#MelanieMelicious Mods 😱 (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
1 messages · Page 3 of 1
Thank you
Also
FOURTY SEVEN
THATS NOT EVEN going to FIT IN A 3 STORY WIDER SHIP
LET ALONE WITH THE OTHERS I HAVE
nah it will fit
Ill test it later
wait, with enemyescape installed, will enemies walk out of the fire exit inside of the ship? Total madness
Hopefully
that would be the risk of buying it
And a cooldown since otherwise it would be OP in casual modded ironman runs
3 story wider ship with a fire exit inside of it. We have reached the peak of lethal modding
if you told me that would be a mod in february I would NOT believe you
okay I need people to confirm to me; in their modpack playthroughs, do clients (other players) see the furniture items? Or are they invisible for everybody but the host?
I might need to remove the experimental duplicate furniture system; it may be causing major furniture desync issues.
okay, well I'm going to update to remove the duplicate system since it's likely the culprit of a lot of issues that were caused in the recent update
yeah, seems to have fixed that issue
ooh oops
I accidentally removed fire exit registry
I'll re-add that in a bit
okay, I just updated the mod, so once it registers, the fire exit should actually appear this time (as long as it isn't disabled in config)
hey i was curious if anyone is getting dog's wandering into the ship throught the walls. Just had one tear up my crew with the door closed.
what moon is this happening on?
was just curious if we could get doors to the staircase room (as a config probably) and a config for the second story to be a whole width
I actually did plan to do this next time I update the ship mod, after adding the doors the furniture mod
cool
btw (asking here bc this is indeed a furnature mod) why do some custom furnatures not save positions
E.G: jp cutout
plant pot
the code rebirth android
were you using the old version's duplicate furniture system? Those were the ones that don't save. I removed the duplicate system because it broke things. The normal furniture items should be saving positions, meaning if it's those, there might be some mod interference
hmmm
are you saying other mod's furniture positions are not saving?
none of them from ur mods furnatur is doing this tho
hmm, not sure what would be happening with those mods that isn't saving their position. If they're using their own manual unlockables setup, though I haven't touched that yet, maybe the queue to setup unlockable events doesn't used save position, and just places it in the default position regardless. Though that's just a guess, really
It happened to us on Offense
kk
oh okay, so this is the same thing fumo showed me; some moons are weirdly specific, so this might be a special case for offense and potentially some other moons. I'll have to look into this
oh
I appreciate the fast response
I recall something somebody sent
it might be the terrain geometry and the ship nav geometry causes the navmesh to generate weirdly, causing enemies to see a path through certain parts of the ship
Also a small thing but the ladder in front of the ship on March is almost impossible to jump onto with items since the rock is under the ship now
does this happen for all walls, or did it happen somewhere next to the monitors?
Not sure if we can do that
Ummmmm
The dog wandered in through the left side of the ship
Like on the left side of the monitors
oh yeah that thing, I noticed when playing and it was a bit bothersome, so I'll see what I can try to help with that
okay yes, this is all in the same spot fumo showed me, and the same back area where outside, the navmesh suddenly spikes up into the ship
I'll have to see how I can change the geometry to prevent them from pathing there
That’s awesome we have just been staying on the top part of the ship when we drop offense for now
Its only been twice so far but both on Offense now that i think about it
fire exit says entrance is blocked ._.
it worked on 2nd moon (march; put me at the same fire exit again a 2nd time)
then we landed on experimentation and it didnt work again...
so it didnt work 1st moon,
worked 2nd moon,
then never worked again ;.;
Not a developer but still
Worked fine for me
do you have the cozy offices mod
nope
no moon/interior mods in general
hm
lemme get the modlist (its long)
and log if i can find it
but it aint like imma buy the fire exit often
Mine has 255 something surely cannot be more than me
what's the modpack?
Still works fine lmao, 50 smthn are suits
Tho i do have a hefty gaming pc
And it still slightly lags and stops responding for a few moments when loading but afterwards its fine
hum
despite an inspection of the log
I can't really see anything that would have a major problem
I'm not the best at figuring out stuff
but from what I can see
it has nothing to do with most of the things in the log
hmmm, this is weird; I have wanted to look into the fire exits for sometimes causing lag, though it might just be in certain modpacks. So I can also look into what might be happening here, with some modpacks not working properly with the exits
You think it could be cus of mods that fix fire exit rotations like buttery fixes?
It's weird cus my log had no error spam or anything it's almost like it was making ram usage or cpu usage or something spike
additional screenshots of what adding wide ship does, the collision for the wall is also just still there and the button to close the door is gone as well, also the lighting is just weird here too
0192ccd9-649b-4848-23fd-2cf1f7423da1 i slightly changed the code as well from when i last sent it
turns out the issue was that you didn't have Wider Ship's dependency, LethalConfig: https://thunderstore.io/c/lethal-company/p/AinaVT/LethalConfig/
Add it to your pack, and things should be fine according to what I tested (once).
Ah, thank you so much!!
I could've sworn I had it at one point, so that's probably my bad, but still thank you!
sorry for taking so long to get back to you on this btw, I just never got to testing all the mod codes I had in queue, until now
its alright, no need to worry!!
lol, I think I need to get rid of the letal config in the next update, I used it so that the config was detected immediately and used it for tests
so it turns out, when I added LethalLevelLoader to my test modpack to see if it was able to track my fire exit, I assumed once I got it working, that I did what I needed to get vanilla to track and register the fire exit as a real one, consistently. Turns out LethalLevelLoader was the one registering it to work, and not vanilla (though it would track it sometimes)
yeah, if you'd want the portable fire exit to work, you would need LethalLevelLoader. I'll still try to look for if there's a way to make it work with vanilla's dungeon loading system for people who don't have LLL, but I guess LLL has bonus effect of making this work all along
@rich ice oh yeah i forgot to ask, sorry for the ping btw, but was the weird lighting i mentioned a bug by any chance? or is it just celestial tint? i installed celestial tint fairly recently so im not too accustomed to its lighting just yet
also, this is a bit unrelated but i had added your furniture mod and loaded a pre-existing save, and it just automatically gave me everything (the green cabinet was stuck outside as well), is this just an issue with loading it on an existing save?
sorry for all the hassle btw, the mods been really fun to use even with all the issues i've been having, ty for making it!
the lighting was because, whereas in the normal 2-story it sets up most the ship stuff itself, the wider 2-story works off of what the wider ship mod already does, and adds on to it instead, including the lights. So that should be fixed by re-adding LethalConfig for now
Also, yeah, whenever loading an existing save and adding the new furniture mod, that happens, where the furniture just kind of appears all unlocked. Haven't looked too far into it yet if there's something I'm doing that doesn't make it default to locked
Also no worries! Reports are helpful in letting me know what happens in certain scenarios for future-reference and reports, and to potentially fix things on my end
if i remember right vanilla interior/moon have an hardcoded number of fire escapes. based on the moon itself.
That might explain why it worked on march and march alone since march has multiple fire exits whereas the other moons only have 1
I've actually done a fair amount of testing with adding furniture mods to existing saves, as far as I can tell it's not just unlocking the furniture, it's like, putting some of the new furniture into some already unlocked sort of "furniture slots" in the save, which even has the side effect of re-locking some furniture you might already have, in my tests it seems to like to re-lock the windows from Ship Windows the most, followed by a few specific pieces of vanilla furniture, and then it seems to be pseudo-random and possibly based on the order you purchased the furniture in? although that wasn't exactly consistent in my tests
and please forgive me if what I've said is hard to read or doesn't make sense, I've been lightly drinking tonight
@rich ice sorry for the ping but do i also need that matty fixes mod as well?
Afaik its recommended if not a dependency
Tbf I don't think this is inherently your fault, generally when adding any furniture mod this issue can occur and it's better to make a new save after
furniture (workshop1) doesnt save the stored items when we restart the game, anybody else having the same problem?
this is weird since this has only been reported twice, but on many other modpacks they seem to work fine and save. Are you able to send a mod code to I can try replicate the issue?
yeah, like Steffi said, it's not needed, though recommended to fix a lot of item position saving issues, and etc.
yeah, this sounds about right. Some of the inconsistencies might have been because the IDs of some furniture was set above a certain number, and the game automatically resets it to a lower number (because for some reason, vanilla has an explicit limit to 70 something for unlockables, JUST LIKE THE MAGNET THING)
But yeah, just in general, adding new furniture through new mods or updates mid-save is not recommended
yeah this makes sense; average game being hard-coded moment. But it also makes sense to why it worked on March and not certain other moons (without LLL enabled). I previously set the fire exit ID to entrance 4 (fire exit 3) which I planned to increase to not mess with other exits. This makes it work on March since it just ends up sharing the same interior fire exit, which is also why exiting puts you in the normal fire exit
sry if im asking for too much but if the third floor is the last floor that will be added, will the fancy ship be updated?
0192d878-d64b-3b51-7fbc-0d0700e8d2d1
This but we removed the utility furniture mod. Couldnt figure things out on our end sry, as these mods are popular.
seems when in combination with the Remnants mod, it's somehow causing items to delete when placing them on my shelves: https://thunderstore.io/c/lethal-company/p/KawaiiBone/Remnants/
Not sure what's occuring between the 2 mods that causes this to happen atm
Interesting, we'll remove and test it too.
Have you also encountered the ship monitor freezing whenever someone dies? Goes back to normal when going to the next day. Very annoying bug tbh
in more tests, it seems the bug doesn't apply to the work table (the work station with only the bottom part) even with Remnants enabled. I'll have to look into what's different about the two that makes one of them immune to the bug
Also, no, I haven't encountered that bug before. Not quite sure what's causing that, but that does sound very bothersome
I dont blame your mod tho! I think we added too much and are now suffering the consequences ahaha
Other than some enemies ignoring parts of the ship, the real estate has been a boon so far
When i use the mod i have posters floating in air how can i fix it?
in ShipWindow's config, toggle the don't move posters option to true
an FAQ with these questions as a pinned message could be nice, just so these questions dont come up so often 🤔
Thank you so much
now that ive dissabled it this room has appeared
nvm
i found the issue
making great uses for the furniture :]
and we are not done down there
okay, I quickly updated the other style (fAnCy ShIp) to a closer version as the main 2-story, though still not fully up to date with it. So like there's no 3-story or config unlike the regular 2-story, but there's Wider Ship and Ship Windows compatibility.
I could probably merge the mods at some point, it's just atm they use different models, and I'd rather they be using the same ones for the base-ship so people aren't loading extra info they won't be using
Could I get a screenshot of fAnCy ShIp style? away from pc atm
is it normal for items to clip below the ship or lower into the floor with this installed? I have general improvements installed and usually that would keep items from sinking too low
https://streamable.com/6b852q
All the decoration from Melanie's and SR Furniture
install matty fixes
a very necessary door on the 1st floor
I can't live without it
and without fire exit too?
nah, the fire exit is expendable
but what if there is a fire on the ship
a bit cheaty, but there it is
Mimic Fire Exits would be a neat counter-balance
honestly - this fire exit should be exit-only
so you can't get to the facility, but can get out
Other way around i think is more balanced
Getting to the facility only takes time
Back to the ship means monsters and youre heavy
both options sound good
LOL the fire exit is so OP
I initially tought it was like a second ship door like it teleports you to the behind of the door like behind ship walls
bu no it literally is a fire exit on map
I dont know if its already been discussed here, but I think lobbyconytrol is partially incompatible. When loading a save, walls appear that block off the side areas in the same position as the vanilla ones. Loading the same save through main menu works fine.
Oddly I have had it before (but seemingly this trick doesnt work for me currently, maybe due to updates) such that when this happens i can glitch through it with the terminal, and the wall miraculously vanished after doing that, including its collision (very weird).
aw man, after enabling and disabling every mod in our modpack, the 2 story mod keeps breaking the ship monitor for us. The monitor freezes when someone leaves the ship. Quota and deadline monitor turns off as well. The bug fixes itself whenever the day ends. Logs does not show anything weird. Our first suspect was mattys fixes but it wasn't that. Can anybody else recreate the issue?
(0192e5fa-0fff-09e5-66a6-28f8e33986c6)
@storm moth Have you tried running corporate restructure or another monitor replacement mod to see if it overwrites the bugged out ones?
i run almost the same mods as you in my pack but i use dynamic deadline instead of extend deadline if that helps
0192e696-c0b1-63cd-dc76-c7c58198f3a2
if you want to cross reference you can look at the mods im running in mine i have way more with no issues running about 80% of the mods that you have in your pack
How soon could we get third story for fancy
And do the shipwindows windows work (well, as well as it does with normal 2storyship)
no, it still breaks, but we found out that it breaks after walking to a specific spot outside the ship. Very weird
are you able to describe which spot on the outside of the ship breaks it? Also, if by chance you know, do you have any mods that change any ship boundaries or reverb triggers?
here you go
ship boundaries or reverb Im not really sure, I relied on mattys, buttery and generalimprovements for bugfixing
0192e77c-049f-c6fd-4020-4a93a10e053b
that's weird it doesn't actually fix when coming in through the door like the other issue of that happening, usually has. I'll have to look into this and do some testing. When that bug happens, if you go directly out the door straight over the railing, and then back in the same direction, does it change/fix anything by chance?
Idk which side needs a fix but i fly when i try to eep with #1295105377649688707, also could you make the single bed (maybe even couch) work with that mod
I've never experienced this issue
weirder still, it only breaks on modded moons, i'll test that thing right now
which moons in particular can you recall it breaking on (and are there any modded ones they don't break on)
So you dont have cheese?
YOU SHOULD ADD CHEESE MOON TO YOUR PACK, NOW
Actually I remember reporting some issues when I had just 2 story ship and shipwindows, but adding on Wider Ship fixed it so it might be a strange run order thing
ah jumping over the rail in front of the ship door breaks it too
I plan between eventually updating the other style to match up with the normal style version, or merging the mods together with a config option so I only really need to focus on one of them
As far as how it runs with ShipWindows, the version I updated the alternate style to should be a version after the last updates that related to ShipWindows compatibility, so it should work fine. Though feel free to report any issues
I cant get it to pop out again, only fixes itself when ending the day
Kk, i do think i’ll wait until fancy gets a third story to use it but good 2 know
This was back when I was mentioning the stuff with reverb triggers and stuff being weird on some moons Mel, in my case it was also almost always Generic's XD
USC Vortex also reprod it
oh dang
But yeah adding Wider Ship fixed it for me
Also suggestion for fancy ship: when used with the furnature mod, metal doors become the mansion doors
I suspect it's a run order thing somewhere cus of that
When loading some moons
But I can't say for certain
Btw even if this isnt a bug with this mod i do think the suggestions should be used
personally dont recommend corporate restructure and instead recommend using general improvements' built in monitor replacement stuff... corporate restructure made my game bug a lot and ended up in me crashing a lot too
even though CR was working good for a while, it ended up being the cause of many issues
this is weird, since usually when the cameras disable, it's when you're leaving the ship, and coming back into the ship should re-enable it. Does this happen with 2-story ship disabled? And does this happen if you include the moon in the blacklist config?
I do remember yeah, this was reported previously before, having issues with these moons, and I never ended up going anywhere with it
Okay gtg, tell if this is considered
on the topic of monitor stuff not working, i remember that happening to me and my friends once and i found it weird but it fixed itself and never happened again... was when i first installed 2 story
this, I saw before, but honestly no idea what's happening here. I'll have to look into what's happening that causes this. Also depending on how it's made, adding the sleep function to other furniture might be something the sleep mod has to do, unless it was made very flexible to allow furniture mods to externally include something that gets detected to be sleepable
Yeah, I also had similar issues to this with just ShipWindows on it's own in the past but Generic has used ShipWindows with no problems
Kk
So idk why this happens sometimes tbh, but I've had 0 problems since adding Wider Ship in my pack
also this, I actually did plan when I updated the other style. The best part is this would actually just be automatically included if I did the walls basing off of the ship material to be compatible with ShipWindows, since if it just uses the same material as MelanieShip, then yeah
Wider Ship is to for 2-Story + Generic Moons as 2-Story is to Problematic Pilotry
what we figured out so far:
-bug doesnt happen if 2story disabled
-widership alone doesnt have the bug
-certainly not the terminal mods (corporate restructure, tested it disabled as well)
-only happens on modded moons
-sometimes pops out when other members cycle through the monitor, but breaks when it cycles to a dead member or idk
oh, that must be around the time Glitch reported the issue to me, and I fixed it near-immediately. Though this was a general issue with my ship that happened on all moons
oh ok then not related to this ty 🙆
thanks for the list. This will help narrow things down a lot, and hopefully I can find some kind of a fix for this soon
though thank you for reporting just in case
wait a minute
what if those seemingly meaningless WallInsulator colliders were actually to prevent players from bugging inside the walls like they currently do in my ship if you stand on a certain spot when landing
this is crazy
explain in easy english
what happen if i enter fire exit while on the orbit or the company?
The entrance appears to be blocked
Could it be possible to make the large cupboard red like the other furnitures? Or at least make a config?
Because I think it being green is really unfitting
i agree
It was made green because of Glitch
He was the one that asked for it to be made, I personally like it lol I didn't at first but it grew on me
I think as a config option, yeah, I can do that
@rich ice What do you think about adding this right area of the wider ship to your mod? Maybe as a config option?
I would love to see this right side to be added since wider ship is way too large for me and many peoples taste.
Just disable widership or do you have it disabled and are saying to remove the extrusion
I only want this right sided to be expanded, like how it is expanded with the wider ship
hope this makes it more clear
there's a config in wider ship mod to disable either side
no?
my bad its only for the walls
Yeah only for walls sadly :/
Tbf there's very few moons that have issues with it now, I just did away with them
They mean they want a config to remove the "Too big" part of the ship when using widership
Nothing to do with moon compat
Oh I know I also mentioned removing that in the past but tbh with furniture mods and stuff I think I would miss it if I removed it
Actually usually the complaints with that side is for Moon Compat, so the cruiser doesn't clip into terrain and stuff
I ended up using just 2 story
Didnt really need wider's space
I can't go without the combo anymore
Really? I can fit all the furniture I have rn in just 2 stories
I may grab it again later
When wider gets the side disable option
Tho my lobbies are usually pretty small
So maybe thats why
I see, idk
I mean, I could do something like this; I did need to add something to disable certain sides of the ship, especially for cruiser compatibility on certain moons. It's just by this point the ship will be cut into so many individual parts it'll be like lego bricks 😭
what if... you just pretend the extended space isn't there 😭
Hmm... Legos 🤤
but yeah maybe at some point, it's just the division gets more complicated with 2 axis' + navmesh changes
also updated 2 mods:
2 sToRy ShIp?! - MelanieMelicious v0.4.0
- Added config option to enable extended catwalk porch to the front of the ship.
- Added the ability to build on the front catwalk of the ship (setup for my furniture mod for some relevant decor for outside).
Utility Furniture Pack v0.2.0
- Added outdoor tree furniture with configurable percent chance to spawn beehives randomly when landed on non-company moon (4 spawnpoints per tree).
- Added outdoor bench table.
- Added potted ferns (subject to change, more to come!)
- Added config option for portable fire exit to choose between one-way only enter, only exit, or both (works as fully normal fire exit).
- Changed walls to use direct ship materials for compatibility with Ship Colors.
- Improved twin bed's drawers to open further, and to parent items into the animated part (items move with the drawer!)
- ID correction for certain furniture items.
- Fixed wider cabinet not spawning inside the ship for non-wider ships.
the Mel Cult smiles this day
Cult of lamb is multiplayer or is that an npc...
Multiplayer
I think it was with sins of the flesh idk i just got the game 2 days ago
Damn im day 1 cult of the lamb owner
@rich ice the border of the railing is old and the railing is new
im not smart enought to figure out this poem
red - now, green - should be
Mel will understand 
I don't do the understandings
Well, you're not Mel
says who
But my name says otherwise
ok Mel
As Mel i dont understand so you were wrong mel.
as Mel i did understand
Well Mel must be lying because as Mel I don't understand so Mel was wrong and if Mel says otherwise then Mel is lying.
🫤 I will keep using it without widership
it got updated
oh, oops, it disappeared for me suddenly after a change, so I assumed I fixed it 😢
you have become 0.14 more Melanie
oops, I messed up LoD for ferns bc Unity showed it appearing way farther, so in-game it disappears a couple steps away
also seems where the host spawns real beehives, I made that happen for all clients too, meaning clients will see fake beehives sometimes, that build up over time
I'll fix that later
@rich ice Btw it seems like half of the catwalk is no longer recolored with ShipColors
i remember i had an idea for fancy ship that the doors would be replaced with curtains
Those curtains (since they’ll function as doors): made of tungsten
Also @rich ice can we get a client sided version of fancy ship (so i can have it fancy on my end)
It feels like smthn that could be client sided
monster proof curtains
^^ Yeah I was trying to figure out this too
For the furniture mod, Is there any way to make them spawn upon loading without having to purchase them? It would've been so great with smooth reserve mod too instead of setting them up everytime
@rich ice Do you want your first message in this channel or any other messages pinned?
i think this might work for that
Yeah it is exactly that mod but it seems to have issues from what i've seen
I FUCKING LOVE THIS MOD
I FUCCCKIING LOOVE MELANIE THIS SHIT FIRE
GAVE MY CAT A HOME UPSTAIRS
Jim
let me know about any errors you get 🥺
@rich ice 
so i know ive brought this up before, but does anyone else get slideshow level framerates when out on certain parts of the ship's platform? or to the right of the ship monitor after visiting a moon?
i know this mod doesnt do it by itself. i just wanna compare what mods we'd have in common.
log shows no errors in the afflicted areas
both wide and 2 story are installed, but i didnt find any issues with lunx or glitch's lobbies
maybe one of the optimization mods fixes this?
maybe. i'll need to go 1 by 1
Compatibility with ShipWindows and ShipColors break when reloading a save
That's not a bug with these mods though so why are you posting it here?
It's a bug with Matty's Fixes and he's aware of it he's just not home atm
idk y the longer my save file, my ship revert back to vanilla
I deleted the post, i thought Matty’s was a dependent for this mod but its wider ship
Usually all of the ship mods and mattys are lumped together so i got confused
Still it's a bug with Matty's Fixes and he'll fix it when he gets back
It's only Radar Boosters so it's ignorable
@long sleet @carmine topaz ShipWiderCatwalk0(Clone) in GenPermitListObjects for that yellow part (ShipCatwalk0(Clone) if not using Widership)
(Just in case you haven't figured it out yet)
would it be possible to have a feature for cozy lights and disco balls to be on every floor?
I put both in
😎
this mod made me insecure about my small ship 🤬
I made mine a 3 story apartment complex
got a problem with duck mod, the duck disappear after i take off. it never happen in vanilla ship
size doesn't matter
Well it does, you need a bigger ship to fit all your scrap
And all your suits
And
FEESH
nah, ship mods are overrated 😔
Me and my 3 story apartment complex:
People want ship mods 😅
the ship basically like RV
@rich ice Feedback about your furniture pack, i think it's a really great mod, a great fit for bigger ship / lobbies
But something a little bit sad is that all furnitures are considered as ship upgrades, and i think it will be better having them as ship decoration like vanilla furnitures do (so we can have random rotation of these furnitures and not flood the store)
Or if you don't like the idea, maybe you could add this as a config option (if possible) ?
Similarly, some of the furnitures are not really insteresting when playing only with the vanilla ship or 2 story ship mod (without wider ship) like metal doors and other stuff. Could be nice to have a config for removing them
so... i think i pinpointed my spot lag problem? for some reason, having the inner left and right walls enabled in wider ship, without enabling them to be solid causes it. runs smooth finally.
that or adding LethalPerformance. regardless, i can function in space after a moon 😄
interesting
i mean
if it works
and nobody else is speaking up about the issue
id say everyone wins XD
someone said it once, but they pointed to other places that I fixed
hmm
this door frame is slightly raised off the ground and clips into the speaker above 😱
also a slightly misplaced wall to the right of the staircase that lets you see out into space
Aaaaah, even more gaps into space
May have missed it, but is there a way to get posters on the second/3rd floor?
another silly nitpick but there's a strange hitbox difference/raised floor in front of the door when compared to the rest of the catwalk
if shipcolors works with fancy ship, which one of these changes the color of the outside of the ship
hull or catwalk?
hull
Well, it says there which ones are responsible for hull
wow many things after needing to be gone a bit, then coming back but quiet time
hi, thank you, also wowow promotion to moldy
Thank you :3
oooh so in recent update I made it so the spawned catwalk part is parented back under the MelanieShip like normal, so the config with ShipColors might change again. But it should be easier to find now, just in the same spot under MelanieShip instead of its own thing
I should have this now fixed in the most recent update
what are YOU doing here
yeahhh, I think I'll add this as a config. Also might shorten the names for some items a bit since they're a bit of a @﹏@ to type and buy atm, especially ALL of them.
Also yeah, the option to disable any furniture item I can do for next update, too
okay, so I updated 2 mods and posted a new one: https://thunderstore.io/c/lethal-company/p/MelanieMelicious/Farming_and_Cooking_Mod_MelanieMelicious/
2 sToRy ShIp?! 0.4.1
- Changed navmesh regeneration to only load for the host (hopefully lobbies load faster).
- Removed invisble collider.
- Fixed windows being slightly above window holes when ShipWindows enabled.
- Fixed door frames slightly above the floor.
Utility Furniture Pack 0.2.1
- Changed tree and fern foliage textures to be double-sided.
- Fixed fern LoD distance.
- Fixed client desync causing duplicate bee hives on trees
Farming and Cooking Mod 0.0.0
- Added Grinder0 (meat grinder) to grind player bodies into cookable/sellable meat scraps!
- Added grinder compatibility with sell bodies (except the goop)!
- Added CarrotPlanter0 to grow carrots at a (default) 10% chance per in-game hour when landed on normal planets! (Configurable)
- Added Crockpot0 to cook certain types of dishes!
- Added Oven0 (mini oven) to cook certain other types of dishes!
- Added cooking compatibility with CodeRebirth tomatoes!
- Added dishes: Vegetable soup, meat stew, and meatloaf.
2 sToRy ShIp, Utility Furniture, Farming and Cooking Mod (and I guess other MelanieMelicious Mods)
Wowsers
The title should prob be abbreviated to: 2ss,uf,fcm,aigommm for clarity
I'm excited to check out the new mod Mel you've been cooking 🙂
We need it to be “wddhxp”
Quite literally
oh yeah. that is somehow better
our captain provides once again 😄
that also means more ship placement shenanigans 
Company CEO: "You provided what to that ship?"
Can't wait to try the new mod !
Welcome back
Thanks for that, hype to see the next update then
I am once again asking for your support in having 2nd floor posters. I am groveling on my knees
Please let me be able to cook a baboon hawk in the oven and come out as a turkey 🙏
SellBodiesFixed compatibility
Hi, how exactly does the fire exit work? I had no success with it, besides setting it to "1" or "2" in the config which seemed to make it so an exit would spawn in the facility and take me back to the ship. There's no actual difference between 1 and two, and "0" just does not work.
bro at this point we may aswell name this thread melanies mods
nah, we need more names
We need flooded ship mod
@rich ice What do you think about making the fridge and oven openable/closeable? We can store the extra ingridients on the fridge.
Big oven already has its interior modelled so it would be easy i suppose
@rich ice i hope everything will (not) break for you because of this
UHHH is this for the enabling left and right parts of the ship? If so, yeah, I have needed to do that too, just need to find a time when I feel like cutting the ship into small parts again
this literally disables my entire mod if yours is found
OH
that's why all the "hard work" will be done by you 😆
uh oh, it won't break too many things, I just have to uh, redo moving some things like making new lights, and make sure I have all ship triggers still being adjusted
ok, not quite all of it, I still need to somehow spawn the inner walls after all
ohh yes yes
I will also need to patch this in any case soo
use whatever lamp you want, just make sure the right material is responsible for the bulb
yay, I don't have to make light switch fix since I somehow break everything each time I do
also I'm going to bug-report my own thread. If any other clients use the cooking appliances or grinder, the item they use will only disappear for them and not everybody else. It only disappears for everyone if the host uses it. I did a silly thing and assigned a GameObject list to delete from, that the host wouldn't be able to receive, since GameObjects couldn't be sent through rpcs. I just make the host and clients re-find the object to delete to fix it.
If anybody cooks food, it will create a duplicate for every player online. Pretty sure the issue was I made this call on an animated object trigger, which plays for every player, meaning every player also runs the spawn script.
and also, I forgot to say, since I made models for only the left/only the right/both sides (and variants with windows) as prefabs, I suspect that you will need to change a couple of lines
uhhh, depends; if you rename them after to a new ship name after they've spawned, things should be mostly fine. Whenever you do drop the update, I'll be sure to check everything with our mods combined asap after some changes
ohhh, this should be fine
Farming and Cooking Mod 0.0.1
- Hopefully fixed cooking appliances creating duplicate dishes per-player in lobby (no sharing here).
- Hopefully fixed ingredients/inputs not deleting for everybody but the user if a non-host client uses appliances.
I have the changes ready for the 2-Story Ship (just the compatibility fix) when Wider Ship updates. I'll upload it publicly once Wider Ship updates
yeahhh I was wanting to do this. Though those furniture are currently in my old furniture mod, and I'm thinking of either moving those to the new one (and editing them) or making different ones for my new furniture mod. All the "item furniture" will stay in the old mod either way though (since it's in the name)
I still need to add the little message that says it needs LethalLevelLoader for the fire exit to work properly.
Do you have that in your pack? It could also be some weird incompatibility, since these all worked in my last check. 0 should work as a normal fire exit you can enter and exit, 1 should only let you enter, and 2 should only let you exit through it if you find its counterpart in the facility.
I do plan to add more specific ingredient conversions and recipes, so yes actually, I do want to add this
maybe I can go dungeon meshi route and treat nutcrackers like shellfish
I haven't even added floor 1 poster compatibility yet 😢
maybe once I'm finally in the right feeling to work on that specifically, just my mind is all focused on these other projects
I do have LLL installed, yes. I'm guessing it's some weird incompatible mod...but I don't have anything that touches the fire exits so I'll have to do some testing me thinks
Nice, excited for the new ones
Weird suggestion lol but can you make it so we can put the maneater in the grinder for mods that allows us to bring him to the ship?
I secretly already did 😀
but didn't test it
Haha, If we find a maneater in our play session tonight I'll be sure to test it
This is the problem I am running into. I removed all the mods that aren't the furniture pack, 2-story ship, and wider-ship (plus dependencies) am I just placing it wrong? Using it wrong?
which mode is it set to, and are you buying it before landing on a moon? (Also be dependencies, that includes LLL which I don't have set to an explicit dependency?)
Also, if possible, could you share the modpack code so I could look into it possibly?
Ah! Forgot to add it to the testing pack. Let me try with LLL. And yes I'm buying before landing
Ok, can confirm it seems to work when set to 0, with LLL installed and nothing else. I'll look into what's causing issues on my main pack.
Whats the drawers from?
Could you also add support for needy cats?
you are a monster
haha
meat is meat, we gotta make the quota somehow ey
Is it normal that we can infinitely grind bodies? That so cheaty lmao
bug
oh yeah, that's a bug that uh, seems to have formed in my most recent fix
having glitch and co test a change to see if another change I just made, fixes anything
We noticed a pretty significant performance drop once meat chunks are made from bodies, and then the second you sell them all it goes back to normal
even with just like 4-8 or so
in a lobby of 6-8 people
not a big issue but probably worth looking into at some point
:D
weird, hmm. Has the host been the one grinding it? Did you obtain the meat while landed on other planets and orbiting didn't fix? And with sell bodies (if you have it), does the meat from them have the same issues?
it's more likely something else in the meat items since the models + textures are very simple and low-poly. Do you get any console error log spams? Also, modcode might help since I didn't experience this in my last play session, granted it was before the bug fix
also side-note, think I fixed the clients using meat grinder causing the input to only disappear from non-host user
Melanie's furniture mod
oooh yeah to clarify, the old one, the item furniture one
Both players and host grinded it, and we had the bug where it was duplicating ofc
We didnt try sell bodies, and we also didnt get any console errors
019316bf-f305-2167-f733-4d3a1bb497d5
i'd proly wait and see once you push the bug fix anyways
i still say SellBodiesFixed compatibility would be perfect. Bracken Salad, Baboon Hawk Burger, Nutcracker Pizza, Enemy Remains Soup...
EDIT: oh, compatibility already added :3
thank you, mel
any ideas on when these features are going to be added ? No pressure of course i know you are working on other stuff, i was just wondering
I think the values of items that comes from cooking furniture might be desynced. Clients were seeing meat pieces and meatloafs being 0 dollars while I saw them with their normal values
Clients can sell it on their own though and still get the value, the store credits aren't desynced when i tried it
its just the scan thing basically
I should have this ready in files now, so it'll be released next furniture update. Though I also still need to test it first before releasing it, to make sure nothing breaks
yeahh like Zeta said, just seems to be a visual thing. I do want to fix that still since seeing the value is nice, but it shouldn't affect the actual values thankfully
I still need to add like, more separate things for them since currently they still all make like, the same meat. They'll have more unique ingredient outputs and specific dishes soon
Yeah of course no problem, i'll wait
dont like meat made from wooden nutcrackers? for shame 🫠
joke aside, not a huge issue rn. im just stunned you managed to get a crafting system in lc at all. nice work
A config for the sell value range of meat would be good, along with the dishes that can be made
not looking to use this with any other ship related mods, are there any known issues with the base 2 story ship mod?
You may need to blacklist modded moons in the navmesh config
Or else outside enemies may bug out and be unable to move
ahh dang
what does the navmesh config do?
like, re-do it so enemies can get inside?
I assume so yeah
With it disabled they can still path to the ship okay
Cant recall if i have seen them upstairs with it blacklisted
yep, on some old modded moons or blacklisted they cant go upstairs
whats an easy way to tell, cause I gotta test my moons I got rn
also if you could point out any you already know
that would be nice
yeah i'd be down to know some
or kind of what "old modded moons" means
like, do moons have to add compatability themselves or?
I would say use imperium
Spawn some dogs in whilst in godmode which should be on by default
Yap alot on the 2nd floor and see if they come up

a public list of recommended blacklist moons sounds pretty helpful for people. oKaY, people, start marking your lists here so I don't have to do anything 😀
also another self-bug report, seems whereas I fixed the meat grinder to properly work when clients use it without duplication, it has become entirely dysfunctional if the host tries to use it. Pretty sure I already have a fix for it, so no big worries
yeah I can do something like that at some point, it's just the scaling won't be direct since the values also go by the sum of the ingredient values (plus some)
Btw for anyone that uses fancy ship, I got notified about it not working and the ship inventory position fix is having compatibility for it.
#1297711493151719515 message
D:
guess what, I fixed grinder for both host and clients, but now cooking only works for host again smh. I'll get this figured out no strings attached sOoN
FUCK yeah me and my group can finally copy dungeon meshi in lethal company
In the mansion spaceship, when it rains, you can see the rain entering the spaceship.
And it seems that the mansion spaceship consumes more performance than ordinary spacecraft.
Through my comparative test, the frame number of mansion interior is about 10 frames lower than that of ordinary interior, hoping to deal with the effect and solve the performance issue.
And the mansion The ship's pathfinding network cannot be generated normally,giants can walk directly into the spaceship, and dummies come in from the side first and then go out and come in from the main entrance.
Does anyone know how the mod works? I've been trying to find how to spawn these Workshops or Workbenches the README that i thought contained info, i cant find this guide anywhere and i am still trying to actively find it.
buy them in the store
Trying to find it, nowhere.
it just adds furniture items to the store, and without any config change, by default in the Ship Upgrades section when you type Store in the terminal. Have you changed any configs, or have any mods that change terminal layout in some way? Or you might be having mods that are somehow conflicting preventing the mod from working. Lastly, do you have all the dependencies the mod requires? In this case, Lethal Lib. (Mod managers should automatically download them. Manual install also require manual dependency installs)
Alright thanks, love your mods by the way.
I plan to possible merge the mods and add the other style as a config option soon, that way both ships are always synced with updates and etc.
For the navmeshing, there's an issue atm where some moons will be like this, so this probably happens with the normal style ship too. I might have an idea to what's breaking it, but I'd have to test it
I patiently await for the fine touches. Keep on cooking 🔥🔥🔥
Heyo! I was wondering if there are any known issues with the ship posters? Using the 2 story ship mod by itself (plus the dependencies) removes the posters completely and I've been trying to figure out the issue. Discord search sucks when trying to search for things inside forums
Mel is too lazy to make posters
- busy with another mod
That's understandable, ty for the quick response!
#1289403092307279907 message
Ty!
Any way to save the furnitures upon ship reset? I constantly have to redo everything and the "Persistent purchase" mod doesnt seem to work with modded furniture :xxx
already ticked but nothing changes
the melanie furnitures not only diseappear on reset but also when I reload the save
okay that's a little crazy; not sure what's happening there, uhh, but this doesn't normally happen so it's likely a mod incompatibility? Not sure with what though, if that's the case. Are you able to send a mod code I could look around in at some point?
I do know of a mod that lets you buy furniture in "packs" so you only have to type one thing and it buys a handful of furniture, though I'm not the one who made the pack we play, using it, so idk what the mod is atm
that sounds usefull! I'll try to find it!
I believe this is what has been referenced: darmuhsTerminalStuff
Configurable "Purchase Packs" that let you buy multiple items from the store with one command!
before
after 😂
on a fresh save
I have no idea what's going on
seems like there is also a conflict with the memory of an old deleted save
Maybe I should just try to delete everything and do a fresh reinstall? 
also yeah the poster are appearing at launch and disappear whenever I move a furniture around
mod to have them all prepurchased and out of storage when? 
with FurnitureLock compatibility
& Knuckles
Guys i think i might share me 3 story apartment next time i play
Unlockonstart is what I use for that, it's configurable to select what you want.
EDIT: It's only for vanilla furniture
food
How get in greedents
meat is obtained from... bodies put through a meat grinder
vegetables (carrots) are grown every game hour with 10% chanse on the planet in a small pot
cough pikmin cough
Speaking of
Lethalmin compat to sacrafice pikmin to the meat grinder for meat and veggies
I reinstalled everything and the bug have been fixed. Now the only issue is just the furniture not saving after a ship reset but that seems like something totally unrelated to your work, the mods that allows furniture to persist are just not working for modded furnitures.
I'll see what I can do about it. Thanks again for your time! And thank you for your wonderfull mods ^^
You can use UnlockOnStart to spawn them on a reset/new save and FurnitureLock to automatically set them to the correct position
Unless you actually want to buy the furniture then I don't think there's a mod that allows you to do that
UnlockOnStart only works for Vanilla furnitures as far as I can see. Haven't tried Furniture lock but it seems like it just lock them to the ground.. I'll do some more testing tho thanks for your advices
i like this
UnlockOnStary works with modded furniture, I use it. FurnitureLock does allow you to lock them to the ground but also set default positions for them too.
The client can't seem to use the oven?
I tried it, and it is true that only the server can use the oven to cook food, although I don't know what the food does.
I can just kill mob here
This is indeed the right thing to do.
Ok I got another problem now, when I reload a save after quitting the modded suits wont load and the vanilla furniture return to their initial default placement (The modded one stay where I placed them lol I don't get it)
Do you have any idea what might be causing the problem by any chance? A memory loss maybe?
yeah, that's just a bug for this version. I hopefully have it already fixed in the coming update
yeahh this existed for a while, but if people wAnT I could see about making dogs jump in that area and then nobody is safe
I think you can make it configurable
but OPTIONS, FREEDOM, WHY WOULD I DO THAT?!
make 3rd floor forced to be on 😈
alr
modlist?
I send it to you after my shift, thanks a lot
Here is my entire mod list:
01932cb9-d102-90a7-7c2c-2ad2a51c1b26
there is navmesh on the third floor. Custom navmesh may be broken on some modded moons atm. IF this is a modded moon, I'm assuming what's happening is my navmesh isn't working, but Wider Ship's is working, so shyguy is using the "roof" of it
Is it possible to make the second floor into an upgrade?
Oh, okay. Thanks for the info
i love seeing fancy ship get attention
Technically I think it might be possible, but realistically I'm pretty sure it would require the entire code to be changed since adding the third floor require a game restart to take effect.
It's the kind of "ship upgrade" that is probably too big to be implemented as a buyable upgrade imo
how did you change the clock ui
is there a mod that allows you to customize hud elements?
Improved Clock 🙂
There's my clock mod, some mods changing stamina bar and adding a health bar (EladsHUD, for example) and there's HotbarRD that changes how the hotbar looks like ^^
is there any mod that just changes the color of the hud?
#modding-general, try asking here
@rich ice the config for making your furniture as ship decoration (random rotation per quota) does not seem to work. Furnitures are indeed not in the upgrade section but i never saw them in the decoration section unfortunately
oKaY I'll look into preparing the config for it in the normal 2-story as my next immediate thing to work on. Plus it would mean clients could choose to see a different style even if the host doesn't have the setting enabled
uh, I guess the easiest pointer would be if you could use that nomnom patcher to create a version of the game you already have, in a Unity project, if you want a template for the prefabs of furniture items using vanilla ones. Then you can use LethalLib dependencies in your .dll to easily register them.
Things to note: Above a certain input ID for furniture, it'll automatically revert to a lower number, and I assume it might be around 175. Also sometimes your furniture may spawn outside the (vanilla) ship with a 0,0,0 position offset and might make it look like it's not working (me the first time).
I guess I'll have to look into seeing how to register them into the rotation loop, since just setting the store type to furniture doesn't seem to work by itself 😢
Also a few hours ago, updated mod(s):
Farming and Cooking Mod 0.1.0
- Added mini grill cook station.
- Added wheat plot, and the ability to grind wheat into flour.
- Added potato plot.
- Added dishes: Bread, meat pie, slider, and hamburger.
- Added ability to cook SellBodies modded remains, and LGU samples into meat.
- Added ingredient compatibility for USC Vortex meals, and TestAccountVariety corn.
- Fixed clients being unable to use other cook stations after fixing meat grinder.
- Removed debug hive test.
maybe you could check LethalThings as this mod adds ship decoration in the rotation loop
there is a github you can check
the burger update is real!
@rich ice I got an issue with 2 story ship but i cant 100% confirm if it's 2 story ship only, a mod incompatibility, or another mod completly, so yeah testing is required
When you have 2 story ship mod and ship windows installed (but you dont have wider ship), and if you also have a mod that allows you to go to space and spawns the outside ladder in space, if you use the ladder while the ship is loading the moon you will be stuck on the ladder until the end of the day (also the ladder does not have any limit so you can go up indefinitely)
I wonder if that happens with just Celestial Tint as well
Because the issue is
The ladder it adds in space
and the ladder when you land is a different model
Oh that could be the issue yep
Yeah, if you use ShipColors you know this cus the recolor doesn't apply in orbit
It stays yellow in orbit
So yeah probably a bug with Celestial Tint adding the space parts in this case lol, although a funny one
yeah a really funny one 😂
i just tested with Celestial tint only, it's not hapenning
since you are teleported to the center of the ship
adding 2 story ship does trigger the bug
the player on the ladder is not teleported during the landing phase
and stays there, stuck
yeah, celestial tint copies some things in orbit
what if you could eat the stuff you cook to heal/buff you?
for some reason, i cant do anything/edit the bunkbeds. my teammates dont see it on their screen, but it's still there for me.
nvm i solved it by storing it from the terminal
I don't know what causing this but when I store items on the furnitures mod, it disappears when reloading the save. only on the furniture mod
@rich ice An entity like an eyeless dog will break through an added area of the ship and attack players inside the ship. Can you fix this?
I've also experienced this
@rich ice you will most likely want to do the same thing so that there are fewer questions about the posters
Why are you still using stuff like LE? it's abandoned and bound to cause issues 
Like it's even deprecated
thats the first one I suspected but i disabled it and the issue persist
Outdated mods in general you should remove especially deprecated ones
Then remove them, and hope someone eventually ports them to LLL or LL
LE will cause tons of issues and hasn't been updated for several versions of the game now
just said that I disabled them and the issue persist so its not the one causing it
i know its depricated and all
Again just start taking out outdated and deprecated mods one by one
those are usually always the culprits
If a mod is over 7 months old
It shouldn't really be used
even 7 months old is pushing it unless it's a simple mod like Betterpaycheck or something
I have a pretty large pack and haven't ran into the issue of furnitures being deleted on save reload
from this log I can only say that open body cam really doesn't like something
I suspect they have a lot of old mods since LE was present, so OBC being unhappy would be normal most likely
I love cooking
do you have any chance also have remnants mod?
Could you share your mods profile? I used your mods profile months ago and it was very well optimized but I lost the code 😦
019334a7-f1f2-8f2d-db70-60eb259599bd
You can find the code on Lunxara's streams
The "wider ship" Mod was updated to 1.3.0 two hours ago. Will the 2 story ship be updated to adapt to that mod?
Mel should have a patch ready by now, she's just not online right now
Use Wider Ship 1.2.5 until mel updates 2 story ship
In fact, I'm looking forward to when the fancy spaceship and the 2 story spaceship can be merged and switched freely.
question. in terms of the Furniture Lock mod, is it somehow possible that one of the new cooking additions may have completely overridden another furniture mod from its config, as well as keeping it from registering again?
oohhh, yes, I have the patch ready since fumo shared an unreleased version to me a few days prior so I could prepare. I'll update it right now after a very quick test to make sure it still applies to the public version without issues
Yes I did 👀
Updated mod(s):
2-sToRy ShIp 0.4.2
- Updated version compatibility with Wider Ship Mod.
which furniture mod are you referring to? And do you mean the furniture items from said mod, don't exist at all during loadup? I'd have to look into it if this is the case, but it'd help to know which mod if it's happening
furniture is there. just refuses to show up in the FL config now
cooking and FL both updated since last i played
oooh shoot, this, not sure what's happening here still. I might check that code in a bit and see if I can figure it out at some point
also @maiden basin @bleak sky, maybe you also have somewhat similar issues with similar answers?
They showed up just fine for me
oh that's weird, uhh, but did they work before they updated?
I was even able to update my purchase packs
yes
Did you check for errors?
looked for "SWRD1". nothing aside from me purchasing it
backup your configs for FL, and maybe check what happens when you delete it and let it generate a new one?
sorry but the issue we had are from remnants mod. not sure about modded suits and vanilla furniture resetting
I didn't have a problem with furniture placements, only when placing items onto the new furniture and then reloading the save. Disabling remnants fixed the issue
dont have remnants
oohh okay, well good to know you two found what was causing your issues
Considering I've not had any issues there's likely some other variable though
That's why I said to check your log or post it in here
That will help considerably more
already did
Oki good
Maybe it will point something out
I'm on mobile rn so I didn't see it go through
already shared with Matty
SWRD1 should be the CodeRebirth GAL if I recall. Does this imply the issue is happening with just this, or other furniture items too? I remember something about some kind of difference in trying to move the GAL before, but unsure if it affects anything with FurnitureLock. Maybe I'll check their furniture IDs just in case
may be safe
despite having her "placeable" aspect being set to false, she is still moveable. just not showing up in the locking config
dont know why Lunx isnt affected tho
unless Lunx didnt boot their game up yesterday
yeah pretty sure last time we all played with my cooking mod was before the latest update
btw, love the new veggies
issue is on Xu side tbh. with the Unlockable set to not Placeable even vanilla will not save it
yea, but that never stopped it from showing up in the config
I never added the Gal when setting up my furniture
not sure why it was working before but it should not have unless Xu updates the Placeable field at runtime ( and not only at runtime but littearlly during gameplay )
All of Mel's stuff was fine for me
https://i.gyazo.com/1c189529c33a8664c0fb43ea81df5d0c.jpg placed (originally on floor 1)
not locked, but moveable
Yeah the Gal has never wanted to behave
she is ambitious
Gal is a free person, let her do what she wants
She's been very naughty lol breaking Pepsiman's stuff
apologies if this sounds like something urgent btw. just something that itches me
XD
Oh wait
@copper sage @barren vine I last played with FurnitureLock v1.3.4
is it v1.3.5 that started the problem?
1.3.5 is today i litterally pushed it to have a bit more logs and explicitly tell people why some furniture is skipped
sry for the warning spam when joining a lobby 😅
@rich ice Its possible to replicate this issue with just 5 mods : 019336c3-f695-799e-dc00-87e4830e0147
Having celestial tint only does not trigger the issue, but having celestial tint + 2 story does trigger it
Hope it's something that you can fix easily
ooh right right, I think I know what could be causing this, and it's probably something to do with how I have the ship bounds done for the normal 2-story. Does this by chance happen with the wider 2-story? If not, then yeah, I think I know what's happening
Did you make sure you tested the first ladder?
i testted the 2 ladders
Got ya
when you are on the botton ladder you are beeing teleported inside the ship when the game starts
when you are on the top ladder you are not teleported but you are not stuck so you can let go of the ladder normally
so yeah it only happens with classic 2 story and the normal outside ladder
@barren vine New update for FurnitureLock is broken
It crashed my game loading up a lobby.
1.3.5 is completely busted
Downgrading it back to 1.3.4 is fine
v1.3.6 is out 🙃
Ye I saw the changelog XD
i'm never gonna copy code from LL again 😅
Btw @rich ice @brisk widget after updating the ship mods a handful of my shipcolors are no longer working and I'm not too sure how I'm supposed to fix them
I have nothing to do with it 👀
Cus the entries that Mel had before are showing up as deprecated entries essentially so I think it needs fixed on her side maybe
Ye
Although even the monitors got overriden for some reason
Maybe you can figure out what's happening
lol
Probably a new object
its not
Weird
🤔
Maybe GI
Are you not using GI anymore?
I'm ngl I kinda hate the ship colors mod
just my pack to mess around with ShipColor config
You can't really blame ShipColors for that
Well you can test my pack, the colors don't wanna work
and idk why
019336de-3b6e-433b-ab16-43f3270a7da4 
And for some reason pressing regen config deleted the config
Wonderful
Uh ohs
Very pink ship
Are you using the current version of Gale?
It might be a bug with Gale
yes
Odd
Well I know pressing regen config straight up deleted it
Gonna load up my profile I last pinned without updating anything first
Yeah
I pressed regen config
and ShipColors nuked it
Lmfao
Before you sent it?
Yeah
It doesn't make sense why it's in the files and not showing up in Gale though
Dunno but here 019336e7-f4c1-17a2-fd00-c37ea9779593 it worked fine til I updated the ship mods and now a handful or colors are reset
Possibly a LethalConfig issue where it corrupted the file on regen
Idk
@carmine topaz
Hmmm?
Maybe the change for DontMovePosters
I'll try resetting that cus Wider Ship overrides it now
maybe
I just change the value in the config, BUT only if there is no 2-story ship
Mel better do something like this
I would guess something got changed now regarding ShipWindows compat
@rich ice @brisk widget are both of your mods trying to add compat at the same time maybe? 🤔
nah
I am horrendously confused why ShipColors is breaking cus of ShipWindows
I first look for 2story and only if I don't find it I look for windows
I'm wondering if it's some run order thing happening now
Idk
What all with your 2 mods got changed with the updates?
I would guess the issue is something is preventing the ShipColors compatibility in ShipWindows from working
I imported my own pack and added Widership/2Story and it works fine w ShipWindows
Hmmm can you check the difference between configs?
It might be ShipWindows' config needs another regen on my part
Doing a test now doing just that
I'm suspecting maybe it's something with the config
Nope that didn't help
I've got no fucking clue
This is truly an oddity lol
Your mod and FurnitureLock's updates were available let's see if it fixes it
XD
Testing nuking cache and reimporting my profile
This is so weird
Does this by chance have anything to do with ShipWindows' config somehow resetting the auto-unlock options? Or just loading after ShipColors somehow, and messing with something (like you said with load order)? Though I assume ShipColors would always make sure to have a low priority loading set so it always loads its harmony start patch, last
@raw prawn what was the error you got in the logs when trying to Regen the config?
I didn't regen configs
It's definitely something strange going on I just dunno what atm lol
(and also did but nothing was diff)
Weirddd
I just deleted profiles so give a moment I think
It's definitely a run order thing somewhere
Most likely
I'm doing fresh regens of configs for Wider and 2 story as well, just incase deprecated entries were causing issues
run order should be like this:
ShipColors
ShipWindows
2StoryShip
WiderShip
Hmmmm
ColorfulJarOfPickles was one of the mods that updated, I'm gonna test disabling that for shiggles
[22:19:25.9445383] [Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].FindEntry (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_0008) System.Collections.Generic.Dictionary2[TKey,TValue].ContainsKey (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
ShipWindows.Utilities.ObjectReplacer.Restore (UnityEngine.GameObject original) (at ./Utilities/ObjectReplacer.cs:85)
ShipWindows.Components.ShipWindow.OnDestroy () (at ./Components/ShipWindow.cs:31)
That error is normal when backing out of a lobby though
Would have nothing to do with ShipColors exploding
standart ship windows error
Yeah no I'm out of ideas besides it being a run order issue
if it helps, I did a check logs on the last time I played with Lunxara on Lethal a couple days ago. Her pack loaded the libararies and plugin loadup:
2StoryShip
WiderShip
ShipColors
ShipWindows
I'm pretty sure WiderShip from what I checked, was doing the checks on plugin loadup, and that might have issues depending on assembly load order, if it checks for ShipWindows before it registers? But it's also checking differently, too, so not sure if it applies in this case
It could be the issue maybe
I used to load my checks on plugin loadup, but I noticed it would fail for how I did it, if a mod loaded after, so I moved my checks to when you load a lobby
Yeah my guess is that ShipColors is loading too late now
So it's not applying stuff
and when trying to regen the config it seems to create a busted config
So something is messing with it for sure
2StoryShip
ShipWindows
WiderShip
ShipColors
Yeah that might be it then, it's loading last
I doubt that
no i say that because it's fine in my pack lol
Then it's not ShipColors interacting with the other 3 mods
these lines make it so that ws loads after windows and 2-story
But with the previous versions ShipColors work fine?
In my pack.
And as you said you don't have GI in your test pack, which is why I said there's less variables
I'm not using the test profile
🤔
Do you have the ShipInventory mods?
to @raw prawn btw
thanks
It might be ShipInventory Wider Ship Fix
I just saw Atomic pushed a compat update
Although not certain on this
pretty sure that's just for changing location, since it would appear outside if a certain wall was disabled
Yeah
yeah
Why is my profile loading the mods in the opposite order lol
Yeah so ShipColors should just not be the last thing loading
But yeah this is interesting
ShipColors loads first in Endox's pack, but last in mine
So in my case it's loading too late and it just dies
LOL
this is just correlation, and doesn't mean this is causing it, but I notice ShipWindows loads after ShipColors in packs that work, and vice-versa
What melanie said below this message
Yeah ShipWindows has a compat feature included for ShipColors
so I think if ShipColors loads after it ShipWindows explodes it
windows SHOULD load after colors
So something is making it load too late in my pack but only after updating Wider and 2 story ship
Which is strange
@raw prawn Wait you use Celestial Tint right?
And I'm not using that so I just wonder
nah I don't have it
not sure what ShipWindows compatibility with ShipColors does, and where (when) it's executed, but if it's done in plugin loadup, then maybe we just need to get TestAccount to try get it to only execute after ShipColors' library has loaded
I don't think it was code
I'm pretty sure it was just TestAccount fixing textures
since it used to use the same one for both the floor and walls
Diversity posters are now floating, not sure whose fault this is
Prolly another thing related to run order like we've been talking about tbh
Just disable them
I'm still waiting for Chaos to fix the Floppy Reader killing performance
@raw prawn This might sound strange but
Does the issue repro in your pack if you disable Matty Fixes and add the Experimental version?
YOURS 😡 🔪 🔪 🔪 🔪 🔪 🔪
Since Wider did swap dependencies to the stable version, and I'm using the Experimental build in my pack so I have Stable disabled
Still working
Shit
Yeah idk
I'm guessing some kind of compat fix is gonna need to be done since this seems to only be an issue in larger packs probably
Whats the issue?
Also this updated 30 mins ago, so shouldnt be on mod managers yet anyway
i manual imported 1.0.4
And it fixed ShipColors?
being disabled
Huh
What the issue?
@rich ice @brisk widget Seems we found it lol
Apparently your mod is what is breaking ShipColors
ShipInventory WiderShipFix only touches positions and rotations
but it did work and stop working with enabling/disabling
public void WiderShipMovementRightSide(GameObject VentChute)
{
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
VentChute.transform.localPosition = new Vector3(3.1782f, 1.0457f, -1.3573f);
VentChute.transform.localRotation = Quaternion.Euler(35.0012f, 61.3801f, 0f);
isfound = true;
}
public void WiderShipMovementLeftSide(GameObject VentChute)
{
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
VentChute.transform.localPosition = new Vector3(3.1782f, 1.0457f, -11.9573f);
VentChute.transform.localRotation = Quaternion.Euler(35.0013f, 119.8801f, 0f);
isfound = true;
}
public void FancyShipMovement(GameObject VentChute)
{
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
VentChute.transform.localPosition = new Vector3(4.39f, 0.9509f, -2.09f);
VentChute.transform.localRotation = Quaternion.Euler(31.4869f, 307.1009f, 359.7217f);
isfound = true;
}
public void Mel2StoryMovement(GameObject VentChute)
{
//IL_0016: Unknown result type (might be due to invalid IL or missing references)
//IL_0036: Unknown result type (might be due to invalid IL or missing references)
VentChute.transform.localPosition = new Vector3(4.39f, 0.9509f, -2.09f);
VentChute.transform.localRotation = Quaternion.Euler(31.4869f, 307.1009f, 359.7217f);
isfound = true;
}```
I would guess because some run order shenanigans are happening now still after the updates for Wider and 2 story
Discord formatting scuffed it
this isnt what it looks like for me...... the wall next to the door isnt there so the clothing rack is just awkwardly in the center of the room. is there a cnfig i need to change or something for this?
this is what im talking abt btw,,
bruh how
Idk but disabling it fixes it
the only new thing that could cause it is GameObject val = GameObject.Find("ShipInsideLeft"); but thats from WiderShip
I would guess cus Wider Ship changed some things, your mod is now causing ShipColors to load later than it should
It's a matter of fixing the run order stuff on your end
Cus as Mel discovered ShipColors was loading last when it broke
..??
The onlt thing i can do to change the run order is add ShipColors as a soft dependancy
should help
I mean if it fixes it go for it
It won't hurt
ill release a patch

Yeah cus even Mel found ShipColors didn't load first in my pack before but it does in Endox's so if you add it as a soft dep that should fix that permanently
It's just it didn't load late enough to break before
lol
we getting full lol
Hehe
That also should fix the issue of the chute not being recolored when moved as well though, cus the chute only got recolored in the default position
uhh hi
You need to add stuff like SuitsTerminal and remove the rack with that
Published, ping to me your findings
but an earlier screeshot just shows a wall behind that rack, i was wondering if that wall is just gone now or what
You kind of popped in when we were diagnosing a larger issue lol
It's been removed
@raw prawn you down to test it?
lol
Anybody who wants it early idk
Doesn't... look like it?
-2 bytes when
delete readme
delete system32
I still can't figure out how me updating this change the order, as its always been like this as widership dependancy. It could be a general ShipColors Issue
1.0.4 I don't think was the issue as 1.0.3 was also broken, I would guess cus Wider Ship loads later now that was what triggered it
So its WidersShip or ShipColors? Not me?
Yeah it still breaks with 1.0.5
You may wanna change the soft dep order so ShipColors is set to load first
So place ShipColors above 2StoryShip
In your soft dep list
kinda curious, whats giving u the symmetrical monitor setup?
I think right now it's still loading last
Done, can someone test before i upload it? I dont have a shipColors mod and I don't fully understand the issue :)
That did it 😄
And the chute also is recolored now
Ok ill publish it :3
is it a seperate mod or is it being overwritten by something i have installed somehow?
GeneralImprovements MoreMonitors
yeah can also corroborate
Yeah it was just making sure ShipColors loads first as was seen when Melanie grabbed your log earlier
3 mod updates in an hour 😅
thank you ^^
btw is there anything i can do about sigurds sticky note? its kinda jus.... floating. awkwardly.
just... grab it
mel actually can move items on start postfix (or prefix i forgot)
New mod 🗒️
OTAY actually i found aother option in GeneralImprovements that comoletely removes the clipboard and stickynote, which isnt super preferable bc i think that stuff is fun BUT it beats having to awkawrdly moev the stickynote everytime
it's a small thing that's easy to just add one line to move it. I can do that in the same update that merges 2-story with fancy ship
mel
Mel
@rich ice Pipework2.002
Game breaking

