#BiggerShip
1857 messages Β· Page 2 of 2 (latest)
and I might be wrong but I feel like the texturing on the outside of the ship is also slightly busted but I can't tell if it's just me looking at it too much, I'll try to do some comparisons w the vanilla ship and take pics for you later
you mean the metal tiling?
I've had an idea for that, i'll try to find the screenshots
I think so yes
the top is just fine but the sides feel off for some reason
but again I might just be schizo so dw about it
they are different from vanilla
you are not losing your mind
the thing is: i cannot make it look like vanilla cause of the changes i've made to the model
it will not tile correctly if i make it smaller π
I figured, cuz it's a diff model, but what I mean is it looks off from what I tested with way back when
the tiles are much bigger, that's true
which again might just be me being schizo
I know what you mean but it has not bothered me much thus far
Hype! We love QoL
If I change logs from developer to basic when I start the game it changes to developer again.
oh shit did i not fix it yet
my bad chief, will fix in the next one
This is great ^-^
thats better yeah!
i'm thinking of making those lights a little bit brighter still
cause those settings were taken directly from vanilla, which had a smaller area to cover
I think their brightness is pretty good
What do you hope to see/achieve with higher brightness?
I think it's fine as it is, don't wanna make it super bright
it is still a nasty metal coffin of a ship
also for moons with custom brightness (cough cough Icebound)
it's increasing the "top light" brightness by 40%
this is right now
What would be the value between both?
145 >>> 200
I'd like to see the brightness for 175 if you don't mind
I think that's pretty good
Still dark to make it a bit gloomy but you can still see stuff
i'll check 175 with TooManySuits
making it brighter is fine as long as my face is not being flashed while walking under the light source
oh i didn't change the height π€
i've increased light range
Hm, it is certainly more readable than it is with the current release
Best case I think the pages display would be changed to ignore light or sth.
Idk how feasible/easy to do it is
my idea was to create a light source behind the pages UI
but it didn't really look that good
Maybe add a small lamp lamp similar to the one above fireexit above the suits
Much less bright, same color as the other lights, maybe also scaled down
my thought is just raise the light source but make it reach wider area
by raise like literally moving it up again to the ceiling
can also move up the lamp model if u want
Also valid idea, though that probably looks less nice I think
Would be much easier though
the top part is good i think but the lower part looks dimmer than the normal one (and the text too is still dark)
u see how the bright part/line is on the default
The placement is much more favorable in the vanilla ship
I can just make the light sources cast wider cone π
fucking evil
And for some reason, when the ship is taking off, the enemies from the ship get stuck in the left and right corners while it's flying.
Had that with a Masked as well
It's only a problem with bees since we leave beehives near the ship's rail.
that's interesting
so when you're taking off with enemies on the catwalk they get always stuck?
yup.
Happened to me too on bees
I'll check
I noticed a similar issue with boom birds
when taking off a few of them got stuck on the border of the ship roof
I don't think this is necessarily a you issue Mel's ship does this too, it's because of the stuff you have to do to add navmesh to the ship
It's not a bug, more so a side effect
i do think that with bigger ship and mel's since the navmesh is baked ON the ship, instead of on the moon the enemies get stuck there instead of "left behind"
Nope
imperium just loads the navmesh once and does not update constantly, that's why it shows there
What Kenji said is right, I said the same thing. It's a side effect of Bigger Ship and Mel's ships having to bake navmesh onto their ships not a bug
Mel even said that this happens as a feature basically in her changelog when she did it for her ship
lol
don't be, you learn something new everyday c:
You're fine lol
WHAT IF it's the case of me needing to update the collider's size
the one that pushes the enemies from the ship
i mean, it's not really needed imo? but you can test
it's really weird that it happens

I mean I've been used to it from using Mel's ship so it doesn't bother me lol
is it weirder than Weather tweaks code? i dont think so

nothing is
yeah π₯Έ
how's that? @timber marsh @royal oasis
this is with brighter ceiling lights, brighter lamps, added range and wider light cones
You can certainly see a lot better in the ship now
I suppose it looks more like vanilla too, so, good job ^-^
Thanks mrov very cool mrov 
okie, i'll push the update later - thanks for the feedback! π
i don't really know why it's happening, that's the worst part π
my suspicion right now is that it's something to do with mesh colliders on the railings
will check how vanilla does it
it also happens w the roof jsyk
ye boombirds get carried by the edge of the roof when the ship is leaving
I've expanded that trigger and it didn't work for bees π₯²
if you're available later we can test this insanity
i might be able to test, not super sure
why are you like this π
oof
this is there since the first version π₯²
Compressing the texture
the thing is
I'm referencing the vanilla one
and I think it's doing something to put it inside of a square
when the original texture has a different aspect ratio
heyo, ive got a weird mod conflict going on. ive been using the "scanned item highlights" feature from sciencebird tweaks for awhile, but started having an issue where the highlights become super bright after adding biggership to my modpack. disabling biggership fixes the issue and makes the highlights normal again. i tried making a testing pack and just adding biggership and sciencebird tweaks, but i cant replicate the issue with just those two mods installed x.x, im not really sure what to make of it lol
mod pack and log where it occurs: 019a32e3-7ad8-d5cd-5fc1-714f0675c3ec
without biggership:
π€
I fixed it by making a copy personally
found the issue: ripping the game produced this wonderful, weird-ratio icon
that game converts to a square at runtime lmao
oh how fun π
i am sitting in the park trying not to fall asleep and get robbed
I won't be home for another 12+ hours I think
okie
bio-monty's being kinda homeless
damn π
just wants to be closer to the local biosphere
that is true
just found out
π₯²
fuck
What did you do?
I really don't think the enemies staying on the ship when leaving needs fixed
It happens with Mel's ship too
yes, cause we both did it incorrectly
it is a side effect
and a problem
let me phrase this differently
for me it's an unintended behavior that must be fixed
Well I suppose you can always tell Mel how to fix it when you figure it out but I also thought they stayed on the Vanilla ship too for some reason lol
they did not
issue is: when the ship starts the navmesh stays in place for the "landed" state
and enemies keep their position on the navmesh, not on the ship
i've got a fix ready to test
and that's everything for this update
Well neat, if it works you should dm Mel and tell her how to fix it for her ship
I know she wants to update it sometime and rework some things
So that could be a good thing to give her motivation once her pc issues are resolved
mel's ship is intentionally done as it is
Ahhhh
Yeah I like the enemies staying on the ship tbh it's funny
Morv should keep it as a config option
I kinda wanna keep it as a feature
XD
you must be insane
i am not adding more configs for this mod, there's too many already
@fervent notch just carve the ship out of white cubes, parent it to the normal ship, generate navmesh on those white cubes, unparent when ship starts leaving, reparent when its in orbit, repeat
You don't like seeing Nutcrackers hitching a ride while leaving the moon?
LMFAO
no π
that is something i've done now
and it did not solve it π₯²
wut, if the white cube mesh isn't following the ship how the fuck would the navmesh be following the ship
it's not only navmesh issue
from what i understood you had some stuff pushing enemies out but you shouldnt need any of that
there are cubes added separately from the ship itself
and those are generating navmesh surface
and it's positioned correctly in the scene
but i don't know why the railings keep them in
because i've mimicked the vanilla setup for them
you can tell the ship has some sort of navmesh still on it though
the supposed navmesh is supposed to be under you but the mask is showing that its walking on the catwalk
also just ot make absolute sure of this conclusion
i'd pause time using unity explorer at this instant
and i'd go to navmeshagent of the mask
and check for the field that references the mask being on navmesh
let me try that
fucking thing π₯²
@solar saddle this one?
after ship starts it gets null
and when it (the masked) lands on the ground it switches to the scene one
oh nah it should be something like NavMeshAgent.OnNavmesh
is that set to true while you're flying away?
checking rn
it stayed true
but it was blocked by the railing π
there's one more thing i haven't added yet
and it might be the cause
maybe the navmesh surface is not high enough?
and enemies are being dragged downwards, but the grate stops them
and then trying to follow the navmesh but can't pass the railings?
i don't really know tbh
ignore the grate, anything that can stop the player cant stop the enemies
enemies are literally snapped to teh navmesh
is your navmesh visualisation updating in real time?
because im convinced the navmesh is following the ship as it goes up too
no, imperium only does it during landing
and that's the interesting part: when the doors open the navmesh is not on the ship already
the ship lands and aligns with the navmesh
and it stays on the ground until round ends
because the ship starts on the ground, the navmesh is built and then it's moved and does its animation
so it shouldn't follow the ship during landing/starting
okay if you're able to figure out what in imperium does the navmesh visualisation and force it to repeat you'd get a much greater idea of whats going on
iirc its one of Imperium's visualizers
i've tried doing that already, but it's difficult to trigger manually π
i'll find that
keep in mind that the default moon scene still has navmesh in it, i dont know how you got rid of its navmesh but there is a possibility that you infact didn't and instead overlapped your own navmesh with imperium's or something really funky i honestly dont entirely know
i think you can keep running OnRefresh in unity explorer or your own code then
the default moon scene still has navmesh in it
will try
i honestly dont know if disabling the gameobject would disable the navmesh on that gameobject, especially with how navmesh is baked
i dont think disabling that gameobject disables the navmesh
well ig
if you disable it before navmesh generates
that would work i think
it doesn't
but if i disable and rebuild
it does
hmm yeah that makes sense
could it be because of those?
if they're plain colliders then nope
vanilla railings have those cubes in Railing layer
maybe if they have one of those navmesh obstacle or navmesh volume components on them
but if its just normal colliders then it wouldn't be
ofc you can just test that by deleting em
or extending your navmesh further ahead of the ship and seeing if they get put even further
yeah i doubt that would do anything
this shit is frustrating ngl
is there a way to check which layers will block the enemy?
other than on the individual objects along the way
the navmesh is always with the ship
fuck
there isnt anything
the only thing that can block NavMeshAgents are the NavMesh components
stuff like NavMeshObstacle
just press add component to check out what other navmesh components there are
some of em delete navmesh, some of them block agents, some of them make an area more expensive for agents to walk through
yeah, im honestly not sure how you did what you did, you sure you didnt add anything to push agents off the ship while its flying away? anything like a bounds that grows over the entire ship or bigger etc?
no, i didn't
that's the thing tho: the navmesh stays parented to the ship, so they should be on it all the time
and they get pushed down π€
i have an idea, but i'm hoping it's not gonna work lol
weird
ye ofc :p
oh my navmesh patch didn't wrong cause i misspelled it π
nice
how is it both better and worse
Skull
i think i managed to fix it
Oh?
my solution is: when ship starts i'm disabling the ship navmesh and rebuilding that part
everything is instantly deparented
weird ahh old animal planet graph
but it's BAAAAAAD
if someone would like to test if nothing is terribly broken, I'd be super grateful π
Time to test :]
just this when leaving
not sure if it's this (testing on my modpack)
mmmmm but it shouldnt be me
light switch position still not changed with FurnitureLock
I had to move it manually
oh no i forgot about ittttttt
:,]
can confirm the enemy being on ground when leaving now works
it looks fucking janky π
i don't really like the execution (as it is right now), but that's something i'll work on tomorrow
Did the adjustments for the lighting in the ship get pushed to Thunderstore already?
-# Don't mean to pressure, just asking
no, i want to release everything at once
if you want to check how it looks, manually import this:
Thanks, might do that ^-^
uhm... Mrov?
I think something broke
also the furniture somehow got reset?
some of them?
I don't think this is your ship mod causing this
I did a wipe once with BiggerShip iirc and it was fine
you may wanna check your log for errors
oh what the hell π
I'm playing the beta
but it could be another thing
I think I've left a cheeky debug thing in there
I'll send another one tomorrow, hopefully having fixed the navmesh issues
figured.. that's why I didn't ask
BiggerShip 1.0.6
- removed debug logging being forced on (thanks, @mystic hound !)
- fixed lights not illuminating walls correctly (thanks: @timber marsh , @royal oasis !)
- fixed navmesh blocking enemies from getting off the ship (thanks: @mystic hound , @solid crow , @solar saddle !)
- fixed
MagnetLeverconfig using wrong directions

mrov took the time to update and fix the mod π π
mrov didnt took the time to fix images in the readme π₯Ί 

very cool mrov, now readme update 
π
i forgorπ
launch a game into WHAT?
what do you mean
In the future we will have a mod that launches directly into a moon
why is it not hidden anymore
then facility
Then overseer ending cutscene
which one? π€
don't worry about it π€
yes
How does it work, new save file?
you can either select a savefile name
and/or remove that savefile when loading the game
how does the savefile changing works? via config?
if I for example want to start it at savefile 2
This is peak for people who cant wait 5 seconds to click 2 buttons!!!
yes
Can I change the color of the ship lights now or does it still not work? lol
I have no idea why ShipColors can't touch them but maybe you could just add a config to the mod for it lol
KEKW
What's this mod do?
Just send you into the ship when you launch the game?
which one does it
other than imperium (if you look hard enough)
oh yeah ig
FastStartup by flerouwu and development startup
I mean I've always used them lol, always loads me into a lobby after pressing launch game
This is actually such an awesome idea ngl, you, mrov, will keep me much saner with this for my future testing for my modpack
hmm that i didn't know
oh well π
Xu gatekeeping fr smh
i tried this mod a few weeks ago
works fine but the save file n4 is not deleted when reloading the game
which makes imperium fast startup feature better in every single way
for testing/developing at least
for playing for real idk, i think GI feature is enough
did you mean to reply to me or cheese?
It is now
to mrov lol
ah ok, well, thats too late now i sold my soul and my body to imperium
lol
i wonder if i can make imperium compat with some stuff in dawnlib like outside hazards
good idea
yayy lights! <3
Just a heads up that we had to downgrade the mod because there was no navmesh being built inside of the ship
it was only building on the railings
so enemies couldn't enter the ship
So I would stick with v1.0.5 for now
hmmm will check
Yeah I pinged you about it in my server too lol
Btw I would prefer the potential config option to handle the navmesh the way it is in 1.0.5, we noticed when using 1.0.7 before needing to downgrade that there is lag when landing and leaving moons with the changes done
I need to test with imperium to see what's happening though lol
Okay @fervent notch Well this is weird, with Imperium it shows the navmesh is appearing fine
Let me test if an enemy can enter
perhaps the small gaps with no navmesh here were acting gullible
nope
Idk why enemies can't enter
1.0.5 works fine but 1.0.7 does not
and there is navmesh
weird
Perhaps it's something with offmeshlinks?
Gonna double check if this is you or if it may have been a moon issue
Yeah it's you, enemies can enter fine with 1.0.5 but idk why, I do notice the navmesh looks weird with 1.0.7 though
1.0.5, it's not floating and all oddly curved which is the biggest difference I notice
Moon showcased is Asteroid-13
1.0.7
Oh god lol
Yeah uh
1.0.7 is beyond fucked
LOL
This is 1.0.5 in comparison
this is interesting lol
wait why the fuck is it red for you
should be purple
in imperium
navmesh always appears red in Imperium for me
Maybe cus I set the ui color to Purple
lol
which visualizer are you selecting in imperium?
there should be one in the upper section "navmesh surfaces"
or something like that
I was using navmesh surfaces
Uhm... I dln't want to say something wrong, but I did a test with a friend with some mods and an Eyeless dog was able to enter the ship in the latest version
Might only be dogs
For me Shy Guy and no other enemies could enter
Navmesh is red in imperium visualizer, its why I initially thought u were custom viewing the navmesh surfaces before, because why did it have missing materials lol
Hmm. True, I've only tested it with the Eyeless Dog
Yeah iirc, Dogs are also the only enemy that don't bug out from the Enemy Fix setting in ShipWindows as well
where as masked and stuff can't attack players on the ship if that setting is on
Idk why Dogs are generally unaffected by issues
lmao
oh lmao
so my copy is broken π π π
Somehow
Its random actually
Sometimes its red sometimes purple
No idea why
Oh weird
I've just tested it with the matriarch, it still works and enters with biggership
The kidnapper tox is able to enter the ship too
maybe is the shyguy?
Nah he works fine
BiggerShip 1.0.8
- fixed navmesh being parented to the ship (thanks, @solid crow!)
youre so awesome mr mrov mmmwuah!
Oh hell yeah glad to see it got fixed
Kenji you've been so goated lately you know this right?

Peak mod dev right here
i just gave the concept and mrov worked the magic
Your funny action figure is amazing btw
We were laughing at it yesterday lmao
ty...
what beanie action figure
theres so many more voicelines that went unused
Beanie has an Action Figure you can find on Galetry
which might be good for society because people would be driven insane hearing them randomly
interesting
Lmao
casually sitting on ship watching cams and you just hear a high pitched screech come from the cabinet
lolol
Hey @fervent notch Did you manage to solve the incompat with Land From Orbit?
@fervent notch Just tested with Imperium, the incompat seems to be resolved
Not completely nvm
some navmesh is still busted
which one
The navmesh that spawns in front of the door like in my screenshot of BiggerShip v1.0.5 was still in orbit with LandFromOrbit on Asteroid-13 idk if thatβs your fault though since only some moons generate that and that might happen with even the vanilla ship
Cus I tested on Gordion and the navmesh that you generate all behaved just fine, so it seems more like LandFromOrbit affecting some of the navmesh that some custom moons spawn rather than it being a you problem
@woeful parcel Maybe you could test this later and double check it
I'm pretty sure it's gonna be a moon just having navmesh there
rather than me placing a new one and/or other mods interacting with/rebuilding the navmesh
Ye
Does this mod works with LandFromOrbit now?
I would still not use it cus it messes with some moons
It might not break anything but better safe than sorry. I think about how Melβs ship is much more stable without it even though it worked with LandFromOrbit so morvβs will probably be the same on those custom moons since those moons are spawning stuff that LandFromOrbit is unintentionally moving
LandFromOrbit doesn't move anything.
it just tells the ship animator to start at ~2 frames instead of at 0
I think itβs a side effect thing honestly
what do you mean
iirc some moons add static navmeshes to the ship when you land on them, and Asteroid-13 for example the navmesh placed at the door is prob static. When using LandFromOrbit it probably generates it in the air rather than on the ground and it just stays there
navmesh is never attached to the ship in any moon, it's just conveniently placed where the ship would land
When using LandFromOrbit it probably generates it in the air rather than on the ground
that was only happening with BiggerShip, and only becasue it was being parented to the ship
so land from orbit should be fine with the last release, right?
i'll kiss you rn
π₯Ί
@fervent notch Lmao funny bug with the ship XD idk what happened here https://www.twitch.tv/lunxara/clip/ObedientResilientAdminKappaRoss-aP3nZEpxhxEchKn2
@hushed lagoon My POV btw lolol
wtf
I have no idea lmao but I noticed Old Birds kinda acting strange around the ship constantly for that whole quota
That was just the funniest instance cus he was latched onto the side of the ship
wth. At least on Embrion I never noticed any strange behavior from the old birds when going on the ship or similar X3
I'm assuming it may be this, I can't repro any of the issues I got reported to me solo or in lan
Who tagged me then deleted the message
I did cus I thought the issue might have been Ultimatum related but I can't repro the Old Bird doing what happened in that clip solo
lol
So don't think this is on you
XD
ok
Yeah I think it's some weird navmesh regen desync issue going on with Bigger Ship, for me that Old Bird was stuck attached to the side of the ship but for clients he walked in, likewise I got reported that on Crowd dogs couldn't enter the ship by a client but I tested solo and in Lan and they enter just fine
I also couldn't get the Old Bird to behave weirdly at all solo
Is navmesh regen happening on everyone or the host only? If it's only happening on the host this might be why some things are behaving very strangely rn, I know Mel had to ensure it happens for everyone or it causes some desyncs. If it's not that I am unsure as to what might be going on
I'm unsure why none of this repros in Lan and why it's specific to Multi
there's no reason why it would happen on host only
Just wondering
can you reliably reproduce that?
if not, then it's not my mod (until proven otherwise)
Like I said I can't repro any of the problems solo or in Lan
I don't have any vertical surface that could generate any navmesh
I would think the Old Bird being on the side of the ship is some weird parenting issue
Cus he was on the side right where the railing is
lol
the ship navmesh is pre-baked in the editor, placed before the landing sequence and the whole level is re-baked to attach those two navmeshes (as well as blockers under the ship)
so if the navmesh regenerated in such a way that it would produce vertical surfaces, I would be very concerned how that happened
I have no idea wtf happened
https://www.twitch.tv/videos/2608145595?t=02h32m10s but I noticed it doing it starting around here
let's call that bug "game did something insane for no apparent reason" and observe if it ever happens again π
Funny asf at least
yeah π π
BiggerShip 1.0.9
- fixed the issue with The Tourist going through the ship (thanks, @steel cloak !)
π yipppiiiieeeeeeeee
I finally started testing my modpack and got to see this big ship in action, and I like it a lot! Just two things I noticed, otherwise an awesome mod:
-
When closing the ship door, the left door (when standing inside looking at the door) clips through the wall and you can see it stretching
-
General Improvements has an option to move the clipboard to an alternate location, but with this ship it ends up floating. Not sure if this is more of a GI thing, but Mrov is the more active of the two devs so I will say it here
I have a feeling it will soon be hard to go back to the old ship
The second point is 100% GI thing
the left door still clips??
can you send a clip?
I shall take it there then
can try use sciencebird clipboard and sticker removal instead
unless u really just wanna move it
then theres these stuff
Only thing I have checked on there is the long tube, everything else I want to keep
I would keep the tube if you could not literally see into its open end and thus see it unrender itself
oh yeah, that's my best attempt at making animations π
i'll try to make it better π€
wait... @fervent notch didn't I send you a model where that doesn't happen?
where the indents on the corner cover that?
i mean thicker
yeah you did
i didn't like how it looked π
yeah, i would need to adjust the animation to have less jank
as long as you're able to fix that in some way
but it's tediooooous
but it looked worseeeeeeeeeeeeeeeeee
I'm gonna give you kidney stones
please no
fair enough!!! but also I totally disagree!! wah!!
about the door not the kidney stones
I will not give you kidney stones
To me, the Old Bird was to the side, while for the others he was inside the ship.
no errors
I had this happen once too, from what I can tell it's when the game spawns the wrong prefab for the Old Birds
Due to an interior or moon mod
lol
lol
@fervent notch So I realized today upon having the Old Bird funny happen again is that when they're on the side of the ship it also only happens in the area where the wider suit rack is at, so I wonder if smth funny is going on where they somehow parent onto it on the host end and for clients they see them in the ship cus of that. My only other guess would be that they somehow are getting parented to the magnet lmao
Could be worth looking into 
that would be weird, I'll check
Yeah I only noticed it cus I unhid it and I was like βWait this aligns with where the old birds did the funnyβ lolol
I am finally having my modpack be playtested, which includes this mod! The big ship functions quite well, though what I have done to the moons is testing its limits. I have outdoor Barbers on a lot of my high-tier moons, and they can clip themselves into the ship and kill unsuspecting players. They can either go under the ship and rise up through the floor, or with several jumps can force themselves through the door while it is closed. I know this is a non-vanilla scenario, but if the shipβs hitboxes could be tweaked to prevent this it would be much appreciated!
oh that should never happen π
i'll test it when i have the chance, thanks for the find!
Cool beans
every day we stray further from god
That's why this happened?
Oof
Who needs that anyways
Lmk if you get another test build going with that fixed, I also saw you were playing earlier so maybe you had people help you test it ^^
I immediately noticed the lighting is different, and then I see you added a light in the middle neat
it's always been there π³
i had to play with the lighting a little bit cause i can't recover an older version
very fun
Fair
so the lights will be different, but i tried to keep it as close as possible to the latest version
give me a second
oh i need to fix the model itself for that
those small parts have a different material assigned
fun!
should be good now
nice
@fervent notch I did not repro the Old Bird problem
Also started a war on Embrion
LMAO
OH MY GOD
I do think you fixed the ship lol, so you should be good to push it live with this fix now applied
BiggerShip 1.0.11
- fixed an issue with navmesh being placed vertically
- fixed an issue with some ship materials being applied incorrectly
- fixed an issue with ship lightning being adjusted incorrectly

i've slightly changed the sizes of navmeshblockers, so i believe that's gonna be fixed
the brighter region are the blockers
if you find anything wrong, let me know π
If you're talking about them coming into the ship even when the doors are closed that is not specific to Bigger Ship
it happens with Vanilla and Mel's as well
yeah, after some testing it's still possible
his scissors hitbox is just bigger than the walls width
but - surprisingly - i could reproduce it only in that corner
Yummy
thank you mr ov
no worries dr minecraft
Wtf why is it so cinematic lmao
this is what lethal company looks like st1nkboy
Embrion with a shit ton of them spawned just looks Cinematic as fuck lmao, the moon already spawns a bunch of them but for some reason when you add even more it gets Cinematic as hell π
There seems to be an issue where the rain from Stormy weather goes through the shipβs roof
I believe that should be fixed
Its working here
The only rain that goes through the ship for me its from hurricane weather from Wesley mod
could you send me your modpack code? It's not happening on my end π₯²
I think I might have jumped the gun, the issue has not happened again. If it turns out to have not been a freak occurrence, Iβll send my code
More likely was an issue with whatever moon you were on
Usually that kinda issue is Reverb Trigger related
particle collisions has nothing to do with reverb triggers tho..........
Alrighty, keep me posted π
Sorta
ReverbTriggers on the ship do disable weather
Same for the ones when you go into facility
Otherwise you see weather inside
ParticleSystems do have the collision module stuff but vanilla rain doesn't use it
do they? (apart from dust clouds)
cause that's the one I remember giving me pain to work with
I guess not disableAllWeather, but ShipDoorClosed/Open in the ship scene have this toggled off
I duno if it actually disables weather though lmao
Reverb triggers are mysterious
There is also in front of the ship one
I mean ye but that one can vary in configuration depending on moon
if you run Registry with debugging logs enabled I have a sneaky patch that logs what the triggers want
hey the mod gets players stuck on loading somehow, i don't know if it's an error corrolated to an other mod or just the mod itself is broken
did you get any errors during loading?
i don't remember, only used it few times and don't have logs, so i might need to try it again
y'know what's the best part about it
it's 2pm, so no one is off of work and i have to wait for someone to willingly help me test it because i'm 100% sure it's a problem in multiplayer when there's a client
you could lan test! right?
depends if the pc is strong enough and/or if you need multiple steps to reproduce it
could, but on the modpack i'm using it would ask for an IP to join lan and i'm too lazy to try that
time dr @fervent notch? is it really that time again?
here's another log rn, it appears to only happen on certain moons, such as Aquatis
wrong file
why biggership is without stairs? any mod conflict?
stairs?
it has ladders afaik
it has ladders
unless you mean in orbits (with mods that allow you go there)
that's just how vanilla handles it
For some reason if I revert to the lethallevelloaderupdate v1.5.6 this won't happen.
@karmic widget my beloved come here
its an incompatibility between dawnlib and lll its going to be fixed in the next update
i see
BiggerShip 1.0.12
- fixed an issue when level navmesh objects being named differently caused dungeon generation to fail (thanks, @wet thorn !)
- fixed an issue with suit rack causing softlock after being ejected
@fervent notch discovered an issue if you use the remove pillars option.
When removing them if you walk into that extra inch of space right against the wall you get bugged and considered off the ship so then the monitors stop working and cant interact with them unless you leave the ship and re enter. I believe Fumo ran into that same issue long time ago and I think he just needed to extend the ships boundary a little more. It was the same scenario.
i will check my setup, thanks for the info!
Np. Never saw it happen with the pillars. Its gotta be like a difference of an inch or something. So crazy. I also had it trigger on the since opposite of the Door Panel. I never tested the door panel wall though.
The short version @fervent notch is when getting fired your ship is skipping something during the ejecting phase so mods like LGU can't properly reset on getting fired.
This ship is larger; a BiggerShip, if you will
I want a Pacoito Ship next!
When landing or taking off a door opens up on the floor dropping players out lol
life-sized terminal where players have to drop enough lb's of weight worth of items on keys to press them
lowkey would go hard
jumping on each key to type would be hilarious
Would you be able to make a space station attached to the ship while in orbit to have more space in orbit but still having the classic ship when landing on a moon?
omg that sounds cool ngl
Furniture placements will be goofed though
Nobody cares about furnitures in this station, we only want more space to have fun while in orbit (so things like jump challenges, or even rest areas with sofas is enough)
omg that would be peak
a lil bar
Yeah
oh I thought I fixed that already
will check what's going on, thanks
You also gotta figure out why enemy pathing is a bit weird on some moons like MorvDonalds, cus I tested and enemies work fine on there with the Vanilla Ship XD
Also gives you an excuse to fix the weird behavior going on when the pillars are disabled too
I'm rebuilding the navmesh when landing
if that's causing issues then I don't really consider it my fault
The option to blacklist moons like you can with Mel's Ship might be useful for moons where things become fucky since it's not too many, would be great for Gratar too cus Gratar loads in extremely rough with the ship mods lol
then the ship navmesh won't work at all
Is that because of how you handle it?
it has to be done this way
i'm removing old ship navmesh, adding mine and then rebuilding so level's navmesh and ship's navmesh can join
Ah
Awesome! It was driving me crazy lol I was running other tests on stuff when I decided to test if it was the ship.
The pillars problem is that the two boxes from near the ship's door was moved to where the pillars are for some reason
Maybe because the biggership is larger and the boxes can't cover the entire ship
which boxes?
They are invisible near where the triggers to outside and inside are.
oh those two
i've resized them already for the initial release, but i'll see what happens with the pillars
Those ones that look like planks
oh hmmm
this one?
Opposite side from that is a spot that breaks the monitors for the player as they are considered outside the ship and they have to re enter the ship to fix it.
Well better wording would be across from that spot on the other wall
So uh, my friends found some OCD-triggering stuff with the vanilla ship that are carried over to this, it would be epic if you could fix them:
- the cylindrical generator thing next to the ship door has half its bolts inverted, making you see through them
- the player helmet on the front desk is a slightly different model than the one on the actual player model
- props on the front desk like the batteries are actually slightly floating
- the support pillar next to the charger port is different from the others: its bottom is curved inward instead of being straight
They also found one issue unique to Bigger Ship:
- If you move the light switch to be inside one of the alarm lights (the ones from getting fired) it becomes unreachable
i can not unsee it now oh no
i'll see what i'm able to do, thanks for the report!
Good way to encourage you to fix them 
If you could add a little more navmesh for the left corner from the radar map. It looks like entities still think you are outside, like Vanilla Ship.
the navmesh generates automatically based on object sizes I'm afraid
I can't really add less border
I put the fridge there and permanently locked it in place using Furniture Lock
it's not a real solution but it does the job for us
for the entities: if you stand in the corner your hitbox partially extends outside the ship
the only fix I can think of it making that part of the ship thicker
Sup mrov!
I'm not 100% sure if you're still working on this, but I'd like to know if it is possible to remove the patch for the light switch forced position when starting a save :,]
just set up a location for it with furniture lock it will override it
it doesn't :,]
Set it to locked?
or at least it didn't the last time I've checked
It works for me
π€
thanks
only if its locked for some reason
another day where I can do nothing π
Did you ever look into this?
I haven't worked on anything lethal-related for the last 1.5 months π
but whenever i come back I'll see what's up with that
We call it "a vacation" 
@fervent notch When playing on V80 I think I figured out what was causing that patch on eject to act weird compared to the Vanilla ship, it seems to be smth with the TooManySuits patch I think cus we played with TooManySuits and then didn't run into the issue where Suit Saver didn't work and such, no idea why but I'm guessing it's linked to that
Dies in not symmetrical (Right/Left) corner of the ship
OH NO
mrov didnt QC the ship 
tbh i was doing this by hand
this entire time I thought you doing it by foot
couldn't figure out my blender workflow with pedals, sorry π
Imagine this is their actual setup and not just for a bit
absolutely unplayable
π
btw, ShipWindows got updated :]
https://thunderstore.io/c/lethal-company/p/TestAccount666/ShipWindows/
My perfectionism just withered away after seeing this
Its the Pillager Outpost all over again
I know a certain "Vegeta" with a number "777" that would kill this cuz of that
hi i know that guy
Is Biggership working?
Yes
biggership in the landing animation
Motion blur is messed up with a lot of modded stuff
Theres probably some tag that needs to be applied to exclude from motion blur or something
It happens with the Vanilla ship as well iirc
Unless the recent change Zeekerss did fixed it for the Vanilla one
I just donβt have it on at all
unless of course your fear effect is happening
cuz for some reason its gotta stay on for that
but its not a nuisance
it makes sense actually
I did confirm the motion blur issue doesn't happen with the Vanilla Ship

oh no π₯Ί
Apparently this might be an issue with the ship getting reparented as if it is a furniture, so think mods like Science Bird Tweaks or DawnLib that fix ship parenting lol
Kinda funny
It's not
it's really weird because the ship is doign that, but not the furniture
lol
i have an idea how to fix it
Iβve seen some furnitures do it too, pocket rooms and things like the Switchboard from Lethal Phones it do be interesting
Neat
Just to remember about the motion blur problem
sorry, haven't had much time recently between my two jobs to work on lethal mods π
I'll get it fixed when I'll have some time to work on it
dw, thanks for the news :]
I noticed that the biggership doesn't have the generator tube.
Prolly intentional
Never understood why the generator or the tube actually exist lol
yeah, I've removed it because it looked really weird just ending in the middle


