it
They have a risk which you cant calculate, its a thing you got to have the balls to do 
Yea, DOOM is nice and haha funny
But its terrifying actually, especially for your team mates
At this point kast with this item should be a SSS+ Tier threat level
I will spawn literal hell on you 
I would love to kick my teammates with this cursed item lol
Nah I'd win
is the softlock on join bug fixed yet?
There never was such a bug 
I haven't had any issues
At least I cant remember and I just watched a streamer play without any problems 
You're wrong ._.
I still got my stream up 😛 But tweaking turret spawns 😛 haha
alright then
https://github.com/FluffyFishGames/AdvancedCompany/issues/42 <- this was never a problem with AC to begin with 
It always was an old corporate restructure bug, evident in the logs 
NullReferenceException: Object reference not set to an instance of an object
at CorporateRestructure.Component.CreditMonitor.UpdateMonitor () [0x00000] in <145f04274b9a4d6b9e59d1553ca40844>:IL_0000
at CorporateRestructure.Patch.MonitorPatch.RefreshMoney () [0x00000] in <145f04274b9a4d6b9e59d1553ca40844>:IL_0000
at (wrapper dynamic-method) Terminal.DMD<Terminal::SyncGroupCreditsClientRpc>(Terminal,int,int)
at Terminal.__rpc_handler_2039928764 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x00048] in <af9b1eec498a45aebd42601d6ab85015>:IL_0048
at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:IL_004E
Rethrow as Exception: Unhandled RPC exception!
Oh I knew it existed, so it was some other mod compatibility issue?
I'd argue basegame. Had breaking of softlocking even in a base game ., .
Alright
I'll still believe it's due to people joining too fast next to each other, but I got no solid proof of that
and LethalThings had a bug which can lead to a soft lock as well
NullReferenceException: Object reference not set to an instance of an object
at LethalThings.NetworkConfig.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x00023] in O:\github\LethalThings\LethalThings\NetworkConfig.cs:272
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?1216198244(StartOfRound)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1983174940(StartOfRound)
at (wrapper dynamic-method) LethalThings.Patches.Miscellaneous.DMD<LethalThings.Patches.Miscellaneous::StartOfRound_Start>(On.StartOfRound/orig_Start,StartOfRound)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?949224928(StartOfRound)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-2030100276(StartOfRound)
at LethalThings.Patches.Debug.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x00001] in O:\github\LethalThings\LethalThings\Patches\Debug.cs:109
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1222048612(StartOfRound)
All they had to do is open the log and Ctrl+F NullReferenceException.
In gernal: Its VERY unlikely AC is causing a softlock on join. I wont say it will never happen in the future but I dont see why it should 
But I guess creating an issue on github is easier.
imagine being in 2024 and still being haunted by NREs ;/
Of course you are, constantly Assert or Null checking isnt necessary and just reducing performance 
Welcome to game dev. Usually you develop your own game and know what value will never be null
Imagine being in 2024 over a decade after Minecraft's existence and games still come out without modding being a core focus - u-
And this is why I argue the extendable ladder is worth it guys. It saves me seconds
yes just 5-10 seconds saved on one moon is little - but imagine that 10 times, 20 times.
Seconds add up. >:o
Whats worse it that there is no try catch in most mods anywhere. I added a lot of try catch blocks. But I usually only do this when I have some way I can actually react to it
The whole lobby code will catch an exception and communicate it to the connecting user for example
Games are a High FPS environment 
Addings 1000s of Asserts in your code for a web application isnt a big deal
I mean most mods dont really care about performance otherwise :'D
I saw a very popular mod basically instantiating a list every frame and copying content and modifying it
And by very popular I mean top 5.
People complained to me about "memory leaks" in a managed language like C#. And if AC is causing them somehow
I know which mods do, but I wont talk about it out of fear of repercussions :3
Some modders have a very strong superiority complex
Even stronger than mine 
After that its basically Dunning Kruger at work
Tbf tho: Modders are unpaid. So they wont necessarily spend 4 days to make a part of their mod bulletproof
I am not doing this myself. Nobody is paying me a wage for what I do, so I mostly do it quick and dirty and refactor later. I mean, that way I learn to refactor faster in the future, as I have employees under me in my job and have to refactor and review their code constantly.
You are just my test subjects 
Whats sad tho: AC is probably one of the top 10% mods when it comes to amount of null checks :'D
There are at least >200 null checks 
There will be a new video about the DOOM item soon :)
now I'm curious 👀
I mean, in the ends its no big deal, GC will handle that fine. At least if Unity would use CoreCLR 
GC of C# is becoming very strong lately
Two sided medal tho. Just will produce more people not caring about allocs 
Until its too late basically :D
Many unity game projects die because of this btw
At least for me, LC memory leak is a pain cuz I have 8gb ram and they are on 100% usage after 15 mins, I know .net GC is doing its best but still, it hits performance really hard 😄
I mean, in general its expected behaviour for managed languages to just allocate more memory if needed and free memory when other applications need it or more memory is needed and none is left 
So in general its not a big deal. Problems arise if you alloc 100s of objects per frame. That being 60-120 times a second, adding up to 10000s of gcallocs
And this will quickly make the difference between playable 16ms or unplayable 32ms 
I mean, I dont do StringBuilder stuff in my mod too, so string gcallocs are still a thing. I think the latest .NET solved that problem tho? Not entirely sure. Just read something about string gcallocs on the CoreCLR github issues page
There are many ways to fix string gcallocs but they have to be backward compatible. One way I used at one point in a game was to incorporate a memtable :'D
And using pointers
Working with char* directly and stuff
But not many unity objects like char*. At least some Unity stuff now also accept Span<char> instead of strings 
Which makes a mmap viable for such use cases
Could even do it totally managed.
char[] mmap = new char[1024 * 10]; // 10kb of string storage
Write your stuff in it and then provide unity with a Span to that char array with startIndex and length
alloc free :3
C# could do something internally like that but as strings are some weird thing between reference and struct it might be problematic
mmap is nothing different from a MemoryPool with the difference that you would have start indices and lengths saved in that mmap as well 
So you can reference strings in it, save new ones and get their indices etc.
yea but less annoyance
perhaps the difference would be between if it's more expensive to handle indexing yourself or leaving it to .net's memory pool
can you make it show the current keybind in the parentheses instead
All of that managing code would pretty much be very optimized assembly code in the end. You are not doing anything fancy in it besides simple algebra :D
But yea, dunno if .NET has something planned. Strings are the worst thing for new people to get their head around and its tedious for veterans as well 
Would love to see a language wide solution
But I guess because strings are dynamic in size its not possible 
(at least not without sacrificing speed)
And in general its favorable to prioritize in-moment performance and put the cost of it to a later point when there isnt much load and GC it then
I mean, at least stuff like "Split" now offer the ability to work gcalloc free in .NET 8
But .NET 8 will make it into Unity probably around 2047
We then already work with .NET 25
isn't unity team working in fully integrate .NET since like, a decade or so
why they tough mono was a good idea
And announced Unity switching to .NET Core in the long term
.NET 7/8/9 replaces Mono entirely 
Its cross plattform and supports what Unity built themself (IL2CPP) out of the box :'3
I mean in a way Unity was ahead of its time at that point. It was out of a necessity as Apple banned all managed stuff on their iPhones
People reported about the "Flash ban" back then, but it was generally a ban on all managed code.
Switch is doing the same I think, since a managed game basically cracked the 3DS piracy protection 
I mean, you are reliant on some third party to develop a runtime for your console to run managed code on it etc. and Nintendo doesnt like that idea any longer 
I just again realize how much video game trivia I know 
literally 😂
I mean, all of that was the time when I professionally worked on video games :3
So it also affected my work
I haven't encountered a single issue since zeroing all scrap/power for Company - weather it's relevant or not, I have 0 idea but definitely noticed a difference in playtime length without issues since then. No crashes, no stalls, no hangs, no long seed generations anymore other than SDM when I decided to go crazy with nearly 3 multiplier.
@solid pivot Literally watched the stream 😛 Although not mine 😉 hehehe
also no more 100 rarity bunny only 70 now xD
LC DOOM!!!!
are u rdy to see more?
It actually feels pretty awesome and its also very dangerous :) I just need to add a new damage model for player hp
I guess connection to discord isnt the best
So yea, I made LC become an ego shooter 
And yes, 100 shells is all you get. You shoot 2 per shot.
Haha that's actually funny xD Look ing amazing! Time to slaughter the team! I mean eneimes L:
I killed Yippeee :<
:(
I guess all damage where the game calls killplayer will be 10% HP and touching enemies 5% with a cooldown or smth :3
You will get 100% Armor working the same way
So you can get shot quite a bit and attacked by dogs as well
But yea, you can also kill bees 
This has to be the best cursed scrap yet by far lmfao
:>
Glow in the dark variant of the || patato jar || when.
||rare varient - like a gold bar||

Hey Potatoe, do you think in the future (tracked only clientside) there could be a setting or a tick-box to tell that [non-default preset] is the preset to be highlighted/selected upon clicking host>public/friends>confirm? Not necessary, just QOL to consider. Ain't gonna question/state it more than once. o -o...
:<
Is it possible to use MoreCompany and AdvancedCompany together? I have a cosmetics mod I really like for MoreCompany, but I want to switch over to AdvancedCompany so I can tweak more things
You can but both wont load, only AC.
AC checks for MC and disables it and supports all MC cosmetics
if you don't have MC, the only thing you miss out on is the base MC cosmetics
So if I kept the cosmetics, but removed MC, the cosmetics would still be compatible?
Well it's a cosmetics mod that relies on MC
Nope
All cosmetics work with AdvancedCompany without MC.
Give or take, most of them.
You do not need MC as a dependency.
Ohh ok
^^
Do I just have to leave MC installed then and let AC disable it or am I good to only remove MC
You can do, if you want the included cosmetics from AC - you'll have to leave MC installed for now. AdvancedCompany stopps it from waking/loading so either way you're good.
BandaidsMegaCosmetics
ZTKCosmetics
InsomniaxCosmetics
ZeraosCosmetics
NikkisCosmeticKingdom
MuldjordCosmetics
CosmeticMegapack
These cosmetics I've used with no issue 🙂 And others too but these are the ones I like
So how do I change my cosmetics with advancedcompany?
Oohhh ok I see it now
Thank you so much for the help
Actually one last question. Is there a way to customize modded moons with this or just vanilla?
You can customise everything
Maybe Im looking in the wrong place, but on the moons customization tab it's only showing me vanilla moons
@rocky granite Load in so it can generate items, monsters and moons
You must click continue there once - then back out.
If you want to edit anything, ensure you create new on the left first
as you cannot save any edits on the default top 3
Ye'd only be dumb for not trying or asking. ;p
Ask away, or try away. Assuming the questions are legitimate and not for trolling, no question is a dumb question (at least to me). . ,.
Nah you good 🙂
What said no question is dumb unless you know answer or something 😛
the weapon bob speed is a bit fast ☝️ 🤓
Another question. Is there a way to customize interior spawns with advanced company or do I have to do that entirely with each one's config?
No that's down to the dungeon generation
Interior spawns of what?
Interior = Dungeon
Sorry I meant like custom interiors/dungeons
That's down to mods that add them.
Also is there supposed to only be 3 hotbar slots..?
Yes. You start with 500 xp and 4th slot costs 500 xp.
Gotcha
If you want to change you can either switch to the other profile that's given, not default or vanilla other one or if you're making a profile go to perks and change Carry Bags (Inventory) from 300% to 400%
Good to hear. Clicking the "disable" button on a mod and waiting half a millennium is not a fun experience. 
AdvancedCompany Modpack if anyone wants to use to play around. 018d7ff3-04b2-ef52-5b8e-749a65cb8520
this might be a lot to ask (and I also am unsure if it was this mod or lethalconfig that grants a considerbale amount of control over spawn rates, moon prices, etc) but being able to order moons manually would be nice for organizing.
organize**
If you're interested in the difference, I posted a comparison yesterday
#modding-general message
How do I make my R2 not take 5 years to open a tab.
wait for the next release
it's updated fairly frequently
there's not really any need for daily/weekly updates
I mean - the fact that I could probably play through the singleplayer of minecraft before I could reorganize and open all tabs of all my mods on my list
sort of.. warrants the obvious need of some efficiency patch . ,.
it hasn't been a huge issue until recently
there's a release on average about once every month and a half
I'd refute that- but I don't recall it ever being fast to begin with when it came to opening mod tabs ., .
that's because it's a long lasting bug
when the hell does my r2 update?... I don't recall hittin' some update button...
what version are you on
3.1.46
it auto-updates itself on launch I presume
only checks once you've gone into a profile iirc
Hmmm .,.
true
⚰️
@solid pivot - I don't know if this has been talked about as an idea, but could there be a player or ship upgrade to allow 2-handed items to be put in our pockets? Maybe have it so it takes 2 slots per 2-handed item? Or maybe just a ship perk that allows all 2 handed items to be pocketed on The Company just for easier selling/handling - but disallows it when you're not at the company planet o -o?...
or maybe that's like a passive perk that gets achieved if you're over X amount of weight-reduction 'n weight-speed perks
You could also in the meantime download a scrap merge mod, and have it apply at the company moon. Not a perfect fix, but should help a bit, unless you're using dafis scrap mods lol
Ooo imagine perks that only unlock if you have certain perks active
to a certain level
scrap merge huh? . ,.
https://thunderstore.io/c/lethal-company/p/GiGaGon/ScrapMerging/ This one? 😮 ... sounds cool actually
although at the same time, I sort of don't want it to function like that due to me putting gambling... hecc
... Set it to company store and limit which scrap it merges to 2 handed items only?
That way it only merges 2 handed scrap when you actually intend to sell
can it specifically do 2-handed stuff
or i have to set up every 2 handed item in some config . ,.
you'd have to config it for two handed items, however you can edit the config mid game and the changes will take effect immediately
It's a decent stopgap solution, though
I've discovered a weird interaction with the "Medkit" item from LGU and "Protective Skin" from AC. It's supposed to heal 20 per use, but if protective skin is maxed - it does only 5. I'm going to take a semi-educated guess and state that the medkit "heals" by dealing damage in the negatives, but since protective skin probably multiplies damage taken by a decimal so it reduces first before applying to the player - the player receives less healing. @solid pivot - is it possible there could be a check to see if the damage reduction can not be applied if it detects the damage is in the negatives? ., .
Small changes like these is why I don’t really like the mod that much anymore
I only like the new enemy sounds
Skin so protective it believes time is the best healing
i have a bug where when i start wearing equipments after 1 day i just get the grab text appearing when i run , walk , jump , stare at a wall closely, etc. idk if it is 100% from this mod but it always happens when i wear equipments for at least 1 day (is it because of the "Physic items" mod? i have lots of mods but it is my only guess at why it happens
try disabling it n see if it persists
that looked way cooler than i expected
i loved my Character PNG i made being used in AC
Is it the same monster as in the configurations? or like what is your name?
blobs are hygroderes, spore lizards are puffers
ty ❤️
it uses the game's names for them! They're not custom by potatoe
I was looking for spore lizard, but I didn't think it had another name in the settings 😆
the settings use the internal names of enemies, so things like thumpers are crawlers, brackens are flowerman, circuit bees are red locust bees, etc
what is animation compatibility mode?
Disables AC's animation shit to be more compatible with emote mods and shit like that I think™️
AC has animations?
For the handheld terminal right?
^Correct, also if the flippers (swim) animation still there? I haven't used flippers in some time 😛 but yeah AC has some animations
DOOM item is nearly finished btw
If you dont know what you do with that setting I recommend to NOT use it. It might break some stuff as its meant for compability 
And I mean, this is obviously a custom animation 
hey Potatoe, should I go to your github, I have a request to make
Or do I ask you rn
how does figure out the problem by doing that
That I think is why CR removed the eject option after v47 came out
Because it was added natively
Is there a way to get a reserved slot or extra slot with advanced company, since apparently ReservedItemSlot doesnt work with Advanced
you can set your slots prior to hosting
300% = 3 slots, 400% = 4, etc
Well I can confirm that ReservedSprayPaint works with AC 👀
(not sure about the others though)
but yeah, you can do what Masterkev is recommending
Where is that in the presets page? I cant spot it under Items or Game
Perks
Ah I see
Set the inventory slots' base % to 400 for default, or 600 if ye want 2 extra slot to cover flashlight 'n radio
Thanks so much
np ., .
btw, DOOM item is far enough that I test the networking
so how does the eject help find the problem
Dude, you are referencing something from over a month ago. How does an eject button help to debug an error which only occurs when you are fired. How? Mhhhh. Cant think of any way. Its probably faster to land your ship 4 times instead 
i tried both methods

😅
Can force ejecting break stuff? (even vanilla) ?
Dont think so
here I am using a command from a mod to reset the game when there's a default eject command? 🙃
what does quick restart do? ; w;
I've had it cause weird desyncs before
Ah okay good to know thank you!
One message removed from a suspended account.
More then that
I have a question
Is/Are EXP/XP Points supposed to reset on a new save?
Someone cheated in singleplayer to get a crap ton of XP and then they were able to spend it on my multiplayer game.
Depends if you have the option on or off
Didn't realize there was an option for that
Check your AC options when starting a lobby, it should be down at the bottom
Thank you
I think it needs to be unchecked. Sorry i can't look at what its called right now
You have t disable this check on "Enabled"
Oh
Glad you told me. It would have been a tad bit confusing trying to figure that out without the knowledge
By default yes and they also get saved on a new Modpack and someone else modpack
There is a way to remove it but it won't remove the data you already made
Starting a new save file with the option will fix it, right?
No need to
You can go to the same one
It's just a simple setting
"Save Progress" or something
And make sure it's turned off before starting up a lobby
It also allows you to change the starting EXP
It's in the Game Tab
Right below "Portable Terminal" setting
"BOOOHOOO HALL OF SHAME SOOOOOOO TOXIC!"
But shitting on my mod, insulting me and my work is A OK
THATS CRITICISM DUDE
Yet I still don't understand what you did wrong for them to hate on you
They are tripping
ssemingly I misunderstood smth, I will have to think about it, I am playing FFXIV roulettes rn
Also a thing I hate about modding, I have no free minute in my life any longer
I am constantly texted
oh..
So apparently I misunderstood smth, cant think rn tho as I am in a raid
It's okay, when people are passionate about stuff it's easy to lose yourself in the moments. I hope Potatoe okay too!
People are only critical about things they are invested in
"AdvancedCompany breaks everything" isnt passionate. Its shit talking 
Unless they are assholes obviously
People act as the texts in Hall of Shame is all criticism I've ever got. No, these are the ones which are non constructive and particular stupid. Most criticism I consider. I even added the hide equipment option.
I added 100s of functions due to feedback. The whole moon config stuff was feedback
Yeah but often it's people that's just being mad about nothing and don't understand anything. These people just take with grain of salt from now on, obviously your work is amazing and a lot of hard work is going into it - you know this for sure and.
I already cater HEAVILY to what people want to see
And instead of asking me for help in my thread, github, dm or YT nahhhh
They start shit talking about AC in other threads
EXACTLY so you're doing great work, you're listening to feedback which is the best thing to do alongside maintaining your vision for the mod.
Yeah I think it's really shit to, I haven't helped either - I egged on the whole Hall of Lore thing.
But now it's known that it's just making those toxic people win. 😛
Sometimes people say stuff, especially if they don't understand they will say something like they think they know.
Only you will know the truth to what's going on or another modder for example.
If some random mod user is just throwing a false accusation, we just shrug it off. If it's an issue, they will soon come to you or the person they're bothering about it.
And just deal with it as best as you can, like if it's something you can work with and solve that's awesome and a win. If it's not even an issue on your end and nothing you can do, that's pretty much it. 😛
Advanced Company isn't BREAKING other mods, I know that, others know that and especially... YOU know this.
I've actually found a lot of the modders in this discord to be extremely helpful. Usually when I come across a bug I'll bring it up to the one or two modders involved and they get it fixed within the week which is unbelievable to me. Or at least have an answer. And that means a lot to me in the mods that I use.
Like with the yippee scrap mod it was fixed within a day.
How many people complained about the hall of shame who were not on the hall of shame?
The ones in there all complained, but also there's been a misunderstand about those who have talked about it that's all. Why it's been removed from Warnings now. I still think the boobas comment is beautiful though
I like how people will complain to that, but not to lethallib's update that broke everything - or to mods still marking LE as their dependency when it's dead -u-'... Why the hell does a library updating cause so much breakage if everything is supposed to be named the same or called the same? Just because you add more doors doesn't mean the previous doors should break, but I guess my mentality doesn't sync up to what a library is supposed to do for this game o -o... sort of like the forge talk I had a while back in here.
This is why I get fascinated over what conflicts what or what breaks what in this server. Although like 99% of this would've never happened (this, being conflicts or issues) had an API been created as a core focus for the game from scratch (hint hint- any other dev in this darn server making a game... make that somethin' focused from line 1).
Modding = lifeblood.
@old swift Which one of your mods that wasn't compatible you were saying earlier?
was about to dm Potatoe about it actually xD
Ah okay, ignore me then! ❤️
How does someone get the perfect internal name of a map?
not just "enough words to be detected" - but what the map dev named it for the code to read
how would I dig that out if I wanted to get it from someone's random moon?
I've always refered to terminal or the name that gets index'd in logs.
Yeah, but apparently sometimes the dashes aren't visible
Always add a dash for spaces jsut incase 😛 in my expierence anyway
So how do I know if it's dashed or not between the number to name
I want it to be 1:1
ow no don't put dashes inbetween the number (if there is one) and name
but some maps have that literally in the internal name
like it is "46**-**Infernis"
but is not "57-Asteroid-13"
even though the text says 57 (space) Asteroid-13
how do I tell the difference <-<
Maybe if I told the console to show me everything possible - the console lines would say the names perfectly..
I had it filter to just errors or warnings
Well that doesn't help >->'
darn module couldn't be named the moon's internal name <.<
The profile does not work - I set the initial experience to 8000 - in the game it is 500
What could be causing the error?
Is it in a preset you've created, and not the default un-editable top 3 ones?
Understood nothing
First time taking up AC
I'm trying to fit it into my assembly and set up the config
@steady kite
click this. Ensure it's a new profile
the top 3 are locked.
if you can rename/delete the preset you're on - you can edit the preset and save things
Okay, I'll try to do that
o slay insyms group is using advanced
but i think theyyre using vanilla preset
so they dont know
whatnow .,.?
theyre trying AC rn
So I selected and click next
They have already been asked a long time ago
Did you load a new save? Those settings (like starting credits and experience) only apply at the beginning of a run.
You can type eject in the console, or reset player. Reset player should work
under Respec.
Yes, I deleted the old one to recreate it
OH
🤦♂️ -w-...
Disable this @steady kite
Couldn't tell due to the different language 😅 ... it has to be deactivated for you to customize starting xp and multipliers.
Understood
yea, they sadly play vanilla preset
theyre using hotbar plus thats prob y
Yea, that also bugs the hotbar
Yeah some people don't want perks, I think from what i heard before with Stonemans LethalProgressions.
But why does quick item reset not work with this mod?
they saw the XP thing pop up but didnt know what to do with it
My progression is different tho, isnt it?
your progression imo is much better and way more balanced, not to mention customizable
^
Yeah it's different but the same idea. Like you know what I mean, some people just like the vanilla aspect - everyone same slots etc.
Just wait for the curves :3
looking forward to it!
But yeah as @jaunty ingot said, yours is SO MUCH more balanced and jsut being able to customise it to how you want is amazing.
I like this mod, but with AC I decided to disable it and give the perks a chance. Although I still consider some to be casual, or their initial setup is immature
Everybody likes curves c:
i think they want to use it, but dont know that they chose vanilla and that disabled it? not sure since i woke up late to them playing
^
i think thye chose vanilla to make sure the hotbar wasnt broken
I don't think they knew Vanilla disables it to be honest, Thorlar said earlier.
ill tell jojo later
Its the one thing which keeps me from splitting my mod also
Hotbar changes are too core in my mod to be just removed
@open linden Would it help them if I sort a modpack out for them because AC automatically indexs all the loot too, so you will see other loot from other levels crossover. Especially from custom interiors.
I am going through all loot tables right now 😛
Honestly, I think why the streamers/youtubers I watch don't touch this is because they don't wanna read or take the time to get something together .,. ..... I kid you not, you could try to prove me wrong, but the bigger someone gets- the less they wanna work into getting some stuff functioning like a modpack that uses AC. ., . - They input AC, see that it conflicts with problematic mods, and just go "Well AC isn't worth it"
When imo - AC is like #1 worth it right now.
Insym just chucks everything together I think, in all honesty.
Well- obviously below yippee. ... That's fundamental and necessary
probably but insym makes the packs n gets assistance from his friends that dont know how to use AC
AC is so good that i threw away my old packs and built a basline one with AC at the core, only way to play now lol
Yeah this is pretty much what I meant, none of them has used AC before 😛
Here I am (and probably many others) who hammer their butts off trying to get modpacks to work - that they could just ask for
Is it possible to somehow implement the mechanics that when pumping up speed, endurance is spent faster? @solid pivot
jojo said she used the XP before, so she tested before but shes not host
Seriously, the streamer I DM'd potatoe 'n one other dev of - I'd hands-down give them my balanced pack
They simply dont understand that AC replaces the need for 10+ mods 
^ :<
They jsut didn't know @solid pivot 😛
I've already disabled a couple
Funny because it makes their modpacks more stable and less bloated
And they can't jsut disable unless Insym does too 😛
If the youtuber I watched gave me bloody 1 minute of attention, I could give them the code, tell them the few hotkeys they should know, and buttons they could click - and that's that.
But is there a list of these mods or their analogues? Will it be a problem if these mods are on top, for example LateCompany or QuickSwitch?
1 minute. 🤣 ... but lord know they'd just rather stick with buggy messes
Really
Hey I was just reading the lastest changelog and I'm wondering which modders talked sh!t about AC, I don't wanna put fuel on the fire of course it's just that I do not want to support toxicity and stay away from it
Or maybe it has been solved and cleared already
Some modders don't like working with AC compatibility
Like GeneralImprovemets
I just saw AC release 7 fixes a day, I was just surprised
I just think there's been some miscommunication that's all. Plus people already deadset in what they already have in their packs and don't want to spend too much time messing about.
I currently have 171 mods in my build and I decided to connect AC, check the compatibility of all and have already found a couple of bugs
What you mean GI is all good with working towards fixes or I mistaken?
It works fine, but the function of resetting items in slots does not work in AC
Quick reset from GI
Ow yeah that's why they defaulted those options to disabled. :0 I also recommend defaulting the scroll speed back to vanilla.
Alrighty I understand completely I really don't wanna heat it up again, thanks for the answers
I was sceptical about AC at first because all I needed was to easily edit spawns and moons prices but I don't see why people would talk shet about AC anyway, great work Potatoe and thanks for the updates
I really liked it, it moved two-handed items into 1 slot, and when you discarded it on the first slot, it moved other items into 1 slot, a very convenient feature
❤️ ❤️ ❤️
I think they're (Big streamers/youtubers) too full of themselves to allow somebody they don't know to tell them how things work/function .- . ..... ||Although that's a lot of people's problems tbh. I am 100% down for anybody to reply to me and call me out on bullshit if I preach/speak it. I'm always down for knowledge. I have literally sat down and watched like 40+ minutes of a video just to explain to me the god damn point of torpedoes' functionality and how they actually can keep a "Lock" on. -w -'...||
AC conflicts with certain mods because it literally is a replacement of them (or the mod doesn't play nicely so it'd take a lot of effort to do something that could be resolved by just removing the mod itself). Honestly, if AC disables a mod - it's probably cause it causes more headache than it should 😅
this was working the last time i played, but that was last friday, infact my group forced me to disable it because they didnt like it lol
I'd totally be down for potatoe to just have the mod fully brick/disable the mod if it's one of the mods that doesn't play nicely - but many people can't accept their mod's unfun code mixing with potatoe's . ,.
AdvancedCompany is clearly trying to be a more standalone solution rather than having 20 mods to do same function with more control over those functions. This doesn't mean it's incompatible with other mods, just the features it has wont work with other mods that have the same/similar features.
For me, AC is considered a mod for beginners - who do not want to understand left-handed mods for improvements and other things and want to get a new experience, but for modders or mod collectors - this will be a test to set up so that everything works like a clock and has no problems. That's what I'm doing now, looking for errors and running to Github to cry like a little girl xD
^
Well, as a temporary solution, get used to vanilla switching
By the way any other people had issues with cosmetics still disappearing after some players death? I double checked the version and all and it was the version that should have fixed that, but there was only one of my friend whom it did happen and they all had my own mod config and mod files etc so
Anyway, switching 1-9 is very convenient, this is the most important thing
Haven't noticed yet
Tomorrow I will test with streamers on a large assembly with AC
I haven't tested it with the latest though
At the same time I’ll find out about cosmetics
Which items disappearing specifically you know by any chance? I know Potatoe fixed masks position. I think anything that's a "tail" position might be doing it but haven't been able to replicate recently myself.
Okay, the curious thing was that there was only one of my friend that
Everything disappeared lol
Ow lord o.o
Things coming from multiple cosmetic "packs" from different categories and all
Hopefully I can get some hours in tonight and have a little play around, I've added cosmetics back for all positions except for "knees" as I can't find a single knee position item.
Unless anyone knows of any items that use knee position?
Was wondering the same ^
Peepers are my go to atm for knee pads xD Unless I got 10 on me then I have much regret and weighing like 100lbs before Giant eats me
OR they stick to my ass and give me eyes in my asscheeks
Haha
And just to be clear once and for all: I only replaced mods because it was necessary for what I planned to do.
Thats the way I can now make unequippable and undroppable items etc. I added stuff from other mods because people asked me to because I basically want full control of the hotbar.
So I replicate functionality of other hotbar mods to make the change easier for people
Much respect for this
It is advanced Company after all 🙏🏼
I can understand this, like reserved slot is a "free" slot for putting flashlight etc. Your mod isn't this, you're adding a chase, a level up mech to reach better items to put in those slots whilst also increasing their functionality. It's "Advancing" your gameplay.
I wasnt able to test AC with LAN mode and AC. So I replaced the lobby stuff because people had problems with MC + AC
Not a insta-win button but the OPTION is there for insta-win if people want it.
Then people wanted the cosmetics of MC and I added them
People missed ReservedSlots so I added equipment to replicate it
Which enhanded the gameplay for AC.
Look where you're at now, you have cursed items - although you still could turn the volume down on them though xD
I am not entirely against the idea of a left hand slot 
Not hinting again atall 👀
For spraycans or boomboxes
Or they could use an older version of AC to get the reserved slots which might be a bit more buggy
would be cool as an unlockable
Oh shit I forgot y'all I can change how many slots a person can get with my Modpack I should have made it 4 instead of leaving it 3 lol
I'll fix that later on the updated version of my Modpack with AC in it (already was in the Modpack since it was created)
thats the reason I switched to AC, equipments are amazing and the reserved slots were causing so much desync and i needed a replacement for LethalProgression
What I was gonna say, an upgrade to unlock slots for boombox, spray, keys and weapon slot.
Which key to speak through?
Like a holster or something
V
yeah that works
Lethal Progression still works It's just eh too broken for the gameplay so that's why I love AC as well if feels balanced
I have it by default for free conversation...
Because KeyRing was my fav mod but obv don't work with AC or Reserved 😛 I hate that keys take slots up
Okay, I'll change it
i just wanted more customization
I just liked the balance 🙏🏼
cuz there was a mod called lethalprogression plus that has sprint speed in it too but it got taken down
n a bunch of other stuff
also lootvalue was broken on that 😭
Also I guess there are still people who don't know how to use AC to its fullest cause they are still mad at small stuff like hotbars which are changeable before you make a lobby
men just wish they would stop hating on AC and just learn how it works instead of hating, or they can asking for help and not hate
The main reason I was able to customize AC so well for a modpack preset is thanks to the people who helped me though half of that I had discovered myself.
Is there any way to get rid of the AC cosmetic slots?
They are not cosmetic slots 
Yep
the mods for dedicated slots stop working when they're on aaa
ReservedSlots will still not work tho
why not?
reserved slots is incompat
They must be talking about the little thing on setting when they joined a lobby probably
Because its incompatible 
u choose one or the other
but AC has items that basically does the same as reserved slots
It's an invetory managment mod, which AC does.
There is equipment for head slot for light, comms and lights + comms
wait so AC does the same?
yes
i assumed they were cosmetic only on the side aa
its jsut a diff item goes into those instead of flashlights/walkies
Helmet Lamp(Flashlight), Headset (Walkie), Tactical Helmet (Flash+walkie)
What is the improvement on the "Save Loot" ship?
No but AC does a cosmetic setting allowing you to change it during game
you can change the cost if you really want to though
@steady kite When everybody dies it saves a percentage of loot
Yea, you can change the cost to be the same as pro flashlight 
Does he somehow calculate and select the desired loot at a percentage?
can I just use the enhancer mod for that?
i use the coinflip setting there
if u want its up to u
and I made sure our crew always gets scammed with that instead of 10 I put 1 and each cost 1000 XP lol
Its a coinflip in my mod as well so no need to use that function of that mod then
You can deactivate all perks and their base value will still get applied
So deactivate Save Loot and set base to 50% then its a coin flip basically
ooo
The other mod with coinflip might work tho, you have to test it
would swapping out ac from more & latecompany also fix the issue with being stuck in orbit sometimes?
read in the server its apparently based on mod conflicts
AC doesn't cause softlock in orbit.
i think you misread what i was asking 😭
Sorry I might of!! :<
replacing the two with ac
AC is basically better than both lateCompany and shipCompany
Ow yeah LateCompany caused softlocks for me from time to time too
one last question actually
is there any way to not have to deal with the ingame config menu each time?
i believe AC is more compatbible with LateGameUpgrades too than MoreCompany from what i read
MoreCompany is just a LobbySize mod with Comestics.
No, AC saves the selected preset in your save file tho, so its bascially one additional click for existing saves
I have a question. Saving the game - saves leveling for each player? Or how it works. Are the benefits applied separately to each player?
Yeah
As in perks?
Depends if you save progress to profile or not, default it's not so it's global. You have your own progress. If you save to profile and share profile that progress shares over.
That's fixed in the modifications I did to MoreCompany (which the dev hasn't released on thunderstore yet)
o
The most No.1 compatibly in the world JK but still yeah with AC and late 0 errors fr
If we are talking about 2 mods ofc
like i love that i dont get the join stuck in wall bug anymore with AC
Sounds interesting and complicated, I'll check it out tomorrow
Once I have fixed the loot tables, I will share profile which will include some scraps, cosmetics and Moons (Wesly's "Not including Polarus" and Ether) alongside interiors and enemies.
Alongside additional mechanics like Savage Company, Malfunctions. UI changes and such with better graphics.
Do perks save across different saves? At least player ones
Yes
By default yes 😄
And another lobbies
Oh shit, how do I turn that off?
If they allowed it
Tick box that saves to profile instead
"Save Progress" in the game tab before launching a lobby
Its the lobbys decision
Awesome, much thanks for the quick replies
You can reset your progress tho
AC was meant as a roguelite mod :)
Is it under Perks or somewhere else
The 36836482649 progress
Oh I see it under Game
Right below "Portable Terminal" setting in the "Game" Tab before launching a game
And more people will play it like that when curves come 
yeah Im just sort of testing out mod compatibilities for friends atm so Im not hoping to keep any of the perks
There is no maxing out any longer then and you easily have to invest 100,000XP to be fully specced :P
When I play with a group I will
It will also allow you to change the starting EXP
Nice having the options
There are at least 3 ship perks coming and around 5-7 portable terminal perks
Sprint speed will first reach near max after around 15-20 upgrades with curves 
Love the mod so far tho
But upgrade cost will start at 10XP 
So far my only issue has been not having the flashlight turn on and off with F
It makes the sound, but doesnt actually turn on
Deactivate other mods having that functionality
not a big deal tho
AC already has F key
Imagine one gives the ship a forcefield but it's small range and gets bigger stopping monsters from going into your ship to going there from a few ranges
What Potatoe said 😛
Both mods basically turns on the same flashlight, turning it off then
yeah I already got rid of dedicated flashlight slot which added it
It won't kill more like push them away
have you got ToggleFlashlight mod?
Did I guess it? @solid pivot
You don't need any flashlight mod 😛
@solar girder Nah :D
I just realized I do
D:
❤️
I thought I had gotten rid of it haha
It's all good hehe
Better Hydraulics is one of the new ship perks
Oooo
When overworking the perks system I will also fix dropship stuff
And landing /take off to not be as silly as it is now
Oh no if they finally make this I won't love hoarding bugs anymore..
helped me get rid of like 6 mods that did the same stuff, but yours has it all in one package + perks and items lol
In fact I'll start WWLC with them
All from scratch too
Very sick
I have a problem...
I wanted to test a couple of things with LethalDev and MiniMap
Died from The_Fiend and the ship no longer works...
Ah, I understand what the problem is
What you using Lethal Dev for?
To create monsters and test their behavior
And all sorts of things
Checking my build for some errors and stuff
Dance Tools is really good for that, also I don't think AI functions properly when you force spawn certain enemies
It can mess about with pathfinding etc from my expierence and what others have said.
Looks like Quick_Drop v1.0.1 by Nases works well
Sneaky sneaky? :3
Also messed with loot tables, now gonna see how they affect playthrough 😄
1 Minute and 40s big sneaky sneaky?
0_0
Update again?
For a gamepad?
Sure, why not?
And I love it 250%
OK, very well
Its uploading rn
I added some vertical camera movement btw as it feels horrible to not be able to and you werent able in doom only when you played without a mouse (actually there were keys for up and down I think)
Starting music is from PietSmiet, the streamer I created this item for.
Insym or one of their group / mods etc. can get in contact with me for a personal cursed item :)
You see. ITS DOOM 
Amazing, right?
The monsters looked 2D for some reason but that's actually a W
I think 2nd doom they added vertical movement but first doom was all horizontal. Being able to aim up/down slight was good move because the game is 3d 😄
So thank you for doing some vertical movement!
It's like you coming out of a nightmare 👀
IM SO HYPE FOR THIS UPDATE RN 🙏🏼🔥♥️
More Doggos and More Crawlers 👀
Imagine this controller can even send the ghost girl back where she came from
Thousands of coilheads 👀
It can

Ghost girl can be killed by DoomGuy
MORE GHOST GIRLS TO CLAP
Jester too
Chill
Coilhead as well. They just pop out of existence tho
I could add death animations to them but I fear some mod is already doing something animation wise with enemies or plans to or anything and people will hate me for doing it 
Remember that you only have 100 shells tho
And 50 shots
Yea, its double barrel :D
:D
Thats why it kills multiple enemies with one shot 
Understandable
Btw since you already have your own death thingy imagine if u died with a curse item from AC it will display above you on the spectating screen
Like a simple PNG of the cursed item
A killfeed xD
lol
that be kinda funny
Imagine how many people picked up the same item and shows a army of 12 people with the icon
When they died
Imagine if u picked up a cursed item the moonheat will increase by 10% on the same moon
All of these are just goofy small ideas
I will add events to my API later
:0
So other mods will be able to listen to stuff like that
I will heavily improve the library part 

I'm currently using Malfunctions and Savage Company at the moment :3
Insym is buying upgrades from LGU instead of activating perks of AC 
Both actually pretty good in terms of their functionality/additions.
They got terminal disabled remember? or they put it on now?
its funny to deactivate the terminal but instead use LGU xD
I don't think he knows/aware of it all.
Also is it just me or https://discord.com/channels/1168655651455639582/1186884307332108339 has the most massages in a single thread
Yes. xD
oh damn xD
I really hope they will understand AC at some point
yeah
They will have a revelation. Jojo seems to know a bit more about it
I mean there is an encyclopedia now on the portable terminal
Hopefully, I will talk to thorlar as much as a I can about it but when it comes to Insym I am pretty sure just follows what Insym does because he invited Thorlar and not the other way around 😛
Maybe Insyms Viewers now try AC and will see what it has to offer and recommend it 
6 likes left for top 20 
For some reason after using AC for a few times it feels small but at the same time I know it's big in a lot of stuff
You just want more of it. I know that feeling :3
Maybe I feel like AC has really high potential
Equipment systems lacks so many awesome stuff I could add
@solid pivot does Vanilla disable PortTerminal did you say