#MelanieMelicious Mods 😱 (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)

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wide hull
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hmm... gives +0.5
!! TRADE OFFER !!

You receive +0.5

I receive more layout furniture like a placeable ladder, stairs, walls with windows in them, and floor extensions so you can make the 2nd floor an L shape to cover the front or back half of the currently open space

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toss also cash (4 u)

torpid fiber
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0.5 story ship

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0 story ship, just an open platform

coral shoal
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The company if it was owned by blackrock

torpid fiber
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Thinner ship and 0.5 story ship

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Play wit Less company on

fathom marlin
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i like the idea of 0-story ship

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just a literal raft in space

coral shoal
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imagine pairing it with that mod that disables gravity in orbit

wide hull
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Now imagine there are sharks in space, and you gotta keep collecting scrap because they like to take bites out of your space raft

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sorry, hoarder bugs in cheesy 1930s sci-fi suits and big fishbowl helmets, and they keep stealing bits of your raft...in space

wide hull
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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 blobwiggle

jolly jetty
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One is always diying in the ship for no reason since we used 2 story ship today. any ideas how to fix that?

rich ice
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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?

rich ice
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also I might be on and off sometimes since I'm modding between REPO and Lethal

copper sage
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1 or other >:C

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.u.

wide hull
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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

jolly jetty
rich ice
# jolly jetty 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

rich ice
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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

carmine topaz
wide hull
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She's on that sweet sponsor dosh now

carmine topaz
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Haha

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She's making mods for both games so it's good she's kinda inserting REPO tbh

wide hull
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Mel with a monocle and moustache: mmm, yes, quite. We really do need moRE POsts in here.

carmine topaz
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Lmao

floral ocean
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@rich ice make your paintings custom items using LL

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don't copy paste the vanilla painting

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you're creating duplicates of the vanilla item objects

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give your items unique names

rich ice
# floral ocean don't copy paste the vanilla painting

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

vagrant meteor
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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?

floral ocean
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dont make items with the same item name

rich ice
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yeah ok

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but like, whenever I get to it

floral ocean
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i figured

rich ice
vagrant meteor
vagrant meteor
# rich ice yeah this, I did some thing a while back to combat it, but I guess I can look in...

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.

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correction, sorry* if they are further away from the ship they will be teleported inside

wide hull
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For I am Fumo of Many Colours!

jolly jetty
carmine topaz
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@rich ice New version is creating an invisible wall on the railing

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that can shove you off if you're there as the ship leaves

junior rose
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Or be a nuisance if you're there as you're landing

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But the former case is a lot more annoying

torpid fiber
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@rich ice New version is creating a hell portal that spawns demon babies that eat peoples flesh

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well done, keep up the good work

carmine topaz
# rich ice 😩

Btw it seems the Cruiser can't run over masked right now for some reason dunno if that's a you issue though

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@ebon flax Wondering if this might be a vehicle caching thing potentially

carmine topaz
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actually I wonder if one of the cruiser mods I have usually changes that lol

worn escarp
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well then there is a mod making masked unkillable with cruiser

carmine topaz
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Might be Mirage

worn escarp
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i heard you couldnt run them over but i thought it was a vanilla thing

carmine topaz
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It got an update so maybe it's fixed now

worn escarp
carmine topaz
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Wait um

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Maybe ReXuvination?

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Since it optimizes EnemyAICollisionDetect stuff

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I'll have to try blacklisting masked

worn escarp
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maybe there are multiple mods causing the issue

carmine topaz
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Nah wouldn't be that

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I just rebuilt my pack and pulled a ton of stuff

worn escarp
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bc i do not use rexuvination and it still happens

carmine topaz
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So weird I would think Mirage or 2 story Cruiser then

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Nothing else I have should cause it

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Cus I did a huge rework on my pack that pulled out all problematic mods

worn escarp
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i have mirage but not the 2 story, maybe its mirage but ive heard from other people that it isnt

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are you sure is not a vanilla thing?

carmine topaz
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Nah cus I used to run them over constantly

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So I doubt it's vanilla

worn escarp
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weird then

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maybe its bepinex greed

worn escarp
carmine topaz
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Hmmm weird

worn escarp
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i think there is one

sweet sequoia
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No error in logs

carmine topaz
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That's a normal issue that happens sometimes in Orbit

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as far as I'm aware it's actually a bug because of Celestial Tint

sweet sequoia
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I've never seen that before, and I often go on top of the ship while in orbit πŸ€”

carmine topaz
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I've seen it before lol

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just rng I guess

sweet sequoia
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Bugs don't usually happen because of RNG, and I can reproduce it 100% of the time

carmine topaz
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Weird well I always used to have it happen off and on when using Celestial Tint

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I got rid of Celestial Tint a while ago though cus I prefer the custom moon prefabs that moon devs make

copper sage
rich ice
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thank you, @copper sage πŸ™‚
a teehee piss slash slash i gyattzo dot come n8c736897639c87q98764987bq6c dot pee and gee

brisk widget
copper sage
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hmm, your embed failed.

brisk widget
harsh atlas
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@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

quaint oxide
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why TF the lights on the 2nd floor ceiling are diferent?

rich ice
# quaint oxide 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

vagrant meteor
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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

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Reverting to 1.1.7 fixes all of those, so I guess I'll just be using that as a stable version, no hurry.

rich ice
royal axle
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I had DungeonGenerationPlus inside my modpack if that effects it in any way

harsh atlas
coral shoal
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it would be an issue with this interior itself

wide hull
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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.

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@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).

rich ice
# wide hull <@337421106430607372> also re-post(?) because I don't know if I ever mentioned ...

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?

rich ice
rich ice
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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

wide hull
ebon flax
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#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!
dense pasture
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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?

rich ice
rich ice
dense pasture
rich ice
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uhhhhh

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I guess I'll have to look into that, but who was the host?

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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

crystal orbit
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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?

dense pasture
rich ice
rich ice
crystal orbit
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oooh I didnt realize there was a mansion setting for 2 story, I was using the fancy ship, Ill just swap that out then

rich ice
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ooh, I should probably deprecate the old mod, and make it depend on 2-story so people can move over to the maintained mod

jolly jetty
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Well with the updates we did not teleport in the ship and die. Thanks for the Update 😁

crystal orbit
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What material is used to make the walls red for the 2 story? I selected the mansion ship and set the floors to wood.

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oooooh its wood ok nevermind!

jolly jetty
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When Extending the Porch we had lots of stutters (like 2 FPS) when someone standing on it. Maybe this is fixable? πŸ˜„

dry pelican
# jolly jetty When Extending the Porch we had lots of stutters (like 2 FPS) when someone stand...

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

ebon flax
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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

quaint oxide
# rich ice ooh, I should probably deprecate the old mod, and make it depend on 2-story so p...

Hello!
2 small issues:

  1. 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.
  2. 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

Twitch

Watch wendafulfriend's clip titled "Falling bug again"

β–Ά Play video
harsh atlas
rich ice
torpid fiber
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Melanie i has bug report, your mod changes the ship to have 2 floors, i didnt expect this bug

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very strange

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ples fix

rich ice
rich ice
rich ice
rich ice
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okay I added networking, but idk I didn't test with clients. I'll update in like, a bit later

junior rose
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ship will no longer have 2 floors after turning that on

harsh atlas
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@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

maiden basin
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When loading into a moon with fire exit enabled (I have it exit only). it throws this error, should I ignore it?

harsh atlas
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@rich ice Will you add a way to have objects not list the number and instead work like ScienceBird's MoreCupboards?

vestal elk
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can we get a client-side version of fancy ship without the 2 story

harsh atlas
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@rich ice the potatos and carrots are spawning outside of the ship in midair

harsh atlas
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idk what it is

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could be pp

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its actually anything in the fridge?

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weird

harsh atlas
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@rich ice weird kind of fog glitch? i dont think its cull factory i turned it off for this interior

bleak ember
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why do posters look like this

copper sage
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mel had extra purple paint. it had to go somewhere

unique tapir
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you forgot to install counter strike source

bleak ember
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lmao

ebon ledge
fathom marlin
rich ice
# harsh atlas

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

torpid fiber
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Fmou

rich ice
# bleak ember why do posters look like this

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

torpid fiber
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Melanoie doing a QnA

floral ocean
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Is that the meticulous melanious blue goblin?

torpid fiber
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Melabie belicious, what is your favorite low value 2 hander?

brisk widget
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melanie voice reveal when

rich ice
torpid fiber
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Southern melabie

rich ice
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😩

torpid fiber
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Hey Yall 🀠

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Yee haw

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πŸ„

rich ice
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I come back for like 2 minutes 😭

torpid fiber
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Welcome back

brisk widget
torpid fiber
torpid fiber
floral ocean
rich ice
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WHAT

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POLYAMORIC?

torpid fiber
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I too love polygons

rich ice
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especially internal ones

floral ocean
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Yummy

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I eat

tall obsidian
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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:

tropic cliff
rich ice
rich ice
tall obsidian
rich ice
tall obsidian
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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

coral shoal
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are you manually installing or something

rich ice
tall obsidian
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The only ship mods I have are 2-story (with wide ship integration) and the furniture mod

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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

rich ice
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I'll have to probably just mess with how late it does its stuff or something

tall obsidian
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What does the folder setup look like so I can do it correctly? It's probably because I went about it the wrong way

rich ice
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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

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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

tall obsidian
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In that case, then yeah, all of the movable posters remain purple. Only the vanilla posters have changed

cinder crescent
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but yeah the images need to be named that as well otherwise they won't load

tall obsidian
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I've made them as instructed, but unfortunately, they don't load onto Melanie's posters :/

rich ice
# tall obsidian I've made them as instructed, but unfortunately, they don't load onto Melanie's ...

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

tall obsidian
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Okay, great

ripe solstice
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Hey

brisk widget
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Hey

ripe solstice
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Hey

quaint oxide
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Hey

junior rose
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Hey

unique tapir
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Hey

torpid fiber
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Hey

floral ocean
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Hey

honest ledge
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Hey

silver drift
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Hey

native cape
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Hey

fathom marlin
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Hey

maiden basin
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Hey

bleak sky
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Hey

oak chasm
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Hey

harsh atlas
ripe solstice
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Hi

brisk widget
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Hi

honest ledge
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Hi

silver drift
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Hi

thick anchor
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a

bleak sky
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b

static hedge
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is the outdoor bench table no longer in the pack or am i crazy

rich ice
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that's my favorite letter
and yeah, you're crazy

static hedge
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could you remind me what its listed as in the shop? πŸ‘‰ πŸ‘ˆ

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i cant find it in the list sjdfhsdjhf

rich ice
static hedge
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thank you for my life

harsh atlas
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@rich ice will the farming mod be updated since there is now an official fridge/microwave?

harsh atlas
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@rich ice also could you add a toggle for the trees for people who dont use two story ship?

jolly harbor
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Does this still work with the new update? The ship?

harsh atlas
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The interiors broke

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Crazy ass fog of some kibd

brisk widget
harsh atlas
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Like its zelda or something where walking into a eoom

brisk widget
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lol

harsh atlas
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So if step into a room the room behind me unloads and the rooms in front of me load

floral ocean
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do you have cullfactory?

harsh atlas
harsh atlas
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Happens with only the interior indtslled

rich ice
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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

brisk widget
rich ice
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disappearing rn

rough berry
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V70 spoiler thingie

||The giant sap sucker doesn't go up to the 2nd floor : ( ||

wraith summit
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Does sapsucker open the doors with this? I imagine that could be an issue

carmine topaz
dry pelican
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Yeah I saw it open the door without issues with 2 story ship

gilded stone
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"Nice complex AI, now check THIS out"

[places eggs on shelf top]

tranquil mist
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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)

carmine topaz
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This is only an issue if you don't use 2 story and Wider Ship together iirc

copper birch
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Is there any way to get the terminal Inside the buyable room in order to furnish it?

harsh atlas
carmine topaz
tranquil mist
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Hey the new v70 radar map is kinda buggy with this mod. Any chance u can fix @rich ice

patent vector
patent vector
# harsh atlas Like the rooms dont load until i step into a room

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.

native cape
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@rich ice, is 2 Story Ship compatible with Beta now?

I'd like to push to stable today

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@brisk widget, I'm gonna push to stable today, so please make sure nothing breaks SCaraara

brisk widget
native cape
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Yeah, there will be some testing going on first, so take your time ^^

patent vector
native cape
patent vector
rich ice
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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).
carmine topaz
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Also any chance we might get an update for the Cruiser mod so it doesn't explode without 2 story ship?

rich ice
carmine topaz
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I genuinely am interested in the navmesh changes though

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and that is weird lol

rich ice
carmine topaz
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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

carmine topaz
rich ice
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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

carmine topaz
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My biggest issue got to be that navmesh on moons became super unpredictable but with just Wider everything just worked for some reason

rich ice
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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

floral ocean
rich ice
carmine topaz
floral ocean
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πŸ˜”

rich ice
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I saw the join request, but pretended I was away

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πŸ˜€

floral ocean
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tbh didnt realise it would send you a request

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also rude

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anyway if you wanna spend a bit of time tinkering on it i got a foolproof way for making the navmesh work

rich ice
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I felt like alone time 😭

floral ocean
rich ice
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fREE?!

floral ocean
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it'll cost you your soul

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which doesnt really exist

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so yeah

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mentioned this method to matty and zaggy a while back and we didnt really know why zeekerss didnt do it like this

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probably didnt know he could do it like this back then

rich ice
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charge youtube channel more money than atoms in universe

floral ocean
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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

rich ice
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why white

floral ocean
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i like it white

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and also it's the default unity material shrug

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but yeah you'd just have a prefab of your ship and a NavMeshSurface on teh root of it

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then bake the navmesh onto the prefab

rich ice
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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

floral ocean
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this should also let you make navmesh wherever you want since navigationsurface layer stuff isnt on the visible/collision layer

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which i assume would be pretty close to what you tried to do for the vent cheese abusers way back

carmine topaz
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Oh this is the stuff Matty talked about right? So that way navmesh regen isn't needed

floral ocean
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idk i might've brought it up to matty ages ago

carmine topaz
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That or you both spoke about it at one point

floral ocean
#

i know i talked with zaggy about it

carmine topaz
#

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

floral ocean
#

the scarab will one day finish his unfinished project and do it better

carmine topaz
#

I'm excited for this update, I love Mel's ship but the navmesh issues bugged me

rich ice
#

it also sounds nice since regens also make it longer to load, some moons slightly, some a LOT

carmine topaz
#

You think this update will release quickly? I'd love to test it tomorrow lol

rich ice
#

well

carmine topaz
rich ice
#

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

carmine topaz
#

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

brisk widget
#

Also we cant do this thing without offmesh link iirc

carmine topaz
brisk widget
#

Regen would still be needed because we need to delete old navmesh

brisk widget
floral ocean
#

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

floral ocean
#

why are you regen'ing navmesh to begin with?

brisk widget
#

to replace old navmesh with new

#

old one is already baked

#

cant just delete it

floral ocean
#

yeah you can?

brisk widget
#

i mean

floral ocean
#

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

brisk widget
#

hmm

floral ocean
#

tbf funo i assumed you knew i already do all this

brisk widget
#

how ship door works then?

floral ocean
#

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

brisk widget
#

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

brisk widget
floral ocean
#

that does sound annoying

floral ocean
brisk widget
floral ocean
#

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?

brisk widget
#

give me 10 minutes

floral ocean
#

sure

brisk widget
floral ocean
#

im in vc scarab

brisk widget
#

conclusion: rebake it but smarter Trollface

floral ocean
#

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

rich ice
#

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

carmine topaz
#

Ooh

tranquil mist
#

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.

tranquil mist
floral ocean
#

or should i just kinda say everything you should do

floral ocean
#

thanks funo

floral ocean
#

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

brisk widget
#

im too lazy to update wider ship with it but transpiler will be fine ig

quaint oxide
#

Is the ||Sapsucker|| compatible with this mod?
I heard that it can't go upstairs

granite mantle
#

these mods are getting updated?

ivory sedge
carmine topaz
#

@dry pelican Btw the SSS is fine right? I think you updated it to use the new V70 method

dry pelican
#

yep

#

and fixed compat with matty fixes

carmine topaz
#

Yeah so Mel's furniture is what throws those errors now then

carmine topaz
#

@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

rich ice
rich ice
rich ice
carmine topaz
rich ice
carmine topaz
#

It had similar issues with the Nutcrackers on Filitrios

rich ice
#

well that seems like a good sign if it's working now. Not sure how different the single versions are from the pack, though

carmine topaz
#

They should be the exact same

#

Hyve also has funny issues, I saw Hoarding Bugs walk onto the ship floating lol

rich ice
#

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

carmine topaz
#

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

carmine topaz
maiden basin
#

is there a plan to have the 2ss (or wider ship) support the new radar map thingie

rich ice
brisk widget
rich ice
#

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! πŸ˜€
  • 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

rich ice
#

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

floral ocean
carmine topaz
#

@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

brisk widget
carmine topaz
#

Got ya

brisk widget
#

i have other ship related project that will use this instead but dont know when i will working on it again

carmine topaz
#

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 ^^

barren vine
rich ice
#

I still gotta do some tweaks to the new setup, but it's nice to have things working

#

they're mostly tiny things

brisk widget
rich ice
#

with dogs

#

I'll be honest, I got lazy and didn't do mimics 😬

#

I let glitch do that for me, which made me see some changes I gotta do

brisk widget
#

ok mel the real question

#

mod name update when

rich ice
#

😭

#

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

brisk widget
#

no mentions of fancy ship smh

floral ocean
#

wheres the mention that it works with coderebirth

brisk widget
#

and surfaced

#

and other mods

#

and requires bepinex

#

and lethal company

rich ice
#

damb, all this missed info

#

if only we could edit titles

tranquil mist
#

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!

tranquil mist
carmine topaz
#

the same ones I sent yesterday regarding the V70 placeable change lol

hexed siren
#

Petition to have the door controls placed here if both Wider Ship and 2 Story Ship are installed

supple mantle
hexed siren
#

LightControl iirc

#

Allows you to change intensity and stuff of the lights

gilded stone
#

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...)

patent vector
charred trellis
#

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

tame iris
rich ice
#

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

rich ice
coral shoal
#

does the cooking mod work with Enhanced Monsters?

rich ice
#

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

tame iris
rich ice
#

so I'll upload a quick patch to fix it

coral shoal
rich ice
#

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

carmine topaz
#

I don't imagine this is intended

#

lol

coral shoal
#

the workshop looks fine

#

the wide cabinet looks really weird though

carmine topaz
#

It looks really dirty and grainy

coral shoal
#

not really

carmine topaz
#

compared to before yes

coral shoal
#

it looks like the other wood stuff did

#

like in mansion before v70

carmine topaz
#

Oh maybe

#

The Wide Cupboard material definitely is off though like Posterization is applying oddly

#

The vanilla one for comparison

coral shoal
#

was it green before or nah

carmine topaz
#

I mean she always had it as green by default

coral shoal
#

ok

#

i just never had it installed before now

#

cus i finally caved to widership + 2ss

rich ice
#

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

coral shoal
#

there were so many furniture objects before adding melanie's stuff that i decided the ship needed to be bigger

carmine topaz
coral shoal
#

and basically redid my entire furniturelock set

carmine topaz
#

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

coral shoal
#

also gotta say, from my memory of working with smoothreserves this stuff is a lot better

carmine topaz
#

SmoothReserves was painful

#

LOL

coral shoal
#

there are less things overall but it matches vanilla better

#

smoothreserves assigning everything to a 4-character code was painful with normal terminal

rich ice
#

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

coral shoal
#

i swear if that mod got redone with an ITAPI menu it would be so much better

honest ledge
#

Mel invest in the cleaning stuff /j

rich ice
#

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

coral shoal
#

also quick question, is the pocket room from utility furniture spawned while in orbit?

#

or only while landed

rich ice
#

it should spawn whenever bought

#

and if you want to put furniture up there, use furniture lock and make stuff go 150 up

coral shoal
#

i figured

#

but it doesn't work when entrance teleport optimizations are installed

carmine topaz
#

Okay after tweaking colors I like how this looks

#

It vibes

#

lol

honest ledge
#

Doesn't that look a bit rusty? thonk

coral shoal
#

with ETO installed door says it's blocked, and ETO logs an entranceteleport being created outside of its control

carmine topaz
#

Yeah Mel said it was a material oopsie

#

she's fixing it

coral shoal
#

lemme see if i can get an example

carmine topaz
#

Also rust doesn't look bad tbh

#

Workshop is metal

#

lol

honest ledge
#

On that color yes

carmine topaz
#

I'm just glad this finally got fixed

#

lol

#

No more missing hand

rich ice
#

I'll have to see what's happening with ETO and if I can at least hide it from it

rich ice
coral shoal
#

i imagine lethal performance would also complain about it

carmine topaz
#

Your Fire Exit isn't properly set up right? lol

coral shoal
#

so i'll have to see what its doing

carmine topaz
#

That's probably why it says it's blocked

coral shoal
#

i didn't bother with the fire exit because its probably the same thing

carmine topaz
#

Oh you were talking about the uh

honest ledge
rich ice
#

it just doesn't like the pocket room

coral shoal
#

it needs to be spawned on the network

carmine topaz
#

Yeah the pocket room might just need to be networked

coral shoal
#

you could probably ask diffoz or matty on the specifics to make it work

#

on buying the door

honest ledge
#

Does ETO prevents the fire exit from working?

carmine topaz
coral shoal
#

i didn't test it but its probably the same

honest ledge
#

I c

carmine topaz
#

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

coral shoal
#

i'll try turning that off and see if it works for room

carmine topaz
#

The room didn't seem to error

#

just the fire exit

honest ledge
#

I didn't cared about that fire exit that much tbf

coral shoal
#

it seems kinda cheesy

honest ledge
#

Yeah

coral shoal
#

like a better teleport/inverse

carmine topaz
#

The Fire Exit might have errored if you bought it in orbit tbh

rich ice
#

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

coral shoal
#

ok it still doesnt work with matty's prefab fix off

carmine topaz
#

Yeah I didn't think it would

#

Since the room wasn't what errored

#

You definitely want that fix on btw

#

lol

rich ice
#

any issues with either the room or fire exit is yeah, most likely on my end. They're a little messy

maiden basin
barren vine
coral shoal
#

alright

#

how would you fix the second one

barren vine
#

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 😏

#

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

rich ice
#

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

barren vine
#

oh.. yeah ETO will def break thoose then

rich ice
#

yeah, it's probably better I write my own teleport script in general

#

instead of trying to use fire exit ones

barren vine
#

i can probably try and cram an exception for your prefabs but it's better if you write your own tbh

rich ice
#

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.
coral shoal
#

room teleport is working now, thanks πŸ‘

harsh atlas
#

or Bench0

carmine topaz
#

Other than this it's been pretty stable tbh

honest ledge
silver drift
#

"works as intended"

rich ice
#

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.
tranquil mist
#

Could u make the second story a puchasable thing?

#

So u have to work for money to expand your ship?

wintry sparrow
#

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

rich ice
wintry sparrow
#

Hold up

#

I can't do that ?

rich ice
#

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)

wintry sparrow
#

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

rich ice
#

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

floral ocean
wintry sparrow
#

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

wintry sparrow
#

@rich ice it requires "prefabname + (Clone)" that's right ?

#

like Nucreacker propized (Clone)

rich ice
#

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

wintry sparrow
#

Okay good to know

rich ice
floral ocean
# rich ice thank you for this, didn't know about hashsets until now, so this was actually r...
        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
wintry sparrow
#

there we go, after publicizing your mod

#

I know it's not a really good way but that's the most efficien I found

floral ocean
#

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 owo_sip

wintry sparrow
#

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

floral ocean
#

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

wintry sparrow
floral ocean
#

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

wintry sparrow
#

If you find an efficient solution for that I'm interested

floral ocean
#

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

wintry sparrow
#

Ah

#

Yeah so I can add from my mod the Items directly

#

yep

floral ocean
#

yes

wintry sparrow
#

instead of adding their name

#

yepyep

wintry sparrow
#

I have released my update

carmine topaz
#

@rich ice Nutcracker walked into the ship with the doors closed while testing on Etern πŸ˜†

carmine topaz
#

I've disabled the inner balcony nerf for now incase it's cus of that

rich ice
#

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

carmine topaz
#

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

rich ice
#

jump upstairs from where

carmine topaz
#

the wall directly to the right of the doors is where I saw it enter from then it basically was suddenly upstairs lol

rich ice
#

hmmm 😬

carmine topaz
#

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

rich ice
#

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

wintry sparrow
#

I mean, my class is inheriting from PhysicsProp for the dead bodies, but it's not exactly this class

floral ocean
#

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 greed

rich ice
#

oh okay

#

I actually didn't check that grabbable object also had itemProperties 🫒

floral ocean
#

PhysicsProp IS GrabbableObject

rich ice
#

oh

#

uh

floral ocean
#

i dont actually know the difference, if there even is any, but i never use or reference physics prop anywhere, i just use GrabbableObject

rich ice
#

well

floral ocean
#

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

rich ice
#

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

floral ocean
#

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

coral shoal
#

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)

rich ice
#

😬

#

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

coral shoal
#

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

rich ice
#

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.
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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

floral ocean
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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

rich ice
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I hope it's I did something wrong jumpscare

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oh yeah, sure, I'd like to hear the thoughts and ideas

wintry sparrow
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Perfect I'm releasing an update asap

wintry sparrow
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@rich ice which hashset is the one for grindable items ?

rich ice
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the bodyHash

wintry sparrow
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oh ok

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Alright I'm releasing the update on my end as well πŸ‘ here's my implementation

rich ice
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look at me, so original, 2 πŸ‘ reacts

wintry sparrow
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oh wait since it's a hashset I don't even need to check before

rich ice
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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

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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.
dry pelican
rich ice
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UH

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yeah, I just used the same stuff πŸ˜€

dry pelican
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LMAO

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oh boy this will be peak

hasty void
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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.

carmine topaz
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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

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Regardless if you find out it is 2SS post a log and pack code to make things easier for @rich ice

hasty void
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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

fervent robin
carmine topaz
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@rich ice Did you intentionally make this wall thicker with the latest update?

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I would assume not lol

carmine topaz
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Oh

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then she needs to fix the railing and the windows ig

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I kinda didn't mind seeing the doors when they were open

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It was just always a unique thing about 2SS to me

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lol

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I'll readjust furniture positions then

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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

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UDA will catch everything, including false postived ones

hasty void
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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

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Sorry for not being as precise or clear with my info, I'm kind of out of my depth

carmine topaz
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Why would a moon come with cosmetics?

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πŸ€”

hasty void
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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

hexed siren
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For some reason the ship body style is staying basic and not mansion?

carmine topaz
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Because you didn't change floor and wall material

carmine topaz
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it's not an automatic thing when you change model, frame, and rail

hexed siren
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Ahh, ok

floral stirrup
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hey

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what are the config I need to change for 3-story ship?

floral stirrup
coral shoal
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are you changing it ingame

floral stirrup
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no

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I changed it before launching

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I have like wider catwalk on though, is that the issue?

coral shoal
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it shouldn't be

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unless the update thickening the back wall messed it up, that config should be working

floral stirrup
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I guess so

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thanks anyway

honest ledge
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I need a forest giant to get into the ship in my computer game right nyaw catwallheadbangfast

rich ice
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uh oh

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okay, so railing movement, navmesh issues on reland for some moon, check if 3-story still works

rich ice
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oh, that means I also gotta thicken the window frames for "mansion" windows"

carmine topaz
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Yeah

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I think for the 2nd floor railing it's just it needs to be made smaller rather than moved right?

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cus it clips into the thicker wall

rich ice
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yeah, that I just shrank away from that direction

floral ocean
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chore is yours today since its friday

rich ice
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I'll feed it tomorrow

brisk widget
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rodigo will starve to death

rich ice
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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

brisk widget
rich ice
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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

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in other words, gj MelanieMelicious

carmine topaz
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So you have to readd the blacklist for it to reset per round essentially?

rich ice
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those are two different things

brisk widget
rich ice
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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

carmine topaz
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Ahhh got you

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I wonder if this explains the oddity we had with Kanie where clients couldn't kill a masked the other day then

rich ice
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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

carmine topaz
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Yeah no idea, they were pathing fine and everything so I still suspect moon issue

brisk widget
# brisk widget oh yeah, i saw what you did with the transpiler. in short, you should never have...
        [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;
        }
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you also need to delete old ship navmesh and bla bla bla

rich ice
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πŸ₯Ί

floral ocean
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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

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set it to non walkable and it just deletos

brisk widget
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or that but still need to delete offmesh links

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or move them and update

rich ice
slender holly
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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.

rich ice
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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

floral ocean
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nothing about the ship has changed for probably a year plus

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whats wrong rn and what're you noticing going wrong?

rich ice
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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

brisk widget
floral ocean
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are they able to walk around the entire first floor of your bigger ship?

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like in places they wouldnt be able to walk on if it was only vanilla ship

rich ice
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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

floral ocean
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is this with the navmeshmodifiervolume to delete old ship navmesh or are enemies just completely not using your new navmesh

rich ice
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it's just the deletion of the old one, which was working before. They see the new one, though

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using the navmeshmodifier set to nonwalkable

floral ocean
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hmm, the volume right not navmeshmodifier alone?

rich ice
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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

floral ocean
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weird

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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

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also i'd honestly just grab a gal and test with that since they'll start flying if there's no path via navmesh

rich ice
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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

floral ocean
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hmm

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i think imperium would actually show you how your navmesh looks like, but it should be identical to the one in unity editor

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what version of your mod are you testing

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and what configs, i've never played with this in a non client setting, lol

brisk widget
rich ice
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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

floral ocean
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hmm imperium should never show old ship's navmesh cuz it never existed

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mel you broke everyone's hearts

rich ice
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on the exact same version

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okay

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you have to wait

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or else

rich ice
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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

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this is so weird

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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

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this has become personal 😠

floral ocean
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You probably just posted the wrong bundle or smthn

rich ice
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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

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haha I doodoo

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yeah it spawns, wtf

carmine topaz
rich ice
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so

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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

carmine topaz
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Oh nice

rich ice
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that was funk asf

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funky

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like

carmine topaz
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We love funny Lethal Company jank

rich ice
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the tiniest thing ever

carmine topaz
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Glad you figured it out

rich ice
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last thing was 3rd-story, which works for me, so might've been something on their end

carmine topaz
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Yeah 3rd story works for me too

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Glad you'll be getting a fix out in a bit though from the sounds of it

wise horizon
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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.

rich ice
wise horizon
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Nope

carmine topaz
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Well the issue here isn't with 2 Story Ship

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You got something else going on

wise horizon
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I guess it's the normal. The one you get from Thunderstore.

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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.

rich ice
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you're using beta

wise horizon
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I got the last updated version given to me from the most downloaded option.

rich ice
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I checked descriptions

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wait no nvm, normnal says pending, too

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link the one you downloaded just to be sure

wise horizon
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Ok sure, one moment

rich ice
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but either way, ship windows works for all of us, and compat should be working. So currently unsure what's happening on your end

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configs for both mods would also help

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or even better

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just a mod profile code

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then I could have the exact pack and configs that you're seeing issues on

brisk widget
wise horizon
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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.

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However, here it is:
01976946-0359-66a3-cc9f-dc932d08718c

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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.

rich ice
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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

wise horizon
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Sure πŸ‘πŸ»

native cape
brisk widget
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I pinged only because of the pending

native cape
wise horizon
rich ice
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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

rich ice
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I spawn like 20 dogs to test

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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

wise horizon
rich ice
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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

brisk widget
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jumpscares are fun

carmine topaz
wise horizon
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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:

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Vanilla ship with this purple thing where the window would be after purchased

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Ship transformed after purchasing window

rich ice
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😬
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

wise horizon
rich ice
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oh, I think I see what happened

carmine topaz
rich ice
carmine topaz
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Offmeshlink fixes are important

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lol

rich ice
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oh okay, I should just be a couple more minutes to upload

carmine topaz
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πŸ˜„

wise horizon
wise horizon
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Oh, that's nice to hear. Hope I was somehow helpful identifying something. πŸ˜…

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Or was it my modpack's fault?

rich ice
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it was me 😒

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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

wise horizon
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Oh, glad to help. Love your mod.

rich ice
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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).
brisk widget
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@rich ice

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other side too

rich ice
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"feature"

brisk widget
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what it features

rich ice
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visual and emotional stimulation

floral ocean
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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

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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

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Anyway the problem with this approach is that if you stutter for a frame the dog will teleport through the door

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Happens often in vanilla

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Just have a dog trying to run to you inside the ship while it's closed and open unity explorer

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The lag from that will teleport the dog inside

brisk widget
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look at her

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showering

wintry sparrow
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this is very macabre

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being wet raises conductivity

brisk widget
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this person locked me in fridge help

rich ice
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wow it's my favourite person

coral shoal
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is this cruiser position a little low?

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also an old bird just killed me because it walked through the ship walls and shot its rockets inside

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idr if you were working on that already

left leaf
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It also happened with a giant to me yesterday

coral shoal
left leaf
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I had only it's arm clip through yesterday and it still got me through the walls like that for some reason

carmine topaz
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I imagine she's been working on it

coral shoal
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ok

rich ice
coral shoal
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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)

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or not, i don't know how exactly it works

rich ice
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okay, it seems like I fixed it now, since giants are no longer pathing under the existing ship parts on March

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I found out I did a handful of silly things 😊

carmine topaz
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Yay

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Was tons of fun getting to play with you btw Mel, maybe you can join us again when we play on Tuesday lunxara_love_with_tail

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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

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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

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and I know when enough masked exist it even kills my own network lol

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cus of them all talking

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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

rich ice
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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.

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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.
carmine topaz
rich ice
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I DIDN'T KNOW 😭

carmine topaz
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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

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and I've only seen those void spots kick in when Doorbelle is present

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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

rich ice
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weird

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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

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so I fixed that too, which I didn't check, but should make those random dark shadings that don't look correct, fix

carmine topaz
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Ooh nice

left leaf
carmine topaz
left leaf
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I have only ever seen giants grab people on the right side but not the left.

coral shoal
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also i forgot to ask, does utility furniture have doors that fit in these doorways on 2 story ship?

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ik utility furniture has door objects but they also come with a wall, so making sure i'm not missing something about them

coral shoal
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unfortunate

rich ice