#MelanieMelicious Mods π± (2 sToRy ShIp, Utility Furniture, Pocket Rooms, Farming and Cooking, etc.)
16892 messages Β· Page 17 of 17 (latest)
but it was also weirdly exponential in success rate, since in same session, the more I interacted, the less it failed. It was weird
it was weird, think I know what I'd have to do to fix it, but other than that, it's just funky

Gotcha, my friend got grabbed by a robot and screamed "the ladder wasn't laddering" 
I'll see if at any point of our playthrough tonight will have other results.
okay, so unfortunate news, I can see the magnet, regardless of launching in VR mode or not (that said, I'm also not using an actual VR set, just selecting yes or no on the popup). So I haven't been able to reproduce the issue... so not sure what's happening here atm
-# kind of unrelated, but never thought of trying the external ship hull texture as inside walls. Paired with the black floors, it's genuinely such a vibe
Thanks π i kinda mix whatever would feel like ''home'' i guess
You can see the magnet?. is there an screenshot
I'd have to relaunch again π but sure, it's easy since this pack is fairly small and quick to launch
How DARE you for seeingmagnet. π‘
π€ back to sleep after wakingup 4th time and ragebaiting mel
I KILL YOU
OH you want the SWITCH
YEAH!
I moved it up here like way at beginning of 2SS + Wider π
that is weird if it's not there for you. I'm genuinely unsure what's happening π
You want the log in vr?
lemme rephrase that
You want me to give you the session log for when im in vr?
yeah, I'd liek to read the log while being in VR
yeah, I'd like the log for when you're in VR
Sure. log coming up
see if I can find anything off
lastly, to make sure, I assume you also checked the vanilla spot for the switch, and it wasn't there either, right?
i've checked everywhere. i wouldn't ask if i knew where it was now would i
MEL
oKAY
You need the LogOutput.log? or
yeah
Here the log + screenshot from both
idk.. must've been the wind
Hi! does anyone know why my game is like this? like, my quota was 1k and the deadline was in 2 days. and the ship should look like the one in the third image. my save resets, the items disappear, and it's as if I played for 0 days (i have a backup so its ok for this) perhaps it's not the right place to ask, but it happened after I updated 2storyship and furniture
I must say that I also exported my r2modman profile to gale mod manager, but I already tried reinstalling the modpack with the code I gave my friend via r2 again and it doesn't work for me (it's working normally for him)
1 question, what version of 2SS are you on. I released another patch shortly after the previous one, that fixes an issue I realized
2.2.6 is the newest, 2.2.5 is the one that was missing an important thing
sorry, let me fix those numbers
okay there
2.2.6 is the newest
oh, I just checked and there's an update for version 2.2.6
i will check it rn
I don't know why this update wasn't showing up before, but it worked yay thank you 
you're welcome! π©΅ Glad it worked
it likely didn't show up because the mod managers weren't synced with the new update yet
WOW I just looked at your new NPC mod and this stuff is PEAK
It's so funny because last Saturday a friend of mine said "I'd be cool to have a blackmarket at the company building that would sell you stuff like weapons and ammo"
And I remember seeing your NPC mod and thinking, this is exactly what he was hoping for.
I'd be so cool to be able to costumize this little guys trades via a config.
Alos wanted to say that the mod at first didn't work for me because the API isn't a dependency but that's probably because it's still so early
Can't wait to see what you do with this mod
I wanna know how this works with LCVR as it has a custom UI element. if it appears in screenspace or semi world space so its not constantly in your face
wholesome errors with presumably navmesh regen default set to true, with celestial tint + wider ship installed
^ shows the ladder and stuff inside the ship
Maybe an incompatbility with ''SpawnOutsideHazards'' mod?
thats a base game method
Oh π
@rich ice Just wanted to report that if you have "FixPluginTypesSerialization" installed, the trade option isn't displayed
Replaced with "Do you need anything?"
oh I'm so silly, I should add it as a dependency π
oh interesting, okay, I'll check in a bit
uh oh uh oh uh oh I have no idea π
oh okay, I check that too in a bit
I do have one question. Did you finish the quest first? (Shop won't show up until finishing it)
then the quest info dialogue will disappear after finishing it, too
wait let me check
Wait WHAT ok I didn't even know about that
This is the order of me experiencing this mod:π
- I only had the NPC mod installed and not the API so the NPC was there but pressing E on them didn't do anything
- I installed the API and I was able to talk and trade with them
I tried to give them the walkie but they didn't reacted to me holding it in my hand. - I added the mod to my modpack and now they didn't give me the trade option because I have FixPluginTypesSerialization installed now
But thats probably because NOW the mod finally works correctly because when they ask for the walkie I can give it to them and unlock the trades
I guess this means FixPluginTypesSerialization should ALSO be a dependency
I guess while you type, uh, I like your idea of being able to configure this shop specifically. Now how I'd plan to do it is have this config for some of my shops in my actual very tiny still, NPC mod. I don't really feel like figuring out doing that for the API π
oh I see what you mean. But yeah, I have to update the dependencies and allat, to actually have what's needed π so I guess I'll also try to do the config shop thing in a bit, with that patch
I don't think most the shops would have a config, but I think it works well for this one as being the uh, only one available atm π and it'd be nice to let people customize something
Oh yeah no take your time, Glad you like the idea of the config
All i can say is MY FRIENDS ARE GONNA LOVE THIS
this does remind me, I really should write the wiki for creating NPCs in the Unity editor soon. That, or at least just, release the example one as a public package somewhere, so anybody interested has something to work off of. I just been uh, pre-occupied with other things π
Take your time Melanie you deserve it
Have you decipher the log to find out why someone stole my ship magnet?
oh yeah, I skimmed through to try find something, I hadn't found anything the first time, unfortunately. At least through a very quick skim and using search filters to find keywords and errors π. So no idea what's happening still
oh yeah, little heads up, I added the config thing and all that, so you should be able to customize it after generating the config file after launching the game. There should be some examples listings in the config, for the format, for how to add the shop entries
yes
Just tried it out and it works great!
I made him a hungry weapons salesman 
wait looking at this screenshot it looks like you can trade Sizable Scissors for a kitchenπ€£ (It's a kitchen knife)
YEAHHHH EASY KITCHEN
but yeah, been thinking if I should expand the UI element tabs vertically so cutoff is less likely to happen like that. It's an easy change, just uh, only thought about it π
That could work yeah π
I also noticed it be nice to have a live display of the credits you still have for the buy tab and your current quota for the sell tab
ooooh yeah, that would be nice, actually. I'll see when I can get to that, but it should be relatively easy. That, and maybe a config for this NPC for if the sell and trade tabs can affect quota. I just like the idea of making things customizable for player ends, the more I think about it π
Just how im i gonna be able to hook my cruiser without an magnet switch?
just keep it in your pocket
I really don't know, unfortunately. It's super weird what's happening. But maybe you can get that one cruiser mod that adds a keybind and a switch on the actual cruiser, to activate/deactivate the magnet?
either that or
hmmm
so either that, or I just thought of something. Not sure if it will work for you or not, but it doesn't really hurt to try it I guess
what mod is that?
uhhh, I'll be honest, I don't know π I'll have to find it
- it has to be lcvr compatible due to material shaders
Do you mind looking for me?
BetterVehicleControls
CruiserAdditions adds a secondary switch into the car but I don't know if it's VR compatible
BetterVehicleControls adds a keybind and probably is compatible with VR but I'm unsure
thanks
life is ruined!!
np mlemelnaileilmelisliclioemlainaie
Just who made the mod?
Yeah
if that doesn't work, uh, if it isn't too much of a hassle, does the switch show up if you're only using 2-story without wider ship? I just need to verify since I only touch the switch when wider is enabled
it would still be weird though, bc if that did something, I guess VR is for some reason not moving it the same way
wiat a minute
I wonder if the switch is actually still there and interactable, but just invisible? That could make more sense, but honestly would still be a bit weird
Its not
Why would it even be invisable in the first place
idk what the actual VR mode changes or if it adds any special culling, so I just had a random thought
but yeah, other than that, idk why it seems to just be gone
(the large deficit of v81 vr updated mods)
is there something I am doing wrong where my pocket rooms don't save what's in them, everything just loads in the middle of the ship
they borky rn...
π
they will be fixed... in due time
thank you for the update
@rich ice good night! In the new NPC mod, can i put 2 itens in the price of a trade? Example: A Key and a Shovel for one Easter Egg and etc
Sorry for the harsh english
Now in the right thread hahahahahaa
I have to change things, but I can try. Right now, it checks item player is holding, so I have to search inventory for 2 or more items in trade. Thanks for recommendation!
uhhh, assuming you have dawnlib, items teleport when using its save system (which is enabled by default). You can disable it in dawnlib's config, but the wording is communicated weirdly, because you have to enable disabling its save system. But also, since it's enabled by default, and switching between its save system and vanilla's save system causes items to disappear, it's probably better to only change it on a new save, or if you have no items on current one (example, after selling, and didn't buy tools yet)
DON'T act all innocent
I heard you saying you FORGOT to post today's fruit haul in my thread
JUST NOW actually
π
-# my God, look at this hotbar
https://i.gyazo.com/0eb34d4dce1c623fc198821e4fba9b38.jpg cant stop wont stop
all that fruit yet no soil
she shoves 15 watermelons up his ass
Five. Hundred. Watermelons.
@scenic haven tf you mean grime 

https://i.gyazo.com/dfef60610684e6f77520d36ab250b635.jpg i dont have a fruit problem you have a fruit problem NUH UH YOU NOT ME
hello mel, i'm tryna use the new NPC API you made, and the NPC Node script doesn't appear for me even though it's clearly in the .dll
oh hi, thi is uh, why I should make that wiki π
But uh, all the parts you would normally use (besides the actual NPC script) are ScriptableObjects, so it's just in the right-click somewhere in Project tab, Create > ScriptableObjects > MelMelNPC > [Node]
yeah π
Hey Melaine, I'm the creator of the mod Lethal Bots and was wondering if you would consider helping me with adding support for your mod 2 sToRy ShIp. You see, my mod adds a NavMesh to the ship while its in orbit. I got this to work by adding a custom GameObject with the NavMeshSurface layer, "I may or may not of ripped the NavMesh colldiers from Experimentation," to the ship while its in orbit. I have my mod disable the NavMesh when the ship lands on a moon and renable it when the ship returns to orbit. My mod only bakes the mesh once when the prefab is used, but the issue I have is that it doesn't respect custom ship sizes. I saw in your mod's dll that you use custom ship NavMesh colliders for when the ship is landed on a moon and was wondering if you could patch mine to replace my NavMesh prefab with yours instead.
oh hi, yeah, I can look into it in a bit. A fun fact is that the navmesh for my ship should actually uh, be active at all times. So pretty sure all I'd need to is disable yours or make it inert, and they should default to using the remaining one
IT'S ME, I'M THERE AGAIN, DO YOU SEE ME
Although Lethal Bots is open source. Here is the region where I add the NavMesh:
ooooh thanks π
makes it a bit easier
I'm also going to publicize these members to make it easier as well!
// Variables that handle the ship's NavMesh
// NOTE: Public to help other modders with replacing the navmesh with their own custom one if they want to!
public NavMeshSurface shipNavMeshSurface = null!;
public GameObject? shipNavMeshInstance = null!;
public bool shipNavMeshBuilt => shipNavMeshSurface != null
&& shipNavMeshSurface.navMeshData != null
&& shipNavMeshInstance != null;
public bool shipNavMeshActive = false;
public NavMeshObstacle landingShipNavObstacle = null!;
public (float height, float radius) landingShipNavObstacleInfo = (0f, 0f);
ooohhh, that will make it much much easier, thank you! π©΅
who're you?
Alright, I just pushed an update that publicizes the fields!
alrighty! I'll just quickly finish testing this other thing, and then I'll get to doing the compat π
okay, a little update. After getting distracted with making something else π I finally got to testing the bots on orbit. I found out I actually have the wider 2-story ship navmesh disabled around 2 patches ago (oops). But after fixing that, it seems the bots can already use the new bounds just fine, without actually doing anything. It's still probably a good idea for me to do something with the old one though, anyways, instead of just leaving it there, though
but this is actually kinda fun just having them here in orbit following me
I want to make them chase me up infinite stories
yeah, I definitely still need to do stuff about the old one, since, now testing with non-wider 2-story, only one is pathing successfully (I actually think I need to do a little more, when not following the player, they just keep trying to go through the door [okay, figured out the issue π])
is there a reason why I can't climb the ladder to the 2nd story I have wider ship mod installed too if that's the issue
Can we add a fire pole to transit between floors if you're messing with the infinite story ship? πββ¬
Lmao
It's mostly for memes anyway
One day we're gonna turn the ship into a flying citadel
Nice!
BTW, if you are wondering on how to make the bots pick more spots to wander to, it's based on StartOfRound.Instance.insideShipPositions!
StartOfRound.Instance.insideShipPositions is an array of transforms that marks points inside of the ship. Masked Players use these as hiding spots, but I reuse them for the bots as well. If you wanted to add more spots, you just need to modify this array to add more transforms!
Thankfully its public, which should make adding new nodes easier!
public Transform[] insideShipPositions;
can i ask if melanie interiors, and Wider Ship Mod works for v81?
and I wanted to ask if there were any known incompatibilities with some mods with wider ship before I completely break my modpack (354 mods)
https://i.gyazo.com/8f01e347c0e416c4b10985a657634290.jpg with how dark the shadows become as they come closer, i think this is a good stopping point for the collection
next quota, i sell it all
soo wider ship mod breaks when i try to use it with your mod
we cant use it anymore?
just the added floors
in what way does it break for you?
I would normally say that those two don't seem like they would have problems together, but newest report seems to apparently have an issue I have to look into. Assuming paired with 2SS
oh, thanks π I was wanting to look for that thing at some point, and then didn't for 2 years π
YEAHHHH YEAHHHHHHHH π everything ship
this is kind of a funky issue. I know how to fix it though, I just uh, haven't done it yet
the ship was all outta wack
i wish i had a screen shot of it frfrr stuff thats outside of the wider ship was inside in the rooms and the hand railings upstairs was good but that first floor looks like a mad house
i dont anymore bc i started optimizing since the update
i can try adding it to what i have again to get the bug
stuff that's outside the ship, you mean like, uhhh, ladders and stuff?
yea and theres like this big box that sits if you stare at the monitors on the right side before the car magnet closest to the ship door
did you have the ship and stuff without the bug before, and started getting it recently? Or did you add it recentyl, and had the bug?
since version 80 and now 81
like, since the bug, or since you had it?
idk, I've updated a few times recently, so it might be me, even though I'm unable to reproduce the bug in a normal setting
thats ok
let me see if i can get it to happen again and ill take that code and gove it to you
alrighty, thanks
my mod pack is alil big tho with the stuff we use
rn i have it completely everywhere π
an hd mod was messing with open body cams
π uh oh
but I get that, sometimes it's just fun to add a bunch of mods, and then there's π¬ incompats
yes for sure and it only becomes that way after updates for me, but its understandable
thansk for reporting this bug actually, because it made me find a completely unrelated bug
uhh, not a public one
but if I published it, it would have become public
the bug that only appears for people who havent published
and if fixed before publishing breaks everything
damn look who is not cool colors now
uM aCtUaLlY bLuE iS a CoOl CoLoR, ReD iS wArM cOloR
π€
as punishment I will drop your plushie 10x
HEY
Does the cooked meals heals? or there any means to do this? And about cheese, where can i find cheese or transform in chese? Me and my gf tried and cant make cheese, maybe we missed something
This moon pack or Gorgonzola has cheese as scrap
also of note mel, this was the first time on this save i went to the company building, not only did i not buy the walk for them, but they also chose to sell things twice
I don't think my last safe got removed properly i have noticed that before, saves be like that xD
oh yeah, cooked meals should heal. And uh, yeah, cheese, like ever-changing potato username person said, was actually a sort of like a thing from when I saw Gorgonzola a while back, and was like, "I kind of want to cook with these cheese." That said, I do plan to add native versions at some point, just uh, it also needs some plans π
oh, yeah, a small thing with the saving for the NPCs that I kind of have to fix. Reloading a new save in the same session as one with save progress loaded, will still use that save progress. I gotta fix that, yeah. Also uh, the shop thing π I'll be 100%, I was aware of that shortly after posting, that reloading the save will make the shop entries do a mitosis π. I should have it fixed, but didn't update yet because not a huge issue*
Ever changing potato :3
if u need i can add the mod into the modpack and give u the log
same happens to me
can i ask if wider ship mod work in v81?
This pole has some charge to it
Its from pikmin 1 upscaled
is there a way to change the color of the yellow rails to say silver like the suit rack or greyish black like the window borders
i'm stuck on loading seed after adding ur mods can i ask help with the log for understand the problem?
Wider ship is not mel's
may not have made it but owns it at this point stg
interior cant generate
i think the problem is wider ships all the melania mods work...
isn't possible to let wider ship work?
Fumo just told you the issue is the interiors
you are kinda 1.5 hours late
You are kinda 28 minutes late to my 1.5 hours late
Yeah looking at the logs the interior that failed is the museum
Ok
but i can't load any seeds
i have 89 interiors and the game choose casually the interiors to use and still after 10 times i don't load any interiors
hi, I read the bottom of the log for when the error happened. But uh, are you on version v73 or v80+?
and dungeon generation plus updated 3 days ago. So I'm just going to assume it's a thing with my interiors mod, which I have not updated in a while
but the question is, have you had my interiors actually load (as in you got past loading seed screen) before this. Because if they did, that's weird
i don't understand why al the modpack work without any problem if i don't install wider ship mod
which is the part that confuses me. Which is why I'm asking if the interiors actually worked before this, not just loading game, but landing, and going inside has my interiors
yea
with all ur mod all interiors work
like you went inside, and it was one of mine?
when i add wider ships the game perma load on seed
nope
or i don't think soo, i have a very large modpack and is hard to understand what interiors i get
but the problem is i can't load any interiors with wider ships, not only yours
do you have a different log where it failed to load, but shows a different interior was trying to load?
mmm nope anymore
because I was going to ask if you could test without my interior mod. But actually, can I get a modpack code as well, so I could try testing the specifics?
right now i'm on lethal company with other 9 people with all the mods and all works and i can't say to anyone bye bye for try it now XD
if u won't tomorrow i will try
oh yeah, no worries, no rush. Including for modpack code
if u need i can give u the modpack code, but is like 14 GB.......
you can repro it with just this
019df4ae-9178-6690-f00d-387128bd177c
XD 370 mod
vanila works fine
thanks for f00d in modpack code
it fails on first tile btw because tiles are collide
ig something changed in doorway components since v80/81 so you need to update and rebuild
yeahhh, that makes sense. I just uh, haven't been as interested in touching my interiors for a while π’, been fixated on other things
but yeah, it was good to be able to verify just in case that adding WS was just coincidence, and there wasn't just weird incompat
erm actuamly you will get stuck even without WS on profile that i gave

that's what I mean, I'm saying just needed to make sure the report was just coincidence, and that it happens without it
I might talk a bit confusingly sometimes, mb
Melanie
WHAT
oh yeah, uhhh, try using ship colors mod
fun fact, I noticed this a few days before this. So it's already written as fixed in the changelog
not the public one, in uh, upcoming one
Hmm fair
@rich ice Do you know the vector distance between the origin point of the ship towards the ships railing edges?. basically the distance between the origin of the ship towards each railing (Outside)
For the Pocket Rooms, do you need the Wider Ship mod/2 Story Ship mod to work? I purchased the stockroom0 and it placed the door on the exterior of the ship where I can't move it.
this was an oops, but when I next update, it should be fixed. That's mY bAd
What would the method of fixing it, if there is one? I can think of adding the wider ship mod, but idk if it will permit into the save.
uhhhhh, origin point, like model center? I can uh, try get them rn, but uh, why do you need them
yeah, adding WS will let you get it, then you can move it. You can also use furniture lock to force change positions to anywhere based on coordinates
Basically trying to get the hangar/ship's center and off-centering them to play an emitter once you land basically
oooh I see
uh, so for a little bit of context, the HangerShip's gameobject center is out of the ship, and the ShipInside (model) gameobject is uh, properly inside. Uh, so depending on which one you're specifically trying to reference from, locally. But since it looks like this is for a moon? I can just get the uh, global positions
Basically the floor of the hangar's center would be relative enough
I'm asking because some people might use bigger ship and some dont. this basically makes it aligned to it'll have similar effect regardless if you have a big ship or not
Since the ship is gonna be moving while its landing. it'll be great to have it as accurate as possible
okay that was my next question, if you needed vanilla or the custom ships π wasn't sure if I was just being asked nicely for vanilla vector distance
If i could get both
I mean, for 2SS, the side of the stairs is just about 2 units farther, and the other side is identical. With 2SS + Wider, it's 5 units further on each side. Then uh, extended catwalk (if you wanted to do that) is just 3 units further. So if you have vanilla ship stuff, then you can just add the extra units. But uh, if you still need them then
I'll probably give global positions. It gives the most flexible info, then you can also convert them easily by moving them from being unparented to anything but the scene, to being parented under the object you want them under
so how do you feel about corners like this
If you can & make it any better. the origin point would basically be the control center (Where the lever is at) and off-center there. would the vectors change? if so to what
it'll be in the middle basically of the bend
well there's global and local positions. So if I put something under, say, the lever vs the hanger ship. If their local positions were both 0,0,0, the one on the lever would be on the levers position, and the one on hangar ship would be like, 7 units outside the ship's visual center
okay, I'll give the uh, global positions for the scene, for each point for the vanilla ship, but then I gotta go
WOW NO MORE THUMBS UP FOR ME
let this be a lesson, peer pressure works
GLOBAL POSITIONS
-9, 0, -18.75 (With Wider + 2SS, -23.75 for Z)
-9, 0, -9.25 (With Wider + 2SS, -4.25 for Z)(With only 2SS, -7.25 for Z)
13, 0, -9 (With Wider + 2SS, -4 for Z)(With only 2SS, -7 for Z)
13, 0, -19.25 (With Wider + 2SS, -24.25 for Z)
Believe me huge thanks to you π
Are these the lever or the floor center vectors?
We all love melanie, cant wait for the NPCS with custom models hehe
I ALSO LOVE MELANIE
it's just the global positions, relative to the scene. Like imagine the parts don't have any parent. Something I should have asked before, is if you're adding stuff through code or through Unity, like where you're using the coordinates. If through code, doing transform.position can just directly use the global positions. If through Unity, you can put some gameobject directly in the scene with no parent, put the positions, and then uh, move them to be parented under the part you specifically want them relative to
I've been uh, a bit confused by what you mean by floor vectors. If you mean the ship floor, something like the vanilla ship has most of the entire ship in one model (ShipInside). Maybe uh, next time we're both fully available at the same time, I can try directly seeing what you're doing, where, so I can get a better idea
Heya o/
Just here to send a shoutouts for the interiors, they really go well with the Luigi's Mansion moon, it's like having a trilogy, 1 for the moon, 2 for the mausoleum and 3 for the museum
Also the 2 story ship is a must for big lobbies
So thank you for all of these π
I'm glad you've been enjoying them! Speaking of, I probably do need to update interiors soon, but when I finish some other things
Apparently, the problem with Wider Ship not working was with Wesley's and Mel's interiors. After disabling those, everything seems to be working fine. If you encounter any errors, please report them here.
maybe its wesleys then thats the biggest thing
bc i didnt have the interiors and it was still bugging out the ship
well my interiors on the other hand, I know for a fact have a problem, and I probably have to rebuild them for v80+
does the interiors involve the ship's interior?
I meant my dungeon interiors, when I was saying what I said
but uh, if you meant if ship and dungeon are connected somehow, they shouldn't be
The 2-Story Ship mod doesn't respect the "Extended Side" config value for Wider Ship, it always includes both the left and right room. So you can't have a two-story ship with just the expanded left room or just the expanded right room, it always adds both.
It also doesn't respect the config values that remove either or both interior walls.
yeah most interiors mods tend to break whenever a big main game update happens :/
I always fell bad for the modders needing to fix it afterwards ^^"
I don't think this is a main game update thing, and more a thing with the integration BETWEEN two mods that modify the ship
It probably won't ever change because it would need a bunch of additional work to fix (like if the left side is disabled you have to move the stairs over)
oh, yeah, it's just a thing of uh, really not wanting to add that modular of something, when I also have to account for the third floor, the alternate ship layouts, and everything. It becomes convoluted, especially by uh, how messy 2SS is internally π
(also uh, Falcyonis was talking about dungeon interiors, not ship interiors π)
that's totally fair
I was indeed talking about dungeon interiors, my bad for not being more clear ^^"
okay, I'm going to do mini upload spree
v73 compat?
I HOPE YOU DIE
D:
okay time to post logs, and I also almost said this in private server wordle channel instead of here
I realize there's also a few small patches I never posted here. But that's also because they were small patches
Farming and Cooking 1.4.0
- Added E.M.I. Bee Pacifier, crafted with 1 apparatus, 2 zap guns, 1 radar booster, and 4 of any metal sheets.
- Added Roaming Locust, and Masked Hornet queens. Roaming Locust queens are now the default (lowest tier) hive queen (I realize I want to change this again in hindsight, but uh, next time). Docile bee queens are now instead tier 2, by catching circuit bee swarms. Masked hornet queens are tier 3.
- Added SeedMaker to convert produce to its seeds.
- Added Golden Tomato Seeds which have a higher 15% chance to grow golden variants than the normal 2% variant.
- Added IceCreamMaker for creating icecream-related products.
- Added red grape, green grape, and fruit popsicles (yes, I know, WHY THROUGH ICECREAM MACHINE).
- Added 2 more fish variants (proper dedicated fishing update SoOn).
- Added cooking oil made through grinding giant tomato seeds or fish.
- Added fishsticks made in crockpot using fish, flour, and cooking oil.
- Fixed Muddy Pleader using Mossy Squirt's item properties.
- Holding kegs no longer blocks your interactions with the barrel's interact. Physics disabled when held.
.
Crafting Progression Core 1.1.0
- Added Crucible for melting various metal items into metal bars.
- Added iron, aluminium, brass, and copper bars.
- Added anvil crafted with 5 iron bars, to add as a tool on the workbench.
- Added iron, and aluminium sheets, crafted at a workbench when hammer and anvil tools unlocked. Considered metal sheets for crafting.
- Added crafting recipe for hammer, using 1 wooden pole, and 1 iron bar, at a workbench.
- Added crafting recipe for keys, using 1 brass bar at a workbench.
- Added optional animator component to play before spawning crafted items, to crafting script.
- Physical items on logs and planks disabled on pickup and enabled on drop. Effect on cruiser (still occurs, but) substantially minimized unless player is pushed by item into cruiser.
- Wooden stick is no longer conductive metal.
Pocket Rooms 1.1.0
- Added CellarA pocket room. If Farming and Cooking mod is enabled, adds winerack interacts to the shelves. ALSO WOAH, LIGHTBULB? NOT JUST LIGHT COMING OUT OF NOWHERE?!
- Fixed lights being off-center in last few updates.
- Switched dependencies.
Pocket Room Library 2.1.7
- Added a compat thing.
okay done done. Time to play a game after uploading all these games. You can only guess what game I'm going to play π yeah π don't starve together
also @copper sage have fun, they're actually released now π±, and I almost pinged Peps and another Pepsi Man
you are NOT π friend
you are jorking the peenar friend
okay maybe I should've re-read before sending
what the fuck
MINOR
you're gross π
gross nasty little maggot
Woke up and wanted to check on mod updates and this is what I see in "Messages you might have missed"

Y'ALL THIS ISN'T JORKING THREAD NOOOOO
Too late
JorkanieJorkicious mods
they say artists tend to eventually go towards nsfw...
bout time
Coming in a mod list near you:
Gordion'sJorkingRoom - a Pocket Room expansion
imagine the confusion for those who uses Melanie's mods when they see it listed and are not aware of this thread. 
some just do it off rip for the love of the game
Its your turn
Depends how hard the commitment is. I do both, but most I do is ecchi (artistic nude character WIPs)
is peeling a banana akin to taking its clothes off?
skin
Perfectly balanced, as all things should be
BREAD STACKING META
truly breadful
truly getting all the angles
BETER ANGLE to flex
OMNOMNEOMNOM
I forgot what mod that was
I suddenly got hungry. What mod adds those noms
Adding it without the consent of my friends. Thank you!
Last time I added a mod that makes the horn explode, they screamed in horror.
Surely they won't with these.
Also from Melanie too.
Noice
WHAT ARE YOU DOING HERE
the interiors? O.O
Must be good fucken bread
that is a beautiful looking second floor, feels so homely lol
yeah, it has mountains of bread inside it, a large axle, a flood of alcohol, an anvil, several bars of metal, a raek, multiple long wooden poles, other random food, and a radar booster
oh yeah, good point, I should uh, get back to that I guess. I am feeling slightly in the mood for it, so I guess I'll look at it again
Wait how?
It was!
here
the horrors
whcat...
Joining rn
can i join β
π
I love this mod but I have this one issue. One of the doorways is blocked, seemingly by the wider ship mod. Is this a known issue? Is it being worked on?
oh, yeah, turns out I just messed up with not including a thing to make sure I run after WiderShip's wall placement (to remove it), when using the current default layout. WiderShip usually doesn't do much when it detects 2SS, except keeping the walls, because I said it would be cool to keep it (back when the default and only ship layout was the more open legacy layout)...
But yeah, for now, you can just go into WiderShip's config and disabled the left wall so it disappears
you can just force my configs thru code
before placement
ngl i actually forgot about walls
there is a config that says ''disable left wall'' or something like that simply toggle that and it should fix the issue. it might aswell say ''Disable pillars'' or something
I had to disable the pillars because they weren't vr compatible due to shader incompatibility π, which is NOT fun to look at
well thanks cooking and farming mod for adding a collision to a scrap
My guess is it pushed you thru the ship?
(why is this a thing vro π)
nah the log item has a collision
which by design is already a bad idea
but it also collides with truck
which basically pushes it and shish
That one ya, i had something like that happen with the crashed ship from code rebirth it scooped me out
if @rich ice would be to make an item that players can collide with i'd suggest MiscLevelGeometry
because it doesn't do too much whacky stuff
and other items go through it
ngl without zooming in. it looked like snot lmao
yeah i thought boom just sent like a picture of an amoeba or some shit
lmao yeah
you made a missile
π I can also just retire it. It was fun to just stacking logs on top of each other, but uh, I guess it's still not very uh, friendly otherwise π mb gang
also yeah π I was so confused before reading the context, of what i was being shown a picture of a cell π
melanie why did you turn all tjos people into goop with your blender

did this ever get answered?
oh yeah, I want to fix that soon. Which I probably can after I done this other thing (though I'm also in DST phase, so don't expect super quick π). But yeah, rn I just doing the interiors thing, it's basically done, but I want to do some cleanup. Then I can continue doing more with it later
THE INTERIORS O.O
π NOOOOO, THIS IS TRUE
Do you have any direct plans for the NPC system that you created and are developing?
It would be interesting to have random encounters of NPCs on sell moons (including modded if supported), moon exteriors and dungeon interiors, hell a safe zone tile that can generate in the interior that has a random shop would be insane to experience. Can create specific gameplay incentives.
depends on if you mean for the API or the actual NPC content mod. As far as NPCs defaulted on moons or on tiles in an interior, if somebody creating a moon or interior wanted, they can add one on a tile or on the moon. I have actually considered experimenting seeing about adding one to mine (and make it configurable in case peopel don't like it). I'm pretty sure I also could externally inject stuff, but I'd only really do that for vanilla interiors, as to not be invasive, unless I made a separate add-on mod or config for it or something for modded interiors.
That said, random encounters aren't interior tile-based, maybe I can add something for that. It would be cool
This documentation was brought to you by Melanie & Co
I don't mind Big Daddy NPC if it chokeholds giants and eyeless dogs that go inside the ship.
WHY DOES THIS KEEP HAPPENING
I see mell you just wanted me to add this for you thanks for the redirection
goonologist
goonocologist even
you know, 4 minutes after, I'm realizing why I'm not helping beat the allegations
still wont
i thought i KNEW YOuβ¦. Now youre a NOBODY to meβ¦ a no-melanieβ¦

what other twisted secrets does mel hide deep within her modsβ¦
@honest ledge no, you put that back

HEY EXCUSE, WHAT WAS IT
you'll never guess what I just won
Mel I dont even need to clip your messages 
The β on big daddy arch screenshot
Enjoy
I'm gonna slur in bannable way, and my connection decides to send it immediately lmao
There we go 
Did you try using that screw down there? The one you borrowed from your Aunt in New York?
she is the screw
anyway she did
it did not end well
you must be a burglin gnome and have a giant naked old man throw you into it
is this real life
or Is this just fantasy?
caught in a landslide
no escape from reality
open your eyes
look up to the skies
and see
IM JUST A POOR BOY
I NEED NO SYMPATHY
because I'm easy come easy go
Hello π I have some issues with your interiors, as stated in this discussion on
#modding-general message
With your mod activated and LLL 1.7.1, I simply can't land on a moon :/
oh, hi, yeah, that's my bad. I'm about to upload a fix for it, I just want to do a little bit of tweaking and testing
that's my favorite part of the song
oh yeah, since we already broke the seal of the song 
I guess I can post changelogs now
Melanie Interiors 1.2.0
- Technically unfinished update, more is planned, and balancing... iono... just noticed I'm more focused on game-playing phase at the moment, and wanted to at least push out update to fix interiors for v80+.
- Added a few extra tiles to mausoleum.
- Added urns to mausoleum with an interact for a chance to get bones the first time.
- Updated lighting to try prevent flickering issues.
- Slightly updated t-rex bone models to have more sharp edges.
- Added config to enable or disable interiors added to prevent loading associated bundles.
- Updated DunGen references for v80+ updates.
- Now (partially) using JLL (I'll get more familiar with what it has later).
1.2.1 - Fixed an issue caused on my end with how I did door sockets weirdly, causing an incompatbility (and breaking) DawnLib on specifically the latest LLL (my bad gang). tHaNkS Xu Xiaolan for locating the issue and what I had to fix
Thank you, can't wait to test your interiors!
dine+museum experience
imagine getting this with daily quota mod ||6000 scrap to complete daily quota||
why he sucky
jesus fucking christ
to get more lucky
he sucky to get more lucky...
but he wasnt up all night to get lucky?
the consequence is yucky π
that sounds quite mucky.
OH yeah, y'all, guess what
a friend of mine's first moon came out π
I wonder who the friend is, if only the forward showed a link to the thread which also had his name on it...
its jeefs jilly jods
thank you for shouting out my moon melanie you're so awesome!...............
I just tried the Coralation moon and it is SO COOL.
i
I dont even
I have no words
The lunxara server that one time:
Excuse Me?
the poop and pee incident #238
Anyone got problem with climbing the 2nd ladder when using 2storyship and Widership combination?
Xbox, find and give me the recipe
@rich ice soo is optimiszing the 2nd story mod on the roadmap?. as the mod does take away about 20 / 30 fps
π okay I'll finally do it like, right now
I have wanted to do an entire rework of 2SS at some point. A weird thing is the frames issue with the 3 stories (at least where I'm able to reliably reproduce frame drops) has only been in a couple of the last updates for it. But yeah
okay, fun fact about the ladder thing. Yes, I delayed checking things AGAIN until a little bit ago π. But uh, it seems it might actually be something else than what I thought, was causing the issue. Which also explains the change that happened around the time this ladder issue started happening
and also it's probably a similar thing to what caused the sudden frame drops, but for some reason, only with 3 stories(+), and no, it isn't because of an optimization thing (nothing changed there from before and after it started happening)
okay I'll stop ambiguously describing it, it's probably a reverb trigger thing
so I'm just going to re-adjust those again and see if things still happen
okay, here you go
2-sToRy ShIp 2.2.8
- Added inside ship positions for masked and LethalBots (tHaNkS T-Rizzle).
- Fixed framerate drop issue appearing past few updates (here you go @gaunt turret and other people, it was a reverb trigger thing, but still tell me if you somehow get it still).
- Fixed ladder climbing for wider 2-story ship's second ladder, once the ship has fully landed or is still in orbit (here you go @calm adder and @old lava, but tell me if you still get it when fully landed or in orbit).
I'll see if my frames are better rq
uhhh, you'll have to manually download and install unless you wait for the mod manager apps (assuming you're using them) update
which usually takes about an hour after upload
Right...
Okay with the latest version of it (non vr) i get around 100 fps (Outside). Now let me switch to an older version (Previous one)
Oh yeah. and this window here does not get affected when you toggle the shutters
and it does have some issues with some outside models π€·
aswell as this ladder here does NOT work at all
it shows the Interaction prompt but it doesn't do anything
I genuinely dont see an major fps increase in this case, as i screenshotted when i got my lowest fps on the prev version β οΈ
I guess orbit here is still a bit buggy, but when fully landed that should work again
it definitely at least solved the issue on my end, since before, I had noticed some extreme cases of sudden frame drops and lagspikes, which I haven't had after the changes
Yeah i can say for sure that frame drops are fixed π
other 2 things, tbh, kind of just the result of me doing a rush job on adding the shipwindows roof thing, since uh, I didn't feel like editing the shutters thing or moving the lights quite yet π
mAyBe i'LL dO iT wHeN i'M dOnE tHiS oThEr ThInG
I did also have 2 games open at the same time soo.. Yeah!
is it making the npc vr compatible? π
guy who's entire personality is lethal company vr:
Yeah. because no-one else is doing it. might aswell be the one thats brings it yk
Anyway. if you can. set this to. After post-process
I know, but being so insistent on it is making people less likely to do it because it's all you ask about π
hm. okay good to know. i'll let the dev of that mod know about it
Because its not much to ask for β οΈ
If its not custom interaction that is
which speaking of, at some point, I guess I can try to see about the UI VR compat, but I can't make any promises π. aka if it's just as simple as adding an extra component, I'll be happy, but if it's more complicated, expect 3 years delay π
but uhhh, I just meant I'm going to do chores rn π
Yeah. no UI in vr are quite complicated
I think it's fairly straight forward, but it's also not gonna immediately fix everything in the mod
Oh for UI i have no idea
Good thing is that lcvr is open source so
maybe taking an look at how it does the death UI on the left of your hand
its kinda like an watch
references definitely make things easier, though hardest part is I can never test it myself π, so I'd make the update, and then uh, you'd have to test it once it's out
but yeah, still no promises, I also have a lot of other things I like to put my mind to, but I'll try to keep it in mind
Yk you dont have to post the update for me to test π
I'll see if i can find an reference
anyways, while you get that, I go chores time, and won't be seeing all replies
#1201165935428522057 message <-- Image source, heres the Spectator's UI screen thats attached to the players Left hand when they look at it
get replied, nerd.
is there anyway to make this side straight?
works in orbit not when landed 019e6b86-673a-d19a-c6b3-6a43f1dea6cf
So uh. Sitting on the second floor in vow? Kinda invites feiopars to aggro on you
So you can infact bait them
Why would you even want that?
So it can be even like the other side
HEY
not atm unfortunately
weird, I'll check in a bit. But an interesting question. Once you have fully landed (aka the ship is no longer moving), and since you also are using wider + 2ss, if you still can't climb, if you jump back down to the lower balcony, re-climb the first ladder, is the second suddenly able to be used again? I found that to be the case for me, until I made some changes, which fixed it on my end
Do you have ocd?. not being mean but it doesnt seem to bother anyone else except you it seems
idk
im sorry im sorry im sorry im sorry im sorry im sorry im sorry im sorry im sorry im sorry im sorry im sorry
you rn
i am evil creature......
CORRECT (weird as fuck but correct)
Strange thing I noticed, however with the bigger extended front porch there seems to cause MAJOR lag spikes occasionally. I can take a video if needed but overall it's causing frame drops like crazy, idk if the navmesh was repaired?
Just wanted to bring it to light 
OH yeah, my bad, I reverted some reverb trigger changes for the ship I did, but didn't actually proceed to update the uh, ones for when the front balcony is there, uhhh. I guess I'll try fix that in a bit. Pretty sure you can also get like ReverbTriggerFix or something to help with that, too
I could install it and let you know, but I'm worried about my friend's potato of a PC 
Lemme give that a shot tbh, I didn't know it was an audio reverb, strange
It's working to an extent β definitely an improvement in terms of performance but haven't tested a few runs or company building yet
Hello Melanie,
your interiors are working in VR.
I did found a minor bug when I decided to ||dig the graves|| in the Mausoleum.
A bunch of pink particles appeared after ||digging around||.
I don't even know if this is a VR-Shader issue or the Shader is completely missing.
vr tends to not work with some particles for some reason
uh... there's also a chance I just messed up the particles since I made a change to it after testing, and didn't retest that specific part
@rich ice my friend @sage sleet and I noticed that dogs have trouble navigating upstairs because they enter the small storage room to the side of the doors. It's a small issue but can be exploited. Would you mind checking it out? Thanks in advance and you are awesome π
(Sorry for 2 pings I had to repost the message to ping the right person)
NO, NOT MY FAILURE TO PING A FRIEND π
we all saw it
but yeah, I'll check it out. I'm assuming on the base 2-story, since I tend to do most my testing on the wider + 2-story ngl π, and wider has room for dogs to walk around. I'll definitely play around with adjusting the navmesh to fix that. Thanks for the report!
Yes, we saw it happening on normal 2 story
NOOOOO
who up getting pinged by accident
Nooooo π
YEAHHHHHHH
Sorry, my friend has very similar nickname
its algds lmaoo
On a side note, the ladder on 2ss + wider on the 2nd floor outside is unclimbable. Had to climb there by going on top of an old bird to get my friend scrap because I am cool and awesome π
Basically tapping E doesn't make you climb it
weird, does jumping down and re-climbing the first one after fully landed fix it? Either way, turns out fix I tried for it is still inconsistent π (fix I did isn't the jumping down thing)
also update, yeah, I see the navmesh issue which causes dogs to get stuck. Time to fix π
π
We also experienced very weird dog behaviour on 2ss + wider as:
-
A dog went inside and got stuck in the top right corner or the corner to the right of the lever (same corner)
-
When a dog walks close to a magnet they can get stuck in the right wall behind a magnet?
Both issues seem to maybe be related with NavMesh being too close or in the wall? No idea. But it seems like they just clipped into the wall and got stuck.
I'll play around with it more ig π, I never managed to get this, uhhhh, any specific moon and were they chasing or wandering?
I tend to uhhh, test by chasing bc fast π
(As fun fact we were playing in 12 people and most people died to dogs in ship which basically painted it red as if there was some mass genocide)
Dine, the 1st was lunging and 2nd just walked but should also work if angered
IMPORTANT!
The ship DID have a Windows mod
If that makes a difference
No idea, never modded this game π
The windows with shutters to be exact
oh I think I might see what's causing this, I did a change to navmesh recently, and it's connecting the outside and inside rn, through the walls
so dogs are probably seeing a path but are blocked, bc of that
I didn't notice this when I changed it π
Also uhh
On both 2ss with and without wider mod you can use bunkbeds to clip out of ship bounds
You just have to walk into a corner or near a wall, jump and place the bunkbed on yourself
And it just clips you
You can try it
But it could also be a window mod if that makes a difference
tbh I think I'm okay with that one since people have to deliberately do it for it to happen, but uh, I do think I know what would prevent it
Maybe a fix config?
So people who play more open lobbies can prevent it?
I can see it being annoying
oooh open lobbies, right
I guess I can add it, test if it works. It shouldn't be too hard, assuming my idea does work
Uhhh I think that would be all?
Cewl mod, keep up the good work. Very puuurfect ship.
what if there were two magnets instead of one since the ship is now much larger?
no vehicle right now would support this out the box
it would require custom compatibility on vehicle creators ends
A few enemies are glitched for the stairs as well like the Bracken 
My friends keep thinking that theyβre safe on the second and third stories. I wanna prove them wrong. 
Then is there a way to attach more vehicles than one to the single already existing magnet without any collision or other issues?
Nope
I'll update soon, just had to go for a while and couldn't test things
Oh all g do your thing
I know modding takes time
mevilanie mevilicous
sadly my idea to fix it uh, didn't work. I'll probably push the update in just a bit, I just want to edit the reverb triggers once again, for if there's an extended balcony via another report
Also is there any way to fix extended porch being weird?
Where it doesn't count as ship anymore?
uhhhh, doesn't count, like it pushes you off or something? I thought I fixed that unless I accidentally reverted that in the recent update (before this next one)
I just remember the old times where if the ship launched anyone who was on extension would just be abandoned
And wouldn't move with the ship and they would be pushed against the railing
it should be fixed then I think, since I've made an update to fix that
I will try it out
True
Melanie dropped the update!
@rich ice how does it feel when I annouced the update before you?
she dont care
shhhhh, can't you see I am trying to be nonchalant?
Ekhem
HAHAHAAH
Being serious tho, Thx melanie you are the best!
me trying to stop myself sending it a third time
LETS GOOOOOO
okay I found 1 bug thanks to @copper sage, I uh, ended up returning the vanilla ship's colliders, so you can't enter new parts of the ship if you don't have ship windows π. With ShipWindows, it works perfectly find though, since it already disables those colliders on its end
pipsi
So you made the ship unusable? Typical melanie malicious
I was about to report on that nvm :3 so ShipWindows?
@rich ice now there seems to be an issue where IF a dog gets inside the storage compartment it will stop moving entirely preventing them from wandering off unless they are agroed
Also while lunging the dog got stuck like this and now is irresposible to any noise inside the ship
It's basically the same issue I described with the 2ss + wider
That's how it looks from the outside
No moving the teminal does not fix it
π yeah, my test pack has ShipWindows on it, so I never got the issue on my end, but then Pepsi doesn't, so it did the issue π
uhhhh, funky, I uh, can't look into it too much right now, so next patch will just be to fix the collider bug. But I'll try look into it after
dw
Relogging seems to always do this
my teleporter is in the pink room from the pocket rooms, the doorway is in the miside house and the miside teleporter is upstairs, teleporting bugs, giving an unrelated error [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: com.github.zehsteam.ImmersiveEntrance.Patches.TimeOfDay_Patches.SetInsideLightingDimness_Patch (TimeOfDay __instance) (at ./Patches/TimeOfDay_Patches.cs:28) (wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::SetInsideLightingDimness>(TimeOfDay,bool,bool) (wrapper dynamic-method) ShipTeleporter+<beamUpPlayer>d__41.DMD<ShipTeleporter+<beamUpPlayer>d__41::MoveNext>(ShipTeleporter/<beamUpPlayer>d__41) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
Note i have reset the config of 2 story ship twice and it fixes it temporarily
019e8255-af5d-2bbf-6799-df96aebeed35 My modpack if needed
Yo Melanie, I have a suggestion/request, but I'm not sure if this is the correct place to talk about it.
uhhh question, is this code pre or post config reset? I disabled a lot of content mods, and didn't reproduce it. So I just need to make sure whether or not I couldn't reproduce from what I removed, or this being the config reset one. Mainly so I can decide if I need to try again without disabling any mods
yeah, this is the place to talk about it
Kool. Could we possibly get the string lights enabled on the 2nd/3rd floors? π It gets quite dark up there with the lights off
you know, I've had this requested a few times, I always say maybe I'll finally do it, and then proceed to not π. But I'm going to break the cycle, I'm opening up my projects right now
Fantastic, Thank you!
What if Melanie was made from gummies and was named Melanie Delicious?
It's funny how Melanie has one of the most punnable names because there are so many words similar
@rich ice I think I found a new bug!
Or I guess performance issue
The left one is on the normal porch near the railing with normal FPS, the right one is near the railing on the extended porch it KILLS FPS
No idea why I am gonna test if its something else by disabling the porch
I love the instinct to play with people's name π
oooh, I guess I gotta fine-tune the uh, FPS drop thing I did. I did a patch for it, but I guess I didn't fully check all the areas after it, I just noticed I didn't get it in the areas I usually check π. Question, does ReverbTriggerFix happen to fix it
I don't use it but I can try adding it
I will test it later today
BASED
post config reset, but if your not getting the error well shit
Odd question, is the NavMesh bugged for enemies with the extended cat walk? They seem to be walking under the ship
I actually don't change the navmesh with extended catwalk (because I was lazy). If enemies are not going into the ship, does this occur on every moon? Or just some (since on my end, with vanilla moon testing, enemies seem to path in fine)
Let me guess you get an insane fps drop near the ship's left ladder?
I believe this has nothing todo with Mel's mods, as i experience that even with only lcvr and dawnlib
Nope. It's near the railing all over the extended porch
being near ladder has nothing to do with it as you can see in the screenshot I was closer to the ladder and got my stable 40 FPS as a host
okay, things I need to test/finish/look into
- custom crafting and cooking recipe configs (test and potential cleanups)
- 2-story + wider 2-story cozy lights (finish and test)
- remaining (likely reverb trigger) lag with extended catwalk (look into)
- MIGHT look into just adding that extra navmesh part for the extended catwalk. My main issue with trying it is if it might make enemies either really clunky, or struggle to get onto the ship in some moons. But I think I know how to prevent that
tbh, with a lot of the ship big fixes recently, maybe I can finally get to re-organizing everything to clean it up and you know, make it easier for me to navigate π
but uh, I also gotta do some vehicle stuff actually, so...
(and despite this, I'm still actually not in like, focused modding phase π I still am doing other things more)
You mean yes then
I haven't tried the cooking mod yet does the employee become fat from eating?
It occurs on every moon, especially with Masked and Flowerman
ALSO
Do the new interiors (mausoleum/museum) work? With DawnLib as well?
The mausoleum looks so cool but I haven't had the chance to experience it yet

No?
I mean no because your example is wrong
so I need a bit of clarification, are enemies, for you, able to get into the ship at all? Like, if you're not standing on the extended balcony, and instead just inside the ship, or on the normal bounds. If you're inside the normal ship and they still can't manage to get in by any means, then I need a modpack profile code.
Also (not new), the interiors should work. The 2 recent updates were to make sure they function properly, and I even did a mini test just a little bit earlier, seeing as a couple different interiors were having trouble, and I wanted to make sure it wasn't happening on mine
Its also directional
I don't get lag near the ladder. I get lag when I come close to a railing from extended porch and it does not matter which way I look
I'll be a bit of extra clarification (just to make sure), extended porch refers to the config that lets the front porch go 3 units farther (which isn't near the ladder)
also, no, BUT I SHOULD TOTALLY ADD THIS AS A CONFIG
and another config that makes it so you also get slower, but have more max health π
Yeah
There are multiple causes for simliar issue with lag
Note this is an old idea I had in mod ideas a while ago gl
They can get in the ship overall, let's say, if I'm in the shop or on the normal catwalk yes. It's if/when I interact with the extended catwalk is where I receive issues. Also the interiors work thanks 
Mausoleum is peak
im not sure if this is intended, but you can pseudo-infinitely increase the value of a hammer by just melting it back into a bar, and then remaking it with a pole (which is extremely cheap)
π¨ oh my bad
wait a minute...
HAMMER STACKING META
LES GOOOOO
that is true within 2 days we managed a 5k hammer
Melanie Hamericious
holy, pair this into bread stacking meta, and you'll be unstoppable
IT'S HAPPENING AGAIN, H-HELP HELPPPP
That's a mimic btw
@rich ice
Same spot as the dog
If I had to guess this whole spot has navmesh and it makes them walk through the stuff
oh that is also evil π, tbh I didn't account for that area, I'll uh, make that spot unwalkable
it never ends π
They cannot walk out of there as well
Melanie Mimicious
Just like dogs
the not walking out I'm not sure about, I'll have to look a bit more into it. But hopefully just making them not able to get there in the first place fixes it π hopefully
Melanie Hopeicious
Melanie Cursious
Melanie Curious
Melanie Boomboxious
Melanie Shovelous
Melanie Brackenous
Mel
Portal Stories: Mel
π
Actually hate how this is an actual game π
IT has VR support!!
Vr better
π±
Its a good game i recommend
I know. i have played it before
Prob not the most time there but
same i was suggested 3 portal fan games and each time i downloaded them i beat them day one
protato
Portal reloaded tho
oh bruh π
hehehe i am a potato
Potato
i have no fucking idea how this potato beat reloaded in one sitting bruh
took me weeks to beat
I locked in thats how
it's just a reskinned eyeless dog that drops hamburger meat
and if you stealth it. you can milk
to acquire milk
yes
stun grenades gonna go crazy too
pikmin
ngl mod ideas is lowkey just the competitive shitpost section


