#MelanieMelicious Mods 😱 (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
1 messages · Page 4 of 1
Devastating
yeah, I have this fixed in private files when I saw it earlier
but what if instead I keep it there and clone a second one to show up on the second floor
Oki, so I imagine you'll post an update later after you're done playing with Glitch then :3
Do that but only for Glitch
XD
yeah every visual fix will not apply if Glitch is host
make it double
also, you actually all have to wait until fancy ship merge update for that fix to release, L
We need mod so the ship deletes client side for glitch 
YES
not even floor, he just phases through everything, can't play in orbit, instantly dies when landing
If someone steps on land mine the explosion is teleported to glitch
yeah have that function specifically in 2-story ship mod
So another issue unsure if this is on you or Mel's side
Ship ReverbTriggers appear to not be triggering anymore on Devastation when getting back on the ship
mel 
Terminal screen is off and radar map is frozen
only mel from this day 
Most likely Mel because the thickness + hight
Blame Mel for anything 
what did you say about me
but yeah, aHH yeah my turn to fix things
Yeah Reverb Triggers breaking isn't goodge, they work until you jump off the ship they just don't reactivate when you get back on
So something after the update is preventing them from realizing when the player gets back on the ship
My log if it helps
I died to an outdoor coilhead cus I was also doing testing to see if I fixed the lag on Devastation and I did
Disabling SCP-3199 fixed it
I just let shit spawn naturally
lol
Surprisingly I see no Reverb errors though
This is why I don’t want to make a big ship mod :)
unmoded + everyone is laughing at you
N-o spells no
to be clear, you haven't noticed this on other moons in this testing session (that weren't already doing this before the updates)?
I mean I could do some more testing probably, I'm just resting in bed currently cus I haven't felt well today
okay, no worries, I'll still have to look into what's happening differently after the updates, if I'm missing something
Yeah gonna run some tests on some other moons including vanilla ones
Okay so it seems all of Generic's are breaking
Even Collateral
I also noticed they have a bit of a freeze before loading in now compared to before the ship mods updated, dunno if that might relate in some way
So this is basically the same issue I had before with ReverbTriggers when I used to have just 2 story ship, except now it's happening with the combination 🤔
@brisk widget You think the switch up in how navmesh regen is working might be related? 🤔 I just wonder why Generic's like to be such a culprit for breaking 😆
my config and my whole ship does not loaded/used with a 2-story ship (except for scripts for lamps, mel need it), everything that is now broken with WS + 2StoryShip on the side of the 2-story
I really don't know why mine only breaks for Generic's moons specifically. Wider Ship actually could get around this somehow and prevented it from happening, but since now it disables most its functions when my mod is present, the issue came back for it
I wonder if you and fumo could look at some of the differences and figure it out
I would imagine it's a relatively easy fix
check for outsideship and leaving ship
I mean remember it also would break on some of Wesley's too so that probably also returned
but also, why only on Generic's moons, since on most other moons things work again. And this is different from navmesh since the triggers are on the ship's scene
oh, uh oh
but then I wonder how you're getting around it with WS
Cus that also had issues with just 2 story
I can check tomorrow what's wrong, expect me to spam you with a bunch of messages in dm
it like 5:25 am for me
I mean Melanie could also probably look through your code too if you have the source openly available
so she can do some cross referencing
Yeah Vortex also breaks again
https://github.com/xntkrnl/WiderShipMod/blob/master/WiderShipMod/Functions.cs I'd suspect what you need is in here? @rich ice
Cus I saw references to ReverbTriggers in there
I'm looking at the differences (cheating)
I'm scaling a few things differently. I'm going to try scaling it closer to how WS does it, but even after that, I'll still find it weird like, why the specific scales and stuff I have only break on these moons
I would say we blame Zeekerss in that regard
The game breaks in weird ways, it could be when the ship is landing in the ground a certain way the way you scale it causes issues but fumo's doesn't, cus the moons that have issues I've noticed the ship generally lands further in the ground
the ship should generally actually be landing in the same spot, and it's just that the moon's positioning is what's actually different. At least for vanilla moons and a lot of modded ones. But maybe some moons are managing to do it differently, I haven't looked
Yeah it could be a number of factors lol
either way if I change the scales to this and it fixes most things, fumo gets more credit points
ship always landing near 0 0 0
in same position
It should fix it, since we know the combo of wider + 2 story never had issues in the past
and the issue only started today after wider updated and your stuff is what is solely being used now
So I would say let's hope it's the magic fix

So, if I update the 2nd ship and wider ship now, what problems will I get?
Just some reverb triggers won't work properly atm on some moons, @rich ice is already looking into fixing it by changing some stuff to match Wider Ship's, I imagine she'll post the update later
Are these problems fatal? Or is it just a matter of hearing?
they will harm you irl
It's just monitors and stuff won't update on the ship once you've jumped off and got back on it, item collection stuff won't go off, etc
but yeah, atm on certain modded moons such as Generic's moons, monitors will stop working, you probably won't be able to build, and maybe a couple other ship-relevant issues whenever you leave the ship, but fixes on orbit
So long as you're on one of the affected moons
i see
Generic's Moons, a handful of Wesley's, USC Vortex
and we haven't even gotten to the irl stuff yet
Idk if any of s1ckboy's or DemonMae's are affected lol
But yeah I imagine Mel will push an update to fix this stuff later tonight or sometime tomorrow
I'm sure she wants to test stuff first and make sure it's fixed
doing a lot of trial-and-error rn, and nothing seems to have fixed it yet
trial and error is usually how it goes for fixing this sort of stuff lol
so atm only coming in from the side ladder fixes the cameras, whether it be from the changes I just made, or something that was already there
Yeah wtf is this i saw it today after updating my pack
It's the meter box, usually it would be outside but it's currently not moved
Nothing it's just part of the ship
idk it's weird, I already had both types of triggers surrounding the entire ship, but maybe they're "in the wrong order" over what's more outside than the other? But I had mostly just moved things relative to where they previously were
Ah ok
yeah it's a meaningless prop that nobody would notice if it were missing, probably given a 2048x2048 texture, and for some reason its own GameObject and mesh instead of being in that left machinery gameobject
Zeekerss moment
Hmmmm maybe? It's really hard to say lol do we know if Imperium has an option to visualize them maybe? Cus if so you could use it to visualize the old combo vs the current and probably figure out exactly what is going wrong
Or well I suppose if the fix is purely in wider ship you would see the difference with 2 story disabled and enabled
that's the thing though, I've been changing all the triggers to be identical to wider ship by this point, and it's still
Hello!!! Love the mods, but there is a little issue with the Utility Furniture Mod
The Fire Exit door in Multiplayer causes some weirdness to clients but not the host
Issues such as:
Coilheads and jesters ignoring the user
lighting striking indoors
darkness when spectating, and probably more.
Suspected issue: The fire exit ship upgrade does not set the players state to indoors. When leaving through real fire exit or main it fixes these issues until the ship exit is used again.
@rich ice is it possible to make the second floor ships work with the light switch?
- if possible the cozy lights
I would prefer she figure out the reverb trigger stuff first but yes this could be cool lol
What's the bug?
Lmao you're fine we were thinking ShipColors not regenerating the config properly was a bug with Gale but it was not Gale in this case, so the only bug would be the one I reported to you where trying to update a mod with a missing dependency causes that error I sent you
ok
Yeah in this case you're fine we got confused cus the file showed up in the config folder but not in Gale, but the issue I think was cus the config probably generated without any entries since ShipColors was exploding at the time
my code is the ravings of a madman
XD
But somehow your ship reverb triggers don't break
@rich ice i think it is this thing that breakes verything
if i fall everything is fine but if i jump everything breaks
Interesting lol
At least that is a way easier fix for Mel
this makes sense as that wasn't there with the old combo I believe
@rich ice Environment/HangarShip/ReverbTriggers/OutsideShip (3)
So where should it be moved to to not cause problems?
uuh
give me a minute
I'm guessing with just wider ship you have it somewhere else
I remember that I removed 1 trigger but it is unlikely that this is it
Would be funny if it is the one you nuked
That might explain why when she was moving everything to the same spots as you she still ran into issues
This explains why the issue only appears on moons that have the ship lower against the ground too, since you're able to jump into it on those
It's on the back of the ship for WS
Ahhhh yeah so she just needs to move it there
She probably missed it when moving the other reverb triggers
@rich ice this should fix it
you see, that's the weird part again. I made basically a log of the stuff I changed that one time, after removing all my original modifications to the triggers, and I did move that one, but for some reason things were still the same on my end when testing Devastation
I'll still do some dedicated double-check tests specifically on this trigger, starting by moving and scaling it again, and outright removing it
Unfortunately clients not being able to see value on the meat or vegetables means they cant gamble them at casino 💔
I'll first continue trying to fix the other issue I'm dealing with first, but important question; since I notice sometimes as a client, I can see values, are you able to confirm whether clients are be able to see values except if it's a vegetable or a dish cooked with a vegetable somewhere in it?
or vegetable, anything grown from plots really
anything from plots might always never show values, but say something like meat scraps made from bodies, will those always show values?
because if this is the case, I know what's happening there and it's just a quick change to fix
reminder if you have 'additional networking' it will forcefully sync scrap values when client is missing it
yeah, I didn't miss OutsideShip (3), I'm noticing the same differences as before with the full change, including a spot still being broken when say, coming in from the front of the ship. Which is still weird since this applied when I removed all my other stuff affecting triggers, and only did what Wider Ship did
Can you send me the current build?
This mod also causes issues with the apparatus though iirc and i had to remove from my pack
It was triggering meltdown at the company and other sillies
My clients could not see any value on the meat, vegetables or dishes. It all shows no value for them.
nothing in AN code can do that tho 🤔
What is AD?
AdditionalNetworking. i shorten it because i mentioned the full name just above
ooh, i see, however, I thought that the abbreviation would be AN
that's a good point 😅
I did a full outside and leaving ship trigger rework based on vanilla, and then just moving or scaling things out based on the wider 2-story, and the same issues that persisted after fixing OutsideShip (3). So far, using the right ladder or jumping in from the front with catwalk assist does not register you coming back in. However jumping in from the sides of the ladder using catwalk assist, or jumping from something else at the front that isn't the catwalk assist or railing, also registers you coming in
@rich ice
okay yeah, here I'll send the one I just did
I have an issue which im pretty sure is caused my the 2 story mod, sometimes when we take off some mobs near the ship get dragged with us, and they actually stay with the ship in orbit and even when landing to the next moon
makes the game pretty much impossible when a giant glitched by this
#1241786100201160784 message
If you wanted to follow up on it
Thats where it was discussed
Tho as I said at the time, tomb was acting up
And we also found it was a common issue with lim pools which has since updated
So i can try adding it back and seeing
i mean if you're not having desyncs you don't really need that mod. it's there to put a band-aid on other modders problems 😅 in the worse case it will do nothing.
def should not cause meltdown to trigger
i do remember a while ago there was an issue where meltdown was triggering when a latejoin client grabbed an apparatus in the ship
Could be that
But i've had it even as the host
Byeah we can try adding this to see if it fixes it and doesnt introduce any meltdown issues
The actual culprit was more likely lim pools
soo uuuuh
use wider ship 1.2.5 and 2story 0.4.1 for now
Me and Melanie can't figure out what's wrong
I trust you both to figure it out lol luckily I have no plans to play until tomorrow but it's strange you keep being unable to fix the problem
I know you mentioned there was a trigger you had to delete in Wider, maybe that trigger is still existing in 2 story which is causing issues
@rich ice @brisk widget so assuming you guys know how to do it, you should be able to launch a version of the game with the 2 older versions of the mods and then a version with the updated ones. Maybe Imperium will point out exactly what is different by doing that
Gale should make this possible to do easily
ooh, yeah, I actually found the issue out earlier. For SOME reason, player tracking in the ship is also tracked with navmesh. Navmesh should not be what's affecting tracking if the player is on the ship. Why is navmesh what's affecting tracking if the player is on the ship? 😭
Oh wow, glad you finally figured it out :3 I figured if you compared the old versions to the new it would reveal something but that is very interesting lol
You learn something new about how this game works everyday I swear
XD
So basically I guess you need to fix something in navmesh regen, probably compare the code from old Wider Ship and see what it did that is now missing
I would imagine it's hopefully an easy fix 
yeah I just uh, centralized the exact part that had a functional difference on the older WS, tested it on mine, and it worked all over again
anyways, update log:
2-sToRy ShIp 0.5.0
- Merged 2-sToRy ShIp and fAnCy ShIp. Styles now toggleable in config, and client-sided (doesn't require host to enable).
- Fixed player not registering inside the ship on some moon, resulting in MANY problems (THANK YOU FUMO [I found the fix from you]).
- Moved floating meterbox and sticky note.
OHHHHHHHHHHHH
Yay 😄 I'm guessing @brisk widget will have to merge that fix into wider as well since it's something that was missed from the older version
Nice
You might have to tell him exactly what but glad you fixed it ^^
Does this update also fix the Diversity posters?
Test it and find out
lighting in the ship looks a lot warmer after this update, is it intended?
Might be cus the 2 ship mods got merged, maybe the fancy ship lighting is applying now
oh, oops, meant to put that for only if the other style is enabled
Yeah I had a feeling it was something that just needed a quick hotfix lol
okay it was reported to me that extended catwalk when using the second style config will uh, have a second railing. Also third floor with the second style config will only apply the style's materials fully with Ship Windows enabled. I'll also make some fixes for these
yeah, too bad i was asleep when mel found this
Well you can fix it now and update wider 🔥
in doing a fix, turns out the public version I released was the half-fix, and I still didn't release the full one, oops. The real fix will come with the other small fixes
:3
I know you'll have it fixed before I stream later lol and that's what matters to me 
and that won't be for like another 13-ish hours or so XD
congratulations on 100k downloads
yay my turn for silver download button
also uploaded hotfix + mOrE fEaTuReS for 2-story ship:
2-sToRy ShIp 0.5.1
- Applied full fix for tracking players inside ship on some moons (previous release was incorrect version of it).
- Added config option to customize all ship light colors (also fixed ship lights being warmer when alternate style was disabled).
- Fixed half the 3rd story still using normal ship textures when alternate style is enabled without Ship Windows.
- Fixed alternate style's outdated catwalk mesh resulting in incorrect railing placement.
- Fixed missing visual connection at ship door between floor and catwalk.
@raw prawn light customization time bud
Also @brisk widget is Wider gonna be getting updated soon too? :3
It's well deserved btw 🥳 congrats on the 100k 😄
yes, but later. right now i'm busy with university
fancy ship finally up to date https://tenor.com/view/vince-mcmahon-wwe-money-wwe-money-mcmahon-money-gif-26773837
umm, what is this?
Uhh the door buttons are floating xD
Congratulations!
||The legend said that 100k peoples are now stuck on the ladder|| lmao jk i know most of users are playing with wider ship
whats the reason for forest giants going inside the ship
?
any way i could fix it?
If you're playing on blacklisted moons like Infernis this will happen, otherwise you shouldn't experience this
blacklisted moons by default (if mel didn't change the list)
I do hope we can get a fix for the Ship's Lights being way darker though
lol
Unless I need to adjust that in the config which is possible
it happened on auralis
one of starlancers moons
That might just be an issue with Auralis
His moons have some navmesh issues right now
ah
Yeah had to adjust in the config
lights are dark cus they default to #999999 instead of #FFFFFF which is the vanilla colors
Are you using Celestial Tint?
Cus that does not show up for me
yes
Your ship model also looks off as a whole
Okay yeah
Try disabling the parts in orbit
i see
I saw someone else have a similar bug recently with CT
Oh what?
I mean this is honestly not too surprising, Mel builds the mod now with Wider Ship being paired with it in mind
@rich ice Looks like you have to fix an issue when Wider isn't paired
I do wonder how there's a pipe with an extra giant thruster now
XD
to be honest, mel first needed to make just a two-story ship and then make compatibility 
(I think this is also a thing if you don't have Widership)
and the same with updates (even though it would slow down patches by 2 times)
updated the mod, didn't touch shiplight colors ship seems way to darker now
before and after the update
I like cosy ship
well it kills the games default atmosphere
You need to manually change them back to #FFFFFF in the config
It's not a bug, the lights are just defaulting to a darker tone
try going very light purple?
still darker
idk, #ffffff is pure white
Maybe #f1eef3?
Purpel wins!
yay
the closest one i could find is #efecf5 now
but it changes the light shining on the bottom visor and kills the contrast on the shadows a bit especially on the pillars
not very noticeable here but noticeable ingame
oops
also I read under, that apparently #ffffff wasn't the exact same either. I'm also switching the light mode since the default is using one where you could only change color temperature. I'll probably put some kind of toggle for that, too
Yeah if you know what the og color is it would be good to know
I only assumed #FFFFFF cus of ShipColors
that's weird, because this wasn't happening for me, and this was a change I did a long time ago, which I didn't touch this time around
Hmmm so it could be some mod they have
if they by chance have Lethal Pipe Remover mod, and tried to move the thruster before, then is might be moving it more after I already do. Since I'm pretty sure based on what I saw for rotation, that Lethal Pipe Remover only adds the input values, doesn't change it to the input values
That would make a ton of sense
@rich ice
I think you should add some kind of marker that says this is the version with a wider ship
in name
but first it's worth waiting for an answer from IntegrityChaos
ohhh, I see
hmm, what exactly is Diversity looking for when it sees Wider Ship is enabled normally? If I recall, the old custom name before the updates was the same as the normal ship's name before, unless that changed from last time I checked that part
if (GameObject.Find("MelanieShip").activeSelf && FindInActiveObjectsByName("ShipInsideBoth").Length != 0)
oooh okay, so I can just put an empty GameObject named that for now, until Chaos decides to update
yeah something like that
okay when testing all the new quick changes, I see that yeah, that thruster thing is something I did, all along. Oops
wtf I see what I did; how did I get that value
okay, I did another quick fix:
2-sToRy ShIp 0.5.2
- Fixed default ship light values.
- Fixed thruster and door panel positions on normal 2-story ship.
- Fixed wider 2-story ship Diversity poster compatibility on this mod's side.
WOW unfire reacted
hahaha
WOW so NOW it's no more thumbs up, I SEE
now you're just falling victim to peer-pressure smh smh
is it possible to set the railing back to how it is in vanilla?
no reactions, only greed 
I still really wish the 2nd story could be turned into an upgrade like the ship windows mod
when will you fix the ladder when loading the moon? (if this was already fixed im sorry i didnt saw the last patch)
yeah when I was looking back at the othe railing, I was like, I kind of miss those supports. I just didn't put them back yet, but I do kind of want to put them back
I think I fixed it, but I didn't actually test it since I'd want like a second player
oh ok
I actually DID plan this, and with the trees having a chance for presents
you can test with 2 player in LAN or if you have RandomMoonFX you can pull the lever and run to the ladder in time before the moon loads
I do want to eventually, I just really never got around to doing it yet since there's a lot of other things I liek to work on instead
but i can test it right now myself if you want
ooh yeah, if you happen to already have it open or something, sure
yippie
ok one moment
yep its fixed
thanks!
yay
wOw mel fixed something but never wrote it in the ChAngEloG??
very secret
turns out newest update, I'm applying the fix to all moons, which results in moons without the issue, getting a new issue. Such as giants just walking inside the ship all over again on previously-working moons. I'm about to upload a fix for this
2-sToRy ShIp 0.5.3
- Fixed static navmesh fix applying to all moons, including non-static navmesh, resulting in incorrect ship navigation.
Does this fix dogs walking half way through the walls? Also I noticed that dogs only run upstairs for me(the host) and not my friends
it SHOULD fix that. Also, by not running upstairs for other clients, do you mean if dogs are chasing somebody, they'll only follow you upstairs? Or if they go upstairs, only you can see it?
they dont chase other people upstairs
They will run up for me when I make noise but not others
okay interesting; I think I know what's happening
that should be an easy fix
kind of funny that it's like they hate the host more that they'll both going upstairs
On artifice an old bird just waltzed into the ship and stomped my teammate
weird. I'm wondering if this might for some reason fix with the navmesh changes in newest version. Otherwise not sure what's happening here atm yet
is this happening on the newest version that was just released 2 hours ago? Or did you start this session before that, or are using an older version?
v0.5.2
we've been playing for about 40 minutes
but i see there is a v0.5.3
oh wait Thunderstore approval time
so for you, you uploaded it two hours ago
but only now its accessible to players
But now I'm on the newest version, I'll let you know if I encounter any issues!
hmm, I am noticing there are still issues happening, but this time I'm not sure what else it should be. Moons by this point, should be going by what they used to when everything was working, but I see dogs on March were just coming in through a closed door. I can't do much testing right now, but I have at least one suspicion left
so is there any problems with two story ship or has they been fixed?
it looks like a rly cool mod
its not broken
Well I figured it wasn't broken, just wondered what are the main problems if any atm
hmm ok well MelanieMelicious been updating it like crazy sure I'm sure problems will be fixed. I'll give it a try. Should I have the 3 story enabled?
thats up to you
does it cause problems?
How's progress going?
Half of pi x inf
I wrote to her what can be done, she is still in the glitch lobby
Got ya
does anyone know if there is a way to get the wider ship config to be followed with the 2 story ship mod?
No, just put the widership config on both. If that doesn’t work go to #1289403092307279907
im not seeing a spot for it in the config editor which is why i came here...
Lethal config or mod manager config?
ah well, ill probably just stick with widership since i love the extra space but not being able to disable the extended space on the cruiser side means im going to have to go through all the moons and check if cruiser is accessible...
thunderstore manager.....
the config is there and works with just wider ship mod
but when i add 2 story ship it "breaks"
seems fumo might have found a fix for it (thank you fumo AGAIN), so I just have to apply it, and make sure it works this time
Hoorah!!! :3
At least we know Vortex works as a good testing moon :3
I thought you was taking about the mod manager for a hot minute
No lol
Nikki's moon
USC Vortex
XD
Yeah it’s because nexus keeps giving me free stuff so I just think of that when I hear Vortex
It was raining in the ship on vow
Probably another bug when you don't run ShipWindows as I haven't had this happen
Also it might be fixed when Mel updates but not sure
She's working on another fix update atm
I'll try it with ship windows in a few hours or so. and ohh okkok. Tryna spawn sirenhead rn lol
imagine quicksand on the ship
i had this happen, when someone disconnected whilst in quicksand.
Least insane lethal glitch
whats weird is that for everyone else he wasnt sinking at all
just for me as host
lmaoo
this happened to a buddy of mine
kitchen
what mod is this from? it kinda looks like shockwave drones
code rebirth
awesome thank you!!!!!!!!
extra extra extended front porch when
floor level 4 and 5 when
5 star hotel when
At this point make the ship an entire moon with enteties in it
Basement section in ship when
For that matter, forget the fire exit add-on. Just make it a door to the Backrooms
never
Hey now, it's BASEDment for a reason /hj
need swimming pool in ship too so i can start practice swim
Could go in the fourth floor
we getting a whole entire USC vortex by the end of the year LMFAO
what if instead of the ship landing on the moon it dropped all of us in capsules helldiver style..
that would be quite ambitious
Curious, how is the value for the cooking/farming mod calculated? On several occasions we've made recipes that are worth very little compared to their ingredients (like a meatloaf made of $5 meat, and then some vegetables that I couldn't see the values of, making only a $7 meatloaf)
On our last run we even made a meat stew that was made with $2 meat, a $11 meat, a $6 potato, and some other vegetable that was worth $0 when sold.
Also im sure this is already known, but clients cannot see the values of food when collected/sometimes when scanned (which also makes it hard to see how much stuff is worth)
@rich ice Did you ever test if the changes you were gonna push fixed the issues with monitors not working on USC Vortex?
It'll be worth it for that even if dogs still be dogs sometimes
oh, didn't realize it was still broken on USC Vortex. But uh, something I did while trying to fix enemies sometimes ignoring closed doors, fixed USC Vortex in a test I just did, so uh, I guess I'll release that
Yay 😄
weird, so for the recipes, the final dish adds up the values of all the used up ingredients, and has that value as a minimum, and then that same value + a fraction of the total value, as the maximum, and a random number chosen between them. In packs I've played, too, they've never seemed to get low like this, either. Not too sure what's happening here atm, but fo you have anything that modifies the values of all scrap in some way?
The only mod we use to effect scrap values at all is weather registry's weather mults, if that would affect the crops/meat?
honestly, it depends on how the mod affects items. I'm manually setting values of mine in script, so it shouldn't be affecting it? Though I've never tested with it on before, so it could be
yo you see my dm
thank you for working hard on the mod. It looks like there have been a decent number in updates in it so I wanted to thank you 🙏
So, no luck with door i suppose?
doesn't seem like I'm having any luck with it atm, though in today's session I haven't seen the issue much. But I we didn't get dogs on like March yet either, so it would be even weirder if this only broke for vanilla moons
oh okay, give me a sec
so you mentioned stuff sometimes selling for 0? Sometimes the value will say 0, but it actually adds a different number in the total value. Like if you sell one item, it says it sold for 0, and then the total is higher than 0
i'll be honest, the meatloaf looks like bread to me
yeah 😢, it's one of the lesser-models to me, and I wanted to rework at some point. Though I'll probably do more food items before I end up reworking it anyways. I prefer how a lot of the others turned out though
at least u try
TestAccountVariety corn support? :3
SECOND TIME
i big dum
maybe I'm just looking into future and adding them before you ask
as expected of cult captain
you need to write somewhere in big letters about supported items
noted, I will put BIG LETTERS next time
car tire then
if fruit recipes are slated at all
||Asteroid-13's Banana scrap||
hmmm
lookin over my moons and interiors list, a number of other things can certainly be added. i just feel like id be too greedy if i listed them all 
LIST THEM ALL, I LOVE ADDING FOOD COMPATS IF THEY MAKE SENSE
(and the mods they come from too, would help)
whenever you want to of course
alr alr, gimme a minute to sift
why not just make a config list with names of items for meat/vegetables/something else so you don't have to do anything
as a heads up, i may get the precise names wrong
looks like all i could find were Meat/Imitation Meat candidates
Alien Corpse - Welcome to Ooblterra
Clam - Atlantica
Cosmic Flashlight - Cosmocos
Cosmic Growth - Cosmocos
Cosmochad - Cosmocos
Grown Petri Dish - Cosmocos
Dying Cosmic Flashlight - Desolation
Dying Cosmic Growth - Desolation
Evil Cosmo - Desolation
Evil Cosmochad - Desolation
Lil Cosmo - Cosmocos
Meat Cube - Slaughterhouse
Monstrous Heart - Sector0 Interior
||Rataratus|| - Wesley's Interiors
Wanderer Corpse - Welcome to Ooblterra
bodies from remnants mod to be meat-
don't forget ||maxwell and needy cats||
yeah we did notice that too. so it's a bit hard to tell if stuffs actually selling for the right value or not when it happens. but in the first case with the $7 meatloaf we were sure as it was the only item we sold
does Item Furniture mod still stable?
stable? yeah but the store type config does not work
The monster bodies from "SellBodiesFixed" as well as the monster samples from "LategameUpgrades" in case someone uses those and they arent in yet 🙂 (havent tried the mod (yet))
i think it's already implemented
Ok then nvm!
whys my ship dark?
can i make suggestions for the mod..?
Yes @rich ice loves suggestions
we need this
Well.... One of the biggest issues im noticing is that the cruiser LOVES to clip into terrain with the widened ship, would it be possible to move the van to the magnet to the front of the ship where theres usually more clearance? or maybe use some of this space here as a sort of garage space for the van?
whats that effect on ur screen
VCR it looks
yea but whats the mod that adds it
its a reshade pack, not a mod
reshade is a program that does this stuff
oh
here is the preset im using tho
only a matter of time til we get a space cow that makes milk so we can make cheese. then we can factor in scrap from Gorgonzola
tho that might be just a little large if it's hooked up to an auto milking device of sorts
comes with a plot of grass to feed the bovine :3
I have an idea about a magnet, but it is not for a ws/2ss and I am not sure if it can be implemented
was the idea?
this would also maybe help fix the issue where you cant easily reach the back of the van while its attached to the ship in space. This is a really dumb niche little non-problem but still
was? the idea came into existence as soon as I moved the magnet for the first time
right but what is the idea,,
something like
not sure; are you using the latest update of the 2-story, and what are the light color settings in the config, set to? If it's set to #FFFFFF, send me a mod profile code. If it's not, try setting it to #FFFFFF.
mEaT cUbE is alrEaDy aDdEd
Oh, Item Furniture (the first one, not Utility Furniture). It should still work, though I haven't really updated it in a while. I do want to plan to move the actual furniture items to Utility Furniture soon (and make them better), and keep the item versions in the old one
odd, for some reason it was set to #9999999
So this, I actually did have this entire thing setup where you could move the magnet, and it turns out the game actually specifically has a setting that prevents the magnet connection point from going past a certain point on 2 axis', which is very weirdly specific and feels unneeded that vanilla prevents that. So I'd have to look for a way around this, to make it work
yeahhh, that's the old config before I changed the default to #FFFFFF, though some players who had the mod before I changed that, will still have #999999
that sounds..... rly weird and annoying
it WAS
remember,
BIG AND CAPS
CHEESECAKE

it is?
yeah
that's a lot of meat... are you sure you can handle it?
Meat³
i guess the only direction from all those meat pitches is milk/cheese and fruit?
i know a few mods that may stand to have compatibilities for
of course, if/when we get there
milk/cheese and fruits would be cool
the only 2 missing food groups
after that... well, let's see if that point is reached
it's def gonna take a while
i'm patient™️
Keep running into the issue where creatures think they can pathfind through the wall(a masked in this case)
Moon specific issue afaik
Its on Offense
I had this happen to me on Rend
my solution is to just keep furniture there so people cant use the immortality corner
It looks like the bottom floor's navmesh is still using the original ship's version, having the side platform being inside the wall
@brisk widget you're gonna be helping Mel look into fixing the issues right?
for example?
The problem she keeps having with enemies walking into the ship through walls and stuff she is very much aware of it she kept seeing it happen yesterday in my lobby lol
Masked and Dogs do it the most although other enemies like SCP3199's will also do it
Shy Guy has also done it and his ai glitches out in weird ways atm
When he gets on the ship
Well, this morning we found out that at least on the offence the whitelist of the 2-story ship doesn't work
Ohhh interesting
all I can do is suggest to delete the offmesh links for ladders and do... this horror
it work well, but are not very convenient to use
and rewrite a lot of things
edit: actually not that many things as i thought
Small thing that would be funny, it would be very funny if the buyable doors were compatible with “keys lock doors”
i had an issue where a masked just walked right on yhrough a close door
😭
yahh i just pulled the lever but i thought it was funny,,
@rich ice When you have time :3 seems like @brisk widget has some suggestions for you and can probably tell you what you need to rewrite
this is for a ladder climbing issue, which seems to be different from enemies ignoring doors on mostly vanilla or vanilla-structured (by how it works) moons. From what I last tested with WS, I could still get dogs to ignore the closed doors on March in the same way it does in my ship, but I never tested with mimics
The mimics were pretty funny
Lol
idk if March is a good testing moon for masked lol
a thing i dont understand about the regen navmesh config is that no matter what i put in the config, the navmesh is still going to be the vanilla one, where enemies cant go upstairs
In this picture the mask took the vanilla ladder navmesh to go upstaires just as if 2 story ship wasnt installed, is there something im missing about the config? Or is the navmesh not even implemented yet? 🤔
yeah exactly as i saw, looks like navmesh is broken
whitelist broken
if this is on offense, yeah, my ship is having issues with realizing it should generate on this moon. If this is on another moon, uhh, I guess I'd have to look into that one. The new navmeshes should be working on a lot of other moons though
Also, which default navmesh loading config are you using at the moment (for moons not on whitelists or blacklists)?
"wow wtf game hates me"
this being said, I'm seeing now that masks ignoring walls and dogs ignoring doors are 2 different issues that both result in weird navigation, making them look like they would be the same
it does 😢
okay turns out it might be a problem with the latest public version, because I'm frequently referencing my private unpublished versions
I updated something that worked on my end, a little bit ago, so hopefully this fixes most of these issues? Dogs still have issues with ignoring closed doors sometimes, though
theres floating posters even tho they werent there before idk why theyre there-
nvm theyre gone now
weird
amazing mod btw! been wanting one of these (i havent played lethal in months i just got back into it today)
Not really an issue, but it turns out if you accidentally shove yourself behind the back wall you slip under the ship instead of onto the catwalk, sending you into infinite freefall instead of hitting a teleport trigger (celestial tint probably moves them to make it possible to go outside? But still seems weird since falling off the back catwalk normally triggers it)
Hey can someone go near the ladder near the door when using this mod and tell me if they here like a super quiet static sound? I was playing the game normally but a super quiet static noise happens when I'm near the ladder near the door for the ship
It was Assurance
Wdym default navmesh? I only have white-list and black list
turns out the issue was something in the public version that I wasn't experiencing in an updated private version of the mod, so I released that, and this should hopefully fix the issue on most moons that were experiencing it
ok im gonna test the new release a bit later and let you know
I wrote you a dm what the problem is, so we'll wait for you to read it
How i can close 2.floor lights
wdym close
All you need to do is patch the light switch on / off
She tried to do it several times but the game didn't like it very much
looks to be working fine in the latest version
Murder drones spotted, what mod adds those plushies
lethal drones
Kk
True
When the planet EXP landed, the rain passed through the spaceship.
I dont' know if it's this mod or wider ship, but I have only had this issue with one of the two on multiplayer
Lunxara had this issue is well
I'd say between mine and wider, it's probably an issue mine since WS lets mine handle a lot of stuff if my mod is present. Though looking at the thread, none of our mods should be touching the opening door sequence?
My best guess before looking deeper into it, is one of the patches for one of the methods executed when landing is failing sometimes, preventing the game from executing the rest on the client end? This could be ship mods, or another mod. But still just a guess; I'd have to look into it
What issue?
that one issue that was supposedly a moon from generic
that ship issue way back when, door not opening/ship not going off the moon
Is there any navhmesh issues with the two story ship mod and the wider ship mod?
a few (at least for mine) 😢, which one are you implied experiencing?
just curious cause I was gonna re-download this stuff again after awhile (Cause I heard masks and certain enemies or stuff from coderebirth had some issues here)
In generic moons, there was a moon that you had a ship problem. I think it was you, you even put a video in to show.
do you recall which moons you experienced this issue? And also, were they the same ones each time, or were they ever vanilla, etc.
I experienced on assurance
and another moon
let me look it up rq
and icebound
idk for sure but it might've happened single player on vortex
do you remeber? it was icebound that you had the problem on?
I do not no
Might have been one of my other alters in my system like Alex, I don't front too often so my co-con isn't as strong and I don't share as many memories
I'll try to find the video 💀
it was some other wolf pfp person mb, it wasn't Lunxara, sorry
For some reason they didn't try to go out the door, since when it happens to me, clients can leave the ship. Though for them might've been different
We thought since it was on the same moon it was icebound but generic tested a lot and didn't find an issue though I don't think generic was using ship mods
This happened on assurance today as well
and for these moons they break on, is it always broken on these moons? Or only sometimes?
I also do notice this is the vanilla ship, so there's a chance this might be another mod causing issues. Either that, or these have 2 different causes for the same issue
oh well I for sure thought it was wide ship. For me and my friend, it happend for sure on icebound and assurance
I'll never find the cause if it isn't the ship mod lol
The issue in the video had a slightly different outcome than mine so maybe it's just a me thing
me and my friend 100% had 2 story and wide when it happened to us
you can do this whenever you have the time, but if the issue is easy to replicate by just visiting these moons (if they always happens, and never work sometimes), test if there's a different outcome without any of the ship mods. If it doesn't happen, possibly test what happens with Ship Windows. Then share the results here
wait
so clients can leave, but the host can't?
If this is the case, I can actually just test this myself
Yes, the door is always closed for me but for them it's their own. Like they can open and close it but when open they can leave. No matter what they do, it is closed for me and I can't
This is very uncommon - rare as it has only happened to us 3 times
twice on assurance and once on icebound
I might have pulled the lever AS SOON as we went into orbit to land back on the moon but I highly doubt that's the case
I also don't have ship windows
01935ccc-6004-d9a1-ffb4-79ae9ddd6e5c
that is the code that made it happen on assurance
though it has been updated a LOT since then, a lot of mods where present in that modpack from when it happened to us the other two times
Even weirder, I can click the close button and it will shut the door on their side when this happens
I'd like to say it's most likely either another mod or a mod incompatibility between some based on what I see so far? Especially when a lot of the stuff affected isn't really touched by us, and the issue happened without ours. And the newest thing about the doors closing on their sides really doesn't seem like something we touch. But because of how random it seems to occur, it's harder to disprove is being ours, too. So still not really sure at the moment
dang
if you know the mod profile of the others who experienced the issue, could possibly compare similar mods? Chance that one of the shared mods could be the culprit
well the other person that experienced in the video seem to have something similar but not exact
and my friend has the exact some mods as me
Hold on, I'm remembering something
nvm, it was something else
I'll try to reach out the original person behind the video
@carmine cloak Sorry to ping you out of nowhere, but I'm having a problem in my modpack and way back when you experienced something similar
Do you still have the modpack from the video you posted in generic regarding icebound ship glitch?
I have zero clue what it could be. I'm looking at my mods and it just all looks normal
someone else mentioned how it has happened to them on maritopia
and I noticed assurance is on a moon whitelist for trying to create a navmesh
Any chance enabling client build navmesh would have changed the outcome?
Every time I reload my game some of the furniture from this mod despawns
and forces me to buy it again
did u install mod that add more furnitures?
@rich ice Is the idea of a garage on the ship for the company cruiser feasible?
Bro, I don't think this problem has anything to do with 2nd spacecraft. Please send a screenshot of the trap generation configuration file of coderebirth.
You think it's coderebirth's trap config?
It was doing this before the config was changed into the trap config we have now
just a thing about the cooking mod that I'm not too sure what it was doing - currently tried to use the crockpot which was on the counter (from your furniture mod, I think), and everything just sank right through the counter and disappeared
we lost several bits of loot
would've been in the last 2-3 minutes of this
in addition, I can see the value of cooked meals, but my friends cannot - host privilege bug I'm guessing?
also, are there plans for a recipe book in a future update?
any clue why this ribbing is suddenly back despite the lack of its wall?
wider ship config
ty i couldnt see it but ill check again
Gale
the best mod manager - gale
ill look into it,,,
#1246088342458863618
can i import r2modman things into gale?
Yep
otayy
It has a system to automatically transfer everything from r2 & TS
if you're adding/removing new furniture mods or changing configs that add/remove furniture, this can happen. If you're not making any changes, is it possible you could share a code at the chance of being able to find the issue? Unless you've already fixed it
The items sometime do that, and it's weird, but should be based on where you're looking. But usually it just places them in a weird spot, and doesn't delete them. Depending on the ingredients you put, you should still be able to cook them, and if you want to take them out, you could probably try moving the furniture item to a higher elevation, and the items should rise up, too, if you can't get them by moving the counter instead
Also, yeah, the values only showing for the host sometimes is a known issue, just haven't gotten around to fixing it.
And yes, a recipe book is planned for easier in-game access to recipes players might not know, just haven't got to it yet
sort of, it's just I'd have to make all sides have the options to be openable for access on certain moons including company, any options to open walls or gates would mean I would have to spawn the doors differently than I do the normal ship in order to sync, and yeah just ended up not feeling like doing that yet
anarchist cookbook when
roger roger o7, thankies very much for the mod - a friend of mine watched in disgusted horror from the grave as I turned their body into meat, and then they chased me around for the next round with a killing vendetta. it was a very good time, haha
thank you for the insight
already fixed, i think?
is this intended? small area at the edge of the catwalk have no platform to stand?
what mod to put furniture outside
its this mod's feature
oh wait
https://thunderstore.io/c/lethal-company/p/MelanieMelicious/MelanieMelicious_Utility_Furniture_Pack/
the furniture mod from mel
This happened to me before the cfg update
It was spamming navmesh gen errors
Tho it also may be lc office
Trying to diagnose
i mean to put furniture outside the ship like those tree
i cant really put the furniture outside properly without it deselecting when i go out, any one know a way to fix this problem?
in my case, I do it when already the ship is already landed
cant place furnitures outside when I'm not outside the ship
if in orbit
oh
i see
FurnitureLock. it allows you to change furniture positions via number
literally unplayable
idk if that was for me or not, but I figured the creator would want to know there is an opening in the ship
FOOL! you've opened the gateway to space hell!
Can anyone tell me if the underneath ship lights and the prismatic effect on the windows use a lot of performance? Trying to make the area in the ship lag less
There's also a slight gap on the middle leaning side of the doorframe leading to the stairs on wide 2 story(3rd story shouldn't affect it?), not the one that leads to the back of it to be clear
Just found it funny when I noticed the slight light leak
2-story ||Cruiser||?
I noticed it too lol
Dang you be cooking with these interesting mods!
You have the power to will things into reality. Please oh great one, make more suggestions XD
Thank you Melanie for the new mod!
Hey did a brief test of your new mod, its sick
just a few notes
main thing that would improve it is having the car use the og color and having the logo
oh I like that. Config option to have raised suspension and bigger tires
I made it so you can change the colors to whatever you want in the config, for different parts. The logo stuff, I was actually considering this thing where you can like, customize files to have your own logos type thing, but I wanted to get a working release
I'll check other mod stuff in a bit, I have to make a quick change that might uh, fix the cruiser getting a little wacky in mulitplayer
oooo, I missed that
nice
rn im checking cruiser mod compat
ok so rn the only issue is it deletes the cruiser map https://thunderstore.io/c/lethal-company/p/Piggy/CruiserMap/
Oh I thought the cruiser thing was still a joke
👁️ can't wait to see this update
this has to be a joke
i literally just saw someone post that idea how is it already a thing
It's been a joke for a bit iirc
ah
sniping's a good job mate
Gonna be real, that looks like hot shit
Wonder if reality would.implode if it had a ladder
I like your wording, you should look like that
im a transformer now buddy.
crazy, and at will, too
tf is happening with the textures here? Oh you know what, something is probably breaking in the loading depending on mods or something else, that won't occur on all packs. I'll see about putting a fix around what's probably happening. I also need to see about repositioning the vehicle a bit to prevent that clipping into the wall that sometimes bugs out the vehicle
wHat aBoUt I add a config for second floor or like "glass floor" and if you have both on, then now you have 3 floors (crazy)
crazy
it looks like the normal cruiser model and rv cruiser model inside each other
have you ever heard of a hybrid
i know what a hybrid means
oh also also if possible, if you still have the log for this session, can I get it
if not, a code is fine too
i think i do have the log for it but my logs have a shit ton of spam because i got 200 mods
okay, I see what's happening
mel why
this should thankfully be an easy fix, it's just that I was changing the array of the materials in the original cruiser where there would be less materials than normal, so something trying to touch say, material[1] when it only goes up to material[0], would cause an error, and stop the script
wdyM wHy
why
wider an 2 story gal
soon tm
ship inventory gal when (op)
ship gal
yeah jusy bring ship with you inside facility now
she's not even a terminal with the functionality that Rodrigo described
uh oh clickbait
plankton's wife
literally
you guys making a galminal
I want to play with this mod or well wide and 2 story ship- (and maybe ship windows)
Are there any issues with modded moons and enemie navigation still?
not anything major
I've been using it for weeks without problems
i spotted large car
This was a few patches ago so may already be fixed, just forgot to report...
Was using the wider cabinet, and I d k if where it was placed was the cause or what but on one occasion we decided to put all of our stuff in there, stopped playing, came back 2 days later and all of our items were gone from that cabinet.
We placed it opposite the normal cabinets normal vanilla position, and i did wonder if it was because I partially clipped it into the wall behind it as there was a lack of space.
It only happened once, so I can't replicate it.
do you perhaps have remnants mod installed that time?
we have the same issue saving items on the furniture mod but I found that the remnants saving feature have issues
disabling it from the remnants config fixed it
still no utility furniture update...
yes, i do, but, its not just remnants items, its all items, will try turning off the setting, but only had the issue once, and only the stuff in the wider cabinet vanished.
yes all items that stored on the furniture disappears on reloading the save
i mistakenly reported it here
Am I the only person having problem with making the 2 story Rv cruiser stand xD
rv keeps crashing my game
Assuming you used latest update version, what's the context around when the crash triggers? Also, could I get a mod profile code to use a secondary test profile for it?
which speaking of, since I'm already here, I'll put aforementioned update from a couple hours ago, here.
2-Story RV Cruiser 0.1.0
- Added config for large truck wheels with raised suspension.
- Changed RV ladder to 2nd-story to hopefully be more stable with multiplayer.
- Fixed material array count change on original model resulting in RV generation script breaking in some cases.
A lot of issues should be fixed, though on usually vanilla moons, for some reason, some enemies can phase through closed doors if they're already pathing or moving
0193766f-4537-28db-3874-6a8fcbbc41e2
the game crashes as soon as the cruiser picks up speed
idk if the moon has any correlation but it crashed on "The Road" moon
i have an odd request for the 2 story cruiser, is it possible to make it work with multicruiser
yo whats the easiest way to check if a moon has navmesh issues with 2 story
like what kinda error
I also hope at some point you add a cfg for item furniture
to turn off the shop items(non-furniture)
I plan to just move the real furniture items from that mod, to my current furniture mod. And also optimize them and give them like placeable functions for ones that make sense, and all that
ah nice
also according to a test I'm watching, it seems like the cruiser map is working for them now on the RV
ooohh, sure, I can look into this
great work 👍 , slowly becoming one my fav modders
can add for Cruiser Additions as well? for the light and switch part
idk which one of the 3 (i have windows wider and this) but i cant find the config for wider and the walls are there
yesss this, I planned this too, just haven't gotten to it. Thank you for suggesting. Speaking of, any other cruiser mods that need compat?
if you're using Lethal Config, it might not show up there for some reason (we don't know why atm). You'll have to change Wider Ship config for walls through the mod manager outside the game
kk
just spontaneously came up with a suggestion
can we get curtain styled blinds for the shipwindow shutters?
ah i didnt finish lol
for when the fancy config is on
i would love that
wait what mod is compatible that it edits the furniture or default locations of them for the 2 story mod??
did you test with better vehicle controls?
(also an option for the door button to be in the OG stop would be nice)
god I wish the side here was extented
so, I want ship windows' window quality together with 2-story's second floor big front window, but I can't seem to get exclusively to work
is there some config combo that will let me do this?
one big cube would look nicer
for ref, I want the window over here, but no windows elsewhere, but with the power of shipwindows' visuals
right now it looks like shipwindows' first window is tied to the 2nd story's front window, so I guess my question is, is there a way to split them \o
should totally turn that into a balcony
either that or just expand the interior some more
since there is already the front balcony
why have one balcony when you can have 2
Also balcony being off the ground is fire
not sure if you know about this, but you can easily change the position of the cruiser terminal by simply moving and rotating this gobject if you want
I already did this in the first public release, since that was first other cruiser mod I thought for compatibility, that added a new object to it
you can try using FurnitureLock by MattyMatty. It works pretty well, and lets you place them based on coordinate locations and rotations. It especially helps in placing things where you normally can't
yeah, that's easy to do, so I'll probably just add that really quickly for whenever I next plan to update. It's be really good for wider 2-story if you have wider's extra walls enabled
oooh, yeah, atm I'm actually uh, doing a kind of silly thing where front windows are reliant on right-windows being present. There's a better way I should do this, where it doesn't require that, so I'll see about doing it soon
small request, possible config for the walls/doors/gate to be matched with fancy ship
@rich ice random furniture in store rotation still planned? did you find a way to fix the issue with them not beeing in the store? im personally just waiting for this to install the mod lmao. Hope it's easy to fix
It already works with it
Works but not properly placed
Bump suggestion
should i mess with the navmesh regen configs?
since some of the enemies arent getting in the ship
yeah, prob
tell me how it works in a nutshell
whitelist - slow and more reliable, moons always try to generate navmesh
blacklist - fast and buggy, sometimes moons will not have a modified navmesh (it will be vanila)
oh, actually it's the opposite edited
Speaking of edited navmesh genning configs, I just spent awhile trying to get stuff situated for my friend group's modpack, and in case it helps anyone else here's what I found from the moons we use:
2 story works perfectly with these moons (they can go upstairs/no config editing required):
Catalyst
Tunere (gordion saga)
Ichor (gordion saga)
Sector0 (gordion saga)
Solace (starlancer)
Auralis (starlancer)
Bozoros```
2 story kinda works with them in blacklist config (enemies can enter only bottom floor/clip through stairs, whitelist/no config causes them to be unable to enter ship at all):
```SR Marooner's Bay (If regen navmesh is on, enemies cannot path on the moon period, not just the ship part)
Affliction (gordion saga)
Triskelion (starlancer)
Anomaly (starlancer)
Icebound (generic moons)
Submersion (generic moons)
Integrity (generic moons)
Corrosion (generic moons)
Vertigo (generic moons)
Devastation (generic moons)
Vaporization (generic moons)```
2 story doesn't work at all with these moons, but from testing enemies cannot path onto ship with the base mod without 2 story anyways:
```Collateral (generic moons)(navmesh broken in base mod?)
Humidity (generic moons)(navmesh broken in base mod?)
Hydro (generic moons)(navmesh broken in base mod)```
collateral has a problem with the stairs ig
oh shit I use generic moons
thanks man
something I noticed with the giga monster truck cruiser rv of heck (patent pending) is that the tires screech happen almost immediately when using wsad via better vehicle controls but don't when the mapped button for acceleration is used. am unsure if that's just the cruiser being the cruiser or it's something else
ive had enemies path to ship on hydro wth
according to the generic moons mod dev they know enemies cant path to ship on hydro so maybe you just got lucky ¯_(ツ)_/¯
lol
looks like they are back to working on the tho
so I hope its fixed
also thc for the list
here's hoping
what would ya say is the easiest way to test if a moon has issues
with regened navmesh
what i did was land on a moon and spawn in some dogs/birds/masked with chat commands in turns to see if they could follow me onto the ship with no config edits, then blacklisted, then whitelisted
usually easiest to see with dogs and masked
nice thx, what mods have ya already tested
besides already stated
just those ones, i was only interested in ones we used personally
ight ill go do the rest
since I use a lot of moons
oh this mod works (since it's just edited versions of the OG vanilla moons)
https://thunderstore.io/c/lethal-company/p/dopadream/RebalancedMoonsBeta/
Did they fix march's door
what's wrong with it?
Masked don’t spawn on March in vanilla so when a mod spawns one on that moon, the masked can walk through the ship’s door
Good way to jumpscare the ship guy who doesn’t know
lamo
how did this excursion go? 👀
started to play binding of Isaac and forgot 😅
Wait so... I haven't gotten the chance to really try it yet but what's the point of food from the food mod?
The mod page doesn't mention a hunger system, I'm guessing foods just have scrap value or heal you?
scrap value
Ah. Thanks. Will try!
I still want to do more, but decided I might as well release this version to have it available while I'm still in other things. Reworked fridge and stove stuff from Item Furniture will probably be put in the cooking mod since I want to give them specific functionality there.
Utility Furniture 0.3.0
- Added XMASTree0 with configurable chance to spawn presents on timed moons depending on how many items are placed on the tree.
- Migrated, optimized, and improved Fireplace0 and Counter0 from Item Furniture to here. Counter can now be opened and store items.
- Fixed config to change furniture store-type to add decor to shop rotation.
okay, finally fixed it mostly and tested it to check this time (crazy) 😀
oh, yeah, I'll do this soon, probably next update then I guess
yeah I like this. I'll do it at some point because it would be nice
hi mel just gonna ask about this
oh yeah, I was wanting to fix that
thanks for the response! love your mods ❤️
2-story ||Shovel||?
Yaaaayy thank you !!
2 Story ||Terminal||?
2 Story ||Bracken||?
2 Story ||Thumper||?
2 Story ||2 Story||?
2 Story ||3 story ship||?
2 story ||mel||
2 story ||zap gun||
2 story ||cruiser terminal||
2 story ||wider ship|| (crazy)
2 story ||shockwave gal||
MelanieMelicious's name is already 2 stories
Its a Melanie sat on the shoulders of a Melicious in a trenchcoat
Melanie
Melicious
Toy story?
this is a replica of andy's room from toy story
2 sToRy AnDy'S rOoM
new utility update is amazing
though counter0 is a bit broken
the hold icon when you hover over it is a white square, and it also disappears as soon as you walk away
@rich ice Does this mess with cozy lights?
I have no idea as to if this is even feasible but
It would be gnarly if you could upgrade the ship to get the extra stories via the terminal
As in I would kill for this feature
how do i fix this
idk delete widerships config maybe?
how
And the Scrap you collect gains sentience, doing stuff around the ship and moon while you aren't looking
Also, 2-story ||dropship|| when??
its very easy if your using gale
Would actually be useful if it doubles capacity of deliveries
ok wait guys, hold up, best plan
2-story ||great asset||
||its just two players in a trench coat||
2-story ||BepInEx|| and all the ||mods just move together like Ice Climbers||
y it's soo bright?
u got chameleon?
yes
disable planet preview in its config
Can this be moved to another location using some mod?
Because every time I miss when aiming at the button... the default location is unsuccessful :с
I would ideally put them here, but I don’t know how :с
use lethalpiperemoval, also with lethalconfig if you dont already have it. youll have to figure out the coordinates of where you want to put the buttons which will probably take a bit of trying but lethalconfig makes it alot easier
pipe removals moving methods can cause frame drops
due to how its coded it will constantly check if it still in that spot
im aware, i have yet to see an alternative for it though
mel did respond to my recommendation for an option to have it moved to the og spot so not for long
luckily
I was going to make a mod that moves the ship door controls, with a customisable config and a special config option for custom coordinates for people that know what they are doing
peak
But don’t know if it’s worth it
ooohhh
maybe not, moving the center console sould be PEAK
i was just wondering what was causing lag spikes
ok yea just dont use lethalpiperemovals reposition configs
It’s basicly the same as moving the magnet switch (unless it has some special components in it)
then THAT would be awesome, would make for some awesome ship designs
that'd be great
Although it wouldn’t be like object placeable
ofc
coordinates is fine
I’ll recommend using unity explorer to set coordinates
as long as it doesnt cause lag spikes
Putting the control center on 3rd floor >:3
As I understand it, it is impossible to move the clothes hanger, just get rid of it and use TerminalSuits?
I bought the left window and 0_0 appeared, aren’t they glued somewhere else by default on a large ship?
They don't exist on a large ship, change Ship Window's config to make it not move them when adding windows, since it just does that
In general, will there be support for posters in the future?
The ship is quite big, it was cool to have different posters with that mod
I think it's planned, but implementation is probably tricky
Now on March you can't really jump onto a ship from a rock :с
/j



