#MelanieMelicious Mods π± (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
1 messages Β· Page 7 of 1
This is likely why this error happened @native cape lmao
I could only get it with UDA though
Oh god the performance issues
LMAO
Don't tell me Mel uses try-catch statements to hide errors

Why does it do that anyways? Doesn't Vanilla just naturally do that
She does
Xu has mentioned this plenty of times
A lot
To delete previously unlocked windows
Doesn't that add a lot of overhead? 
i want you to know there is not a single piece of code that isnt inside a try catch lol
and the catch is just:
try
{
// code
}
catch
{}
I actually never tested what will happen if i get fired only with wider
No errors are escaping someone's wraith
I'm sure it's fiiiiinneeee
yeah, you get a fine
No one reported = dont care
No report, no issue :>
48 tries and 16 catches in the code of 2 Story Ship 
I'm gonna rewrite 2 Story Ship next 
yeah, I gotta up my numbers
so I don't have to care about 50 million reports of mod incompats
To not break the game when an error occurs, probably 

to trap you in vanilla ship purgatory
Or I'm rewriting Mel. Haven't decided yet 
Yeah, rewrite mel, i should be only one without a voice in vc
I mean DiFFoZ has done tons of profiling with my pack and Zaggy has as well with Mel's mods present and neither have found any overhead from Mel's stuff
Damn, mel is a copycat if you think about it
Well
Voice is only available in premium plan 
I at least hope the issue with Ship Windows after a wipe is an easy fix lol
the melpass is only 950 melbucks
Done. You now communicate using Vib(e)rations
Should be 
I know Mel was gonna be pushing an update to fix the floor window anyways so that's just an extra fix to include
i will continue to joke about a 10 story ship
(yes i know there's a capped height for decor and scrap)
You wonβt be getting new ships for long
anyone having issues with belt bags phasing out of the ship during takeoffs/starting a save?
i think that was reported in sciencebird's thread
I can't find it by searching his name or wideship at all, would you happen to have the link?
#1338282728918880399
A few mods recommend using 2story ship as a means of regenerating the ship navmesh. Is this the only mod that does that?
wider ship and problematic pilotry
btw what were these mods?
Ngl I was asking because of problematic pilotry. Lethalintelligence says under compatibility for problematicpilotry
masked cannot path to the ship unless a mod like 2story ship regenerates the ship navmesh
I just assumed that meant problematic pilotry didnβt regenerate the navmesh on its own. I also know Iβve seen at least one other mod mention using 2story ship to regenerate the navmesh but idk off the top of my head.
readme is a bit old ig (and weird because what did author mean by this)
π€·ββοΈ
Thanks for the info. It seemed the two mods worked properly together last I played, so now I know 2story ship isnβt necessary for compat
I don't know if it's 2 story or vanilla, but the charging station seems slightly lower than normal so when someone goes to charge something, their feet clips in the ground than after goes back to normal
Does a higher number mean faster growth?
Thank you
I'm not sure exactly what's happening (trying to figure it out rn) but the RV cruiser isn't spawning anymore when I buy a replacement. Like after the first cruiser gets left behind all the other cruisers I buy are regular cruisers...
Just curious if anyone else has had a similar thing happen. I've only installed a few new things lately... Namely CodeRebirth, but idk what would be causing this.
i dont touch the cruiser in the current update so not coderebirth
I just removed so many mods and it's still doing it, even with cruisercourier which definitely didn't do it before. Idk why even if I don't have an RV cruiser spawned, the first one is always an RV cruiser. However, the second cruiser spawned isn't.
You know, I experience issues with the floor too. IS it 2-storey ship related? Some furniture seems to sink an inch or two when I place it; the bunk bed is the worst and sinks like a 10 inches.
I think I figured it out, its the latest lethalperformance update that does it
idk if thats fixable but mentioning it in here and in that thread if there is one
notably cruiserterminal and rvcruiser seem to bork but cruiserimproved stuff stays, so I assume its fixable
it says that because i found at the time, that wider ship and problematic pilotry both led to masked either accessing the ship in ways they shouldent, and in the case of problematic pilotry.. accessing the ships original position, while not recognising the position the ship was actually in., im aware both have received updates since then, but i havent tested.
i just basically wrote "i would advise using 2story ship as it fixes the issues", which may be fixed now anyway π (as you said, old readme)
also, i think my readme has been misunderstood... i was saying 2 story ship was required/reccommended to be used at the time, to avoid issues that occured without it (ie, when wider/problematic were installed without 2 story)
this is literally what i thought, still not sure what it was at the time of writing this readme
well, if memory serves...
wider ship on its own led to masked walking through the ship walls.. with 2 story installed, the navmesh was regenerated, which fixed that issue.
and as i said, for problematic pilotry.. with the old version (5 months ago?), the navmesh was not moved with the ship.
just checked both wider ship and problematic pilotry, both have updated navmesh, so removing those lines from my readme xD sorry i didnt check before, just always had 2 story ship installed since it came out so never noticed it was fixed.
Its fine 
Melanie Melicious Utility Furniture Pack? This one's causing me errors, including not being able to move more furniture or extreme lag. My frame rate was dropping, and I think it's because I'm constantly checking something while moving.
And now that I reinstalled it, for some reason I stopped having lag when I entered the room, but since I did that, it wouldn't let me grab any objects anymore.
Can someone check the mod pack? I just don't really know much and I would appreciate it if someone could really help me.
01958cb5-04b1-1932-4d82-bb7b187b881d
Another problem is that when trying to buy the door window for some reason it changes with the door 1 of the furniture
is it a known issue that standing in the spot on the ship behind where filing cabinet and bunkbeds normally spawn causes enemies to path to you by going out on the exterior railing instead of coming into the ship? I tested being under the stairs, and being on the second floor, and on the second floor railing, and enemies like eyeless dogs or immortal snail were able to reach me and kill me just fine, but this specific spot tricks them into thinking I'm out on the exterior catwalk of the ship for some reason. I really wanna use this mod but I don't want players to become invincible by using this godspot lol.
this is a thing in basegame as well i think
the colliders are weird so sitting in the bunkbed corner in base ship also thinks you're outside
really!? ... fascinating... do speedrunners exploit this or something? lol
Ah well, if it's vanilla's fault then I guess there's no point not using this in my modpack since it's so great, will just have to make a note to leave bunkbed and filing cabinet there to try and combat this one particular godspot
yeah so
if ship takes off and you're in that corner
it will teleport you when the doors close
cus it thinks you're outside
lol
also why loud horn is good there lol
I notice my 2-story RV was using regular vanilla cruiser physics collision size when I first purchased it, but upon buying another one, it used the collisions that matched the RV model. Is this a known issue from another mod incompat of some kind?
I suppose it's easy enough to get around, just forces you to buy a cruiser and intentionally abandon it, then all future cruisers are the proper RV with its correct collision mesh
also, anybody run into this lil floating boi outside the ship after installing 2-story ship?
wakey wakey melanie, your mod is broken
it's not out in space, it's right beside the ship hovering above the exterior railing and has no collisions. Looks like it's a piece of generic tech meant to look mounted on a wall outside the ship but it's in the wrong spot and orientation for some reason
oh yeah its just vanila asset and for some reason melanie forgot about it
Yeah, if you ever see something weird on that (exit the ship and turn right) side of the ship, assume it's a coordinate-related compatibility error. A lot of mods I test will think the default ship is over there.
I can't use 2-story ship, masked can get inside by just phasing through the wall where the suit rack is π
Oh .... shit, really? <.<
yeah π¦
was on Gloom, spawned a masked in, shut the doors, waited
he houdini'd right through the suit rack wall and got me
Wait.... with or without wider ship?
without
I didn't wanna use wider ship because it has multiple god-spots where enemies think you're out on the railing and never enter the ship
2-story ship at least only has one behind the bunkbeds and filing cabinet
but if the whole ship is rendered permanently unsafe, I just can't accept that for my modpack π¦
Hmm, I just realised I've never tried 2-storey with wide ship but only the right (facing door from inside) side widened.
I cannot seem to get my RV cruiser to function right, the tires won't visually increase in size like they should
and the collisions refuse to obey the new cruiser model shape either π¦
The same thing happens to me. Insecurity is a problem. I thought it was the masked men who came to see me, but it was too early, and I don't know how they came in.
Could it be that the mod creator is planning to fix it?
It's just that the other time I asked for help it was a little faster.
Moons that don't have their navmesh made in a similar way that most compatible vanilla moons do, have that issue. Moons that do should usually work fine. That's why I put a navmesh blacklist config for moons that aren't built like that, to stick with the original ship navmesh. There is a default list, but any other moons outside of that I'd either have to add, or players would have to add, themselves, and I don't currently do any automatic checks
it's probably the portable fire exit, which I never added the fix for yet. Putting it in storage should usually fix it, but if frame drop still remains, though unlikely the case, try putting away the portable room, next.
OK THANKS
and this happens if you're in orbit, and currently you either land or - if you have a mod that lets you exit the ship in orbit - go out the front door and back in. This shouldn't happen when landed, but if it does, then exiting and re-entering ship through the main door should fix it.
oops, guess I have to change a name probably
this only occurs with Celestial Tint's outside objects enabled, because I never decided to fix it yet. This only happens in orbit until I decide to fix it
weird, this is almost the inverse of the issue here: #1289403092307279907 message
might need to do some checks and changes on it at some point when I'm available, even if it might just a compat issue
uh, message right above my reply for context for you
Could you check out my mod pack? Please.
anything I can do to help? I really really want the monster truck RV in my modpack. My friends complain it's boring to ride in the back of the cruiser, RV fixes that. The cruiser is a little too difficult to control or keep from tipping over or spinng out, and monster truck fixes that. I desperately don't wanna give up on monster truck RV
I decided I feel like trying fix rn, so if I release an update for the RV soon, it would help if you can confirm the issue still happens to you after it updates? I'll say when I've updated (might take up to an hour for mod managers to sync after I upload one). Depending on how large your pack is, maybe send a profile code so I could use it as a test?
which speaking of, uh, to check for which part (if it isn't any of parts I gave solutions for, if they worked). If you just mean like a general mod profile check overall, uh, not sure how helpful I'd be in that
im sorry im sorry i never asked for this i actually really like your mod dont look at top messages 
our problems with cruiser is related to LethalPerformance
but what if I pretended I didn't see that
..or not? just tested it with small test pack but i remember some reports about cruiser and lethal performance
fumo when?
copy that, @ me when the update is live, otherwise I'll check periodically myself every half hour or so
make it every 10 mins and its a deal
@rich ice copy that and @ them once the update is live
write it down
got it, every 10 minutes I @ them once the update is live
exactly
and then I have to write it down
keep a detailed report of each ping
ah heck let's make it every 10 seconds, go big or go home
spam @ me until a mod gets mad at you
herer it comes
oh god, i see it, too
So I actually ended up mostly doing a mild rewrite, and then adding direct compatibility with other cruiser mods.
I should also have hopefully fixed cruisers after the first to now be RV variants as well @lament gorge (never replicated the issue, but these changes should affect it).
For physics colliders, I didn't actually test if the attempted fix works, yet @royal prawn, since I'm stopping for a bit, and might check in an hour+. But if the fix doesn't work, uh, hopefully the other fixes compensate
2-Story RV Cruiser 0.1.3
- Added MultiCruiser compatibility.
- Added direct Cruiser Additions compatibility (including moving cruiser light switch).
- Mild code adjustments to more consistently refer to individual cruisers rather than generally, for more reliability.
- RV cruiser setup now occurs slightly later to try fix physics collider and other potential initiation issues.
captain chef mel
I'll test for you rn, thx so much
ooh, remember, unless you're doing a manual install from the site, any mod manager apps will have some delay. Thunderstore might be half an hour, Gale could be a full hour, etc.
ts = at least 2 hours (not accounting for commercial time)
gale = roughly an hour
You're awesome Mel, you've been working for hours 
that's a picarto emote
niceu
(admittedly some parts were traced, but just to get the anatomy right)
lmao
what are the physics changes supposed to do? do you think it'll fix the thing of the cruiser being too easily pushable?
wheels are correct size, though don't appear attached to the RV (which is likely on purpose since that would require further model changes to the RV so not a real issue, just something to note for a later version)
and the collisions for the RV are completely fine upon first purchasing it.
Only problem is the pre-existing issue of the RV being easy to push (namely by standing under it and jumping, but unless mobs can do this to the RV monster truck too, I see this as a non-issue and simply an alternative way for players to get the RV unstuck more aggressively than simple E-pushes)
Thank you so much @rich ice for fixing this up so I can have it in my modpack π
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@rich ice At least to solve the problem that I can't buy the door window by name, the other thing was if it failed because the monsters entered with the 2-story ship
Sorry if it sounds strange, it's because I don't speak English very well.
Probably, it made the Cruiser much more janky than vanilla before so I would imagine the physics change was to fix that
that's mainly a vanilla issue that only happens with the host, amplified by the new size of the cruiser. Not too much I can really do about it atm
oh, yeah, for door window, if it's trying to buy different item instead, you need to type exact name of the item, in lower case. But if it has spaces, it might not work.
But you can also use Ship Windows Beta for now, which has a different shop (do not use both normal and beta together).
Last option, is you can also go in config for Utility Furniture to disable wall furniture (if you don't use them).
If enemies act weird on the ship on some moons, sometimes you need to go in the 2-Story Ship config, and add those moons in navmesh blacklist.
I might check your modpack in a bit to add moons to default navmesh blacklist config
Just got off a long session, I don't think it fixed that
Cruiser was still very easy to push around
ok , thanks
getting out of the RV (mostly from driver seat) often causes the RV to get knocked back violently about 15 to 20 feet, which I am assuming but have not tested has the capacity to kill anyone still inside (standing in the back and not seated) via physics impact damage. It's not a big deal to just let passengers out first, but it's still quite dangerous. If nothing reasonable can be done about the RV physics, is it maybe possible to at least change where exiting seats places the player? The issue seems to be that the player is just baaaarely inside the collision of the opened door, so perhaps a quickfix would be having them be a bit farther away from the door when exiting to try and mitigate how often this happens?
unhooking the RV from the ship when monster truck is enabled also seems to often tip the RV onto its side, even if no players but the seated driver are present or interacting with it
thats quite a predicament
but also, im not sure if my pack was stable, so this may be just a random compatibility issue with other bugs / broken things in there
does it have collisions or you were able to go through it
there was collisions yes, some players were stuck on the 2nd floor because of that
but like, we did a full game reset some time after and i couldnt reproduce this
so idk
send logs
like i said, we did a full reset of the game after, so all logs got deleted because of the new logs, and there was no issues with that
im not really reporting this as a real issue, just i thought it was funny
I found a way to do that, I used Darmuh's Terminal Stuff's restart command and it spawned in a copy of the vanilla ship
i dont have this mod installed but ok
Could be related lol
Maybe terminal stuff calls on a similar function to spawn the vanilla ship in
got this, the truck that came was just a normal cruiser
0195a783-794d-1a9b-fc62-70ec49c4c1e3
Did you order it on a specific moon?
I remember Powerfull's moons preventing some of the collision fixes and stuff from working before from the Cruiser mods if a Cruiser was ordered on them
oh
it was ferangdalion
but i ordered it before the level changed (if that matters)
Yeah it's a bug with Powerfull's moons I believe, I think he has some duplicate asset for the Cruiser or something
Ah
it doesn't happen on scallg though
and it didn't happen on ferangdalion until today
so maybe i just got unlucky
Uh, hey Melanie? Is the bookcase supposed to spawn upside-down?
I don't think this is even from Melanie's mod
I don't recognize this furniture
It's from the Item_Furniture_MelanieMelicious mod. It doesn't say so but it has genuine extra furnishings besides the scrap chairs n such
Ah that one I haven't used lol
I have a request regarding 2-story ship, if possible - is it possible to add a config to move the door monitor to be above the door panel like so? I know that 2-story has the door panel, which I am using - but the monitor afaik is only moveable with lethalpiperemoval (which I would like to get rid of in my modpack)
I personally just disabled that monitor with Ship Colors
XD
yeaaah, I was consdering removing it entirely, but I like the monitor lmao
and at this point I am only keeping piperemoval to move the monitor and it's like '-'
I don't recommend moving anything with piperemoval
it comes with a performance hit
ye it's why I wanna get rid of it \o/
but before I cut it off, I wanna see if anything can be done about the monitor first, haha
I am unfortunately driven by aesthetics
@rich ice π€
Does Matty's FurnitureLock deal similar performance hits? It also edits furniture positions.
My question is what melanie's RV and terminal have in common
I can't wait for failed to convert oxygen to 0
It shouldn't, since the performance isn't from moving things by itself. It's that Lethal Pipe Remover does it every frame if you change a position for something, which is what causes the issues.
Also yeah, item furniture, like one of my first mods. I was supposed to migrate the rest of the real furniture to Utility Furniture (and fix/improve some) and said I would a while ago, but just haven't yet. The shelf, yeah, was an oopsy upside-down, but when I move it, it'll be fixed. Also glad to see more people appreciate the aquarium π
:>
I don't do a check for if you have Cruiser Terminal enabled yet, so it just tries to move it regardless, and if it can't find it, it just doesn't without causing any real issues. It only shows that error now because I added some logging at some of the catches
I mean, I guess I can add movement configs for that and some other common ship parts. Or even better, if I decide to finally look into it again, letting them be moved like furniture parts. But either way, pretty much yeah sure
Oh, it's old and forgotten. Is that why you can buy two fireplaces and a second counter (not counter0) but it doesn't have the nifty store item (E) interactions?
oh okay, that's easy to do
yeahhhh, that's why. The furniture and fridge were given those storage functions as part of their improvements when moved to Utility Furniture. Alongside changes to their actual models and textures to have better performance
Off the top of your head, do you know if Moveable_Suits has the same performance issues?
no idea, but if you can change the suit positions mid-game, and they change instantly, then it has a higher chance of it, but doesn't mean it does either
It works the same way that pipe does but it only moves the suits (not the rack) and lets you invis the rack/boots. I'll have to test it then. What settings will let me see how often it updates?
I decided it's easier if I just did a quick skim of the github since they have one public, and I didn't see any Update() patches or methods, so it should probably be fine
Oh gosh you're so nice for checking that for me! Thank you (/ ' - ')/
Mel isnt nice
There is only cruelty behind those voids you call eyes
Dont be deceived!

She took funos voice
and never used it
Whenever I intentionally parked next to a physical obstruction so that I could not be placed beside the RV at its open door when exiting, and instead was placed in the failsafe spot of right in the driver's seat, the RV never seemed to have a physics bug-out moment. I suspect it is highly relevant whether or not the player is on the ground or jumping from the ground, not simply touching the RV while in a free-move state (since jumping while in the back doesn't cause the physics to bug out at all).
Therefore, I think the smartest fix would be to simply try and override whatever exit-spots I vaguely recall CruiserImproved having and instead just make the player always end up in the driver's seat when exiting, and that should be the best bet to stop physics bug-outs the most while also making sure the player is placed somewhere predictable and safe when exiting the RV from a seat.

@rich ice Cruiser mod is bugged
Turned into a Vanilla Cruiser for me after a lobby reload
do you have a log
last time something like that happened to me it printed an error in log about the rvsetup failing
Utility Furniture 1.0.0
- Added buyable ability to move certain ship objects: charger coil, small screen above door panel, main speaker, and air filter.
- Migrated Item Furniture's aquarium to here.
- Set certain fire exit component to inactive when in orbit to combat frame drops when not landed (effectiveness untested).
- Changed fire exit type config to be more intuitive (and fixed incorrect labelling).
2-Story RV Cruiser 0.1.4
- Added extra setup step to try fix cruiser returning to vanilla variant on lobby reload (didn't repo issue normally, fix may be ineffective).
- Moved default seat exit positions to be inside the cruiser to combat breaking the sound barrier.
- Moved magnet position further out if monster truck tires are enabled, to prevent cannon impression.
@inner carbon I decided I would instead finally make certain ship parts moveable, though I also made this in Utility Furniture. Configurable to enable/disable. Haven't tested how well it works in multiplayer.
@wide hull I put aquarium in Utility Furniture π but didn't get to moving the shelf and stuff π’
@royal prawn I moved the exit positions to be on the seats like recommended, and also moved magnet further if monster tires are enabled
@coral shoal @carmine topaz no idea if I fixed reload thing at all
huzzah! thank you! 
I'll have to test how your moveable charger works compared to the GI one

interesting
wait huh another thing already did that
If it doesn't tint the room yellow I'll consider it a win
what do you MEAN you don't want pee ambience
GI's one recreates the charger
in unity iirc
General Improvements
oh okay
I just noticed earlier today that enabling it tinted my default white lighting slightly yellow
should have been General Lmprovements
@rich ice I seem to be unable to copy the position for the moveable charger
in FurnitureLock
Idk if the others are bugged I will test soon
Okay well Screen0 works fine
But it floats off the wall when moving it I've noticed
Filter0 can't copy position
Speaker0 works fine
so the Charger and Filter are odd
and the screen needs a fix for it floating off of the wall
the exit in the seat fix seems to work beautifully, great job @rich ice. I have however discovered that, while getting out of the truck never causes physics wig-outs anymore, getting into a seat can still cause the truck to have a physics wig-out burst of particularly violent proportions... but only if you get into the seat from an angle where your player bounding box clips directly through the RV's cabin floor or back-end corner. Meaning, if you are rubbing up against the RV then get into a seat (ESPECIALLY for Monster Truck mode) or you get into a seat from a bit behind the cabin, you can pretty much make a physics wig-out burst happen 100% of the time guaranteed. Getting into a seat while a few feet away from it (or especially as far away as you can be while still reaching the E-prompt) will never cause a physics wig-out, because the player's center bounding box doesn't clip majorly through the RV's model.
This behavior got me thinking, now that getting out of seats is fixed, is it possible to make it such that when getting into a seat, the player is teleported perfectly parallel and level with the seat first, then teleported into where they should actually be positioned for sitting in it? If this is done in that order, the player bounding box center would never phase through the RV's collision model, and thus wouldn't cause physics wig-outs from getting into seats either.
The direct cause seems to be that when a player is transitioning from world collision with terrain to RV collision like standing in the back or being seated in the front cabin, the RV does NOT like this transitional period, and if the player's center mass touches the RV collision mesh during this transitional moment, the RV captures some of the frames and turns them into pure nitrogen propellant for each frame. This is why you can cause a minor wig-out, or a major one deliberately, based on the specific angle you got into a seat while standing on world terrain.
getting into a seat from riding in the back of the RV does not seem to cause any physics wig-outs. I suspect the reason is because the player's bounding box, while technically clipping very-much through the RV's model, is going from collision parenting to the RV to still collision parenting to the RV. It's only when going from world terrain or collision handled by anything but the RV to then having it handled by the RV that this transitional stage can cause physics wig-outs. It's also why wedging yourself under the RV in monster truck form, then jumping a bunch can cause minor physics wig-outs.
the easier fix to this would be to get it to emulate the base cruiser's weight
in that case it wouldn't be thrown around very much since it has the heft to prevent it from being tipped over by a simple push
oh also, the Cruiser Additions storage area light button was in the proper place for the RV monster truck, but in non-monster truck regular RV form, it was here, floating a bit away from the wall for some reason...
hmm
does anyone have the vanilla values for this panel?
im ok with it floating i just want it back where it was
not exaactly
Why not just put it by the doorway?
muscle memory
1 sec I'm loading in atm
usually i buy a wall as furniture and set it up where the panel is
-4.8, 4, -4.3
Personally I recommend the cozy -3.425, 2, -4.3 
I put mine here
So this was working in the 0.1.3 version for me, but now with the new update I'm having the same thing. Also I never use monster truck, just the 1 story RV cruiser.
Also ferangdalion totally bugs out the RV cruiser, makes it the vanilla one and bugs out the drop spot so it falls down the cliff. On top of that it bugs it in such a way that the game doesn't let you call in a new cruiser until you reload the lobby, always saying you already have a cruiser no matter how many different moons you go to without a cruiser. This second thing is probably a powerfullmoons thing tho. Notably I've been able to call in the RV cruiser successfully on all the other powerfull moons with 0.1.4
i used to just move it with lethalpiperemoval but my game chugs now and apparently thats probably one of the reasons
That's an issue with Ferangdalion tbh
Powerfull's moons touch the cruiser in odd ways
Idk why
Just don't buy Cruisers on them
ye I saw you mention that. Just tested and all the other powerfull maps seem good now tho
I had bugs with buying one on Quasara
That's a bit overkill mins it -3.2, 2, -4.3
-3.425 seems like such an odd specific value
XD
On the current version? Also what happened, just not the rv cruiser?
No no no, on mine with the ribbed-for-my-pleasure walls 
I think the only difference is yours is a bit closer to the arch lol
Oh yeah you don't have the fancy wall
that makes sense
Ah yes something is definitely occurring lmao. I was just testing buying the rv cruiser on powerfullmoons then leaving it, and now I've just bought one on experimentation and all the animations are off. So idk if it's powerfullmoons stuff carrying over, or what
storage light button floating too ofc
Buying one on a Vanilla moon should fix it, that looks like the bug relating to holding some item before using the Cruiser
All the default stuff is weird like that
Like if you inspect the single screen wall monitor in unity explorer, it's actually rotated like -275.429 Z combined with -180 x or whatever to ultimately still be slightly slanted
Leaving experimentation and coming back to buy a new one did fix it, but I wasn't holding any items or doing anything before that happened. Literally just buying cruisers on different moons lol
oh button still floating tho
doing some testing now, and so far furniture lock can't copy the co-ordinates of screen0 and filter0 is invisible for some reason when I move it
gonna restart the game just to see if something can be finagled there
For me Furniture Lock can copy Screen0 but Screen0 Floats, Filter0 and Charger0 can't be
interesting π€ also my filter finally spawned
Filter0 isn't invisible though that is odd
what a strange thing
it was invisible until I reloaded it enough times from storage
reloaded and yeah the speaker disappeared again '-'
You made me adjust the position of my door panel and Shutter Switch to be even with the default walls
Lol
do u still need this
ye
ty π
Btw @rich ice Long standing bug that could use a fix, when using ShipWindows and ship colors the floor color can't properly be changed
can be done properly if ShipWindows isn't present but not when it is present
-3.422 makes it perfectly centered inbetween the doorway and the pole btw
I noticed it was slightly uneven when trying your value and it bothered me lol
I still see it being slightly more towards the door actually lemme just try -3.42 rq
Finally perfected it, -3.418 god OCD is a bitch π
I hope you also tested ShipWindows standalone 
okay, I realize the attempted fix for cruiser changing to vanilla on reload might have also messed up the previous compat for Cruiser Additions, resulting in floating switch again. If anybody who was able to see the issue tested it, did it fix that? If not, I can remove the attempted fix entirely
I like the nuclear ballistics tests for the cruiser. I'll uh, see what I can do about it launching when seating at a certain angle.
Crazy what a moon can do to the cruiser π’
I'll try add vanilla panel coords in mod description at some point I guess.
And I'll try see about why ship colors can't change the floor when using ShipWindows.
And I'll have to try figure out what's happening with moveable ship parts being invisible sometimes, and being funky with furniture lock. BUT there's a chance if another mod reparents those parts, that's the reason it fails. I'll also say that putting it in storage will probably make things disappear most of the time. I was supposed to uh, prevent that from being allowed.
Is there any way to disable the "Left" Part of the Wider ship mod when paired with the 2 story ship mod.
I've fiddled with the configs for windows, each sides, walls, etc and no matter what it applies both sides of the wider ship mod when I would just like the right side with the 2nd floor. Anything I might be doing wrong or is it just not possible.
Yapanie yaplicious
there is
disable wider ship
Deprecate wider ship 
i swear like 99% of the current big mods out there would end up deprecated if people actually listened to jokes about deprecations
Mu 
Hi rodrigo
Yes indeed
Right but with 2-story enabled, I have this little corner area plus the door, I'd also like to have the second story but not with the space on the left that is just big and empty
grow any hair yet?
Have been growing hair my entire life and haven't stopped
Idk why you keep insinuating that I lack hair
Because glitch is too busy doing other things
Oh so because the actually bald person isn't about you turn against me, an innocent little mu, and spread unfounded lies and deceit about my physical appearance
How dare\
thats because you are bald
I'm not though!!! D:
prove it
I dont have Internet but mu mu mu
Hi xu
xuimama
I would love to prove it but I'd rather not send a photo of my face
You have a face?
Also someone's just gonna edit my hair out anyway
wdym edit
I thought you wore a mask because no face
In lethal company
I have a face irl
Whats irl?
in real life
Lethal is real though...
real means things you can see touch feel taste etc.
whats real
I dont need to taste your lack of hair
Fomu ill eat your hair
bald
Baldmo...
I'm so sorry, I hope your hair grows back
DON'T YOU TURN THIS BACK ON ME
I ALREADY SENT LOGS
What goes around comes around
so did it really happen that you lost your hair?
damn
It's a fucking log fumo
its not
Not even a full one I cut it off at the relevant part
its message txt
your writing skills haven't improved, smh
what
im tired
go to sleep
he also didn't expect that you were bald
god damn it
I'm not familiar with reddit and death note subreddit either so no idead whats you talkin about
I'm tempted to respond to this in the xu way
it's just japanese for plan
I'm pre sure there was an old fansub of this that went "all according to keikaku" and explained that it was japanese for plan in a translator note
Idk why that was idk death note much either
...define "the xu way"
The xu way
ic, I just googled it and reddit came up with the first link

The xu way is very forward
what's forward
(i'm at least half-joking when i say this)
Uh\
Half joking just like when you say you arent bald
No I'm fully serious when I say that
I was serious with that too
Classic mu
I have hair
Always a jokester
It came free with my fucking scalp
No you dont, you have the oldest scalp known to man
I HAVE HAIR
I GOT MY SCALP DAY 1 OF MY FUCKING EXISTENCE
well uh
Uh
Youre welcome baldy
never
Stop calling me that

nuh uh
Yuh uh
Yuh uh
uhm
Its 2 against 1
nuh uh
Yuh uh
Yuh uh
i just won
Yeah you won the most game loses
I did cuz now you guys are on the same side
jokes on you both
I lost but at what cost
Wait until he calls me bald again
Shes still bald

Nuh uh
Everyone lurking and witnessing this conversation lost
The dot signifies the end of the paragraph, thisnis the end of this novel
except us we're built different
never seen an emoji in a novel
Yeah you guys are built different, both no hair

I like how we just clutter up this thread
I'm not bald tho and I doubt s1ck is also
Its mels thread its fine
This seems to be common in a lot of these big mod threads

hi xu
oh no Bald Xu
I have no idea where I am

Actually yeah what the fuck is this
where are you
Well there was a small chance David Tennant would be here
ik you just said you didn't know
I'm going on TV though I think
On my way
oh like that one guy who was doctor who once that people really liked
Yeah fair enough you enjoy your time
Xu overworks me and then goes out to party π
for once I'm not under a rock and know what those songs are
Is the rock to hide something

Not to hide my lack of hair
which is to say
I don't hide that
Because I have hair
And it'd be stupid to try to compensate for a problem I don't have
I'm good at phrasing guys I swear
anyway yes this is wildly off-topic we need to talk about 2 story ships, utility furniture, farming, cooking and other melaniemelicious mods
I think the bigger ship is very cool
same with the utility furniture
I like having fancy cupboards and storage thingies
the aliens are shooting lasers at everybody, and they're all oblivious
also uh, sorry, I didn't add compat for disabling left and right sides yet, so only normal Wider Ship can do that atm
Can confirm the previous patch had fixed the button, and now it's floating again always. But also the previous patch was giving me default cruisers on some moons, and now only ferangdalion. Tbh getting the right cruiser is much more important than the floating button if they're mutually exclusive.
Next youre gonna say blue ghosts with no legs are real... 
Conspiracie Suspicious
even if they did, not like theyd be made into marketable plushies
Well the issue is the entries for changing the floor colors don't show up under MelanieShip when ShipWindows is present but they do when it's not
I don't care enough to test the vanilla ship ngl
Also I'm not sure if it's RV cruiser, but I've noticed the ship horn doesn't work anymore, and the cruiser uses the ship horn sound.
okay, really good info there that it seems it might have at least fixed other moons. This just means I have to adjust the attempted fix a little to still exist, but also allow it to move the button again
also, I don't really touch anything with the ship or car horn, so I doubt the RV is breaking it. But also, I haven't tested the ship horn with only the RV cruiser mod as of right now
baby changes
2-Story Ship 1.1.3
- Fixed both ShipColors compat for floors when ship windows is and isn't enabled (tested once).
2-Story RV Cruiser 0.1.5
- Added config to change RV mass (default is double the old mass).
- Changed a previously step to fix Cruiser Additions compatibility.
@carmine topaz this should fix the floor colors with Ship Colors.
@royal prawn @coral shoal I added config to change the mass of the cruiser to whatever you want so people can decide if they want cannon or heavy glass push door
@lament gorge @royal prawn this should maintain the previous fix while also re-fixing the cruiser light switch position.
yay, more ballistics tests! ty @rich ice π
awesome, i will try it soon
the ship doesnt appear on the internal ship camera
(using 2 story and wider ship, it works with only wider ship though)
@junior rose relevant to u too ithink
YIPPEE
on the downside I think 1.1.3 broke Ship Styles for the floor game is trolling me
haha mel you messed up layers
i think this fixed my critique about it being too easy to push finally. and now it has the added feeling of being slower to pick up speed (which i think fits, since it is bigger than a normal cruiser)
post the laughing cat
quoppers win π
could i get a ping when this is fixed pls :3
you heard them mel, a ping each second until its released
uh oh
that's the weird thing, the custom ships and its components are also on the room layer, the same one as the vanilla ship
hmm
then its just that cam ig
even radar shows the ship
actually what about material?
doubt it but still
for default materials, I have them finding the vanilla ship's materials. For custom materials, give me a sec to get a confirmed answer because building a test bundle, but they should be HDRP/Lit
yeah kinda same
I have LoD on my ship, but besides some people seeing railings disappear at a certain distance, then unless camera is considered super far or something else, idk why it would cull it. But I'm testing removing LoD to see if it's different
yeah okay, it was LoD, so camera is pretending to be far away I guess
Sorry the horn thing was a false report mb, idk what is causing that yet....
Also regarding the double mass - is that the mass for the 0.1.4 ver? bc that was working well for me 
Hey, so me and my friend were playing with the utility furniture mod and after the update my friend cant enter ANY fire exit on the map(disabling the fireexit in options helped) i can enter every fire exit but sometimes they mix up and when entering the fireexit from inside of the facility it suddenly changes itself to the one on the ship
it is now configurable, if you liked how it was before change it to 200 in config
uhm, hello!
Is this intended in the latest update?
no
might be able to do cache clearing to fix it
way I fixed it was making a new profile which is not really ideal lol
the set mass config for the RV seems to be utterly useless in preventing physics wig-outs. I tested it at 400, 800, 1600, and 40000 mass, yet entering the passenger seat from a close-up angle still made the RV flip into the sky every single time to the same exact degree it always did.
either the config is not actually functioning at all, or what causes the physics wig-outs is in no way impeded by the RV's mass.
Since the only real issue I have found that causes consistent physic wig-outs is getting into seats, would an even easier quickfix perhaps be to disable a player's collision to the RV immediately as they get into a seat such that when they zip into place, their bound box isn't even sending physics data to the RV collision mesh at all? Then simply re-enable their collision immediately as they get out of the seat?
Try clearing unused cache
uhm, clearing cache makes the things worse
I've had no issues this is so strange
I'm resetting both 2storyship and shipwindows config
Yeah possible it's that
Btw props to Mel for implementing the position for the charger I had set up in GI natively in the new update
I noticed it unintentionally cus I disabled the placeable charger in GI when doing some tests that she copy pasted it :3 I'm happy to no longer see it clipping into the wall 
Fixed version
Then here was mine, I did a test to see if she copied it and the scan nodes do indeed overlap lol
I don't mind, I'm happy I could help 
hey lunx, Do you use normal Shipwindows or the beta?
Beta
However I use Furniture Lock to unlock the shutter switch and not the ShipWindows config
yeah, I'm using normal, maybe that's the issue
Oh probably
maybe now it's not compatible with the normal version?
cuz it was in the latest version
Probably cus normal ShipWindows had some weird janky compat done for ShipColors
and Beta doesn't have that
yeah, but it was working perfectly before the last 2story ship update
I'm testing the beta version rn
nope, floor still present...
I have floor windows disabled but it still there
so strange
I'm deleting widership config jic
Try changing the floor to something else and back maybe?
in shipcolors?
I don't know how to do that
I've only changed visibility on some items
In Mel's config
I wonder if that is it
Maybe the new floor changes have a different visibility
update: the mass config IS definitely working, setting the mass to 400,000 makes the cruiser totally undrivable because it can barely move up a 5-degree incline and has its revving motor sound looping endlessly, thinking it is traveling at high speeds due to the crazy weight value. Seems mass just simply is not any kind of solution for physics wig-outs caused by player bounding boxes transitioning from world collision to RV collision during brief frames of movement
also can confirm, Cruiser Additions storage light button is back in correct place for both RV and RV monster truck
Did you figure out a solution? I'm having the same issue. I've tried resetting all three configs, disabling/enabling the floor windows nothing seems to work. Also the floor material configs seem completely messed up too. I ended up just giving up and downgrading to the previous version of 2 story ship.
I think it's just bugged right now, unsure why it's mostly working okay for me but I'm sure Mel will fix it later
I didn't copy paste anything, I just moved it slightly forward
Ah lol, well good job on getting it in almost the exact spot π₯°
I approve
It was a pleasant surprise when it felt like it hadn't even moved from where I had it
XD
really dunno what's happening with the materials suddenly all being hulls, so now I gotta find out what's happening
Yeah it's strange, it probably relates to what you mentioned in my Twitch chat yesterday
but that's only if I can repo the issue
I managed to repo on non-beta ship windows, but it only showed up after I changed the floor material AND didn't have the floor window unlocked
Yeah idk why Moroxide was consisntently reproing it regardless, Endox also somehow reprod it with my pack but as you saw I didn't on stream but I did notice that oddity with the roof which is where I'm guessing you plan to add support for the Roof Window in ShipWindows Beta
It wasnt w ur pack
Ah well you said it was with my configs at least
okay, seems like I fixed it, there was just a couple things missing after the changes made to fix color changes. But to fix the roof windows, I have to do the entire Unity thing, so I'll just do that rq then update
okay, this sounds like a bit of an uh oh. I might have to just revert the fire exit changes that seems like is causing this, for now
2-Story Ship 1.1.4
- Changed Wider 2-Story Ship Windows Beta roof window size (temporarily hid roof window shutters.
- Fixed material config mismatch caused in previous patch.'
- Fixed material mismatch where Ship Windows Beta roof window is located, when not present.
Utility Furniture 1.0.1
- Potential fix for multiplayer fire exit bug when using buyable ship fire exit (untested multiplayer).
- Slightly adjusted moveable Screen0 position.
wait a minute, editing messages to add pings doesn't do anything
didn't touch camera thing yet, wasn't sure if mostly obscure ship camera visuals was worth potentially better performance when away from ship, so no ping π¦
@raw prawn @carmine topaz @quaint oxide @zealous crescent this should fix material mismatch issues.
@carmine topaz this should move Screen0 back a small bit.
@jovial loom I haven't tested this on multiplayer yet, but I applied an attempted fix. If this still doesn't work, I'll revert all fire exit changes entirely to when they did work fine
I never got to repo this issue yet, so unsure how common it is in normal gameplay. I could try see about doing a temporary collision disabling, soon
Thanks, I'll make a look
Yeah it was **slightly off-center when I went take a screenshot for you so I angled slightly. I have adhd and I'm constantly forgetting my "to-do" list when I load up and start a new save to test stuff. (; w ;)
"oh dangit I forgot the panel! >:E" x99
okay so...
The floor got fixed, and thank you with that :]
But I'm seeing that the windows floor, even if deactivated, an outline is generated
To repo it, simply press up against the RV on the right side next to passenger seat, then look up a bit to enter said passenger seat while as close as possible to it but still standing on the ground outside the cabin. It will cause a physics wig-out 100% of the time, no matter the mass of the RV. Monster Truck form exacerbates the issue drastically due to the harsher angle from player to seated position.
It's not a huge issue really, the only thing is that the texture layout vary when it's inside and outside the ouline, here are the lines as an example
@rich ice the light switch not moving and the cruiser not being the rv (before 0.1.4/0.1.5) are from the above vanilla error which makes any postfixes of VehicleController Start not be called
the error is random so sometimes it works sometimes it doesnt (in 0.1.5)
Uhm, hello!
bye
I've got a report from a friend and... I have a slight suspect that it's this mod and/or the shipwindows mod.
goodbye
slow

Here is the video of the issue.
https://medal.tv/games/lethal-company/clips/jVMhMrdK8Q98u55tw?invite=cr-MSxzbHcsMzUxMjgzMDg0
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
is this the fabled
heartbreaking, I know
I can imagine unrelated though
iirc should just be where the original would be if 2ss + wider
actually just got this issue with one of my friends tonight
didn't have morecupboards, wider ship, or 2 story ship installed
They fell into the Backrooms XD
request for RV cruiser. when monster truck tires are enabled, the back will have a ladder to climb to get inside. (maybe we are skill issue or that the truck is too high to climb only by jumping)
Idk if this was mentioned but rain goes right through the ship atm
fog does as well, though that isnt just a two story ship problem
really? huh
A Mel emote?
Made it just for that xD
Lol
WHAT a SAD MELANIE emote
maybe that's why they call me blue
uh π
no idea what's happening here (or why), and if it could be 2SS or another mod, or which it would be. Never had a report for this before? But hmm, is there an easy way to repo this bug? Any logs, and potentially a mod profile code?
Were they french? Because I think sacre bleu means something like holy cow...
oh yeah, wanted to add some sort of steps to assist getting up, at some point. It shouldn't be hard, I just didn't do it yet π
I wanna try to reproduce this, but I get more confused over time
Some says it is moreCupboards mod (I don't have that mod).
Lunx told me it's CruiserImproved when someone late-joins when a player is holding scrap in the ship
if it has nothing to do with colliders and layers, I'd have to find which part affects the rain, to fix that
but I think I know which part does the fog, so I can probably fix that next time
I think it's something related to the Cupboard, but I'm not sure :']
that's huh, I wonder why and how that happens, if that's a thing that actually occurs
I haven't gotten any of the other issues reported here so it might be a separate thing
My friend gave me the logs in case someone can help :']
this was spamming when it happened
Cruiser Improved sets up rigid bodies for the scraps on client join so when someone is holding a scrap it sometimes causes issues
cus it fails to register that scrap, then if that scrap gets placed in a cupboard the client gets Infinity or Nan spam and falls through the world
Lol
its Medal
wat.
program for clips
as far as i can remember at least*
oh, so the log of this it's the recorder app
mhm
medal spams your logs with that
no way around that, afaik
even if you turn info logs off
it's okay, I can paste that into the logs you sent to make you feel better
when you do, don't forget to add some lil metal cylinders angled at a slant to connect the giant tires to the under-body so they don't look like they're floating so blatantly anymore 
so little you won't see them, got it
π
Is this ok to ignore? I'm using furniture lock mod to unlock on start
oh, oops, I kept the test logging. It's not actually an error, I just made it do that so the text was red and easier to find faster
for the second part. The first part, that can pretty much be ignored. Just has to do with how I'm reparenting, but shouldn't be causing issues in this case
2-Story RV Cruiser 0.2.0
- Added steps and assist to back of cruiser.
- Added extended suspension when using monster truck tires are enabled.
- Added previously test bottom trimming because I didn't remove it when bundling this update.
- Changed default mass config to 200 (normal mass default).
Trimming was from a thing I was doing, and since I left it there from a couple months ago and haven't touched it, it was the model I had to edit to add the steps and stuff.
@maiden basin hopefully those steps help getting into the back of the cruiser.
@royal prawn I added the little extension so monster wheels don't show you a magic trick, but didn't touch player collision when entering at an angle π¦
thank yoooou, the physics wig-outs can be avoided by just entering the seat parallel and dead-on, so imo reasonable workaround. tbh I was more looking forward to no more floating tires anyway π
now we just need the eject button to launch you thru the ceiling 
(half joke; indifferent either way)
breaking company
all the crystals are sad π’
the monster truck tires (according to the additional undercarriage extensions) are not properly aligned with where they should be, it seems. The back tires need to be about a foot or or so back
the front right tire seems to be sticking noticeably farther away from the chasis than the front left tire for some reason
which is also most noticeable with the undercarriage extensions touching the front left tire but not the right
not trying to be nitpicky, but I am only bringing this up because I am curious if it would alter how the monster truck RV would handle. I cannot actually tell if the wheels are misaligned with each other, but if they were... would that theoretically make certain turn directions more difficult or something?
also, the little shelf at the back front wall of the storage that the clipboard spawns resting on doesn't actually have collision like it does in the normal company cruiser. This means players cannot step up on it and crouch to see a straight view out of the storage-to-cabin window, which zeekerss was quite particular about lining up so that that was possible. Could we have that collision on that specific front shelf restored? as it stands, standing here makes you too tall to see out of the storage-to-cabin window, but crouching makes you too short to see out of it either
oh, uh oh, I got rid of that step up. That should be easy enough to re-add though
I'll look at the wheels more precisely soon, just kind of rushed and started the update shortly before it was released
no worries, thanks so much for maintaining this, it's such a great part of my modpack lol
π thanks for the suggestions and everything, since they help motivate and tell me changes or things that'd be nice to add
also yeahh, it's definitely nice since the cruiser is almost like a mini ship to spend time on
oh yeah definitely, gives that much more value to cruiser-mandatory moons, makes doing pickups and big scrap hauls more fun and approachable
Idk if this is just me loading in an old save with the updated mod, but the bit under the cabin is invisible from below
uhhhh
it might be; I never saw that myself, and I think sharktemplar would've seen and reported it. But even then, idk why it would do that for an old save in this case. I'll see if I can repo it using pre-update saves
damn mel i though you hid- i mean fixed that
No worries! Also would it be possible in a future update to get item storage shelves up here as well? It seems like such a cozy lil spot for a shotgun, but I could see items getting stuck up here lol. Tysm for all you do.
mini smart cupboard in the top 
connected via 1000 lines of code that break under the slightest weather change 
I didn't see it because I didn't even think to look up, lol. It is in fact invisible in the underside
yeah, I should be able to do that. And since you can stick your head through the ceiling at the front driver and passenger seat, there'd be access on both sides, too
also, yeah, I just checked normally on a new save, and yeah, turns out I left the model from a couple months ago unfinished in that spot, and I misread Geist's report thinking it was the whole bottom missing. I never checked that specific spot, my bad
Another win for the perfect map - experimentation π― (I only saw the bottom issue bc the ship is so far off the ground lol)
By the way, would you consider adding a config option to have the old (pre this update) cruiser mesh? I get it if not if you don't want to maintain all these different versions, monster trucks, two stories, etc. etc. it's a lot!
But at least for me as a non-monster truck 1-story boy myself, I liked the less thicc look.
what mod is that?
2 story RV cruiser something something
that should be easy since I usually make these things modular (instead of ship 1, or ship 2, or ship 3, it's ship + 1, or ship + 1 + 2, or ship + 2, etc.)
That's what I was hoping you'd say lol. It would be awesome if stuff could be made configs.
I tried moving the screen again, and I'm still getting this gap \o/
however, if I do it on the opposing wall...
unless it's the framing on the back that's forcing it to jut out, in which case, leeeethaaaaaal '-'
furniture lock still can't log the location correctly, though, for some reason
maybe I just didn't move it back enough...
If you have logs enabled, you can for now, temporary solution, copy the coordinates it says is saved, then find which axis to move back a little. No idea why FurnitureLock can't copy, though, since I made them the same way I make normal furniture. But thinking back, the reparenting had a network object issue that might be preventing it from being tracked by Furniture Lock the same way?
I know the exact position I want via where lethalpiperemoval has placed it, it just can't do anything with furniture lock for some reason, but relatively speaking the logs dictate this is the relative limit - and because furniture lock isn't complying, it won't snap to the location and instead flies all over the place
as you can see for some reason, lmao
@rich ice it seems only the host can cause a physics wig-out with the monster truck RV, a non-host client entering seats at close-up angles or rubbing around underneath the chasis doesn't cause any physics wig-outs at all. Very interesting behavior...
This is normal, the physics wig outs with the Cruiser has always been a host only bug they happen with the Vanilla one too
oh okay
with wider ship and 2 story ship a old bird managed to walk inside the ship AND get up the stairs
it flew up and fell through the ceiling to land inside
https://thunderstore.io/c/lethal-company/p/mattymatty/FurnitureLock/changelog/
furniture lock did not like the screen having a rotation of 0, 0, 0 ( aka. Vector3.zero, aka. default )π
v1.4.2 should allow you to copy the values correctly
thanks, had no idea what was happening
2-Story RV Cruiser 0.2.1
- Added config to enable extra bottom trimming.
- Added step-up collider to see out peek hole at the front of back of the cruiser.
- Fixed missing face underneath cruiser.
@royal prawn this should re-add the step-up collider to look out that window. I didn't look at the tires before uploading π
@lament gorge this should fix the underneath section being missing, and add a config for the bottom trimming. Oops, I missed adding the shelf π
maybe I'll do another small patch in a bit. I only delayed because I was doing other things for a couple days
thanks Melicious 
Thank youu! Oh by the way would you be able to make the stairs at the back configurable as well? ππ
Assuming it's not included with the trim config ofc lol
Did these always lack collision and I've just never noticed, or did something change?
yeah, always

small thing π
Does 2SS disable parts of the ship in orbit or is it something else?
oohhhh you cheeky ghost, now I know why "visible" layers are still invisible... MEL! You set their scale to 0 0 0 ! 
visible layers?
the ship posters aren't disabled, they're just set to the size 0
I like this wording
CLEARLY the RV glass pigments severely affect the mass of the cruiser
oh, yeah, I did that a while back to try get around Ship Windows replacing the posters every time they were set to inactive
Meeeeellll, everything auto-destruct when I try to enable it in orbit 
Please hide all errors
that's funny
How Melanie codes
She also made it so a bunch of stuff is auto-disabled in orbit? If you enable it it auto-suicides. They only show up when you land 
Mel, what the heck dayo? You are forcing us to render side machinery? 
yeah, there's a lot of things I just disabled bc I didn't feel like moving them at the time. It's a lot easier now, I just didn't do it. I mean, fun fact, I didn't even plan to mod publicly, I started wanting a private mod, and came into this knowing almost nothing
that's vanilla
wtf 
melothy working on 5 story ship:
6, take it or leave it
isnt there a limit to how far items/furniture can be outside of the ship before resetting back to 0,0,0 upon file reload?
oh also I never asked what parts you meant. Some parts are disabled by vanilla. I only disabled stuff like the vent entrance, and a couple alarm lights and stuff.
but seeing you said in orbit, that's probably the stuff disabled by vanilla. Vanilla disables stuff in orbit, enables them on land
@brisk widget I think I'm starting to get what you experienced
I'm getting reports for vanilla π
Oh yeah it was the stuff like the outside ladder/outside machine side panel junk that would ignore my visibility settings. I do eventually want to make a mod that turns the vent/posters/alarm lights/suits+rack/desks+wall monitors in to moveable furniture though >:3
unlimited decor works 
ooh, well, since I already have the stuff for that setup in Utility Furniture, it's also easy for me to just add the rest of the stuff. I mostly didn't because uh, I just didn't π and also since some things I knew were disabled in 2-Story, and wanted to re-enable them there before adding them, so I wouldn't get reports.
Some things might have issues though, like the desk lever and the suits on the rack. And then posters are actually just one model, so they'd have to be done differently with new models and taking the original poster textures. Some things might also just need to be networked with the parenting, which I'm not doing atm
we all know you cant write
you cannot silence me
you may have stolen fumos voice
but i wont let you take mine
precisely
all according to plan
@brisk widget go scarab
destroy
while shes weak
I humbly accept your generousity
Politely reiterating this one hehe
Step-up collider to look out the lil window is epic btw, reminds me of that what is love meme
those have no colliders?
shit π
what is that thing called?
Lamp
thanks!
one more thing. If I want it to be invisible in ShipColors config, where should I look?
Add layer 24 to the accepted layers and they'll be labeled as Light, Light (1), Light (2), Light (3)
does anyone else also have this hole in the second story window?
shiet
oh no the space is leaking-
Lol haven't seen it on my end but that's probably cus I have the mansion borders for the windows
Sorry if this is already answered but your post is where Discord opened. The unity name for those objects are Light, Light1, Light2, and Light3 (each with the subname RedLight)
I don't use the floor window but I decided to try it out. The glass panel doesn't fit the shape of the hole and there's no black frame like the ones on the walls.
hole is for shipwindows beta
3rd floor's glass panel seems to be correctly sized but no frame.
(not sure what is correct or incorrect)
yeah, I moved to shipwindowsbeta compat, but then turns out I messed up normal compat a little, so I gotta adjust something to fix that (should be easy). My bad.
Third floor, by frame, do you mean like the glass? I recall it being weirdly hard to see, but it should still be there
I'm using ShipWindows. Should I change what I'm using? :o
No no like the Default (blank) or Mansion options.
Not sure if they're suppose to be added or not, just wanted to mention it
the beta is planned to be the "replacement" (though TestAccount also wants to give people the option to use the old style somehow). So I'd say it's up to you, but for now, if the lack of oxygen in your ship is a bit bothersome, I'd say you could, for now, at least
oh, yeah, the floor windows have no frames in any style atm
Ah okay
I wanted to try it out because of those 1 or 2 pixel wide gaps you see without the outline filter
I double-checked just now, and you were right; seems like something I did messed up the third floor glass from changing to the correct material. I plan to update 2SS soon to fix the other issues anyways, too
okay, I haven't posted changelogs here in a while because I was hiding the fact that I didn't fix cruiser tire alignments, and I still haven't π but I'm going to post a couple changelogs from before, and from just now.
2-Story RV Cruiser 0.2.3
- Fixed cruiser step supports being slightly short of connecting to cruiser when extra trimming disabled.
0.2.2 - Added config to enable back cruiser steps.
Utility Furniture 1.1.0
- Added Speaker1 and Alarm0-3 moveable ship objects.
- Added Poster0-5 as moveable ship posters. Affected by ship poster-changing mods
- Slightly adjusted positions for moveable Screen0, and Speaker0.
2-sToRy ShIp 1.1.6
- Fixed non-beta ShipWindows floor window hole shape mismatch.
- Fixed minor outline where ShipWindows floor window would appear, when floor window is not present.
- Fixed third-floor window hole always being empty regardless of window settings.
1.1.5 - Re-activated and moved many previously inactive ship objects.
@rich ice the third floor floor window is gone for me after the update
There's a small outline but the window isn't appearing
Old cartoons when something in the background is going to move
π
i learned that the masked dont have to take the stairs π
I don't think it's entirely 2SS's issue and has something to do with Ship Colours messing up the priority when it updates the stuff. For example, I have Windows, 2-Storey, Wide, Tinted, and Colours atm. Sometimes, if I toggle the visibility of a layer- say, the 2nd floor's inside railing, the game will suddenly think that Windows' 'black & stars' is suppose to be on top of Tinted's brighter lights and moon. Other times, certain toggles will tell the game to turn off Windows altogether and the gaps are filled in with walls (still has frames).
I had to to disable both 3rd floor's floor window and 3rd floor's front window to get the floor window till fill in with metal (front window still working) 
on which moon is this happening (and is it on the blacklist, or default approach no navmesh regen)? Some moons won't allow a normal regeneration, and anything on the blacklist or if default method is no regen will use normal ship navigation
"Flicker" by DemonMae
tiny patch
2-sToRy ShIp 1.1.7
- Fixed 3rd-story floor window never showing up regardless of configs.
Oh, I just realised I never tried to move the vent. Is that mveable ? :o
... lmao omg im sorry.. 
oh, no, I was actually supposed to when I re-enabled it in 2SS, but then focused on alarms and posters
I'll throw it in to the next time I update, since I also want to make more parts moveable, like the suit parts and all that. Including the oxygen tank if you have the oxygen mod enabled, that lets you refill oxygen
I never got to try it out in the modpacks I played, but it seemed pretty cool, and I found out about it when somebody asked for compat in moving it in 2SS
Same.Seems neat but avoided it because I wasn't sure if I was going to keep the tanks visible
utilideez
are there any mods that makes landing with this mod not work?
it just instantly puts me on the planet and i cant open the door
Hi Melanie, is there an option to resize the Christmas tree? It's too big for the ship. It would be perfect if it could be made a bit shorter.
Hello mel is this mod an april fools mod or is this a real mod that expands the ship
dunno if its an issue with the new move ability feature in utility feature. when filtering moons with terminal formatter, its buying the filter0 in the store.
I guess I'll change the name of it next update so it doesn't step in front of camera during picture time
sorry for late response. Though I originally made it for Wider + 2SS (or outside), I guess I can finally follow up with making the smaller version of it 4 months late (8 months early)
sorry for late response part 2. Do you get the same issue without the mod present? Does this happen on new saves, or only an existing one? And do you have any logs and/or a mod profile code?
dont worry about a thing lol youre doing this for free, i decided to just make a new modpack and now its just working but thanks for the response anyway!
Hey Mel, would it be possible to set the Model0 for Poster5 (tips) to 1 1 1 size like the rest of the Model0s? Apparently the true size of the tips poster is double the width and the vanilla size we're used to is an individual edit from the devs. :o
I noticed that when I reset the Plane.001 to 1 1 1 size, only the tips poster got bigger. Secret Unlock 
speaking of... why are a bunch of things sized strangely? screens are 1.04 0.95 1.12 and such. The poster sizes are so arbitrary so why scale them instead of just using the size image you want? 
the size of stuff like the screen having a lot of decimals like 1.93274 is just vanilla, and I don't touch the scales of those in the moveable furniture.
The posters, I had to give most of them their own model because all the posters are using the same material, and just displaying different sections of the same image. Except for one, which is the one that isn't scaled to 1, 1, 1, because that uses its own image entirely, but only that one, for some reason. Which I just gave a default Unity plane and scaled in Unity to reduce imported meshes by 1 plane
context:
zeekers only gave one poster a separate image, and the rest are in the same, meaning each poster being separated into their own, can't actually use the same mesh
Unity is so weird, gee! I was trying to learn more about the poster stuff because all the mods seem to use their own template (cookie cutter layout of a 1024Γ1024 img) and eventually noticed that some of the posters get stretched nad squished, even in vanilla (?) Like, not A LOT, but definitely not the "advertised size" 
Like, hammer guy gets flattened a bit, and I think most/the rest :p
(even in vanilla)
kind of think of it like this. Let's say we have a plane. What the plane shows of an image applied to it, is based on its UV map. If we set the UV map to display the image fully with each corner of the image on each corner of the plane, then it doesn't matter how we scale the mesh, it will always show the full image, and so the image will squish and stretch with the mesh
it's like if stickers changed their size based on the surface you put them on
but yeah, since the posters are mostly one image, each poster needed their own mesh with different UV mapping to show those parts of the image
Sounds like a lot of work! You know, your custom individual posters seem to be better/the bestwhen it comes to sizes. I haven't figured out the exact layout to maximise size without triggering those squishy debuffs but so far I've compared unmodded, Lethal Posters, Custom Posters and Solos Poster Changer, and whatever you did to the 1-5 made them pretty good (there is that sorta... slanted(?) bottom on 5 though. 9/10 QoL work girl ty ty






