# NekoSous **Repository Path**: merchannel/nekosous ## Basic Information - **Project Name**: NekoSous - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-10-11 - **Last Updated**: 2026-10-11 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # NekoSous NekoSous connects N.E.K.O. to the local Overcooked! 2 BepInEx mod MeowSousChef. It uses the mod's JSON-over-WebSocket protocol and does not depend on game assemblies. ## Configure and run 1. Build and install MeowSousChef as described in its project README, then start Overcooked! 2. The mod listens on `ws://127.0.0.1:48933/` by default. 2. Enable NekoSous in N.E.K.O.'s plugin manager. It is not auto-started. Copy the `[nekosous]` settings from `config.example.toml` into the plugin's user runtime configuration (`config/plugin.toml`) and adjust `ws_url` if needed. 3. Start NekoSous. It reconnects at `reconnect_interval_seconds` when the game mod is not yet available. The plugin exposes connection status, full state query, player join/leave, and explicit start/stop commands for MeowSousChef's restricted auto-cook mode. It is passive to keep it out of ordinary Agent dispatch. Calls can establish the connection on demand. ## Protocol boundary Requests use `{action, id, data?}`. Responses use `{action, status, data, msg?, id, seq, ts}` and are matched by request ID. Server pushes such as `welcome` are stored as the latest event; state is currently fetched on demand with `getstate`. The client reconnects automatically. The mod binds to loopback and allows up to four clients by default. ## Validation and open decisions Tests use a local fake WebSocket server to exercise connection, request/response correlation, unsolicited events, protocol errors, and state queries. Verification inside the real game still requires Overcooked! 2, BepInEx 5, and MeowSousChef installed. Decisions still open: whether live state pushes should be forwarded into N.E.K.O. conversation context (and at what rate), and whether Agent dispatch should be enabled for auto-cook. The current plugin stays passive and does not continuously inject game state. Remote access and protocol authentication are outside this integration; the mod only listens on loopback.