464 ratings
Platform Hatches
File Size
0.444 MB
Aug 27, 2016 @ 6:43pm
Jul 17 @ 3:23am
4 Change Notes ( view )

Subscribe to download
Platform Hatches

In 1 collection by Weaver
Stuff Weaver Is Using Starbound
127 items
--- Notice: Actually Compatible with 1.3.1 ---

I'm putting this here so it can't get lost in the comments: I've just tested this mod quite a bit with 1.3.1 and found no problems.

I put all the other comments about this issue in this post, because it was starting to take up way too much room here.

Aside from that mess, I have seen at least one report of weather-related lag, which doesn't make a ton of sense but could involve changes to the base game's door.lua and how it uses the rarely-used extra data that these hatches have. If anyone else has lag issues that go away upon removing this, please let me know.

--- End Notice ---

A problem I've often faced when furnishing my ship is hatches: they look good and, when closed, sequester your crew, but they work best with a platform on top of them. Adding a platform above them tends to look bad and interrupt the rest of the design.

I've settled with just using platforms instead of hatches, so as to keep the floorspace for furniture while remaining able to travel. But I was never quite satisfied.

That has led me to this line of hatches with integrated platforms: door when closed, platform when open. They don't even disrupt a table set atop them when they move.

Available at a crafting station near you [specifically the tier 2 workbench where you can build the regular hatches], with the same requirements to build as the standard hatches they're based on.

If you're using Recolored Ship Objects, grab the patch mod to make the new hatches match that colorscheme.

I also made sure to look at Wire I/O Node Position Fixer while making this, my new hatches use the same coordinates that that mod fixes the original hatches to use.

NOTE: If you place mod doors/hatches (from any mod), remove the mod, and load the game, the doors/hatches will be gone but their collision will still be there. So, the best way to unsubscribe is to remove the items beforehand. If you end up in trouble because of this, use Ghost Hatch Remover. CAREFULLY.

--- UPDATE 2.0 ---

Adds the other seven vanilla hatches (not trap doors... yet), support for Automatic Doors, and a mini crafting station you can hang on your wall that lets you add or remove platforms from existing hatches: the Hatch Hammer, available at an Engineer's Table near you

On top of that, you can now pay for blueprints for the vanilla racial hatches and doors, especially useful for those modded races I haven't gotten to yet... wait, that's currently all of them. These are also available at the hatch hammer, mainly because I couldn't think of a better place to put them and didn't want to give them their own crafting station also. A complete racial set costs 1000 pixels.

I've also enabled pixel printing for the vanilla manhole doors, since there isn't any way to craft/print them presently. You still need to scan them first, of course.

--- 2.0.1 ---

I added the wooden hatch-platform recipe to your starting list so you can make that right away before you have access to any of the fancier hatches. I'd like to let you learn to construct platform versions of special hatches but when the original recipe is a loot item I don't know a good way to teach you the new recipe without bypassing the loot requirement...
Popular Discussions View All (5)
Jul 21 @ 6:43am
Recipe Error Log
Sep 30, 2016 @ 2:51am
Bug or unsupported race?
Liavain Axon
Sep 23, 2016 @ 12:13am
unable to get this to load on my server
< >
VUK FARKAS Oct 27 @ 2:56pm 
Could you pwease make variations with rails too? So we can have rails passing throu them too!
Leafreo Sep 30 @ 4:30pm 
Great Mod, makes the life easier :)
I also want to report that wooden hatches make no sound while opening/closing
BitSmith Sep 16 @ 8:30pm 
Could you add support for Modded race hatches such as the Avali?
Piterros990 Sep 3 @ 2:32am 
Very useful mod. Also, if you could make it compatible with modded races, that would be even better
Pencil_Cat Aug 15 @ 1:00am 
Pencil_Cat Aug 15 @ 1:00am 
ah sketashiphach I think thats what it was.
Pencil_Cat Aug 15 @ 12:59am 
I thout it was a dream con true....but then I found out it would crash my game.
when you go to the workbench it will crash and say it could not find somting someting hach.
it was really disapointing.
MrMtHood Jul 20 @ 1:31pm 
holy fucking shit this will littarly solve all my problems about tennats in my ship not being able to fucking jump up correclty
Scarlet Jul 19 @ 6:12am 
Excuse me, weaver senpai? This may sound a bit tedious and insane but, have you ever considered making like a add-on patch for this mod for all the mod-races on steam? Like Draconis, Ooze/Slimes, Avali, Nightar, Neko (Alternative and/or Normal) etc? Cause, I love the hatchs but, I rarely play the vanilla races anymore. : ( Halp plz.
Weaver  [author] Jul 17 @ 3:30am 
Ok, short story, there was never anything wrong with the mod except that I forgot to document the spurious errors and then people freaked out about them. It never actually stopped working. There was nothing to fix. I did make a minor update now to allow you to build wooden platforms at the beginning, and i've reported the spurious error problem to CF.

@[F2B] Freakyman Find me one that lets adds recipes that creates blueprints and I'll see how they did it and fix the errors. I don't think it's been done before.