#MelanieMelicious Mods 😱 (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)

1 messages Β· Page 2 of 1

rough berry
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nah just this part

hazy solstice
tall obsidian
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On a related-to-the-semi-related note, I propose a fullblown Christmas style Cozy Lights mod to coincide 2-story and wider ship

naive widget
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Config unchanged, was on offense

agile zenith
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It would seem that having the Left Window unlocked causes the posters to reappear and float where the vanilla wall would be, even with the default settings for Ship Windows enabled

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While not game breaking, just abit of an annoyance when trying to have all the windows enabled

bleak sky
agile zenith
native cape
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Is this part not supposed to have collisions? SCaraara

native cape
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The door frame

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The arch in front of the door basically

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Oh... And the issues I had with the ship inside the ship was MoreCompany

brisk widget
rich ice
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hmm, idk much about what happened with model replacement api, but it's weird this happened with More Company but also only for some people. And was the problem faced by the host? And did the model replacement api find a fix for it so I don't have to figure one out myself? πŸ˜€

rich ice
native cape
ivory sedge
rancid thicket
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Is anybody else having an issue with lethalthings' fatalities sign and ship windows' shutters switch resetting location after save reload?

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or the disco ball

carmine topaz
modest mica
carmine topaz
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Is what I meant

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It's a vanilla furniture

modest mica
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not suprising id effect vanilla

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Yall know how to get rid of this POS

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pipe removal didnt seem to do it

lilac hamlet
carmine topaz
modest mica
carmine topaz
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Weird, maybe it's cus I put the Terminal there so it prevents it from showing up

lilac hamlet
carmine topaz
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Cus it should be Inactive

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the other ones have too many issues

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Anyways you could do what I did

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Hide it with the Terminal

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You can barely tell it's there

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XD

modest mica
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ill test more tm and report it to whoever I need too

carmine topaz
modest mica
carmine topaz
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Idk then

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Just hide it with the Terminal

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Easy

modest mica
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thx for tryin to help tho

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with just this mod when trying to land this pops up

modest mica
quaint oxide
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it works for me

modest mica
quaint oxide
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so there may be tomething else

modest mica
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and it still happened

quaint oxide
modest mica
quaint oxide
modest mica
quaint oxide
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ok, idk :,]

modest mica
modest mica
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I had to delete the pipe config

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and redo it

carmine topaz
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@rich ice For what it's worth, seems to happen when ShipWindows is paired with it, doesn't happen when ShipWindows is on it's own, also seems to happen when backing out of the lobby at least so I would guess it's fairly harmless?

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I guess @native cape would need to confirm

frozen flint
carmine topaz
carmine topaz
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@rich ice I really adore the mod a lot, I just hope to see the top floor be fixed soon to hopefully not count as out of bounds :3 I imagine the collider just needs to be extended

brisk widget
carmine topaz
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Which is unfortunate cus I like placing items up there

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lol

quaint oxide
brisk widget
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but because of #1289581619107332197 items just stay in the air in the old chute location

carmine topaz
patent vector
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AH SHoot not the CHute!

carmine topaz
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Well there's a reason a 2nd floor exists now

patent vector
carmine topaz
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XD

patent vector
brisk widget
patent vector
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trust me the way @limber cliff collects I need all the space lol.

carmine topaz
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I was guessing if ShipInventory isn't present

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Items should stay on the 2nd floor yeah?

brisk widget
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oh, no, it will still teleport but getting items will be much easier

carmine topaz
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Ah

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I hope a fix comes out then, I really want my items to not be teleported from the 2nd floor lol

limber cliff
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I want a floor that can be for just me 🀣

rich ice
carmine topaz
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XD

rich ice
carmine topaz
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and I like putting some larger ones up there too

rich ice
# carmine topaz Yes, and if reloading a lobby any scrap placed on the second floor is teleported...

you should be able to reach it into the second floor while in orbit unless another mod is changing the bounds after mine, or is causing an incompatibility that's stopping mine from continuing executing its scripts

The item thing on the other hand, it's weird. I'd have to look for what other boundaries the ship would have IF it's that, bc for some reason the ship has like 50 different boundaries for what's considered in the ship, which is why teleporting could be stopped but building cancelling would be different, etc. I still have to figure out what's happening, but I do want to fix this

carmine topaz
brisk widget
native cape
bleak sky
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Only logical to start with the basement

umbral bluff
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basement would at least fix the issue of items falling through the floor sometimes and being under the ship KEKW

brisk widget
umbral bluff
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perfect

rich ice
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I think I found a fix for the items despawning/teleporting when on the new parts of the ship

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wait, I say that, but then I test the old .dll where I didn't fix try a fix, the items are still not teleporting when on the far parts of the ship or on the second story

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yeah nvm it was because Matty's Fixes was still enabled oopsies

brisk widget
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I tried to fix the item clipping in WS(before mattys fixes), but it was not successful. However, now I think I will try a slightly different approach and I can share the results if everything goes well.

rich ice
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but so far I've been looking into it, and according to the game's code and what the reference was set to in Unity, what tracks if items teleport is actually supposed to be the ShipBoundsTrigger, which was already modified, and shouldn't be teleporting the items anymore since they're considered in the bounds. Especially if using a prefix on Start, and even moreso on Awake

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idk, it's weird, it's like the item setup part is ignoring the new changes to the ship bounds. Even just testing making the scale huge to make sure it's not just too small somehow, and it's still ignoring the new size when checking for items

modest mica
brisk widget
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Melanie, you do the start prefix, right?

rich ice
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I guess for now, I'll have Matty's Fixes as a dependency just like Wider Ship so people don't have the trouble with the items as much

the public version is still using postfix, my private files changed it to prefix for Start, and then I also tested prefix for Awake, and none of them had any success

rich ice
modest mica
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so no problem

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it doesnt effect gameplay

barren vine
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if the issue you're debugging is the items teleporting back to the center of the ship on rehost. this is the code responsible for that:

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in StartOfRound.LoadShipGrabbableItems()

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and the actual bounds will not update until the end of the frame when you modify the object

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unity has a function to forcefully update it, but i'm not sure i would recommend using it

brisk widget
barren vine
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it's not a corutine. it's the Start function of StartOfRound

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you cannot halt it

rich ice
# barren vine unity has a [function](<https://docs.unity3d.com/ScriptReference/Physics.SyncTra...

yeah, that's the part I was looking at, and found that the shipBounds variable was a public collider that, in the ship scene, is set to the ShipBoundsTrigger which is the part that's changed. I try prefix to attempt changing it before Start is supposed to take place, and then I try the harmony patch on Awake which is supposed to happen right before Start

That's why it seems kind of weird to me, because it should be updating before the item spawning and detection, but then it's almost like it's ignoring the update

barren vine
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πŸ€” . i havent checked how your mod is done, but if your ship is a prefab. you are probably better off creating a new collider in the prefab and change the field in a prefix of StartOfRound

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pretty sure all Zeekers code refers to the field in StartOfRound

barren vine
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i feel the ping was unneeded πŸ˜… this is their channel so they will eventually see my reply

carmine topaz
rich ice
rich ice
carmine topaz
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Huge lag when loading into those

carmine topaz
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Glad to see you'll be updating it soon lunxara_love_with_tail

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I'm excited for the fix

rich ice
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yeahhh certain moons will have that trouble, and I'm pretty sure it's mostly to do with regenerating navmesh. There's a config option to use a buggier navmesh loading method that could be faster, but again, will be way more likely to have issues pop up

Also, unless Wider Ship Mod added a config for navmesh loading method too, then using the buggier navmesh loading on mine will probably also cause both ship's navmeshes to be loaded

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oh yeah, for others who want to know which part in the ship scene is holding the StartOfRound script to change certain public variables, like the shipBounds variable, the GameObject holding the component is PlayersManager / HUDManager

So from the scene:
Systems/GameSystems/PlayersManager / HUDManager

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the bolded part is the full name of the object, not 2

barren vine
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why not just use StartOfRound.Instance πŸ˜…

rich ice
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uhhh

barren vine
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and HUDManager.Instance

ivory sedge
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"uhhh", thats the sound of dissapointment

barren vine
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or better if you're uisng Harmony to prefix the Start of StartOfRound just put (StartOfRound __instance, ...) as a parameter of the prefix

native cape
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Wait, nvm. I didn't read the message correctly

barren vine
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rofl

limber kernel
carmine topaz
# rich ice uhhh

Lmk when the update goes live Melanie, thank you for your hard work you do and making this amazing mod lunxara_love_with_tail my group was all super happy when I told them you fixed the items teleporting to the first floor lol

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Also lmk how Matty's suggestions go

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:3

carmine topaz
rich ice
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okay, I updated the thingy, the ship mod, so if ANYBODY COMES ACROSS ISSUES FROM THE UPDATE, feel free to report them here.

also I did the furniture thingy in a new mod, but still needs to register in the store. Feel free to leave suggestions for it in here too for now: https://thunderstore.io/c/lethal-company/p/MelanieMelicious/MelanieMelicious_Utility_Furniture_Pack/

quaint oxide
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Yay

modest mica
quaint oxide
modest mica
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unless that was fixed

rich ice
quaint oxide
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Use the config from my modpack Megalophobia

modest mica
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so default placement for tele is whats busted

quaint oxide
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Yup

modest mica
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so just have it off for that?

quaint oxide
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No

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I think it will break

modest mica
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unless Im not understanding what you mean by assigning manual spot

quaint oxide
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I mean

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You only have to fix it once, and then it will save

modest mica
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would that trasnfer with profile codes

quaint oxide
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Yes

modest mica
carmine topaz
modest mica
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had seen it a BUNCH

carmine topaz
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If you run into issues just temp disable the ship mod and place them somewhere cus the custom position will be remembered

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Yeah that was a bug very early on

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But I know Jacu said there might be bugs with it with the ship mods so temp disabling the ship mod and setting them in the middle of the ship and copying their positions and locking them should fix that

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But I've personally had no issues

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I know one thing that's preventing me from using Wider Ship is I'm really not a fan of the door buttons being moved

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and that the cruiser when using it clips through terrain on some moons

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I do really hope that stuff gets resolved soon, I know just being able to turn off that side of the extended ship should fix everything

modest mica
carmine topaz
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As when you move stuff with it

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it allocates every frame

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Which causes lag

carmine topaz
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Yeah

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Matty discovered it

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lol

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I was kind of sad

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It's only moving the positions of things with LPR though

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so hiding things is fine

modest mica
# carmine topaz Yeah

maybe I SHOULD commission that pipe removal replacement, didnt do it when I saw it was updated

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was going to a while ago

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(ik the modder they are very skilled)

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they are part of project SCP

carmine topaz
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Tbh the dev of LPR could probably fix it if a pr were pushed

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Maybe just ask them to push a pr

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Since LPR does already exist

modest mica
rich ice
carmine topaz
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Thankfully

carmine topaz
quaint oxide
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for anyone asking:

  1. Wide Cabinet
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  1. Work Table
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  1. Workshop Table
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  1. Metal Gate (can be opened and closed)
waxen comet
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quick question does fancy ship also work with wider ship?

quaint oxide
waxen comet
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the normal 2 story ship works with it but not the fancy ship

carmine topaz
quaint oxide
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oh

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my bad :,]

waxen comet
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what mod is the furniture from?

quaint oxide
carmine topaz
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@rich ice what is this? Lol

waxen comet
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how do i fix the floating posters

rich ice
rich ice
rich ice
rich ice
carmine topaz
rich ice
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ooh do you mean like, adding a config to like, make it already unlocked on the ship? Or

carmine topaz
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Yeah, I think it should start already unlocked like the regular cupboard

rich ice
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also yeah, I wanted to try something that lets you put furniture directly on the wall. The workshop station, you sort of can, but the items don't rotate. I tried a test earlier to make it rotate, but it didn't work, but it was just to try get it out fast. I can look for a proper solution soon

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I guess I can see about a config that could auto-unlock the stuff and have it already placed somewhere on the ship

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2 sToRy ShIp Mod (and I guess other MelanieMelicious Mods)

carmine topaz
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@rich ice You know I think a good idea for the moons that have issues with the navmesh regeneration thing would maybe to be to add a config option that allows you to just blacklist those moons from it, rather than disabling the feature entirely ❀️

carmine topaz
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Looks like pacoito got Bozoros to work hapilly with your mod

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Hoorah!!!

delicate agate
quaint oxide
delicate agate
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That is awesome. Can it be used without two story? Although it seems two story is stabilizing so I want to try that soon too

long shuttle
native cape
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Explosions enable Wallhack SCaraara

quaint oxide
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and sprays

carmine topaz
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Also I imagine you also see why I have the floor window disabled with the 2 mods paired together

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Cus the floor window has the railings covering it? If that's what they're called idk

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@rich ice @barren vine Maybe you 2 could work into getting the item clipping fixes from Matty's mod working with the new furnitures you made

rich ice
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oh, yeah, I can fix that glass thing; it shouldn't be too hard, I simply haven't gotten to it oops. Same finding diamonds hack

rich ice
carmine topaz
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hoorah I miss my floor window

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I imagine it's making them be hidden over the window, or however ShipWindows usually handles it

rich ice
carmine topaz
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Yeah the only moons I have now that have a difficult time are Infernis, Etern, and Oldred so a blacklist config where I could just simply blacklist those moons would be perfect, since regen is fine on everything else

rich ice
carmine topaz
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Noice NODDERS

rich ice
carmine topaz
rich ice
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oh no, a deadline

carmine topaz
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:3

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I believe in you LUBBERS

rough berry
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I got one question about the metal gate. Where the hell do I put this thing!?!?! Everytime I try to place it somewhere it just doesn't feel right or something is missing.

carmine topaz
# rich ice oh no, a deadline

Lol it seems like the ship breaks on Etern with navmesh regen on, it doesn't count scrap being collected and the chute doesn't work til going in orbit. Blacklist is gonna be so useful lol

carmine topaz
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I find that surprising since even though Bozoros took a long time to load it worked okay on there

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Etern is truly built different

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I think it was also okay on Oldred but idk

rich ice
# rough berry I got one question about the metal gate. Where the hell do I put this thing!?!?!...

oh, yeah, it was still a lot made for personal niche use, though I had rushed that since I wanted to get it out a specific time to be able to play with it. But besides its off-size that'd be changed, yeah, it was a more personal-use of an origin, like how I started with the ship stuff

I am putting like walls and other doorways and stuff, which would probably make it more flexible for other use though, but yeah

rich ice
carmine topaz
carmine topaz
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I'm gonna guess the issue is just rng hopefully lol

pulsar totem
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hello, are all item issues fixed rn or just some?

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also if I updated a mod on a previous save will the issue still exist? I am not sure if I'm ready to restart all over again

rich ice
# pulsar totem also if I updated a mod on a previous save will the issue still exist? I am not ...

the context implies you seem to still be facing an issue with items at the moment. If that's the case, what issue with items are you currently facing? The update should apply to existing saves, but not everything is fixed entirely for items.

Whereas they should stop teleporting to the center of the ship when reloading a save, they can still fall through some furniture when reloading (Matty's Fixes was added as a dependency to try keep items in somewhat the same spot on top of furniture). If updating didn't automatically download it (and if this is happening), you can always manually add it to your modpack

long shuttle
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Why is oldred having these issues?

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It takes longer to load for it

rich ice
# long shuttle Why is oldred having these issues?

Some moons have complex navmeshing. When the ship regenerated the navmeshing for the custom ship, it ends up regenerating every navmesh at the moment. There's a config to use a different method, with much faster loading, but also much buggier sometimes

I'm actually just about getting into making a config for exception list moons, where listed moons will be told to use a specific navmesh loading method over the default

long shuttle
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What do i lose if I do tho?

rich ice
# long shuttle Wait so I should disable it if I want them to load faster?

if you want to load faster, yeah, you disable it. Downsides are there's a chance on some moons, the new navmesh won't load for some reason, and if you're using 2-story in combination with wider ship, then setting this config will also have wider ship's navmesh, and enemies will find it hard to path upstairs

long shuttle
modest vale
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how do i get the windows to appear with this mod combined with shipwindows/celestialtint

long shuttle
modest vale
#

i deleted it from the r2modman config section

long shuttle
modest vale
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now that the config is back do i need to edit it or just relaunch

long shuttle
pulsar totem
modest vale
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the config stayed the same as before if it wasnt meant to

long shuttle
modest vale
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well i deleted it from r2modman, so maybe i need to actually go into the folder and delete it

long shuttle
modest vale
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we can see if that works

long shuttle
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@modest vale Do you know how to put it there manually?

modest vale
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well i had thought it would be in the lethal company steam folder

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it turns out it is not

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alright i found it

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i had to go through several hoops to get to it

modest vale
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thank you

copper sage
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so 2 questions:

  1. What does MattyFixes do that this mod needs?
  2. Does anyone else experience an exorbitant amount of lag in the right side of the lower level when in orbit after visiting a moon? (this is with wider ship installed so it's past the initial boundary)
quaint oxide
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when you leave and join again

copper sage
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items as in scrap or ship decor?

brisk widget
copper sage
#

fuck

carmine topaz
copper sage
# copper sage fuck

reloading causes certain scraps on the bottom floor to sink partially into it

copper sage
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i would assume so. couldnt fully test so no solid answer (yet)

carmine topaz
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Cus that's happened with just ShipWindows for us and you know that

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So I think it's still a Matty issue

copper sage
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i dont have ship winders

carmine topaz
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Did I say you did?

brisk widget
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MattyFixes are needed so that scrap does not fall through the floor on any floors, but in theory any mod that makes saving/loading things more accurate than in vanilla will do

copper sage
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hmm

carmine topaz
ivory sedge
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@rich ice Late response lol but when you made the update that moves the ships magnet lever, if wider ship isnt installed it goes to the default mod position. So unless yours is where i located mine by default then it still moves it to a good spot

barren vine
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and that would conflict with MattyFixes approach that is instead to mkve the item into a position that will allow it to fall onto the correct one

carmine topaz
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I don't think 2 story ship is breaking it I think just the furniture mod

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but you should test

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What is SMI btw?

barren vine
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wrong acronym , i meant SIS ( smart item saving )

barren vine
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do you have logs about it?

carmine topaz
barren vine
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as always during weekends i'm not home, soo w/o logs all i can do is throw hypothesis based on what you report

carmine topaz
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@rich ice So I think sometimes 2 story ship is just bugging out in general and not allowing items to count as collected and stuff unless that's a navmesh regen issue probably, it's been fine until now but the bug seems to happen on USC Vortex too even though it loads quickly NODDERS I just wonder why

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I would say a navmesh regen issue on that moon probably cus it's been fine everywhere else today so far

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I also wonder if it could be some compat issue with ReverbTriggerFix cus I know when it happens the body camera screen doesn't work almost as if a Reverb Trigger doesn't fire off so I'll have to test it without that

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See if Matty Fixes logged anything useful

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I know it usually doesn't

carmine topaz
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I'll test without ReverbTriggerFix later :3

vestal elk
low locust
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So my friend was trying to draw with the better spray paint mod on the 2 story ship and some weird things happened. So the friend could not see the spray paint and anyone who could see it it made them able to see through the ship walls. Here it is on the company building

vestal elk
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GUYS GUYS

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I got mithzan to use thie

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Their latest vid has it

umbral bluff
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pog

copper sage
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alrighty, so after a quick test. looks like mattyfixes is indeed not the only fix. only tried it with GI, but that version of rotation fix also keeps things from sinking thru the floor.
didnt fix the severe lag in that one spot in orbit after leaving a moon sadly, but that i can deal with. maybe a LethalPipeRemoval deal? idk. not pointing finger all the way yet

carmine topaz
copper sage
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ill test another time. for now, innocent til proven guilty

brisk widget
ivory sedge
rich ice
rich ice
ivory sedge
rich ice
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I might have made mistake if it's still putting it in a new spot for the normal 2-story, but since I have an in-progress update coming out soon, I'll include correcting that

ivory sedge
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Nono I meant if you got my mod on that moves it

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If I take the mod off it’ll go to wherever you put it

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Just saying so you don’t feels as bad because if people want it where you put it the take mine off, if they want it where I put it they can just put mine on

rich ice
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ooohhh, alrighty

carmine topaz
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You'll have to check I suppose lunxara_love_with_tail

rich ice
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oooh so quick little request time. If people can list all the moons they find themselves taking exceptionally longer to load on when using the 2-story ship (and the mods they're from), I can add them to defaulting being in the list of moons that use the faster loading method

carmine topaz
cloud panther
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Btw, this mod works fine with Problematic Pilotry in case you hadnt tested it yet
Only issue we ran into is that (even without problematic piloty, on a default landing spot) on Derelict it has this weird reflection effect
Everyone in the lobby could see it
its like....a weird reflection that shows the outside kinda
Unsure if thats where the window is supposed to be and thats why its doing it, but this is prior to us buying the upgrade and it only occured on derelict

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but yeah that junk in the reflection is the junk outside of the ship

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And again, you can make out the stranded ship in the junkyard

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And looking at it, yeah thats goes across the whole surface

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not even where the window is

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It also happens on any moon if a meteor from CodeRebirth strikes the ship or very close to it

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Its trippy but doesn't really affect gameplay or performance from what i can tell

vestal elk
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My focus is on the kitty

cloud panther
vestal elk
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Jokes aside i got no clue on the matter

rich ice
cloud panther
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oh nice, its a known issue

carmine topaz
# rich ice There's a chance this *could* be something to do with replacing the inside ship ...

Definitely sounds like this could still be the more likely scenario btw so I hope you can find out when you look more into it ^^ I just don't understand why it's only on some moons and why sometimes it suddenly fixes itself and stuff starts working again, that's why I felt like a reverb trigger might sometimes be failing, especially since when this happens I couldn't swap to an active alive player and see their body cam with OpenBodyCams but clients were fine and could use the screens lol I also dunno why the ShipInventory chute breaks in weird ways when this happens

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@full harbor you think you could test and see if maybe it's ReverbTriggerFix that needs some compat changes to work properly with 2 story ship?

maiden basin
#

hallo i like this mod ! i have a request can we have more lights ? some areas of the ship are dark. specifically here

carmine topaz
maiden basin
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is the cozyimprovement mod works with the melanie furnitures?

carmine topaz
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It's just the way lighting is in orbit, if you use Celestial Tint it's better

maiden basin
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the lights feature

carmine topaz
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It's outdated and causes ship fps problems

maiden basin
carmine topaz
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It's just the way the game is when in Orbit

maiden basin
carmine topaz
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There are none really

maiden basin
#

that's unfortunate

carmine topaz
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Well if you use SmoothReserves Decor it has lights you can get

maiden basin
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i'll try and test it thx !

rich ice
carmine topaz
rich ice
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hmm, though not serious, I could look into slighty brightening the existing lights a tiny bit more
Also, light furniture; I guess something that would be cool to also add in my furniture mod, too

carmine topaz
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Also could have been something with darmuh's mods cus he updated those and I can't repro it all landing on Etern now

rich ice
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the worst kinds of issues are the inconsistent ones 😒

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hmmm, if it's something hard to reproduce intentionally, and just randomly happens, maybe I could have woohoo another config to choose ship boundary method, and just switch after experiencing the issue while playing normally? Then see if all of them result in the same or not. Kind of a crude way, but if it's random, it works

carmine topaz
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In what way was the Ship Boundaries change implemented? I know Matty suggested a method that he said should have caused the least issues before

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This one I believe

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Assuming it was relating to that

rich ice
#

I think it's more optimization or easiest way to reference

the thing I did was the suggestion before, where I just replace the StartOfRound ship boundary collider variable to reference mine instead of the normal. Previously I was resizing vanilla, which weirdly items ignored on reload

carmine topaz
#

That would explain the inconsistencies

#

This was that whole convo section lol

#

But yeah you could try his suggestions

#

:3

rich ice
#

I'm using the .Instance one atm

carmine topaz
#

Ah oki

#

Well you could try the harmony method and see how it works if needed, I still think if you're using his suggested methods it's probably just something like ReverbTriggerFix being unhappy sometimes with the new boundaries and it's nothing to worry about since it doesn't break anything in the end

#

Cus I've not seen errors or anything it just makes things act weird on some moons sometimes

#

I also noted when the issue happened on USC Vortex for example

#

the body camera came back on when leaving the moon

#

So that felt like a Reverb Trigger thing

#

Cus enemies and everything could stil pathfind onto it properly

rich ice
#

it's weird, since if the ship boundaries themselves are inconsistent too; items ignoring the new boundaries even though they're changed before they spawn and check, but working fine if it's a new boundary already at the chosen size. I hope it's the reverb thing for some reason affecting other things it shouldn't so I have less to try fix, but I also can't assume that

#

pathfinding is navmeshing, which is separate from the ship boundaries thing

carmine topaz
#

I mean I've not had an issue with items moving down from the 2nd floor or anything

rich ice
#

ship boundaries is basically like a "bubble" that describes if you're inside the area, and in this case, it's just one box collider

carmine topaz
#

Ahhhh

#

Well most likely if the issue is that then the Harmony prefix will likely fix it, since Matty seemed to say that was the best option

#

But considering I haven't been able to repro it the issue could have been darmuh's mod since TerminalStuff was having some issues before

rich ice
#

I think Matty meant more of best option as in optimizing how things are referenced for the least complication, but the same result. I don't think moving to that actually affects the end outcome in this case

hmm, this sounds very uh, makeshift, but I could always try, after items have loaded, then telling the plugin to change the ship boundaries back to referring to the old one, if that one is different like it already seems to have shown, for some reason?

carmine topaz
rich ice
#

it still doesn't hurt to switch to the other thing obv, it's just I don't think I should rely on thinking it will fix it

carmine topaz
#

Yeah

#

@barren vine your input would be helpful

rich ice
#

I hear a lot about these reverb triggers and that they seemed to have caused a handful of other issues, including non-audio related? That's kind of crazy if they have that effect sometimes

carmine topaz
#

They definitely can

rich ice
#

what have they done before? (I need to hear reverb trigger horror stories)

carmine topaz
#

I remember having issues on Pinnacle that Jacob had to fix where reverb triggers didn't work right, and half the ship didn't work

#

Like the terminal, monitors etc

#

lol

rich ice
#

that's crazyyy

carmine topaz
#

That's why I felt it was more reverb trigger related when the body cam wasn't working

rich ice
#

hmmm

#

the more I think about it

#

so wait, it wouldn't track loot sometimes, even if you put it in the center "original" area of the ship when it happened on some moons?

carmine topaz
#

Yeah

#

Which usually indicates reverb trigger stuff

#

That was why I pinged Jacob earlier asking if he could look into if he needs to add compat with your mod for ReverbTriggerFix

rich ice
#

I had a thought for a second that it could be something making the script stop executing, but then there would have to be an error, and items would be tracking in the original area. So I guess it's not that

#

something wacky's afoot

carmine topaz
#

Yeah NODDERS I'll have to test if I can repro the issue again later cus if not one of the mods I took out due to them causing issues or one of the mods that updated would have been the culprit, it wouldn't surprise me if it was a chain reaction from one of the mods I took out I took out a few mods cus I started getting 2 foxes spawning instead of 1 lol and I could only really pin that down to TelepathicObject and BigMouth

#

As funny as it was having 2 lol

rich ice
#

well, I guess while temporarily reaching a potential dead-end, I can share the happy news instead

#

I didn't actually test if the navmeshing was loading differently on specified moons yet, but I did get the system config down where it tracks the moon, and if it's on the list, executes function. Then I just switched the function to be setting a bool on what nav loading method to use, and began working on another part of the coming update

#

I'll test to double-check it actually does the different method once I'm done this other thing

carmine topaz
ripe lotus
#

2 story ship + ship windows = posters floating in the ship (because the wall boundaries change i assume), is there a way to resolve this? i was trying to use lethalpiperemoval, but it doesnt seem to remove them πŸ˜„ sorry if someone already asked..

ashen wing
#

In Ship Windows config files, you have to set true to DontMovePosters setting and they disappear @ripe lotus

ripe lotus
ashen wing
#

No problem ^^

carmine topaz
#

@rich ice Since I reprod the issue I'll post my log in here but I think @full harbor may need to look into adding compat with your mod for ReverbTriggerFix

full harbor
#

This log says nothing about any error happening with ReverbTriggerFix, it even patched the ship triggers with no issue. It doesn't seem like there's anything wrong with my mod here.

carmine topaz
#

That feels reverb trigger related

full harbor
#

did you test any mods to try to diagnose the issue?

carmine topaz
#

@rich ice If you wanna try and repro it it seems to happen on all of Generic's moons but it may just be a bug with his moons I've had similar issues with just ShipWindows on it's own on his moons in the past

carmine topaz
#

Can confirm it's just an issue with Generic's moons

#

I've been having no issues with Danielus' new moon so it's definitely Reverb trigger issues on some moons most likely :3

modest mica
#

that dev hasnt responded

#

nvm ill talk to atomic about it

rich ice
modest mica
karmic surge
#

Any way to make this mod a ship upgrade instead of an instant ship replacement?

vestal elk
carmine topaz
#

@rich ice figured I should let you know the Affiliate Anniversary stream is on Friday not Thursday peepoGiggles I got my days mixed up apparently and thought Thursday was the 25th

rich ice
# vestal elk

I'd have to look into this mod to see what's happening here, though that might be saved for next update since I'm pretty much ready to release this coming one

rich ice
pulsar totem
ivory sedge
#

This would cause so many bugs lol

brisk widget
#

rebuild navmesh due to purchase causing freeze for everyone concern

ivory sedge
#

Also mods that made compatibility for the mod, if it adds parts at certain times mods wont work until purchased

cloud panther
#

I dont think its a good idea either
I dont think having a second story is really much of a "buff" in the same way as a window or bodycam, its mostly used for furniture and stuff
And yeah it sounds like it could be buggy

carmine topaz
#

@rich ice Looks like Matty's mod will finally work with your furnitures 😍

dull aurora
#

i agree, 2nd story isn't a buff
every item in the game can be dropped on the same xyz coordinate and the only furniture you need is terminal and teleporter
it's arguably a buff to have zero furniture for a clean sightline inside the ship (masked, item selection)
you also cant do a jump on the side to get to the roof, it's too tall (though you can do it with widership too)
in no lethal company run would dropping credits on wide or tall be worth it, if there priced anything reasonable for what they are
and adds a lot of complexity to both the mod and compatible mods to work correctly when bought in certain orders, on the ground or in orbit, configuration for each, etc
and the workload on the author to make and test it throughly

#

i still run with both this and widership though because i love decorating and running around

rich ice
#

remember, if it were made, it would be a config defaulted to false. So if people did want it buyable, they would have to manually enable it. It's just an ability to give people more options for how they want to play basically. Though it's still not high in my priorities to make

when bought, the intended thing to happen is calling the same method that's called when loading the save. No navmesh regeneration would be called until next landing. The most likely issues I see is what Atomic mentioned, where if other mods added their own compatibility based on if the mod is present, which complicates things a lot

rich ice
barren vine
#

this is some code i had cooking for a while

#

not sure how will interact with modded furntiture but def fixed clipping on the cruiser shelves

rich ice
carmine topaz
#

Well it might not necessarily be this

#

Gonna try removing SCP999 since it touches enemy navmesh stuff

#

and report back if it repros

#

I'm thinking it more likely to be that cus it changed navmesh related stuff

carmine topaz
#

Seems like the issue was indeed SCP-999

rich ice
#

also a note for some people; glitch reported the movable magnet has some issues. Doesn't currently sync with multiple players, and I need to make a change to make it more compatible with some crusier mods

carmine topaz
#

I like the feature

cloud panther
#

i dont wanna jinx it, but i have a feeling your mod coincidentally fixes the issue ProblematicPilotry (Mod that allows for random ship landing locations) has following the cruiser update, where landing in a non-default location causes the truck position to glitch out and also meshes up the navmesh where enemies can walk through the ship and stuff
I'll need to test it properly, but if thats the case thats really neat

modest mica
#

That mod has cause nav mesh issues for me before

#

Evem without ship mods

cloud panther
#

i mean the random ship landing locations do work with this mod tho
My point being that, this mod might fix the issue that mod has by basically replacing the navmesh or whatever

#

all i gotta do sometime is set the chance to 100% and land on embrion and see if the robots start pathing into the ship or not

modest mica
cloud panther
#

oh really? i have never had that

modest mica
cloud panther
#

We've enjoyed it quite a lot, makes things quite interesting
Random item dropship tho is annoying, we disabled that

modest mica
cloud panther
#

You do have alot of moons yeah

carmine topaz
#

@rich ice I think the blacklist didn't work lol Etern was still pain to load into

#

Just a fyi

brisk widget
carmine topaz
#

That's why I bug reported it

clear stump
#

umm i am unable to move the fridge

#

i can move every other furniture

cloud panther
clear stump
#

yeah i have the larger television mod

#

thanks i will check it out

vestal elk
delicate agate
#

So I had an issue where the wider Cabinet was placed outside the ship when purchased so now I can’t move it. Any advice?

rich ice
clear stump
vestal elk
rich ice
#

oh oops sorry, I was supposed to answer

rich ice
#

okay I updated to hopefully have fixed the blacklist and whitelist being backwards. Here's the update logs for the past 2 updates:

0.3.1

  • Fixed navmesh regeneration whitelist and blacklist having opposite results. (THANKS Lunxara)

0.3.0

  • Added config to add a third floor (crazy), alongside window configs for the floor.
  • Added moon blacklist and whitelist for navmesh regen. Specific moons can now be given exceptions from global navmesh method settings. Defaulted Assurance and Embrion to nav regen whitelist, and Wesley's Atlantica, Infernis, Oldred, and Etern to nav regen blacklist.
  • Added magnet position control switch for moon compatibility options; only original position and front position options. Vehicle only repositions when activating magnet after moving it.
  • Fixed ship material transparency when applying decals (spray paint, explosion marks, so on).
  • Fixed floor details appearing over Ship Windows' floor window.
  • Untested potential fix for items not registering in ship bounds on certain moons.
  • Moved vanilla and modded oxygen tank from the Oxygen mod to the walls of the ship(s).
  • Moved changelog to CHANGELOG.md file, and re-ordered to show newer version changes at the top.
  • Made a cheese-spot less cheesy (WHAT, but wHy?!) (Might make anti-cheese a config if you wAnT, play how you wAnT)
carmine topaz
#

@rich ice Hole in the floor here

pulsar totem
carmine topaz
rich ice
rich ice
pulsar totem
#

imagine Old Bird about to shoot rockets then you suddenly wall it off

slow torrent
#

Are windows working?

#

I have them enabled but they're not visible

carmine topaz
# slow torrent

You have to make sure they're unlockable and you toggle the options to unlock them all

slow torrent
#

the options are toggled, everything is enabled

carmine topaz
#

If Windows Unlockable is unticked it won't work

slow torrent
#

where is that?

carmine topaz
#

In your ShipWindows config...

slow torrent
#

shipwindows wasn't being used with the mod though

#

as shipwindows isn't compatible with the wide ship mod

carmine topaz
#

If you're using 2 story ship + wider ship yes it is

slow torrent
#

has this always been the case? because I had windows on the 2 story yesterday without said mod

carmine topaz
#

Yeah they've always been compatible

slow torrent
#

I mean, required.

#

I had windows on the ship without that mod

#

purely from this mod

carmine topaz
#

I mean idk why the default windows aren't working for you, you might need to possibly regen your config

#

But I prefer the ShipWindows compat

abstract heart
#

can you maybe add a elevator in the ship for two and three story?

carmine topaz
#

Especially if using the mod without Wider Ship

#

I suppose it could be a feature when pairing it with wider though

#

It's not so bad in that environment cus there's extra space

#

But in reality this should probably be added as a furniture of some sort for that

rich ice
# slow torrent I had windows on the ship without that mod

weird that this is happening, though you probably need to - like Lunxara said - regen the config. You do that by deleting the config and relaunching the game after, and it should automatically make a new one. See if that works, and if it doesn't, I'll try to see what's happening

abstract heart
slow torrent
carmine topaz
#

Gonna test and see if they're broken for me too, could be a situation like the Whitelist and Blacklist being reversed

#

Meaning if you toggle them off they're actually on and vice versa

#

Okay yeah I can confirm

#

With ShipWindows off only the 3rd floor floor window is there

rich ice
# abstract heart can you maybe add a elevator in the ship for two and three story?

funny thing is I thought of this before and was like, even if it isn't too helpful, it IS kind of cool. My idea was the elevator is just inside the wall somewhere so it doesn't intrude on the inside of the ship, but extrudes out. But I'd have to figure out the dynamic of making it change depending on if you have the third floor enabled and all that, and also not high on priority either

carmine topaz
#

Well okay

#

the 3rd floor windows are there

#

the rest aren't

rich ice
#

though furniture item version - though less flexible - would be way faster anyways. But in ideal scenario, I end up adding options for both

rich ice
carmine topaz
#

So figuring out a way to have it work without would definitely be interesting, maybe you could put it in that one room under the first staircase somehow?

carmine topaz
#

XD

#

But on the plus side if it's that that's easy to fix

rich ice
#

I found the issue

carmine topaz
#

Noice πŸ˜„

#

I am looking forward to your utility pack being updated though so I can unlock the furnitures by default

rich ice
#

so it's from when I did the material transparency fix, and at first I relied on the prefab having the glass windows already set, and then just changing it to the ship material if it's set to false. But now since I'm changing the materials to the vanilla materials, I should be changing the checks to if it's true, then change it to glass, instead

carmine topaz
#

Tbf an addon mod for SmoothReserves decor to allow auto unlocking the furnitures you want could be nice too, since that mod is painful to use the store with

rich ice
#

just a tiny little silly thing I did, easy fix, I can update it very quickly

carmine topaz
#

I'm not too worried if it has a shutter on it tbh, I just want it to use the glass material when the mods are paired together for consistency :3

rich ice
#

also also, the current latest update, turns out I didn't just fix switching the blacklist and whitelist, I also included a change to the asset bundle, so whenever possible, can anybody check if moving the magnet syncs between clients? (like if somebody moves it, does it move it for the other player, too)

#

yeahhh when I was playing earlier, I was noticing the difference in glass texture, and I was like, wow, I want to change this

carmine topaz
#

The 3rd floor is actually nice though, when my friend found out you added a 3rd floor he immediately went "I call dibs on the attic" peepoGiggles

#

Actually that was Matty that said that

#

LOL

#

Although we didn't try the 3rd floor today and decided to wait lol, I had a few problems at the start with LGU's update exploding then SCP-999 breaking outdoor enemy navmeshes

waxen comet
#

4th floor when /j

ivory sedge
#

8th floor when?

waxen comet
#

now i can fit 2 more families in my ship!

ivory sedge
#

we need an elevator

waxen comet
#

we need a basement!

ivory sedge
#

Skyscraper when?

#

we need power room in basement

waxen comet
#

2nd floor balcony

#

hotel service

ivory sedge
#

Giants break through windows when

waxen comet
#

4th floor with a indoor swimming pool

ivory sedge
#

MelanieMelicious rn:

#

@rich ice is the 3rd story configable?

carmine topaz
#

It's disabled by default and has a config option to be enabled

#

lol

ivory sedge
#

oh ok

#

mb

carmine topaz
waxen comet
#

0 floors config

ivory sedge
#

invisible ship config

carmine topaz
# waxen comet 4th floor when /j

I think if any extra floors beyond 3 are added that's gonna lead to an issue with enemy pathfinding and causing lag and other issues, I think 3 floors is plenty

waxen comet
#

3 floors is enough for me tbh

ivory sedge
#

Nah you can always add more πŸ—£οΈ

waxen comet
#

true

carmine topaz
#

I could be wrong though only Melanie would know this, but yeah I can't see the ship having more than 3

waxen comet
#

add a ship on top of the ship

ivory sedge
#

but the skycraper catcry

carmine topaz
#

lol

ivory sedge
#

but the elevator catcry

carmine topaz
#

I think that's why it's labeled as (crazy) in brackets

warped otter
#

make it configurable to add as many floors as you want, and it just pops another floor on top like jenga

delicate agate
rich ice
carmine topaz
carmine topaz
#

It's pretty rare though

delicate agate
rich ice
#

ohhh, okay, so I was about to test something else and decided to check, and yeah, where all the other furniture was fine which is what I was basing off of, yeah, specifically the wider cabinet goes out of bounds. Oops. Okay, well since next thing I'm doing is this furniture mod again, I'll fix that

patent vector
#

@rich ice how about floor only edition? Just vanilla size ship with no walls or roof and just a floor lol πŸ˜† joke obviously

rich ice
#

okay so I was delaying the fix update bc I was hoping to fix some stuff with movable magnets rq. I was running into an issue where a left-side magnet wouldn't put the cruiser in the intended spot, just like a couple units in the direction of it, from the original spot. I dug into the code after some trouble and TURNS OUT, for some reason, there's a forced minimum z coordinate, meaning it just won't let you have the magnet move a vehicle past a certain point in one direction, but in the opposite direction, you can go as far as you want

#

it's really weirdly specific, like, idk, almost feels useless in the vanilla game since the spot will always be there, and only really affects modded by limiting what it can do, which is so weird

#

so we can only really move the cruiser magnet point from the original position, away from the ship, up, forwards, and backwards as much as we want. Downwards and towards the ship is limited

delicate agate
#

Woah that is weird

rich ice
#

can probably still force change the cruiser position after it's been attached at least

rich ice
#

well, I guess not. I can make the cruiser to move to a specific position until it's on the magnet, and then it stops listening. So that kinda sucks. For now, I guess we'll have to stick to that front magnet, though it doesn't work as well if a mod tinkers with the cruiser rotation

naive widget
#

Few issues I spotted while trying to turn the third floor into a nightclub:

Lights on 3rd floor ignore light switch, disco ball lights don't pass through window between 2nd and 3rd floor, said window also isn't visible from underneath but might be intentional

rich ice
#

as far as any lights I've added for the new floors, whereas previously I've added syncing to the vanilla light switch, it ended up causing some pretty bad issues. So for now, they just stay on, but I've since decided it'd probably be cool if the floors had their own light switches per level

#

the disco lights not shining through I'd probably have to play around with at some point

naive widget
native cape
#

Windows gone? SCaraara

carmine topaz
#

Also they're there for me

cloud panther
#

at least for the robots

native cape
#

0.3.2 is latest, no?

carmine topaz
#

Maybe a bug when using Wider?

#

I'm not using Wider and it works

native cape
#

No... Seems to be some incompatibility with another mod...

Just Wider + 2 Story + Ship Windows works just fine

#

For consistency, maybe add the "Wood" tag to this window?

That way, it will be consistent with the floor window from ShipWindows SCaraara

#

-# (Metal step sounds feel weird while walking on glass)

#

The ship isn't airtight πŸ’€

brisk widget
#

most likely it's because the ship is divided into several assets

native cape
hallow rapids
native cape
brisk widget
native cape
#

Okay, there's no way this crack was there before though SCaraara

hallow rapids
brisk widget
ivory sedge
brisk widget
native cape
ivory sedge
#

Even more spiders gonna crawl through Sadmp4

hallow rapids
#

New feature: keys now fall through the crack.

ivory sedge
#

The ship going to explode in space now

native cape
ivory sedge
hallow rapids
native cape
brisk widget
ivory sedge
#

Too similar f_sad

ivory sedge
native cape
ivory sedge
brisk widget
#

I got discord blocked in my country, so I'm cooler 😎

ivory sedge
#

Russia ?

brisk widget
#

yeah

ivory sedge
#

Rip

native cape
ivory sedge
#

Time to use Skype

brisk widget
ivory sedge
#

I’m insane

brisk widget
#

Team speak... is cool, but I don't like its interface

native cape
ivory sedge
#

So use just use a vpn or what

hallow rapids
native cape
#

Sussy Nitro catbox

ivory sedge
#

Bros nitro is older than my server

brisk widget
hallow rapids
native cape
#

He sent it here for anyone to claim πŸ’€

hallow rapids
#

free moolah

ivory sedge
#

Hmm, it seems someone already claimed this gift.

hallow rapids
#

that was quick

ivory sedge
#

I didn’t even see it not claimed

#

And I was in this chat while u sent it

native cape
ivory sedge
#

How are u lot having nitro for longer than a year I literally have the free promotions im broke as perceive

native cape
ivory sedge
#

Lucky angrysad

ivory sedge
#

Do you not accept emoji_devil_angry

hallow rapids
#

I really hope it wasnt a bot that claimed it. im face palming so hard

ivory sedge
#

Well seems it was instant I assume so…

#

I did NOT see a green button ever

hallow rapids
ivory sedge
#

Only problem with popular servers

#

Snipers

hallow rapids
brisk widget
hallow rapids
ivory sedge
#

And the server doesn’t have verification adding more to the bots

ivory sedge
karmic surge
#

Dogs, masked and some other modded mobs can't seem to make their way into my ship when using this mod. Is it happening for anyone else?

tall obsidian
#

Decided to record a bit of what the whole ship looks like with the 3-story option included, just to give people an idea

naive widget
modest mica
#

both are just mostly for decor

ivory sedge
tall obsidian
naive widget
ivory sedge
naive widget
ivory sedge
#

No

#

Just cus where you launch it

#

Put terminal in there

#

2nd floor could be furniture

#

3rd floor view platform

modest mica
naive widget
ivory sedge
#

Yes it can still be a control room no?

naive widget
tall obsidian
#

My crew and I keep our inventory stashed in the small room where the stairs begin

slow torrent
#

Anyone know if the windows in this mod are compatible with the skybox?

slow torrent
brisk widget
#

oh this one

#

probably no

#

as far as i remember it changes the standard skybox of ship windows, so by itself no, BUT if you install a ship windows then in theory everything will be ok

brisk widget
#

@rich ice not sure if you seen it

rich ice
#

yeah, the ship being like this was bc when I imported the original ship models to edit in blender, it did that annoying thing of defaulting one of the rotations to like 0.00047. I changed all of them to 0 except missed one, so I have to remake the floor parts

brisk widget
rich ice
rich ice
#

so it's be default unaligned until set back to 0, whe importing

brisk widget
rich ice
#

no no, from Unity to Blender

brisk widget
#

πŸ€”

rich ice
#

yeah, it's a weird little thing, kind of similar to moving Unity parts and it does 2.4999999

carmine topaz
#

XD

#

Cus without the larger ship mods this feature wouldn't be as good

rich ice
#

it really is such a cool addition to add like, even a tiny bit of functionality to furniture

carmine topaz
#

Yeah it is

#

I almost never bought furniture with the default tiny ship

#

They clutter it too much

brisk widget
carmine topaz
#

he is in this server lol

brisk widget
brisk widget
rich ice
#

nah, tiny mod creators starting out with new, small, humble mods, cape fear for you are being judged no matter who you are

oak chasm
ripe lotus
#

Modders of games historically have led to great ideas for games features. So it makes sense from my pov.

radiant eagle
native cape
#

At least for me, this mod breaks when hosting an existing save :/

I get this error:

[16:16:37.2062417] [Error  : Unity Log] Error attempting to load ship unlockables on the host: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009 
  at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::LoadUnlockables>(StartOfRound)

And no Windows or custom Suits...

limber kernel
#

If the save has invalid indexes after update, it could be an issue. Hmm

limber kernel
#

Because I would assume the issue is that there's lower amount of unlockables than what the save has.

native cape
carmine topaz
#

@brisk widget Had a cool idea for when Wider and 2 story ship are paired together, maybe make the right side of the ship extend the same amount as the 2nd and 3rd floors do :3

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So that way the bottom right side doesn't look so weird with how it potrudes out

brisk widget
carmine topaz
#

Ah got ya

carmine topaz
#

@rich ice maybe a config option for this could be added? ;o to reduce the right side to extend out the same as the 2nd and 3rd floors

carmine topaz
#

and also being able to reduce the right side will be useful on some moons such as Gratar

ivory sedge
carmine topaz
#

Cus the right side clips into the wall on Gratar and a couple of Generic's Moons

vestal elk
fossil remnant
carmine topaz
#

@brisk widget I have some great news

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It seems like Mel's blacklist works with your mod

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I just tested Infernis

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Testing Oldred and Etern too

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@rich ice You are literally goated if it works on all of them lunxara_love_with_tail

brisk widget
carmine topaz
#

Which is good

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Means we get an even larger ship

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I saw @barren vine typing

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I suspect he's excited about big ship

barren vine
#

or i just pressed a key while looking at the channel πŸ˜…

carmine topaz
#

XD

barren vine
#

but yeah. i really like the extra ship space πŸ˜„

brisk widget
#

I wonder why no one has done ships before

#

I've seen posts that are several months old on different sites asking about mods to increase the size of the ship, but I still haven't found a single one (unless I searched poorly)

carmine topaz
barren vine
#

quite sure there already exist plenty of mods to tweak what's unlocked at the start of a save

carmine topaz
barren vine
#

6months is quite old but i never heard of it beeing buggy πŸ€”

carmine topaz
maiden basin
carmine topaz
#

Also reports that it breaks when reloading a save

fossil remnant
#

hoooooooooo

#

sound interesting

#

so you no longer have two room but just one other floor

carmine topaz
#

@orchid girder you should totally update UnlockOnStart and fix it's issues

maiden basin
rich ice
#

so next furniture mod update, yes, will add a couple new things, but I'm also working on duplicate furniture that you can set how many will exist in the config (for example, if there's a wall, and you set the amount to 6, there will be 6 walls in the shop, labelled with numbers). I haven't tested issues of changing the amount mid-save, and duplicates seem to reset position on reload (besides the newest placement). Furniture lock detects the duplicates, though I haven't tested if it moves them properly

brisk widget
rich ice
#

wait

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I can also make it so duplicate vanilla and other modded furniture is possible

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I just need to be able to reference their unlockables lists

barren vine
#

i feel that's going to break so many things durig save/load tbh

#

and if they all have the same name it's definitely going to break mods like FurnitureLock

rich ice
#

it's basically just creating new unlockables in a new list, just with the same component settings and shared prefab

#

I change the name

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is just adds a number at the end

barren vine
#

i haven't seen the update yet. so for now this are just my worries/speculations

#

if you have accounted for all edge cases you're a-ok

rich ice
#

it's already working, except that duplicates don't save their position unless they're the last placed. Other than that and not testing the changing config mid-save, works perfectly fine

#

and yeah, Furniture Lock detects the duplicates and adds them to its config

#

which honestly, if it weren't for the chance of people not using it, the position thing wouldn't be an issue. I can make it a dependency, but I don't want to force people to add it if they don't want to

brisk widget
#

Mel, you still haven't figured out github or..?

rich ice
#

oh, yeah, I just never got to it because I like doing other things

#

I'll probably get to it at some point

brisk widget
rich ice
#

hahah oops

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that actually brings me back a bit, since it was intended to be a private mod

#

imagine what would have happened if I had that option

brisk widget
gilded stone
#

I have a hilarious future idea. A purchasable fire door on the third floor that can take you into the interior

rich ice
#

I already secretly made that for next update, but also included config option to disable it in case people don't want it

gilded stone
#

Awesome

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I vaguely remember hearing a mod did that for the cruiser some time ago

barren vine
#

that seems a bit too OP

#

unless it works like a InverseTeleporter and is One-way only

rich ice
#

yeah that's why I made it a config option for people to disable, regardless of price

barren vine
#

at this point i'd like to ask for some kind of hatch on whatever the top floor is to get on the roof

with all the new space we cannot use the magnet jump anymore :/

rich ice
# rich ice I change the name

also nvm I see what you meant. I was just changing the name of the unlockable name. But since they share the same prefab, they all instantiate the same with name, which yeah, also makes it work differently with FurnitureLock.

Like it still works sort of, you can't copy the positions, but if you input your own and save them, it works. But yeah, really janky, and without that mod, then you just have to manually put everything into place each time. Changing the name of the prefab per loop just affects all of them to still have the same names, changing it after it spawns, well, it's already too late by the time it happens

#

idk so far, just seems like it has to be different prefabs to save the transforms, which kinda sucks if it's the case

barren vine
#

what's important is the unlockableID inside the PlaceableShipObject of the prefab

#

and it needs to be the correct one already in Awake()

brisk widget
#

isn't it enough to just rename the GO after spawning?

barren vine
#

so you either edit the prefab or :

  • spawn them parented to a inactive Object
  • edit the unlockableID
  • reparent them to the right object
#

beware that they have to be Instantiated directly to the inactive object as .Awake() is called inside .Instantiate unless they are inactive

#

for other mod compatibility, please duplicate the prefabs

rich ice
#

alrighty, though I'll probably try this in a bit since I was at this for a while and kind of want break time. But yeah, thank you for the advice since I would like to have this figured out, so I'll try this out once I'm back to working on this πŸ™‚

radiant eagle
#

Windows are gone..

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Suitrack suits is also gone

carmine topaz
radiant eagle
#

restarting fixes it but idk

#

@carmine topaz

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can you check my pack sometime?

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see what to take out or not

lusty bramble
#

hihi, so for whatever reason my ship has really bad lighting issues and misplaced objects (i.e the vent on the ship), and im not sure why this could be, ive tried tinkering with my pack alot and just couldnt find the issue, it mostly happens with wide ship + 2 story ship but sometimes it happens on just the 2 story ship too

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0192c10a-b962-0fd4-73df-4dcfdb9d9ead heres the code in case maybe i have a mod that has known issues with it

carmine topaz
#

Cus nothing looks off to me

lusty bramble
#

ohh maybe, ill take a screenshot next time i mess with it, it just makes it exremely dark for half of the ship and misplaces objects

#

im not sure if this darkness in the stairs is normal or not either but that might just be me-

rich ice
#

something is definitely off here

#

I'll probably look into it in a bit; but do you have any mods you know of that change or get rid of any ship object positions by chance?

carmine topaz
#

Odd

lusty bramble
#

ive been also meaning to clean out this pack as well, though alot of it consists of suits and such

rich ice
lusty bramble
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oh shit i thought i did sorry!!

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0192c2b5-0be5-36a7-010a-088a95245899

rich ice
#

oh oops

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I guess I missed it

ripe lotus
#

Melanie, might have an issue.

i didnt write this code, but its always worked in vanilla.

this code makes masked stand in front of the terminal and face it, and then more code makes them use an animation to use the keyboard while on it.

WiderShip, ProblematicPilotry, and 2Story ship all seem to break this.. and I have no clue why.

in the case of 2story ship, if the terminal is within the normal ship bounds.. it works fine... but when you place the terminal upstairs.. the masked is hovering, facing the wrong way.. and im not sure they are actually using the terminal as nothing seemed to happen.

I am just wondering if you know why they might be misunderstanding the position of the terminal when its in the upper story? I have also attached how it normally is. I have seen similar issues with weirdly placed terminals... but never levitation.. making me think something is off with when the terminal is placed upstairs..(like it sets the wrong location.. i d k)

"this" = the MaskedPlayerEnemy btw.

((Component)this).transform.LookAt(new Vector3(((Component)terminal).transform.position.x, ((Component)this).transform.position.y, ((Component)terminal).transform.position.z));

((Component)this).transform.localPosition = new Vector3(((Component)terminal).transform.localPosition.x + 7f, ((Component)terminal).transform.localPosition.y + 0.25f, ((Component)terminal).transform.localPosition.z + -14.8f);
barren vine
#

should't you first move and then rotate?

ripe lotus
barren vine
#

also the offsets seem hardocded assuming a specific rotation for the terminal

ripe lotus
#

the problem as i say though, is, anywhere outside of "vanilla ship area", it bugs out.. and problematic pilotry.. i assume because it moves the vanilla ship, also bugs out the vanilla ship area.. i just figured as 2story ship regens the navmesh, maybe there is an explanation for 2 story ship.

barren vine
#

if you rotate the terminal the positions will be wrong

ripe lotus
#

for some reason, the masked walked behind the terminal, came back, and through the terminal.. and then started using it like that.

barren vine
#

there is a difference between rotation and offsets

#

do you have a thread for this?

ripe lotus
#

there maybe a point to that.. but, the masked doesnt face the same way every time, either way, the issue is the fact is levitating which is why im bringing this up.

rich ice
#

it's clearly learning to ascend beyond what it was originally made to do

#

but uh, yeah, I probably just made the second floor's navmesh a little too high or thick, bc when making the third floor and testing dogs, I noticed they were slightly floating above, too. Though about the rotation in facing away from the terminal, uh, idk

#

so yeah the floating is just an issue with my navmesh, but the terminal thing I don't know atm if it's anything with mine or not

cloud panther
#

From my testing, anytime i get an JLL-dependant interior on a modded moon, the outside navmesh breaks for enemies unless the moon is blacklisted in this mod. Blacklisting the moon in this mod's config or disabling this mod/navmesh also fixes it
Its odd thats its JLL-interiors specifically but vanilla interiors and ones that dont depend on it like poolrooms are fine and dont break the outside with 2-story, and it always works fine on vanilla moons

What are the effects of blacklisting a moon? Is that going to stop enemies from pathfinding upstairs in the ship?

rich ice
#

So how the blacklisting/disabling nav regen works is well, instead of spawning the navigation and regenerating it after vanilla (resulting in vanilla generation, then redoing the generation after), it spawns the navigation before vanilla, and then vanilla should be doing its own nav regen. I would have preferred this if it didn't turn out to be buggy in a lot of cases.
At times, it might not recognize the new nav and just act like vanilla (enemies will not like the upstairs), other times if combined, it can keep Wider Ship's original navmesh alongside the new one. Even issues on certain vanilla moons that fumo found out way before, and told me about (which is why Assurance and Embrion are defaulted on whitelist)

I read some of the extra context, and weird that this is happening with you specifically - chance it could be a chain-reaction. But either way, good things the blacklist exists to cater to cases like this, too

#

overall though, compared to outside enemies being completely unable to move, I think the chances of enemies say, only being able to mostly enter old ship areas in one case, is definitely the better of the two

cloud panther
#

Yeah

rich ice
#

I have a few codes I need to test for other bugs too, but you can always drop your mod profile code that's facing the issue so I could eventually decide to look into what might be happening, and if there's anything I can reasonably do on my end

cloud panther
#

Its also weird what breaks outside. Its Tulip Snakes, Spore Lizards (Solace), and any modded enemies
Dogs and bb hawks seem fine, as do enemies that come outside via starlancer escape

#

giants and robots also seem fine etc.

rich ice
#

hmmm, interesting

paper compass
#

what's JLL?

cloud panther
#

So i would have said its only modded enemies or things not intended for outside
but then tulip snakes couldnt move on maritopia....

#

so i have no clue

cloud panther
paper compass
#

ah, I thought it was a fork of LLL or something

ripe lotus
rich ice
#

have you ever seen any "SetDestination" errors in the logs or anything?

barren vine
#

your rotation issue was most likely the order of operations

#

what you were doing before is:

barren vine
#
  • wherever the masked was, turn to face the terminal
  • then move in front of it
#

so if the masked was behind the terminal it would be facing the wrong way

ripe lotus
cloud panther
rich ice
#

no errors is a worse issue than errors 😒

cloud panther
#

truly

rich ice
#

okay, well update on furniture mod; I would have added more furniture in this change, but I was pre-occupied with trying to figure out a certain system of duplicate furniture. I'm assuming I'll have more control over the events that play for unlockables if I manually did it instead of using LethalLib's pre-set stuff, which would let me try something to make it less buggy, but I don't feel like doing that yet, so I'll save that for later, to try out Matty's advice. For now I stuck with the current one as an optional thing in config. Anyways, here's the update log:

0.1.0

  • Added working fire exit as a furniture item (only works on next landing after buying, not during. Can be disabled in config)
  • Added twin bed with side cabinets.
  • Added sectionable walls as furniture items.
  • Added 3 sectionable door variants as furniture items.
  • Added experimental and currently buggy duplicate furniture item registry, including for vanilla items. Can be set in config. (Positions and rotations do not save on reload, partially works with FurnitureLock, do NOT change on an existing saves!)
  • Added config options to customize prices for furniture items in this mod.
  • Added v65+ luck values to furniture items.
  • Moved changelog to its own section.
copper sage
#

πŸ”₯πŸ‘€πŸ”₯πŸ‘€πŸ”₯

#

looks like i'll have some remodeling to do when i get home

#

also

slate sphinx
#

Fire exit in the ship is crazy

#

It should have a long cooldown

willow nexus
#

I love it ngl

copper sage
#

can masked find their way in thru it? .3.

sand hull
#

That’d be hilarious

copper sage
#

regardless, i know where im putting it
looks at 3rd floor window

vestal elk
#

WE BE TURNING THE SHIP INTO A 3 STORY APARTMENT COMPLEX WITH THIS ONE

brisk widget
#

offence

vestal elk
#

can we get the ability to move the lever (and monitors with it) in this mod due to how much space there is (i wanna set it to the second/third story)

#

Also what was the mod that adds the carpets?

rich ice