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UNSC Dropship
Experimental full dropship replacement: enlarged hull, sliding rear hatch, movable command console and host-synced furnishings.
By Guff
| Last updated | an hour ago |
| Total downloads | 3 |
| Total rating | 0 |
| Categories | Asset Replacements BepInEx Server-side Items Mods Modpacks Furniture Posters Misc Tools Interiors |
| Dependency string | Guff-UNSC_Dropship-0.1.8 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
UNSC Dropship 0.1.8 - furniture, wall controls, and lighting test build
Replaces the playable ship with the supplied dropship. Overall model dimensions remain 18.770265 m wide, 8.470761 m high, and 24.504857 m long: 2.4 times the stock hull width, +10% height, and +30% length. Engine span and landing gear are included; the boarding bridge is separate.
Changes in 0.1.8
- Moves the model equipment locker clear of the rear window; checks sightlines through all prepared geometry out to 20 model units, including window edges and external engine assemblies.
- Rejects saved/custom-editor placements that overlap the side viewing areas or skylight. Attempts to move obstructing default furnishings into free cabin space and logs any that cannot fit. Native B-mode placement remains vanilla; manually placed native furniture can still block a window.
- In-game furnishing clearance still needs confirmation: search the log for WINDOW CLEARANCE warnings after loading your save.
Previous changes in 0.1.7
- Adds four large clear side windows: two per side, each about 2.8 m wide by 1.4 m tall. Positions favor the front and rear beyond the engine bodies.
- Adds a continuous roof skylight about 17 m long and 2.2 m wide, from rear cabin to cockpit. Roof antenna equipment is moved beside it.
- Openings cut through both visual and physical hull layers. Clear panes have collision, with no opaque material blocking the view. Ship dimensions remain unchanged.
- Window frames are fixed ship structure, not movable furnishings. Existing saved furnishings may need repositioning if they cover a window.
- Geometry and build checks do not replace testing visibility and collision in game.
Previous changes in 0.1.6
- Removes the stock Railing perimeter's physical collider components entirely, instead of repeatedly disabling them. Checks again for recreated railing collision during play. The new hull, floor, doors and boarding bridge retain their collision.
- Adds throttled WALK BARRIER log entries naming actual wall contacts when the local player walks into an obstruction, so any remaining barrier can be traced directly.
- This runtime removal is restored by restarting the game without the mod; in-session rollback does not recreate removed railing colliders.
- Requires an in-game test; the previous version found all 12 railing colliders but the user still reported a barrier.
Previous changes in 0.1.4
- Fixes a confirmed player-movement regression: the 0.1.3 log showed
controllerEnabled=False. The old broad cleanup could disable the player's CharacterController when the player was parented under HangarShip, then keep it disabled every frame. - Cleanup now only targets explicitly named stock scenery. Player branches, all CharacterControllers, player-owned colliders, furniture, loose items, and unknown runtime children are protected. A defensive pass also restores any player components accidentally queued by this mod; it does not blindly enable controllers disabled by normal game animations.
- Removes the old ship's decorative helmet meshes (ScavengerModelSuitParts), including the head-shaped object floating in front of the console. Actual player helmets are protected.
- Retains all 0.1.3 features: BepInEx-only dependency, vanilla B/X furniture storage, F7 custom placement, movable wall controls, lever hitbox moving with the console, reduced cabin lighting, soft cockpit light, and horn removal.
Install/update
Fully quit and restart Lethal Company: the old loaded DLL keeps its cleanup running until the game closes. Replace the previous version with UNSC_Dropship-0.1.8.zip using the Thunderstore profile's local-mod import option. Alternatively copy the ZIP's BepInEx folder into the profile folder. Do not leave both DLL versions installed. Launch Modded. Every player must use 0.1.8.
This ZIP is not automatically installed or published. For the standalone test, create a new profile containing only BepInExPack and UNSC Dropship, and use a fresh test save. The small profile used previously also contained other gameplay plugins, including a fullbright plugin, so it was not a standalone test.
Move furnishings
For original storable furniture, use the normal B move mode, R rotation, and X storage. These still use the game's own unlockable/storage system. Essential controls retain their original storage restrictions.
For custom furnishings and wall fixtures, or to use the custom editor explicitly:
- Press F7, then aim at the visible furnishing and click it. B also selects custom furnishings.
- Aim at the floor to reposition furniture, or at an inside wall for a wall-mounted control/monitor.
- Hold R to rotate floor furniture. Wall fixtures automatically face away from the wall.
- Press B, Enter, or left-click to place and exit. Right-click or Escape cancels.
F7 opens the editor directly: aim and click to select, or use Tab to cycle furnishings. Tab-selected floor furniture can be nudged with arrow keys and Page Up/Down, with Q/E for rotation. Hold Shift for faster nudging. The overlay shows what you are looking at and what is selected. F7 exits.
With no object selected, the host can use Backspace in the F7 editor to restore defaults. Modded clients can submit placements to the host; the host validates and saves the shared layout. This client path still needs multiplayer testing.
Loose items retain normal pickup/drop. The hull, floor, and moving rear hatch remain structural. Keep the aisle and interaction points clear; general furniture overlap is not automatically prevented.
Layout files: BepInEx/config/clair.unscdropship.<save-slot>.layout.json. A previous saved layout is backed up as .bak. No game-save format is changed.
Test and logs
First check B selection on the terminal, console, bench, and locker. Then move the quota screen, light switch, and each teleporter button panel between walls. Check that interaction prompts stay on the visible controls, and that the teleporter glass covers still open. Toggle the lights and check the cockpit, aisle, and rear hatch. Rehost to verify layout persistence; test a second modded player separately.
F8 writes diagnostics to BepInEx/LogOutput.log. The mod also logs MOVE SELECT, MOVE COMMIT, and mounted fixture positions. Collect-Logs.ps1 accepts -ProfilePath to copy logs into a timestamped ZIP in test-logs; supply the path of whichever profile you tested.
Verification and limits
Compiled against the locally installed game (Steam build 22825947, Unity 2022.3.62f2) and BepInEx 5.4.2305. Binary mesh checks confirm finite coordinates, valid indices, dimensions, and sliding door travel. Geometry is batched into 47 meshes. A rendered mesh preview was reviewed. Tests confirm complete bench/seat grouping, removal of dummy door buttons, and backing-wall ray intersections for all five initial wall-mounted assemblies. Static game-asset inspection confirmed the monitor material and teleporter button hierarchy.
The user's video and logs confirmed the old builds loaded and exposed the reported issues. The standalone dependency audit, layout codec regression, and cleanup regression tests pass. Cleanup tests exercise the actual production policy against player branches, CharacterControllers, unknown children, furniture, and decorative helmets. The new 0.1.8 runtime behavior has not yet been tested in-game. Walking/spawn behavior, vanilla B/X storage, lever hitbox alignment, lighting, save/rejoin, and multiplayer still need a restart and test. This mod does not rebuild moon navigation meshes; moon clearance and enemy behavior remain unverified. Glass may appear opaque with the stock hull shader.
Source/build
Source: src/Plugin.cs and src/FurnitureEditor.cs. Run ./build.ps1 to compile against your local game files. Run python tools/prepare_asset.py, then python tools/test_fixtures.py to regenerate and check the asset. Run python tools/package.py after rendering build/review.png. No game assemblies or extracted game meshes are redistributed.