#Ship Windows
5796 messages · Page 6 of 6 (latest)
🔥
an eeper
I'm lying apparently idk why it looked like this
Was it becuase of Reverb Trigger stuff lol
Very possible, Reverb triggers suck
I think so lool
thinking im outside while inside
fixes itself when leaving the shi
ceiling window makes things look baller btw
It looks like a line of fog is going into the ship
lol
shrug probably not related to ShipWindows anyhow
I mean it's shining through the top Window lol but it looks cool
I meant the reverb trigger thing here
but yes the beam of light going through the ship is usually how light interacts with windows
Artifice
tbh i prefer the old skybox
i prefer the new one
I might upload optional addons to override the skybox.
The old skybox has been replace due to issues tho... Not sure if I can bring it back too easily
Think you broke the game a bit with the update
Hm?
Seeing if it's even the update first rq
2.3.1 fixes it
cool
NGL I low-key actually wanna see a moon using that Skybox as an intended thing now
lol
Cus that actually looks sick
Well, I did plan to make my own moon. (Eventually)
Maybe the skybox fits there 
Make @fluid granite put it on Arelion maybe?

it is indeed
I wish the atmosphere didn't exist in real life
Why's that? 
so that I could enjoy the view of space
Buy a telescope and/or go to a spot without light pollution instead of dooming us all, please 
You can have mine.
It was only stolen like 14 years ago, I'm sure you can find it :3
deal then
-# Stolen from me, not by me, if that wasn't clear 😅
Oh yeah, that window hurt lol
I'm pretty sure I ended up just making it fill out the shape of the hole. The window wasn't uniform, but it wasn't too noticeable.
all of my moons use those types of skyboxes 
man when are we gonna get groundboxes
completely different
thats an insult to ground boxes
the ground must BE the box
@sullen solar Shutter Switch still triggers the Diversity speaker lol
Yeah, forgotten debug messages are always fatal 
This is a wall... With a window inside it 
The window object you receive is the container that holds the wall and window
then just GetChild(0) should be ok?
The first child is usually the wall, while the second one is the actual window.
Except for the door window... It's going to be an empty GameObject
there is no way to get the window itself?
arguments.windowObject.transform.GetChild(1) or arguments.windowObject.transform.Find("Window") should work for all windows except the door one as it parents the window objects to the ship door
Since I haven't released the beta as stable yet, you can still tell me, if there's something missing or bad in my API 
I think you missed this commit but ig i will just patch config again
since im still doing my api
Oh... I'll fix that
add mborsh.ShipBuilder too 
Done
👍
I just realized that I will now probably have to redo 3 ship models and 3 floor models because you wanted to move windows a bit 
can you send me all window models?
No
/joke
You can find them in your dms in a minute
You might wanna send them to Mel too just in case she needs them when she's able to update 2SS
I doubt she will but
Who knows
Is anyone having the issue where the windows close and will not open when landed but open in orbit?
I can't think of anyone having this issue right now 🤔
So... Version and log please 
That is neither the log nor an answer to my version question...
01950af8-1bf8-284a-9314-b8bb0719b750
Ah, just took a while 
Yeah mb I had to copy the logs
Did you enable instant landing in Imperium?
That might cause it
Doesn't happen in Beta afaik
no it was happening without imperium, and I did not enable that config anyways
I dont know why its happening though
its not your mod
its another issue that has a side effect on your mod
@gritty pecan Wider Ship update doesn't seem to be working with the ShipWindowsBeta for me 🤔 Not seeing any windows besides the shutter and door windows when all are set to start unlocked and the door shutters didn't work
what version is in Gale?
wait for 1.3.15
Okay
Ah my bad, I read the changelog when I woke up thinking that was the newest one
lol
I see 1.3.15 now after fetching again
Yippee
wait...
Hmmm?
I definitely didn't waste a third of my day in vain
disabled because im lazy
Fair
Now I just hope to see compat with 2 story ship soon
But idk when Mel will be free for it
well ain't that a doozy
Do you have both ShipWindows' installed?
lol
Yeah you do, can tell by the difference in how the shutter switch position is with it's lever
The Beta one has it go higher, and then when you close it the lever goes all the way down
I do not
anyway got distracted, a nice error in there
my guess would be that you set the shutter switch to be unlocked by default and it did not register as purchased
so you bought a second one
Yes
I just installed the ShipWindows Beta 2.4.0 instead of the old 1.xx and the windows are no longer available in the ship store. They work if I set them to always unlocked though. Anyone know why they don't show up in the store?
[Info : BepInEx] Loading [ShipWindowsBeta 2.4.0]
[Info :ShipWindowsBeta] Loading ShipWindow AssetBundle...
[Info :TestAccountCore] Registering unlockable Shutter Switch...
[Info :TestAccountCore] Fully registered unlockable Shutter Switch!
[Info :ShipWindowsBeta] Loading Wesley voice lines...
[Info :ShipWindowsBeta] Loaded line 'ShutterClose'!
[Info :ShipWindowsBeta] Loaded line 'ShutterOpen'!
[Info :ShipWindowsBeta] Loaded successfully!
what are the skybox events?
type "windows" in terminal
I should probably add that info to the readme 
also add "window" to command list please 
If I figure out how, sure
ooo is windows an interactive terminal api menu? 👀
you should just be able to do
InteractiveTerminalManager.RegisterApplication<ShipWindowApplication>("window", false);
after https://github.com/Test-Account666/LethalCompany-ShipWindows/blob/7c481bdd1e57810d518804a4df155a5fa60e64d9/ShipWindows/ShipWindows.cs#L84C13-L84C101
I'm pretty sure that's how whitespike does it in lgu for multiple keywords returning the same menu
Oh, I misunderstood what they meant.
Yeah, that makes sense
Yes, it is
awesome that means it'll show up in my store menu for terminalstuff 
Not sure how well I'm leveraging it tho
or
string[] commands = { "window", "windows" };
InteractiveTerminalManager.RegisterApplication<Application>(commands, false);
ohh true
I didnt know it accepted more than one string tbh
Well, I'll head to bed and do that tomorrow 🙂
I see the overload tho
Repeat that
all the interactive terminal api menus get auto added to the Other menu :) (in storeplus)
Nom.
Ah, thank you. I expected them to show up under "Upgrades" in the store as they did before.
Bad news, guys.
I will not be able to update for at least a month
😔
alright what did i screw up. Using Wider ship but I physically cannot access the "wider part" of the ship. Also changed Wider Ship config so that there shouldnt be walls there, but there still are.
Read wider ship changelog
ohhh gotcha mb. ty tho!
okay i feel like im just dumb what was wrong with the old ship windows mod? do i need the old mod and the beta. cos i cant buy the windows with only the beta
buying windows in the beta was moved from the shop to a new keyword "windows"
oh okay thanks
nothing wrong with the old one, it's only being rewritten and refreshed, cause I'm still using old version and it's working well
which mod do i use ship windows or ship windows beta?
if you are using 2 story, use current ship windows, if not use the beta
type windows
thx
can anyone help me? seems ShipWindowsBeta not working in my pack. whatever I do with the configs the windows wont show up and the door window not working as normal
using stable version works for me but not Beta
@blissful dune did you reparented windows?
I do reparent the windows except for the door ones, which might be weird, and I wanted to change after adding beta compat.
Though idk what's happening here atm, since the beta works fine for me without this happening
assuming it's been tested on new saves, logs and a mod profile code could help. Also because now I'm curious to what's causing it (and if it's me or not)
gimme a minute. I'm trying if its a mod compat in my end
here's the logs. done it on a new save
Profile code :
01958118-d4f8-a5bd-2909-dc4e0b9c483f
windows shows up when disabling ShipColor. I'll check if its something with my configs
ye resetting ShipColor configs fixes it
sorry for the inconvenience
So...I apologize but I just installed ShipWindows Beta and I even deleted the configs for all 3 of Wider Ship, 2 Story Ship, and WindowsBeta but...for some reason when I enable the windows, they just...don't show up at all
Idk why
I'm not sure if I messed up
Nvm, I'm gonna try that instead XD
To be fair it should work with 2story ship
Yeah, for me oddly enough it wasn't so I was just confused
do you have shipcolors mod? try resetting its config
I do not, I just switched to the normal Window version and it suddenly worked lol
did you look in ShipWindowsBeta's config? I think they are unlockable in shop by default (you have to buy them first) and you have to enable the config that unlocks them without buying them
if you already do that and its not showing. pls send profile code and logs
Ye ye I did check but it didn't do anything, I'll test and re-send when I can ^^
If you still run into issues, please send log 🪵
Is there a known incompatibility that causes the ship shutter sounds to be the shotgun sounds? (closing them sounds like equipping a shotgun, opening sounds like dropping a shotgun) or is that intentional? Using beta btw
Also; does shipwindowsbeta double the sun from celestialtint? The planets/moons below seem much brighter than before I shipwindowsbeta was installed.
I feel like this is super bright for the company planet lol\
looks fine to me
Maybe I was just there too long and it changed over time to be a bit brighter, because going to another planet set to the company look returned it to more what I expected. It was really bright on winter moons, but kinda hard to demonstrate that in an image bc it just looked like a white ball.
Not sure if this is general knowledge, but I was able to get shipcolors working (most colors, anyways) with shipwindowsbeta, you just need to use the advanced textures or whatever its called instead of shared textures, and search window to get the new materials. Sharing in case anyone else ever has that issue. I'm not using wider/bigger ship though.
Everything in ShipWindows beta can be colored
The switch is actually making the sound, the shutters themselves are silent 
Didn't find a better sound, so shotgun it is xd
The skybox may be slightly brighter than before, but it should be negligible.
Celestial Tint might be simulating a light cycle.
If think I saw something along those lines in it's code
I think most people using Ship Colors know that 🤔
Ah I hear it now, I had the switch right next to the window lmao so I was like "why would it make that sound?"
I use the shotgun a decent amount so the drop sound is very noticeable to me is all 😂
If you're open to suggestions for changing it, I would recommend the breaker lever sounds. Though the animation for the lever might need to speed up a tad to make those sounds work... No biggie if not though. Thanks for replying to all my questions!
ok wait am i actually getting closer to the "planet"?? it feels much closer now
I have no idea if it is even possible to reach it 🤔
celestial tint is so much cooler than the vanilla models but tbh i'd rather keep the vanilla orbit models since some moons have really cool custom ones like bozoros and wesleys
I personally really like looking down and just seeing that giant planet right beneath me :3
But yeah, can't argue with some moons having cool custom props
i reached it by idling for an hour once you hit the planet you can't tell if your falling anymore
It takes an hour? 💀
yes
So... Did any new issues come up with beta?
Idk if this is new but I noticed dogs getting stuck in the ship door if the door windows are unlocked. They walk in to the closed ship door and get caught in the middle where the doors connect, then can't move until the door opens again.
@sullen solar Sorry to bother you, I just wanted to say I figured something out regarding that duplicated shutter switch bug while using FurnitureLock that I discovered a week-or-so ago.
Apparently, it's not a FurnitureLock issue(?)
When I initially went through ShipWindowsBeta's install and config settings I changed the Shutter Switch "Always unlocked" setting from false (default) to true, and didn't give it any further though. However, this seems to be the problem.
The terminal store (and FurnitureLock) understand that the Shutter Switch is a thing that exists and that it can only be purchased once, so they add it to the the purchase/unlock list, but "Always unlocked" seems to completely bypass, or ignore, the normal purchase->unlock->spawn system and instead spawns its own switch (with blackjack...and hookers!)- leaving the "normal" switch sitting in the store, waiting to be spawned.
Setting "Always unlocked" to false, using the terminal to purchase it, and setting it as an automatic unlock with FurnitureLock (like everything else) completely fixes the issue.
double-checks regular ShipWindows
Okay yeah, the reason I never had an issue before using Beta was there wasn't an "Always unlocked" setting. I will say, I DO have TerminalAPI installed for other modded furniture, so maybe having both it and Interactive_Terminal_API are contributing? idk, anyway, I hope this helps. Have a good day! (/ ' - ')/
its an issue with TestAccountCore
Ohh, can you not buy the windows in beta? I don't see them and none of the names I've guessed are working
windows command
omg I'm dumb sorry and ty
Well, thanks for the information.
I'll make sure to update TestAccountCore soon.
Also, I actually prefer getting pinged about issues, so you're fine ^^
Oh cool...becaaause I might have an issue? Currently trying to determine which mod or setting is causing the door window shutter texture to be swapped with what I assume is the floor shutter texture. I never noticed, apparently c.c;
Doesn't look swapped to me?
huh
I could have sworn the non-beta door shutters had a fancier angled/layered look to them. It's just that the beta texture is blown up. Nevermind me I guess
also the non-beta floor shutters animation is waaayy cooler, keep that!
I don't think he can, the floor shutter windows got completely remade
It's not even the same model
bleh... soo, which should I use, optimally? Like does one jank up my fps more than the other?
I would use the Beta, since when TestAccount gets better from being sick the normal version is gonna be replaced by it
Also Beta will perform much better
it's been heavily optimized
okie dokie 
Oh, also, is interactive terminal api a hard or soft dependency? If I unlock the windows automatically I don't really ever need to use the terminal menu...?
I mean interactive terminal api doesn't really affect performance or add to boot times
But pretty sure it's a hard dependency
If you use Furniture Lock btw I would have it auto unlock the Shutter Switch instead of ShipWindows since there's a small bug if you do it in ShipWindows
Yeah
scrolls up
Yeah, I made it a hard dependency.
The windows no longer count as unlockables, so you need a new way to access them 🤷
Tbh, I prefer the Beta look 😅
In pre-beta, the shutters blended too much into the door imo
I mean she mentioned she was mis remembering and that the Beta ones looked better
lol
Noo I mean I like how the floor shutters have the cool vertical open/close and how it going up/down a bit. Very nifty machanical ship stylin'
To be honest, I was just too lazy to make that animation again 
How stable is the beta
From what I know, stable enough for me to update the non-beta version soon.
(Just need to recover from being sick .-.)
Just chiming in to say that I've experienced only the shutter switch dupe issue and potentially 1 other issue since switching to beta (so it's working really well!). Pretty sure it's an issue on Mel's end though.
When combined with wide ship and 2-storey ship, I have to disable both 'floor window' and 'front window' on Mel's optional 3rd floor to make the hole for the 3rd floor's 'floor window' fill in.
Imo seems pretty much ready :> Get well soon Mister Maker of Cool Mods 
Should I use this the release or beta
cause in the beta the stars are leaking
or
is that just a black_and_stars issue?
ex:
Just a black and stars issue probably? I saw them do the same thing with stable just use the Beta and the normal Skybox
I think Black and Stars needs redone that Skybox is kinda meh
i would be space hdri looks kinda off with the rest of lethal's asthetic
Eh I like it lol
i do too
its just the uh
the rest mist of galaxy in the window behind the bunkbed
it looks too rtx for lc
I mean TestAccount is on Linux and pretty sure he uses an AMD card so pretty sure you're imagining things there lol
Rtx does work on Linux btw 
I know but AMD handles it worse than Nvidia and RTX is pretty unoptimized anyways
That's the point of rtx 💀
@sullen solar I just swapped over to your beta branch on a fresh save, and the window upgrades aren't registering in the terminal for some reason.
Yeah... Gotta update the readme 😅
Use the windows command to buy them

@sullen solar Are you feeling better? 
Yeah, but I currently don't have proper internet (Using mobile data rn .-.)
ACK! Good well soon internet kun 
Will the skybox from the v60 cutscene ever be added as an option?
With the 2.0 branch, did the shutter switch getting reset ever get fixed?
Yes
I'll have a look
Nice. I'll have to try it out with the 2 story ship mod sometime
Also based AMD user
@sullen solar Heads up that the poster that covers the window is not being moved/removed. Might be from Diversity.
On either mod branch, but I'm on beta.
Please tell me this isn't the beta 😅
it is
Is this persistent or just sometimes?
all the time
ever since i updated zaggy's pathfinding lib
Okay... Are you using Celestial Tint?
If yes, does removing it fix things?
also the black/white stars clip into the planets
no
and no on 4k skybox
I'm aware of that 😅
4k skybox only works on non-beta
Well... Send me your modpack code please.
I'll check it out this evening or tomorrow
hold on
its somehow one of the terminal mods i got
@sullen solar this somehow broke it
That's weird 🤔
I think it would be easier, if you just sent me your modpack code 😅
its 400 mods
i think its this
My average Minecraft modpack is about that size, so I don't see the problem 🤔
01966e30-4d70-cdd8-a689-a9c5c163db6d
Might be a known thing, but the only issue with the beta I've seen is that the shutters don't shut when transitioning into space on takeoff, only on landing (which leads to some really weird looking transitions). Glad you're feeling better and good luck updating the non-beta version whenever you're ready.
@sullen solar What is new in the beta and is it stable?
The entire mod got revamped.
There's also now a ceiling window.
It is stable. I would've pushed it to the non-beta channel, but I currently can't do that.
(PC is currently unavailable)
Even when LethalLib is fixed it will still be broken
TestAccountCore currently breaks the main monitor
hm?
Testy said he should be back on the 4th to update his stuff
This display that got updated
it breaks and shows the outside cam with TestAccountCore present
oh lol

It's cus I think you need to update your LoadUnlockables code
Method got changed
TestAccountCore also seems to break Wesley's ArtGallery interior, causing scrap to infinitely spawn in some of the glass cases (this was tested with and without Imperium in a pack with just TestAccountCore, WesleysInteriors, and their dependencies)
The log is filled with these NREs:
Stack trace:
JLL.Components.ItemSpawner.OverrideScrapValue (GrabbableObject grabbable, System.Int32 overrideValue) (at <84ca0177afc04d97b14fdf37a1156c94>:IL_0064)
JLL.Components.ItemSpawner.SpawnItem (Item item, UnityEngine.Vector3 pos, UnityEngine.Transform parent, UnityEngine.Quaternion sourceRot, System.Int32 overrideValue, System.Boolean spawnOnNetwork, JLL.Components.RotationType rotation) (at <84ca0177afc04d97b14fdf37a1156c94>:IL_007D)
JLL.Components.ItemSpawner.SpawnRandomItems (JLL.Components.SpawnPoolSource sourcePool, UnityEngine.Vector3 position, UnityEngine.Transform parent, UnityEngine.Quaternion sourceRot, JLL.Components.ItemSpawner+WeightedItemRefrence[] customList, UnityEngine.Vector3[] offsets, System.Int32 count, System.Boolean spawnOnNetwork, JLL.Components.RotationType rotation) (at <84ca0177afc04d97b14fdf37a1156c94>:IL_009D)
JLL.Components.ItemSpawner.SpawnRandom (System.Int32 count) (at <84ca0177afc04d97b14fdf37a1156c94>:IL_0027)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0074)
JLL.Components.DelayScript.Update () (at <84ca0177afc04d97b14fdf37a1156c94>:IL_008F)```
Have you been using the new update? It was broken before
Now that you mention it, I do remember seeing the massive lag on art gallery once, but I wasn't sure of the cause. I guess I didn't get art gallery enough to notice
New update for TestAccountCore
should be 1.1.4.3
it wasn't available when you reported this
Well, that's convenient. I'll look in a bit
Yep, all good now
._.
If everything works out, I'll be able to update all my mods tomorrow
I'm sure at least @clear prairie will be very pleased with that
Yay 😄
Uuuuh, I did an oopsie, update will take another while 
Hmmmm 
recursion
How does that even happen though ;-;
Rejoice! I just pushed ShipWindowsBeta to stable! 
uhhhh... window not in frame?
lol
yeah the update seems to have borked something
dosen't seem to like 2-story or wider ship
2ss broken rn with ship windows because melanie somewhere rn
okie dokie, thank you
@sullen solar If this hasn't been reported already: it seems like the decapitated ship components aren't actually tagged or assigned off the default layer (as you probably know they should be tagged Aluminum and on Room layer to match the ship inside)
It was fine for us when we played, but I wasn't using the Beta so my guess is compat with ShipWindowsBeta no longer works or the config for ShipWindows needs regenerated
its when u dont have the window
oh lmao
Chances are this will get fixed Mel is working on a huge update for 2SS atm that will finally resolve the navmesh issues
Oh yeah cus 2SS got updated last night
I could've sworn I double checked that ;-;
Pushed a fix
this shows up when reloading a save, any idea why?
i did try removing celestial tint and it still happened
ive narrowed it down, seems to be caused by having ship colors installed
Do u have the option to hide parts of the ship turned on
its this right?
i guess i just need to find what those parts are and hide them then
should be UnderbellyMachineParts and NurbsPath.001
that worked, thanks 🙂

configs arent working?

relaunching fixed it
this mod is not functional atm?
it is functional
good talk, y'all 👍
There's an option that moves posters.
i like the idea that the poster is on the window
I'll have a look, but cannot promise anything
thx
windows command
also i have shutter switch deactivated for buying and it still lets me buy it hehe
WHAT
THIS IS SO COOL
TY!!
straight out of lgu this is amazing
No ;-;
Funny things, i think shutter switch should be in the same poace as the windows, just to make it more consistant!
The difference is that the Switch is a fully fledged unlockable
Mmmmm oh well i see
It still bugs out, letting me purchase it even when i don't have it as an option, i also changed the price to 0 yo see if that would work but its just free now haha
Thats why i had 2
At least the game doesn't break

Has anyone besides Lunxara experienced falling through the floor window?
^ Or getting stuck in it
If noone else experiences this it might be an issue when using 2 Story Ship and Ship Windows together since I use 2SS, Wider, and Ship Windows
But to better explain the issue, sometimes when a client joins or sometimes when going back into orbit clients get stuck in a free fall animation over the floor window. Sometimes jumping fixes it, sometimes they have to completely leave and rejoin to fix it
Im having an issue where the windows dont show in the store, did they get changed to rotation? The windows in store only show for me with darmuhsTerminalStuff + StorePlus config, even then there are two tabs for the windows. Im trying to update to 2.5.1 from 1.11.0
Are you using the NEW AND IMPROVED WINDOWS STORE that can be accessed by typyng "Windows" in the terminal??? 
ngl I didnt even know that was a thing, thank you
Haha me neither! If you scroll a bit up you will see me asking the same exact question xD
Its really cool, looks like smth out of LGU
It does look nice, I think it would help alot for it to have sfx when switching and the command being in other commands.
Oh yeah that would be better
But idk how easy it is to do that
I mean idk ab the sfx, but having the command appear somewhere else like in other commands would be great
Yeah, im just saying an sfx for menu selection switching so its a bit more responsive, I would imagine it would be easy to implement it in other commands unless vanilla does it in a jank way.
I could also just be used to the clicking + arrow key controls through menus with darmahsterminal.
Actually it just hit me I bet when the issue with the floor Window happens that client is experiencing Infinity or Nan errors
@sullen solar I have an idea on fixing this, if what @solar pagoda has said is true I'm gonna be reworking the Cupboard placements
by cupboard placements, i assume you mean, how items in 2 different cabinets next to each other, are handled. as my theory was related to the vanilla cabinet pulling something out of the SSS. or vica versa, due to parenting/similar changes. (i think matty's fixes parents items properly to the vanilla cabinet, beyond that, not sure whats going on where), but from memory, ive seen an item be pulled from the SSS to the vanilla cabinet, and items shift around in my vanilla cabinet... and my falling through the floor issues started happening when i put cabinets next to each other (which i no longer do, and the frequency of falling through the floor has dropped off massively (once in a the last few weeks i beleive, instead of repeatedly nonstop.. and that once, i dont think was even related to the infinity or nan errors, as they persisted in the save until the issue was fixed)
i use all 3 and a client im playing with is also experiencing this
they can also walk through all the furniture (including the terminal and lever) and cant use the stairs
but they do see all of it normally
rehosting it all works fine for them now
another word regarding falling through the floor.
on friday, had falling through the floor again, it only occured once, the person in question was dropping something next to the SSS, or putting something in the SSS, or switching items, my cabinets are still far apart... so it seems other things can possibly trigger it, just not non-stop.
LMAO
i swear testy if you made the generic dppt team
i better see no staraptor or lunxray on that team...
You need to be updating all your mods for V73
Rawr!!!!
DoorBreach especially exploded to hell and back
XD
Don't worry... I just spammed Porygon and Gyarados at the entire campaign so far.
Got me up to the 7th badge. We'll see how far this brings me
that's fucking awesome
gn mr account!!!
Slight reflections 
just s little
Well, my Porygon spam was unsuccessful against the champ 🙁
v73 Update dropped 
what was added?
flayed corpses
Nothing, except for v73 Support 🙁
what about emotional support?
Discontinued in 2021 
so real...
erm, only seen this once i bought the shutter switch, lobby was V72 testing lobby though, so cant say it happens on a new lobby, just thought id report.
if i look at anything else, there is no box.
oh that's probably just the interact icon breakin if I had to guess?
y'know how there's like a hand icon sometimes n stuff
yeah, the hand is fine, until i look at the switch, its only broken on the switch.
figured i should resend this here, as i just realised the line to which the falling started.. seemed to be the bottom window, maybe there is a property that can be changed to prevent this issue or something?
I don't think this is an issue with ShipWindows.
He's walking through the Teleporter and Ship Lever aswell...
But yeah... You said he's also falling through the railing on the outside of the ship...
The windows use the same layer to allow enemies triggering through them.
He could probably jump through the wall windows and get stuck in the door windows aswell
If you still have the log file, I'd love to have a look tho
Ah, I just noticed... You actually have the shutters closed in this video.
They use the room layer - Just like the rest of the ship.
I'm unsure why he'd fall through that 🤔
here is the log, i think. hopefully the video was taken at the same time as this log. not sure x.x
meant to send this hours ago but was distracted and busy.
192 mb 
yeah, it was a messy session... ;o much log spam of errors, many lobby restarts.
i didnt know it was 192mb when i pasted it, i just got it from gale.
i surprised it even opened in notepad
notepad++ forever.
You probably wanna remove BetterSprayPaint... Iirc, it was already kinda broken and seems completely f-ed by v73 
Coroner has had issues for ages idk why people still use it
@opal sparrow
https://paste.ofcode.org/38Am5j6uBBej75PJcn3FD5t
This something you need to look at?
TwoRadarMaps also throwing errors 
I'm gonna pretend I didn't see the NullReferenceException my Inventory Fix printed 
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'FacilityMeltdown, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
HUDManager.RadiationWarningHUD () (at <83220f1fc337491eba19b3618ec61339>:IL_0033)
LungProp+<DisconnectFromMachinery>d__14.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_0186)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
How's this basically at the end of the file? ._.
Because ive never had issues with it :3
At most a few desyncs
should be fixed next update but i dont think it actually causes anything
yeah, i left mods that werent erroring before the first lever pull turned on, dont worry, it was turned off after that session, just because one of our friends takes so long to load the game, i couldent turn it off mid session, so we just stopped using spray paint... as you said, completely fked. at first we just thought it was players couldent see others spray paint, but i think it literally broke the whole lobby.
if it had issues for me, or was completely busted, i would have removed it.
i beleive that was conflict between TwoRadarMaps and DawnLib, i mentioned it in both threads already, spent so long working out what mods were causing it, forgot to look at the log.. rip x.x
i think the game froze up at that point and we stopped playing ;o could be wrong though.
I beleive LC Vega was trying to load FacilityMeltdown, when it wasnt installed... i d k if the code was wrong (i looked at Vega's code and felt an if statement was wrong), or what, but that never happened in V72, just appeared in V73 (bare in mind my first session in V73 with mods.. so finding all of the crap)
Underlights spotted!
Hooray
chunky hand hehe
is for me, afaik.


Yepp. Know about this one.
Will be fixed next update
is there a way to fix this?
fix what
is it supposed to be like that?
yes
It's intended
There is a config option to disable it, if you don't like it
hey i have a suggestion (besides a few bugs)
i mean the bugs being the white square on the shutter switch and the shutter switch still appearing on the store even if you remove it
but i think it would be cool if when the doors close when leaving a moon, the windows would also close,right now you can see how it changes from the moon to space instantly, seeing that there is an option for the windows to close while the moon is loading, maybe the same can be done while leaving
thats a feature in niche tweaks stiiiiiiiiiinky
ok so this was actually not in niche tweaks
so yeah, would be cool if could be implemented :3
Nuh uh, too niche /j
I'll see to it... Could you make a Feature Request on GitHub tho?
Hey there, buddy!
I pushed an update hopefully fixing the Enemy Fix
Especially @clear prairie, please tell me immediately with logs, if it doesn't work
I could just send you my pack code to test with
lol
There's no way for me to play a solo session long enough to test this out properly.
Especially with your modpack 
InteractiveTerminalAPI update from today broke this mod and some others.
CHANGELOG
1.3.0
- Reworked generic definitions in both CursorMenus and Applications to remove the necessity of creating a new cursor menu for each new cursor element type.
- Breaking change: expect dependents to break upon release of this version. They should only need to specify the highest type of cursor element they wish to use for their applications (e.g if they do not use counters, they should use CursorElement in the application specification)
- Implemented CounterPageApplication which allows both pagination and counter interaction (the respective controls from both are on separate key binds).
- Added default return to CursorOutputElement.ApplyFunction() if no Func was provided.
- Changed display of the output string in BoxedOutputScreen to allow unity string tags without affecting the box of the screen used, such as coloring of the text.
[Error : Unity Log] TypeLoadException: Could not resolve type with token 0100000e from typeref (expected class 'InteractiveTerminalAPI.UI.Application.InteractiveTerminalApplication' in assembly 'InteractiveTerminalAPI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMD<BepInEx.Bootstrap.Chainloader::Start>()
MonoMod.Utils.DynamicMethodDefinition:Trampoline<BepInEx.Bootstrap.Chainloader::Start>?-229323020()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:Hook<BepInEx.Bootstrap.Chainloader::Start>?1835984368()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
cool
I can't believe you would do this
😔
Btw, Ship Windows will have a small Easter Egg next update.
First one to find it and uuuh, ah, and find my address from the texture of my wall, gets 100€ (Trust me bro)
Hmmm, I think this guy is rubber banding 
He keeps teleporting from 0km to 100
Update pushed, good luck with the easter egg :3

config to turn off easter egg please
It's literally non-intrustive 
Won't even notice unless you actually search for it
not vanilla enough
Well, you shouldn't be playing with mods, if you want a vanilla experience...
And again, the easter egg is tiny, non-intrusive and you won't ever see it unless you search for it
You are not gonna see it, this is a dumb complaint.
I found it and didn't even notice it was the Easter Egg
You should make a pin where complaints should always have logs attached, just for the funsies.
Ah, wait, it's technically not my thread, so that makes sense xd
silly
Didn't even pin the message 
Should be fixed, yeah
now how am I supposed to know which message you want pinned
This one 
Bwaa

beans
This is known and unlikely to ever get fixed.
This is a side-effect of enemies being able to see you through the windows.
If you don't like that, set ShipWindows to vanilla mode
k thanks
is ship windows and testaccountvariety fine?
Should be, why?
dawnlib :3
Ah, yeah. I updated TestAccountCore at the same time as DawnLib, so my mods are fine :3
@sullen solar Any plans to add support for BiggerShip?
While it's tempting, I still think that BiggerShip should add support for ShipWindows to prevent issues 
There's an API that should be sufficient for BiggerShip to add support 
Right now it's not planned on my end - I don't feel like being forced to use GPL3 for now
forced to use GPL3?
fair, I don't have to
but if I want to use ShipWindows API to add unlockable windows, I have to be dependant on gpl3 lib
which is something I want to avoid
simple as that
why?
umm cause I disagree with GPL3
a library should probably be lgplv3
and me being obligated to publish all assets and stuff
I ain't no dang lawyer but if your mod is only dynamically compatible with ship windows API and otherwise forms a complete software without it then you don't have to obey the GPL3
but that does require specifically gimping yourself and using reflection
In case anyone is wondering if I'm full of shit its about this part of the GPL
"Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate."
If your mod works completely standalone as a mod but includes a check for the other GPL licensed library and can talk to it without being statically linked to it then that is generally considered an aggregate not a derived work and you're not bound to the GPL
so - if I understand it correctly - is that the definition of "static link" means that a program cannot function without that link?
whereas aggregate can work without it (a soft-dependency)
it seems like I need to do some serious research
A static link is compile time. If your project/assembly knows the other project by name and by type (and it would show up in your references in DNSpy) then its statically compiled against it
If you simply expose an interface and another assembly meets it and you do not know it by name or type then you're not a combined work, you can operate without it
I've been reading up on common "firewalls" against GPL infectious code and it sounds exhausting tbh
The C# way would be to create a second project that is an interface that describes a piece of the GPL code project you want to optionally interface with. Interfaces are legally considered below the de-minimus of copyrightable material in a number of examples so this is generally considered safe. Then you make a 3rd project that finds the GPL object and creates a duck-typed wrapper that conforms to the interface of the 2nd project and feeds it into your 1st project's optional compat interfaces stack or whatever and then the 1st project leverages it without knowing what type it represents or where it came from
The first project is statically compiled against the 2nd, but not the 3rd. The 3rd should feed the 1st without being told to, where possible, so making it a standalone BIE plugin and having it depend on your main plugin and register a compat type would work there
Like I said, very exhausting
After registry update
god, when's that going to happen
@strange saffron, pretty sure you only have to use GPLv3, if you were to embed my mod inside yours 
Nevermind!
I take it back
I will change the license, @strange saffron
Done
It's now LPGLv3, so you're good as long as you don't embed my code or anything 
yey
yea, like I said above, libraries that want to use GPL and still be used by other projects should almost always be LGPL otherwise you risk this exact situation where people want to use your project but just can't do to conflicting licenses or general discomfort around the GPL
Yeah, I just didn't read GPLv3 properly 
Also, ShipWindows isn't just a library, so I never really looked into it 😅
i wish everything could just be MIT
I also wish everything could just be Melanie In Terrario
While MIT is awesome, I prefer my code remaining open-source - Even if someone forks it
After registry
face reveal!
Next update will finally fix the Skybox rotation 
Also, something @clear prairie will probably be very excited about .-.
*The global flag is still a thing too
Update pushed 

Yippee
left wall bugged after being fired.. i d k why, reported this to 2story ship thread as well..
019c359f-7243-57b3-25f7-3f7f0d82c8e4
Vanilla mode doesn't work it seems
Vanilla mode in general or in conjunction with 2SS?
2ss?
2 Story Ship
In general
And doesn't work as in players without ship windows aren't able to join nor am I able to join
have you tried closing your eyes, instead
That only works for 2SS 
Guys, I will probably be migrating everything to Gitlab and leaving Github behind.
I tested it for a while and I really liked it.
So, I'll delete all repos and re-import them to make sure they're up-to-date.
And slowly, but surely, update all github links to gitlab
first google result
lmaooo
i just looked up "what is gitlab" 😭
Yes, all my projects will be fully maintained by AI now /j
XuGPT owns you
Nah, I'm not using any of that stuff. I was just unhappy with Github recently
fair enough, is it not made by the github creators? the name confuses me
ai overview says its similar but more features
GitLab is a software forge primarily developed by GitLab Inc. It is available as a community edition and a commercial edition.
icic
what happened?
other than semi-regular outages, AI push, being bought by microslop
there is also gitea if you didnt checked it
and 50 other things that happened
The most recent controversy already made me look around 
They tried to monetize SELF HOSTED runners 
OH THAT
yeah i've seen it
didn't they walk that bullshit back in 12 hours? lmao
Yeah, but I still don't like it
All the other stuff Microslop has been pulling lately doesn't really help either 
No, that sounds like expensive pain 
-# Would still do it, if I had money tho
is it possible to hide shutter option in terminal store if 'always unlocked' is enabled?
well i guess it's from the game itself and not the mod, nvm then
anyone know if ship windows works with bigger ship?
Nope
rip
rip windows
Would you make it compatible 
Would probably be easier for them to add support 
fair
@strange saffron sorry for the ping but would you be able to add support for ship windows for bigger ship? 
i'm planning to, but i can't really say when it's gonna happen
oki 
-# They say to send the log if you need help
Hmmm, weird 🤔
Can I get your modpack code? I'd like to test it @twin beacon
Sorry for the long wait. This seems to be an issue with Celestial Tint 
I'll have a look at fixing this
Hmmm, default config works 
Btw guys, I just wanted to put out a quick thank you for almost 2 Million downloads ._.
Btw, we already reached over double the amount of original downloads ages ago 
@sullen solar Hey, just skimming above above licensing stuff. I put GPL-3 on ShipWindows since I wasn't really sure what else to use. If that's causing issues now, then I will remove the GPL-3 requirement and fully transfer my rights over the original code and assets to you so you can re-license it however you wish. You can consider this message my approval of this act. Thanks for keeping the project going :)
Technically your license shouldn't be causing any issues since I rewrote the mod bevor changing the license 
Still, thanks for the approval :3
Also, you're welcome ^^
ShipWindows will require an update for v80 

WhiteSpike! 
Has anything broke from terminal thingy or is everything workie?
I saw that it worked fine on LGU's side, just not sure on everybody else's.
Not sure if this is just ShipWindows being broken tho 
As soon as I clicked Enter after entering windows
Huh
Why tho lol.
Apparently it tried stopping you from scrolling, even though you weren't scrolling.

Imagine trying to scroll before the screen popped up
Couldn't be me.
I just need to add the one null check I decided it wasn't needed.
🙃
@sullen solar , enemy fixes are broken
nutcrackers at least stand in place and do nothing
when spawning
didnt test others
forgot to grab log
[Error : Unity Log] MissingMethodException: Method not found: void .EnemyAI.EnableEnemyMesh(bool,bool)
Stack trace:
ShipWindows.Patches.EnemyFixes.EnemyMeshPatch.EnableEnemyMesh (EnemyAI __instance) (at ./Patches/EnemyFixes/EnemyMeshPatch.cs:59)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::Start(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineEnemyAI::Start?656432250(EnemyAI)
Dawn.EnemyRegistrationHandler.EnsureCorrectEnemyVariables (On.EnemyAI+orig_Start orig, EnemyAI self) (at ./src/API/Enemies/.EnemyRegistrationHandler.cs:187)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookEnemyAI::Start?-177800776(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineEnemyAI::Start?-1597601404(EnemyAI)
Dawn.Internal.EnemyDataPatch.CreateAdditionalEnemyData (On.EnemyAI+orig_Start orig, EnemyAI self) (at ./src/Internal/Patches/EnemyDataPatch.cs:58)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookEnemyAI::Start?681861596(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineEnemyAI::Start?502516898(EnemyAI)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Start (On.EnemyAI+orig_Start orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:88)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookEnemyAI::Start?28279188(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineEnemyAI::Start?-852293182(EnemyAI)
Dusk.Internal.EntityReplacementRegistrationPatch.ReplaceEnemyEntity (On.EnemyAI+orig_Start orig, EnemyAI self) (at ./src/Internal/Patches/EntityReplacementRegistrationPatch.cs:536)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookEnemyAI::Start?-1534174700(EnemyAI)
NutcrackerEnemyAI.Start () (at <ecd1266058334b0a959c13f0e3db90b2>:IL_0000)
Updated TestAccountCore for v81! Keep in mind that this WILL break v73 compatibility!
ShipWindows will follow shortly!
Looks like everything's working. Will post the update now ^^
Ship windows
Windowed ships
Ships with windows
Shipped windows
Windows on a ship
Can someone send a video with LC motion blur enabled?
Just walk around in orbit, land and walk around while landing and after landing some more
I'd do it myself, but I'm not home for a few more hours
Nvm, Lunxara produced it
Ship Windows
Windowy Ships
Btw, I plan to integrate some commonly paired mods into ShipWindows 
I hope people are fine with that 
Yepp, no more Wider Ship, no more 2 story /joke
It's mostly Celestial Tint I want to integrate into ShipWindows 
is there a way to fix this strange pink color?
I think it's the iridescence right? should go away if you turn it off :)
Hmmmm, should I work on my mods or continue my game 
Yes. Set the window material to one of the options that doesn't contains iridescence 
Fix your mods so nobody bothers you anymore! And then you have infinite time to work in your game :3
You're working on a game?
Yes. On two, actually. But one is just going to be a prototype for now 
But... How else would I procrastinate and disappoint everyone around me? 
Fix testaccountfixes, fix piggyvariety, and then you are done!!!
He needs to update ShipWindows and TestAccountVariety to the current Unity Build too, everything in those mods gets motion vectored rn
Oh
Do not stare at the Shutter Switch with motion blur on while the ship is landing ☠️ That hurt my eyes so bad
lol
I got addicted to Pokémon again, okay? 
make the terminal a window on the ship /hj
Wait, it isn't a window? 









