Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Multiplayer and Commands
Updated 3 days agoJoining
- The server and every player need the same ShipConfig version (Getting Started has where to install it). Otherwise the join is refused and the connection screen says which version to get.
- A player without ShipConfig on a server that has it is disconnected about 20 seconds after joining.
Lock Configuration
Lock Configuration ([General], default on) is read on the server only.
- On: the server's values apply to every player while connected; their own values return when they leave. Edits to the server's file reach players without rejoining.
- Admins (in the server's
adminlist.txt) can change the server's values from their own game, for everyone. - Off: every player uses their own file, so ships handle, take damage and cost differently depending on whose game controls them. Leave it on unless every player has the same file.
Other mods
- Modded ships built on the game's own ship parts get the full set of settings.
- Mods that change the same values (ship health, sail force, drag, damage, build cost) conflict. Use one mod per value.
- Only ships are changed; carts and building pieces are left alone.
- Configuration managers can edit the settings in game; while the server's values apply and you are not an admin, they show them read-only.
The charter command
Type it in the game's console (F5); no cheats needed. It covers every MilkyTeam mod that syncs its settings.
| Command | What it shows |
|---|---|
charter |
Whether the server's values apply to you, per mod |
charter diff [name] |
Every setting where your file differs from the server's; a name narrows it to matching mods |
charter versions |
Your synced mods and versions, and the server's |