#Ship Windows
1 messages · Page 4 of 1
what about just the ship walls
no
maybe this has to do with the new ship window feature for monsters to be able to have line of sight through it
It is
Just to be sure... Can I have your modpack code?
what im using in the video is literally just this
default shipwindows config
Giants aren't the only thing that can do it, they're just a lot more apparent because of size and AI(?)
silly puppy methinks
so the game does something like LOS + Collision = Successful Player-Monster Collision?
and thats why giants cant grab u through ship walls even when they're clipping through beause normally they dont have LOS
is that what the game's doing?
maybe
it does
and as hard as it may look to reproduce, 2 of my friends died this way last night (from the same giant)
...the second one was kinda dumb to stay at the same place but it happened
@sullen solar you may wanna check this, it looks like reproduceable steps were discovered
if needed i can use my enemy to draw linecast visualy to see that it is indeed the windows see through feature and the wall are fine
imma do this when im back
He stuck
After spawning 50 giants on one spot, I was finally able to reproduce this issue
door stuck
What are you using for the HP text btw?
At this point test needs to drop a mod list
I wanna say it's that but there's some differences
His is green
there's also a line between HP and the number
yeah a lot more free to customize it
also includes removing the "HP" and move where it's positioned I believe?
it's why I asked if there's a mod that has an adjustable weight text position since I thought it'd be cute to remove the "HP", put the weight below the health#, and put the little line between them
I wouldn't know what RGB Value I would need to make it be a good green like that
lol
Try 57, 255, 20
Should be a nice Acid Green
I had that saved in my notes as acid green, but also this also saved as acid green: 143, 254, 9
So idk if I made a mistake with one and you end up with orange haha
Anyone wanna test the collisions?
That version seemed to have fixed it for me, but I'm also the one who can barely reproduce the issue anyway...
i'll check in a moment
Btw... You need to unlock all windows for testing @jovial peak
Yeah I just buy them
It, seems better? but I am still able to get grabbed
weird
I guess the Giant, like, moves like ever so partially further into the ship if it's in chase mode
if it's like, standing still hugging the window it doesn't grab
but as soon as it starts moving fast enough or something it grabs me
Lol why do the footsteps sound strange? That's not vanilla or LR what is that
vanilla
Did vanilla get changed?
no
those are indeed the vanilla sounds
maybe you've been playing with LR for so long
are u sure its speed ro just ur closeness to the window?
I literally like
don't know
but it seems to only grab me when it's moving and not standing still
so I assume it's like, the momentum or something from moving fast making it get pushed ever so slightly into the ship for it to grab me
My only issue I have with LR is they keep adding too many sounds, I had to increase LCMaxSoundsFix to 512 just cus of that stupid update for the footstep audio, it caused me to start having the issue where my sounds got stuck behind the player if it was any lower
I adjusted the enemy patch.
If this doesn't prevent you from being grabbed by a giant, then I probably won't be able to fix it, as the giant just phases through the wall
LOL I disabled LR as a test
and my game uses 1gb less ram
Ahaha
LOL
@shrewd prism optimize your damn mod pls
XD
perhaps they need lil compression. just a lil. 🤏
Just buy more ram 
I have 32gb but still
Why does a sound mod need to use 1gb of ram
Personally I download my RAM
i got 32 gigs too, but i worry for my less spec'd friends
LethalResonance basically overhauls every single sound...
Oh yeah don't get me wrong I love the mod
Or download ram from here 
DownloadMoreRAM.com - CloudRAM 2.0
Vanilla sounds suck but still
about this. should i also do the same and increase it?
Is that extra 1GB with the asset loader?
LR doesnt add sounds
||(Not a scam link, no need for moderation. It's just a joke site)||
Yeah I use Faster Load
LR is sound files, so Faster Load won't do shit for LR
there was a moment where a friend ingame got blown up nearby, but i didnt hear the explosion. is this related to LCMaxSoundsFix?
You won't believe the results
lol
I mean... It does have to load the sounds to replace the vanilla sounds first...
(its working)
im talking about teh 512 sound limit thing she had to increase
also the compression in LR is as good as you're ever gonna get
it's already pretty compressed
I mean it's just cus it touches so many sounds it basically is pushing the limits of the game
again, those sounds would *already be playing
Cus I had it at 256 with no issues before the footstep update
they dont play sounds
they just replace em
you've just never noticed it before lol
Then it might be a SoundAPI issue, or it could be the different sizes
@marsh shuttle yeah go fix ur mod definitely sound api
wharg
some are larger
That fix probably causes more issues though 😅
lol
Literally this:
var canCollide = ___mainScript.isInsidePlayerShip == localPlayer.isInHangarShipRoom;
a lot
but cant really say off the top of my head
try getting a dog to go inside
and see if it can bite ya
is my mental included
That's already broken, so no need 🙂
will that prevent giant from grabbing u from the ship door entrance
Absolutely 😅
dawg
depends on what the game thinks the the playership boundaries are, so i think so
surprised dog works
is it just a forest giant patch?
No, since other enemies also have the same issue, I just patched EnemyAICollisionDetect
I presume this is what you mean
icic
how about u got some invisible boxes on the all sides of the ship except for the ship entrance.
if enemy is touching invisible box & player is in ship, no collide.
That sounds like a good way to make the ship lag more than it already does
The ship is the most unoptimized thing in the game
😂
thought most of the lag was coz of the camera feed
It's possible
i reduced the frame rate for em and get more fps
I've been thinking of removing OpenBodyCams cus I'm tired of the lag it causes tbh
i do 10 fps
I'm not capping the fps of the cams
good enough to convey info... doesnt need to be super smooth
That causes more problems than it's worth
what problems?
A lot actually, the game generally runs worse if you cap the camera fps vs leaving it uncapped
Cameras in the game just suck
well from my testing.. capping it increased performance
i meant ship cams
also 10 fps is unbearable anyways
dunno about body cam
Rather have no cam on the ship at that point
XD
Which I just disabled them in mine
using GI and LethalPipeRemoval
c;
Trying to finish the update, garbage Unity keeps crashing on me.
id like to think of it being like real surveillance cameras (which typically are low fps to save on storage space)
whats the new solution u cooked up
I just want to change the windows' layer
From TransparentFX to a new layer
1.3.5 pushed ^^

how about removing the body cams from the ship monitors, but making it viewable only on terminal.
that way its only a performance hit for the person using the terminal and that's probably not too bad since they're not moving around too much.
i dont have openbodycams, but im thinking of adding it to my modpack in this way.
want the terminal person to feel included by giving them the ability to see other players' perspectives
I've already messed around a lot with the FPS inside the ship, it's not easy = (
there are 4 main sources of lag inside the ship i would say, Cameras, Light Sources, Terminal and Shader
You can disable the OpenBodyCam camera for you and let your friends have it if they have a better pc, you can also disable the inside camera with that mod
Terminal isn't a lot of problem, as it only lags when you're using the terminal
About the shaders... there's nothing we can do
General Improvements can improve FPS too if you don't use Better Monitors, just mess with the camera framerate and disable post processing i think?
Althrough, having low fps on camera ship may be unbearable for some people
You can remove the monitor near door with LethalPipeRemoval but the light source remains
dang 29 fps
i remember seeing someone suggesting for performance optimization on zeeker's server and bro got hella pushback from random people..
telling him to buy a new gpu or that the game isnt even hard to run 💀
those random people are cringe
in what world is getting performance optimization bad lol
it is hard indeed for only 1 developer to optimize a game, but with time that can be done
meanies èé
using the same linecast from ForestGiantAI
if (!Physics.Linecast(centerPosition.position + vector * 1.7f, GameNetworkManager.Instance.localPlayerController.transform.position + Vector3.up * 1.5f, out var _, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore) && ((!StartOfRound.Instance.shipIsLeaving && StartOfRound.Instance.shipHasLanded) || !GameNetworkManager.Instance.localPlayerController.isInHangarShipRoom) && !(component.inAnimationWithEnemy != null))
isnt that intended tho? so enemies can get line of sight of u through the windows.. its just them being able to collide with u through the window that was unintended..
well it is intended cuse they should not be see through object on the ship
that was just to confirm that this is indeed that linecast that pass
in order to check if you can be grabbed
you first need to be detected in his "grab zone" collider, and once inside it check for visibility
that last feature just made for such scenarios
what do u think would be good solution to stop the AI from grabbing through the window?
well, by looking at the way it checks... i have no real idea that doesn't need to change basegame stuff
i was thinking triggers by the windows
enemy touching outside window triggers && player in ship = collision denied
though lunx was bringing up possible performance concerns. triggers wouldnt be that bad would it?
im trying to find a solution that doesn't involve a second linecast
meaning maybe changing the current one
like adding a new layer just for windows ?
ehr i dunno
simplest would be to add said second linecast that check only for windows
cuse i think that if we add a layer it may break thing everywhere
...or does it
i am not sure about how they are working, like its a binary thing ¿ so we could just add a layer and add its binary layer to the giant linecast
test said he put windows in a new layer
Windows are now on their own layer, called Windows (id should be 30)
mh
holup
actual mask is (int)2305
so if we add a layer that is n°30...
need to change it to 1073744129
(if i didn't screw up)
how’d u get that number?
that binary
the binary with the layer N°30 is 1000000000000000000100100000001
= to 1073744129
if u remove the 30th 1 (so the far left one), u get the original 2305
it seems that you and Lunxara was partially right, i was testing capping the camera fps rn, when you have many cameras on the ship, capping lower improves performance, but when having only one camera (OutsideCamera/BodyCam for example), leaving uncapped actually improves the FPS and removes some random lag spikes
= )
cameras in this game really sucks
here the default layers
zeekee named the layer used for the giant "StartOfRound.Instance.collidersAndRoomMaskAndDefault"
that is an INT variable
so if you make a binary number using the given name (that suggest using "Colliders", "Room" and "Default"), u end up as espected with (int)2305
2^0 + 2^8 + 2^11 = 2305
If you change that one, the forest giant probably cannot see through windows any longer
with our new layer :
2305 + 2^30 = 1 073 744 129
ye simply change the
Physics.Linecast(centerPosition.position + vector * 1.7f, GameNetworkManager.Instance.localPlayerController.transform.position + Vector3.up * 1.5f, out var _, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore) && ((!StartOfRound.Instance.shipIsLeaving && StartOfRound.Instance.shipHasLanded)
to
Physics.Linecast(centerPosition.position + vector * 1.7f, GameNetworkManager.Instance.localPlayerController.transform.position + Vector3.up * 1.5f, out var _, 1073744129, QueryTriggerInteraction.Ignore) && ((!StartOfRound.Instance.shipIsLeaving && StartOfRound.Instance.shipHasLanded)
When I tried that, it didn't work properly.
I mean... It worked, but not all the time
what the hell
wdym not all the time
how
also actually it would be better to simply change the value of collidersAndRoomMaskAndDefault inside StartOfRound script
so that it works everywhere
(in case you do not have the index you think)
public int collidersAndRoomMaskAndDefault = 2305 + Mathf.Pow(2f, LayerMask.NameToLayer("CustomWindowLayer"));
interesting observation. yeah i have multiple cameras, indoor & outdoor ship cam.
@sullen solar how are you testing btw ?
That would literally defeat the point of the windows being on a different layer...
yea, i think it caused by hitbox that are used to tell if you are inside or not (for sound effect stuff)
i think the lag happens mostly in the end of the transition (old moon going away) and the start of the new trasition (ship reaching new moon)
oh yea... i forgor
could get optimized... maybe?
uhm, well from my experience it happen everytime u walk through the door
ship door?
yes
ship shaders
I just patched OnCollide method in Forest Giant AI and cancelled it when the Linecast returned true.
The Linecast was a copy of the one in the OnCollise method, but with the layer specifically set to the windows layer
Oh... And I spawned 50 giants as I cannot reproduce otherwise
everytime you walk out/in of the ship, the shaders change and some things in the ship starts/stop being rendered
why don't you patch it so it does what i just said : use another layermask int ?
Well, that would probably result in the same thing
i think you should try like this, and instead of using giant, just draw a linecast from outside the window to the player
(to begin with)
i did this with my enemy
Vector3 start = eye.transform.position + eye.transform.forward;
Vector3 end = GameNetworkManager.Instance.localPlayerController.transform.position + Vector3.up * 1.5f;
if (eye.gameObject.GetComponent<LineRenderer>() is not LineRenderer line)
{
line = eye.gameObject.AddComponent<LineRenderer>();
line.material = DEBUGLINE;
line.startWidth = 0.1f;
line.positionCount = 2;
}
line.SetPosition(0, start);
line.SetPosition(1, end);
RaycastHit hit;
if (Physics.Linecast(start, end, out hit, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore))
{
Debug.Log($"Blocked by { hit.collider.gameObject.name}", BepInEx.Logging.LogLevel.Fatal, true, false);
line.startColor = Color.red;
line.endColor = Color.red;
}
else
{
line.startColor = Color.green;
line.endColor = Color.green;
}
so just change the start origin and add the linerenderer to something else (the player ?)
oh fuck the line material...
damit
well it will be pink
also obviously change the layermask and use your own log
Yeee, for now I'll just keep the current fix.
Gonna check that linecast later
k, but just wdym by not working all the time ?
sry if i look like i am too much trying, i just wanna help and understand ;_;
Idk. Probably because I spawned 50 giants.
Maybe some of the were pushed into the ship?
The linecast did block some grabs, but not all of them.
That was enough for me to just go a different route 😅
Awesome... Seems like I'm allowed to revert the layer change from 1.3.5 as the windows are now invisible in my main modpack 🤔
whaty layer were they
and what layer are they now
u can put the parent in the layer that u want, then put the actual mesh in anotehr layer as a child too
TransparentFX vs Windows (Custom layer)
Parent is on Layer Room
can you even add your own layers to the game?
i'd assume the rendering process would ignore them
Worked in my testing modpack 🤷
1.3.6
* Hopefully finally completely fixed overriding celestial tint skybox
* Hopefully fixed all errors with shutter switch
- Reverted change regarding the Window layer
At this point, I'm adding "Hopefully" to all my changes, because they apparently like to break 😒
wakes up to LR complaints yeesh yall it’s compressed as much as I could. As far as the performance stuff it’s actually likely related because if we want it compressed so it’s smaller than your computer uncompresses it to use the sound. If we update the mod to just be uncompressed raw the performance would increase but the file size would likely be over half a gig
wat

what if you released an uncompressed version on the side as a test?
I’ve thought about doing this, sadly unless @glacial temple has the original WAVS it’ll be a bigger file size with no audio enhancement from zero compression HOWEVER it would likely be more performance friendly and a space HOG
We’ll put some thought into this
Also, any thoughts about this @rose flax ?
Wait this isn’t the LR thread, I just responded in auto pilot, yall head over there for LR conversationsss
lel
I could patch together a wav file version of my mod using the old versions of it, and then compare the performance between uncompressed and compressed
Overall, I actually have no idea whether uncompressed files will make it easier on the performance
I had the issue where items land under the glass many times
Pretty sure that's a vanilla bug 🤔
There are mods that fix this
Pretty sure the difference is just the lighting 🤔
i said material because i use the No_Refraction, but that window is acting like a No_Refraction_Irisdescence
only that window
is that another consequence like the reverted texture from doors?
ok, let me open the game first
assurance from inside
outside
notice that the terminal text disappears
That means it's using REFRACTION_IRIDISCENCE for some reason 🤔
does CT still work with vanilla if u make it vanilla mode
I'm using Celestial Tint on default values (Vanilla Mode deactivated) in vanilla lobbies without problem 🤷
i have this funny interaction with this and the easter egg
when u throw it toward the windows it just went thru it 😂
@sullen solar
oh bet thanks
its pink at an angle 
I think that's intended
Iridescence is intended - Unless you disabled it in the config
ty!
Hhey I had a really weird desync with my friends while playing
They could not see the windows and instead saw a bunch of pink suits on the rack that said "left window", "right window", etc.
But I was the host and I could see the windows fine
I currently have no idea what's causing this...
Can I have the log from your friend?
Different game, but the steps are the same:
https://h3vr-modding.github.io/wiki/installing/troubleshooting/log_file.html
Had a desync issue
This is the profile code if you need to do further diagnosing
01903650-2f60-ebb6-09ab-8d10a4468159
But that's when disconnecting, will have to see again if I can recreate the error
sorry, false flag, it's not Ship Windows causing the issue
@sullen solar 👁️
Only mod present is the latest release of ShipWindow
Yeah... You can also grab items through it 😅
Aye teehee.
Oh crap sorry, didn't realise you where aware. Checked the GitHub issues and didn't see this listed.
Any reason why the mods been deprecated now?
TestAccount continued it for a while now - use that one
Oh okay, shoulda read the read me my bad 😅
we do a little trolling
MASSIVE amounts of trolling indeedd..
Do it!
:3
Pushed 🙂
impossible
this may be mentioned elsewhere in the 3355 messages, but is there a way to have more than just custom moons have a custom skin in space or maybe set it to where moons with them do them and ones without default to the giant planet underneath
That would be a question for Celestial Tint, which I do not maintain...
#1198736199297286196
😭
are we ever gonna get ceiling windows?
might as well make it a glass ship
can we get a bigger ship instead 
how about instead of making the ship bigger, u just make the people smaller. then the ship will appear to be big.
😭
why was mod depcratged?>
Changed ownership and developement
https://thunderstore.io/c/lethal-company/p/TestAccount666/ShipWindows/
ship windows died so ship windows could rise from its ashes
did the original creator say anything that happened as to why?
got bored and moved on
#1203500753939988532 message
ty
That has been done already :3
Was literally thinking of trying that xd
NO FUCKING WAYYY GGHG H G YOU FIXED IT LET'S GOOOO
Visiting the Deadliest Planets in Lethal Company
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🔢𝗠𝗼𝗱 𝗟𝗶𝘀𝘁 𝗨𝘀𝗲𝗱 𝗶𝗻 𝗩𝗶𝗱𝗲𝗼:
https://pastebin.com/QN2HQcMr
______________________...
ship windows moment
got em real good 🤣
i dont think that was ship windows
the t-rex code is currently so meh i wouldn't be surprised if it didn't have a safeguard against people in the ship
could be, but t-rex wouldn’t have seen him and aggroed onto him if there weren’t a window there lol
it’s such a comical moment tho
lethal players having gotten used to monsters clipping through the ship and not being afraid
That didn't look like the T-Rex aggroed through the window 🤔
So... Been thinking about the ceiling windows a little...
The only place I could imagine them is here:
Or just have a small one in the middle
Just make the whole ship 1 big window
why not this spot?
but your spots also work nicely
whats the point of a ceiling window
watching your locked out/in crewmate get eaten my the mask
There's a lamp being annoying
ahhh shit
whats the point of ur existence
to explode your pancreas with my mind
You can see the time from inside of the ship by looking at the sky
You can see your friends trying to hide from giant sontop of the ship
You can see your friends inside getting eaten by a mouthdog while you enjoy your safety up ontop etc.
i can accept the last one, the others are just stupid 😂
sometimes less is more
Nothing is forcing you to unlock all windows 
thats the beauty of modding
yeah that last one is the only good use for ceiling windows
why does it need a functionality though most of the windows are already just aesthetic in the first place

then the ultimate aesthetic is a ship made entirely out of windows
^
its just too many windows
well you can decide what windows you want and what windows you don't want no?
yeah, but u gotta consider that this takes time to make
if most people want it, then go for it, and if no one wants it and he still wants to make it, then still go for it, im just giving my opinion lol
yeah same here, just a suggestion that I always thought about when I discovered this mod
perhaps the real windows we wanted are the eyes to the soul 
i dont get it

i’m just speaking gibberish
just make every enemy a window
This ☝️
We need that
@opal sparrow, do it
i unfortunately have better things to do with my time
okay I think its a goofy suggestion but could you possibly make windows breakable?
so whenever something like a dog gets in you could smash a window with a shovel and jump out and wait for it to leave
on the next moon that shutter will be permanently closed until you buy a new window at the terminal
stuff like that
Would be funny, but I think the windows cannot be hit due to the layer they're on :/
maybe a button could be added then to "simulate" glass breaking
like a flip switch but instead of a switch it's a model of one of those tiny metal emergency hammers used for breaking glass
Can’t you just change that?
Pretty sure even without changing window layer you could include it in layer overrides for box collider
If it's possible, the glass floor would actually become massively useful
You could potentially get rid of a dog by breaking it
I think it's big enough to fit a dog through
If this becomes a feature, i would be glad if could be disabled in config, i don't want that 
the company wont allow u breaking their properties
spoiler tag!
Oop there we are
Didn't considder that people may have avoided the trailer
^potential v55 spoiler if you have not seen the trailer
Information for everyone:
Mod updates may take a while since my mainboard is broken
Hi ! I love this mod, so cool. Can we just turn off the voice of the guy telling the windows are being closed or opened ? The switch seems just able to close or open the windows. Thanks !
you can look in the config
I dont think there is a config for that
Probably intended that way, but I guess Testy could add that in the config
Thanks ! I hope it works
there's a config
How do I know?
I have it disabled
(Sorry Wesley :,])
Rip Wes
Alrighty good to know
every speaker guy being disabled ever : 🥺
you dare silence the might of G.A.R.Y.???
is anyone else having an issue where the space_HDRI skybox becomes low res when used with celestial tint?
Btw @fluid granite does vanilla mode fix the lag issues in V55 with Ship Windows?
I wanna guess it's the networking stuff causing problems
I didn't notice anything like that...
You could try adding this mod though:
https://thunderstore.io/c/lethal-company/p/veri/ShipWindows_4K_Skybox/
That will make ship windows use a 4k skybox
I did notice it, but never bothered me
The skybox override in celestial tint is a bit worse and the stars at the sky doesn't shine as the original would
But yeah, small details
Just to inform you guys...
Updates may be delayed since my mainboard is broken.
Not sure when I'll be able to get a new one
No sweat. It's great that you've been maintaining the mod nonetheless.
Thankfully it seems to be working well with v55 already and there aren't any major bugs.
Good luck with getting it replaced.
is it me or does it seem like a lot of modders on this server get their computers borked?
I mean building assetbundle is cpu heavy
how to make unity take a chill pill and not cook cpu? 😩
idk i didnt notice my usage change at all when i build lol
😭😭😭 nooooo
You sure? My CPU totally isn't under load
Also... Congrats to me for being able to start Unity?
Yesterday it crashed my pc like 3 times ._.
fellow dsherman
beatiful
Perfection 
I should make it stop render through windows so you wonder where it is or why there's someone flying at high speeds :3
i updated Celestial Tint and changed some code https://github.com/sfDesat/Celestial-Tint/tree/main/Sourcecode. Some name changes and I moved the CheckSceneState() to a different .cs file. ShipWindows is giving some errors when in-game
Thanks for the info ^^
My new mainboard is supposed to be delivered thursday :3
WOHOO
mr desat sir my 71-gordon is using desert planet by default
and admance too
hmm, can you do some optimization to call FindObjectsOfType only once via transpiler?
https://github.com/Test-Account666/LethalCompany-ShipWindows/blob/27ccb5a75e76a3e7721c6c3e104ed1841d5ff23d/ShipWindows/ShipWindows.cs#L428
Currently that method takes 6ms and with your patch it takes 12ms, so that's why lag spikes happens when you walk in or out of ship
why not just... use the list of enemies cached by the game already?
there should be one in roundmanager or startofround's instances
@red charm i could be tripping but wouldnt that just work^?
@sullen solar
also just while we're here, in LockWindowsWhileRouting you can safely use StartOfRound.instance.levels instead of the findobjectsoftypeall. helps for performance and will filter out invalid levels like liquidation
And that would still give me hidden moons like Embrion?
I'm unsure what this is even for tbh 🤔
without LLL the terminal just shows a serialized string that zeekerss writes moon names in manually
it's for optimization
vanilla disable enemy mesh when door is closed
LLL had to do a bunch of stuff to make the moon list dynamic and data based
which doesnt always work and i dont actually know exactly how i should be setting up an enemy for this to work 
Oof 😅
It just took me 3 hours to insert my new mainboard ._.
Wish me luck that my PC boots
🫡
So... I either connected the power button wrong, or my PSU just died 🤔
Got it to boot, but now I get the CPU error code...
Nice
After messing around a bit, I think I found a bent pin in the CPU socket.
I'm gonna bring my PC to a tech store to fix it
personally id rather have a window at the front (above teleporer buttons), and one to the right
and no more
I feel like the left window is the least useful
the only moon that uses it properly is vow
If I'm going to add it, it's going to be after the rewrite
👍
Me too. Main reason for why I needed those door windows xd
Glad you solved the door inverted texture, it triggered me 
Bring back the inverted door texture
Good idea! I should also make a wesley mode that turn the ship into a cube :3
😨
i need cube player model too
i need to know what the fuck i did
life support
Going to sleep now. Good night everyone \o
Except for @opal sparrow, I wish them a ||great|| night :3
Good
Beta spoiler: ||The fox can pull players with the tongue through the window and the player gets stuck with him trying to pull someone from the wall||
It happened 2 times but it was funny
So... PC works again
Just took me 2 hours to get into my OS because Windows decided to be a bi****
u unbent the cpu pin?
What?
His old mainboard died
Oh I see what you meant
ye i was referring to this
#Unknown? 
press it
It didn't let me 😦
its teh random colours thread
Uuu, I'll test the random color mod today :3
dont read the chat message 😱
Cosmiic was a naughty boy
This happens when you load into a save and it removes the red switch for the shutters, ofc it's version 55/56
@turbid olive, fixed in 1.5.0
@clear prairie, 1.5.1 should also fix (hopefully) the stutter issue
(Yes, I forgot to do it in 1.5.0 xd)
😋😋
Was just playing today, and we couldn't see enemies through the front door windows when they were closed, at least. Wasn't sure if that was a known issue or something
🤔
@sullen solar
Hmm, yeah I noticed it was updated like 8 or 9 hours ago, and me and some friends just got finished playing, and we had noticed that
That would likely explain why enemies can't be seen through the front doors if he changed it
if that is correlated at all
Hahah yeah
I just removed it. Didn't really see a reason to keep it 🤔
yeah, that's why enemies are now invisible while ship doors are closed
Hmmm, guess I misunderstood the purpose of that patch 
I'll re-add it, but will try a more performance friendly way than before
@ripe stirrup, @clear prairie, enemies should be visible again in 1.5.2 😅
mod not working
are you playing on v50 or v55 with the new version?
Please define what isn't working.
A log and the version would also be very helpful
Blud just dropped a bomb and disappeared 💀
looks like its incompatible with https://thunderstore.io/c/lethal-company/p/Hamster/LethalPipeRemoval/ again
May you explain what exactly is incompatible, yesterday at night i was playing fine with both mods
both this mod and lethalfashion works when disabling lethalpiperemoval
What did you enabled on LethalPipeRemoval configs 
If it was the light mode, it may break with many mods
Also, you use a mod manager?
Just get the logs and send
ShipWindows is incompatible with the low light mode.
Everything else seems to work just fine - Even on delete mode
Noticed that I could interact with the CC through the window of the ship during my last session, not sure if that's been reported
It's already know i think, you can interact with objects from the outside through the window, you can even grab the hive through the window if you want
(Safe way to get multiple hives outside of the ship when pulling the lever btw)
even enemies like forest giants can see you through them
That is intended 🙂
i can see you through your window 
What did you have disabled?
I use them together
it probably is low light mode
It seems like this mod breaks this mod: https://thunderstore.io/c/lethal-company/p/badmods/WaffleHouseCompany/
Do you mean the flickering light?
No, I mean that the waffle house doesn't replace the company
It does for me 🤔
These are my logs from using both at once. The waffle house didn't replace it.
No idea what the issue is... It works in my Test-Modpack, so I don't think it's a ShipWindows specific issue 🤔
I can see that. That also happens to me, if I only use ShipWindows and this mod.
But at the same time, the mod works just fine when I use my Test-Modpack
🤔
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WaffleCompany.Patches.RoundStart.SummonWaffleHouse (StartOfRound __instance) (at <4f7e9f26c6144c80a145b9972cf84040>:IL_021D)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::openingDoorsSequence>(StartOfRound)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
RoundManager+<LoadNewLevelWait>d__125.MoveNext () (at <0b5b829887344817a21214132ea92eef>:IL_0342)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Just found this error
Waffle House code is extremely unsafe
damn
i will fix waffle house code later today
ik i did a bad job with the code lol. i am new to unity, didn't think so many people would use it
Do you have a thread for your moon? You should make one so you get the modder role 🙂
no. i can make one
Make one, then if you need help with stuff there's the new development thread for moons https://discord.com/channels/1168655651455639582/1263331414271594538
thanks. i made one. did i do it right?
I'd recommend also sending the link to the mod 🙂
Probably should add your mod too XD
sweet thanks
Hope you didn’t take any offence 🤝
It’s weird stuff to do modding wise in the first place so at it’s best something like that is gonna be odd code anyway aha
Not at all. Im very glad you said something. Im guessing its because i didnt null check like anything
i think selling scrap to the waffle house is funny
especially when the monster gets angry
truckwindows addition when
im assuming this is a bug, you can throw eggs and drop items through the window
This is known, but unlikely to get fixed
Why
It's because of the Windows' layer.
They are set to TransparentFX to allow monsters to spot you and allow you to trigger vision-based monsters (Like the Shy Guy)
so just have the collider on another object
How would that collider differentiate between items and monsters?
you should decomp and see the raycasts that monsters do 
you can either yoink some code off @opal sparrow that I suggested to manually ignore collisions between two objects or if you want to be cheeky you could two meshes with like one of their faces deleted so raycasts shoot through the backface fine
Or maybe it’s simpler and i forgot
Multiple options forsure
yeah, im guessing u dont even need to do either, there's likely a suitable layer
have u tried the following layers:
default, collider, room, railing and vehicle?
those are the layers that items use
Pretty sure all of those are also used for enemies
So far, the Railing layer is the most promising.
Doesn't fix the ability to put items inside windows though
Im in bed so i cant wrap it around in my head properly but i think a option would be to have the mesh collider be two meshes with a missing face on either
Cuz raycasts can’t shoot through backfaces and you can layer per way
Well, guess the Railing layer is the way to go.
Thanks @hearty wedge and @opal sparrow
it would be funny if enemies could see into the ship
imagine just opening your shutters like window blinds and peeking out and just seeing an old bird stare at you as you close the shutters again
They can see you through the windows 🙂
o
could someone tell me why the mod isnt working?
BepInEx-BepInExPack-5.4.2100
TestAccount666-ShipWindows-1.6.1
mrgrm7-LethalCasino-0.5.4
x753-Mimics-2.6.4
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.2
qwbarch-Mirage-1.8.1
FlipMods-ReservedItemSlotCore-2.0.32
FlipMods-ReservedFlashlightSlot-2.0.6
Dev1A3-LethalFixes-1.1.8
DiFFoZ-HarmonyXTranspilerFix-1.0.0
DiFFoZ-LethalPerformance-0.1.2
fumiko-CullFactory-1.1.5
x753-Peepers-1.0.3
NomnomAB-RollingGiant-2.6.0
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
BunyaPineTree-ModelReplacementAPI-2.4.7
Nips-Brutal_Company_Plus-3.5.1
Jordo-NeedyCats-1.2.1
Sligili-HDLethalCompany-1.5.6
anormaltwig-LateCompany-1.0.16
notnotnotswipez-MoreCompany-1.9.4
CapyCat-Solos_Bodycams-1.0.5
sunnobunno-YippeeMod-1.2.4
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-StaticNetcodeLib-1.1.1
EliteMasterEric-Coroner-2.0.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.1
Evaisa-LethalThings-0.10.6
EladNLG-EladsHUD-1.3.0
FlipMods-TooManyEmotes-2.1.25
sfDesat-Celestial_Tint-1.5.2
mattymatty-AsyncLoggers-1.6.3
Coppertiel-MaskedEnemyOverhaulFork-3.3.0
modlist
did you check behind the terminal?
the window is behind the terminal
and your configs might have just disabled it unless you buy it from terminal, i personally make it all instant unlock
💀
that's not usually where the terminal is
that got me dead bro
I mean like, behind here
nowhere
weird, can you check the terminal's store?
type window or door
all mods are enabled
no like
I mean
try landing and see if the door opens
preeetty sure you broke it somehow 💀
lmao
oh if there's only 3 configs try closing and opening the game back up?
yeaaaah smth broke on yo end 👀
i'd say just try making a new profile w the same mods then, no idea why your configs would delete themselves like that
wack
try either one
i just copied the plugins folder
that'll most likely do the same thing
do either code or mod by mod
oh i got the game location wrong
when playing with vanilla compatibility, why is this a feature?
just turn off window 4 and it wont be much of an issue
tho i do kinda see your point
i personally dont use this mod when i play in vanilla lobbies anyway
I only use window 2 (or maybe 1 I forgot)
then enemies seeing through them wont really be a problem
just dont drop items near the window lel
You can drop items into the wall anyway. I don't really see an issue.
You can even drop items through the ship's roof
I'm trying to prioritise compatibility between a few of my modpacks, and Ship Windows is in one of them, so I'd appreciate it if the vanilla compatibility worked
Well, that will come in the rewrite of ShipWindows - Which will take a while
It is not a big deal since you can just hide in a different spot on the ship and grabbing through the windows is your own decision...
(I'm unsure if grabbing items through the windows is even still possible in the latest version)
it is
who voices these windows
magic wesley
here i am to give testy work again

some friends said that the skybox was just void, i was confused and asked them to take a print
here it is
i asked if the config had SPACE_HDRI and they said yes
(it happened after i asked them to disable UnlockWindow1 & EnableWindow1)
apparently it was only a client-side problem, as the host could see it normally
@chilly lake, did he change the "Override Celestial Tint" option?
Something went horribly wrong on his side then 😅
I've never seen that without Celestial Tint so far 
I asked for the logs but didn't have any error relates to Ship Windows
What does the non-deprecated add that the old version doesnt have?
Ill check tmmr, its 8:30pm for me
Monsters can see through the window, a window at the door and well, version compatibility?
A new shutter as well
Actual support, a new window, more features in general
That made me remember, shutter doesn't save his position between save files
Yeah yeah... I'll fix that eventually 😅
@clear prairie
Ik he dmed me the preview lol
Would you be able to add an option where the shutters tie into the ship shutter hydrolics? So the shutter switch will close the door and all the shutters, but only until the hydrolics hit 0?
I could look into that 🤔
I'd appreciate it 😁
all fun and games till giants constantly aggro onto you because they can see you through the windows
They can even grab you through the windows, if you disable the EnemyFix :3
Speaking of that, I was grabbed by the kidnapper fox through a window while having the fix enabled 
Would you believe if i said that the problem was NilsHud? 😅
I think I know why, but it's not breaking anything, so it shouldn't be an issue
hi! i noticed in the latest version when buying the floor window, placing/moving furniture on it is extremely off! it either doesn't wanna place, or goes through the floor. i don't remember this being an issue in the previous versions though
Do you use GI? I think GI overhauls the placement system, maybe there’s an issue with it
i don't use GI and have had this issue
yeah this is one of the reasons i uninstalled this mod, it is a problem
Please update to the latest version, @daring hearth and @fading agate 🙂
@shell snow, please report bugs next time. Otherwise I cannot fix them
also is there a way to make it so monsters cant see you through the windows?
The only way currently is to close the shutters
Alert, closing the ship's shutters
@shell snow, guess this is what you want?
1.8.0
+ Added config option to change enemy + window behavior (Defaults to false when vanilla mode is enabled)
thanks bestiee
YESSSS
am glad u can play in vanilla without the enemies seeing u through windows now lol
I personally liked the extra challenge, but oh well xd
it gets annoying when 2 giants constantly camp the ship because they see you through one of the windows for .1 seconds
i dont think the settings is uhh... there
Works fine for me 🤔
u have to delete config then regen
You don't have to do that...
Are you sure 1.8.0 is already available in your mod manager?
It usually takes about an hour or two.
You tested it 20 minutes after I uploaded that version 🤔
its there now 😄
I would love for there to be some workaround for this. It's the only issue I have with the windows, giants get pretty campy unless you have a good hiding spot in the ship
You close the shutters
Then you turn the new option to allow enemies to see through the windows off
3rd secret option is turning off all windows in the config
I think I should make the ship fully transparent, if you disable all windows :3
Glass ship mode when?😂
Make the windows breakable if u can /s
A mod of mine needs my enemy to break the glass :p
Imagine bringing an engine into the ship and it just shatters 
Looool
I more so mean just add a function that:
A. destroy(window);
B. Starts up a particle system for Window shattering.
And C. Maybe creates navmesh under it so that enemies can go through it
And I can call that function when I need to :3
If you do B for me, I might be able to do that 🤔
For now just make a dummy particle system that gets called and I'll replace it when I call the function, don't forget to make that particle system a parameter
Make sure the position is the centre of the window pane
I noticed since you still haven't uploaded the unity files 😦
You're completely right, dm me like tonight or in 14 hours and I'll upload em
Tonight as in 4 hours, just depends on when I'm on pc next
i dont suppose theres a config setting to disable the new voice lines entirely is there?
for the sell counter anyways
would like this as well
i dont mind wesley's voice but its odd hearing one other than the company's lol
my current workaround has been replacing the audio file with this and having the setting that makes it rare turned on
thirding this sentiment. Was very jarring to randomly hear and I couldnt even understand what was being said
fourth
yea lol, i thought he was saying polar every time. tho i know now from the text above hes saying alert
#1203500753939988532 message
Wesley we hate your voice
it's true
but seriously though, like i get it, it's a cute little thing, i dont think modders shouldnt be allowed to put in fun stuff like that, but i wish it wasn't forced on users, especially for something that is not related to ship windows
How do you guys dislike the Wesley easter egg?
This is such a weird thing to complain about I love it
Wesleys voice doesnt really fit
i also hate lethal easter egg scrap that explodes and kills me
worst scrap in the game
Lmao they were so funny during the V50 beta XD
V50 beta eggs were amazing
LOL
did they only launch u like that in beta
Like this, @clear prairie?
LOL
Are you making a mod to restore it?
🤭
Homeboy almost landed ontop of the company building
Lmfao it was fantastic
Wasn't expecting the mad lad to make an EasterEggSettings mod I'm looking forward to this
XD
The explosion I just got was so strong, it even made HDRP throw an error 💀
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
UnityEngine.Rendering.HighDefinition.HDShadowManager.PrepareGPUShadowDatas (UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDCamera camera) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0025)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareLightsForGPU (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDProbeCullingResults hdProbeCullingResults, UnityEngine.Rendering.HighDefinition.DebugDisplaySettings debugDisplaySettings, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0161)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0315)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_04C9)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)
[Warning: Unity Log] Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
I'd never :3
Haha
Blurry?
Do you have a mod that increases the view distance?
yeah
That's likely the reason
does the mod work with v60?
yes
idk
Mirage seems to work just fine 🙂
okay thanks
Floor window has a gap, pls fix
Wait until he finds the other gap 💀
I'm trying to fix it, but I probably need a new model for that window
@fluid granite, want to make a model? :3
I think this one can be fixed easily
Are you sure about that?
90%
Well, get ready...
I'll send you a video in a few minutes
deprecated mod?
The original is depricated Look for the new one from TestAccount, they're maintaining it now.
Seems like I broke the door texture again guys 😅
How?
And I may have broken the shutter switch 
Bad Testy
By just recompiling the AssetBundle in my v61 project 😅
Strange, Something must have not migrated over properly
lol
Oh really? Are you sure? 
Btw I think I was wrong, the floor texture when you have the floor window still seems to use the material from ship room metal
Not even sure what you're talking about 
Rip
Wait till you see this 😅
It's an issue @jovial peak pointed out, the floor texture's global texture is normally Mat Ship Floor ((With Ship Colors btw)) but with the floor window it uses the ship room metal one instead
Probably an issue from when Veri still maintained the mod that you just never caught
You can manually readd them though right?
Pretty sure I'm not touching any materials though?
Just the model 🤔

Actually, that's a lie. I am touching the poster materials xd
some materials got offset
dunno why
patcher thinks b is c and g is h sometimes etc
Actually... I am touching materials 😅
I'm guessing the submesh warning isn't good? 
@clear prairie
Glad it was an easy fix 
I didn't fix anything...
Oh?
I just showed you my setup
I wonder why it uses the wrong material when the Window is there then
Weird
If only I had more knowledge on Unity
@clear prairie, floor texture also has been fixed by removing the excess materials
So... Just wait for the next update xd
Noice
Not sure what's going on with that door though...
Lmao
What mod is that for the pikachus lol
That's part of @fluid granite's Seichi


🙂
is the whole door just a glass pane or what am I looking at
What abt the mini-cruisers, and do they act as an rc
I'm using the FurnitureLock mod to control the layout of my ship, but I can't get it to reliably store the position and rotation of the Shutter Switch. Everything else works perfectly (for both mods). I'm not sure whether there's anything I can do or if it's the result of the switch itself being configured differently than other furniture in some way.
The mini cruiser doesn't drive, but you can honk with it xd
It's from one of my mods called TestAccountVariety
This is a known issue and will be fixed eventually
Hey, so for some reason none of the ship windows are showing up on a new save even though I disabled unlockable mode. Here's my log file and dependency strings.
Disable LethalPipeRemoval and try again
@sullen solar Hi! Sorry to bother you a little with a topic that has nothing to do specifically with this mod, but would you mind perhaps updating this mod? Montior Labels
Something like you did with Ship Windows. I think this mod is very important but it hasn't been updated since v56 and it seems the original author is no longer active. Please! 😦

I'll have a look, but cannot promise anything
@sullen solar , small issue, the window lever does not save position when leaving and entering a save
Also, could it be possible to make its default position next to the window?
This is known and will be fixed eventually ^^
Which window? There are 4... 3 of them could have a switch next to them 
The og mod had it next to the window near to the terminal
Yo @sullen solar crazy idea. What if we made it (or a version) compatible with this mod?
https://thunderstore.io/c/lethal-company/p/mborsh/Wider_Ship_Mod/
👀
Eventually, probably 
this needs a little polishing before that
is this host-sided
no
no
yeah that cant be done on the host's side
then download it 😄
but i cant join vanilla lobbies with it
and ppl cant join me
that do be how mods work
clientsided mods:
not to nitpick but in most communities client side mods refer to mods that work that can work on just individual clients
"host side mods" that people use sometimes in this community are very rare to be possible tbh
i mean
brutal comp is a thing
its very big addition
I don't remember if I checked it tho 
stuff like brutal company can only exist because the few select things you can make a "host sided mod" for is by changing what answers the host gives out when a client asks them a question
would there hypothetically be a way to make suit mods host-sided so anyone can use them
dang
use this texture that doesn't actually exist for you
fair
but shouldnt they atlesat be able to see what suits are which so they can wear then to see on ur end, they just wouldnt see it themselves
no
the list of suits is not something that's just synced between all clients
each client has to add each suit
in that order
for it to be synced
oh ok
what about yesfox mod?
YesFox mod just spawns the Fox, which is a vanilla monster that has been disabled
so is it host-sided?
Should be host-sided, yeah
Please, have a look at the description and tags of these mods.
They will usually tell you that
i did
And what do they say?
i filtered for must have "client-sided" cannot have "server-sided" but some are still incompatible
To get proper help with that, you might want to ask some questions in #modding-general or smth 
okidokie
I'd kill for that integration. Might even be willing to toss you some beer (or coffee) money in exchange, if that's something you're open to. I tried it with my crew... we liked it, but we like the windows more!
im waiting for that function that lets me destroy the windows so i can hook onto it
Same ngl
for some reason, black and stars skybox isn't working, idk the reason
it doesn't throw any error
0191d48d-e3df-052a-b794-ab6cc89613de
Thanks for the info. I'll have a look
Was just about to ask about that. Same problem here
Does closing the shutters make the enemies not see you?
