#Wider Ship Mod
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which mod is that?
i dont remember tbh, i could look for it real quick
Yeah I remember that one too. I think the second half was only accessible in orbit though
yee
yeah i really dont remember what it was called lol
i saw it when i was searching for additional furniture
just checking was there or was there not plans to add a second floor?
Think the inside can be unwrapped as well?
Shoot i forgot to look it up. I'll do it when I wake up lol
no worries ^^
No, there wasn't.
second floor sounds like an easy escape from dogs
I forgot about this because it's a separate asset
having this is making me wish there was a mod to save decorations and their positions upon eject
or save/load/autobuy a configuration with furniture
i use this with that one furniture mod and you can get a really chill setup going with all the space
there is a keepunlocks mod but it puts everything into storage
spending 30 minutes decorating the tin can i will lose in 10 minutes time, peak lethal gameplay
i've always wanted something like this mod and it's so good it hurts
now it should look less shiny inside, hopefully
altho I wasn't very clear on what needed to be unwrapped, so that's also on me haha (Outside and inside extrusions)
that mod is busted
after you leave the file it deletes everything
Oh, I didn't know 😦
its open source so I hope someone picks it up
@rocky cove XD you interested
almost forgot to get you the list of moons with navmesh issues
it would be nice
Furniture lock does that
I think it has some issues with this mod though, could be wrong
looks like a shitpost to be removed?
I don't think so, the mod literally adds a second floor
oh? description, and even the Site url is a YT video that has nothing to do with.. anything?
The description of course won't tell you about this. 
It adds a second floor? wow
yup, it changes the ship
I really like it
Now if I could have the bigger ship and second floor I'd be ecstatic lol
they both change the ship too much in different ways it seems
and i doubt the mod author would work on compatibility
Well nothing is stopping Fumo from adding a second floor on their own.
Besides, it was just some wishful thinking on my part. I'm well aware of mod compatibility issues. Kinda have to be when my modpack is over 200 mods lol
A second floor would actually be a better idea, since it maintains compatibility with the cruiser and mods that modify the bottom floor
If you implement it correctly anyway
second floor would need to have a way for enemies to access it so its not cheesy
I think small enemies not accessing it is fine, but stuff like masked going up makes sense
Or maybe make the way up only accessible from the outside?
Enemies weren't climbing the ladder outside for me AND if the ship takes off while on top you slide off. This one could definitely use some polishing up. Would be cool to see Fumo and them colab together to make them compatible just to have the option for that one big ass ship that clearly is overkill lol.
Some triggers were not moved/scaled, and there is no nav mesh created for this ship. However, I think the author can figure this out himself, considering he uses my information about the assembly and most likely saw all the terrible things in WiderShip code (almost all the code).
It's still kind of sad they didn't put effort into their mod page though 😕 so they will not be able to receive feedback.
with the way its made i bet its just for personal use
Makes sense.
tbh if the textures werent ugly asf id use it
i was thinking about tallershipmod yesterday
a ladder/stairs to the top floor
nothing other than masked would be able to get up there but it doesn't need to be balanced, just really cool
i'd totally use that one with the stairs if it were polished
@brittle hare are you happy now?
Lol I was just messing with ya 😆
i can't be 100% sure this mod is the cause but if i try to land on Etern from Wesley moons, the game locks up, unless i revert back to Wider Ship Mod 1.2.2
what if its just skill issue on wesley's part?
hmm, after 1.2.2 i started deleting ship navmeshes to replace them with vanilla ones on wesley maps (except asteroid 14)
You should add a hatch at the top of the ship you can open and close to drop down into
put it above the ship camera and add ai to the masked so that they sneak up and drop down on top of people
I like this idea
yeah that about describes it
like, I'm fine taking suggestions, it's just on my end, just like making the mod, I'll only really update it on a whim. So suggestions I'd just treat as optional side quests that I do if I feel like it. But I guess letting people give feedback is good either way
tbh id like to see a version thats just textured(at least floor 1) like a regular ship, overall nice mod tho
There's a couple things I'll DM ya that you might want to tweak up if you haven't already.
Also I'd totally love seeing yours and fumos become compatible together for the biggest baddest ship ever!
i want only the one side of the ship to be larger, is that an option yet? I preferred having only the one side larger
not yet, will appear in the future
Is it normal for the dogs to still kill you through the doors? (I was trying to kill some eyeless dogs through the ship doors with my shovel and I died.)
yes, sometimes this happens in vanilla too
would you ever add an option to the mod so that you can buy the wider ship as an addon that you have to pay for in the store like the windows mod?
I don't see the point in this, but if I add it, then only when I make it possible to select only the right/left/both parts via the config
alright thanks
hole in the ship.
y'all what mods are you guys using for furniture decor inside the ship
literally unplayable 
Need to do better 
i hate blender 
true
And then like Keybind to re-centre n stuff
the ship already has a huge hole with a door, so they could do it anyway
I watch in horror as a spider larger than me crawls through a small hole instead of going through an open passage a couple of centimeters from the hole


ShipHomeDecor is the only one i really use
anything more than that is overkill to me, furniture needs to be unique for me to want it
thanks! will check it out
#1261461920477614123
really cool mod
once you get used to the controls it's pretty much free came
There's a few / to hide other objects in scene and focus on what you're editing, and numpad . to focus on the median point of everything selected
also a bunch of other settings, but this one is the one I turned on because most other 3d software I use has a zoom to what you're hovering over
I didn't have a lot to say last night since I was tired. Basically one of my friends said "Hey there is a hole in the wall over here" I looked over there and I could never unsee it again.
That looks incredible, but does it work incredible
what mods do you have for this besides wider ship and melanies?
imma say "need a lil more time"
its fine
but has some notable issues
Fog? Rain? Pathfinding? Cruiser?
i dont understand why they moved the door controls
lethal pipe removal, moved magnet and celestial tint
pathfinding and hitboxes a lil
enemies cant walk on the new areas
and masked can enter from the floor in 1 area(being looked into)
did it just get updated like 5 seconds ago
alright let me test it now with pipe removal
that patch fixed more urgent issues
I wouldnt bet on pathfinding fixes atm as custom navmesh isnt planned
at this point we need a mod to let you move the door controls like furniture
at least not for the time being
what did you specifically remove with lethal pipe removal
why does this require matty fixes
to prevent shit from falling through the ship i think
pretty much everything that wasnt movable or essential
little engine thing on the ground near the door
alright
i can go upstairs in orbit now thats good
is this door meant to be unusable
or do i need to have the wall open in config
ill test it with both walls open and see how that works
you need the wall open yeah
is it possible to move the suit rack over to the wall?
i dont know, it looks like lethal pipe has an option but you'd need to figure out the coordinates
what is this so i can remove it
walking too far to the side of the ship seems to count you as outside and thus prevent you from moving furniture until you go back to the ship door
would be nice if there was a setting to disable the static navigation mesh warning
I just landed on Junic to test and got that error popup xD
"i want vanilla only"
available moons gets cut to 10
As far as I'm concerned Wesley's Moons may as well be considered vanilla at this point lol
nah its not like that
i just dont like the textures and the enemies spawning outside
masked ai seems to break when i go up to the second floor
Watching my friends running and screaming from the outside spiders on Infernis is hilarious
tried to get the masked to go upstairs and it just phased through a wall
it refuses to go up
i got one to come up but they cant kill you for whatever reason
its also now floating off of the ground
Second floor being inaccessible to enemies/breaking them has been a known issue if irc
perfect
I'm still hoping the bottom floor remains smaller to leave room for the cruiser
holy shit i can finally use this mod with ship inventory now
W
oh yeah thats the good stuff
that looks sick
WS if i didn't call the mod "wide ass ship"
Use suits terminal and you can access your suits from the terminal and there's a config to remove the rack completely. Make sure more suits max is set really high so all suits become available in the terminal.
For anyone using ship inventory ill try tomorrow to roll out a mod to change its position.
Is it not registered as a placeable ship object?
i dont know, never used the mod but lots of people post about it
Hmmm oki
thats if i can make it, i dont know if its gonna break anything about the mod
It is not. He was avoiding doing it after the bad desync issues he had with the panel he removed from the mod.
we’re eating good tonight
should be done now
gonna test
nope :/
if anyone knows why
but im going to be off the rest of the day so
Might be the game object part
tf is that tv
yeah its a lil to janky for me atm
scaleable tv mod
wait can u actually move the chute now?
no
dont cry
one day it will be possible
will this mod be compatible with shipwindows in the future?
ye
that's great thank you, also I am currently having an issue with generalimprovements where my previous monitor settings disappeared, is it just on my end?
on your end, i've seen people play with gi without problems
okii
Not yet I’ll be trying to fix my mod tomorrow
But if it goes well then yes
uhhh nice 🤩
I wonder... How far are you with ShipWindows support on your side? :3
@fossil rain Love the bigger ship. I have no idea where to send this so I'll send it here. (My friend and I were testing its limits. with decorations and enemies.) All I hope is collisions are fixed and textures not longer be stretched. Maybe someday the enemies can go to the roof and enemies can go to the 2nd floor. Loving it though!
I recently started stretching models, but for now I want to figure out other things
UVs are always fun. If I know a part of the mesh is a quad, unwrapping with follow active quads is a nice feature, and then if there's and oddshaped thing (like the top of the ship above the lever) you can pin certain verts and then unwrap so that the odd shape will adjust to try to avoid texture streching
I wish the Blender team(s) invested a bit more time into overhauling the UV editor, and Texture painter. But hey it's great for something that's free
I love when my scavenging horror comedy game turns into the Sims 4
time to romance recruit some of the local monsters to the ~~family ~~ship
I'll probably see about creating a separate post here since I don't want to flood a different mod's page with another mod's discussion, and I'm also okay with DMs, though I might not always see them
but for a reply, I actually ended up feeling like, and am working on getting a navmesh so enemies work properly on the second level and stuff
Ohh nice designing there
Would be great if it has shipcolors compatibility cuz having both mods breaks it
I noticed an invisible object behind the ship. Is this known to be here with WiderShip?
2 story, dev informed
Ahhh, gotchya. Thank you for confirming!
What mod is that for the tv/couch? That's so cool
ShipHomeDecor and ScaleableTelevision
going to do some debugging
Got it working after abit...
im not sure if its compatable with the 2 story mod as i dont know what its called.
seems it already has compatibility ill just keep it in the same place so if people change the mod from widership + 2 story then they dont have to reinstall / uninstall the mod
this one ? lol
https://thunderstore.io/c/lethal-company/p/MelanieMelicious/MelanieMelicious_2_sToRy_ShIp__works_w_Wider_Ship_Mod/
Nevermind, moving it to here
yes
cus its normally here for 2 story and unless u have lethalpiperemoval it looks weird + hanging off
ah yes
so gonna quick add that then im gonna publish my fix
unless u want it still clipping
i think it looks better where i wanted it but if u want it somewhere else ill change it
Hey guy, we got some issue to edit WiderShip, we don't understand, we asked for help in modding-general, ato told us to use ILSpy but now we don't understand why somes references, see bellow :
aprox 1 hours before that, when we try with DNSpy and visual code :
https://media.discordapp.net/attachments/1202034742782857234/1289563124185432166/image.png?ex=66f946bf&is=66f7f53f&hm=f51e46ce548e0641c920b2f2c245a0548b15c9eb2c41da14f82e33b5876f5b40&=&format=webp&quality=lossless&width=1284&height=676
we think we can't built because somes references is missing
(sorry if is hard to understand we are french guys)
Anyway what do you need to change widership for?
I'm 3D artist, and we wan't to add an Cargo Ship in Orbit, like the basic ship go in the cargo to dock in it, to have big custom place when we are 30 more players
is very simplified
Actualy we just tryp to add an new .fbx file
Also actually we just try to copy cube (17) an move this cube, an rebuilt just to test if our modification work, but we are stuck because we can not built it
it seems like it would be hard to add support for the ship.
why ?
attaching the whole ship to the side of it
shouldnt it automaticly have compatibility?
finished! uploading the mod when i make a logo
I don't understand, we don't need to use widership ?
why would you need widership? I thought you was adding it so the widership can be stored in there
this looks sick by the way
We don't need widership, but we need to add content to original lethal files like company building or shiporbiting, it's for that we need to looks, understand and modidy mods like widership or lethalcasino and others who modified vanilla content
thx but i's free 3D model, it's just a place holder to understand what's look like
ah ok
ah ok just thought tho what about when they get ejected for not enough quota?
you could just have them be put in a seperate space
let us dream mate x))
yep something like that
The idea behind the big spaceship, is to create some shops with pnj to buy items, modify the ship, crafting many tools with scrap and other things
like in No man sky spacestation
thats a whole other ballpark
you could have just copied my github
without dnspy/ilspy
why nobody tell us that before you T_T

i woulda done the same thing lol
LMAO
Fumo, is the NewShip the bundleasset ? How can we look inside ?
is where fbx files are stocked ?
yes, it's a bundle, but you can probably only look inside by parsing the bundle in the game
I have already look inside, but we can't add more fbx into ?
I really like having a bunch of garbage in .fbx 
nope
Okay okay, then i need to create new bundleasset if i want to add some fbx ?
yeah
okay, thanksfull man really (and ur mod is very insane, probably the one we must waiting)
np
#1289581619107332197 : This is for anyone using #1279117315941732443 or #1289403092307279907 and has the ship inventory mod.
now i need to include this in "recomend with"
it's not like i could put other mods/addons in there that would add compatibility/improve it 
i just like to make quality of life stuff
i just saw lots of people bothering you to fix ship inventory / make compat so i just made it
I'm used to ignoring most requests 
anything like that (changing positions and scales) im fine to make into a mod for you for free :3

Just tell me if you make that config for disabling one side as i would need to update :]
Atomic, where is the code u modified to add more cubes and other ? We find the navmeshcube in patches, but is for the navmesh not an real cube. Where can we modified ? In functions ?
So for my mod i didnt modify any code. I just changed the position from another mod called #1269100547147829298.
Yep i know ship inventory, but the doorframe in the ship isn't yours
I didnt contribue to the making of wider ship. My only other mod for this is moved magnet switch #1276141048682512486
oh wait
are you talking about this?
thats is apart of #1289403092307279907 , which has compatibility with this. So that is what it looks like if you have that mod installed with wider ship + mine
hooo thank you
@pure basalt how do you make ur assetbundle without extension ? we need to do the same or not, to create our assetsbundle ?
Give me 15 minutes
np
how you export it ? with assetsbundle builder ?
The ship just fills with toxic gas or smth 
To be fair I never tested this to a full extent, if possible anyone using ship inventory could you make sure the inventory part actually works lol
I’m not on my pc for a while
Btw for ship inventory I changed the position of it if you want to check it out #1289581619107332197
Any word on this btw? It's still a tedious task to sift through our pile every session 
Have you tried ship inventory so you don’t have to?
It's possible, but we have a mod with tons of funny scrap and we like to have it on display.
Yeah just seems like on of those issues, the best you could do is put useless scrap in the inventory then display you’ll have to redo every session, atleast you’ll have less to do
(If you decide to do this you will need #1289581619107332197 )
Just an option but atleast it’ll be less tedious until the mod creator can find a fix
saw this updated, shipwindows compat?
Not yet
k
@fossil rain hello i have tried to install your 2 story ship mod and i think it looks great,i have one problem tho,when i try to start a run i get stuck on the random seed text and the game gets softlocked,do you maybe have any idea why?
Have you installed LethalPosters?
yes i did install it
Melanie's ship is not compatible with Lethal Posters (for now iirc)
also #1289403092307279907
for some reason, this, along with another pipe in the ship are still appearing... using this with 2 storey mod
not sure if this is the right place to post this, sorry if its not!
Celestial Tint?
yeah got that installed
It's probably it's Display ship parts config option
i think your right, thanks!
Do you have ship windows on also? If so that needs to be turned off they are not compatible right now.
nope
Bro didnt scroll up one message?
is there a way to enable the widening of only the right side?
Config option for this will appear in the future
nice
You should be able to pin stuff in ur own thread
So you can pin like upcoming features
Im too lazy to press 1 button + people will ask anyway
real
new feature: automessage for your forum
type the keyword and jeb say pre-made message lol
and also for mail and github apparently
It hurts every time to go to Google mail and see messages from people and not posts from Reddit and other spam
welp sent a suggestion lets hope it gets added
Fumo when do we get the Wider Wide ship? Adds another section onto both sides 😄 lol obviously kidding 🤣
all i can do is move the door control panel further and onto the ceiling 😔
🤔 a door control hanging just above the door? that would work lol.
there is not much space for the panel + monitor
I'll make the panel dependent on the solid wall when I start working on the mod again, but for now I want to take a break from the mess in my code for WS and work on another mod
a hanging sign model from minecraft with the door panel on
quick mock up, then just rotate the switch+monitor to that?
I don't care either way just figured if the suggestion was valid that's something that might work
I like it but I don't look like a person who knows how to work with a blender + where to put text with the % of the door charge
i have 40 hours me pro
been mucking around with blender for several years, not sure on the hour count. Took a break for half a year but it's more of my blockout skills that rusted 😭 and size could be adjusted if you wanted to slot the camera monitor on it and the control pad + door power %
like almost done my blockout on this
then I can bevel edges, set seams, unwrap, adjust hard edges
older work for valheim
im just getting into blender. thing thats great about lethal company is that modding it seems feasible
once you know how to mod one unity game it goes from there
because its all the same basicly
does this model look bad? who cares, just look at the eyeless dogs
I don't recommend looking at the costumes without a game filter 
yeah.. the UV unwrapping for the player model is... also something
gives off a SmartUV-Unwrap vibe
you can with jeb bot but it's broken rn
Yeah I had a post about it
wish you could pin stuff without it though
lol it’s fine
huh
NICE FUMO!!!!!!!!!!!
What mod adds that tv?
Congratulations Fumo!!
scaleabletelevision
moon that doesn't allow navmesh regenning?
its vow
never had that issue on vanilla, oof
possibly? I know widership on it's own there's no issue
do more testing and report back
yeah
hi author, i was wondering is there already a patch for the display ships parts for celestial tint ?
because yeah ships windows seems hard to patch so i don't know how it will be for that
I decided to take a break from mod a week ago
ho understandable ^^
Is there any way to change the default positions of the furniture in the ship? The suit rack and cupboard are now in the middle of the ship
No another mod would need to be created'
There is a mod you can use to remove the suit rack. I believe it's suitsTerminal. You can remove the rack and just use the terminal to select your suit.
is there possibly a fix for this coming? 
it doesnt seem game breaking but it makes landing on bozoros a pain
is this like an existing mod?
I’m pretty sure this fix is for 2 story ships end
i dont use 2 story ship, it happens with just wider ship installed
It shouldn’t as wider ship doesn’t have any 2 story ship by default
I'm pretty sure this is a thing happening with both mods due to regenerating navmesh
trying to work around that currently does cause a lot of other bugs from what fumo has tested.
Though maybe an idea is having that as a config option for both mods, where the default is the less buggy one, and then the potentially faster loading but more buggy one is a choice the host can make
Its both mod issue
yes, when I come out of the break and finish the cruiser terminal I will start working on the mod again
awesome :)
can you make it where you can disable the left side from being open so that the cruiser doesn't cave inside a wall on maps whenever you land
fumo planned to do something like this before, just has been taking a break and working on other projects for now
I cannot open/close ship doors with this mod, any fix?
it just zooms into the poster
disable poster in diversity config
oh that's true lol, thanks alot! forgot this poster was from there
np
So, I am writing this to everyone who is interested.
At the moment I am experiencing problems with Discord (Blocked in Russia) and may disappear from discord for a couple of days/weeks. Use the email to contact me that is listed on the mod page OR GitHub if you have anything to report regarding #1297221989685137498 or #1279117315941732443 .
At the moment, the update for WiderShipMod is about 60% complete, almost finished with only left/only right/both side(s) in the form of navmesh prefabs and the ship prefabs. The only things left to finish are the railings and the code for the config, wall networking (so that they stop being clientside), blacklist, optimization of navmesh generation (including with a 2-story ship), a small rework of the light switching and something else that I forgot to write here.
question are you using a mod that adds or moves the open/close ship doors buttons if so I'd love to know what it's called
No I just use this mod tbh! Wider ship mod
ok gotcha thx!
I appreciate still being present despite the blocking, still very excited for the update. Just got one question; did you ever find a solution to the items respawning in the middle of the ship on reload? If not no worries, still excited either way! Hope you have a good rest of your day/night/whatever the time is, lol. 
Why dont you try ship inventory?
I already made a mod so its not floating
Our group's thought of it, we might do it; it's just that we have two story and wider and like to decorate some of the rooms with some modded scrap we find while we wait to sell it. But if we have to call the session we tend to have some stuff still on display that next time we play we have to untangle from a pile in the middle of the ship.
I've never experienced anything like this, but I know some mod does it.
Way back we talked about it and you said you could reproduce it, so I'm not sure either.
It was really weirdly inconsistent across profiles
Like a fresh profile did it, and my 200+ mod profile did it, but my 30 mod dev profile didn't
I remember that I was able to do it close to the wall and only
Yea, rn it kinda seems to be less forgiving but I'm not sure how close it has to be to the wall now. I could quickly boot up and see
Seems like its some mod we have in our 200 pack, no clue what tho. I'll see if I can pin it
oh, that sucks going to have access restricted for some time 😢 but at least it's not from everything - can still play and join streams and stuff - but hopefully you can get back to here soon
the only important thing is that access is restricted to discord (at least for now lol)
there are a bunch of ways to bypass restrictions that I actively use, it's just that lately they stop working one after another
Matty's Fixes Experimental got deprecated, I hope next update you can change it into normal Matty's Fixes
Yes, I know, but thanks for telling me
@pure basalt I take it it doesn't work properly with ShipWindows?
Or can this be fixed in the config?
Also, is there any difference between them?
Compatibility will be added in the future
The experimental one publishes upcoming features, if they are the same version they are the same
Well, it’s okay if I left the main one and turned off the espermintal one
will he pick up what this mod needs?
Matty Fixes is not needed for work, it is needed to fix the clip of items through the floor
Is this when the ship lands and objects sag on the ground?
and appear only upon landing
Am I understanding correctly?
It also has lots of other cool features
partially, clip of items through the floor when loading a save
Known issue
But I saw on a stream somewhere that this mod has its own windows and even a second floor
Is this some kind of config or add-on?
Another mod
Just has compat (the mod has a third foor aswell in config)
#1289403092307279907


Mider Whip Sod
Sider Mhip Wod
wider ship if it was evil
a thinner ship where there's no widening at the lever part of the ship and it's generally thinner
box ship
Is it possible to do a complete model replacement of the ship, to something that doesn't really even resemble the vanilla ship anymore?
I could understand requiring the ship door and monitors to be in the same spot
But could you make a model that's an entirely different shape from the vanilla ship
And use that?
Yes
but obviously it's better not to make the ship lower because the entire lower part will be underground
about doors - most likely it is possible to make custom doors, but I am not sure
would it be possible to share your project with me at some point?
or at least the things relelvant to replacing the ship model?
You can check my github
alr, thx
this dot 
@fossil rain It's time to update
I probably should have told you first 😆
thanks!
yeah justr don't mind that
but... i liked the inner wall. made my ship feel like you had to go thru decontamination before entering :C
just make sure it's version 1.3.0 and clear cache if it happens again
you can always use walls from melanie furniture mod
theyre already being used tho
yeah it kinda sucks they're gone
2 for a ceiling, 1 for a blocker, and 1 for a bathroom wall
i just don't use melanie's furniture
i tried it and it didn't seem like a good fit for my friend group
we just had the right wall on which acted like a seperate room from the rest of the ship
as i wrote in the changelog, maybe i will bring them back, it's just that my free time is over for now
alright r2 finally updated
are the right and left wall configs just completely gone
bc if so then i might need to delete and redo the cfg file
Celestial tint config
hI yEaH, going to update now, just going to double check the changes still work without issue before uploading
with the recent update. there are invisible walls
mel know
i see! waiting for the update
thats kinda saddening, i really liked having the walls inside 
https://medal.tv/games/lethal-company/clips/j69YHNbxBCRDcfNca?invite=cr-MSxEZ0YsMjE3NTIwOTU1LA hey so is it just me or has anyone else noticed this?
Watch Weird Ship Light Performance Issue and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
i don't know if it's this mod or not, but for some reason the lights cause framerate drops??
I can guess why but I really don't want it to be because of this
lol whjat the heck why IS the lights bein bad like that
how lethal company's inner machinations work will forever be an enigma to me
i did not use that word right
5 extra volumetric fog components that I placed in the prefab to remove the fog
I didn't expect it to be so bad
completely covers new parts of the ship
is it the fog exclusion zone stuff?
yeah that one
i didnt realise that shit deleted performance
@short star might know of a ebtter alternative for em
look at cities skylines 2 😆
not sure I do, but there might be knobs that may help reduce the impact?
I would also very much hope that it is not that

should be easy enough to check by deactivating them using UnityExplorer
i removed them and gained about 10 fps 😔 (my video card sucks lol)
what is that in percentage?
+17%
oh ouch
even more if turn off the lights
oh by the way since you are here you should update ShipInvestory Fix and Moved Magnet Switch
because
17% with only right side (+3 exclusion zones), I can't imagine how much I would have gotten with both sides (+5 zones)
Oh
Ok
Btw i feel the lights are a little too bright
yeah, i have no idea what's wrong with them
maybe I screwed up with the materials again (although this time I set them up manually in the prefab)
Should i centre it more?
Yeah im moving it to below the white sign
Well ShipInventory should be working now
Moved magnet ill see if i can find the project for it
@pure basalt updated 👍🏻 https://thunderstore.io/c/lethal-company/p/AtomicStudio/ShipInventory_WiderShipFix/changelog/
@pure basalt Also updated but taking a while to process 👍 https://thunderstore.io/c/lethal-company/p/AtomicStudio/Moved_Magnet_Switch/changelog/
i have floating posters issue
nvm fixed it
I wish to stab kiss the moon makers one day
they have boyfriends 😔
whenever i land on a moon i have a cruiser automatically attaching to the magnet. it then phases into the ship and i cant get it out. anyone know how to fix this or what mod i can remove to stop the cruiser from spawning when iland
New widership update 👀
send your modpack
hello, since the update i have a issue about the lights in the ship, for some of my friends it's on and for some not ( i know that i have 2-story ship but it does it also without it )
Just wondering if their are problems with the wider ship? I am running it with 2 story but heard on certain moons certain enemies will bug out. I just want to make sure what to expect y'know.
if you have a WS together with a 2-story ship then write off all the bugs to the 2-story ship (unless it's a bug with the light desync in the ship, I need logs from the clients to figure out what's wrong)
Ok! I already asked them but I didn't include I was using wider ship with it. In wider ship or 2 story there is a config stating something about certain moons having a message appear saying incompatible or error or risk or something. What is that?
I removed this warning in 1.3.0 because it is no longer needed (there is a whitelist and a blacklist, their description can be read in the config), but right now there are problems with mobs sometimes cannot get onto the ship on some moons or even go through closed door, and the problem with the light that I described above. You can also try WS 1.2.5 because for some reason it is more stable (you can turn off the warning about static navmesh in the config) and 2-story ship 0.4.1
So you recommend WS 1.2.5? You don't recommend the latest of 2storyship?
I don't recommend it, but 1.2.5 is more stable and also much slower in terms of loading maps (for example, bozoros, although it was partially sped up on the bozoros side), it is not compatible with Ship Windows (although you are using a 2-story ship, so this is not a problem for you). Also, I will not be able to collect more logs and bug reports for 1.3.X because of this 🙂
I'll do the latest and report any problems I have to both ends if that's fine. What do you mean by light sync btw?
sometimes clients and hosts see the lights in the ship differently, for example, additional lights are off for the client but off for the host
Which end do you believe is the cause? Yours or two story?
Like this occur with wider ship alone?
Mine, 2 story uses my patch for lamps
Okay. I'll try to send some logs whenever I play with a friend and we notice said light desync. cool mod btw!
Do you know of any way/mod to move the suitrack against the wall?
only remove it, suitsTerminal config
Thank you, I'll try out the config that does it
iirc you used to be able to enable the walls in the ship from the config file, but it doesn't exist for me anymore. Is that something you removed while updating or did I break something?
I will return them in the future, had to cut them out because I ran out of free time
oh okay, thanks for letting me know. i thought i messed it up bad
is there a known reason as to why the shipcolors mod doesnt really work after 1.3.0? i use the shared textures option and colors just wont work for the ship walls, they do for the charging station and stuff though. i also just cant figure out how to use the generate config mode for shipcolors, its so confusing.
I'm not sure, but if you generate a config it should work
ill have to give it another shot then ig lol
usc vortex 
This mod seems to be incompatible with Lethal Doors. The ship doors don't deal any damage. Could you add compatibility with it?

Not sure how I could have caused the incompatibility when I didn't touch the doors
especially when the coordinates are hardcoded in lethal doors
Only thing I could think of is hit boxes
Depending on how lethal doors set up the hitbox
.
coordinates and "hitbox" both hardcoded
Does anyone else remember a wall being behind the suit rack? Like from this mod
Got removed
Why? It helped make the suit rack not look out of place lol
You could make an error show when on vortex saying it’s incompatible with widership until it’s fixed and the same for any other known moons
Then people can see what moon might be incompatible, small change but for people than don’t know
Because ran out of time when rewriting

Just move the suit rack
Widership is incompatible with vortex? What happens if I try vortex with it?
enemies will not be able to get inside the ship
or exit ship
Ohh okok
Forget about it, seems to work fine now
I've changed literally nothing, so I've no idea about what might've happened

Hiya! I'm using the Posters_of_Cats_and_More v1.0.3 by skelobite mod and even with the force the poster set to true they're still hung in the default ship locations. I'm guessing wide ship mod doesn't support this poster pack right now?
make sure you don't use a two-story ship
and if they hang without 2ss then most likely something is wrong with the order of loading/executing patches and i will fix it
everything fine
maybe ONE DAY mel will make posters
I made a small mistake, 1.3.8 will appear in mod managers in 40-60 minutes
i am fufilled
Are you the real Qwerty?
yes, i am

false
True

Okay, thank you. I also think I had a config on for windows on that prohibited posters from being moved
as it should be
?
posters config SHOULD be like this to prevent posters hanging
but again: wider ship config DOES NOT WORK with 2StoryShip
Yes. Which is why I changed it back from t/f. I'm fixing a bunch of packs made by friends who are not in here... so there are settings I'm discovering. I'm not pushing back on wider ship and 2 story ship either just saying I also acknowledged another issue with the pack I'm working with is all. I hope that's understandable
ooh, icic
:/ Thanks anyway. Have a good night.
guys im having problems with the wider ship mod
because for some reason whenever i go to load up lethal company with the wider ship mod
theres no button to open the door on the ship?
there is
what is your extended side in the config?
these a big boy words
idk what that means
im new as hell to modding
but yeah it aint there
and the orignal walls are still there??
nvm, just look around
give me a minute
mb
did you look on the top right of the door?
oh
thats where it is?
😭
bro i was dumb and just didnt think to look there
i thought it would be in the orignal spot which is easier to access
🗿
mb gang
yea got the same experience first time playing with the mod no worries 🤣
I am not responsible for locations of furniture with a 2story ship
anyways i go now
i had to do this to make sure i wasnt going crazy, but i generated a config with ship colors and made every color possible a bright red to see if it was actually applying, and it just seems like no color applies to the ship walls or floor inside. is there something im doing wrong? ive been having to use an older wider ship version (1.2.5) since after 1.3.0 it stopped working
profile code if it helps: 01937260-d595-752c-59ec-411fe6457f3c
hmm
@cursive ferry sorry for ping but i suppose now i need something like this?
https://github.com/Test-Account666/LethalCompany-ShipWindows/blob/master/ShipWindows/Compatibility/ShipColors.cs
yeah you really just need to call this method https://github.com/darmuh/ShipColors/blob/6b90d95d331d4b323b73555d55bdbf8061f1a75e/Events/Subscribers.cs#L51
(not sure why I've not publicized it yet...)
the configs are generated based on game object names so if your replacement objects have different names the configs will be meaningless 😅
Like with ShipWindows I think there might be an issue of the shipwindow object configs being useless after being fired because they are replaced again with a new name(?) not 100% sure tho I haven't looked into it much
also no worries for the ping, I was in the middle of posting some updates anyway lmao
i see, thanks 👍
I will fix this in the next update
alright, thank you!
would it help if I pushed a quick update to publicize the method or are you just gonna do it the same way Test did?
i also dont mind if you use assembly publicizer 
then I'll use it 
let me know if you have any further questions. And if you're curious this is how everything is generated https://github.com/darmuh/ShipColors/blob/6b90d95d331d4b323b73555d55bdbf8061f1a75e/Customizer/GeneratedCustomization.cs
(till updated, ShipBoth(Clone) and wall_right(Clone)/wall_left(Clone) in GenPermitListObjects)
Oh are the objects created by this mod getting filtered out by default?
thats interesting 
Yeah
huh
but those 3 include like, everything
the mod has some config items to filter out or permit certain game object names
These objects themselves are empty, but inside them there are objects with materials
yeah if those parent objects get filtered out everything childed to them will be too
so it's totally solvable via config
by default anything with "(Clone)" in the name gets filtered out to avoid scrap items from cluttering the config
ooh
then it would be easier fix
yeah super easy
Screen, (Clone), damageTrigger, ShipBoundsTrigger, ShipInnerRoomBoundsTrigger, ReverbTriggers, ScavengerModelSuitParts, Plane.001, LandingShipNavObstacle, SpawnRoom, VaultDoor, warningStickers is the default GenBannedObjects list (filters out objects with these names or childed to these names)
(oops "pink" doesn't work as a color)
yeah the list of real words that translate via the function I use is pretty limited link
good to know, you really are the ShipColors guru 
It's not that hard to find it loool
yeah im just lazy
I literally just do this lol
yeah that'll do it
Safe measures is making the layers go up to 35 even though I know there's only like 31
Totally off topic for this channel
if you're curious this is the list of "static colors" (plain name colors) that work with the unity utility I use https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Color.html
yeah sorry for the hijack @pure basalt 
nah it's fine
magenta not purple
it's over
wait no purple works
you're lying to me
fake news

i'm getting these errors when i try to land on Orion. when pulling the lever, the game just gets stuck on the "seed:#########" text
i'm tryna see if this error also occurs on v1.3.9, since i'm currently on v1.3.8,
but it's literally been like 4 hours
and r2 STILL hasn't updated
not really my fault because for some reason on Orion the gameobject with navmeshes is named differently
but easy fix
done
Why did you disable lethal config in the first place ? It should of done the “This config was automatically generated”
Previously it was a hard dependency just to make it easier for me to test the settings, lethalconfig never generated a config for me on its own
now it's soft dependency
Strange i dont add lethal config because it automatically generates for me
Although I do my configs inside of Plugin.cs
it also does not automatically generate config for #1284254300570390570 and Slayer just made soft dependency for LethalConfig
It could be the way configs are set up although I’m pretty sure it’s one way to setup configs for BepInEx
it is one way
You do Config.Bind() don’t you?
yeah
Hm strange
I havnt had it happen to me
And I’ve made about 3 config reliant mods
Maybe 2 reliant
Just to make sure you do it like this right?
internal ConfigEntry<bool> whaterverNameConfig;
void Awake()
{
var textSection = "WhateverNameSection";
whaterverNameConfig = Config.Bind(textSection, "Config Dsiplay Name", false, "THis does whatever.");
}
Yeah
Strange, thats how i set it up in my shotgun safety
I didn't really care that the lethal config didn't generate the config itself
Just readded it for my comfort
Hello~ I'm spending so much time trying to get colours to apply to the ship but I have no idea why they're not applying. 🤷 I've tried setting hex colours in LC. nothing. Spent SO MUCH time making a config page twice, still nothing. I do have Open Lib and the latest version that should work with wider ship, I'm not sure if it's the FurnitureLock? In the log the mod loads fine. Going to pull in a sec and stop messing with it for know, its been hours :/
You clicked generate config when you were in orbit, right?
in ship colors config
a flash?
not a white flash but what looked like assets refreshed
it was like less than a millisecond blip after I clicked the button
a separate category with the approximate name ShipBoth should appear in the config
Or ShipRight
or ShipLeft
in the permit list objects I assume?
give me 5 min
in ShipColorsGenerated config
this list should be default
It's it not back at the default? Because it should be
When I'm back at my deck I'll fix the one profile. On Gale the hex are def the default but I guess they're not moving over to r2mm
Weird, I just opened the config in r2mm where I'm running the game and the colours say they're set to their defaults
Oh I've never changed that in either
Nothin'. The only setting I see for ShipBoth/L/R are for the wall options in wider ship. Nothing new came up in the ShipColour configs
Indeed but, I do see that darmuh has an update for openlib that must of released today
yeah, for terminalStuff i think
Mmm Alright I'm going to update and see if what gives me any luck anyhow
My thought is either I likely have something misconfigured that wasn't an issue for anything until this, Lethal Tube Remover is interfering, or some other mod.
If you'd like to mess with it feel free but it's not game breaking just... pretty... and I can really make the game look like Christmas barfed all over the ship lol
01938010-3767-a6f8-000e-b02fa99b629d (From Gale)
I know Old Bird Fix is yelling at me and there are missing suits from last year Jolly Suit pack from my drive but thats fine. I believe those are the only errors I've seen. Nothing Fatal
for some reason i can't generate config with this code
@cursive ferry i think you should check this code
So it's not just me. Thanks for checking, I'm glad I'm not alone 😅
can you enable these settings and send logs?
Will do
thank you 🙏
Thank you as well! One moment~
Do you want me to also enbale the debug for openlib?
I think for this issue just shipcolors should be fine
but you're welcome to enable both, will just be extra logs
d a t a. c o n s u m e.
same for me
weatherregistry logs 
Oh do they not play nice?
no it's just a lot of information hahaha
still trying to find the shipcolors portion of the log
I have notepad++ I can reduce if helpful
that's the fun part - there is no error
lmao yeah this is the last thing shipcolors logs in the above
[03:18:21.9684317] [Info :ShipColors] Setting Plugin.instance.Terminal
which would mean that nothing is calling ShipColors.Events.StartCustomizer
Thats what makes me think it may be the Piperemover mod
since I see ShipWindows is in there, it should be calling it during it's setup logic
yeah, and i'm just calling postfix after (or before, i forgot) that
yeah
not much logging with shipwindows unfortunately
by the way, the config is not generated via lethal config
you mean the button? Any logging show up afterwords?
yeah, button
and no logs
and that how it is looks like
actually, that would make sense
this is the code that it calls https://github.com/darmuh/ShipColors/blob/6b90d95d331d4b323b73555d55bdbf8061f1a75e/ConfigManager/GeneratedConfig.cs#L19
basically if a config was never generated it wont generate another one
like if you delete the config manually?
there's a bool that tracks the first initial config generation (so it doesnt run over and over again)
im gonna check something in the main config once this is done lol
yeah once gale downloads it for the first time it'll be cached and i dont have to worry about it again lmao
reason #9999 everyone should use gale over anything else
thanks to gale i recently deleted 15 gigs of mods 
💀 💀 💀
and it is just cache from multiple sessions
Yeah, I'm trying to convince people to migrate but 😔 They're creatures of (bad) habit
yeah that said it can get kinda messy when im locally replacing mods with a dev version and forget about it (gale will cache the replacement)
and it makes a huge mess
bruh
yeah, got some funny things because of that
I told you it was ass
you have some patient friends who will sit thru these downloads 
They havent gotten this yet
ohhhh gotcha
I'm likely not going to keep the videos, after I get the mods working THEN I'm doing content folder clean up of the Music, Posters and Videos
ahhhh makes sense
Yeah and if anything is a .mov i'll convert to an .mp4, smaller in file size.
1.7 GB of video is silly
btw if you have terminalstuff you can specify one of these tv video mods folders as the videoFolderPath to play them on the terminal as well 
Well, I have clips of some of our gameplay and what have you that I'm going to throw in a video folder too
nice!
Yur and same for posters. We used the (forgot what it's called) Lethal snap? The polaroid and took pics. I can put that in the small poster folder.
Corny. Ass. Christmas time
yeah so I'm seeing the same on my end with your profile. I'm not sure why but ShipWindows is never getting around to calling the customizer which is what results in the issue
and even if you generated the config with the button on your own (if I changed the early return), it wouldnt apply on your next lobby load because of the same issue
hmm, maybe it's something with load order?
maybe, I've got no idea since there's not much logs to go off where the shipcolors stuff is called from shipwindows
This was the code I generated from the website if that helps any
ic, well, im need go to bed ig
yeah lmao get some sleep
Good night, thanks for taking a look fumo
I guess I could try adding a little log message at the top of the method to triple check it's not getting called https://github.com/darmuh/ShipColors/blob/6b90d95d331d4b323b73555d55bdbf8061f1a75e/Events/Subscribers.cs#L51
it is morning but youre welcome
but otherwise I dont think there's much I can do on my end
meanwhile 
Same timezone
ayyyyy
SURE FEELS LIKE 2 AM WHEW. Gettin' dark so early now. Also thank YOU again for taking the time to look at the issue, sorry there wasn't a fix or anything you could find :/
no worries! I'm sure we all appreciate getting reports of actual issues so that we can fix them. Sorry I can't fix it for you right now 🙃
No worries! Things happen~ Soon! I have the mod bookmarked so I can check on updates later. I hope you have a great night and enjoy the rest of your weekend! ^w ^7
🦐
I have a hunch on what's causing the ShipColors config to not generate
in the code posted earlier
Looks like it's the same issue from a bit ago, just flew under the radar since I guess no1 has been using the mod
@desert prism 🫵
Moved Magnet Switch changing the order of mods loading so it's screwing up ShipColor's generation stuff
Oop
Same issue was happening with ShipInventory WiderShipFix but was dealt with pretty quickly
Yeah I can imagine it's difficult to identify issues or even active issues if they're not reported/the mod isn't getting that much use right now. Well, I'm happy to help in the future for anything if needed!
Thanks for jumping in, @oblique junco~
ye
While I am here talking about ShipColors, there is some funky stuff going on
Looks like maybe Wider Ship and maybe ShipWindows is not letting some stuff generate properly???
one of the storage closet doors wasn't working earlier but now it is but this wall seems consistent at least
hmmm, stuff like this would def help to have some logs
oop uh
awesome! now do you know what that wall is normally called? 
nope!

interesting
[Info :ShipWindows] Replacing object ShipInside with ShipInsideWithWindow100...
[Debug :ShipColors] allObjects Count - 95
[Debug :ShipColors] AirFilterThing has no familyTree, processing on it's own
[Debug :ShipColors] Config has been generated
[Info :WiderShipMod] window1 done!
[Message:WiderShipMod] I'M ALIVE!!!
[Warning: Unity Log] [Dissonance:Recording] (05:34:49.223) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.8162709)
[Info :ShipWindows] Spawning shutter switch...
[Debug :ShipWindows] Added listener! :)
[Debug :ShipWindows] Updating Scan Node! :>
[Debug :ShipColors] allObjects Count - 96
[Debug :ShipColors] AirFilterThing has no familyTree, processing on it's own
[Debug :ShipColors] TryGetFamily got familyTree tree for AnimatedShipDoor with [ 14 ] members```
so with wider ship and ship windows the generation gets called twice? seems really inefficient lmao
Will be dealt with when I’m online
i'd guess this has something to do with the inconsistency (maybe)
[Debug :ShipColors] String detected, checking listing (105)
[Warning:ShipColors] Unable to find left_window/right_vanila/HangarShipRoomMetal (Instance) Color
[Debug :ShipColors] Generated config setting changed!
[Debug :ShipColors] String detected, checking listing (106)
[Warning:ShipColors] Unable to find left_window/right_vanila/HangarShipHull.002 (Instance) Color
[Debug :ShipColors] Generated config setting changed!
[Debug :ShipColors] String detected, checking listing (107)
[Warning:ShipColors] Unable to find ShipBoth/left_window/HangarShipHull.002 (Instance) Color
[Debug :ShipColors] Generated config setting changed!
[Debug :ShipColors] String detected, checking listing (108)
[Warning:ShipColors] Unable to find ShipBoth/left_window/HangarShipRoomMetal (Instance) Color
[Debug :ShipColors] ShipBoundsTrigger is detected as a banned object!```
but would definitely help to have the expected object's name to parse the log for
will let fumo comment on that when they're available 👍
I checked what gets generated with vs without ShipWindows for Widership
the only difference was that these exist but can't be used w/ ShipWindows enabled lol
yeah I'd guess there's something funky going on between the multiple calls of the config generation. In an ideal world it'd be called only once the ship is finally done being modified
I also think there's a few things that "lose their color" after the ship firing sequence due to the ship being modified again
(I missed having other Windows enabled, the other windows make the floor and wall the windows are on also not change properly)
Oh I figured out why it's so big, there's a full 24 min Billy and Mandy episode in there LOL
@oblique junco I have just tried the same fix i did for ShipInventory WiderShipFix, you can have this early to test if you want but im uploading it now
Does indeed fix it

#1297711493151719515 message, Updated
what mod changes the lights colour?
There is LightControls and Colorable CozyLights too
ShipColors also can do that iirc
wrong thread
oops
any idea why this part of the ship is showing whenever i land?
celestial tint config prob
dang you're quick, thank you!!
I just get notifications from all my threads
very funny
and if the issue persists after even ship windows and celestial tint have been removed entirely?
It shouldn't, unless the latest ship windows update broke something in my mod
I'll do a fresh install of all my mods (without Ship Windows) just to be sure then
Have you tried to look at the celestial tint config?
i didnt find anything including ship parts so i just got rid of it entirely
can configs from deleted mods still affect other mods?
no
only if you don't use a mod manager
edit: I read it wrong
should be turned off
I decided to test in a new profile
so I only have wider ships (and dependencies) installed
The ship part shows up if I have the Right wide side enabled, but not if I have both enabled
looks like i forgot to move that object when only right side, oops
hello, i just installed this mod but the ladder to climb on top of the ship is still inside the ship and not interactable - did i do something wrong ?
i dont have 2-story ship
do you have celestial tint?
yup!
oo, i'll give it a try ty!
worked like a charm - cheers
2
[1.3.11]
- Celestial Tint compatibility (ship parts config option in celestial tint config)
- Fixed position of one trigger for right side of ship
- Fixed a bug where a prop with only the right side of the ship would appear when landing
now i know i have a typo in the changelog, thanks discord
The navmesh thing breaks my pack btw
Just saying
Not urgent since it can be fixed by disabling the config
how
Ship refuses to land (the actual map doesnt load while the lobby does)
logs
On mobile rn and its not urgent
Since disabling the navmesh config fixes it
I found an issue with the celestial tint mod. I disabled it and the brightness was gone. I'm gonna report this to their mod channel as well just in case.
Edit: I have Chameleon installed. [Disabling Planet preview in the config](#1198736199297286196 message) fixed the brightness issue.
I see you have 2 story, im pretty sure fumo doesnt have control in what happens if 2 story is installed too, i would also report it in #1289403092307279907
nah it is chameleon
I tried it without 2 story but the issue would be still there

is there a config I'm missing somewhere that's setting the door buttons all the way to the end of the ship?
sorry if this has been asked before, discord sucks and won't let me search within threads
No config for that
Only depends on extended sides
Does anyone else have an issue where if you place items in the extended parts of the ship and reload a save, the items will get teleported into the usual bounds of the ship?
Or is that normal behaviour?
it is normal
Well damn. I was really hoping to keep the cupboard in the extended parts
oh, like furniture?


