#MelanieMelicious Mods π± (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
1 messages Β· Page 8 of 1
The company if it was owned by blackrock
imagine pairing it with that mod that disables gravity in orbit
Now imagine there are sharks in space, and you gotta keep collecting scrap because they like to take bites out of your space raft
sorry, hoarder bugs in cheesy 1930s sci-fi suits and big fishbowl helmets, and they keep stealing bits of your raft...in space
Oh Mel, I forgot to mention this but Seechela's CustomPosters solved its 2ss/ws compat. by loading its own version of plane.001 as the very last step of save file loading, then destroying the default plane.001 (which is currently 0 0 0 anyway). Using IT alongside your placeable posters+LethalPosters means you get two sets with different images: one set that doesn't move (CustomPosters) and another that does (yours).
Double posters all the way across the sky 
One is always diying in the ship for no reason since we used 2 story ship today. any ideas how to fix that?
this is weird. I was pretty sure I fixed this wayyyy back at one of the first versions, and I haven't had this in all my sessions since then.
What's weirder is they teleport to the middle right before dying, meaning it considers the player as "in the ship" but then for some reason kills them. It should just be teleporting them only
I'm pretty sure by itself, 2SS + WS doesn't cause this, but when combined with something else, it might be triggering death for some reason. Could I get a mod profile code to try reproduce the issue on my end?
ohhh, that makes me think, for any custom floor parts like that, I'd probably want to add a config in 2SS to disable the inside railing entirely
also I might be on and off sometimes since I'm modding between REPO and Lethal
hahaha yeah I tried to be sneaky and use ShipColours to disable your inside rail but that only made it invis. The collision is still there! No worry, I know I blab alot, enjoy your moddin'! xP
019611f7-6e10-c7e1-a7ac-fbe975540b8c
question; does it ever kill them if they don't teleport? I didn't repo it yet, but I decided to change some things, and got it to stop teleporting the player when in certain parts of the ship. So if the same tracker that teleports players is also killing players in your experience, then hopefully what I have would fix it
well I'm going to upload what I have just in case. It's a nice fix anyways, even for most cases where it only teleports. I'll try again to REPO the issue when I can, and see if this fixed it, unless you get to me first to tell me if it fixed the random considering players off the ship and killing them
Nice play on recommending REPO π
She's on that sweet sponsor dosh now
Mel with a monocle and moustache: mmm, yes, quite. We really do need moRE POsts in here.
Lmao
@rich ice make your paintings custom items using LL
don't copy paste the vanilla painting
you're creating duplicates of the vanilla item objects
give your items unique names
it's not a plain copy paste of vanilla paintings, it's just that the item asset file uses the same name as the vanilla painting. And I only have one painting asset, and make the other painting prefabs use that asset, which is why they all turn to fumo on reload, and is only registered once
The T-Rex fossils I, at the time, gave 3 different assets for, again under the same name in the assets, so I could play with values a bit without doing so in runtime since I didn't feel like it then.
I'm also registering items through LethalLevelLoader instead of LethalLib since it was the simplest way of just having the items exist since I didn't feel like spawning them at the times, either
Hey there, thanks for the awesome work on those mods first of all. So, when using the 2-story ship mod the position of both items and scrap that are located in the cruiser, below the stairs close to the wall or upstairs is automatically reset when reloading the save file. Everything is teleported back into the center of the ship. I know this is more of an inconvenience rather than a major issue or anything, but it has been like that for a while. Is there any way you could look into that, if you have some time?
"shares the same item name" - Already a really bad thing
"shares the same prefab/model" - I spawned it in and got literally the vanilla painting
dont make items with the same item name
i figured
yeah this, I did some thing a while back to combat it, but I guess I can look into it again at some point. Cruiser thing, idk if that's just normal vanilla behavior or not since I never played around with that
I remember any items placed on the cruiser remaining inside the cruiser, but if anyone experienced something else feel free to correct me on that. It's been a while I played unmodded LC. I can check that again later and will report back.
I just checked. It kinda depends on the exact position of the items. If they are closer to the ship they will be teleported inside the ship when reloading the save file, if they are placed closer to the ships walls the remain where they are when reloading. When I'm using the 2-story ship mod they will be removed from that location no matter where I put them inside the cruiser. So the trigger area or whatever the game uses for that are definetely affected by the mod in some way.
correction, sorry* if they are further away from the ship they will be teleported inside
fumo of many faces
For I am Fumo of Many Colours!
Well that teleport is from leaving the moon. It was always while standing near a wall. I was outside with balkony aktivated and it teleported me into the ship with no problems.
@rich ice New version is creating an invisible wall on the railing
that can shove you off if you're there as the ship leaves
Or be a nuisance if you're there as you're landing
But the former case is a lot more annoying
@rich ice New version is creating a hell portal that spawns demon babies that eat peoples flesh
well done, keep up the good work
π©
Btw it seems the Cruiser can't run over masked right now for some reason dunno if that's a you issue though
@ebon flax Wondering if this might be a vehicle caching thing potentially
vanilla
Not vanilla, it usually runs them over fine
actually I wonder if one of the cruiser mods I have usually changes that lol
well then there is a mod making masked unkillable with cruiser
Might be Mirage
i heard you couldnt run them over but i thought it was a vanilla thing
It got an update so maybe it's fixed now
it shouldnt be
Wait um
Maybe ReXuvination?
Since it optimizes EnemyAICollisionDetect stuff
I'll have to try blacklisting masked
maybe there are multiple mods causing the issue
bc i do not use rexuvination and it still happens
So weird I would think Mirage or 2 story Cruiser then
Nothing else I have should cause it
Cus I did a huge rework on my pack that pulled out all problematic mods
i have mirage but not the 2 story, maybe its mirage but ive heard from other people that it isnt
are you sure is not a vanilla thing?
my reliable source
Hmmm weird
maybe you had a mod that allowed to run over masked
i think there is one
That's a normal issue that happens sometimes in Orbit
as far as I'm aware it's actually a bug because of Celestial Tint
I've never seen that before, and I often go on top of the ship while in orbit π€
Bugs don't usually happen because of RNG, and I can reproduce it 100% of the time
Weird well I always used to have it happen off and on when using Celestial Tint
I got rid of Celestial Tint a while ago though cus I prefer the custom moon prefabs that moon devs make
just use ext ladder smh
jjjoke
thank you, @rich ice π
https://i.gyazo.com/f2af721e535998b020adcff857fe0399.png
thank you, @copper sage π
a teehee piss slash slash i gyattzo dot come n8c736897639c87q98764987bq6c dot pee and gee
is your brain completely rotten?
hmm, your embed failed.

@rich ice I was wondering if you could add a config for the Utility Furniture to turn off the trees? I don't want to use the two story ship but the trees are too big for the reg ship so Id much rather just turn them off in the shop
why TF the lights on the 2nd floor ceiling are diferent?
last time I checked, I'm actually pretty sure I saw the lights being different in the actual vanilla ship scene. The second floor lights are just a copy of the first floor, and I guess substantially easier to notice.
I also currently have if your light color settings are at the set default code, it actually doesn't change the lights at all. I could change that to always change the lights from vanilla
yeah, that'll be easy to do
Sorry for inducing more stress, but since I haven't seen people bringing it up yet, here are two more bugs since 1.1.8, also present in 1.1.9:
-
The exterior ship ladder is moved inside the ship when landed (picture taken on Experimentation). Still possible to move past it but the ladder is no unavailable outside ofc.
-
Player getting teleported back in Orbit when moving close to the wall in front of the ship (happens on both sides of the ship, same thing upstairs)
About my settings:
3rd floor is disabled;
No wider ship mod installed, just the 2-story one;
Celestial tint installed, but opening of ship doors in orbit disabled
Reverting to 1.1.7 fixes all of those, so I guess I'll just be using that as a stable version, no hurry.
oooh, alrighty, thank you for reporting this, and nicely specific of details, too. I'll look into this in a bit, when I next can, and hopefully I'll be able to fix this with no issues
Oh yeah this happened to me too
Hey i like your interiors, sadly today i had a turret spawn inside a wall and kill me grr
I had DungeonGenerationPlus inside my modpack if that effects it in any way
oh cool
dungenplus doesn't touch any interiors except the ones that use its features
it would be an issue with this interior itself
As far as being tele'ed while close to certain walls, I think that's just a vanilla issue? Not sure if Mel can completely fix that.
@rich ice also re-post(?) because I don't know if I ever mentioned it to Mel, now that I think about it. Sorry if I did but forgot! :<
When using ShipWindowsBeta, WiderShip, and 2StoryShip, I have to disable both 3rd floor's 'floor window' and 'front window' (in settings) before the hole in the floor fills in. I preformed trial and error and it didn't matter whether stuff like FurnitureLock/ShipColors/ScienceBirdTweaks was enabled (stuff that toggles ship stuff).
weird, so I have the those three enabled (beta as specified), and only disabled the floor window, and it seems to disable properly. I do recall getting this report, but I assumed it was fixed since I never got it.
Maybe backup your configs and try deleting the config file and letting it regenerate a new one? Sometimes changes configs break, say if a mod updated its configs for one, and needs to regenerate. If that doesn't work, is it possible you could send a mod profile code so I could try to recreate the issue?
oooh, a while ago, thought I stopped this, but I guess I just reduced the chances of it happening as often. I'll look into this once I do some ship fixes
2-sToRy ShIp 1.1.10
- Re-added moving the ship ladder on normal 2-story, unintentionally removed in a previous patch.
- Extended ship bounds to stop teleporting players in certain parts of the ship, in orbit.
- Moved Celestial Tint's meter box to no longer float in orbit for the normal 2-story ship.
@vagrant meteor @harsh atlas this should fix the teleportations in orbit (I no longer teleported on all corners of both versions of the ship), and should fix the ladder not being moved in the regular 2-story ship
Speaking of mechanical googaws, is it the extra machinery gizmo that you can re-enable with ShipColors and it's just sitting on the floor inside the ship a leftover from vanilla/wider ship? The thing that is 50% tan and 50% teal.
#1253705079605956640 message
FYI, fire exit from utilites furniture are not network spawned, because of nesting NetworkObject
[15:35:40.1463120] [Debug :FurnitureLock] FireExit(63) defaults are Pos:(1.27, 1.88, -14.30) Rot:(270.00, 90.00, 0.00)
[15:35:40.1463120] [Error : Unity Log] Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!
yo guys i got the melaniemelicious utility furniture pack and bought the fire exit. its set to "both" so entrance and exit but i still cant use it for entrance. can someone help me?
did you buy it before, or after landing
also with how I made it, it needs LethalLevelLoader to work
I'll check with fixing that when I next update
I bought it before landing. i was also playing with my gf and it worked perfectly fine for her (We have the same mods)
uhhhhh
I guess I'll have to look into that, but who was the host?
it might be related to the network object not spawning if it only works for one of you, which I'd have to fix anyways
does anyone here use a mod to move the panel for the door so it isnt floating? or is it not suppose to be doing that?
my gf was the host, we tried restarting and stuff but nothing worked
okay, so yeah, seems like that's be the network object issue. So I'll go fix that in a bit
Are you using the "mansion" style in configs? Either way, there should be configs in 2-Story to move the door panel, but it'll only move after reloading the save
oooh I didnt realize there was a mansion setting for 2 story, I was using the fancy ship, Ill just swap that out then
ooh, I should probably deprecate the old mod, and make it depend on 2-story so people can move over to the maintained mod
Well with the updates we did not teleport in the ship and die. Thanks for the Update π
What material is used to make the walls red for the 2 story? I selected the mansion ship and set the floors to wood.
oooooh its wood ok nevermind!
When Extending the Porch we had lots of stutters (like 2 FPS) when someone standing on it. Maybe this is fixable? π
I had the same issue a while back, and reported here already... unfortunately it wasn't really reproducible as removing LLL contents was what seems to affect this issue? (this means i literally have no idea what's going on). BUT i recently found a fix by importing a lot of performance mods into my pack: idk which one seemed to fix this issue, but maybe it was LethalPerformance or ReverbTriggerFix-thing
THX I will try that π
it's probably AudioReverbTrigger problem and it happens when player stands in 2 or more triggers at the same time. LethalPerformance and General Improvements fixes that lag spike
Hello!
2 small issues:
- The furniture that has a drawer opening animation like the bed, the items inside of it doesn't seems to sync, it's only seen to move by the player who open and close the drawer.
- It's really rare to occur, but sometimes when a player is near those drawers, they can fall trough the floor and die.
https://www.twitch.tv/wendafulfriend/clip/GracefulInterestingDragonBCouch-OnfMz9vr2kER6CYX
thanks for reporting! Or else I wouldn't have known to try fixing it
Melanie i has bug report, your mod changes the ship to have 2 floors, i didnt expect this bug
very strange
ples fix
the desync I knew about, but thought it wouldn't be a big issue. But WOW now we know it was the drawers causing floor sinking. I'll try network sync it now to see if that fixes it for these, soon
not sure why 2-story ship gives you 2-stories, but I'll see if I can fix this
uhhhhhh
okay I added networking, but idk I didn't test with clients. I'll update in like, a bit later
known issue, turn on "enable third floor" in config
ship will no longer have 2 floors after turning that on
@rich ice would there be a way to remove the numbers after the objects in the shop? especially for ones that don't have multiple of them
When loading into a moon with fire exit enabled (I have it exit only). it throws this error, should I ignore it?
@rich ice Will you add a way to have objects not list the number and instead work like ScienceBird's MoreCupboards?
can we get a client-side version of fancy ship without the 2 story
@rich ice weird kind of fog glitch? i dont think its cull factory i turned it off for this interior
why do posters look like this
mel had extra purple paint. it had to go somewhere
lmao
hey guys, just loaded into my save after a new lethal update. why is all of my furniture items a giant red glowing error?
mel had extra giant red glowing errors. it had to go somewhere
yeah, I haven't seen this specifically happen before, so I'm not sure. Chance it could be a mod incompatibility? If you notice any logs when it occurs, or have any more specifics to when this happens, that could help
for the numbered furniture change, sort of niche request, so that might stay at a maybe for now
for the interior, I guess I just need to increase the LoD range, since I did add my own LoD stuff to play around with helping performance
Fmou
if there's a mod directly deleting, or replacing and/or changing the name of posters, this might be causing it. Though just to cover my own basis, 2-story shouldn't be a cause in itself
Melanoie doing a QnA
Is that the meticulous melanious blue goblin?
Melabie belicious, what is your favorite low value 2 hander?
melanie voice reveal when
I did a quick curious test on an existing save for me, and I couldn't get the same result. Any images would help, but chance it might be a mod incompat or mod update
Southern melabie
π©
I come back for like 2 minutes π
Welcome back
howdy green owl

This thread aint big enough for the 2 of us
Melanie forgot to pay the bill again...
I too love polygons
especially internal ones
I feel bad for asking this because it's probably been answered before, but discord's search function sucks, so I'm gonna ask anyway:
What are the dimensions for the posters? There seems to be more than 5 and I don't know which ones are what. Here's an example of what I'm trying to do and what I'm getting instead:
i want to report that the fire exit networking issue has not been properly patched, last night i played with friends and only the host was able to enter the facility through it, everyone else had a "wait for next landing" message, tho everyone was still able to use it to exit the facility
weird, since if it works on normal posters, the moveable ones should just work. So it just seems like it's not getting the material. Is it possible to get a mod profile code so I could recreate the issue and see why it's not getting the material?
ahh yeah, this, I still gotta look into π
I'll figure something out, but since I'm still not super active, it'll mostly be quick small patches
I'm currently not home, but I'll get you the log output later
in this case, I'd prefer a mod profile code since logs shouldn't tell me much in this case, and reproducing the issue on my end gives me more to work with
Man... I guess I'm going alone on this again. I don't use R2modman, so I'm gonna have to shoot in the dark and hope something works
are you manually installing or something
ah, well shoot. It's likely an issue with my mod itself, though, possibly an incompatibility? Currently, it's just supposed to take the textures of existing posters. If any mod removes or changes the posters or its name, it might be unable to find it.
Do you have any ship mods? I likely need to add proper compatibility with some
The only ship mods I have are 2-story (with wide ship integration) and the furniture mod
And since I looked for a pre-existing poster mod as a template, I used this one and followed its instructions: https://thunderstore.io/c/lethal-company/p/seechela/CustomPosters/
Do the movable posters have specific file names or folders I need to name/create for them to load? That might explain why they aren't working as intended, and the mod up here only affects vanilla posters
no, I get mine to automatically search for the existing posters, and copy those textures. Which is why I find it weird, especially since I got them working while on 2-story + wider
I'll have to probably just mess with how late it does its stuff or something
What does the folder setup look like so I can do it correctly? It's probably because I went about it the wrong way
no, there's no folder setup for my versions. It's just that the moment my posters are created/spawned in, through buying or loading a save with them, they'll look for the texture that the original ship posters are using
the only folder stuff would be from the poster texture-changing mod, which you would be able to check to see if it worked if the normal posters work properly on the vanilla ship. Which then if those work, but mine don't, it wouldn't be because where you put the images
In that case, then yeah, all of the movable posters remain purple. Only the vanilla posters have changed
I made a template for my friends but it'll probably help you out too
but yeah the images need to be named that as well otherwise they won't load
I've made them as instructed, but unfortunately, they don't load onto Melanie's posters :/
pretty sure I found what the issue is, sinced I managed to reproduce it when I started testing again just now. It's weird since according to the images just above, it shows they also don't have ship windows, but the posters are working
But yeah, basically, the problem was 2-Story Ship without Ship Windows, since I was properly setting the posters to inactive when ship windows mod wasn't added. So I just made it go back to handling the same way it does with ship windows, and I'll update it in a bit
Okay, great
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is the outdoor bench table no longer in the pack or am i crazy
that's my favorite letter
and yeah, you're crazy
could you remind me what its listed as in the shop? π π
i cant find it in the list sjdfhsdjhf
it should just be Table0
you can see the name list in the mod page's description, too
thank you for my life
@rich ice will the farming mod be updated since there is now an official fridge/microwave?
@rich ice also could you add a toggle for the trees for people who dont use two story ship?
Does this still work with the new update? The ship?
like you have fog all over your interior?
Like the rooms dont load until i step into a room
Like its zelda or something where walking into a eoom
lol
So if step into a room the room behind me unloads and the rooms in front of me load
do you have cullfactory?
Like this but worse
I thought it was that but no its not
Happens with only the interior indtslled
I guess I HAVE to check things after update smh
gimme a sec though bc I'm also doing other things before I get to it
Nah you are fine go disappear somewhere for a few weeks again
disappearing rn
pizza crust:
V70 spoiler thingie
||The giant sap sucker doesn't go up to the 2nd floor : ( ||
nope, i saw it one time
Does sapsucker open the doors with this? I imagine that could be an issue
It should, it does with Wider Ship and ShipWindowsBeta just fine
Yeah I saw it open the door without issues with 2 story ship
"Nice complex AI, now check THIS out"
[places eggs on shelf top]
Hey @rich ice any chance you can sync up the lights in the second story with the light switch and make them deactivate when ship is struck by lightning? Because when the lights below are off, the light from the 2nd story lights makes the ship bright still. (Sry if the explanation was confusing)
This is only an issue if you don't use 2 story and Wider Ship together iirc
Is there any way to get the terminal Inside the buyable room in order to furnish it?
hey cant walk up the stars tho
Been an issue on a lot of moons with 2 story ship and it became too cheesy due to it this is why I only use Wider and ShipWindowsBeta now
Hey the new v70 radar map is kinda buggy with this mod. Any chance u can fix @rich ice
And this too?
They are on a break right now sorry. No idea when she will return to lethal modding.
Can you provide logs and potential screenshots? Just saying there is crazy fog and nothing more doesn't really help. We just played on her interior and few times since the update and everything was fine with the exception of a cullfactory bug that's fixable via configs. Now granted we only got museum so I cant speak on behalf of the other interior, but this is part of the need for more info. It would help determine if its her mod and what broke or if you have something broken in your modpack.
@rich ice, is 2 Story Ship compatible with Beta now?
I'd like to push to stable today
@brisk widget, I'm gonna push to stable today, so please make sure nothing breaks 
helldiving rn, will check later
Yeah, there will be some testing going on first, so take your time ^^
I swore it was. Doesn't it say in patch notes?
I have the memory capacity of a gold fish π€·
Same same, π
okay, here's another baby update mainly to keep compatibility with ship windows, and also throwing in some small things. Slightly changed something with navmesh, but didn't actually test it, so idk if it changed much
2-sToRy ShIp 1.1.12
- Moved compatibility to main ShipWindows.
- Synced regular 2-story second floor lights (report any potential multiplayer joining issues).
Do the navmesh changes have to do with what Matty was talking about with me? ;o I know he mentioned he was gonna talk to you about implementing some stuff
Also any chance we might get an update for the Cruiser mod so it doesn't explode without 2 story ship?
it's not that it doesn't work without 2-story, it's that it only doesn't work with wider, for some reason
no idea what this was, I just did a tiny change in how I find the navmesh thing, instead of just looking for "Environment"
Also if you can you should join us sometime soon, I did increase the join queue and have pulled some bloat since that should helpfully allow you to load in quicker
If it fixes compat with some moons I'm all for it lol
I've been mostly doing my own thing for a while, so I haven't been playing lobby games much. But when I'm back for itm yeah
My biggest issue got to be that navmesh on moons became super unpredictable but with just Wider everything just worked for some reason
yeah, I'd say wider is likely still more stable for navmesh, even without testing my change. I'll want to look into it eventually, though it'll help if you could name a moon working for wider but not 2-story, that I could use as refernce
you're the worst industrialist player i've ever seen
STALKING me on ROBLOX
Generally a handful of Wesley's moons seem to dislike 2 story, I can't recall if I've had too many issues outside of that
π
tbh didnt realise it would send you a request
also rude
anyway if you wanna spend a bit of time tinkering on it i got a foolproof way for making the navmesh work
I felt like alone time π

fREE?!
it'll cost you your soul
which doesnt really exist
so yeah
mentioned this method to matty and zaggy a while back and we didnt really know why zeekerss didnt do it like this
probably didnt know he could do it like this back then
charge youtube channel more money than atoms in universe

but yeah just setup a prefab of a fake white ship on the navigation surface layer similar to how the truck handles navmesh and bake the navmesh into it, and just parent your prefab to the ship
why white
i like it white
and also it's the default unity material 
but yeah you'd just have a prefab of your ship and a NavMeshSurface on teh root of it
then bake the navmesh onto the prefab
fInE
but yeah, I'll try that in a bit. I just have to fix my Unity project since I repatched after backing up files, and it broke. Also, thanks for this, since yeah, I would've just been sticking to the way I was doing it before, by default
this should also let you make navmesh wherever you want since navigationsurface layer stuff isnt on the visible/collision layer
which i assume would be pretty close to what you tried to do for the vent cheese abusers way back
Oh this is the stuff Matty talked about right? So that way navmesh regen isn't needed

idk i might've brought it up to matty ages ago
That or you both spoke about it at one point
i know i talked with zaggy about it
but yeah he wanted to bring this up to Mel
fumo should theoretically do an update for Wider that does the same thing eventually, but once Mel does this when using 2 Story + Wider it won't matter since Mel disables fumo's patch
the scarab will one day finish his unfinished project and do it better
I'm excited for this update, I love Mel's ship but the navmesh issues bugged me
matty talked about this too
omg so thats how you do it
it also sounds nice since regens also make it longer to load, some moons slightly, some a LOT
Mhm
what about wider-only users
You think this update will release quickly? I'd love to test it tomorrow lol
well
That's why fumo also needs to update his mod
I have to fix my Unity project, idk if I'll mess something up more in the process. Might just make a new one and move my backup files
Then in my freetime, I gotta make sure I'm actually doing it correctly. And it's been a while since I touched this, so we'll see
I believe in you, with how quickly you dropped your interiors you'll get the hang of things quickly again
lol
You're a smart cookie Mel

It is needed because old ship navmesh still here
Also we cant do this thing without offmesh link iirc
The whole point of the thing Xu posted is to fix that issue and not need the regen
Regen would still be needed because we need to delete old navmesh
This will never happen. 2 (3 if we count zap gun) unfinished projects π
eh just carve it out
you shouldnt need to regen, and off mesh links can travel between navmesh surfaces so i dont think im adding any more assumptions than how vanilla and modded have been doing things
why we shouldnt need regen?
why are you regen'ing navmesh to begin with?
yeah you can?
i mean
why not just NavMeshObstacle carve it out
the ship aint moving, so you can just have it carve as stationary
and the carving only happens on the old ship navmesh because you'd be putting the component on the moon scene's environment and not sample scene's
hmm
tbf funo i assumed you knew i already do all this
how ship door works then?
hmm
that one is probably an edge case that you'd need to postfix and do the corresponding same effect on your end
i didnt think about that one to be fair, but should still be worth it, plus if you get a system going it should be fairly trivial to setup
fine, I'll think about it in that api, I'm too lazy to mess with the wider ship because I can't really connect the nuggets there (they'll probably be broken) because wider is on framework 4.8
and yesterday for some reason VS decided to throw out all the references twice
that does sound annoying
actually do the vanilla doors' NavMeshObstacles even work?
i mean how else it block monsters outside
idk but it's not on top of the navmesh's hierarchy
and i know carving only works when its on teh navmesh's hierarchy, atleast to some level
actually nvm carving isnt necessairly on the navmesh's hierarchy
ig ill have to think about it some more, but there has to be a way without regen'ing
though ig it can be done how i did it
are you free to vc?
give me 10 minutes
sure
im ready
im in vc scarab
conclusion: rebake it but smarter 
yeah that annoyed me
technically im sure there's a way to inherit a sort of local navmesh build to override the current area so it's a lot better but keeping it to what vanilla does is fine as well
thanks, I was watching yuri anime with somebody while y'all figured this out
Unity project should be fixed now, for me, so I can get to trying to do what you two did in a bit
Ooh
Hey @rich ice can u sync the top floor lights with tge switch so they can turn off? And also can u fix the problem with the map and ur mod? Idk if the map problem is linked to the mod or not tho.
And the lights should also turn off when the ship is struck by lightning
did funo transcribe everything
or should i just kinda say everything you should do
this one
thanks funo
okay i guess teh first step is making a prefab for your white ship skeleton
then enter the prefab, add a navmesh surface and bake some local navmesh into the white ship
then add off mesh links where you'd kinda expect ground to be, this would later on be replaced by a script i can write later that makes your off mesh links so you dont have to guesstimate
then you gotta patch RoundManager.SpawnOutsideHazards, first you patch it with a prefix, and do:
GameObject environmentGO = GameObject.FindGameObjectWithTag("OutsideLevelNavMesh");
if (environmentGO != null)
{
GameObject.Instantiate("here you gotta instantiate another prefab that you need to prepare, all this prefab contains is a NavMeshModifierVolume that encompasses the entire vanilla ship only and sets the navmesh to non-walkable so it gets rid of vanilla ship navmesh when vanilla rebakes its own navmesh as it does naturally", "there's gonna be like a parent parameter so just set it to the environmentGO");
}
finally, there's one last thing you need to do, which is the only part I haven't learned how to, and you need to write a transpiler that modifies a local variable to be clamped to atleast 1
@brisk widget can write the transpiler, it's a simple transpiler but i've never written one lol
Is the ||Sapsucker|| compatible with this mod?
I heard that it can't go upstairs
these mods are getting updated?
All the time
@rich ice I think you need to update your furniture mod
@dry pelican Btw the SSS is fine right? I think you updated it to use the new V70 method
Yeah so Mel's furniture is what throws those errors now then
@rich ice I added UDA to see if I could get a more descriptive error when the Cruiser fails with Wider Ship
Idk if this is helpful
okay, I got a working one while watching love on the spectrum, at least for experimentation. I'll test it on stuff like Wesley's moons in a bit, and then make it for the other parts
unless newest update from a little over a day ago isn't working, this should already be done.
Map on the other hand, is fixed in coming update, just want to finish the other parts before release
I'll check the other mods once I'm done with ship stuff
I figured, just wanted to see if I could get a more descriptive error for you somehow 
do you recall the 2-story not working on Etern? I tested (on single moon version) and it seems to work now. I'm going to test it on old version of 2-story to see if that's a change from what I did, or something else
Yeah it used to not work well on there, enemies couldn't path onto it
It had similar issues with the Nutcrackers on Filitrios
well that seems like a good sign if it's working now. Not sure how different the single versions are from the pack, though
They should be the exact same
Hyve also has funny issues, I saw Hoarding Bugs walk onto the ship floating lol
yeah, on public 2-story, they only use old ship. So this is a good sign. Pretty sure I'm still having issues on Collateral from Generic's moons, though
That might be more of a Generic issue there
Assuming you might be getting the update out as early as today I'm glad I readded the mod ahead of time and setup configs lol
Since you mentioned it happens on Collateral I think it is, I don't recall enemies pathing onto the ship on that moon even with the vanilla ship but I could be wrong
is there a plan to have the 2ss (or wider ship) support the new radar map thingie
that's coming with the navmesh rework
I'm too lazy to patch a new version just for radar so i will just ignore it utill i finish my other ship related project
2-sToRy ShIp 1.2.0
- Complete rework of navmesh (thank you XuXiaolan and fumo). Most moons no longer regenerate navmesh (faster loading). Some moons previously navmesh incompatible should now work with custom navmesh. And now ship can carry enemies when leaving! π
- Added color config for ship map icon (client-sided).
- Fixed ship map icon for v70 update.
- Removed deprecated navmesh blacklist config.
I'm realizing I need to add a navlink to the "nerf" surface navmesh like I had to, to connect the third floor if enabled, to the rest
but I'll do that in a patch later
smh, I gotta re-add the scripts on every mod prefab if I want to update them, and redo all their public variables
actually, think I know how to fix it without doing that
If its missing scripts then use ngo missing script recovery and it'll get em all back with the right fields
@brisk widget You gonna be pushing an update for Wider later to add the new navmesh stuff? I know your mod is already pretty stable so if you choose to be lazy I understand
i will not update wider with it, just transpiler patch to not rebuild navmesh when not needed
Got ya
i have other ship related project that will use this instead but dont know when i will working on it again
Yeah I know Wider has generally not had issues, this change has been sorely needed for Mel's ship though
So I'm glad to see it finally happen
@barren vine You can rejoice ^^

I still gotta do some tweaks to the new setup, but it's nice to have things working
they're mostly tiny things
did you test mob pathfinding with new changes?
with dogs
I'll be honest, I got lazy and didn't do mimics π¬
I let glitch do that for me, which made me see some changes I gotta do
dogs should be fine
ok mel the real question
mod name update when

π
yeah, I need to put more info in the title
MelanieMelicious 2 sToRy ShIp works w Wider Ship Mod custom materials and third floor extended balcony option recommended with furniture mods and ship colors and ship windows
no mentions of fancy ship smh
wheres the mention that it works with coderebirth
Hey @rich ice could u make an option to entirely remove the stairs and instead just have a ladder in the closet area that just goes to the second floor?, Or just have the stairs in the closet (as in reversing the direction they face)?
but either way, w mod updates! 100% awesome
the light syncing is great!
or maybe also add a config option to remove the stair closet
Definitely saw a lot of errors from your furniture mod again lol so glad you're updating your other mods 
the same ones I sent yesterday regarding the V70 placeable change lol
Petition to have the door controls placed here if both Wider Ship and 2 Story Ship are installed
whats these new buttons to the left
They should be color-coded differently
I'm holding off on updates personally, at least until the heavy-duty stuff get updated properly (and Zeekers finishes the v7 romp he's currently in because boy howdy...)
Thats what the config is for to move it where ya please. So if you're using a different mod to move it, its not needed. Plus everyone has their own preference where they like the button panel at so Mel's addition of the config was a very nice touch.
If you're using the config and not a different mod then ignore me lol.
Not sure if it's just a me problem, but the new version of MelanieMelicious_Utility_Furniture_Pack prevents me from leaving moons, it just glitches out and brings me back down
If it's a me problem, I'll try investigating more tomorrow
I also have this issue. It isn't just you.
uhhhhhhh
logs would really help, but it's likely I can repro it
I say that, doesn't get it the first time, has no idea what to do
do you or @charred trellis have any logs of when it happens, you could provide?
does the cooking mod work with Enhanced Monsters?
I can check what that mod is and see where I could add compat if I need to. Though depending on what you mean, there might be something in configs that could allow manual additions, unless you just mean the mods actually working
Sure I can grab one real quick.
I actually think I know what's causing this, I just checked something
so I'll upload a quick patch to fix it
it's similar to SellBodies, doesn't work the same way behind the scenes i think but idea is same. pick up dead enemies bodies.
oh, yeah, I can add direct compat, and if you want immediate compat, you can try doing it from the config, too
okay, I uploaded a fix
for Utility Furniture. I'll look into Enhanced Monsters in a bit
So uh I tried to report this in my Discord and noticed you didn't fix it with the new update for Utility Furniture but a lot of the furnitures look really dirty and grainy now
I don't imagine this is intended
lol
It looks really dirty and grainy
not really
compared to before yes
Oh maybe
The Wide Cupboard material definitely is off though like Posterization is applying oddly
The vanilla one for comparison
was it green before or nah
I mean she always had it as green by default
ok
i just never had it installed before now
cus i finally caved to widership + 2ss
oh, yeah, there was an oops with the material. If anybody wants to keep the red workshop stuff that way though, I can keep that one
there were so many furniture objects before adding melanie's stuff that i decided the ship needed to be bigger
Make it a config option tbh, I liked the old material better
and basically redid my entire furniturelock set
That way people can keep the oopsie material if they prefer it that way
lol
Cus it doesn't look bad tbh
I will admit that
Just dirtier than it should
also gotta say, from my memory of working with smoothreserves this stuff is a lot better
there are less things overall but it matches vanilla better
smoothreserves assigning everything to a 4-character code was painful with normal terminal
SmoothReserves did models a way where it felt a little more high-poly than it needed to be, and yeah, style felt a bit off. It was still fun to use either way, though
i swear if that mod got redone with an ITAPI menu it would be so much better
That I agree with lol
if I added config for materials like that, it'd probably need me to put a custom script on the affected furnitures, which idk how I feel about that
also quick question, is the pocket room from utility furniture spawned while in orbit?
or only while landed
it should spawn whenever bought
and if you want to put furniture up there, use furniture lock and make stuff go 150 up
Doesn't that look a bit rusty? 
with ETO installed door says it's blocked, and ETO logs an entranceteleport being created outside of its control
lemme see if i can get an example
On that color yes
I'll have to see what's happening with ETO and if I can at least hide it from it
I kept seeing that in all my tests, and just never fixed it until now
i imagine lethal performance would also complain about it
Your Fire Exit isn't properly set up right? lol
so i'll have to see what its doing
That's probably why it says it's blocked
i didn't bother with the fire exit because its probably the same thing
Oh you were talking about the uh
It was just a β¬
it just doesn't like the pocket room
it needs to be spawned on the network
Yeah the pocket room might just need to be networked
you could probably ask diffoz or matty on the specifics to make it work
on buying the door
Does ETO prevents the fire exit from working?
Yeah it only happened if you didn't have the cooking mod installed lmao, for some reason the cooking mod gave it the hand and if it was missing the hand became a white box
probably the same reason as the pocket room
i didn't test it but its probably the same
I c
Something in Mel's mod seems to prevent this from working so it won't work due to an invalid id
for the fire exit at least
i'll try turning that off and see if it works for room
I didn't cared about that fire exit that much tbf
it seems kinda cheesy
Yeah
like a better teleport/inverse
The Fire Exit might have errored if you bought it in orbit tbh
yeah, it's a bit OP, and kind of would make you not use main, though it was fun using the both mode for a little. Though it is fun if you set it to exit-only so you can't enter, but if you're inside, there's a chance you might accidentally find the exit, and appear home. Plus with fire exit mimics mod
ok it still doesnt work with matty's prefab fix off
Yeah I didn't think it would
Since the room wasn't what errored
You definitely want that fix on btw
lol
any issues with either the room or fire exit is yeah, most likely on my end. They're a little messy
my setup π it encourages player to take the fire exit inside the facility then they got eaten by mimic fire exit π€£
if that error is printed it means that the prefab is an Interior door instead of an Exterior one
second one is just a warning. it means another mod tried to reassign the teleport connections. ETO prints it then proceeds to overwrite the value with it's own one π
could also mean that Mel's prefab has a value set for exitPoint where it should be null by default & should be reset to null after ship leaves
since this is for the room, it's a little different since I got lazy and used fire exits to connect the door and pocket room, so those usually would be staying the same.
And yeah, both room doors are set to an exit since I noticed making any an entrance will kill you once ship leaves
oh.. yeah ETO will def break thoose then
yeah, it's probably better I write my own teleport script in general
instead of trying to use fire exit ones
i can probably try and cram an exception for your prefabs but it's better if you write your own tbh
okay, I'll post the last 3 patches for Utility Furniture
Utility Furniture 1.1.2
- Fixed some storage furnitures not properly assigned network objects.
- Slight script and patching rework. Some patches no longer apply when certain furnitures are disabled.
1.1.3 - Fixed issue preventing leaving moons.
1.1.4 - Changed pocket room's teleport to custom script to break less.
- Fixed material change.
room teleport is working now, thanks π
hey did u ever add a toggle for the tree config/disabling the numbers in some of the shop items? ie Oven1 or Oven0
or Bench0
https://www.twitch.tv/lunxara/clip/BrainySincereDumplingsKlappa-miPsVuHecotg8W50 By far the funniest bug with 2 Story Ship's update lol
Other than this it's been pretty stable tbh
It's a funny bug
Don't patch it /j
"works as intended"
2-sToRy ShIp 1.2.1
- Separated and properly labelled new ship navmesh surfaces. This should hopefully fix old birds landing inside the ship, and giants entering through open doors.
- Added navlink to invisble "nerf" navsection on wider 2-story ship, when enabled.
Could u make the second story a puchasable thing?
So u have to work for money to expand your ship?
hi I just wanted to know how the soft references were working for support with the Farming & Cooking mod ?
People have quite a lot requested that I add support to this mod in #1212448321017483275 but I need to know how to proceed
oh, yeah, people are getting confused with using direct prefab names which is okay. It's just a thing where I need to add the compatibility on my end directly, or people add it in their configs. I should be free to get to adding compat on my end rn
oh, well, you can, my bad. It should just be the direct prefab name (+ (Clone)). So for example, if the prefab was Item, you would put Item(Clone)
I can't give it a prefab reference or something like that ? My prefabs names are generated on runtime so even I don't really know what they are
ooh, yeah, that item list was just for registering the food items into the game
atm, yeah, I'm kind of just going by prefab names. If I'm assuming the names are the same, we could check using Unity Explorer?
ooohhh
I see what you mean
I can just add a quick public item list that it checks for, and then we should be good for now
If config is smthn like item1,item2,item3
Then separate each entry with separator comma in code into a list of strings, make a hashset of Item, loop through StartOfRound.Instance.itemsList.allItemsList and add each item that has an equivalent name to any entry in the config by looping through all config entries for each item so it'd be two for loops inside eachother
I'll try something
It should work maybe
I just need to know how I can register them myself
I'll publicize your mod and add the names on runtime
@rich ice it requires "prefabname + (Clone)" that's right ?
like Nucreacker propized (Clone)
well, with how I currently do it, I only need the normal name, and I add the clone part myself
that being said with how it works now
Okay good to know
thank you for this, didn't know about hashsets until now, so this was actually really helpful. Making a few assumptions and learning about it. So if I manage to get things working in a test, then yeah, I'll actually be rewriting the cooking for this
if (configSetting != null)
{
var enemyBlacklistArray = CRConfigManager.GetGeneralConfigEntry<string>(configSetting.settingName, configSetting.settingDesc).Value.Split(',').Select(s => s.Trim());
foreach (var nameEntry in enemyBlacklistArray)
{
_internalEnemyBlacklist.UnionWith(CodeRebirthUtils.EnemyTypes.Where(et => et.enemyName.Equals(nameEntry, StringComparison.OrdinalIgnoreCase)));
}
}
foreach (var nameEntry in _internalEnemyBlacklist)
{
Plugin.ExtendedLogging($"Adding {nameEntry} to REDACTED's internal blacklist.");
}
``` this is how i do it for an enemy blacklist, you'd just need to replace CodeRebirthUtils.EnemyTypes with StartOfRound.Instance.itemsList.allItemsList
there we go, after publicizing your mod
I know it's not a really good way but that's the most efficien I found
this check should probably be an &&
but also mel's probably gonna rewrite the code to use a hashset so a little bit unfortunate there 
Yeah no worries, I'll be adapting that, just ping me when you release your update @rich ice so I can quickly update my mod to work with yours
I also think using Items names should be better so you can have a reference to the Item itself and access the prefabs and lots more data about it
Items themselves would work better to store than an Item's name
mods can make multiple items with the same name, albeit its rare and it probably breaks stuff somewhere else
You can't really store items themselves in the config :p
you also cant store a list in the config
just make a separate field
it's kinda bad to just go through the entire config and parse it each and everytime someone interacts with the cooking stuff
If you find an efficient solution for that I'm interested
the separate field that's a hashset???
just parse the config on plugin's awake and put it into a hashset like the code i sent earlier
yes
I have released my update
@rich ice Nutcracker walked into the ship with the doors closed while testing on Etern π
This might be an issue when using the nerf, I noticed hoarding bugs pathing onto the ship weirdly on Hyve as well
I've disabled the inner balcony nerf for now incase it's cus of that
wait a minute
so I added a navmesh link at the door to connect the ship and catwalk, since they used different navsurfaces now. I'm realizing maybe I shouldn't put it through the door, but instead have one of the surfaces extrude, and connect like in front of or behind the door
since they might just be jumping through using the link
Oh yeah that might be it, I know with the hoarding bug it clipped into the ship through the wall next to the door where the stairs are basically and just kinda seemed to jump upstairs then walk onto the wide cabinet lol
jump upstairs from where
the wall directly to the right of the doors is where I saw it enter from then it basically was suddenly upstairs lol
hmmm π¬
In that case it might have been the balcony nerf being weird
Basically it entered through the wall where I'm pointing
It was on Hyve so it should be easy to test on your end
019763cf-b91a-9ad8-3a74-949cad6e0848 I'll post the code incase you need it, if it doesn't repro then we know it was the balcony nerf cus I had it on when it did it
I'll double check the navmeshes in a bit to make sure nothing too funky is happening there. I'll update the part in front of the door in a bit at least, soon
rn I'm coming back to cooking rewrite. I'm kind of realizing the trouble of checking for placed prefabs item asset hashes when not all items use PhysicsProp, and in finding the component. Whereas it would still work, and it's easy to check the alternatives, I'm wondering if in this case, it's okay that I still check the names, except I switched to hashsets for strings instead of what I did before
I don't need to treat it like a final decision though. I can always change it later if I need to. So I might just try hashsets for strings for now, and it'd mean Enhanced Monsters wouldn't need to update its compat unless I end up changing it to checking for item assets
and either way, the change is way better than the current public version
I mean, my class is inheriting from PhysicsProp for the dead bodies, but it's not exactly this class
all items use GrabbableObject
there's no exception to this
if a mod makes an "item" that doesnt inherit GrabbableObject
they did it wrong
and no dont do hashsets for strings now
there's nothing wrong with doing it the way i explained earlier, you're just misunderstanding or got something wrong somewhere if you're not having the expected results 
PhysicsProp IS GrabbableObject
i dont actually know the difference, if there even is any, but i never use or reference physics prop anywhere, i just use GrabbableObject
well
lol PhysicsProp is just a GrabbableObject with nothing special to it
it's just a thing zeekerss made planning on using it for something and just didnt
vanilla airhorn doesn't use physics prop, it uses the like noisemaker prop, and I kept trying to reference physics prop
but grabbable object should work
NoisemakerProp inherits GrabbableObject
NoisemakerProp does not inherit from PhysicsProp
so you wont get PhysicsProp
i dont think theres a single item that uses physics prop
Is there a way to make the inner wall of the ship thicker (on the front at least)? Mainly asking because I can see the shrunk doors when open, and the diversity posters kinda float off the wall (2ss + wider)
π¬
tbh I guess that was a long time coming, I just never thickened it
I guess I can do it once I'm done this, and move back to 2SS's next patch
The diversity posters are weird
Cus I can tell it uses the positions from normal widership
I don't remember if they can be disabled
I still want to do more changes and fine-tuning another time, but the checks should now go by hashsets for Item assets. @wintry sparrow the hashsets should be accessible at the same place you used to access itemList. The one you'll probably add to: Plugin.bodyHash
Farming and Cooking Mod 0.4.0
- Rewrote cooking appliances to use more optimized hashsets on item assets. Thanks, XuXiaolan.
- Added config option for items that can be cooked into imitation meat.
- Added config option for items that can be cooked to explode.
tbh, testing and playing around with cooking mod, I wanna go back to adding stuff for it; it's fun. But once I fix some 2SS things, I still have something else I gotta finish first
the stuff for cooking probably needs an idea rework since its a bit of an annoying time consumer/free money generator in an unfun idle way, me and rodrigo thought about it cuz we had similar plans at some point but im sure if you join vc when he's up and im not dead later we could think of smthn
I hope it's I did something wrong jumpscare
oh yeah, sure, I'd like to hear the thoughts and ideas
Perfect I'm releasing an update asap
@rich ice which hashset is the one for grindable items ?
the bodyHash
oh ok
Alright I'm releasing the update on my end as well π here's my implementation
look at me, so original, 2 π reacts
oh wait since it's a hashset I don't even need to check before
I was actually kind of thinking that, but I wasn't sure since I was new to them, but I guess it wouldn't have hurt to mention
anyways, 2-story update time. Tested minimally with dogs, and I at least didn't see any of them bypass the doors. Hopefully this applies to other enemies, too
2-sToRy ShIp 1.2.2
- Moved catwalk-to-ship navlink to prevent enemies bypassing closed doors.
The explosion is a basic explosion, or the spanish explosion ? (ie, does the spanish drink still have the sfx ?π€« )
Hola!
Soy una explosiΓ³n
I've been running into navmesh issues on some moons with 2 Story Ship. The moons that have been having issues weren't compatible with 2 story ship's custom navmesh on versions before 1.2.0 and had to be blacklisted to keep the outside entities from getting stuck in place. With 2 Story Ship 1.2.0 and onward the navmesh works for the first time you land on one of these moons in a session but breaks with outside entities stuck floating in place after you go back up to space and land on one of the moons again or if you land on one of the moons and quit out of a session and reopen it without restarting the game. Fully relaunching Lethal Company makes the navmesh temporarily work again before it breaks from loading one of moons and repeating one of the actions listed before again. The main moon I've been using to test this has been SR Marooner's Bay, but I've had the navmesh break on other moons too when I was playing, I just didn't use them for repeated tests since it appeared to be the same issue for all of them.
That might just be something not resetting properly after going back into orbit maybe, you should check your log and see if anything errors to make sure it's a 2 story ship issue cus it could be some other mod causing this
Regardless if you find out it is 2SS post a log and pack code to make things easier for @rich ice
I'll try and get a log, but I've been doing my testing with just 2SS and one of the broken moons alone with nothing else in the pack
I'll also get one of the other moons that wasn't working to rule out Marooner's since it had quite a few dependencies
will you make it so enemies can get on top of the ship soon btw? or is that already fixed
@rich ice Did you intentionally make this wall thicker with the latest update?
I would assume not lol
i think it's intentional
Oh
then she needs to fix the railing and the windows ig
I kinda didn't mind seeing the doors when they were open
It was just always a unique thing about 2SS to me
lol
I'll readjust furniture positions then
Btw @hasty void If you can't get errors, try adding UnityDebuggerAssistant and seeing if a try/catched error throws on 2nd land, ignore any other 2SS errors you might see upon opening a lobby and stuff they are all harmless you just wanna prioritize if anything is off there specifically
UDA will catch everything, including false postived ones
I can't say I know how to unity works that well and I need to learn more to competently get useful info but from what I've been able to read from the logs the reason the navmesh breaks on certain moons from landing on them consecutively is from something causing the source mesh to be skipped due to not allowing read access. Afterwards it just spammed the log with errors from the entities outside being unable to path find without anything important I could find.
This is the code for the mod pack I was using for trying to get info from the logs, it has 2SS and the one moon I was testing with: 019766ef-19a4-31d4-510f-e12342234b45
I removed some of the unnecessary cosmetic mods that came with the moon since the moon functioned perfectly fine without them for my testing
Sorry for not being as precise or clear with my info, I'm kind of out of my depth
They were mods for adding skins over the enemies for the moon specifically, I could've worded that better lol
The moon didn't require them to function so I removed them just to keep the mod pack as small as possible
For some reason the ship body style is staying basic and not mansion?
Because you didn't change floor and wall material
You want these for the floor and walls to be mansion like
it's not an automatic thing when you change model, frame, and rail
Ahh, ok
I did that, but it didn't work
are you changing it ingame
no
I changed it before launching
I have like wider catwalk on though, is that the issue?
it shouldn't be
unless the update thickening the back wall messed it up, that config should be working
I need a forest giant to get into the ship in my computer game right nyaw 
uh oh
okay, so railing movement, navmesh issues on reland for some moon, check if 3-story still works
You got this π
oh, that means I also gotta thicken the window frames for "mansion" windows"
Yeah
I think for the 2nd floor railing it's just it needs to be made smaller rather than moved right?
cus it clips into the thicker wall
yeah, that I just shrank away from that direction
you also gotta check if rodrigo needs refuelling
chore is yours today since its friday
I'll feed it tomorrow
rodigo will starve to death
okay, I think I see why those specific moons work once, but then fails every other time after. So all I gotta do is re-order patch execution, and re-add blacklist
what is different about them?
well, I just followed the order of how I do navmesh
Since I removed blacklist, the only thing that sets needBuild to false is transpiler, and I noticed I never reset needBuild after. So seems like this one is triggering true, but the order I do navmesh, it actually doesn't affect until second time on similar moon (my bad)
so I'm assuming going to a moon where transpiler sets to false, would actually fix going to the other moons, once. So I just gotta fix the order, and re-add blacklist
in other words, gj MelanieMelicious
So you have to readd the blacklist for it to reset per round essentially?
those are two different things
oh yeah, i saw what you did with the transpiler. in short, you should never have changed the needBuild outside of capture method
I have to add a reset I just need to fix the order I do things so it resets by itself, and then also add a blacklist, to solve 2 issues I found in my navmesh
Ahhh got you
I wonder if this explains the oddity we had with Kanie where clients couldn't kill a masked the other day then
I don't think that should affect killing masks? Unless masks for some reason can't die if they can't path correctly, which would be weird
Yeah no idea, they were pathing fine and everything so I still suspect moon issue
[HarmonyPostfix, HarmonyPatch(typeof(RoundManager), "FinishGeneratingLevel")]
static void FinishGeneratingLevelPost()
{
if (!WiderShipConfig.enableBuildNewNavmesh.Value) return; //do not build anything
string[] whitelist = WiderShipConfig.whitelist.Value.Split(','); //slow
string[] blacklist = WiderShipConfig.blacklist.Value.Split(','); //fast
if (whitelist.Contains(TimeOfDay.Instance.currentLevel.PlanetName) && needBake)
{
GameObject.FindGameObjectWithTag("OutsideLevelNavMesh").GetComponent<NavMeshSurface>().BuildNavMesh();
//im lazy to fix it in unity
var offmesh = GameObject.Find("ShipLadder3");
offmesh.transform.position = new Vector3(7.3302f, 1.069f, -3.9058f);
offmesh.GetComponent<OffMeshLink>().UpdatePositions();
//HUDManager.Instance.DisplayTip("navmesh rebaked", $"needRebake = {needBake}", prefsKey: "WiderShip"); //debug info
return;
}
if (blacklist.Contains(TimeOfDay.Instance.currentLevel.PlanetName))
return; //SHOULD be builded already
}
//transpiler somewhere here
static void CaptureMethod(int num2)
{
if (num2 <= 0)
needBake = true;
else
needBake = false;
}
you also need to delete old ship navmesh and bla bla bla
π₯Ί
just make a prefab that contains a navmeshmodifiervolume that contains the entire ship in samplescene, then spawn that prefab parented to the environment of the moon, which would be the thing you get from GameObject.FindGameObjectWithTag("OutsideLevelNavMesh") before you build
set it to non walkable and it just deletos
yeah, this is the one I did, so I was confused if it meant I needed to do both even though it worked π©
Looks like the buyable posters dont fully work in v72 with the Utility Furniture Pack. Specifically Poster5 seems to be invisible but still interactable, other posters seem to work fine. I tested this on a profile with only the furniture pack and its dependencies.
I'm wondering if something changed. Last time I tested, dogs worked perfectly on the ship. At first I thought I broke something, but I'm testing an older version of 2SS + Wider, and it isn't working like it did before
nothing about the ship has changed for probably a year plus
whats wrong rn and what're you noticing going wrong?
when i tested the other day, dogs could go upstairs on the public version I posted at the time. After noticing they suddenly couldn't anymore, I went back to test the same version from before that worked, and suddenly it's acting like the old ship is there again, despite being the same version where it worked before
try new profile but delete cache
are they able to walk around the entire first floor of your bigger ship?
like in places they wouldnt be able to walk on if it was only vanilla ship
yeah, that was the first thing I noticed, assuming I messed something up.
I did try new profile, but yeah, I should delete cache and try again
is this with the navmeshmodifiervolume to delete old ship navmesh or are enemies just completely not using your new navmesh
it's just the deletion of the old one, which was working before. They see the new one, though
using the navmeshmodifier set to nonwalkable
hmm, the volume right not navmeshmodifier alone?
yeah, the entire volume encapsulating the entire ship. The thing you said way back, which was working perfectly fine in tests for last update, but for some reason stopped in this session of testing
weird
okay, to make sure that they are using your own ship's navmesh, i'd disable your ship's navmesh using unity explorer, since all the navmesh is in a gameobject you can just find it and disable it and it'll disable the navmesh
also i'd honestly just grab a gal and test with that since they'll start flying if there's no path via navmesh
I can tell they're using the new one, since they climb the ladder I made climbable for dogs to reduce nerf a cheese, but can't go any further past the "ledge" into where the normal vanilla roof would be
hmm
i think imperium would actually show you how your navmesh looks like, but it should be identical to the one in unity editor
what version of your mod are you testing
and what configs, i've never played with this in a non client setting, lol
when I looked at the navmesh after that update, the dogs at first didn't understand how to get to me, although the imperium drew a line from me to the dog, and after a while the dog began to walk normally around the ship, but at the same time the imperium showed two navmeshes on top of each other
if things are broken and need to be changed on my end, that's all okay. I just find it weird that it was working perfectly before
hmm imperium should never show old ship's navmesh cuz it never existed
mel you broke everyone's hearts
turns out what I tested last update before posting, was different from public one. And it seems like the issue is in the bundle, since using the version before latest public, works using the newest private .dll. But thing is, I only touched the visual ship mesh, and the ship-to-catwalk connection link. idk what's preventing old navmesh from being deleted
this is so weird
like, I could probably fix it by deleting old navmesh for now, but I want to know why the changes stopped the volume from working
this has become personal π
You probably just posted the wrong bundle or smthn
I do do checks, I check the times, checked the volume was in the bundle, checked any logs to see if a patch failed or couldn't find the object in the bundle. None of that. I guess one thing I didn't do is verify in Unity Explorere that it did spawn. But if it's there and still not working, I really don't know
haha I doodoo
yeah it spawns, wtf
You'll figure it out I believe
so
I was thinking what if me moving the navlink somehow instead linked to the old navmesh, resulting in them using that when inside the ship. So I rotated it 180, moved a point by 1 horizontally, and 0.1 higher, and now it works
Oh nice
We love funny Lethal Company jank
the tiniest thing ever
Glad you figured it out
last thing was 3rd-story, which works for me, so might've been something on their end
Yeah 3rd story works for me too
Glad you'll be getting a fix out in a bit though from the sounds of it
ShipWindows is a dependency, however in the ShipWindows description it's said that the compatibility is currently pending. Enabled or not, whenever I use the Story Ship, the ship stays the vanilla ship and I see some kind of flickering purple window where the left ship window would be.
3rd-story still works for me. Assuming you set it to false, you might need to delete config file
Are you using ShipColors?
Nope
beta or normal ship windows?
I guess it's the normal. The one you get from Thunderstore.
What I found really weird, was when I had ShipWindows enabled and bought a window, the vanilla ship suddenly turned into the story ship. Only the third floor didn't want to appear. The stairs to it also appeared purple, but there was no entrance to the third floor.
you get beta from thunderstore, too
you're using beta
I got the last updated version given to me from the most downloaded option.
I checked descriptions
wait no nvm, normnal says pending, too
link the one you downloaded just to be sure
Ok sure, one moment
but either way, ship windows works for all of us, and compat should be working. So currently unsure what's happening on your end
configs for both mods would also help
or even better
just a mod profile code
then I could have the exact pack and configs that you're seeing issues on
@native cape
Ok, sure. I have a huge modpack of 250 mods and I disabled all mods in order to find out which mods were making it unplayable due to the 70v update. I already had the issue with less than a 100 enabled, but could be that one out of those 250 was already causing the issue I experienced.
However, here it is:
01976946-0359-66a3-cc9f-dc932d08718c
Your mod is currently disabled due to the issues I experienced. I tried enabling and disabling the windows as well as disabling the ShipWindows mod and enabling it again.
I'll test it in a bit, have to finish some things, then I can check to see if there's something I can do
Sure ππ»
Yeah, forgot to remove the pending π
No idea why Cosmic would have those issues though 
Thought so 
The most probable answer is some of my 250 mods causing an issue. π
okay, tiny issue back again. When door is closed, dogs won't usually path in, but there's a chance it will suddenly feel like going in if it's being pushed or already sliding
being pushed?
I spawn like 20 dogs to test
idk if they push each other, but if it's already moving from sliding, at least. If it's trying to path, but then door is closed, it stops walking though
PS: I wasn't using wider ship mod when I experienced the issue. Added it as a replacement.
so atm it's fairly safe, but lowish chance it will jumpscare through. I'll see if I can adjust this a tiny bit more
jumpscares are fun
Honestly if it can't be fixed it's not the end of the world lol as long as the chance is small
Apparently, using the wider ship mod and the story ship + ShipWindows at the same time creates no issues, but only story ship + ShipWindows does this:
Vanilla ship with this purple thing where the window would be after purchased
Ship transformed after purchasing window
π¬
when you mentioned only using 2-story and seeing issues, I did a small test before continuing to fix the other thing, and I did notice an error in logs. My windows were okay, but I'll see if fixing the error is related to the issue you were having
Even after transformed, the stairs to the third floor are just as purple as the window was. And there's no access to the third flow despite the stairs.
oh, I think I see what happened
You think you'll have the update out before I start stream today or should I roll back to the previous version just incase? I can also delay by a bit if needed
oh when is that? I should be almost ready to update, I just want to deal with offmeshlinks to prevent things from climbing into the ship on moons that follow the vanilla format
Okay perfect lol, I'll be starting in about 40 minutes but I can always delay an extra half hour or so to give time for it to show up since I would rather have the update in the pack when we start 
Offmeshlink fixes are important
lol
oh okay, I should just be a couple more minutes to upload
π
Oh, you mean regarding to my issue or to the other navmesh thing?
with yours
Oh, that's nice to hear. Hope I was somehow helpful identifying something. π
Or was it my modpack's fault?
it was me π’
but yeah, definitely thanks for reporting. I have this thing with uh, paying more attention to wider + 2-story than the non-wider 2-story, so this helped point out an issue that I had to fix for it
Oh, glad to help. Love your mod.
a little bit of a heads up, tried deleting old offmeshlinks and it didn't work. Though this issue still existed in previous versions, so that doesn't change in this version. I'll, later in a patch, just move and update the offmeshlinks instead of deleting them
2-sToRy ShIp 1.2.3
- Adjusted catwalk-to-ship navlink again, to prevent enemies using old ship navmesh.
- Adjusted ship railings and window frames to account for thickened wall.
- Fixed non-wider 2-story having issues when 3rd story is enabled (I need to pay attention to non-wider 2-story more often).
"feature"
what it features
visual and emotional stimulation
Zeekerss NavMeshObstacle should be handling all of that
It allows dogs to still be able to path in even if its activated (door closed), but it also blocks them from being able to get in
If they couldn't path they'd bug out so they still need to be able to path but just get blocked if that makes sense
Anyway the problem with this approach is that if you stutter for a frame the dog will teleport through the door
Happens often in vanilla
Just have a dog trying to run to you inside the ship while it's closed and open unity explorer
The lag from that will teleport the dog inside
this person locked me in fridge help
wow it's my favourite person
is this cruiser position a little low?
also an old bird just killed me because it walked through the ship walls and shot its rockets inside
idr if you were working on that already
It also happened with a giant to me yesterday
giant was able to move inside the ship but it couldn't grab me or my friend, because it was still technically on ground outside the ship
I had only it's arm clip through yesterday and it still got me through the walls like that for some reason
She is aware she was playing with us yesterday
I imagine she's been working on it
ok
yeah, seems that now they can't get in the ship, they're also instead finding alternate path under ship. So I just gotta get those blocked off
since it appears that they still ignore moving into the spot where the original ship's footprint is, i'd guess you could expand the ship's navmesh obstacle boxes to fit the new size (if the ship uses those)
or not, i don't know how exactly it works
okay, it seems like I fixed it now, since giants are no longer pathing under the existing ship parts on March
I found out I did a handful of silly things π
Yay
Was tons of fun getting to play with you btw Mel, maybe you can join us again when we play on Tuesday 
I'm also glad things ran smoother, just means all the effort Lacy has gone through with optimizing the pack recently and stripping out unnecessary bloat has done a lot of good
I wouldn't be too surprised if Mirage was a big factor on your end of things before since that has to record voicelines and such
and I know when enough masked exist it even kills my own network lol
cus of them all talking
I realized I no longer get micro stutters anymore after boxxing them down since removing it too, I think that was always cus it had to cut them off speaking
hmm, maybe it was. We can always see whenever switching between using it happens
but yeah, it was fun, and I'll see if I can join next time, too. Especially since the times are actually perfectly aligned with my playing times right now, where before mine was at a different time. And definitely much easier to join for me than before.
also I posta the log
2-sToRy ShIp?! 1.2.4
- Fixed large enemies walking inside through under the ship after being kicked out from going inside normally.
- Thinned front wall slightly.
Haha it was funny seeing you and fumo void right away too
I DIDN'T KNOW π
Lmao, tbf it's not even really a you issue I don't think cus a lot of those void spots only exist when Doorbelle is added. If you have just Wider ship and you run around the back behind where the magnet is and jump over the railing there you can void that way too LOL
and I've only seen those void spots kick in when Doorbelle is present
Although if I add something like Celestial Tint and enable the ship parts in Orbit it fixes it usually, unsure why turning those on fixes it but it does
weird
also unmentioned in changelogs, but turns out this entire time, I had the normal map image for wood, set to a default image instead of a normal map
so I fixed that too, which I didn't check, but should make those random dark shadings that don't look correct, fix
Ooh nice
Reading the first part is so funny, not being a modder myself i am just wondering what kind of magic enemies use to go under the ship when there is no space for them 
It was an issue with Wider 2 Story, basically they were just going through the extended sections of the ship but couldn't go into the middle where the normal part of the ship usually is
That sounds about what i was thinking because it's the most logical explanation.
I have only ever seen giants grab people on the right side but not the left.
also i forgot to ask, does utility furniture have doors that fit in these doorways on 2 story ship?
ik utility furniture has door objects but they also come with a wall, so making sure i'm not missing something about them
no
unfortunate
hi, just came to make sure you knew that fumo responded to your message with "no"
also cash (4 u)

