
ScienceBird Tweaks
Various niche adjustments.
Date uploaded | 4 months ago |
Version | 3.1.4 |
Download link | ScienceBird-ScienceBird_Tweaks-3.1.4.zip |
Downloads | 1431 |
Dependency string | ScienceBird-ScienceBird_Tweaks-3.1.4 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
ScienceBird Tweaks
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.
SHIP TWEAKS
Fixed Ship Objects
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.
- Only Fix Vanilla Objects: This is a setting to avoid any unwanted errors with attempting (or failing) to fix modded furniture items.
Default: ON
- Alternate Fix Logic (EXPERIMENTAL): If you end up having any unexpected issues with furniture while using this tweak, you can try this. It's not super thoroughly tested, but it should simplify the code a bit to reduce possible points of failure or incompatibilities with other mods.
Default: OFF
Fixed Suit Rack
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.
Consistent Catwalk Collision
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.
Tiny Teleporter Collision
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.
Large Lever Collision
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.
Begone Bottom Collision
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.
Ship Item Removals
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:
- Service manual clipboard
- "SIGURD" sticky note
- Teleporter button cord
- Long tube (the one connected to the generator which is strewn across the floor)
- Generator (next to the door)
- Helmet (on the counter by the monitors and teleport buttons)
- Oxygen tanks (leaning against the wall)
- Boots (by the suit rack)
- Air filter (in the corner by the monitors)
- Batteries (on the counter by the monitors)
GENERAL TWEAKS
Big Screw
Default: ON - Client-side
Changes the name of the "big bolt" to reflect what it actually is (a big screw).
Falling Rotation Fix
Default: OFF - 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.
The default value of this tweak has been changed to OFF after some reports of issues (the fix is so small that it's really not worth risking). However, its code has remained unchanged for a long time and I've never encountered any issues nor recieved any other reports, making it likely a mod incompatibility. So, it should be safe to enable this in most cases, but if you do end up having issues please send the details to me.
Old Halloween Elevator Music
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.
BETTER DUST CLOUDS
A few tweaks to make the normally unused dust clouds into a more interesting and gameplay-relevant weather. These consist of:
- Dust (Space) Clouds: Adds a space to
DustClouds
weather condition when it's displayed on the main level screen or terminal monitor, making itDust Clouds
.
Default: ON - Client-side
- Thick Dust Clouds: Increases the thickness of the dust clouds (exact value configurable).
Default: OFF - All clients
- Dust Clouds Noise: Adds windy sound effects to the dust clouds (same as you hear on blizzard moons like Rend and Dine).
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).
MOD TWEAKS
These tweaks do not require the relevant mods as dependencies, and if they are enabled without those mods, nothing will happen.
Various Mod Patches - JLL/LLL/Wesley's Moons
Some quick patches I put in for issues and inconveniences I've encountered:
- JLL Noisemaker Fix: Fixes occasional noisemaking item malfunctions (e.g. Wesley audio logs not playing) by initializing the RNG functions of JLL objects when a moon loads to avoid an occasional bug with null RNG functions.
Default: ON - Client-side
- LLL Unlock Syncing: Manually applies the host's unlocked moons to all clients, so any moons the host has, the clients will have too (addressing an issue where unlocks in Wesley's Moons could become desynced).
Default: OFF - All clients
- Wesley's Moons Tape Insert Fix (EXPERIMENTAL): A quick patch which attempts to fix a problem where clients would be unable to interact with the casette tape loader or story log machine. I only did fairly light testing with 2 players, and this involves a lot of messing around with player IDs, so I can't be certain how this will operate in varied multiplayer circumstances.
Default: OFF - All clients
Video Tape Skip - Wesley's Moons
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.
True Blackout - Mrov Weathers (EXPERIMENTAL)
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.
Terminal Stock - SelfSortingStorage/TerminalFomatter
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.
Diversity Computer Begone - Diversity
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.
GAMEPLAY TWEAKS
Snare Flea Forgiveness Options
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).
- This is equivalent to the singleplayer mechanic, just implemented in multiplayer (any config changes to this mechanic will also affect the singleplayer mechanic as well).
-
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).
- To account for Lethal Company's built-in "extra life" when a player reaches critical health (saving them from lethal damage once), a snare flea will always damage a player when they are at critical HP.
These come with config options like the low health threshold for second chance and the health % for fixed damage.
Contact
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).
CHANGELOG
Version 4.3.3
- Added option to hide all player cams from the radar screen
Version 4.3.2
- Fixed Old Halloween Elevator Music compatibility issues with outdoor mineshaft elevators
- Actually fixed Thunderstore README formatting (I think)
Version 4.3.1
- Hopefully fixed Thunderstore breaking README formatting
Version 4.3.0
- Added some tweaks for the v70 player cam:
- Adjustable angle and position
- Option to disable the placeholder image shown when viewing your own cam
- Experimental option for improving the name display on player cams to better handle longer names (compatible with "Live Reaction")
- New experimental tweak for creating highlights on scanned objects (not thoroughly tested or optimized yet, but feel free to report issues), this can be found in Technical config for now
- Made some fixes for fridge and microwave colliders
- Updated ShipWindowsBeta patches to now use the main branch ShipWindows
- Adjusted Blackout audio cue to be more audible on landing
- Probably fixed errors getting thrown with certain materials during True Blackout
- Fixed some weird mod incompatibilities causing floodlights/panel buttons to not initialize correctly
- Addressed some issues with the recently added Fixed Ship Objects failsafe
- Reduced some redundant code running for Tiny Teleporter tweak
- Fixed ship removals sometimes not happening when reloading a save
- Removed my historic first tweak, Diversity Computer Begone, since it's done better by other mods and will soon be redundant with the upcoming Diversity update
- Adjusted some config to be better future-proofed
Version 4.2.10
- Fixed Zap Gun Rework incompatibilities with some altered spike trap designs (e.g. PlayZone)
Version 4.2.9
- Added new v70 furniture into Fixed Ship Objects' default vanilla items to fix
- Vanilla objects are no longer excluded by Fixed Ship Objects whitelist (oops)
- Added a fallback object parenting attempt to Fixed Ship Objects in case a network object spawns too late
- Fixed incorrect default value for rotating floodlight brightness (caused brightness to get set incorrectly after Blackout weather)
- LLL Lever Fix now also fixes the lever being interactable shortly after pulling it and during the transition between days
- Removed Wesley Tape Insert Fix (seems to have been solved in the base mod)
- Probably fixed issue with CustomStoryLogs that made it break things with Wesley's Moons tapes (as a temporary measure before this actually gets fixed in CustomStoryLogs)
Version 4.2.8
- Fixed everything breaking when interior names contained special characters
Version 4.2.7
- Mini rewrite for Auto Teleport Bodies to fix some issues:
- Fixed teleport de-sync on clients when a player dies by mask
- Fixed the unrecoverable body notification config being generally broken
- Even when multiple players die at once they should all be teleported one at a time with a new queue system
- Occupancy sign now updates when players disconnect (rather than just when they connect)
- Added some extra safety checks to the Old Elevator Jingle tweak so it shouldn't error out when it ends up in an unintended situation
Version 4.2.6
- Fixed Auto Teleport Bodies using inverse teleporter
- Auto Teleport Bodies now plays the teleporter's animation
- Fixed Global Death Notification not playing if existing HUD audio was playing
- Fixed Dynamic Occupancy Sign showing 1 less than the actual amount of players
- Improved Stretched Hand Icon Fix to work on more moons and for interact triggers inside the ship
- Smoke Particle Fix now also includes the smoke trail from jetpacks
Version 4.2.5
- Fixed disabling lethal doors also disabling zappable doors
Version 4.2.4
- New tweak fixing stretched out hand interact icons on modded moons
- New tweak which will attempt to fix and replace broken items with null properties (from moons or interiors which didn't register their items properly)
- Changed the formatting on the fancy panel tooltip configs (I forgor what special characters you could use)
- Fixed one of the unused button functions not being hooked up correctly
- Cleaned some more leftover logs
Version 4.2.3
- Made the disabled mine sound effect configurable between a click (new default value), a beep (original sound), or nothing
- Added another mod tweak for the ShipWindowsBeta shutter allowing you to choose what sound effects (not voice lines) will play when it's switched (if any)
- Slightly increased volume of death notification audio
- Fixed teleporters de-syncing and teleporting multiple players due to strange patch interactions
- Fixed Tiny Teleporter tweak not working on clients
- Consistent Catwalk Collision will no longer throw errors if it can't find a valid catwalk to replace
- Cleaned up some logs
Version 4.2.2
- Added various clientside mode and null checks to prevent the game from entering unintended states (notably with the fancy ship panel)
Version 4.2.1
- New blackout configuration options:
- Ignore emergency exit lights
- Ignore guidance poles
- Only blackout sun (blackout weather)
- Also potentially fixed some errors
- New ship additions option which adds the "body unrecoverable" notification whenever a teleport fails (same implementation as auto-teleport, but independent of it)
- Added a bit of delay to the auto-teleport and made it so players dying to masks are ignored completely
- Slight changes to the blackout sound effect
- Rewrote some old bad code for Big Screw tweak
- Fixed some things breaking when LLL isn't installed
- Fixed Earth Leviathan default surfaces to actually include all surface tags now
- Fixed bizarre patch incompatibility with RandomMoonFX
- Config and README clarifications around ShipWindowsBeta tweak
Version 4.2.0
-
Lots of new small tweaks/fixes:
- Taking damage will no longer cause you to briefly stand up due to the animation
- Opening the belt bag interface will clear any scan nodes currently on your screen
- Cruiser exhaust and other smoke particles will no longer be visible through fog from very far away
- When (vanilla) bridges collapse, any items on them will now fall as well
- When starting a hold interaction before you've moved your cursor over the trigger, the hold tip will now still display
- Scrap items of various types that make noise can all be muted by a config list (including masks, the clock, items the animate when you pick them up, and Wesley's radioactive barrels)
- The starting moon can be configured to something other than Experimentation
- New option in the technical/debug config section which disables all noisy red warning pop-ups
- Mod tweak for ShipWindowsBeta which fixes the shutter not closing when going into orbit
- Mod tweak fixing the ship lever remaining interactable while routing with LLL installed
-
New tweaks for enemies:
- Ability to override the list of "natural surfaces" which earth leviathans use to determine what they can burrow through
- Option for earth leviathans to spawn quicksand where they enter and exit the ground
- Fix for coilheads' sightlines not working correctly when clients are in mineshaft elevators
- Maneater can be adjusted to exit its transformation animation and immediately chase if it's hit
- Maneater door opening speed can be increased
- Tulip snake laughing triggering eyeless dogs can be disabled
-
The rotating floodlight has been expanded with more features and joined by some other "ship upgrades":
- Some config options for the floodlight can now be changed in-game via the ship's button panel (rotation speed and player targeting)
- Floodlight player targeting now has a maximum distance
- These additional buttons also include a reset switch to restore the floodlight back to its natural position
- As a separate option, the whole button panel can be made interactable (though the buttons and knobs don't do anything yet), with dynamic lights that trigger on certain events and configurable tooltips
- Option for the "maximum occupancy" poster in the ship to update dynamically if more than 4 players join (and is settable to any value in config)
- A subtle audio notification can be sent out to all players when somebody dies
- Bodies can be automatically teleported after death, with bodies unable to be teleported displaying a special notification instead of the normal "body collected" message
-
Changes and overhauls to existing tweaks:
- Shotgun unloading is totally rewritten and now integrated with LCAmmoCheck (ported with author's permission), so you now have the ability to check loaded shells with an animation by pressing reload with no shells to load, and if you continue holding it, your current shells will be ejected
- The shotgun rewrite should also make things generally much more stable, and thus the hacky force registering config and edge cases have been removed (hopefully it'll be fine)
- Visual feedback for holding to eject shotgun shells
- Ship removals now includes an option to remove the clipboard manual from the cruiser
- When any True Blackout effect occurs, a global sound effect will play as well (configurable)
- Fixed Ship Objects now has a configurable list for modded items, allowing you to enable or disable specific modded furniture rather than all-or-nothing
- Gimme That Mask now correctly identifies when masked enemies are wearing tragedy instead of comedy masks (with object fetching also being handled much more cleanly now), and now also supports for the oni masked enemies from Seichi
-
Some tools for interior scrap generation analysis and adjustment:
- Config section allowing you to spawn an additional amount of scrap whenever an interior generates (config will appear after joining a lobby)
- Logging option which will calculate the "scrap density" of an interior, based on the total area of its tiles and amount of scrap spawned (as well as various other parameters)
-
Totally overhauled and reorganized the config
Version 4.1.6
- Fixed potential errors when triggering blackout via power outage
Version 4.1.5
- Fixed spike trap light animation not working due to mistake in last update
Version 4.1.4
- Hopefully solved issues with lag on landing when the floodlight is set to rotate when landed
- Added some more safety checks around handling mines
- Cleaned up some logs
Version 4.1.3
- Added config option for Blackout to ignore any lights associated with animators, which leaves light animations like the Facility Meltdown red alarm lights (mostly) on
- Fixed ship floodlight start-on-landing logic: no longer dependent on the clock (delay after landing is very slightly shorter), and thus now works on the company moons or moons where time doesn't pass
- Fixed some broken soft-dependencies which meant certain mods wouldn't be patched if the mod loading order wasn't correct
- Cleaned up internal shotgun logic, only effect in-game is less Unity log spam when reloading or ejecting shells
Version 4.1.2
- Added multiple safety checks and a config option to avoid shotgun shell unloading desyncs due to incompatibilities with some groups of mods
Version 4.1.1
- Fixed breaker box hazard blackout config not doing anything
- Fixed potential incompatibilities with shotgun tooltip implementation
- Fixed unintentional behaviour where ship floodlight could be queued to start on the next moon while still on the previous one
- Ship floodlight rotation now starts a little earlier on landing
- Changed default value of WeatherTweaks announcement change to true (as originally intended)
Version 4.1.0
-
New Rotating Floodlight features:
- Now turned on and off by button in the ship
- Experimental option for floodlight to track players
-
Significant True Blackout improvements:
- Only darkens emissives it needs to (shouldn't darken transparent glass on lights anymore)
- Includes generally more emissive textures
- Light switches and their associated lights are now disabled on Rend, Adamance, and Artifice
- Artifice building lights are now turned off
- No longer misogynistic with LC Office (bathroom signs of both genders are now darkened)
- Now works with all lights in Generic Interiors' Tower and Liminal Facility
- Temporarily worked around Experimentation railway light animators with RebalancedMoons (until this gets fixed in that mod)
-
New config option for hazards to also be activated/deactivated by breaker power
-
Selective Scrap Keeping features should now be compatible with SelfSortingStorage's Smart Cupboard
-
Shotgun tooltips are handled a little more cleanly internally, and config no longer misleadingly shows the keybind
-
Fix for vanilla issue where stepping on a deactivated landmine and then exiting the interior would cause it to explode
-
Fixes for 4.0.0 issues:
- Shotgun should no longer cause errors when interacted with by an enemy or while not being held
- Fixed mine explosion animation occurring too early
- Generally cleaner handling for apparatus induced blackout and mine animators (might fix any issues that were happening with those)
- Fixed some error spam with Pause Menu Flicker Fix
- Fixed some rotating floodlight config not doing anything
Version 4.0.0
-
New overhaul for the zap gun and map hazards (mostly suggested by AdjectiveNounNumber):
- Ability to temporarily stun turrets, mines, and spike traps with the zap gun (equivalent to using the terminal code), with stun time scaling with length zapped for (all values configurable)
- New animations/audio indications for when mines or spike traps are on cooldown
- Ability to hold open the closed facility doors while zapping
- Big facility doors kill both players and enemies when closed (configurable)
- Other configurable changes to the zap gun (e.g. battery life, entity priority)
- Fixed zap gun tutorial overlay (should work consistently across clients and sessions now) and optional dynamic animation guiding where your mouse should go
-
Completely rewritten True Blackout weather (thanks to xameryn), with additional integration for the apparatus:
- Vastly improved performance, more thorough algorithm for determining which lights to darken, tons of configuration options for what to exclude, configuration for spotlight properties during a blackout, and more
- Option to trigger a blackout (not including the sun) when an apparatus is pulled
- Option to disable all traps/map hazards when the apparatus is pulled
-
New options for keeping scrap items (written by xameryn):
- Items with zero value are kept upon all players dying
- Configurable list of items to keep after all players die (by default contains shotgun, but list needs to be enabled)
- By default, any kept items will have their scrap value set to zero
- Customizable flavour text when scanning zero'd scrap value items in the ship (e.g. items you want to keep as aesthetic collectibles for your ship after gambling them)
-
New tweaks for the shotgun:
- Improved/customizable shotgun safety tooltip
- Added ammo indicator
- Ability to unload shells from the shotgun by holding down reload with no shells in your inventory/a full gun
- Tooltip will update dynamically when you are able to reload, able to eject shells, or neither
- Option to be able to pick up the shotgun and/or shells in orbit
-
New gameplay tweak for masked enemies to drop masks upon death (picking it up right off their face!)
-
New highly configurable ship tweak which has the floodlight rotate while on a moon (added by xameryn)
-
Tweak fixing button flickering in the pause menu
-
Tweak fixing items not being set to "in the ship" on clients
-
New mod tweak adjusting the wording of the transition weather notification in WeatherTweaks
-
Some fixes:
- Dust Clouds rework shouldn't trigger Dust Clouds in unintended situations as much (if at all)
- Fixed Tiny Teleporter tweak not working
- General overhaul of README and internal organization
Version 3.1.8
- Set soft dependencies so tweaked mods should always be detected now
- Fixed SSS Terminal Formatter tweak not working with item names containing a space
Version 3.1.7
- Removed some logs I forgot about
Version 3.1.6
- Greatly simplified Fixed Ship Objects code to run less frequently and only parent objects individually (may fix issues related to objects getting stuck in the parenting process)
- Cut some unnecessary debug logs
Version 3.1.5
- Fixed teleporter cord removal not working if using alternate fix mode
Version 3.1.4
- Added a config option to enable the simplified Fixed Ship Objects logic (separate from Client-side Mode)
- Changed Falling Rotation Fix default value to OFF after reports of potential issues
Version 3.1.3
- Added README and license to GitHub along with some other clean-up
- Properly registered DLL version
- Added Client-side Mode config option which determines LobbyCompatibility status and disables a bunch of networked behaviours
- Added some client-side alternative handling for Fixed Ship Objects which doesn't require a network prefab
Version 3.1.2
- Added LobbyCompatibility
Version 3.1.1
- Issues with mod loading when mods associated with mod tweaks that are not installed should be fixed
Version 3.1.0
- Added some misc. patches for Wesley's Moons, JLL, and LLL:
- Ability to send the host's unlocked moons directly to clients, so all players will have the same moons unlocked
- Fixed some noisemaking items sometimes not working (e.g. Wesley's story audio logs) due to either an incompatibility or issue with JLL
- Added prototype fix for clients being unable to interact with the tape player or story log machine
- Made default behaviour of Fixed Ship Objects to only fix most vanilla furniture, with an option to fix all furniture
- Optimized the code a bit so failed parenting of modded furniture should be less laggy while loading in and produce less errors
- Updated skip tape interact icon
Version 3.0.1
- Fixed Wesley Tape Skip breaking story log machines (oops :3)
Version 3.0.0
- Generalized ship object parenting fixes into one tweak which should apply for all furniture/unlockables
- Added various tweaks to Dust Clouds, now in their own category "Better Dust Clouds"
- Increased dust cloud thickness to make it an actual hazard (config adjustable)
- Audio to go along with Dust Clouds weather
- Also includes previous tweak Dust (Space) Clouds
- Added Self Sorting Storage/Terminal Formatter tweak adding compatibility between the two, so items in the smart cupboard are counted when determining ship equipment stock
- Added Wesley's Moons tweak allowing you to skip a video tape by interacting with the cassette loader again
- Adjusted big screw tweak to work under more circumstances (e.g. dropping from gift box, being taken out of Self Sorting Storage cupboard)
- Added debug mode for personal testing purposes
Version 2.1.1
- Added options to remove various items from the ship
- True Blackout tweak now supports "BlackoutIgnore" override (ignores light objects with parents named "BlackoutIgnore")
- Fixed teleport button parenting so the buttons won't linger after a run ends
- Fixed client-side exceptions with Fixed Suit Rack tweak
- Fixed some potential exceptions with fall rotation fix if inventory becomes desynced
Version 2.1.0
- Added various ship-related tweaks:
- Fixed Suit Rack
- Larger Lever Collision
- Begone Bottom Collision
- Tiny Teleporter Collision
- Dust Space Clouds tweak will now also fix "DustyClouds"
- More re-organization of config and README
Version 2.0.0
- Added Fixed Teleporter Button tweak
- Added Fall Rotation Fix tweak
- Added MrovWeathers True Blackout tweak
- Added Snare Flea balance tweaks
- Adjusted default values so no unwanted gameplay changes should be present on install
- Overhauled README
Version 1.0.1
- Edited README
Version 1.0.0
- Initial release