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Great mod btw!
C. If you have any other mods installed, some of them may interfere for one reason or another. This doesn't happen very often but it's safer to develop your mod with a vanilla setup first (unless you make an addon for another existing mod of course; small QoL patches are normally non-instrusive and can be used as well) and only then install other mods to see if things work together.
A. If you move your dungeon's connectors to another layer (for example from "objects" to "anchors" or the other way around), Tiled may not like this and either refuse to spawn certain dungeon parts or give a similar error. So it's usually best to keep connectors where they are.
B. If your dungeon uses custom tilesets, you should look through them and check if they're set up properly. Sometimes Tiled bugs out and switches the ID numbers of objects in a tileset. I've had a similar issue with microdungeon generation because of this, setting the correct ID numbers resolved it.
"Fatal Error: Access violation detected at 00007FF7E4A6D772 (Read of Address FFFFFFFFFFFFFFFFF)
In case you have any mods that change the navigation screen or other parts of UI in some way (such as More Planet Info, etc.), one of them may be a culprit.
https://pastebin.com/D3gUYxzi
The ID is mnpcs_virtual1.
On that same topic, what is the ID of the Spaceship SImulator object (to be able to spawn it)?
Does this work with Vanilla multiplayer; or does everyone who joins need to install the mod to?
@Forgotten One I've had a similar idea before so the Protectorate-themed encounter is doable. Though at the moment I'm mostly busy with my other mod.
And that other suggestion is too sus for me so no.
@Tekno You're supposed to spawn inside a virtual ship when you enter the simulation. Does your character float in the void instead? If that's the case, then the ship was probably misplaced somehow.
Great mod though.