#Quota Overhaul

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late anchor
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The goal of Quota Overhaul is to make the quota system as fun, rewarding, and configurable as possible. I've taken inspiration from several existing mods, added some stuff of my own, with some community input sprinkled on top.

Features

Quota Settings

In vanilla, there are internal variables to control several aspects of the quota. All of these variables are now configurable:

  • Starting Quota
  • Starting Credits
  • Base Quota Increase
  • Quota Increase Steepness
  • Qutoa Randomness Multiplier
  • Quota Deadline Days

Player Count Scaling

The quota increases the more players you have. This should make high player counts more balanced. The scaling is always based on the highes number of concurrent players seen during that quota, to avoid exploits. Very configurable.

Configurable Credit Fines

You can toggle fines on and off, change the percent fine per dead player, or use the new Dynamic Mode, which is more configurable and scales based on the number of players online (specifically, the record player count on a given moon run).

Increase Quota on Death

You get penalties to the quota for dying! This is intended to replace losing all your scrap when all players die, and maybe the credit fines if you want. Configurable with the same options as credit fines.

Loot Saving

You can keep all your hard earned scrap, set a 50/50 chance for each precious piece loot, lose it all, or anything in between.

Equipment Loss

You could also risk your handy equipment for an extra punishing experience.

Credits

Quota Overhaul takes inspiration from:

  • Quota Tweaks by mrov
  • Save Our Loot by MrHydralisk
  • Custom Death Penalty by ImpulsiveLass

Check out the github repo to see the roadmap, report bugs and submit your ideas for quota related features!

https://thunderstore.io/c/lethal-company/p/LuciusofLegend/QuotaOverhaul/
https://github.com/LuciusofLegend/QuotaOverhaul/tree/1.1.0

GitHub

A Lethal Company mod with the goal of making the quota system as fun, rewarding, and configurable as possible. - GitHub - LuciusofLegend/QuotaOverhaul at 1.1.0

late anchor
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Quota Overhaul

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This is currently in alpha and I've only done a light amount of testing, but I hope it works alright for yall!

brave tartan
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?modder 796759857855987742

zealous drumBOT
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dynoSuccess Added role Modder to luciusoflegend

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Yay! @late anchor you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

late anchor
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πŸ‘Œ

sinful rivet
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Think you forgot dependencies in the manifest :b

late anchor
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Yeah I'm going to get that fixed today

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I'm using the mod template, and from what I read on the page, I thought it would do that automatically

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I only found out late last night

late anchor
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Also need to make an icon 1000QuotaStare

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I'm thinking like a Q with wings or something could be cool

native salmon
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Yo this looks SEXY

late anchor
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Hell yeah!

zealous oxide
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Downloaded. Thanks for making this!

eager oriole
plucky grove
late anchor
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I don't know anything about GeneralImprovements but it probably doesn't work with quota rollover?

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Oh wait you're saying the quota rollover feature of GeneralImprovements?

late anchor
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My mind just conjured an "and" there

plucky grove
late anchor
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Hmm

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I'm gonna test the loot saving features but then I'd be down to try to fix that

crimson frost
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Working well, ty we play in 5-8 players so it's a must have

late anchor
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Very nice!

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I actually ran into an issue while playtesting, and I'm curious it this happens to you as well

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With dynamic quota penalties enabled, when some players die but others survive, it's supposed to penalize you based on how many people died. But for me it would always apply the maximum penalty.

late anchor
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Actually I just had a cool idea for the icon

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A little arrow going up kind of like quota tweaks but the left side is pixelated and the right side is higher resolution?

summer oasis
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Hey I'm not sure if you already have this - haven't had a chance to try this mod yet but looks awesome - but do you have a config option to change fines based on bodies recovered?

late anchor
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Yeah you can change that

late anchor
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Anyone interested in QuotaOverhaul should check out the #1328118636895801384 thread by the way. There are some very interesting ideas being thrown out there about a modpack to create a nicer game flow.

crimson frost
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After 6 moons we reach like 3200+ quota

late anchor
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Well damn

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I never tested per player mode honestly

dire notch
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@late anchor There's an issue: items outside the ship don't despawn.

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I think it has to do with the LootSave mechanic.

late anchor
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That would yeah

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Interesting

dire notch
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Could you add an option to disable it until you fix the issue? Even when I set all the chances to 0, the issue persists.

late anchor
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Sure yeah

dire notch
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@late anchor One more thing: could you add a mechanic that combines penalties and loot saving? Basically, the penalty removes random scrap which, in total, equal the penalty.

late anchor
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Interesting

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I got a suggestion through a github issue to combine credit penalties and quota penalties

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That might provide the kind of result you want

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There's a link to the github on the thunderstore page and above you can check it out if you want

late anchor
late anchor
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Ok, I can do that

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It'll work like the penalty systems, and if someone wants to recreate the current value save functionaity they can use the threshold value

dire notch
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I mean, I assume it depreciates the value of scrap?

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That'd be the best of both worlds, really. If everyone dies, you don't lose all your scrap, but instead recieve a severe reduction in its value

late anchor
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I don't know, it all seems the same to me

dire notch
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You could make it where the amount of times people die affects the company rate

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That sounds simple enough

late anchor
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Quota penalties are very simple honestly

dire notch
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alr

late anchor
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And by the way, they use an additive algorithm, not a multiplicative one

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And they're just for the current quota

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Like, if you've played with Custom Death Penalty, in that mod you could rack up crazy quotas really fast

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I don't know, I just mention it if you were worried about that kind of thing

dire notch
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nah

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I'm fine with it

late anchor
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Just so you know, I would be totally open to implementing these things in the future, as long as it actually affects gameplay. I'm not seeing the difference right now but I might be wrong.

dire notch
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It's all good. Quota penalties work best, as they are simple to understand.

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Btw, make sure to check if the LootSave mechanic is working properly. The bug I encountered may be a symptom of something else.

late anchor
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I'm not set up very comfortably at the moment, so it may be a bit before I get to these bugs

late anchor
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Oof

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I uploaded a new version that should let you toggle the offending patch

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Ok so I forgot to upload the binary in that release

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Anyway

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I tested this but for me outside items despawn just fine

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Maybe you guys could send me your modpack codes?

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Also something you can do is check the logs. For me, it logs each outside item like this:
[Info :QuotaOverhaul] RubberDucky(Clone) Lost Outside

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Actually it is a little weird

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The unity log shows a bunch of props despawned (like vanilla would I think), and then QuotaOverhaul logs them separately

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I don't think unity should be logging the despawns directly here

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Also it throws a warning for each prop, which exists because of a past issue that I fixed:
[Debug :QuotaOverhaul] Error/warning: RubberDucky(Clone) prop was not spawned or did not have a NetworkObject component! Skipped despawning and destroyed it instead.

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I guess the point is it would help if you send logs so I can check for differences between yours and mine

late anchor
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And also probably why it says prop was not spawned

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I should be able to properly test it in a second

late anchor
late anchor
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Ok I've reproduced the bug now

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The logs look exactly as I would expect, so no easy answers there

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LMAO

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I just straight up don't call the despawn function πŸ€¦β€β™‚οΈ

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Well thanks for the bug report should be fixed in about 2 seconds

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Yep it's done, I'm gonna take a crack at some of the other bugs that were reported before I make a new version

late anchor
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Oh yeah immediately Calculated Quota Penalty of 1 it's supposed to be 0.2

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Oop turns out I was logging the wrong value

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I should probably not flood the chat until I get something more concrete but oh well

dire notch
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@late anchor If you don't know how to add text to the Changelog section in Thunderstore, please add any changes you make to the README section on the Thunderstore page

late anchor
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Yeah, thanks for the reminder

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I know how to add text to the changelog

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I just forget to

late anchor
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wdym

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oh no the fix isn't released yet

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I'll release it sometime tonight hopefully

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You're good

dire notch
late anchor
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I've noted the despawning fix

late anchor
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I just realized another issue

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I'm not actually saving the quota penalty multiplier

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So when you leave a lobby it will reset

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I think that's a fix for another day though

late anchor
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Alright 1.2.0 is released

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I forgot to update the Known Issues section in the readme but the changelog is updated

late anchor
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1.2.1 released!

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I'm still calling it alpha for now, but I fixed all the known issues, at least as far as my testing goes.

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I'll be testing it myself with friends soon. I haven't really gotten the chance yet.

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I also added state saving, so quitting a save and rejoining it shouldn't cause any issues

late anchor
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ok now I need an icon fr

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That would be nice yeah

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I thought of some random stuff, like a Q with wings, and a graph lookin thing (kinda like quota tweaks) but one side is pixelated

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@nocturne sky I forgot about the issue you brought up, sorry about that

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I can try to reproduce it rq

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But also I would expect to pretty much be vanilla behavior, although I've never complete a quota early

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I'm gonna test it with a deadline of 5 days, I'm not sure what you had it set to

nocturne sky
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i was just making a suggestion if you could add a feature to your mod to stop quotas from ending early

late anchor
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oh ok

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Sure why not

late anchor
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This thing has 39 config options now lmao

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I can tell because I get 39 warnings on build :)

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I mean they don't cause a problem its just funny

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Yoo that's pretty epic honestly

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way better than anything I would have come up with

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I mean I'm not gonna pretend it's perfect but that's pretty good dude

late anchor
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There's a new config option, Early Finish Line

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For values of 1 or higher, it represents the number of days that must pass before the quota can be fulfilled

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For values below 1, it is equal to the Quota Deadline

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so it sounds like for what you wanted you should set it to 0 or below

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Although actually I might need to change how it works ever so slightly

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Because days don't pass at the company apparently

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Yeah just kidding

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set it to -1

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vanilla functionality should be 0

late anchor
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Ok 1.2.2 is a go

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Now with a spiffy icon by Cirno the 9th

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lmao too bad

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yoink

broken badge
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but it's better than Default Thunderstore Icon

late anchor
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I guess I could remove you from the credits if you really want

nocturne sky
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just generate something with ai i guess lul

sinful rivet
late anchor
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I don't think it's a big deal

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Yeah for sure

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But I'm about done seeing that goofy thunderstore icon

late anchor
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it worked this time

nocturne sky
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nvm dont use AI it sucks

sinful rivet
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I have ideas

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ye

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my job here is done

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I didn't finish

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What you have is good

late anchor
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yeah if you could add back the text that would be awesome

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I'll probably mess with the colors and maybe add a background again cuz that was a good idea

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But I can do that much myself

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Honestly I'm getting some good takaways if I need to do this stuff in the future: Steal stuff, and steal more stuff

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I mean seriously

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That's 90% of programming anyway

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The way it looks in the first icon is great

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Doesn't matter the color I can change that

late anchor
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:0

sinful rivet
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I liked the ideas you had so I was going for something similar with this

late anchor
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Yo

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that is scrumptious

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Mostly I like Endoxicom's, but I still think the text with the lines through it is cool

sinful rivet
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I just did this font (it's the one on the monitors) because it's more legible when it's smaller

late anchor
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I suppose yeah

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Alright I'll use that

sinful rivet
late anchor
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Thanks a lot, both of you, for making these

sinful rivet
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actually it's not to obad if I don't do the text outline lol

late anchor
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I have these all saved just in case I want to mess with it in the future

sinful rivet
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Just noticed, but I will be pretending like the quota is not off center in mine

late anchor
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real

crimson frost
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Base quota, 7 players: 300
4 deaths first round
new quota: 264

crimson frost
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Quota goes to 0, then quota increases

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So deadline is always 3 days

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Ah maybe is because im on 1.2.1

granite path
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Hi, I found a bug(thanks to a user called CommonSay).
On a new save when you die the first day of the first quota, the dynamic quota penalty gets calculated in a weird way and it just makes the quota 0

granite path
late anchor
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Yeah sorry I didn't get back about this but I already found that bug and uploaded a fix

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You were right about what caused it

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I'm just not using LethalModDataLib anymore

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(It still saves and loads I just use ES3 directly)

granite path
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ok, nice

late anchor
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Ok I made most things in QuotaOverhaul run only server-side now

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I think the cause of excessive penalties was the penalty function running on each client, so that should fix it

late anchor
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Ok there are some bugs with that release

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I should have them worked out later today

late anchor
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OK I uploaded a new version that should fix stuff?

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I didn't have time for proper testing

azure sage
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guys is normal that this mod spawns random scraps in the ship at exit and re entering the game?

young trout
late anchor
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No I'm joking

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That shouldn't happen

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Lets see if I can reproduce it

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Yeah I get the same issue

late anchor
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Postifx() -> Postfix()

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lmao

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I'm sobbing

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How...

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No actually I'm happy cuz I get a funny story out of this

dire notch
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@late anchor For some reason, your mod makes it so that the cruiser can't be bought if it's left on a moon. It's likely caused by you attempting to fix the despawn bug.

late anchor
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Hmm

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Yeah I did mess with the despawn props function a bit

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I think at the same time of fixing the despawn bug

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But I thought I was just keeping vanilla parity

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I'll take a look

late anchor
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Uhh

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for me I can't even buy a cruiser

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the dropship comes with the strings hanging down but there's no cruiser

late anchor
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oh lol that happens to me even without quota overhaul

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I have other mods don't worry

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for testing purposes

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just gotta see which one is being weird

sinful rivet
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Imperium?

late anchor
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Yeah I guess it seems to be imperium

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Tried it with just that

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ok I reproduced it

dire notch
late anchor
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No, I haven't

dire notch
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oh?

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Well, your most-recent update seemingly fixed it

late anchor
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oh...

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it still does it for me lmao

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let me just install the latest update and see what happens

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Wow you're right

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oh wait I guess that does make sense

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Except the part where the bug was still present for me

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I guess I'll roll back my code to 1.3.1

late anchor
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Wow its been a long time with no bug reports

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Oop

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Well, take your time I'll be busy for a few days

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Still haven't gotten a good chance to test it with friends πŸ™„

agile cloak
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the first quota was 16

late anchor
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oof

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ok its gonna be a bit before I have a chance to fix it

summer oasis
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Also I think (narrowed it down to) quotaoverhaul making items delete from the beltbag upon going into orbit. A few weird things are happening with it:

  1. items are removed from the slots, but you can't put anything in the slots for the rest of the playsession
  2. "older" items aren't removed (if you have shovels, tzp, etc. on the ship on load in those are fine, it's items you buy on the moon that are subject to this)
  3. the items reappear on the ship floor when you quit the game and reload the save

Makes it so buying tools and tossing them in the bag is super dangerous during a playsession though!

late anchor
late anchor
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You know, "export as code" in your mod manager

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oh ok

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thanks

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lol

late anchor
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ok on making a new save, the quota was 130, the same as the config

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Do you remember if it started at the correct value but maybe was reduced later?

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ok

late anchor
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yeah I mean I didn't test it really

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I just loaded a new save

summer oasis
late anchor
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Thanks

late anchor
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Yeah it turns out my reference for the vanilla code was out of date. It was set to lethal company v62, before the belt bag was added.

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So there was some necssary code to do with belt bags that I missed when making my custom function.

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I did a full rewrite of the item despawn function, and in my testing (which was fairly extensive this time), everything worked.

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Just gotta make the changelog and then I'll upload the new version. Hope it works!

late anchor
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Ok it's released :D

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Also @agile cloak Kenopsia looks incredible. I'm gonna have to check that out if my laptop can run it.

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some modpacks make me lag Β―_(ツ)_/Β―

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ohhh you're being humble

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Well I might be biased because the trailer looks cool

late anchor
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original quota

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Well, not the very first quota, but the current quota before any of the modifiers are applied (like player count multiplier and other penalties)

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that's interesting

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I don't know if that happens for me

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I'm about modded out for today tho so I'll test it another time

late anchor
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Ok, that does happen for me I just never noticed

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thanks

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oh weird

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when I just replace the + with a - it's red

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hmm

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I guess that's technically possible

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fr

fresh meteor
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hi, was trying out this mod with some friends. For some reason it set's the quota to zero when we get a penalty and starts a new quota. I've noticed for the host the post mission screen says "increased quota by 24" but for the clients it will say "increased quota by -224".

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we should've. I'll double check. Will different configs cause issues?

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i was also testing it in lan with two sessions open with the same configs and was still having the same issue

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based on the logs it looks like somethign is messing up when it's trying to sync. Here's part of the host's log:

[Info   :QuotaOverhaul] Synced Profit Quota: 224
[Warning: Unity Log] Unable to add the requested character to font asset [b]'s atlas texture. Please make the texture [b Atlas] readable.
[Info   : Unity Log] Setting animation on client
[Info   : Unity Log] clip index: 9; current planet: 41 Experimentation
[Info   : Unity Log] Current ship ambience clips length: 12
[Info   :ReservedItemSlotCore-2.0.43] Focusing reserved hotbar slots. NewIndex: 4 OldIndex: 0 ReservedStartIndex: 4
[Info   : Unity Log] Weather chance: 0.7352481; 1
[Info   :    YesFox] Skipping level #3 71 Gordion mold iterations
[Info   :    YesFox] Skipping level #9 8 Titan mold iterations
[Info   :    YesFox] Skipping level #12 5 Embrion mold iterations
[Info   :    YesFox] Skipping level #14 134 Oldred mold iterations
[Info   :    YesFox] Skipping level #15 71 Sector-0 mold iterations
[Info   :    YesFox] Skipping level #16 117 Schalttafel mold iterations
[Info   :Swaggies.BetterEXP] Saving data...
[Info   :ReservedItemSlotCore-2.0.43] Unfocusing reserved hotbar slots. NewIndex: 0 OldIndex: 4 ReservedStartIndex: 4
[Info   : Unity Log] Setting animation on client
[Info   :QuotaOverhaul] Synced Profit Quota: 0
[Info   :QuotaOverhaul] Calculating New Profit Quota...
[Info   : Unity Log] Luck calculated: 0
[Info   : Unity Log] Randomizer amount before: 0.6125765
[Info   : Unity Log] Randomizer amount after: 0.6125765
[Info   : Unity Log] Amount to increase quota:244.5598
[Info   :QuotaOverhaul] Synced Profit Quota: 444```
late anchor
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That should be very helpful for me to catch issues like this before a release

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Thanks and I'll look into this

late anchor
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And I use CSync for the configs just to be sure

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I had some similar issues when I was playing with friends today

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I'm not actually sure how to run two sessions at once

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If I just try to launch the same profile again it doesn't do anything

fresh meteor
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are you on gale or r2modman?

late anchor
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gale

fresh meteor
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make sure launch mode is set to direct

late anchor
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alright

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thanks

fresh meteor
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weird

late anchor
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Well what does direct mode do? Is that just not launching it with steam?

fresh meteor
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yeah

late anchor
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If it just runs the executable, it wouldn't work for me because I'm on linux

fresh meteor
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cuz i don't think you can have the game loaded twice via steam

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ahhhh i see

late anchor
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Yeah I thought that might be a thing

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I might be able to write a bash script or something... Which I've never done before

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But still it might be worth it

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is that a different mod manager?

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yeah ig that wouldn't make any sense

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ah I see

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I kind of assumed that was already a thing

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sad that it's not

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but makes sense

ripe vale
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How does the quota steepness work exactly?

late anchor
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That I don't know

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What the config option does is change an internal value that the vanilla algorithm uses

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I didn't take the time to understand the quota algorithm

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I haven't looked into it yet sorry

late anchor
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Mathf.Clamp(1f + (float)timesFulfilledQuota * ((float)timesFulfilledQuota / quotaVariables.increaseSteepness), 0f, 10000f);
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That's the code

ripe vale
late anchor
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It should result in this: T = timesFulfilledQuota, S = increaseSteepness, 1 + T * (T * S)

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And then it's clamped between 0 and 10000

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well I guess that's not the full equation hold on

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That gets multiplied by the baseIncrease and added to the quota you just completed

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With some randomness tossed in there

ripe vale
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Okay let me see here...

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Wait using this, wouldn't increasing the quota sleepless increase how much the quota increases?

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Which is the opposite of how it says it works in the configs?

late anchor
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Wait yeah it does seem like that

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I just stole the description from quota tweaks without double checking it so

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Yeah, looks like that's how it works

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I changed the description to match

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at least, in my code, it won't release for a bit

late anchor
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oh ok

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You're just in time cause I'm back from my 2 week vacation

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That's why I haven't been doing much

late anchor
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I was on Kauai actually

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it was really fun

hasty kettle
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Is the "Body recovery bonus" a percent of that player's contribution to the penalty or is it a subtraction from the entire penalty percent?

late anchor
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the player's contribution

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The mod doesn't really work rn, just so you know

late anchor
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I'm currently trying to figure out multiple instances on linux

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If I can get that working, then my testing will become much more reliable

late anchor
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Yeah Hamunii has been trying to help me figure it out

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it feels like I'm close but I don't know

late anchor
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yeah umu

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The long and short is that this line launches normally through steam:
"/usr/bin/steam" -applaunch "1966720" --doorstop-enable true --doorstop-target "$profiles_path/$mod_profile/BepInEx/core/BepInEx.Preloader.dll"
and this line launches with umu but no mods are loaded:
umu-run $lethal_exe --doorstop-enable true --doorstop-target "$profiles_path/$mod_profile/BepInEx/core/BepInEx.Preloader.dll"

summer oasis
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Mods borked? I've been using it and noticed no issues.

frozen junco
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what are the bugs with this mod? i just found it today, and was planning to replace chocoquota with it

late anchor
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hmm

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I mean I guess I haven't tested it in a couple months...

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But there were several bug reports that I didn't fix

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maybe it works in some cases

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I don't really know. Unfortunately until I have a reliable way to test the multiplayer features, I can't be sure if it works or not.

frozen junco
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oh right cus you're on linux right

late anchor
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yeah :/

frozen junco
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in windows it's just open with the executable itself instead of through steam

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but i'm not sure how that translates to linux

late anchor
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I've tried for a couple hours to get it to work, using a third party launcher that allows me to use proton without steam

frozen junco
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the umu line to launch doesn't load any mods even though it targets bepinex preloader?

late anchor
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Almost

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It's kind of complicated, but I'll explain what I've gathered, as it might help me figure it out as well

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The way BepInEx is supposed to work, is it includes a file called winhttp.dll in each mod profile. Windows loads dlls like that for essential functions, and since the name matches one of them, the included file is also loaded ig. The file actually contains Unity Doorstop, which allows patching games before they are run. You are then supposed to set doorstop's target to BepInEx, assuming that doorstop is already loaded. Then BepInEx loads your mods.

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The problem on linux seems to be that doorstop, disguised as winhttp.dll, is not loaded with umu, although it is with steam.

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I made sure that umu used the same wineprefix and proton version as steam, and I installed BepInEx manually to rule out any weirdness with my mod manager.

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still didn't work Β―_(ツ)_/Β―

dense rain
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aw man :(

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any other mods that add similar functionality and are recent enough?

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specially the quota being risen on death

late anchor
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I haven't looked in a while

late anchor
dense rain
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oh

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i mean i havent noticed issues myself

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guess ill use it again

summer oasis
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Would you be able to add the other reported bugs to the known issues? Curious what I ought to look out for lol

late anchor
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I don't think I had a clear picture of what the bugs were

#

I'm pretty sure when I tested it with a friend deaths didn't give the right amount of penalty

#

Cirno had some weird issue where the quota started really low and nothing would despawn

#

But I don't even know which of these issues are still present, so I don't think I'll add them to known issues atm

late anchor
#

Ok, good news (maybe) on the multiple-instance script for linux

#

The issue is not with umu launcher

#

I now get the same error with both umu and steam

#

I had seen this before but failed to notice that doorstop is throwing the error

#

that means BepInEx's winhttp.dll is being loaded, it just then fails to load the real winhttp.dll

late anchor
#

Welp bad news is I can't launch modded at all anymore

frozen junco
#

Have you considered setting up a dual boot for windows? Where you can keep Linux as your primary but switch to windows as a testing environment?

#

Or is that out of the question

late anchor
#

It would be inconvenient, especially since my SSD is only 256 GB, but yeah, it crossed my mind

#

Mostly I don't want to do it out of a weird stubbornness lol

frozen junco
#

fair enough

frozen junco
#

if there was a list of reported problems i could probably check for them

#

since i can do modded lan instancing

late anchor
#

Yeah I don't have enough details to be helpful whar

ornate prawn
#

Hi, I just heard of quotaoverhaul and thinks it's a nice mod especially with the customdeathpenalty section of it. I have a few suggestions though. When it shows how much percent the quota is increasing, it doesn't show it accurately when it's a decimal. I have it set to 0.4% increase but it shows +0%. Despite that it applies the calculation of the 0.4% just figured it would be weird for someone playing to see it increasing by 0% and it still go up. That and the plus sign right beside the zero is really contrasting and very dark and basically touches the percent number. Was wondering if you would make it less stand-out ish and maybe give it the same format/type that all the other letters use. Lastly, sometimes I feel like it doesn't increase. Could be because it's the third day as that's whne it last happened but I'm not sure about this part. I'll have to check it out some more.

craggy plank
ornate prawn
#

it just doesn't account for decimals so it visually doesn't show them

ornate prawn
#

Using that latin character mod you can get around the plus sign. But yeah, my main issue is the decimals don't show so when it's a 0.4% increase, it'll show 0% increase but still will apply the 0.4% increase

frozen junco
#

Update?

plucky grove
late anchor
#

Oh, I guess I didn't add one

#

oops

#

The changes were kind of scatterbrained lol

#

It's not extensively tested at all so you might encounter issues, but it mostly worked for me

#

The one issue I encountered is that when a new player joins, the quota doesn't update. (It should change if you have player count multipliers on)

#

It will update at the end of each moon though

plucky grove
late anchor
#

Yeah I'm surprised it's taking so long

late anchor
#

I'm going to test it with some friends when it's available to them as well

late anchor
#

Alright, I've done some more testing, and fixed some minor oversights. Everything seems to work fairly well, so I've updated with version 1.4.4. Make sure to shout at me here or make an issue on github if you spot any bugs.

late anchor
#

Now I'm going to take the [ALPHA/INACTIVE] off the desription and make an actual readme πŸ’€

digital viper
#

[14:20:42.2934526] [Error : BepInEx] Could not load [QuotaOverhaul 1.4.0] because it has missing dependencies: FontUpdate (v0.8.0 or newer)

[14:20:43.9427707] [Info : BepInEx] Loading [FontUpdate 0.6.5]

craggy plank
#

OUH that's my fault

#

lemme fix that lmao

vapid vigil
#

could you add an option to disable the notification that pops up if you have scrap loss enabled?

late anchor
#

sure

vapid vigil
fluid hazel
#

QuotaOverhaul no longer works in v80 while the settings work leaving the moon leaves it softlocks it in orbit

elder flame
#

Same happens for me

frozen junco
#

wonderful

#

just got a bug figured out too

#

@late anchor ping to let u know

late anchor
#

Okay, thanks for the heads up

#

I haven't worked on any modding in a bit, and currently I'm preparing for a summer job out of state, so I may not get it fixed.

#

I ask that you wait to submit any more bug reports until I look at it. If you don't want to wait for that, you're more than welcome to make and upload a fork of Quota Overhaul.

fluid hazel
#
Stack trace:
QuotaOverhaul.Patches.DespawnPropsPatch.Postfix (System.Boolean despawnAllItems) (at ./src/QuotaOverhaul/Patches/RoundManager.cs:68)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::DespawnPropsAtEndOfRound>(RoundManager,bool)
StartOfRound+<EndOfGame>d__321.MoveNext () (at <bc42cf6950c34b22862bb697b6cfe961>:IL_027B)
Dawn.DungeonRegistrationHandler+<UnloadDungeonBundleForAllPlayers>d__12.MoveNext () (at ./src/API/Dungeons/.DungeonRegistrationHandler.cs:284)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)``` error in question that soft locks
frozen junco
#

DropAllHeldItemsAndSync sounds like a function that would be broken by the new tool slot

late anchor
#

Yep I'll have to look at the source code of all the functions that I'm patching

#

Thanks for the log tho that should help

late anchor
#

I probably fixed it

#

Just gonna test rq

late anchor
#

Nope I broke other things lol

frozen junco
#

this is an error i got that caused me to never respawn when the ship took off after dying

#

it might help a bit with where to look

late anchor
#

It's the same error essentially

#

That should be fixed now. The method DropAllHeldItemsAndSync() was renamed to DropAllHeldItemsAndSyncNonexact()

#

Yep it no longer softlocks you on leaving

late anchor
#

Now the starting quota and starting credits and stuff are just vanilla

#

So I'm trying to figure that out

#

For anyone who uses this mod regularly, I've been wondering if I should try to reduce the amount of config options. Or other ways of simplifying the configuration.

#

Like does anyone use the flat percentages per player? Or should I do away with that in favor of using the dynamic calculations based on the number of players in the lobby

#

Also by the way, I have plans to make some settings for scrap loss that are more similar to how credit/quota penalties are done

#

And I have ideas even beyond that for scrap loss, like being able to set it to lose a certain number of randomly selected scrap. So you can either base things on the scrap value or the number of items.

frozen junco
#

Well since it seems you're working on this mod a lot recently I might as well get the bugs people reported while u were away (I didnt check the github so idk if they were mentioned there)

#

Some people were saying that quota penalties were causing desyncs (i think just desynced quota, I never used them)

#

And i personally got an issue with per-player scaling where it was applying the multiplier to DailyQuota calculations on the first time players failed to complete it

frozen junco
#

And after turning per-player scaling off it stopped happening, so I guess it just was getting triggered too early

#

It could probably be fixed by only running that calculation on the final day as defined in QO config

frozen junco
late anchor
#

Or maybe it wasn't quite the same issue idk

elder flame
frozen junco
#

do you have anything else touching quota besides this mod

elder flame
#

NOT ALWAYS though.
If I had to make a guess it's always the first qouta that gets forgoten

elder flame
frozen junco
#

that shouldnt be causing it

#

very unusual

#

all the problems i had with this mod occured primarily on the first time the quota got updated though

#

so maybe, something fails on the first run and then it falls back to something else? idk

elder flame
#

I didn't want to report on something that I wasn't 100% certain on so I looked through my recent recordings and the little bit I saw would point towards it happening on the first quota which is weird.
Sadly I don't know when this reset happens since I only notice it on the next Sell day but I'm guessing either on the next finished day or a save reload.

late anchor
#

Okay interesting

#

I'll note some of this down real quick

#

I did some refactoring to the way quota multipliers are handled, which right now just includes player count multiplier and quota penalties

#

So that could be to blame potentially

#

Did you notice this before 1.4.6 (current latest version)

#

Actually I may not have shipped those changes

#

idk πŸ’€

elder flame
#

DAMN IDK but I could definitely check my old recordings if this helps

late anchor
#

Nah it's fine. I'll need to reproduce it myself anyway.

#

You've given me at least a direction on how to do that, so that will be the first step.

elder flame
#

I would have to check more of my latest play session recordings to give you indefinite facts. Which isn't really a problem since me and my friends been playing again and much more regularlyyoiled

late anchor
#

Good for you guys :)

#

I've done a session or two on the new update

#

I very much appreciate the performance gains lol

elder flame
#

Finally Zeekers looked in

late anchor
#

My computer did okay before but now it's smooth af

#

Also my friends and I played on the lowest resolution setting as a challenge 1000QuotaStare

elder flame
#

Yeah even me with a bulky ah PC have noticed the ship to land much faster after pulling the lever

late anchor
elder flame
#

Would you say it's also creepier or just harder

late anchor
#

I'm not sure. I mostly don't get scared by the game at this point. I have about 300 hours so I'm just kinda unfazed lol

#

But yeah I'd say it's creepier

#

Cuz you can't see shit 😭

#

You be looking at one huge pixel like "is that a dawg??"

elder flame
#

"Can I pet that DAWG?"

elder flame
# late anchor Would also love to have more people weigh in on this issue: https://github.com/...

Also love this suggestion of the teleporter not being able to teleport dead bodies.

I play with usual Scraps which adds the Defibrillator which lets you revive each other, which surprisingly stops the Quota from increasing.
I really like that there is a thing that lets players actually play again and not wait 10 minutes while others are having fun without you, but as long as you have someone at ship you essentially just get reset back to ship since they can just tp you back and revive you.

If this config were a thing, then you would have to bring the body to the ship or the expensive Defi to the player.

late anchor
#

Mmm yeah that's an epic mod synergy

elder flame
#
  • I've also added poltergeist but you barley get to use it because your never dead for longgreed
#

So yeah that would be really coolstare

late anchor
late anchor
#

Now I can start testing for these suspected bugs

late anchor
#

I have a checklist of all the config values, and I'm going to test that each one behaves as expected at different values. Some I can test in Singleplayer, and I'll tackle those first, then I'll release a new version. Some things have to be tested in multiplayer, and I can't launch multiple instances with my setup. So if anyone is interested in helping test those things, let me know. I'll get back to you whenever I've finished testing in singleplayer.

#

Usually in the past I haven't done much testing. Not letting that happen this time. We got a lot of stuff to get through 🀣

late anchor
#

Yeah I've found some goofy ass oversights so far. Testing this mod is a humbling process, but it's gonna be really good for stability.

frozen junco
#

we're just glad you're back man, take your time with this

#

honestly would consider you the GOAT of quota mods

fluid hazel
#

Agreed there

late anchor
#

Thanks guys!! πŸ«€

late anchor
#

Okay, v2.0.0 is released!

late anchor
#

I won't be able to do multiplayer testing this weekend since I'm away from my computer, but let me know if anything comes up for you in that time. And on Monday I'll try to get a lobby going and get things ironed out. So if you're interested in that dm me or ping me here.

fluid hazel
#

LETS GOOO

silk osprey
#

fuck yeah brother

fluid hazel
#

Whether its a bug on its own or an incompact with a mod in my pack this causes scrap left on the moon when leaving not despawning

#

I will get more info

elder flame
#

Wait but that’s actually kinda cool

#

Bug❌
Featureβœ…

fluid hazel
#

No clue

#

Would be cool

#

Depending on what happens if ya leave a moon

#

and it also is unfair given some issues

#

I have to get more info on if its something else in my mod pack

#

Can confirm it is just quota overhaul

dense ember
#

for some reason after the game ended (we lost), the unsold items that weren't sold and laid on our ship transferred into the next game, so we started day 1 with some scrap already on our ship.
can i disable this or is this not supposed to happen?

craggy plank
#

That's probably not supposed to happen, like the scrap persisting during rounds

elder flame
#

IDK if i'm missing something but I am in a lobby but the quota didn't go up after I died, even thought it says +10%

late anchor
#

It should be quick to fix

#

Thanks

fluid hazel
#

No problem

late anchor
#

Yeah it's probably related to the other bug

late anchor
#

What's your Quota Penalty Threshold? It could be that I didn't account for the threshold in the way it's displayed.

elder flame
#

These are my settings for Quota Penalties

late anchor
#

Ah gotcha

#

Okay thanks for the info

elder flame
#

Maybe I should delete my config and let it generate a new one?

late anchor
#

It shouldn't affect anything but you can certainly try it out

#

If you reproduce the bug again would you mind sending over your log file?

elder flame
#

Yeah sure I'll do that right now

elder flame
elder flame
#

I had this save for 15 days and just completed a quota.
I quit the game and restarted and loaded the save again.
After that I landed, died to some bees and had this pop upπŸ‘†

late anchor
#

Hmm okay so they're edge case type things

#

I'm glad you included extra detail. That should help.

late anchor
#

Ah unfortunately your log doesn't include Debug level messages

#

I should probably switch the logging back to Info

frozen junco
#

it contains everything including debug logs

elder flame
#

Also funny bug I just found.
When you wipe on the company moon you lose all Items even if you have lose scrap disabled

late anchor
late anchor
#

okay I'm home now I'm gonna try to reproduce these

late anchor
elder flame
late anchor
#

yeah thanks

#

So do you only lose scrap at the company?

elder flame
#

tested it right after

late anchor
#

okay

#

Okay I lost all my scrap but not equipment. Same for you?

elder flame
#

Exactly yeah

late anchor
#

Okay pretty sure I fixed it

#

erm

#

I might have caused another issue tho

#

It seems all the scrap that was inside teleported into the ship 🀣

#

when I tested on experimentation with scrap loss on

late anchor
#

Actually I'm amazed I didn't catch these issues in my previous testing but it should be good now. I'll release a hotfix.

late anchor
elder flame
#

I first forgot that you actually added this now

late anchor
#

okay I'll test it with that disabled

late anchor
fluid hazel
#

Bet

late anchor
#

Okay so it worked as expected, it just increased the quota by 10%

#

Let me know if that happens to you again

#

I'd like to do a multiplayer playtest at 7:00 pm Eastern Time. Anyone is welcome to join.

elder flame
#

Dang would love to join but thats 1pm for me and I got work tomorrow

late anchor
#

oof

fluid hazel
elder flame
# late anchor Let me know if that happens to you again

Alright It's happening again.
I still have the same Config as listed above (except for Credits per quota which is now 0.8) and on the first day I still had Credits which got all got removed but it shouldn't have been enough but yet I got +0% on the quota.
After dying on the second day I got the fines in the screenshot and copied the LogOutput. As you can see I didn't get a Quota increase again

late anchor
#

Your log file is cut short or something. I can't find the lines where it would show the penalty being calculated and such

late anchor
#

@elder flame I'm going to take your suggestion of stopping dead bodies from being teleported back to the ship, and make it standalone mod

#

I'll let you know when I release it :)

elder flame
#

Awesome man, can’t wait to see it. Thanks a lotyoiled peak

late anchor
#

Not gonna lie I didn't get much testing done last night

#

My friends and I kinda just played the game

elder flame
late anchor
#

🀣

fluid hazel
#

Agreed

brazen ibex
# elder flame Alright It's happening again. I still have the same Config as listed above (exce...

same thing happens to me.
Multiplayer/Singleplayer - doesn't matter (maybe more often in multiplayer).
As i can see - biggest problem is reloading lobby, but its not the only reason.

Problems that i have encountered:

  1. Penalty just doesn't work - "quota +2% but it still the same"
  2. Penalty reduces quota "quota +2% but it reduces it by ~90% instead of adding"
  3. Penalty adding quota way more than said "quota +72% when config set to 20% cap and 2% per player with 10 players in lobby"
  4. Penalty calculating max cap when needed to calculate only per player cap and viceversa
late anchor
#

hmmm

#

okay thanks for the info

#

I think first I should just read through my code and make sure I understand what it's actually doing 🀣

#

By #4 do you mean that it sometimes uses the per-player calculation instead of the dynamic calculation (the one with a cap)?

#

And if that's what you're saying, have you checked the logs to find out? If it's using the dynamic formula there will be a line that says Calculated Dynamic Quota Penalty of x. Otherwise it will say Calculated Quota Penalty of x.

brazen ibex
# late anchor By #4 do you mean that it sometimes uses the per-player calculation instead of t...

Yes. MAYBE it is caused by simultaneous death (emergency dice lovers) but i cant reproduce this again, because penalty not work happens MUCH MORE often, so cant tell.

Btw, if i understood correctly, penalty percent cap only works with dynamic mode and penalty per player only works with dynamic mode off? If so, per player penalty in dynamic mode calculated from "penalty percent cap" ? If so, can there be separated cap setting if there still at least 1 player alive? Like, wanna different penalty for ALL DEAD situation and if there is at least 1 alive, because if its now always calculate from one cap its no much diff with 1 survives and noone survived.

brazen ibex
elder flame
brazen ibex
late anchor
#

That's what I call it

#

Sorry for the confusion

brazen ibex
# late anchor Oh, yeah the penalty threshold works with both

no, i meant specifically penalty percent cap, i think?

Let's take 2 different situations:

  1. Penalty per player - 2% + dynamic mode off = you will get stable +2% quota per dead player
  2. Dynamic mode on + Penalty percent cap 20% = if you have 10 players in lobby you will get same +2% quota per dead player

Am i right?
If yes, it would be great to have setting for independent calculation, if all players dead.
For example - we have penalty percent cap 20% + dynamic mode on (10players) + new setting enabled with 40% penalty when all dead.
When 9 players dead = we will have +18% quota, but when all 10 players are dead we will have +40% quota penalty.

late anchor
#

oh I see what you're saying

#

Interesting

#

Yeah you can't achieve that currently but I suppose I could add it

brazen ibex
late anchor
#

Were you using any mods aside from quota overhaul?

#

And if so could you send the modpack code?

brazen ibex
late anchor
#

Kay thanks

#

10 player lobby is wild as well 🀣

#

I will be changing the log level back to info because I guess BepInEx defaults don't include debug level messages

late anchor
#

So yeah if you reproduce any of this just send the log over and it should give some clues. I'll also test it myself with your modpack.

brazen ibex
late anchor
#

It just sounds chaotic that's all. I'm usually in 3-4 player lobbies

brazen ibex
#

[11:57:24.7548834] [Debug :GeneralImprovements] Updated players alive display.
[11:57:27.1328809] [Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,6
[11:57:27.1328809] [Debug :QuotaOverhaul] You lost 180 of 300 credits
[11:57:27.1328809] [Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,2
[11:57:27.1328809] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 0,2 = 40
[11:57:27.1328809] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
40 * 0 = 0

#

[11:53:11.9761957] [Debug :GeneralImprovements] Updated players alive display.
[11:53:14.2446846] [Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0
[11:53:14.2446846] [Debug :QuotaOverhaul] You lost 0 of 300 credits
[11:53:14.2456822] [Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,04
[11:53:14.2456822] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 1,04 = 208
[11:53:14.2456822] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
208 * 1 = 208

Forgot to screenshot, but here it's not needed, i think.

late anchor
#

Oh crazy

#

Yeah something aint right lol

#

Yeah so in the top one, for whatever reason the quota multipliers are less than 1, which is never intended to happen

#

But in the bottom one I actually don't see what's wrong

brazen ibex
#

for some reason it calculated players alive as 0, as i can see

brazen ibex
#

why is it 0.04 ? πŸ˜„

late anchor
#

ah

#

Well hold on, how many players died out of how many in the lobby?

brazen ibex
#

singleplayer both screenshots

late anchor
#

Maybe I should log that, because I won't have to ask

late anchor
late anchor
elder flame
# brazen ibex [11:53:11.9761957] [Debug :GeneralImprovements] Updated players alive display. ...

OK, I first thought I understood the calculation, but now don't think so any moreboiled

It first takes the Quota (200) and adds the "QuotaPenaltyMultiplier" which is 0.04. That I kinda get(even though I don't get how Dynamic Mode works but whatever)

But then It applies the QuotaPlayerMultiplier which is 1 ???
First, I thought 1 as in 100% of dead players, but that would mean if half of the players died, it would be multiplied by 0.5 which would DECREASE the Quota🀣
That's when I thought it was 1 as in 1 player died but if two people died, then it's times 2 which would double the quotademonslayer

#

I clearly am not smart enough to make modsFoxPat

brazen ibex
#

its not about penalty, its about default quota increase

elder flame
brazen ibex
late anchor
#

No it's not about the increase. It's just that whatever the current quota is, it gets multiplied based on the number of players in the lobby

elder flame
#

But that means in a 4 player lobby its an increase of 4?

late anchor
#

There's a whole calculation that goes on

#

Let me think for a second and I'll try to explian it

brazen ibex
#

im not good in explaining things, sorry πŸ˜…

brazen ibex
late anchor
#

So with default settings, and 4 players in the lobby, it first takes the Player Count Threshold, and uses that to adjust the player count. Specifically, playerCount - playerCountThreshold. In the case of the default, 4 -1 = 3. Then the multiplier is equal to the adjustedPlayerCount * multiplierPerPlayer + 1. Which in our case is 1.75.

#

Then the quota is muliplied by 1.75. For example 200 * 1.75 is 350

elder flame
late anchor
#

yes

#

that should never happen theorhetically

elder flame
#

OK, I'm gonna hold off on asking any more question until I'm Home and see the calculations that happen with my settings for my selfπŸ˜…

late anchor
#

would it make more sense to have the configs just be a float instead of a percentage?

#

it would cut out a lot of dividing by 100 from the code, and make the logs more obviously consistent with the config

elder flame
#

I can see it helping since "Multiplier Per Player" is also a decimal

late anchor
#

right that's true

#

kay I'll go ahead and do that

fluid hazel
#

I feel stupid i did not know it was updated to v2.0.1 i had it disabled xD

late anchor
#

classic disabled 🀣

late anchor
#

@brazen ibex This happened twice in a row for me

#

How often did you see a problem?

#

The credits didn't go down because I changed how the configs worked and then forgot to change that part of the config to match

#

(oh also the quota doesn't look like it increased correctly it's because the base quota is 200)

#

Side note your modpack seems pretty cool

brazen ibex
late anchor
#

Okay yeah that's what I was wondering

#

The persistence is interesting

#

I'll keep just kinda playing the game and see what happens

#

Except I'll need to install imperium real quick to spawn in scrap to get through this quota 🀣

brazen ibex
#

Hello, how are things going?
Maybe, I can help you somehow or you just busy rn?

late anchor
#

Yeah I'm just sort of doing other stuff

#

I guess one thing was I installed Imperium in your modpack, but the keybinds to open the main menu and spawning menu didn't work. Tried a bunch of stuff to rebind them but they would basically revert every time.

#

So I got sidetracked trying to solve that yesterday

brazen ibex
elder flame
#

Maybe you changed it to local and not Global keybinds?

brazen ibex
#

y, but I didn't change so much in keybinds

elder flame
#

Maybe not you but him idk

late anchor
#

I tried switching between local and global

#

Neither worked

elder flame
#

Well did you get it to work?

late anchor
#

Nope

#

I'll try it again now

brazen ibex
# late anchor I'll try it again now

I can give you actual code (with imperium), mb it will work.
But Im configuring enemies spawn chances rn, so it's kinda unplayable for normal runs.

019dabc7-fcbf-ef34-3951-1d79d5b7b3f7

late anchor
#

okay, I'll try that in a minute

#

I reset everything to default, and on paper it looks like it should work, so we'll see what happens

#

I'm suspecting the GeneralImprovements setting that's like NumberKeysSwitchSlots

#

Because even though my keybinds should be fine, the number keys switch the slots and the f1 f2 keys do the emotes

#

f1 and f2 are supposed to be for imperium

#

Alright that didn't do what I expected so using your code now lol

crystal mesa
brazen ibex
late anchor
#

oh it's a question

#

idk

#

Test it out. Let me know if you run into any compatibility issues

#

If it doesn't mess with the quota, or scrap loss at the end of the round, you should be good to go

#

And if it does, it might be fine anyway. Depends

crystal mesa
#

mainly want brutal for the events

#

maybe you could force your mod to take over the quota scaling somehow

#

just an idea, testing now

brazen ibex
brazen ibex
late anchor
#

Yeah, I'm not familiar with the details of Brutal Company, so I'm not much help

brazen ibex
late anchor
#

okay thanks for the warning

crystal mesa
#

ah okay i see now

#

brutal doesnt touch quota scaling by default

#

it optionally scales its difficulty system off the quota value which is handled by this mod

#

so yea fully compatible and nothing needs to be done on your end

late anchor
#

Yeah should be pretty good

#

That does mean if you rack up quota penalties the difficulty will go up

#

Since my mod does overwrite the vanilla quota value as part of its whole thing

crystal mesa
#

yea exactly

#

cant wait for all the mods to update and i can finally playyy

elder flame
#

Here is a short clip of me and my friends all dying on the company which didn't increase our quota, which is correct.
But at first it says that we have 3320 of 1219 but after the "Quota Reached" pop up comes, it says 2623 of 1145 and the new quota reached 2003.

What is actually weird is how it left us with 2623 since 3320 - 1219 = 2101

late anchor
#

could you send your log and config?

#

Okay, so I see from this you're using quota rollover

elder flame
#

Oh yeah quota rollover from General Improvment, forgot to mention

#

Here is the Config the logs are sadly long gone

late anchor
#

okay, I'm not sure I'll be able to help you then to be honest

elder flame
#

It's fine

late anchor
#

It's also weird that the quota changed at all

#

like it went down before it increased

elder flame
#

I'll remeber next time

elder flame
late anchor
#

Yeah, no worries

#

Maybe I could come up with a theory based on this. I'll take a look for a bit at least

elder flame
#

honestly, for me the mod is generally in a very well working order, that was the only time it was a bit weird in our 3 hour session

late anchor
#

well, that's good to hear

elder flame
#

Honestly this feels like a General Improvement Problem

late anchor
#

Could be. It's hard to say who's wheelhouse it is to solve it

#

But yeah it seems like an incompatibility between the two mods

#

It could be something about the way the quota multipliers are handled on my end

#

Did you rack up any quota penalties throughout the quota?

#

I guess it's not that helpful without knowing exactly how much of a multiplier you had, which I assume you don't know

elder flame
#

I have the full recording of the session but you need the logs right?

late anchor
#

Yeah, it's probably not worth combing through the recording and trying to gather info that way

#

thanks for the offer though

elder flame
#

WAIT I think I know why it left us with 2623 instead of the correct amount of 2101.
Maybe General Improvement ignores your Quota increases

late anchor
#

That would depend on the timing of... Something lmao

#

I think

#

Basically Quota Overhaul stores this variable called Base Quota, and that's what you multiply to get the actual current quota

#

The base game stores the quota in a specific variable, and most mods probably use that to do their thing

#

Whenever a multipler is updated (quota penalty or number of players), that base game variable is also updated to match

#

And that's also what gets displayed on the screen. So in theory, it should work fine.

#

Oh wait yeah I think it is that though

#

Because when a new quota is reached, Quota Overhaul immediately resets the quota penalty

#

And if I do that before GeneralImprovements can do it's rollover calculations, it would effectively be ignored

elder flame
late anchor
#

Most of the time, they should be synced up properly

#

And actually, if I'm right, it still is synced correctly it's just I reset the multiplier before GeneralImprovements has a chance to do anything with it

#

Anyway, I know it's a little tough to follow and I could be wrong

elder flame
#

Well as I said, at the end of the day it fills like it works most of the time and if it doesn't, hey, we still enjoy the bonus the bugs give us yoiled

brazen ibex
elder flame
brazen ibex
elder flame
late anchor
#

Hey Pika, do you have a save file that is acting up with quota overhaul bugs?

#

That could be a good way for me to reproduce the bug and see the logs, if you can find the save in your files and send it over

brazen ibex
#

y, it was fast.

[20:27:50.5926236] [Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0
[20:27:50.5926236] [Debug :QuotaOverhaul] You lost 0 of 120 credits
[20:27:50.5926236] [Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,04
[20:27:50.5926236] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 1,24 = 248
[20:27:50.5926236] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
248 * 0 = 0

#

@late anchor

019dac9a-7df1-40f3-24fa-0bb2e6db85a4

here is save + code (u can try with urs first time, maybe)

#

btw, you can try to recreate it by urself, just create new save, die 1 time and just rejoin to the same savefile.
Its rough way, I think, but its the simpliest way to recreate this bug.

late anchor
#

Awesome!

#

Thanks bro

brazen ibex
brazen ibex
brazen ibex
# brazen ibex btw, after I restarted my game it works fine again, lol. So, try by yourself, I ...

[20:40:01.1112899] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 1,24 = 248
[20:40:01.1112899] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
248 * 1 = 248

it re-calculated quota, when I rejoined after restart and now did it right, interesting.
(still don't know from what it got 0.04 penalty, but its previous calculations mistake)

#

so, it breaks from somewhat in lobby join/leave cycle, but repairs from restarting game? πŸ€”

late anchor
#

super weird

#

Yeah so that's happening for me too with the player multiplier being zero

brazen ibex
late anchor
#

strangely for me everything looks fine in game tho

#

like it only shows up in the logs

brazen ibex
#

here's new savefile, happened again, but different thing...

[20:55:00.7514779] [Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,6
[20:55:00.7514779] [Debug :QuotaOverhaul] You lost 180 of 300 credits
[20:55:00.7514779] [Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,2
[20:55:00.7514779] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 0,2 = 40
[20:55:00.7514779] [Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
40 * 0 = 0

late anchor
#

hmmm

brazen ibex
late anchor
#

oh...

#

And it also shows up correctly for you

brazen ibex
#

yeah

late anchor
#

I mean I'm thoroughly confused at this point

#

This is what's happening to me rn:

#
[21:02:28.0659307] [Info   :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0.5
[21:02:28.0659307] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 2.5 = 500
[21:02:28.0659307] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  500 * 0 = 0
brazen ibex
#

not working properly either, as I see? πŸ˜‰

late anchor
#

yeah, and with other weirdness

#

like for some reason it's displaying 300, instead of the base or what it's supposed to show

brazen ibex
#

Β―_(ツ)_/Β―

late anchor
#

I'm not sure if looking at my code is gonna be enough to figure this out. Cause it's an incompatibility with something.

#

And it's sorta breaking all the rules from my pov

brazen ibex
#

πŸ€”
Anyway, it’s worth doing, I suppose?

#

I will test it with different mod setups, but I dont know how long it will take 🫑

#

btw, latest save file totally broken, it doesn't fix even after full restart

late anchor
#

dang

brazen ibex
late anchor
#

thanks

#

I think the best thing to do is look through and find mods that are prime suspects for the incompatibility

#

I can help give ideas on that

#

I'll take a look right now

#

Immediately I think of GeneralImprovements

#

Clearly Vanilly can use it without much problem, but it may be due to how you have it configured

brazen ibex
#

only your mod is enabled :d

#

maybe trouble with config leftovers, but I dont think so?

#

different savefile, ofc.

late anchor
#

oh

#

okay then

brazen ibex
#

[Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,6
[Debug :QuotaOverhaul] You lost 72 of 120 credits
[Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,2
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 1,4 = 280
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
280 * 0 = 0

it's player multiplier bug tho, but I have thought that other ones could occur too

late anchor
#

Well I'll see what I can do then

brazen ibex
#

just wanted to say, that im not sure about other ones (because I can't even imagine how it possible to happen) and...

[Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,6
[Debug :QuotaOverhaul] You lost 180 of 300 credits
[Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,2
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 0,2 = 40
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
40 * 0 = 0

#

here it is.
Vanilla too (only ur mod)

#

only one that left is 0.04 penalty (my beloved), but I think sooner or later it will occur too

brazen ibex
late anchor
#

And also the quota reducing to almost nothing right?

brazen ibex
brazen ibex
#

i think

#

but if u keep playing its just base quota

late anchor
#

okay...

brazen ibex
#

most mysterious one - 0.04 penalty buddy, I dont know how to recreate this :d
But i will try

#

but in any case it seems like you need to take a look at your code and then we will see how it is going.

So...
Can only hope it won't take much time and wish you good luck :d

late anchor
#

yeah, thanks πŸ˜…

#

I'm gonna try to get a sense of where it's going wrong on the player multiplier first

#

So this is interesting. I basically made it update the player count calculation when it's doing death consequences. I did that just because I wanted it to log things. But after making that change, restarting and loading the same save, things work now for me.

#

I was only having trouble with the player multiplier tho

#

So it may be that that's a workaround for the bug

#

Still doesn't make much sense to me though

brazen ibex
#

only thing I can say, that's if you do so it can't go below 1 it will may fix this for singleplayer, but it will still be broken for parties, I suppose πŸ€”

but I think u know it without me πŸ˜…

late anchor
#

Yeah, I see what you're saying for sure

#

Only thing is, that should be true without me having to set it explicitly

brazen ibex
late anchor
#

Well, I made a change to my version that I have on my computer

#

But I didn't push a new version no

brazen ibex
late anchor
#

I highly doubt it to be honest

#

but all things are possible

brazen ibex
#

[Debug :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0
[Debug :QuotaOverhaul] You lost 0 of 120 credits
[Debug :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,04
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier
200 * 0,24 = 48
[Debug :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier
48 * 0 = 0

yay!
I got it :d

#

took, like, 100 tries...

#

i dont fucking know how to recreate it, but it happens in vanilla too

late anchor
#

oop

#

okay

#

that's interesting though

#

You already had a penalty of 0.2 I guess

brazen ibex
#

y

late anchor
#

And it didn't delete that from the equation

#

it just went like -1

#

weird

brazen ibex
late anchor
#

yeah

brazen ibex
#

yeah, MAYBE they somehow bonded, but I dont think so?

brazen ibex
late anchor
#

Oh, I did notice, I guess the latest version still doesn't have all the logging that I've added now

#

I've added more places where it logs

brazen ibex
#

tbh, hope u will do something that I wouldn't need to bother again with recreating 0.04 penalty thingy :d
Other ones pretty simple to recreate, but this one shitty one...

late anchor
#

Well I think you've given me pretty much all the information you could from recreating it that time

#

You know what I mean?

#

You did your part, and that info is just gonna help as much as it helps

brazen ibex
#

hope so :d

late anchor
#

I'm planning to make sure everything makes sense, and then release an update that has the increased logging in it

brazen ibex
#

u just said about some extra logging so I had this thought :d

#

k, in that case, I'll rely on you and hope for fixes soon.

late anchor
#

Okay, 2.0.2 is uploaded

#

There are some other changes, see the changelog

#

I'm done testing for now, but I'll try again at fixing this stuff tomorrow at the very least

brazen ibex
#

y, I will try new version tomorrow too.

late anchor
#

Actually I won't be testing things today cause I'm going camping.

frozen junco
#

Have fun with that

brazen ibex
#

hf

brazen ibex
#
[13:29:05.0827507] [Info   :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,400000005960464
[13:29:05.0827507] [Info   :QuotaOverhaul] You lost 72 of 180 credits
[13:29:05.0827507] [Info   :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,200000002980232
[13:29:05.0827507] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 1,40000000596046 = 280,000001192093
[13:29:05.0827507] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  280,000001192093 * 0 = 0```

```[13:55:46.8008383] [Info   :QuotaOverhaul] Calculating Death Consequences for 1 players.  1 dead, 0 recovered.
[13:55:46.8008383] [Info   :QuotaOverhaul] Calculated Dynamic Credit Penalty of 0,400000005960464
[13:55:46.8008383] [Info   :QuotaOverhaul] You lost 120 of 300 credits
[13:55:46.8008383] [Info   :QuotaOverhaul] Calculated Dynamic Quota Penalty of 0,200000002980232
[13:55:46.8008383] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 0,200000002980232 = 40,0000005960464
[13:55:46.8008383] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  40,0000005960464 * 0 = 0```

Penalty and Player multiplier still count people as 0 sometimes (conditions are same as earlier).
Thought that maybe it's thresholds causing some of problems, but set them to 0 and nothing changed, so maybe problem not here πŸ€”

Also, Team Wipe penalty doesn't work at all (maybe singleplayer problem, but I don't think so)

tbh, you could have added this extra logging earlier - because now, at least, you can see that the problem isn't with "death consequences calculation" (as i can see) and it bugs out later πŸ€” 
(idk how much it will help you for real, but seems very useful)
brazen ibex
late anchor
#

ahh okay

#

one less thing to fix πŸŽ‰

brazen ibex
#

Hello, any news ?

late anchor
#

Nope

#

I've been doing other stuff

late anchor
#

There is very little chance that I'll get these issues fixed before leaving for the summer, and possibly longer

#

I don't have my laptop with me now, but next week I'll update the README to explain the current issues and that I'm no longer maintaining the mod

brazen ibex
#

Oh, that's quite sad. I hope you'll at least take a look, because I think the last logs I provided should be very helpful β€” so fixing this (at least the main issue with calculating 0 instead of 1+ ) might not be a big deal πŸ€”
But I'm not good at coding, so I can't say for sure πŸ˜”

#

btw, after you leave maintaining the mod - are you giving this "role" to someone or just letting know, that's mod no more maintained ?

late anchor
#

I don't have anyone to hand it off to as of now. If someone steps up, I'd be more than happy for them to fork it.

#

Fixing the bug is just a matter of finding the root cause. Debugging isn't something you can really predict. It can be very easy to miss the solution that's right in front of you.

#

I probably won't be able to put much attention towards debugging before I leave, because I'm preparing to go to a summer job out of state in just a few weeks.

crystal mesa
#

fyi the font fix mod causes this

frozen junco
#

did you put it on NoDollar

#

because the other option messes things up occasionally

frozen junco
#

huh

#

whats your profile code

crystal mesa
#

hella chonk list xd

#

cant even get into a game

frozen junco
crystal mesa
#

dayum is there a confirmed list?

late anchor
#

I think font update is set as a soft dependency. Can you still launch Quota Overhaul without it?

#

Font Update just fixes a cosmetic bug in QuotaOverhaul. If QuotaOverhaul can't load without it, I'll fix that. Otherwise it's not my wheelhouse.

#

Oh, and even if your mod manager gives a warning about Font Update being a dependency, leave it disabled anyway and see if the game actually launches. There's a difference between Thunderstore dependencies and BepInEx dependencies.

brazen ibex
crystal mesa
late anchor
#

I've never used AI for really anything lol. I guess I could give it a try.

brazen ibex
#

Just thought a bit about problems in ur mod after our game session and can say something.

In case if u can do something atm (or at least think about it?) - I think that's the root of problem in way the data of quota/credits are saved/storing, because all the time I could reproduce bugs were rejoining lobby/restarting game or changing configs, so maybe you can try searching for something in this way, not in penalties calculation.

Will tell more, when I can test one thing (rn I'm going to sleep), but if u have free time rn - u can at least think about it.

If not - I will tell more in 12 hours or so and hope it will be helpful

elder flame
brazen ibex
#
[15:03:35.1184772] [Info   :QuotaOverhaul] New Base Quota is 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  332 * 1 = 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  332 * 1 = 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  332 * 1 = 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  332 * 1 = 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  332 * 1 = 332
[15:03:35.1184772] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  332 * 1 = 332
[15:03:35.1614733] [Info   :QuotaOverhaul] Saving data```


Yeah, something totally is wrong with how it is saved
brazen ibex
#

and that's what I have got AFTER restarting lobby

[15:03:55.4723342] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  0 * 0 = 0
[15:03:55.4723342] [Info   :QuotaOverhaul] Quota before loading data: 0
[15:03:55.4723342] [Info   :QuotaOverhaul] Loading data...
[15:03:55.4723342] [Info   :QuotaOverhaul] Base Quota: 332
[15:03:55.4723342] [Info   :QuotaOverhaul] Highest Player Coun This Quota: 0
[15:03:55.4723342] [Info   :QuotaOverhaul] Is Quota In Progress: False
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  332 * 1 = 332
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  332 * 0 = 0
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 1 = 200
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  200 * 0 = 0
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 1 = 200
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  200 * 0 = 0
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPenaltyMultiplier.  200 * 1 = 200
[15:03:55.4733348] [Info   :QuotaOverhaul] Applying quota multiplier: QuotaPlayerMultiplier.  200 * 0 = 0```
brazen ibex
elder flame
brazen ibex
#

main menu

#

that's all

#

done quota, waited for save and restarted lobby

brazen ibex
#

I hope with this, Lucius will have enough time to fix the issue, because it looks very close to the root cause of the problem πŸ™‚

elder flame
#

Agreed

late anchor
#

Thank you, I had come to the same conclusion but I kinda forgot lol

#

Or wouldn't have focused as hard on it if you hadn't said something. So yes that's helpful.

#

In the example you gave, it looks like RecordPlayersThisQuota was saved incorrectly and then not updated. That is what's used to calculate the player count multiplier.

#

The other bugs aren't really explained by this though. At least not that I can see right now.

brazen ibex
#

Btw, seeya a short time ago released powerful all-in-one quota mod, so, maybe, you can now fully focus on your summer job and have bit more free time.

Didn't test it yet, but it looks very good.

Tbh, kinda sad about hours that I spent last week(s) trying to figure out what's the reason of mod not working properly, but in any case, I'm glad that everything ended well πŸ˜…

By the way, I hope this didn't sound rude at all πŸ₯²

#

Anyway, I wish you success in your summer job and hope you get some good rest and prepare well beforehand! πŸ™‚

late anchor
#

Oh perfect! That looks really good. Yeah I'm sorry your effort was wasted. I didn't mean to pressure you to do that work at any point, so I apologize if it seemed that way. That is just how it goes sometimes tho.

brazen ibex