


Just some small changes my friends and I wanted that I couldn't find elsewhere (though some have since popped up as separate mods by others, I'm grouping the ones I want here for convenience and simplicity).
I reccommend all players have this mod installed (and ideally the same/very similar config), but if you want to try using it client-side, use the Client-side Mode config option.
In the list below, I'll mention which tweaks (to my knowledge) should work client-side. My current testing setup isn't great for testing de-synced modpacks, so if any of this is wrong or if anything breaks client-side, please let me know.
The default values of these tweaks are intended to not interfere with gameplay in an undesired way.
This should minimize upfront annoyance, but I recommend you consider which ones you want to enable.
Default: ON - Client-side
Do you relate to being unable to press the teleport button while launching or landing the ship? Does it seem like its hitbox drifts away from where the button looks like it is? Have you ever stood on a piece of ship furniture (like the welcome mat) and jittered all over the place? Well, your struggles end now.
All this tweak does is ensure all ship furniture/unlockables will be parented to the main ship object, and thus all of their colliders will stay in sync with the ship.
Default: ON

Default: ON - Client-side
Same as Fixed Ship Objects, but for suits: properly parents them so they are selectable easily on takeoff and landing without jitter.

Default: ON - Client-side
If you've ever desperately clambered onto the edge of the ship's railing only to slide right off since you didn't catch the right part of the collision, this change is for you!

This just slightly extends the floor collision of the ship catwalk so you can consistently land on it from the other side of the railing, allowing you to then gracefully vault over it at your leisure.
Default: ON - Client-side
Shrinks the placement hitbox of both teleporters so they can be more easily placed close to walls or in small spaces (and require less hassle with finnicky rotation).
The exact size of the hitbox is also adjustable in one of the config sections.
Note that this also makes the build selection hitbox smaller, so if you're getting annoyed by being unable to move the teleporter easily, try increasing the hitbox size in config.
Default: OFF - Client-side
Enlarges the start lever's hitbox so it can be pulled more easily at a moment's notice.
The exact size of the hitbox is also adjustable in one of the config sections.
Default: OFF - Client-side
Removes the colliders from bottom components of the ship (e.g. thrusters and structural supports), making it easier to access if that is desired. This is still moon dependent, and the underside of the ship still cannot be accessed on the Company moon, for example.
Default: OFF - Client-side (except maybe interactables like clipboard and sticky note?)
Under "Ship Tweaks Removals" in config, you will find a list of items you can remove from the ship according to your aesthetic preferences:
Default: ON - Client-side
Changes the name of the "big bolt" to reflect what it actually is (a big screw).
Default: ON - Client-side
Normally, if you drop an object from high up, it will rotate much slower than the rate it falls. This means the object will hit the ground while its rotation is still being updated (and the game will still consider it in a "falling" state).
The only immediate consequence of this bug is the visual effect of objects strangely spinning on the ground when you drop them from high up. This change may also end up making them set off mines on contact in more cases (rather than setting them off only after their rotation is finished).
In any case, this tweak scales this rotation so it will finish while the object is still in the air and its falling state will end normally.
Default: OFF - Client-side

Reverts the behaviour of the mineshaft elevator to its behaviour from the 2024 Halloween patch (v65 to v68), playing a random clip of groovy music by ZedFox. The track is synced, so players using the same mod will hear the same elevator music track.
ButteryStancakes has a more extensively customizeable version of this feature, and if that mod is detected this tweak automatically disables to let it take priority.
A few tweaks to make the normally unused dust clouds into a more interesting and gameplay-relevant weather. These consist of:
DustClouds weather condition when it's displayed on the main level screen or terminal monitor, making it Dust Clouds.Default: ON - Client-side
Default: OFF - All clients
Default: OFF - All clients

(Before and after)
Since Dust Clouds is an unused weather in vanilla, you'll only see this weather if it's explicitly added on a modded moon, or you use a mod like Dusted to add them into the normal weather rotation (which I recommend if you're interested in these changes).
These tweaks do not require the relevant mods as dependencies, and if they are enabled without those mods, nothing will happen.
Some quick patches I put in for issues and inconveniences I've encountered:
Default: ON - Client-side
Default: OFF - All clients
Default: OFF - All clients
Default: OFF - All clients
If you like the tapes in Wesley's Journey™, but don't want to sit through the video every time, try this new and improved skippable cassette loader!
While playing, the projector will give you a prompt to skip the currently playing tape to the end and unlock the moon immediately.

Note this may have some unintended side-effects when used with tapes with special effects like the cursed tape.
Default: OFF - Client-side (?)
Along with disabling all the lights like the Blackout weather condition usually does, this will also darken the emissivity of associated light textures. What this means in practice is lights will not look pure white or with a texture reflecting an "on" state. Instead, they will look dark/dim as if they have been turned off.

Technically this makes the Blackout condition slightly harder to navigate, but this really only exists to make moons more visually appealing when this weather is active.
This tweak should be stable overall, but there will be a significant lag spike when the blackout first loads. Performance will be unaffected afterwards.
Default: ON - All clients
A little patch for the niche interaction between SelfSortingStorage's Smart Cupboard and mrov's TerminalFormatter: items in the cupboard will now count towards the "owned" column in the terminal's store menu.

Try scrolling around or re-entering the store menu if you have any issues with the item counts not being immediately updated.
Default: OFF - Client-side
Removes the floppy reader computer and floppy disk spawns from Diversity if you don't want those features of the mod (this shouldn't cause any compatibility issues even if you don't have Diversity installed).
This is also compatible (though redundant) with v0xx's more thorough patch DiversityNoFloppy.
Default: Vanilla - All clients
Provides some alternatives to the vanilla behaviour of the snare flea/centipede:
Second chance: provides players with a second chance, as the snare flea will leave them alone one time after bringing them to low health (default/vanilla is 15 HP).
Fixed damage: The snare flea will do a fixed portion (default 50%) of a player's maximum health before dropping off them (when set at 50%, players will always be killed on their second encounter if their health is above half, and killed on their first encounter if it's below half).
These come with config options like the low health threshold for second chance and the health % for fixed damage.
Let me know about any suggestions or issues on the GitHub, or if you'd prefer you can mention it in my Discord thread (I'm "sciencebird" on Discord).