#[Deprecated] Advanced Company
1 messages · Page 69 of 1
If possible
Just reinstall AC
It’s nothing to do with LC itself
Seems all fine
And deleted the config for a fresh one
Yes
I'll try that too now
Hmm
So did u do this in order?
- Deleted AC
- Deleted AC Configs
- Launch game
- Stop Game
- Reinstall AC
- Launch game
- Check for log errors to fix your issue easier
(All steps must be done without other mods)
Alright
Sometimes it could have been other mods configs that conflicts with others very very rare tho
still breaks
Fresh profile, just AC
Yea that’s something on your end then
I’m having an issue like that with a different mod
Works fine for everybody except me no matter what I try
What if u try a Modpack?
From someone else who already has a very stable one?
And test?
Opening the portal terminal floods the console with this
Stack trace:
AdvancedCompany.Terminal.BoxedScreenXP.GetText (System.Int32 availableWidth) (at G:/Unity/AdvancedCompany/UpgradeCompany/Terminal/BoxedScreenXP.cs:14)
AdvancedCompany.Terminal.Applications.PerksApplication.Update () (at G:/Unity/AdvancedCompany/UpgradeCompany/Terminal/Applications/PerksApplication.cs:321)
AdvancedCompany.Game.MobileTerminal.Update () (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/MobileTerminal.cs:408)
AdvancedCompany.Game.MobileTerminal.Update (GameNetcodeStuff.PlayerControllerB __instance) (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/MobileTerminal.cs:74)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)```
Btw you might have to turn on Portable Terminal on Game tab
It's disabled by default srry
My doubts are very high, but i guess i'll try
Alright 👍
This Modpack contains no errors
I had a lot of people use it and give me feedback
Neither me or them were able to find console errors
Just updated my modpack that's centered around AC. It significantly enhances gameplay while utilizing as few mods as possible for maximum stability 👍
https://thunderstore.io/c/lethal-company/p/Wagmi/CompanyEssentials/
Sike!
Stack trace:
loaforcsSoundAPI.Behaviours.AudioSourceReplaceHelper.Start () (at ./Behaviours/AudioSourceReplaceHelper.cs:20)```
(Though idk if it's from the modpack or not)
One problem
There is no one i can join who has this mod pack so i can't test the same sequence of actions
All the online lobbies are incompatible for me now
It’s a weird AC incompatibility that’s being worked on
But yeah this Modpack requires everyone to have it to play if
LoaforcsSoundAPI is still being worked on
Tho I shouldn't be too surprised an error was found
I doubt it's LR this time
But yeah should be fixed in a few updates
On an older version it's has 0 errors cause LoaforcsSoundAPI wasn't installed
But LoaforcsSoundAPI shouldn't be a big issue so I'll leave it
Nah i always tested by joining random lobbies and leaving
I never really bothered running more than one LC instance at once
I should probably mark version 1.8.8 - 1.9.2 as versions that have no errors cause they never used LoaforcsSoundAPI cause LR didn't get updated
I see
You should get someone to join u and test
Anyone know what this is about
Nothing you can do about it, LEC using old fork of LE and looking for that version. 😛
@covert notch https://thunderstore.io/c/lethal-company/p/AENIEMA/Stable_AC_Modpack/
Updated it, hopefully everything all good now!
Oh it's that error
Also updated Changelog for last update
How you do that?
You update it
No
How you do tha?
I thought it wouldn't work since I tried it and everything lost color
Which means it does nothing
wdym
just make a "CHANGELOG.md" and put it into the zip of your modpack
Just added Siren Head and Harpist to my modpack. Praying things go well
I could not spawn harpist dose it work?
It's gotten a couple updates
Dose it work in game tho
Why did you add lethalhd I though ultrawide is less laggy and better
it should
it only spawns on Dine atm
but AC can override that
Also if I redo the items that spawn and I have 0 should I change them all to 1?
Or is that a bad idea
wdym
Most of my moons items are set to 0 because I added some mod scraps
Should I change all the 0 to 1 or do you think it will break the game
It’s only normal on modded moons but there are still some 0
well if you set them all to 0 then you're never gonna see modded scrap
if you set them all to 1 then they're all gonna have an equal chance of spawning which could become super unbalanced
No I mean I am using a vanilla moon as a reference because most of the scraps have a number and are not 0. But some are still 0.
change anything that's not from any of wesley's moons
aka
only change scrap values of the mods that add scrap and nothing more
K
because wesley adds a lot of scrap that's meant to be unique to each of his moons
Because it doesn't softlock OutPost31 anymore and it's the only stable solid way to reduce shadowmaps/textures/fogging etc all in one
How did I do what? 😛
your saying it has less fps drops then ultrawide
So and so, depends - UltraWide more stable but I need to reduce shadowmaps
whats shadowmaps
Shadows? lol
I'm not talking about that
Whole different thing
well you replied to the screenshot of his changelog
It's better to explain on PC then on mobile
Yes not for zip reasons I already know everything about those
But for the Changelog inside itself
?
This
How u make it work since for me when I use it, it makes everything white in the code telling me everything will do nothing?
You surround the word with one set of backticks
For example: Updated modname mod
Ik
I was just wondering how his works and mine goes white text meaning no function is going happened which that's probably just the software itself and ChangeLog would probably still work, is what I believe rn
Oh ty
If u use the markdown preview in thunderstore u can verify if it works or not before uploading it
Markdown preview?
paste your changelog contents in there and itll show you how it looks
you can paste anything that's an .md file^
Interesting
Could it be, that the Travel Discount perk does not account for changing the planet's price in AC settings?
I changed the travel price of one specific moon drastically and the price is completely off when I account for the discount rate
Where did u come from?
is he not allowed to ask a question 💀
God of war Throne 👀?
I mean if u want an answer travel Discount doesn't change your settings
Only in-game it does if being used
And yes it works with modded moons
For example with my experience I set one of my moons to 5000 and with 20% discount went down to 4000
Oh
right that's what I would excpect as well but look
I have a moon that costs 800 and a moon that costs 1000 and at some point after leveling travel discount enough the 1000 moon is cheaper than the 800 one
the the 800 moon was originally only 350, so my theory is travel discount malfunctions and chips off the 350 percentages off the 800 price
Not ingame but before you host
Hmm if anything goes wrong it's best to check consoles
it's not something that would be caught in consoles
(if it is caused how I assume it is)
Typically most of every type of these are mostly to be sent to the consoles
Consoles are a really powerful source of fixing bugs
From a "This is fixable" to "Just nuke the damn thing"-
How would u rate that wall of errors -u-
I've not seen Coroner do this, is there a conflict somewhere?
You tell me
Maybe it's AC 🤣 ... Maybe it's god damn general improvements. Lord knows no conflict makes sense anymore, so I cannot tell you what this is
Me too. I have this. -u -
Idk how many mods you have tbf
It's only Coroner though - so I'mma assume... assume - Coroner can't screw up anything outside of death messages
I had this issue got rid of coroner for more death notes
is it more stable
Imo but I'm not logistically sure
I won't nuke away coroner for this atm, because it looks like it's failing to find like... translations... I think
which I don't mind - I only care for English atm.
I just don't like red text in the console 🤣
same
but some happens ... even during launch <_<
Lookin' at you lethalthings >:x ...
@wide zealot I'm sure every damn mod in the world just flawlessly works under your modpack roof >n>
under mine - it's causing issues the HOA wants to throw fits for
My mod pack was super unstable at one point and the game would break in so many weird ways it took a bit to make it stable
I wonder what could even be conflicting with those
ME TOO~ (╯°□°)╯︵ ┻━┻
I'd understand if it conflicted with every damn item of LethalThings
then fine - something is causing a mod-wide issue.
What is specifically messing with those 2 things?
And why is it a NullReferenceException
Do you have any other scrap mods installed?
oh by all means, many moons add scrap.
That's all I could guess
Could be that then, I don't really use custom moons or interiors
Just a guess
even with the new r2modman - if it didn't take me a good hot minute, I would test disabling all moons 'n mods that add scrap other than AC
Is there no conflict checker tool? There really should be
I wish R2 had like... "folders" or "groups"
so I could put all custom moons under a "Moons" tab under "Installed"
and just tick one tick to turn them all off
Would love for a folders addition, so I could throw all the depenencies in there cus they don't count as actual mods
^
All mods that another mod depends on - I'd shove into "Cores"
like LLL, LethalLib, etc
I'd put those under "Cores" - so they never turn off
@covert notch forgot to target my pizzaescape music, will address it later or something haha
then I'd put mods that have no dependencies and only need Bepin under "Solo"
or "Lone Mods"
The ability to merge profiles like Vortex without having to upload them would be amazing
I never liked Vortex I'm gonna say it
But maybe that's cus I tried it around when it first came out and it was sort of a mess
Uploading fix now 😛
@hearty frost Don't worry, add my music that I was editing if you want, I'll show it to you later.
By the way, I forgot to tell you that I already tried your new modpack, that is, the latest update.
The fps is much better than before.
But I sometimes find that the game freezes just a little when something is about to happen, for example when an enemy is about to appear, when lightning strikes, but only if it happens all at the same time.
but it doesn't ruin the experience since to notice it you have to constantly look at the fps xD
I had seen an advanced company video with an animated menu screen. Where do I get that?
this is a concept we've had for a while
Oooh
it just never got fully completed
I would love that update
but folders are most likely a no
letting people categorise things only makes the interface more confusing when most people won't even use it
Yeah I like that feature for having dependencies seperated though
ex-cuse me, where do I turn this on
I'd love somethin' like that personally
you update the branch with 12 releases worth of commits and build it yourself
practically everything in the local mod view has conflicts
it does not steal frames :P
I finally got everything working
https://thunderstore.io/c/lethal-company/p/CHAOSS/ChaoticCompany/
I experience lower FPS with Advanced Company and when I open the personal terminal, the game stuttering.
It may be some incompabilities, but I have no idea
It must be incompatibilities or something with your hardware because I somehow got higher framerate after adding it
did you fix your loot table configs in your modpack
I believe he misunderstood what mod this was
Or he probably meant a different one idk
But More Company is all I can think of what he said it : P
Yea I did
I fixed it 2 updates ago
I think he might’ve used more company and meo’s zombie apocalypse
That’s my best guess
i later found out he meant biggerlobby
mod
and most of the scraps were masked
i would have thought the same thing lol
Ah that makes sense
what's the song that the controller plays before you pick it up? curious since it doesnt seem to be credited on the page like the other songs are
PotatoePet fav song
the controller model is from a youtube channel
icon
oooh
@hearty frost ur modpack saved one of my friends from quitting LC modded, she used to have so many frame drops and i could not figure out what to do, but ur modpack fixed it for her 👍
MoreEmotes can possibly bug out the player if emoting and then pulling out the portable terminal.
It is nothing game breaking for now
@solar girder Im on vacation right now but will be back working on my pack next week
alrighty
also ill possibly add more mods to my modpack i dont care about 49 limit
hmm ill try to get more tips from @hearty frost his modpack surprised me
i cant seem to find a mod that remove the console
not that i know of
that is 1000% not because of this mod. I have played with this mod forEVER. the only downside it has is a slightly longer first-screen loadtime (because it needs to run a LOT of code to be able to edit lethal company values)
mods conflict most likely
Anyone know of why my Lethal Progression points don't reset on new save files? I now keep all my gained xp from my last run.
or where i'd be able to manually overide it back to 0?
yeah when youre making a save, make sure local progress is enabled (or whatever its called i dont remember exactly) i think its under the "Game" tab.
If it's enabled, XP is saved locally in that save file. Otherwise it carries over, and is a permanent upgrade kind of thing.
hold on how does this work for Lethal Progression?
i never knew AC works with Lethal Progression to the point it has it own setting
nah i think they're just talking about AC's XP system :P
no
Lethal Progression is its own mod
oh right yeah
@charred axle are you talking about Lethal Progression or AdvancedCompany's xp system?
(if you're talking about lethal progression you should probably go to that mod's thread :P)
yeah just lethal progression, new to the server sorry ill look for the thread 😎
also what do you mean making a save? local progress? are you talking about something in rdmodman?
nah he was talking about some AC stuff
not related to lethal progression mod
You just turn it off in Bepins config
Thank you so much that's really sweet of you to say, ❤️
I'll try and figure it out, you're right though it's when something loads up like an enemy spawn etc D:
@covert notch Updating now, hopefully some of the stutters are solved? Also updated everything else along with it, wont be on now till Sunday ❤️ Hope it's all good! Sorry for constant updates ❤️
no problem
what is this random music playing in the facility in the walls
So, there will be some new options for Save Progress off:
- Individual XP: When deactivated, all connecting clients will get the same amount of XP as the host
- Reset XP: When deactivated, XP wont reset after failure to meet quota
- Starting Ship XP: Self explanatory.
hello. is there a FairAI alternative that works well with AC?
oooh, will that make it so people who join late aren't debuffed in terms of having less XP now? :o
Yes
if Host has 15000XP earned in that savegame all joining clients will also have 15000XP
does this mod work with mirage after i do quota it says this Mirage and advancedcompany are the only main mods in the mod pack others is dependencies
https://thunderstore.io/c/lethal-company/p/Sakura/LandminesForAll/
I use that, it's only mines, it's working for now
nice. ty!
If this happens only with Mirage + AC, Mirage is basically destroying core stuff of AC
so I would advise to not use it 
Dunno how they damaged that part of AC tho
i havent had any issues with mirage
If you get this error tho some mod is seriously destroying AC
There is no lobby, no other players data etc.
No data of your player (XP etc)
I managed to fix it changing this config in mirage to true
what is power level and how do i change enemies spawn weight?
each moon has allocated outside power and inside power, every enemy spawned takes up x power and no more enemies can spawn if its completely full, killing removes the power etc
spawn weight might be if you scroll down
nothing down
ah alright ty
damn it's on moons tab and i have to change weight for each moon

"WARNING: If you enable this setting, AdvancedCompany won't touch the hotbar at all. This means that the inventory perk gets auto deactivated, all equippable items, including cursed items, will get forcefully deactivated, the energy bars are removed and there wont be any hotkeys for flashlight added. This mode is experimental and there won't be any support for it whatsoever. Activating this option might result in unwanted results as the hotbar changes are a core function of AdvancedCompany. Spawning in and equipping any equipment item might break your game in unexpected ways."
So the ReservedSlots people are silent.
I need to add more stuff which is getting removed tho
If you have this setting on, I dont care for your feedback btw. I add this in the most basic way imagineable and I wont work on it any further 
If it doesnt work for you, bad luck for you
also i never got that error even with penalty on false
Tbh I use fairAI with AC and haven’t noticed an issue
Not sure what about it makes it incompatible
You never used Bulletproof Vest then 
Oh that’s what it is?
And if you have, you basically used a cheat item then
O h
Bulletproof vest wont lose durability
Looks like I’ll be updating my modpack soon lmfao
time to use bulletproof vest and fairai
potatoe can you add a setting to change spawn weight of something on all moons?
jokes on u
yk what, it doesn't matter nevermind
I mean you can either deactivate FairAI or adjust the bulletproof vest or deactivate it
Make it only reduce damage by 60% for example, its unbreakable with FairAI
there also wont be 1-0 for inventory access btw
no hotkeys at all
👍
You basically deactivate 90% of AC with that option 
And thats also how it look in the code. 90% of methods just return instantly and dont do anything
And as thats the case, there is no support from me as the likelihood other mods in your pack are the culprit is extremly high
I dont care for your bug reports when you use that setting. Will also add this to the text.
No bug reports on GitHub, I wont accept them
YASSSS
You are not a user second class. You are then a user last class 
lol

is there a way for u to add a copy preset option, like if i wanted to copy my original preset, but also wanted the same exact thing just make moons free in the same preset list so i don't have to make another modlist for just free moons, if not then totally fine i'll deal with it
You can select a preset and then click the button on the bottom "Save as new preset"
omfggggg
You can also overwrite a preset with that
🥺
LMAO
And then I am like

Users Last class wont get help. Figure it out yourself and think about what you have done 
stfu that emote 😭
:'D I love it
i can smell the passive aggressiveness everytime you use it LOL
The irony of Mirage + AC causing confilicts with one another when on Mirage's page they actually encourage pairing the two mods together
I genuinely want to know how they conflict now
I mean, I am butchering my mod rn to cater to those people. A little bit passive aggressiveness is the least thing I can give them back 
how do they even touch each other? AC doesn't touch the masked enemies or audio added to masked/enemies. How the hecc do they even conflict
At most - AC touches Masked rarity and power...
that's like - the only roads they should even be colliding if anything

I sound like a broken record - but It never fails to impress me how mods conflict in this damn game/server.
Never.
No time to inspect decompiled F# code from Mirage tbh to look into it
idk i didnt get that error at all so 🤷♂️
me when i tried to help my younger siblings with math n its totally diff how they do it now
If you touch scrap - you're a scrap mod. Touch scrap code, do scrap things, no more. -u-
If you touch the camera, you best have a reason to touch the camera for scrap.
Like how AC conflicted with LethalResonance a little
it makes sense. They both touched the same audio stuff - so clearly there's a conflict.
This is probably the final warning message:
"WARNING: If you enable this setting, AdvancedCompany won't touch the hotbar and inventories at all. This means that the inventory perk gets auto deactivated, all equippable items, including cursed items, will get forcefully deactivated, the energy bars are removed, customization of the hotbar is removed, there wont be any hotkeys, neither flashlight nor quick access, added and no inventory fixes like flashlight fixes. This mode is experimental and there won't be any support for it whatsoever. If I see you using it and creating a GitHub issue relating to this mode it will get auto closed. Activating this option might result in unwanted results as the hotbar changes are a core function of AdvancedCompany. Spawning in and equipping any equipment item might break your game in unexpected ways."
Will that be In-game?
yes, server decides for lobby
omg pin it to this thread
maybe ye gotta implement like - a whole "Hover over and a text box appears" element to not make the window so big with that o, o
I dont care, its the last entry :P
Ah- good then
that way when someone comes in and asks ill link the msg to them
Its in-game @open linden
Potatoe always thinking ahead
And so will Potatoe when they come in with bug reports -3-
I think that paragraph covers literally all bases
same
It's the ToS - but in this case, Terms of Activation
To give you a feeling of how much stuff is deactivated
So when it's activated, the items won't even be purchasable - right?
😭
Like I said. Its butchering my mod but I prepared for this option for the last months. Added more stuff which I can deactivate, reworked stuff etc
Honestly, I don't know if you did this or not already - but you should have the config spit something out if that option was ticked or not
It was a lot of work so I dont want to hear anything from ReservedSlots any longer. This doesnt apply to flips. He/she is nice
so when someone sends logs, ye can just Ctrl+F "Inventory Disabled" or something
you probably already thought of that -w-' ..
They got why its a conflict of philosophy and we mutually agreed on having it be that way
Exactly. Its in the logs as Error
They get a nice red text
so not only does it say it ingame in front of them
when they load the save- it logs it as error so no matter what it'll show up if they send it
you probably could create a bot that checks issues reported to see if it contains that error
and if it does - auto closes it.
I have no knowledge of making a bot from scratch - nor if there's github automatic handling of files sent but... food for thought o ,o
Even though I'll never enable that setting, thanks for it potatoe c:
Still don't know why people just won't nuke the reserved mods... I mean seriously - you end up with 10 inventory slots near endgame.... you could have reserved flashlight, boombox, weapon, and walkie - and still be missing out on 2 additional slots that AC gives you at the end
and I kid you not, half the damn time - people don't even fill those slots <-<... Early-game, you do not use flashlights and walkies. Teams rarely even get walkies on their person for the first 3 quotas
if you don't get shovels in the first quota, you're not playing to win -u -
Some people get too attached to what they're familiar with, and ReservedSlots happens to be the first of the two
Have they tried - removing it. And seeing how little it changes the first 3-4 quotas?
yea i used to be attached to reserved until they changed their code that one time n caused too many item desyncs so i had to let it go
After quota 4 it does hinder because you're getting into 1,000+ Requirements, but before that - literally 2 people with 3 inventory slots can make the quota by making ONE trip
I didn't install it cause I thought it was too powerful to just have the slot for free lmao
I can state this, because I do this myself numerous times =w='
Some people just want to casually have them ig
at least reserved spray paint works with AC perfectly 👍
👍
really 🤔 hmmmmm
it only appends a slot on your main hotbar
and you can change the keybind to access it so all good all well
Oh, btw - not that it's really necessary because 10 is more than enough, but @solid pivot - is there any plans on higher than 10 slots?
Somehow-scrolling hotbar? 🤣
More than 10 items just sounds like massive overkill lmao
the way i have that as an option but never reach it unless im just testing
most i get is like 7
Might as well just inventory the moon at that point
My "-", "=", and "Backspace" keys gonna have a purpose
In my pack I balanced it to where the "ending" of the normal skills is not the end - but there are levels above their caps. But those skills take like 10,000, 25,000, etc
And when I tested limit-breaking inventory slots, I realize 10 is the highest
if you want 10% more instakill chance, you can get it. For 10,000
If you wanna have the ship save 15% more loot? 25,000 ship xp
what multiplier do u use for xp
Normal ., .
oh !
XP rate, starting xp, starting credits - all default.
hello. sometimes my game would freeze after LLL is loaded after switching from morecompany/latecompany to advanced company and removing unnecessary mods
'n the only balance changes in terms of what would shift the game is that Springs are power 3 =w= ... because they are literally the worst interior enemy in the game
Thing is the hotkey for inventory bar is by default assigned from 1-0 on your keyboard, even if you had no limit to it you'd eventually run out of keys to assign anywho and would need to go the same route as smth like Minecraft/Terraria, 1-0 is on the main hotbar and the rest is in an inventory you pull up with a different key
it happens sometimes which is weird
Backpack upgrade
Push I, sort inventory.
i had to make mines like 3.5x xp cuz my group only plays for like 7 quotas max
Inevitably, upgrade to Minecraft. You could carry a stack of horns
i made them killable 😭
Me when Lethal Company becomes Gregtech:
like no honey not today
I was thinking that
but I want every enemy to have a counter and not be OP right? So I made their power 3 - but there is the mod to lock doors.
So it gives players purpose to remember where "useless hallways" are
I hope this is everything which needs to get deactivated in the config 
smh
100+ days played with their existence possible.
I've found all of them, they're very funny
100+. This is **not **even including me testing things via. my cheat-save to balance stuff out and run around the map and check loot
i get the controller a lot on Cosmocos but i can hear it even when im outside the facility
The controller is probably my 2nd favorite now
My only one I found via casual play is, bnuy ears
Me when actually testing it: "Thanks I hate it"
I agree and love this look. 👍
turning the music down via advanced company settings in-game lowers the cursed item music right?
yes
kk i need to do taht rq for my crew 💀
🙏🏼
https://github.com/FluffyFishGames/AdvancedCompany/issues/119
@hearty frost you replied to a pirate 
so i cant start game continue button is broken Screenshots
A pirate with v45
😭
RoundManager.PlayRandomClip(Player.Controller.itemAudio, Game.Manager.Terminal.keyboardClips);
player.movementAudio.PlayOneShot(RocketBootsAudio);
https://github.com/FluffyFishGames/AdvancedCompany/issues/130
This is all I do 
I dont access StatusEffectAudio nor UnderwaterBubblesAudio
Sure. AC is such a shit mod that it does silly stuff:
Me, having 7 years of professional game development experience specificially in Unity being paid >90k€ per year for doing so 
I have that feeling of leaving modding :D
Doing
FindObjectsOfType<AudioSource>(true)
And wondering about how something might get deleted between Awake and Start 
Bloody Amateur tbh
Awake is called wether or not the GameObject is active. Start only gets called when the object is activated
Silly AC
Can somebody try to use the sound mod and setting lobby player size to 4? :)
Its the only possible culprit 
LR?
LR?
Lethal Resonance
"SoundAPI"
yesh
kk
I mean I might add that functionality to AC anyway but do it right.
Its a very simple thing to do actually
I really dont get why people all go the AudioSource route 
You realize there is GetData and SetData for AudioClip, right?
so do i just load a round on march or something to test it
You can actually replace audio files in Unity 
True, you cant change if a clip is replaced by a random list of audio clips but doing stuff like this should be done high level with actually patching the corresponding methods anyway
Doing it the AudioSource route is very cheap
how so? what does audiosource do?
🫡
Its unreliable.
You can load all AudioClips and get their unique asset ID and replace based on that instead.
See, its the players above 4 like I thought
Dunno how to fix it yet but I have no time to think about it rn.
Would love to see if this actually works with MoreCompany 
afaik we are adding player objects in the same method?
I mean, its the most viable method to do so
i didnt get any errors with the default 8 player preset either 🤔
And doing the AudioClip route is the most performant way as you dont add a lookup to every sound which plays. And there is no shenanningans with playOnAwake etc.
Weird stuff :D Its a warning tho
ill try it ig, idk what this error is tho, just loaded the game lol
whatever this is too
o yea i had that too but ignored it cuz idk what it is 💀
didnt see the null audios tho so
neither did I
also just tested just AC with mirage, no errors and still got EXP n its saved

Thats the stuff I did today, will do some more tomorrow and then release 1.1.2
1.1.2
- Added new lobby settings to customize your lobby. Giving you the ability when save progress is off to carry over XP when not meeting quota (Reset XP -> false) and all players having the same XP as the host (Individual progress -> false). Also gives the ability to adjust starting ship XP.
- Fixed an error with the savegames not loading correctly when other mods change the item names.
- Fixed some bugs with the controller item not letting you die from death zones and making the controller visible again when climbing ladders.
- Added a compability feature to deactivate most features of AC by removing all inventory patches making it compatible with other mods changing the inventory. You won't get any support from me when activating this option if you don't provide logs showing an error happening when this option is not activated.
- Hopefully fixed tactical helmet lights not turning off when battery runs out for good this time.
So is the feature of not being able to use a hotkey for held walkies on purpose
What feature?
I wont add a quick key for walkies, I think its more elegant by having a headset tbh
Gotcha thank you. If wanted would the walkie hotkey mod work with AC?
I guess
Did you ever help Bongo with the specific sounds reporting as null btw
#1186884307332108339 message
I will say I think his response was a bit rude and out of hand, Bongo did more than the legacy LCSoundTools and CustomSounds did in a few days lol and I feel like assuming people were trying to say AC was a shit mod was far from the truth. It's more so Bongo just wants to resolve whatever is causing the conflict there between his SoundAPI and AC
I'm not gonna say much more, just know that I think that sort of reaction was completely uncalled for @solid pivot not everyone is out to attack your mod you really should just talk to Bongo instead of assuming that was his intention 😦
girl
Cus it literally was taken that way
Bongo has done nothing to attack AC
Well, I think SoundAPI is doing very silly stuff
n now ur just talking about it in other threads
Because I have high respect for this mod and Bongo's SoundAPI to put it bluntly
u couldve jsut kept it to urself n in this thread but no
and to see a response like that tilted me and upset me
Well, I looked at my ticket and the file linked
to see a file flaming AC 
And to someone asking me what the hell my mod is doing
If you mean the update Bongo did for now til you guys could fix compat it wasn't intended to flame AC
When in actual fact it doesnt do anything in regards to the aformentioned audio sources
He just wanted to warn people of those few sounds reporting as null
I know that was not his intention
AC doing silly stuff, what the hell AC is doing etc.
I've spoke to Bongo several times
Its calling the same method the game does to play audio. Thats about it regarding audio so far
it might be better to not continue down this path, as its likely to cause some sort of argument.
In any case I respect you both and I wasn't trying to cause drama elsewhere
well yes ! look at mirage's thread
You're blowing shit out of proportion tbh
I dont know bongo and the first things I saw didnt give me a good impression. Neither coding standard wise nor otherwise. I was called out for having an anonymized hall of shame
When he is outright name calling 
I mean, that was a line even I, the ultra toxic PotatoePet, wasnt willing to cross
Even when asked via DM I never told people who said what
i've been looking, almost every thread, and I can understand where she's coming from, so im issue'ing the two of you a formal warning to not talk about it anymore, bongo can privately speak to potatoe about it if he feels that he accidently offended him or whatever.
I dont even call out the chinese translation mod. I do call out that some mods do weird stuff like chaning itemNames 
🤐 def no problem for me
Sure thing, I am farming my FFXIV fishing rod relic anyway 
Yeah I'm fine with that
Soon its time to help a newb in Bozja :3
n for the record, u probably shouldnt be allowing that kind of talk esp out of nowhere in a diff thread thats unrelated
And just so it doesnt get burried: Its nothing AC does with audio. Its the player instantiating which results in this behaviour. I am not 100% sure why it happens but it should also happen with MoreCompany. I will look at it, when I have the time to do so but bugs like those are most likely in-engine because mods are doing things the engine doesnt expect people to do 
Its the nature of modding that sometimes you have to bypass some stuff to actually make stuff happen. Especially in regards to scene loading which isnt very versatile from Unitys side :(
and for the record did i not just warn you to end it?
Was it logs
I tried turning it off didn't work
After a restart
Dont do the harmony entry, its the entry below that
Harmony Logging comes first :P
Oh
Yea, quite confusing
Multi-layer logs fr
yippee!
And it will start by incorporating NLog as the logging solution 
NLog is love, NLog is life
All hail NLog
And I am also thinking about replacing BepInEx for my game. Creating my own version of a mod loader which just uses MonoMod and HarmonyX like BepInex does but with the ability to determine load order and the ability to manage mods in main menu and activate/deactivate/order them there like in RimWorld etc.
Will have to look into how RimWorld does this
Probably all mods needs a activate and deactivate method 
Especially if they do anything in main menu
So only part mods shouldnt change is the mod options window itself :D
But all menus will be extendible easily anyway
MainMenu.AddButton("buttonID", "label")
MainMenu.RemoveButton("buttonID")
etc.
I might make it possible to ignore RemoveButton by using the current Stack and seeing which mod added that and if the assembly is unloaded I remove all buttons added by a mod etc.
But my goal of modability is Factorio and RimWorld
And if anyone already plans to mod my game, get used to Addressables
My game will heavily rely on streaming assets with the Unity Addressables system
(Yes, this means memory usage will be low, even if you add 2000 cosmetics)
One thing I am not sure if I can do it
Totally split logic and visuals
Which would enable players to be on totally different moons :P
o wow
Its an idea in my internal wiki, but first I will start building the framework anyway
i missed this whole setting the whole time
haha
Would it be off for me to assume there should be like.... a big meeting of sorts? . ,. ... to discuss how to make things efficient - how to call things correctly, what a mod's steps should be to change/access things... etc? I'm sure half the conflicts I've seen seem to just be a modder not knowing how to properly do something that somebody else probably has the knowledge of doing .,.
Its coordination hell. Would be better if Zeeks makes the game modable :>
I'm thinking in the sense of like a "Board meeting". Everyone gets together - questions each other, everyone chimes in solutions/methods they'd do it - and you come to a conclusion that's unanimously agreed on.
And define the rules
I will do this with my game. I will define rules for modding, offering a documentation, full acess to the source etc.
I do still find it impressive when a multiplayer game - especially with replayability in mind - doesn't have modding as a core focus... but tbh they were solo and probably didn't assume this'd sell more than 50 times 😅
Most conflicts will be resolved by having a standard way of adding items etc. anyway
zeekers other games were so good too
AAA studios (or, now dubbed possible: AAAA studios... lol) who ever think of replayability and multiplayer seriously needs to open the doors of modding as wide as possible when creating their shit. A few games come to mind that could've definitely taken the world by storm had they done so
LMAO
(I love how you figured out which game I referenced 🤣 )
Of course. Ubisoft claiming its a AAAA title. I guess A stands for Ass then? 
What a ballsy claim to state that was "AAAA"
All people wanted was Black Flag 2. An optional multiplayer mode would have been fine
'n all people wanted was a solid pokemon game, but now we just have the game that everyone wants instead.
;p ...
:D
I mean, we currently experience a big shift in video games
More and more indie games are becoming huuuuuuge
And the old big AAAA studios are falling apart 
Shocker, devs make good games when there aren't a thousand strings attached or parent companies
Seems like fun in a videogame is the primary thing to focus on after all
it sort of urks me how people praise helldivers 2 saying it's the "better DRG" in certain comments section. Yeah, it is. 3x the dev manpower, published by sony, no parent company holding any shares or stocks, creating a sequel to an already successful game... shocker that it's better
Seems like people dont want to get teached in games or get spoonfed by ideologies but are seeking fun and when they dont get that fun they simply search it elsewhere. Shocker!
Whilst DRG has 1/3rd the manpower, has a parent company owning shares so they get to dictate things, they're as indie as indie can get (but can't be legally defined indie)... like- come on guys <n<
Seems like people dont really care for spending 1000s of $ in a game with microtransactions and all those FOMO shit after all 
yeah... that's my only gripe about what I see out of that game
there is a predatory nature in it - but it's a low level of predation... which... is sad that I have to state that's a "Good thing"
Dark patterns are big in microtransaction games
What does this mod do
we live in a world where a good remark of a game is "There are no microtransactions". It's like saying "This car will deploy airbags when you crash"... shouldn't it always?
Buy 1000 coins for 10$
Buy 2000 coins for 19$
Buy 4000 coins for 35$
Buy 8000 coins for 70$
And all items you possibly want are priced at 4100 coins
Lots of stuff. Lots. ., .
Giving you the illusion of a lot of different prices for packages but in reality only the $70 package is viable and you will have 3900 coins left and cant really buy stuff with it
So you dont want to waste the coins but buying 1000 leaves you with 800 coins left
I don't think discord has the character limit for me to explain everything AC does.
not possible from mirage. mirage doesnt touch the things mentioned in the error
thats $8! Better spend it but you need to buy $40 coins again to buy something nice
just wanted to point that out since i was linked to that message
@shell wraith I was wondering myself why Mirage should ever touch that. So I guess its other mods conflicting 
they need to remove the pay $X for in-game currency and straight up buy it, but i understand its a sales thing
But the part which fails for AC there is ConnectToPlayerObject etc. stuff regarding networking
its a different mod conflict 100%
idk why removing mirage would make it disappear but mirage doesnt touch it either way
And establishing linkage between player and player objects
The problem isn't even that there is this cash-shop thing. The problem is that the stuff you can pay for, changes gameplay. It isn't just looks
Yes it's a co-op game, but it doesn't make it any less scummy
there still shouldnt be an error from mirage in that regards but ill double check when im home later
yea i tested it already n it wasnt mirage
oh good to know
There's a few mods that touch networking that you really think shouldn't
Whoever reported an error like that - should check if there's any "event" mods
I stand by my stance: event mods are the bloody worse for packs.
I know a great way to have the game decide to bug out and not let you back out of a lobby
and I reproduced this multiple times
LCBetterSaves
It just with some mods decides to break the game so hard
Screw save mods too -w-' ... I swear some mods seem to have a consistent rep of causin' issues. If I had a dollar for every time I read on some mod "May not play well with [save mod]" or "If you're using [save mod], disable this"
I'd have enough for a few kitkat bars
Which I'm itching for tbh...
do u snap the pieces off or take a bite out of the whole kit kat 🤔
for the record ive never had issues with mirage + ac so id be surprised if a conflict suddenly started happening
same
I've used Mirage with AC for about 4 sessions. No errors spit out of mirage, but I did get many masked-shenanigans ... hopefully being patched out sometime soon..
I remember someone saying Better Lobbies conflicts with AC but it's never caused me issues
from them appearing after death... to teleporting issues... etc.
But otherwise- mostly functional ., .
Teleporting issues were fixed
how 'bout their reanimating o ,o
The dead bodies resurrecting as a masked is a conflict with TakeThatMaskOff
I don't even have that :<
Then make sure
did u have that setting turned on in the configs
You have this set
I can tell you it is 100% a mod conflict lol
o
and it literally spawned like 4 masked out of 10 deaths
😭
1% doesn't happen that often
Yeah that isn't a Mirage issue
(╯°□°)╯︵ ┻━┻
TakeThatMaskOff for me was doing that, but it's possible TooManyEmotes could be as well
Why the hecc would toomanyemotes cause a conflict of masked reviving =- =
i remember there was a patch that fixed multiple masks spawning from one body but idk if thats what happened to u
It's causing some weirdness where it makes a masked player count as the real player as well
Oh I never even had that happen... well... wait actually...
with the whole revival and teleport issues - there WAS an instance where there were TWO masked in the teleporter
neither of which moved or looked like their AI functioned
That is caused by TooManyEmotes when my actual friend that masked was mimicking got grabbed by a Bracken
Lol
The masked enemy played the animations of a Bracken grabbing it
odd
I know flip said he has an update coming for TME that fixes a lot of bugs
For me the issues were like... masked enemies spawning a tad too consistently from death - teleporting teammate's bodies seem to never work.. whether or not they were reanimated - if a masked was teleported... it didn't seem to function - or was bugged/desynced in a few ways (from one person being able to see it, but others can't - to people apparently getting converted from ones they can't see)
Just a bleh mess of stuff but tbh none of that was too game breaking
the whole thumper-being-dead-but-still-damaging was worse
The Teleporting issues are fixed in Mirage
still have 0 idea wtf causes that
So you have a conflict elsewhere
nothing spits an error out explaining any of it :c
bugs need to spit errors >:c
the mods to touch teleporters are as follows... and I should rephrase: should touch teleporters
I know GeneralImprovements has no issues in terms of the teleporter
I use it
That is the only mod I have that touches them lol
Enhanced Radar Booster, LGU, GeneralImprovements, Teleporter_Cooldown_reset... which tbh I probably should nuke because GI sorta does stuff similar.. but also not really...?... anyways-
i only keep lgu for interns n the wheelbarrow tbh
LethalThings... LethalUtilities... Backrooms, and that's about it
all mods that in some capacity messes with teleporter or teleportation
LethalUtilities caused me a ton of issues in the past
lemmie dig through utilities n see if there's any reason I truly need it kept...
The locking of doors with keys, opening of the ship door in space (not really necessary), .... and that's it tbh. Also boombox playing from teh pocket... and a slight change in making the spray paint better
tis all lethalutilities is bein' used for
all that's really important is the locking of doors as one, and boombox playing from pocket as a not-so-necessary but would-be-kinda-useful second.
I would like spray paint to be a tad more relevant
but I swear I've heard issues with a few spray paint mods out there ., .
ive been using betterspraypaint & enhanced lockpicker just for 2 of the uses u use with Util
boombox i gave up on
i swear I've heard of reports from betterspraypaint buggin with things
I remember remarking about how on earth a spray can mod could cause a conflict
i think the modder fixed a lot, maybe, i havent had any issues with it since
i remember the paint used to stay on every moon but that was fixed
#1206390977674354738 message #1200695291972685926 message
I kid you not, there are more instances but the mirage one sticks out to me
what the hecc did betterspraypaint do to cause issues? it literally just paints
I'm down for testing it now anyways... if @wide zealot the god of all that is stable modpacks state they had issues with utilities
Wouldn't say that
I just gotta find a mod to lock doors, and use betterspraypaint, and see if things go south
i know that the screen bug upon joining was either a late company bug or more company i forgor
but ac fixed that for me too
did you ever have masked enemies teleporting to the ship via teleporter but glitch on different perspectives
naur
or dead enemies still moving in place - that can hurt you and kill you -w-
💀
and it isn't just like "only one client is seeing it"
Didn't have those weird
Multiple people saw the thumper moving in place
even though we know it's dead cause it dropped the hunter loot from LGU
still nipped people's ankles
OH i remember i had that bug a long time ago
I recall that bug ages ago too - but for some damn reason, THIS dead body attacks
yup
previously they wouldn't attack
i forgot what caused it tho
it'd just be some desync of sorts
The last one that caused it (from my testing) was ... I think hullbreaker
(hence my hatred for event mods)...
always the damn event mods, I swear
Why modify how a hoarder bug attacks as an event mod... ye don't need to rewrite what is already functional ., .
if it ain't broke - don't fix it
if i use MoreCompany with this, will it override it and let me use the default cosmetics?
MoreCompany gets disabled with AC. You do obtain the cosmetics.
You're fine to have both active 👌
awesome
i'm assuming i shouldn't use shiplobby w/ ac though
correct \
ok thanks :D
that's a band aid fix for playOnAwake, that's used in lcsoundtool as well
genuinely what TF did I do to make you implode. ac has to be doing more because the issue doesn't show up without it.
I already explained where it happens
is this what youre mentioning? then why does the not happen at all without ac installed. stuff geting deleted between the scene loading and start doesn't usually happen
There is no place in my code where I destroy any AudioSource
And Destroy isnt immediate anyway
Destroy is on end of frame
A unity developer would know that tho
To change that you would use DestroyImmediate which is strongly advised against
could there be any place that you do something that could cause this, because like ive said it doesn't happen without ac installed.
could either of you Ctrl+F the entirety of the (your own) code and look for a term that could cause this bug .,.
i tried but dnspy isnt the best
It should happen with MoreCompany as well
wait what’s the bug?
can't open the code in a text program? ., .'
no cause ac is closed source, i have to decompile it like i decompile the game
is there any way i can disable the changes AC makes to the hotbar?
I mean, both of u talk it in DMs and tell each other terms that could cause [this error] to Ctrl+F in your own regards o, o
surely you can search the entirety of all of your codes within seconds ... right?
Its not as easy as that as I suspect an in-engine error 
okay i will test that, this is infintely more actionable then calling me an "amateur"
Because AC (and MoreCompany for that matter) does stuff Unity doesnt expect to happen
So you're saying Unity is weak to an element
I mean, name calling isnt very nice 
i think next update u can but for now no, what changes do u want to disable?
||(the element of surprise) - ok I'll see myself out||
But maybe I should add some logs to AC stating that SoundAPI is silly
actually switch to dms
Nah, thats my last reply to that matter
and it does, and there is reasons for most of the times i have to do silly stuff
wait a minute is this all over the damn water sounds? . _.'
#1186884307332108339 message
Sure. Probably best that I remove AdvancedCompany so you dont have to be bothered by a silly mod 
i'm limited to 3 slots, they look too slim and oversized. also idk what the new slots do
and no doesn't happen with morecompany
Then you have your solution there, use MoreCompany. I wont look into this any longer 
As AC is so silly.
you can change how many slots you have when you setup a lobby
:<
it’s in the perks section. Make the inventory slots 400% instead of 300%
ohh thank you
since when is silly such a bad word :V
surely you two can peep through the code, figure out how to forcefully cause the error, and then look up how it could possibly happen .,.' ... also any term can be bad if you didn't want it
In regards to what logical code does?
Its basically calling the code bad
I dont care for people insulting my code 
I might add my own sound replacement solution in AC using Unitys APIs, actually doing it the right way anyway
there is no way that is in scope for your mod
idk, i've called math silly more than a couple of times, and that's as logical as it gets. nevertheless, i would say calling your code silly =/= saying it's bad. If it was bad, the word i'd use is "bad".
never in my life saw someone bothered by being called silly, but who knows
Of course it is 
Same as calling someone he or she, a term is only offensive if what is to be termed doesn't like it o- o... granted I've dug through too long of language videos explaining the changing of words that used to be kind to offensive to discuss other example words ., .'
and that's wild, instead of helping an "amateur" you want to completly replace their work
even more when it's clearly in not a bad way
Why not?
I dont want to get insulted, thats all. So I go the way where I am not insulted
exactly, soundapi does silly stuff, espically with loading configs. but that's because c# doesn't have a ConfigEntry<?> equivalent, theres a bunch of stuff like that
I mean, this is pretty reasonable 
I am fascinated by this conversation haha
I'm a little scared :<
just mute us all xu 😭
I basically only want to not get insulted, thats all 
Have either of you figured out exactly what causes this issue - like to the very line? . x.
You can call that passive agressive but its basically just having respect for myself
I'm watching for if an argument ensues or something like that happens, but it's relatively calm
Of course it is, I am civil :3
id love to, but ac is closed source but i am trying to look through a bit
Can both of these mods just be installed - and you have the game spit out all of the actions in slow motion and you figure out where or how it happens
is that not a possibility for the game? .,.
Although I can't say I'm not bewildered by potatoe's thought process, while I'd love to input my own thoughts I don't want my words to come off rudely
like all the functions that get called? it doesn't really help because so much stuff is going to be useless
People begged me to add Sound Replacement just a week ago 
I was like: Yea, I can do it. Then somebody else did it and I thought: Well, OK. One thing I dont have to do probably
Now I get insulted by that person so I am like: Well, maybe I should go ahead with the original plan of adding it after all
The decision to add sound replacement was made before that mod even existed I think
There was some other sound replacement mod which was horrible or smth
tf, i didn't insult you as a person, i just said that some code might be doing silly things. everyone writes code that does silly things
yeah lcsoundtool/customsounds had a couple of major issues
And nothing is out of scope for a library mod like AC 
(I still wonder what those issues were/are)
I also added a post processing stack
something in ac causes audiosources to be destroyed sometime between onsceenload and start
Ok finally on pc
it might not be ac directly but it could cause something in the game/unity that does
What's the alternative to FairAI that's compatible with AC?
The name calling is unnecessary tbh. See my changelog for upcoming 1.1.2
- Fixed an error with the savegames not loading correctly when other mods change the item names.
is it possible to isolate tiny fractions of AC's code to run, to see which section is doing it?... sorta like disabling half a modpack and seeing if an error happens
I could have added the names of the mods doing it and name call
I didnt
I explained what some mods did and that I fixed it when mods do stuff like that
Everyone reading your logs now think: AC is shit and doing weird stuff and most likely is the source for other stuff as well
Thats why I dont name call 
what mod changed item names . ,.' ..... I am so lost.
That's not the point, he's giving an example
landmines for all
are you mad at the fact i put a warning in the log? i know ac is a popular mod so i did that to inform people instead of letting the error just continue and people thinking its soundapi
thank you
Exactly :D No need to name those mods. Its fixed in 1.1.2 anyway
I'm so confused ;w;
I see one way to resolve this
how is this whole ordeal still going 😭
mod showcase?
Thing is, I am doing AC for nearly 3 months now
Because specifically, I don't think anybody even knows how the hell this error occurs...
And what I've learned is that people instantly jump onto a mod as soon as its known for "breaking stuff"
For the sake of conversation, can you post the insult? It’s the first I’ve heard of it
Do you want a resolution?
and i commend you for that, i would explode if i had to work on a mod for 3 months
Logging names of other mods and telling people its doing weird stuff is making people take this a guaranteed fact that the mod in question is bad
You know. The logs of an actual mod dev told them so 
I was name calling in the first month as well I think, I changed that behaviour. :D
I played into this circle of toxicity. By now I dont come here often and concentrate on working on tickets when I have the time to
Stay civil, dont name call etc.
#1186884307332108339 message
I removed the "hall of shame" even tho it was anonymized
Tis true .,.' Mods outputting another mod's name is just gonna cause somebody to delete it. It's why a streamer/youtuber I watch will never touch a lot of mods cause they keep touching quite broken things ., . .....
People felt it was unnecessarily "toxic" or giving those people fodder
The way i see it rn, Bongo apologises for the way he logged things, potatoe has the right to be upset at the way his mod was described and while I may not agree with how he handled it, there is a valid reason behind it, but I also can't see this ending well for the both of you if potatoe doesn't also apologise for how he handled it, just my opinion
Of course I apologize for everything which happened after me discovering that in the file :)
Anyway, other people should not involve themselves in this and it keeps going in circles, so unless there's a resolution, there's no point in keeping this argument going
It was a reaction to what I saw so if the source of my anger was apologized for I happily apologize for my reaction
I also wanna apologize btw, for the stuff from earlier @open linden
Okay, then we'll end it here, if bongo chooses to apologises, bridges can be mended
Otherwise, I don't wanna hear about this anymore
Pixel, stay quiet
me too im sorry
I am
You're all good
how would you want me to write the warning log then? would you rather just me log "A mod caused this audiosource to be null" and nothing else?
So I will look into it tomorrow maybe. Cant promise anything. Will have to comment out stuff etc. and see if I can fix it somehow. Lot of experimentation needed
Better land my ship on experimentation then 
AudioSource became null between LevelLoad callback and Start. This shouldn't have happened. Most likely another mod caused this.
Can both of ye work together in dms sometime soon 'n just figure out where or why or when the error happens :x ... This all could be Unity's fault... and so you're potentially poking each other with pitchforks for no reason. .x. ... Mods conflict in stupid ways all the time, who's to say it's either of yours specifically as the catalyst
potatoe said theyll work on it tommorow and im going to finish up the condition system and push an update with the changed log messages
Hopefully with you... ye both could work together .x.
There is this panic mode in my handshake :D
reader.ReadValue(out ulong magicLong);
if (magicLong != MagicLong)
{
Plugin.Log.LogWarning("Something interferred with the network handshake. Panic mode initiated. Please consider removing conflicting mods. Searching for magic long...");
var pos = SearchMagicLong(reader);
if (pos == -1)
{
Plugin.Log.LogError("Handshake message was destroyed by another mod. Please report this to the dev and check your mods. Sorry, we can't continue past this point. :(");
throw new Exception("Handshake message was destroyed by another mod. Please report this to the dev and check your mods. Sorry, we can't continue past this point. :(");
}
else reader.Seek(pos);
}
reader.ReadValue(out int packageLength);
Speaking of bugs I need to look at my pack cause for some reason beehives are spawning on moons that have 0 weight for them for some reason, including the company building
have any event mods?
It happened to me too, I patched it with EnemyFix
:'D Nobody so far saw panic mode at least 
This message only happens when something was seriously destroyed xD
Time to ruin thunderstore trying to get panic mode in logs
I will see if I can fit some debugging session in my schedule tomorrow, yea. Debugging mods is a pain
I dont think any mod so far is changing how Unitys Netcode handles Handshakes tho :P
Besides AdvancedCompany of course
You assume this.
:C
Ther's a few mods that touch game networking
If they do, there is still the Magic Long 
Surprisingly
I've seen enough conflicts in this damn game to not be surprised by any conflicts anymore. The only questions I ask is "Why" when it ever happens.
I'm glad you two can find a simple resolution though. To more collaborations :p (and less toxicity, like pls)
I will say I ran into constant problems with LCBetterSaves recently making quitting out of a lobby impossible
But it probably just conflicts with my mod pack now, it never did that when my mod pack was smaller
I've heard enough of LCBetterSaves -w- ... it caused too much stuff, I've never touched it
funny enough it started after I added Mirage so I think it conflicts with Mirage somehow
Lmfao
i use Mirage and LCBetterSaves and never had an issue
I haven't seen any problems with better saves on my side either, I have it since one of my friends hosts the sessions and well, gets too attached to having each run saved
usually happens when it errors out on gamenetworkmanager.disconnect so probably when it tried to do a final save before you exited
probably something else then
most likely, I don't need it anyways
if 3 isn't enough - you have the problem of actually having friends
that is a bug report in life rn
not when every single one of your friends has their own modpacks that they'd rather play half the time
bro all my saves just keep getting obliterated because i have to do so much development
Just like too many mods - conflicts happen.
Nomorepush I know caused havoc too when I tried it, and coincidentally it touches game networking
I have 148 mods and no conflicts afaik
Which idk why it needs to touch that
Thankfully for my case it's just 1 group I play with and I'm the one that controls the pack
JetpackFallFix touches gamenetworking though and is fine
My one friend with the fuckton of saves plays between 2, us and vanilla randos
so it's just some mods that touch it that do weirdness
Yea I wish I could do that, but most of my friends have such poor wifi that it takes them 20 minutes to join my server
But since AC wont add sound replacement then you should really look into AudioClip.GetData and SetData btw
@mellow saffron think this might be intended for you ^^
i'm planning to support swapping out audioclips at runtime and more setings (like randomized pitch, fadein and fadeout) so modifying the audioclip doesn't really help
i will look into it though, planning to maybe try rip out the current loading sounds from disk cause i think it could be more optimized
there's gonna be an update tomorrow?
i kinda got bored after 3 hours of making this
so i finish it off here
that looks sick
man
gotta love making a mod idea and then someone comments something that should be added despite it literally being stated in the idea already
like dude if you're gonna suggest an addition to the idea, at least read the post
i feel like people just read the title and nothing else
we already got a coder and a modeler and a texture and a sound maker
though unsure how the sound progress is going
oh lol mb
not to mention they literally unfollowed the thread afterwards
Modpack updated :)
https://thunderstore.io/c/lethal-company/p/CHAOSS/ChaoticCompany/
Btw @solar girder did you ever finish that tier list
I know I’m late but yeah I never play without LCBetterSaves and never had an issue
