ScienceBird Tweaks
Various niche adjustments.
Screenshots 8 screenshots
About this mod Author’s original text
ScienceBird Tweaks
Just some ~~small~~ changes my friends and I wanted that I couldn't find elsewhere (though some have since popped up as separate mods by others, I'm grouping the ones I want here for convenience and simplicity).
I recommend all players have this mod installed (and ideally the same/very similar config), but if you want to try using it client-side, use the Client-side Mode config option.
In the list below, I'll mention which tweaks (to my knowledge) should work client-side. My current testing setup isn't great for testing de-synced modpacks, so if any of this is wrong or if anything breaks client-side, please let me know.
The default values of these tweaks are intended to not interfere with gameplay in an undesired way.
This should minimize upfront annoyance, but I recommend you consider which ones you want to enable.
SHIP TWEAKS
Fixed Ship Objects
Details
Default: ON - Client-side
Do you relate to being unable to press the teleport button while launching or landing the ship? Does it seem like its hitbox drifts away from where the button looks like it is? Have you ever stood on a piece of ship furniture (like the welcome mat) and jittered all over the place? Well, your struggles end now.
All this tweak does is ensure all ship furniture/unlockables will be parented to the main ship object, and thus all of their colliders will stay in sync with the ship.
- Only Fix Vanilla Objects: This is a setting to avoid any unwanted errors with attempting (or failing) to fix modded furniture items.
Default: ON
(If you do want to fix modded items, a configurable blacklist or whitelist is provided to only include certain modded items or exclude certain modded items from this fix)
- Alternate Fix Logic (EXPERIMENTAL): If you end up having any unexpected issues with furniture while using this tweak, you can try this. It's not super thoroughly tested, but it should simplify the code a bit to reduce possible points of failure or incompatibilities with other mods.
Default: OFF
Fixed Suit Rack
Details
Default: ON - Client-side
Same as Fixed Ship Objects, but for suits: properly parents them so they are selectable easily on takeoff and landing without jitter.
Consistent Catwalk Collision
Details
Default: ON - Client-side
If you've ever desperately clambered onto the edge of the ship's railing only to slide right off since you didn't catch the right part of the collision, this change is for you!
This just slightly extends the floor collision of the ship catwalk so you can consistently land on it from the other side of the railing, allowing you to then gracefully vault over it at your leisure.
Tiny Teleporter Collision
Details
Default: ON - Client-side
Shrinks the placement hitbox of both teleporters so they can be more easily placed close to walls or in small spaces (and require less hassle with finnicky rotation).
The exact size of the hitbox is also adjustable in one of the config sections.
Note that this also makes the build selection hitbox smaller, so if you're getting annoyed by being unable to move the teleporter easily, try increasing the hitbox size in config.
Large Lever Collision
Details
Default: OFF - Client-side
Enlarges the start lever's hitbox so it can be pulled more easily at a moment's notice.
The exact size of the hitbox is also adjustable in one of the config sections.
Begone Bottom Collision
Details
Default: OFF - Client-side
Removes the colliders from bottom components of the ship (e.g. thrusters and structural supports), making it easier to access if that is desired. This is still moon dependent, and the underside of the ship still cannot be accessed on the Company moon, for example.
Ship Item Removals
Details
Default: OFF - Client-side (except maybe interactables like clipboard and sticky note?)
Under "Ship Tweaks Removals" in config, you will find a list of items you can remove from the ship according to your aesthetic preferences:
- Service manual clipboard
- "SIGURD" sticky note
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: