#MelanieMelicious Mods ๐ฑ (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
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See, one must simply master jumping onto the tiny ledge that sticks past the railing on some sides
ledge was nerfed in v50 iirc. now only certain spots allow it
sees update
here i go [[redecorating]] again

(dont worry, im lovin these updates ๐ )
we'll also need cheesebunger recipe at some point
It at least works on the door end with the extended patio
Late Game Company's jump upgrade and being able to pocket 2-handed items works wonders, but the other ledge mentioned is a viable spot on March
at some point might want to make new moons that are just the old ones but the humungous ship is actually usable (kinda like the cruiserable moons mod)
hello! does this have compatibility for shipcolors?
yes
cool! thanks! ^^
are there plans eventually to rename all of the furniture items to be more "standard"? for example, there are currently 3 different ovens (oven0,oven1,oven) and are all different items. it can get a bit confusing \o/
oh oops, I was quiet for a long time
yeahh, I did want to do a name revamp at some point, and it wouldn't be hard to do (though it would mess up existing saves). But I decided quick and easy thing was too hard and wanted to do big ambitious project ideas instead, so far
also tiny thing I didn't include in changelog for food mod (oops), but when I added the grilled cheese, I also made slider recipe give you 2 sliders, each half the price, instead of one at full price
oh yeah yeah, I remember reading the LoD was weird, which should be a simple fix. The white box thing is weird since I didn't change anything from how the other storage things are, and I also don't see that on my end ever, so not sure what's up there atm
what if we can extract electric honey from beehive
I'd say bake it (oven) with grain and cookie mold pan to get honey flavored cookies
I love the idea of resource processing
Funny idea for the cooking mod: BOTW-style firepit that lets you cook anything, including scrap, giving you a possible Dubious Food item (complete with sound effects)
Hello! I've recently added your mods to my modpack and my friends absolutely love the cooking feature. It motivates atleast one person each time to stay at the ship and secure our loot when we inevitably die (because we suck). It's really great, keep up the good work! Do you accept donations by any chance? I'd like to buy you a coffee!
No point. The Moons works fine with the bigger ship. Just gotta learn where to jump on now. Worst case go to the back of the ship usually it's easier back there.
yeah that makes sense
hiiii, I'm actually not taking in donations atm (sorry), bUt you can pretend to buy me a coffee and now I want to make coffee tree and bean roasting
funny thing is, it's super easy to just make a basic honey jar to do this, so then I ended up doing burger and pies instead, before. And this time I decided easy jar is still too hard, and wanted to try making my first interior, instead
which speaking of, my fIrSt intErIoR: https://thunderstore.io/c/lethal-company/p/MelanieMelicious/Melanie_Interiors_MelanieMelicious/
but yeah, still want to add more for the existing one obv, plus I have yet to play a real normal play session on it, so uh, rebalancing and bug reports would be appreciated
Cool do you have some screenshots?
Holy shit MelanieCompany
MelanineEverything
Melanie always delivers
create your own game atp
it would be really cool if the 2 story ship was an upgrade you could get
excited to check out the interior!
2 story museum i suppose?
is the plushie supposed to be 0?
wait shoot, I was supposed to change that, oops
same applies for the paintings
the paintings and stuff actually do have value, but it's doing the same thing the food mod items does for clients
plushie though, is actually just 0, oops
Anyways I was testing out the interior and its a good start
yeahhh still very beginning in my opinion though, but I really wanted to get it out and get public feedback for changes to make
I feel its a lil to empty decor wise, good example of being decorated while not being cluttered is https://thunderstore.io/c/lethal-company/p/RosiePies/CozyOffice/ (roll beck to the pre Christmas version)
Am looking forward to using it in the future
oh yesss yess, I actually do agree with the still feeling a bit empty part. I'll definitely want to add stuff to fill in the spaces soon
It's starting point is really good though. The cat and dog paintings everywhere kinda off for me but I mean the fact I can get the paintings as scrap is awesome
And the Trex thing
Is literally so unique
It's awesome
I do plan to add more painting varieties, and ones that fit the vibe more. And also in general, more types of showcases and all that. But YESS I'm glad you like the t-rex thing. Hopefully I did at least okay with how balanced it might be, though
Oh, I forgot to check the price. I just freaked out that I could take it apart lol
Idk how balanced it would be. Is all the new scrap added onto a level's scrap count?
Cuz if so that might be unbalanced a bit lol
too many melanie in my life
do you just pick the pieces off of it?
yeah, you take huge chunks of the bones off of it
until there is none left
does that yavin interior have an apparatus?
maybe you should have to break them off with fists or a weapon
i dont remember
it doesnt even work properly on other moons
evil wizard rodrigo stole all my memories
I have to use LQ to have the interior spawn for some reason
LLL won't work with the yavin inteiror
not my issue
it breaks the lighting
and spams errors
not even custom one
disapointed
nvm 100/10
but still a small note: your interior will most likely burn someone's eyes out if they play it for a long time
now yavin runs at 10 fps on experimantation
THATS why i couldn't notice a difference
i had to put the max dungeon size to 0.1 and it still was huge
i was confused as to why
"work as intended" ig because of reaction
oh yeah, I told them about the lighting thing, though idk if they're doing anything for it yet. For the LLL settings not working, I know why since I had to figure that out for my own, earlier, and I'll tell them about it when I next can
Not sure about the fps drops unless it's the lighting. But we did notice it started lagging randomly in a different session when there wasn't an update for it. I'll try helping them to see about these issues for their interior
I should send them the log
btw

that and last time I tired it, I could see the map in the sky
I think that would balance it out
not very chill of you
1 apparatus turns off the lights
nah yall to greedy
second apparatus causes meltdown
2 story coil head
so normal facility but it has the shitty generation of mansion XD
you need 2 people to look at it
wait actually
its like mineshaft but the elevator is a floor too
that sounds kinda good nlg
a fused coil head that requires multiple people to watch it
@rich ice how dare you post peak on a day i work late ๐ญ๐ญ๐ญ๐ญ๐ญ
-$10.00 company
melanie gives money to us
personally
in a neat lethal compant themed package
I'm just double checking something about 2-story ship - does the eject button still work considering the new material above the cruiser's usual open top?
cant wait for melanies company which expands every single aspect of the game
atm you ouch your head if you eject, but might do something to make it still work normally, and config for top part to become more just global cruiser customization in general
also yeah, atm seems like some paintings cause some issues on clients that I have to fix. A few people experienced it, and I experienced it once on a hallway painting but haven't seen it for the main entrance painting. I'll have to look into what's breaking it
icicic \o/ and plans for reintegration for shelves in the cruiser to be able to place things?
they should be able to place things still, from when I played as both host and client? Maybe I just had a weird scenario, but it would make sense if it breaks on client
I'd have to look into a fix for it, if it is by default, broken like that, and for some reason I was immune as client
I'll have a re-finagle, because I was in god mode/imperium
so that might've affected it
tried the museum and, i gotta say
it is a real pleasure robbing that place with a modded Belt Bag
my only recommendation is renaming the unique fossil parts. that way a reload wont turn them into a different bone
museum interior is amazing, but i will say this is a bit too much
if you mean by value, that's a big thing I wanted feedback on balancing for. I can just change values to be lower, but also most things on it will be 2-handed for more balancing
I up this
great job, mel
for a beta
its amazing
i cant wait to see the future updates to this interior
how long have you been working on the interior?
like a couple days, in and out
couple as in a few, not 2
yeah, I started it like a few days after grilled cheese update in food mod
oh, but like I knew very basics of interior-making way before, since I wanted to assist my friend a bit, when they made theirs
Ngl I had some weird interior generation that clipped me into a small room hallway that had no exit. It was singleplayer, vow, and I was in the mesuem interior
i did install the minecraft interiors alongside it but just figured I'd let whomever know
oh, yeah, that would be an issue with mine, alone. What were the 2 tiles intersecting, if you knew them? Was one a corner and one a certain room or something (and which one)
It was the entrance
and
I should've took more pics mb
oh shoot yeah, was it bottom or first floor?
you're in backrooms
and it clipped me there
meseum was backroom sinterior all along
on the right was two pedestal thingys
ahh okay, I'll look into trying to fix this. This happened to me a lot more when bottom floor had 2 doorways at the side spawning halls, so I temporarily removed those. But yeah, I'll try fix this
All good, still an awesome interior
also your friend's interior is also pretty good
Idk if it has a custom app and I know I can see the moon since there is sky
but still a cool interior
yeahhh, it's part of got me wanting to try my own interior, too. It's actually their first mod for Lethal, so pretty cool having it be a moon + interior. But yeah, also bound to have some issues for a big jump
It has a moon?
I didn't even realized it came with a moon
lmfao my bad
Updated mods:
Melanie Interiors 0.0.1
- Added door sockets to post-main entrance bottom floor side walls.
- Probably fixed major item desync issue for museum items.
- Probably fixed chance of tile overlap in entrance room.
- Fixed Plushie item having no value.
- Fixed visual mesh gap in a tile.
- Reduced dinosaur fossil values.
- Slightly increased maximum possible branch length.
Wait, actually, what if we had an interior where it's just the ship entering some cosmic storm, and when you "land", it's more of the Ship you're in, but stretched into a landscape with an interior that's just... more ship
i still say the unique bones need their own names. skull, arm bones, ribcage, foot bones, vertebrae, tail bone...
I like the museum Idea a lot but it is empty. Reminds me of this video
https://youtu.be/QxJZ7giOefs?si=juXPV4z4HNOUvoii
Maybe you can take inspiration from it.
Today we'll be searching the depths of the internet for a mysterious "Creepy Dinosaur Game" from my childhood...
โข SOURCES: https://docs.google.com/document/d/1HUO3cVYMKfTk-9Bygj25DKDjz2oRtZF_WjJF6ieuhKQ/edit?usp=sharing
โข PATREON: https://www.patreon.com/saganhawkes
โข SPOTIFY: https://open.spotify.com/artist/3tYN0aD5MYboKohIw2lsdx
Second Chan...
I'm pretty sure their variants will save if you put them on the ship inventory
Cus I know if you stick Starlancer's Apparatus in there it will prevent you from losing it
Hello, i had a issue with the furniture mod, when i load my save from last night with the same modpack ( i just remove a interior less ), my friends have a error in their console but not me (the host) with the fire exit added and because of that the ship doesn't land on Artifice
Typically removing mods mid save is not a good idea. Might want to start a new save. Also make sure they are the same mods as you. If they didn't remove the interior then it could also cause a issue.
update, seems even after enabling the netcode syncs for the item data on the items spawned through spawn synced object, the desyncs still seem to happen where picking up a painting can break your hands. But thing is it also only happens sometimes
haven't seen it happen with the fossils yet, but might just be coincidence
killed mel so she could write here, no thanks
okay more update, seems like it might be specifically dropping the paintings with the normal drop button, breaking only clients. Dropping it before or after it breaks from anything else, like dying or teleporting, or some modded effects, fixes it. Bones seem to be safe from the issue
okay, I have a few ideas to what I'm doing differently with the paintings that's causing this issue. I'll try to apply them next patch and hopefully fixes everything
what did I miss
I didn't even realise 2 story truck was in fact a reality
is it like actually benefitial to use tho...?
nah use the xl item api and make it 4 handed
sooo is the secret museum strat dropping all the paintings so the hoarding bugs take those back to the nest instead of the scrap youre scavenging
I mean in some specific cases it can be, but the config for enabling monster truck tires are actually more useful for going over certain obstacles and making it harder for enemies to reach you, at the cost of slightly different driving dynamic. The 2nd floor can be disabled, and colors can be changed in config, too
Ive been waiting so long for a recolorable cruiser
you got museum images?
Was the fire exit removed?
I like disabling the 2nd floor and turning on monster truck tires.
Some people in my group prefer default tires though D:
Either way the cruiser is so bad ass now and has windows in the back
allright im gonna check it out, I love driving the cruiser, and I am assuming the tires make the cruiser usable on more moons
can you switch between tire modes ingame tho, or are you forced to use one?
@rich ice is there a way to have windows on the second floor? if not, will you add them? I just think it'd really open the place up
might be depthculling instead of portal culling
there a way to fix that?
in config just check which one it's on
the default should be depthculling i believe so if you haven't touched the mod's config then it's not that
i mean it's not the issue that is
Loaded up the 2story rv and changed it's config once in-game, closed lobby to reload, and after coming back in got an NRE (and for some reason getting those on load shreds save files for me? At least I have backups)
Looks like 2story ship encountering something wierd with shipwindows?
oh, oops; I still need to do that. I'll try actually doing that, soon
If you mean from the ship fire exit from Utility Furniture; no, it still exists. If you're joining somebody else's game, or if you imported a code with config changes, they may have set the fire exit to be disabled
can't change it in the middle of the round, though if you have Lethal Config, you can change it then just rejoin the lobby, and it should change without restarting the whole game
Ah alr ty
yeah, normally doesn't cull like this for me. So it's probably a weird reaction with how it's trying to track in my interior, and considers it being out-of-sight
hi, which mod second floor? If you mean the ship, it already has second floor windows, and compatibility with ship windows, too. Though if your save or modpack bugs out, one indicator is that, when there usually would be windows, there suddenly won't be, even with them enabled
I'll have to continue looking into this later; but if possible, could I get a mod code of the pack so I could try replicating the issue, later?
and then here's last thing I came do to. Updated mods:
Melanie Interiors 0.1.0
- Added experimental playable tile puzzles with ranging difficulty, for rewards, in museum interior.
- Added small showcase room.
- Second attempt fix for paintings breaking only clients, if picked from the wall, then dropped.
- Fixed walking inside wall at front entrance (dysfunctional, purely visual).
the amount of loot in this interior makes my loot goblin side act like a kid in a candy store.
one thing we'll need tho is more painting designs.
i do believe i can whip up a thing or 2 to add into the mix 
yeah i saw that now sorry i was mistaken
Pepsiman painting when?!?!
When you grab it, it laughs
TYPE FASTER
nah, the laughter in a can is enough... but i do have a slight idea
tell customers to fuck off ๐
yEaH
0193cc5d-0be4-3a6c-2d3b-b36e774d776c
@rich ice Paintings still break clients
yeah, we found out. It's bizarre since the bones and paintings are made near-identically, and double-checked all the functional details were synced. Next time, I'm just going to try outright remaking the prefabs and asset files
oKaY here we go again:
Melanie Interiors 0.1.1
- Third attempt fix for client painting desync issue. (PRETTY confident about this one!!!)
This time, I found something I did really wrong for the Network Object scripts on ONLY the paintings, but did correctly on the bones and relic
speaking of bones
looted museum of entire skeleton
shoved entire skeleton into ShipInventory shoot
withdrew them a few moons later to sell
they all turned into vertebrae bones 
now, by save shredding, what typically happens? One of the first things I usually notice in certain cases, is the Ship Windows windows not appearing on a save that had them. This happened both in this pack with, and a version without any of my mods. Both on new saves, loaded once to work, and second to break.
For the NREs, it seems like it's probably just what I'm doing with try catches instead of direct checks then execute, which is why the error doesn't normally show up. It's still completing its script for me since the try catches basically skip whatever is inside, that it can't do. So unless the try catch NREs still break you, specifically, for some reason; since the second-load breaks without my mods, and doesn't happen in other packs that do have my mods, it seems like it's likely something else in the 300+ pack that's breaking it
either way, it'll still be a good idea for me to change what I'm doing with try catches, since errors don't look nice, and can cause confusion
I guess that's just what it spat out when the round manager broke then (at least that seems to be what causes the 0/509 and 7 day, 3 hour quota, never landing, and any ship changes not loading?), which tends to delete items/upgrades/quota/vanilla data in general for me, but not stuff like lgu upgrades, haven't been able to pinpoimt why or why the round manager breaks... sorry to have misidentified then, not sure how I hadn't caught the pattern if it's currently consistent on relobbying :/
Thank you so much for the help!
I love the museum aesthetic! I don't understand what's meant to be done with the tile puzzles but the trex is such a good concept
what about seperated store commands for utility furnitures like srfurniture did?
oops; I still didn't include images in description. I guess "next time." Anyways, small patch. I want to start the next interior idea, and continue adding more to this one, soon:
Melanie Interiors 0.1.2
- Puzzles now have a chance to show pattern of activated tiles needed, alongside the normal symbols needed to be active (easier).
- Puzzle relic rewards are now 1-handed items.
- Increased chances of easier puzzles over harder puzzles.
- Added couch bench props to fill in some empty space.
- Moved hazard spawns on one tile to prevent some cases of turrets spawning in the walls.
Hehe the wall turret was funny though
hopefully the changes in this patch helps a bit with making the puzzles a little more intuitive. But thank you! I really like how it's been turning out so far; especially when doing it with the cruiser
Well I wanted to test the new update, then somehow 3 nutcrackers and a barber spawned in 2 mins with the power off
on assurance
how tf
I didnt have anything that effects spawns ๐ญ
Overall I like the direction its going rn but I have one issue
The item scanning doesnt seem to work properly still
no matter how many I scan it just says total 60
even if scanning multiple
The puzzle is cool, more decor like that even if not function would very much gove the museum vibe
oh, i thought 2 of the puzzle sequences were just broken XD
I'm suspecting at least part of this is something I was missing in how I did vents. I happened to had just opened Unity earlier, to check something, so I made a change to fix this, for next time I update.
The item values, I also did a change just now to see if it helps it, but I have yet to test it
but yEah, I'm also liking where I've been going with it, a lot, especially with some of the unique dynamics I've seen when playing on it in actual sessions; kind of freshens things up a bit
WOW, and then didn't even report it
was more focused on bones knowing how to shapeshift
kept forgerring 
Meditate on the bones, learn their secrets
love this mod, it just seems to cause a lot of lag when near the ship.
Disabling the Fire Exit in the config should resolve that if you're using the furniture mods, the Fire Exit causes a lot of performance issues
hmm haven't tried any furniture yet
I just found this bug where if you store your $12 worth paintings from the museum to 'ship inventory' and load them in company, the appearance of paintings changes to painting items from vanilla which worth way more than $12.
oh, oops; I'll try fix that for next update
I like how I definitely know which mod is being referred to
thank you for the reply
so a current way I have the dungeons generating is in most "art showcase rooms," I actually have a lot of the display cases show up more often later in generation, and not earlier/close to main entrance. I did this since I linked extra item spawns to the displays, but has a trend of making first-impression of people using main, think the place is more empty. I'll probably just make the display cases (besides paintings) spawn more like the benches, and move the extra regular item spawns to a chance based on depth, if their respective display cases are present in the room
I'll still want to add more general decor either way, it just compensates for one side of the generation being more empty
I'm saying this without Unity open; I'm just planning what I'll change later
would it be possible to have a smaller xmas tree for inside the ship?
So sassy. The mod is : MelanieMelicious_2_sToRy_ShIp__works_w_Wider_Ship_Mod
me when i finally understand what the egypt puzzles want and a nutcracker spawns right next to me
me when my pfp was hung on the wall like a painting for a museum (I literally live in your walls now)
I think I heard someone Melenie helped the person who made the Yavin interior/moon, so I figured i'd tell you here, there seems to be some kind of door error that is spammed on that moon.
I mean nothing seem to hurt gameplay except it was a bit stuttery, probably due to the error logs.
oh, we actually figured this out already when we noticed the issue while trying to play it in a session, it's just they haven't updated the public release of the mod yet due to something else happening with their project. So once their project issue is fixed, they want to update as soon as possible
Oh okok. I was thinking of putting in my Unique Constellation where I have moons from other series in a sense. Do you think turning off logging or repeated logs would help reduce the lag from the logs?
Or is the stuttering 100% from the doors only?
oh the logs definitely are doing a lot, especially with clients, since I noticed uhhhh, like +100k lines after a session with a few days on the moon. And even worse with more clients atm
Is the door problem going to mess with gameplay or is it simply just a minor prob?
I don't know 100% what the error even means lol. I just think I remember seeing "door" in it
a lot of lag, especially with a bigger lobby, and the doors will not be synced for clients. I would probably say to wait until they're able to update Yavin with the fix
Gotcha. Thanks for your help! That and the mesuem interior is still awesome lol
you're welcome! Also yessss, and as narcissistic as it sounds, it's become one of my favorites to play
oooh also yesss; I should do that. I kind of just made the current one, only thinking of wider 2-story ship tbh, but I'll queue adding a smaller one that should fit within 1 roof height
thx
is there an issue on enemies and ladders? JP cant go down and stuck there
there is an app on museum? Why isn't a special color ๐ญ ๐ญ ๐ญ
jkjk
but I didn't know there was
Thats the appy jp spawns
Jp spawns one if the interior doesnt have one
I also realized that spring cannot come up or come down in that situation
when JP spawns, you can hear him whispers "I must find it" then an apparatus spawns along side him within the facility. if he finds it, he'll use it as a weapon to hurt players. if defeated he drops the appy with higher value.
what if ||you dont rob the T-Rex piece by piece, and just have a big clunky fossil in a 1 story ship?||
oh, right, so I just have to fix offmeshlinks. I happened to already be doing something in the project, so I did a change that should hopefully fix the ladders for enemies, for next time I update
ye, u can easily test if it works by seeing if gals follow you up normally
make the ankhs one handed pls ๐ญ
everything in this interior is two handedddd
imagine not reading 100% of changelogs at every given time smh smh
oop
Itโd be cool if you could add a full lootable exhibit
Like if there was a huge dinosaur skeleton you could take apart and carry back to the ship
Maybe some paintings too
but yeah, I actually did make most things 2-handed as like a secondary balancing, since these only add extra items to be able to loot, but I wanted to try keep a certain price where it was still worth it to pick up sometimes
I changed it for the ankh relic since I decided, if people put a little bit of time in the puzzle, they can have it one-handed; free extra item
To be real though, have you ever though abt making unique apparatuses for special exhibits in the interior?
Like you have one themed around egypt, or dinosaurs, or whatever historical thing would be in there
And one of those special apparatuses would be chosen to spawn in the interior
that would be cool, having a chance for a different apparatus each time you get the interior
connected to a specific exhibit
Yeah itโd be neat to have multiple unique apparatuses so itโs not the same one every time
which speaking of, I did want to have dedicated exhibit areas too, that expand past the current "general exhibits" that exist atm. Not to replace them, just to add their own unique ones
but yeah, for sure; I'll definitely want to plan doing this for apparatuses
if I do that, I will get a version with spongebob closeup detail so it fits in more
So for example, instead of having a dino skeleton in a room that looks like the rest of the interior, the entire tile is themed around dinosaurs?
God iโm using that dinosaur example alot
yeah something sort of like that; I have a few plans in mind that would be really cool to execute whenever I get to them. Though I'm frequently rotating which project I'm working on, whenever I feel like doing one or the other
Also idk if you did this, but you'll want the "door" gates to carve the navmesh
When they're locked atleast
I couldn't tell if you did that by default cuz enemies can't open doors to begin with tbh
okay, enemies will be happy now
i like the dinosaurs
5 year olds after you ask them how the Museum was

gonna need to practice those egypt puzzles. only one is easy enough to not need it
That's just everyone, isn't it? Nobody would say they didn't like the dinosaurs... Would they?
True
I started using your RV cruiser recently, and I think it's a very good change to the cruiser. I always thought the cruiser could do with a little more space inside and this is exactly what I was looking for. There are just a few things that I noticed with it:
1: The light in the cab is now very bright and blocks part of the windshield from the glare
2: The rear axle clips through the cruiser wheels and looks a little unnatural, and the wheel wells aren't centered with the position of the wheels
3: The cruiser is very easy to shove now, where the original felt like it had more weight to it. Sometimes when getting out of the cruiser it pushes the cruiser a few feet away
aside from these I'll definitely be using this fulltime. If you need any help with testing it i'll be available
RC cruiser?
it turns the cruiser more into a camper shape
I recently made a clip about how it's a bit janky
lol
i have a feeling the thing about it being pushed easy is cus of some property for the box of the cruiser that isn't present on the modified model
or is reduced or something
the rest of my issues are just with looks
also idk what you were talking abt with the lightning
cus when i tested it on a stormy planet the mesh above it was blocking the lightning when i had a shovel in the driver seat
So the lightning bug is that there's sometimes an issue where when an item gets struck in the back it just kills the driver
It's not super common
But it does happen
So being able to keep metal items further back prevents it
i guess this mod just doesnt let it happen cus of the overhang
Basically with the vanilla Cruiser it's always guaranteed to happen if a Metal item is right behind the driver on the shelf that's there, otherwise it's up to rng
probably something with the targeting logic of the lightning bolt
I'm not sure if the overhang fixes it lol
Yeah probably
I know it's not intended though since the Cruiser is supposed to protect you from getting killed to lightning lol, but the game has it's jank
and the Cruiser is definitely the most janky addition but I love it
i assumed it wasn't a guarantee for the driver since it doesn't have a roof
Well yeah if you're holding a metal item while driving that would make sense to kill you
XD
But if metal stuff is placed in the back it shouldn't murder you
in theory if its in back it should just hit the roof yes. i think what happens is it gets offset to the front just so slightly due to lag or something and that means it misses the roof and goes into the cabin
if that theory is correct then the overhang also having colliders would mean it can't happen anymore
As far as I'm aware btw the issue with the Cruiser flinging and stuff is related to the host-specific bug the Cruiser has where you can collide with it in weird ways
I think it gets exaggerated
If you're host and get in the passenger seat for example it goes flying and this happens with the vanilla cruiser btw, same if you close the back door on yourself
However none of the issues happen to clients
very strange
Yeah we just need a mod that fixes that bug
yeahh, I'm going to add at least a config option to make the window outright invisible so the glare isn't so bad. Probably default it to true since it's such a pain to try drive with the current windshield
I can probably fix the wheel thing very quickly in its next update
yeah, and for some reason, cruiser has become a lot more sensitive. I'll be double-checking some parts to it, but I kept a lot of aspects included and the same as the original cruiser. But I can also look into changing certain values away from the original, to make it act the same as the original
The parts of it being more sensitive I feel like are just related to the weird host only issue of colliding with it, I do think the position on the magnet needs fixed though cus it does clip over the railing a bit ^^
If a fix could be added to fix the issue of the host colliding with the cruiser in weird ways it would solve all of that tbh
hey @rich ice, can I pm you regarding the implementation of this mod? I'm looking for help with navmesh issues for my own mod :)
Even though it's small I figured I'd let you know. I can see outside at this specific part of this room
Also I don't know if it's known yet, but the egyptreward thingy was invisible in my hands. I could drop it just fine, but it turns invisible when holding
It's not invisible, it's just placed very low
look down
Ngl I think I looked down and still didn't see it
I'll try it again whenever I can
Should I delete that pic?
nah
oh ok
how to use the Furniture mod?
is it just randomly in the shop or can I spawn the items with Imperium as well
He must find it but he cannot reach it
can someone please tell me? my session is starting soon and there is no mod description on the mod page
@patent vector I choose you
iirc they're counted as ship upgrades so you can buy at any time?
they're by default, always available on the ship, with all furniture enabled. In the configs, you can change what furniture is available, the prices, and whether the furniture will always be available, or on rotation just like normal furniture items.
DO NOT change what is available mid-save in the configs, for it can break the save (same with adding any furniture mods in the middle of a save, or updates that add more in the middle of a save).
I plan to update the descriptions for all my mods soon, to clarify this stuff there
I mean, sure (if I see it), but you can also just ask in here, too
thank you so much! will look into those now ๐
what?
a small thing i noticed is sometimes scrap spawns under the platform
but besides that its one of my favorite interiors awesome job
oh, right; I didn't actually give this platform a collider. I can add that real quick for next update
make the bed integrate with LethalSleep
oKaY so turned out I felt like doing another:
Melanie Interiors 1.0.0
- Added Mausoleum interior (would have been perfect for Halloween). More details in README/description.
- Added images for interiors in mod description.
- Changed museum prop decor chances. Some rooms maintain original depth-based, some changed to universal depth for decor, but item spawns are depth-based, and some changed to full universal depth prop spawns.
- Changed museum gates to have a more 3rd-dimensional depth.
- Changed previously realtime light generation to baked, for performance optimization.
- Fixed missing collider on previously-phaseable display platform in the museum.
- Fixed gap opening in a museum tile.
Mel you cant just post peak without warning D:
stay strong, we can weather the peakness ๐
is there a way to disable this whole Left side? i still want to use Wider Ship mod to expand the RIght side
i already turned off Left side in Wider Ship configs but 2 Story Ship re-enables it
..just turn of wider ship then
like i said, i still want to use Wider Ship mod to expand the RIght side
is that not possible?
nope
I dont think so, no mod has done it yet
darn, that is a really awkward spot
Where else would you put it
To the left of the door
to its normal spot or here is decent
Well if mel wanted she could include a config for multiple spots
Normal spot is either attached to the ribs or floating
its always been attached to the ribs in vanilla, no?
Yeah, it's just that if you turn off the rib then it floats
is this a known issue? has to do with cullfactory i think
yeah
what other mods do you guys use with Mels rv mod?
i have the rv terminal and when buying a cruiser, it delivers nothing
i used cruiser courier and i spawn with one attached to the ship but it clips in and gets stuck
also using wider ship mod
try without Imperium
i mean try buy a cruiser
oh lol
if its still deliver nothing
idk how i would add credits or adjust how much they cost
do you have late game upgrade?
nah
and doesnt look like i can change the value in the save file
does cheat engine work?
try a mod that have starting credit
maybe cruiser courier is not compatible with wider ship
yeah thats what im thinking
it would always spawn one after starting a game, not attaching one automatically. So thats probably the issue
ok we good
it was the Imperium
thank you
now we just need some lights in the back lol
these mods personally use for the cruiser ( just disabled them to sort ๐ )
sweet thank you!
you could add Cruiser Terminal if you want
Happened to me on Offense (Without whatever cruiser mod you have)
I had to buy another fucking cruiser /w my warranty, and get all of the shit from the destroyed one back to the ship like REALLY quickly
(Time was running out, and Offense's terrain can be a bitch to drive on)
you probably shouldnt use that to reposition stuff
it causes lag spikes
oh actually, when I'm next available, I'm going to add a config to change the button spot, with the default values being the current spot
same with rotations

well so far its running fine
Nah you are losing 0.000002 frames per day
THE ROT
looks nice too
can lightning hit you in the ship now, since the rain is coming through the ship?
Its just visual
i want a scale option too
suggestion: config option to disable the custom scrap that these interiors spawn with
You got some bugs my friend
Actually, disregard, It was probably just ghost codes being an evil bastard
this man ujst awnted to spoil the new interior for me
Homie you've seen two rooms
i know it all now
how is your clock a different color?
the repositioning with that mod causes lag
then why did they come up with this unoptimized mod at all?
wait are you using
lethal pipe removal to move it
what I meant was the moving feature causes lag
just not the other stuff it does
it has a problem where it constantly checks of that item is in that spot
This is the most unfortunate location of the default panel on top of the door, it's inconvenient to press it right away.
can I disable this check? Some kind of release mod, fix
it's kind of sad when you want to make a dream ship, and the panel tells you "not today, buddy, get minus FPS and coordinate location check"
.
dot
nah there isnt
There is a mod that adds a button panel by the monitors. You could use that for now until Mel cooks up something on her end.
darmuh's terminal stuff also adds a terminal command to control the door
How does the fire exit furniture item actually work?
after you buy it and land, its basically just an extra fire exit that leads from your ship to the interior
comes with the risk of masked going straight to your ship
Gotcha
Still seems hilariously overpowered lol
I was thinking it was supposed to be an extra entrance to the ship itself
yeah pretty sure melanie added it for funsies
also no lights for the Christmas tree? Unless I'm missing something
you can also - in the config - change how the fire exit works. The default is as a normal exit, and then there's an option to make it so you can only enter into the facility, but cannot exit (almost like an inverse teleporter), or an option where you can only exit from the facility into the ship, but cannot go back the same way.
I plan to update the description to be more clear about furniture items when I next update.
Also oops, I guess I can add lights; never did Christmas stuff before tbh
Gotcha, thanks for the explanation
some cull factory issues in ||Mausoleum|| when looking up
cull factory hating the shapes of my tiles ๐ญ
Which culling mode in the config for it are you using? (And what happens when you use the other?) This might help for seeing what I can do on my end
this?
I noticed one of the tiles disappear for a brief bit when playing last night but I didn't bring it up cus I figured you saw it lol
lil option to disable picking up props(like paintings and bones) would be nice
I like the dino and puzzle stuff but dont like having that much stuff to pick up that isnt normal scrap
id personally prefer if the option was just
removing them entirely
Fun fact in your museum the picture above main will disappear if you stand in the doorway 
(Only been in your interior for 5 mins when you released it and we were testing my stuff so I have close to 0 knowledge whats waiting for me inside, but I liked what Ive seen and I liked the pics from the other one too so Im excited to play them next year)
I like the new interior btw. Idk if I missed anything. So basically bones and bodies replace majority of scrap. The coffins that say something is trying to get out is actually vents and when a monster spawns out of them the coffin opens having a possibility of a scrap inside?
Am I missing anything
Also love the gimmick!
the extra items don't replace any spawns, they just add a completely different spawn, separate from the normal spawns. Because they only add extra, resulting in just extra items in general, stuff like the mausoleum bones are low value, and the rest are double-handed
The part about the coffins that you can't open, being vents; yeah. And they'll usually have something extra inside
oh no, we're getting the next year jokes
Wasnt thinking of that lmao but ye 
Defeats the point of what Mel wanted to do. Just ignore the interior specific scraps. They don't affect the normal scraps spawning and are just extra items to loot.
too tempting paintings ig
Lol I love finding your painting. Nice tribute by Mel for ya
I know, I just never directly expressed gratitude for this masterpiece of art
If only Mel had told me about my painting before the interior was released, I could have reproduced my lost original of pfp
okay so Iโm basically just wondering how you do navmesh because two story ship fixes my mod (problematic pilotry) messing up the shipโs navmesh - even when I move the landing ship to another place, with your mod installed, enemies path just fine
the same thing doesn't happen with just wider ship or you haven't checked?
because we do prety same thing
it works with both mods installed but I donโt think Iโve checked with just yours yet.
if both mods are installed then mostly only 2story ship works
can you tell me at which point you change the vanilla navmesh colliders? do you regenerate the navmesh manually after or let the game do it?
I prefer to do it "forcibly" (generate it myself), although I leave the user the opportunity to change the blacklist/whitelist of planets to generate it forcibly or by game decision, I'm not sure what Mel prefers, but she has the same opportunity. Of course, it would be possible to simply write a transpiler and see if the game generated the navmesh again (after all, it depends on only one variable), but I was too lazy to understand transpilers at the time of writing, and mel's code is mostly based on my
as for from what moment, then: delete old navmesh and place new on prefix this and generate if listed in whitelist on postfix
dont judge me for other code ๐
i will ๐คญ
judge urs first mrov
i will cry then
i know ๐
personally I think they stand on their own fine without them but are a nice addition
just personally less to my favor but not a big deal
I was planning to send the next update notes all as one message, but I'm updating them as I finish them. So I'll just do the first 2 I did earlier, and then I'll post the other 2 update notes once I finish and test them
Melanie Interiors 1.0.1
- Added config options to disable item pickups for each individual type of item. (Paintings, puzzle relics, bones etc.)
- Added default moon chances in README/description.
- Moved Mausoleum interior's large gate interact collider higher, to make picking up items in doorways less inconvenient.
Utility Furniture 0.3.1
- Fixed XMAS tree to ACTUALLY spawn presents based on how many items are decorating it (was broken since day 1).
note: for disabling item pickups, you'll still be able to scan them. This was just a real quick addition to give people extra options for how they want to play
NICE, melanie the goat as always
BUT on the bright side, it won't mess up what items you have on an existing save if you disable picking them up, mid-save
"We value your commitment."
while i understand, i mostly just mean the paintings tbh
i like immersion and the paintings break it
but ok, its fine, its not my mod
Paintings in a museum break immersion??? That's just silly sounding. You're looting an abandoned museum stealing their Paintings and other exhibits.
Each is allowed their own opinion though. But Mel released a config though to remove it.
its the artwork on them that is
btw the cfg doesnt remove them you just cant pick them up
one is fumo, one is the "this dog is fucked up bruh" meme, one is popping cat, and then theres the one at main that has melanie on it
i know
The one with Melanie is the greatest!
I mainly like the melanie one because I like spooky's house of jumpscares XD
unless im thinking of a different one
ah alr havent seen that one yet
thought I saw that one
but nah I was thinking of the one above the main entrance
No I was being completely sarcastic that is the one I saw too
Oh im dumb XD
sO nEeDy (but no, I get what you mean; once I add more immersive paintings, I'll add config to have the others not show up)
Melanie Interiors 1.0.2
- Changed config options to also still allow disabling item pickups, but to also allow preventing visually appearing entirely.
Farming and Cooking Mod 0.2.1
- Added config option to add items to be tracked as certain ingredients (including what can be used in meat grinder). Use PREFAB NAMES (different from item names) for now!
RV Cruiser 0.1.1
- Added config to remove interior cabin lights at the front (defaulted to false); they made it very hard to see at night.
2-sToRy ShIp?! 0.5.6
- Added config option to customize door panel location (little janky on non-wider 2-story).
WE ARE HUNGRY
WE MUST CONSUME
WE MUST CONSUME CONFIGS
oh thanks for reminding me I didn't say in the changelog that I added body bag compat to meat grinder
wtf you're right, those are all config updates
cfg the deletes code rebirth when both are loaded would be nice ๐
cfg the deletes the ship
cfg to turn all scrap into bodeis
config to add custom configs
mrey chimas
It's multiplied based on how many items are on it
there are none
mel im trying to read your code, stop putting every single line of code under a new try catch please, lol
also by default the tree has a 56% chance to spawn presents
it might be 64% depending on a thing im unaware of
She's an ai though why would she make it easy on you?
XD
@rich ice fastest and weirdest way to do it would be to start the count at -7 and clamp the end result to 0 and 100 just incase
alright time to uninstall this bloat from my test devpack
yeah, at first I was going to put a 1% increase chance per item, and thought a free 7% for no ornaments was okay. Then I proceeded to make it 8% per object instead since I thought about configs, and kept the other part the same
so yeah, I'll just start it at -7
the object count
Utility Furniture 0.3.2
- Fixed default starting chance for presents spawning under the tree without ornaments, being 56% chance per hour.
- Lowered default ornament influence from +8% to +5%.
honestly i wasnt expecting you to do it after what NPC told me
but i do appreciate it for those who care :3
they're optional configs, so as long as I have time for them, and they're plausible without causing issues, I don't mind adding them. I like letting people have their options. ๐
I would've added it on the previous patch, but I thought you also just meant as items, not as visuals, the first time
thank you for the updates ๐
whats some good coords for the door panel buttons?
like around the original position? I keep messing up and it doesnt change in game so i have to back out and keep opening my save lol
lol getting close ๐
I'm curious about one thing for the museum
are the paintings normally meant to be like
30 bucks?
less
like 12
?
abandonned museum, not the same as le louvre, 30 bucks is expected lol
in case anybody wants these for the door button panel as a starting point close to the original location
Always Override Door Panel Transform = true
Door Panel Position X = -5.5
Door Panel Position Y = 2.3
Door Panel Position Z = -8.7035
Door Panel Rotation X = 90
Door Panel Rotation Y = 180
Door Panel Rotation Z = 0
Oh all rotations? time to mount it upside down
i had it upside down for awhile lol
https://i.gyazo.com/a2ad7de336fb5354e69c610c995d7bb4.jpg chrimas tree is a lovely decoration, Mel ^^
i wish there was a smaller one for normal ship :(
what does always override door panel transform do?
I'm trying to get the door button where they originally are
it just makes it so it always moves the door panel, since in the normal 2-story, it ignores the inputs unless it's on. Wider 2-story always does the coordinates
are the coilheads supposed to clip thru the doors in mausoleum?
me and a friend tried to close the door on em to get away
and they just clipped thru
ship? what ship?
2story
are you a eyeless dog?
with 2 story plus wider, will it work with the option off or does it have to be on?
it should. Basically, the coordinates will always apply IF it detects either wider ship is enabled, or the config to always override, is enabled
Okay so if I have the option off, will it be in the default spot? Like without being moved?
Only on the normal 2-story, will having it off do that. I know, it's weird. But somebody posted a good coordinate here if you want to use that @wicked ruin
like for the default position
Oh bet, thank you!
Items seem to fall off the corkboard on the back of the workshop furniture on load. Is this a potential MattyFixes incompatibility?
before and after reload
SmartItemSaving seems to fix it
There's some areas that will still have the items fall, not really an issue with Matty Fixes it's just not accounted for basically
yeah, SmartItemSaving seems to keep their positions on load though
It only happens with that wall and the fridge for me for example
so that's good
that works for me
between MattyFixes correcting offset between item and surface (and preventing fallthrough), and SmartItemSaving properly keeping position and rotation, everything stays how I left it when closing the game
tiny little patch to apply public test for opinions on windows. More noticeable on Museum than on Mausoleum:
Melanie Interiors 1.0.3
- Window material cubemap test for Museum and Mausoleum (I WOULD LIKE OPINIONS).
bad, redo

Guys how do i remove the Wall near the suit rack in wider ship?
ok a few things about the museum i just now noticed
the interior seems to have a loot circle spreading issue, its very hard to find a lot of items sometimes because of how spread out loot circles are, i feel like it would be better if the placements were similar to manor where every room has a loot circle, since the interior is so wide and linear
also there seems to be rendering issues with distance, im unsure if thats due to cullfactory or not though
in Wider Ship's config, there's an option to disable walls.
The interior has issues with cull factory, so if that's enabled, you'll see some oddities, like in the entrance room
Oh ok ill check thanks
Oh yeah
Jesters can't open doors in the Museum either
There might be other entities that're unable to open doors as well that we haven't yet seen
what about seperate terminal menu store for utility furnitures
LMAO A WHOLE 2 STORY RV?! ๐ @rich ice You're a gem, I just saw the mod. I love your stuff so much
what a crazy set of mods, had an absolute blast with them with my gang last night. tyvm for all the work ๐

WE WIN
So that's how you make baby powder
Suddenly my 2 story ship mod doesnt work, but it works for my 7 teammates
I can't see any related log in the Bepinex console
Any idea what to look for in console?
r2modman code is 01941425-6c03-6532-37d7-e338d8594c22
a good place to start is any errors such as NullReferenceExceptions that happen when starting up the game, from any mod or even vanilla. Usually an error here can just outright cancel the rest of the method, including any patches. Though even just showing a log even if you don't think there's anything related, can still help.
There's a chance you might need to clear your cache if I assume this is the same code/profile your friends are using. I can't check the mod profile atm, but maybe in a bit
I copied my entire log from about 3-minutes in,
if nothing sensitive is in log I can send maybe
it's okay, I lied and launched the game twice to see if I got the issue (I did) and have my own log. But I wont be able to look into it too much until later
That's fine, please ping if you find anything of relevance or need anything
haha look whose ship broke
that's it, I'm testing the pack with wider ship
wow so scary
WHAT @brisk widget (it works)

send me log from this if you need help
you wanna know something; I'm silly. I was looking for wider 2-story, not normal 2-story. So nvm, using the code, the ship works fine for me
turns out nvm, the code does have a working 2-story ship for me, I was just looking for the wider version. So you might need to clear your cached mods or something, or try reinstalling the pack after deleting it
I'll try it in a sec
It seems to be working now, looks like removing the r2modman cache folder fixed it maybe?
Thanks for the help
Been using the same stuff for over a year with more mods added each time we play
Finally got around to trying the new interiors
Me and my group quite liked them, they're very well done
I was worried about the abundance of extra scraps for balance, but it A) being a config and B) all mostly being low-value 2-handed objects balances out alright
It fits the niche of being another SDM-like interior for my pack in terms of balance (Fancy, ideal for mansion moons, has extra scrap compared to normal but offset with some other kind of difficulty, configurable, ideal as a later game interior or rarely earlier game)
Only suggestion would maybe be being able to config the min-max value of the special scraps, but currently it seems balanced fine since its low value so its unnecessary to me

True
It makes cruiser plays really useful. Without cruiser or Shockwave Gal it's sometimes not worth trying to get everything back, but with a cruiser you can make bank.
Mel's intended purpose was to make it feel like a museum heist with a cruiser i believe ๐
I see, i can see the vision
(i only JUST found it)
Saved
yEaH, I really like how they turned out, with the unique gimmicks, visually, and also the tiny storage space they take up.
I do agree with wanting to add configurable minimum and maximum price values for the items, and do want to add that at some point. But I'm glad you think the defaults and current available configs balance it well-enough
I love the idea of this mod. I've waited a long time for someone to come along and add a real change to the ship model.
Some suggestions.
- Half-width walls, for when full width is too much wall
- Sliding doors for the doorways
- The second and third floors can be purchased (windows sold separately)
- Walls optionally are solid for enemies (though they will still open doors if they can)
- More ceiling lights, for when the arbitrarily created rooms don't have any
- Windows on the front of the ship, so you can see where you're going
- A door, similar to the purchasable fire exit, that takes the player to a persistent pocket dimension that is technically a part of the ship. As with the rest of the ship interior, it can be furnished, and items that are put in there can stay in there. The door may only be unlocked when the ship is in orbit or on Gordion, so players can't retreat into it to avoid blind dogs or mimics, though this might be configurable as well.
i think purchasable floors was an idea brought up here but iirc mel said they couldnt do it
what about things to sit on? Like a couch or an office chair. Sometimes after a long day of collecting scrap sometimes you gotta sit down and watch the television with your crewmates.
I don't know if you can do it but I kinda want the feature from Ship Windows where creatures can see players through the windows if we have them and we can scan things on the other side of the window. At least on the Wider Ship + Ship Windows + Two Story Ship combo, it doesn't do that.
Wide-screen TV furniture to watch your favorite videos on the big screen (aspect ratio is 16:9, making it a comfortable size for youtube videos)
- Sliding doors would be cool lol.
- walls solid for enemies: Don't think that's possible given how furniture is. No furniture piece is solid to enemies plus it would be very OP.
- more ceiling lights: Mel furniture lights? Kind of like SmoothReserves Decor did?
- Windows on front: no opinion on this one. Like it but can live without it lol
- door to pocket dimension: i feel this is not possible. But Mel and others in my group have joked about floating structures in space for when in orbit and using open doors in space.
- upgraded ship levels: wasn't possible, trying to upgrade and change the ship mid lobby with clients could lead to many issues.
Mel purchasable and movable lights for the ship?????? ๐ out of all of these suggestions this is my favorite.
- get mel to work? impossible
Also can we take a moment to reflect on what Melanie has done for us in the past year.
Melanie's Work!
- 2story ship: optional 3rd floor
- Widership and ship Windows compatible.
- Multiple different furniture/upgrade items including workable doors and walls for making rooms in ship. Expanded balcony for furniture pieces.
- Cooking mod adding a whole new mechanic to the ship with usable furniture upgrades AND crop plots to grow food PLUS compatibility with multiple other mods that spawn food items resulting in unique exclusive foods example Gorgonzola cheese can result in making grilled cheese!
- Cruiser Mod: allowing a goofy 2 story rv, wider cruiser, monster truck wheels. Config the cruiser to design it how you want it.
- not 1 BUT 2 interiors! Made in such a short time too!
Thank you @rich ice for everything you've done! Your work is amazing! And I look forward to seeing what you surprise us with next.
thank you Mel for being a Great Asset for the Company!
other fun cooking mod example: cooking the gazpacho for a special dish 
Right I forgot about that lol
wow, people giving me the benefit of the doubt that some of the things "I can't do" when actually, I was just lazy
but yeah, something like unlockables for multiple stories; it should be able to be done if I really wanted to look into it, it's just usually my interest is in doing or making anything else, for example
ignores all the gratitude towards me
as i said
I would never send gratitude to mel
Barely done anything in terms of modding, get better mel
Another thing. The lights on the second and third floors should be controlled by switches on those floors. If the ship gets struck by lightning, all lights turn off.
Cozy lighting and similar should perhaps apply to all floors?
Worktable1 and Workshop1 appear to conflict too much with vanilla autocorrect. Can probably be fixed by requiring a mod that's better at autocorrecting.
I heard somewhere only first 3 letters count or smthn (prob why playing vanilla has a conflict with maneater and manticoil
the new pocket room is very interesting
also gives you immortality
Including ship leaving w-out you?
also can the scan node for the room be disabled
If the room in question is designed like the ship, and is accessed from the ship (as I had suggested), then could people in that room even get left behind?
when i entered the room it played an interior stinger so probably yes
Probably mega WIP and/or proof of concept.
Utility Furniture 0.4.0
- Added "pocket room" door teleport furniture item to prove glitch wrong. (Experimental and a little janky as of now! Can be disabled. Cannot normally bring ship furniture inside it unless using mods like FurnitureLock.)
- Added more detailed README/description.
- Shortened furniture names for less conflicting/convoluted buying.
Utility Furniture 0.4.1
- Added beehive minimum and maximum value config.
- Moved pocket room location from -100 to +150 height.
Farming and Cooking Mod 0.2.2
- Added hold interact timer when cooking to prevent picking up ingredients at the same time, causing a softlock.
Pocket room is still pretty janky; items treat it as inside the ship, as they should, but players are still marked as leaving the ship. Do not recommend being inside while launching or landing.
If you entered during orbit, if you didn't "re-enter" ship by going out and in through main door (requires mods that allow orbit exiting), then you may teleport to where the ship lands, before it lands.
I have added no navmesh as of right now, to the pocket room.
Also only in orbit, no enter audio will play, and you will instead get a NullReferenceException error in the console.
also there was on instance of immunity to water death on the company planet
did the water bug happen because of entering the room during orbit?
yeah, it was something like, or similar to that
oh, shoot, yeah, I wanted to remove the scan node
still waiting for that shelf
still waiting on 5 story ship 
If you enter the pocket room while in orbit and then leave you can't move any furniture around, didn't know if this was a known bug yet.
Items in pocket room will also teleport back to inside the ship upon reloading a save.
The new pocket dimension door doesn't seem to want to snap to the wall as well as the fire exit does.
Walking into the corners of that room teleports players back to the main ship.
I'm excited tho
Yeah I dealt with that by staring at the ground mostly, but I'm also using a mod that removes a lot of the constraints
got a problem with the workbench, everytime i store item in any of that workbench's spot, it always placed on that row
maybe, fancy ship integration for the placeable walls and doors
This is imperium
White line always generated to the right side of the ship, really would've made sense as a 'wider ship' glitch but I unloaded that a while ago
It appears even when I'm not using Imperium I think
Oh yeah the Line is jusy imperium's marker
I swear it appears when I'm not using it, hang on I'll test it
Not sure if it's meant to br a ship rotation indicator or what, but it's only been present with it enabled for me
0 0 0 coordinates
Woah, it's not there without Imperium
Wild, I swear it's showed up for clients when I've just been playing normally; must be tripping
Thanks guys!
Does anyone have a good cfg for 2 story cruiser to have vanilla-like colors?
thank you very much
@rich ice you forgot to adjust the positioning of the ankh relic
Hi, @rich ice !
First of all, Iโd like to thank you for creating such an amazing mod as "2 sToRy ShIp." When playing with MoreCompany and a large number of players, thereโs a critical lack of space for everyone to fit comfortably, and your mod completely solves it! Itโs also a pleasure to decorate it using your furniture modโit makes the ship feel cozy, and the extra space makes it so much more breathable~ :3
However, thereโs one small nuanceโthe second floor. Players often reflexively try to climb from the second floor onto objects on the first floor, ending up in an invulnerable zone where Masks, Dogs, and other guests canโt reach them. Iโm guilty of this myselfโitโs hard to resist taking advantage of it in a panic. Would it be possible to add an optional floor to the second level? Maybe even a transparent one (similar to the view from the third to the second floor when itโs present)?
I think this feature would completely resolve the issue of players climbing to invulnerable heights on furniture and would preserve the intensity and excitement of the gameplay experience.
Cheers :3
puts instakill zone there 
That would be nice too 
but since the ship is configurable, I thought it would be awesome to have this option as wellโfor the sneaky ones.
well enemies ARE supposed to pathfind upstairs
and enemies pass thru furniture unless modded ones dont work that way
They climb up perfectly well, but on the second floor, thereโs only a "bridge" with railings, and the rest is an empty floor-ceiling space between the 1st and 2nd floors (with the WiderShip mod). Iโm talking about the area to the right of the shipโs entrance, not the one with the staircase.
This space is used to jump onto tall furniture, where no enemy can reach due to the height, and thereโs no path to get there either for AI.
prob would be a similer fix to what vanilla did to railings
I'm talking about places like this
Where you can just jump on it from 2nd floor
there's also the air vent
hello~ dunno if I should ask this here. this is vanilla rend with wider ship + 2story
oh, yeah. I can do something it, just give me a bit
oh, yeah, and at the same time, I can try testing a pathing thing for enemies to get up to the cheat spots
Sounds great! โค๏ธโ๐ฅ
But... is that even possible? Different furniture props provide varying height levels.
For example, the Xmas tree in your furniture mod is taller than vanilla beds, teleports, etc.
what if u make cruiser's garage for the ship?
is there a reason why the railings dont have supports on all the ship extension mods
What supports?
the interior railing aswell for the 2 story ship mod
yeah ngl the only reason im not using the 2 story ship is because the railing isnt identical and that you cant go to the left walkway after exiting the ship
cant do the assurance ship jump properly with the mod 
because mel wanted railings without supports or just lazy
The collision square of original railing in front of the door is like 1mm offset from the rest, funny step
The custom railing also uses the wrong material, but that original railing hitbox is correct lol
The custom scrap items on museum and mausoleum display an empty value when pinged, is this intended?
Also brackens and masked don't seem to be functioning well for me on museum is there anything I can do about that?
can we get the config the chance of interiors spawn? like make the museum only available in dine
Look in LethalLevelLoader's config
ohh
Does the museum have an apparatus type thing? Perhaps a big diamond on a stand like a heist movie?
I could see that. Maybe stealing it sets off the museum's security system and alarms start blaring
yeah, I like the idea for an apparatus like that; though a heads up, we'll have to wait for me to finish art fixation and see if I'm feeling like doing modding stuff once I'm done
yes, make it real mel and make it 12 value
another low value 2 hander

that's the kindest thing you've ever said to me
i could probably grab mel with 1 hand
i added mel to the grabbableobjects that hoarderbugs use to grab, but it removed it instantly after

Is it possible for a future update to make it so that the ship features from this can be purchased as upgrades rather than being turned off and on in the config?
I like things like the third floor but I want the option to earn them rather than just have it right of the bat
Mel wheres my config to make all scrap low value 2 handers 
for some reason I can't get this mod working with ship windows, my ship just gets stuck when pulling the lever
assuming you tested it either works with either only ship windows or without ship windows, I'm going to need logs and a mod profile code
With the size of the worms we deal with, you do not want to meet thr fish
theres always a bigger fish
ye sure thanks for the help
01945fed-5800-37c3-da94-04c1674c2c83
For some reason custom objects from the interiors are showing an empty value
Also brackens frequently seem to be getting stuck (both interiors), or sometimes they'll just slide around without an animation
Is this a known bug or something on my end?
The only mods I'm running right now are these interiors, 2 tolian moons, and Imperium for testing
Were the brackens spawned via imperium?
I've tried both manually spawning and waiting for them to spawn naturally
It happens often in both cases
but sometimes they fix themselves after a while(?)
maybe after leaving the facility? idk
If anyone can tell me if brackens are fine for them that would mean it must be something on my end
In the mod config you can set each interior-specific item to enabled, no-pickup, or disabled. What you are seeing is what happens if you set the Ankh to no-pickup
Check the mod config. If the Ankh is not set to no-pickup, something else is wrong
All the pickups are enabled by default. I've tried on default, but I've also tried disabling some of them. In either case anything that is pingable added by the mod has an empty value
Also oddly after disabling pickup on paintings I can no longer ping them. But after disabling pickup on bones, dino bones, and body bags I can still ping them
It's possible I'm causing the no animation issue myself through imperium as a result of attacked with god mode then teleporting out of the bracken's grip, or by tp-ing to one's location and angering it by looking at it (despite being set to invisible/untargetable)
However I've been testing it some more just with naturally spawning brackens / not getting attacked / no tp-ing and I'm still not 100% sure they aren't just getting stuck on their own sometimes
One bracken I encountered was just stuck standing on a coffin. I could enrage him by staring but nothing happened
Another would retreat into a corner and just stand there. Eventually I walked over and stared long enough to enrage him but after running away he'd just keep retreating back there
Twice I've seen them get stuck on doors trying to walk through but not opening it. It's possible one of those times the door was locked, but the other one I opened and then it killed me
This was all on mausoleum btw
Ok no definitely wasn't a imperium issue this time
Walked in the museum, waited around, and saw a bracken with no animation slide across my view
He stuck
whacked him with a shovel and he killed me
This one has working animations but won't leave the corner
nvm he did after getting enraged then killed me
yeah, I just have to fix the stacked coffin vent spawns and the doors for those 2 areas monsters will get stuck on, is all
I finished my second art thing, so I think I might make the fixes to a handful of mods now
IF YOU WANT TO SEE THE NEWEST ART THING I DID ๐ ๐ ๐: https://bsky.app/profile/melaniemelicious.bsky.social/post/3lfoipzdzas23
Expressing my primal urge to go to a butterfly garden ๐ญ๐ฅฐ
Audio clip from demo version of "Death, Thrice Drawn" by The Scary Jokes (I'm obsessed ๐). thescaryjokes.com
Characters from CodeRebirth mod for Lethal Company ๐
You did really good on it ๐
Looks good!
into the museum that goes. that is DORBS โค๏ธ
How do I get cheese
#1211235399112986705 
Thats dumb
I wanna be able to consume the product
Anyway whats the best thing I can make to sell with all these vegetables and meat I have stocked up (highest selling value)
product made of fallen comrades? 
Fire exit type 1 is only exit from the facility to ship and Fire exit type 2 is only enter from the ship to facility in my pack. Isn't that reverse on the config or something is wrong in my pack?
Profile code : 01946ad9-8383-73bd-f2ab-1512dedb5ca7
I'm doing an update for 2-Story Ship first, then I'm going to do a small one for Utility Furniture to add navmesh to the portable room, and change the fire exit config to you know, not be "put a number" and instead just directly choosing a mode
2-handed shovel?
whats the update for 2 story?
3 story ship elevator will be real
||10 story ship, and the launch/land lever is on floor 7||
@fleet path
Wow, exactly what I wanted!
You just know me so well
does the 2 story ship update include widening the walkway on the left after coming out of the ship? currently it's blocked
you mean the part where the cruiser exists?
yeah
its a spot reserved for the future garage
soo, i have build anywhere. what happen if i put the room inside the facility?
and i leave
tthe stuff stays in that position relative to the ship
so it will be far below
inacessible
2-sToRy ShIp 1.0.0
- Added configs to change materials for each major section of the ship.
- Added outside railing supports (sO nEeDy).
- Added wood plank material option.
- Added optional inner balcony pathing nerf for wider 2-story (may look weird, defaulted to false).
- Fixed section of catwalk that's normally intended to be walkable.
- Fixed sections of catwalk outside rails to be re-walkable.
- Changed fancy ship config to only change model.
- Re-organized configs into sections.
- Other things.
A heads up that you may need to redo a few configs! Try archiving existing ones before updating. Plus, due to the nature of material texture configs, if you want the fancy ship, you'll need to also change the materials, alongside the model type.
You're an other things
WHAT ๐ฅบ
you KNOW THE DEAL, you need to TUCK ME IN OR I WON'T
NO WAY 2SS UPDATE
I hope you fix issues with mob pathing
This looks like a material going missing, Mel did some config stuff for material changes, is it maybe smthn there or purely just ship windows
If you wanna fix the small things.
There is still this door pillar with no collision
the doors of the ship protrude from the sides
& the small gap hole between the 1st and 2nd floor
Just updated one of your mods and
Everything in my ship dissapeared
Damnit.
MY EVERYTHING
Can't forget this little crack on third floor
How do I unupdate a mod
Or all of the little yellow pillars on the railings not having collision either
Is that needed? I'm sure you can go back into your config and re-enable the parts that changed
Oh I see
I had enough to get me through 10 more quotas
Do you have a mod that let you see how much quota do you have on your ship?
I have mod that lets me see how much scrap value in total is in my ship
Its 0 right now.
No it is not stuck under the closet
welp, sadly there's nothing we can do.
Try downgrade the ship mod
If you have Gale mod Manager, you can check the arrow icon and select the previous version
I'm unsure how to do it on either r2modman or thunderstore but I know it's possible
Teach me this magic please I worked so hard for this stuff
All that I have left is the pokeballs I put in ship inventory
(Different mod)
2 small issues, this one has been happening between updates.
I thing there's a ReverbTrigger collision near the stairs (It's Audio Related)
and this one is new, I've not seen that before this update.
Masked enemies can enter the ship through the floor
What are those pink lines in the ship
I've had this one happen on assurance with dogs before
Same spot and all
that'd be all my reports.
I've noticed a big upgrade on the optimization on the ship, so this update has been really good.
Thats a vanilla thing too
oh, really?
Yeah, happens on dine all the time for me
Oof...
ok, Disregard this one
If I die and get fired what happens to all my furniture
Because Im thinking of restarting
But I dont wanna lose my house
Your furniture is gone, unless you have a mod like furniture lock which keeps it
at least the ship will stay
there one more place with that issue iirc
both upper corners of the ship
ShipWindows has no issues for me btw
You got something else causing that missing pink material
@rich ice With the new update did it fix the Pikmin thing?
I fucking love the mod
But like If Pikmin Can't Path inside for some Moons I may need to abandon it
oh, oops, the pink lines thing is my bad; I'll quickly patch that I guess
no idea what caused this since I shouldn't have changed anything with ship bounds?
You can try adding said moons that they don't work on, to the navmesh blacklist in the config. This should prevent the navmesh regen and just keep the normal vanilla one, which should allow them to work like normal on those moons
so uh.. whats with the pink lines in the center of the ship?
๐ซก
It's just Affliction which is so weird
Do I just copy the same name as LLL?
okay, good timing to report that one since I was just about to release the patch, but then saw this one to fix before I got to uploading
deprecating right now
good
A little curious; where were said items located on the ship before they disappeared?
2-sToRy ShIp 1.0.1
- Fixed pink lines issue.
- Fixed ship light post merging into third floor if enabled.
plink line issues
โ
Yay :3
Btw @rich ice Do you know why the WoodPallet textures don't show up in ShipColors? I wanted to make them a bit darker to match the old wood floor from fancy ship XD
It's fine though I like them as is
Also idk why this is using the wall texture




