Fleet View


Shows your other space platforms in the background of the platform you are on.

Tweaks
4 hours ago
2.1
903

Changelog

Version: 0.4.3
Date: 2026-11-04
  Bugfixes:
    - Fixed the floor of background ships vanishing over the planet when using Visible Planets in Space: Fleet View no longer draws on the planet's render layer.
Version: 0.4.2
Date: 2026-10-31
  Optimizations:
    - Much less lag with many big ships arriving or leaving: ships under way share a per-tick budget of sprite updates instead of rewriting every sprite every tick, and only what changed is written.
    - Reading a big ship's layout the first time is several times faster.
Version: 0.4.1
Date: 2026-10-25
  Bugfixes:
    - Fixed a crash at game start with mods whose graphics set both size and width/height to different values (for example Carna): Fleet View now reads size first, like the game does.
  Changes:
    - When your own platform leaves, the parked ships now fall behind (down the screen) like the planet does, and when it arrives they come in from ahead. Other ships leaving or arriving still fly ahead / come up from behind.
    - Travelling ships shrink less (to about half size instead of a third) and no longer fade out on the way: they fly off the edge of the screen, like the planet. Bigger (nearer) ships move faster than smaller (farther) ones, so a fleet no longer moves in lockstep.
    - Ships now leave at the pace of the planet in the background, set by the real speed of the platform that moves: between 5 and 8 seconds instead of always 3. When another ship arrives it takes a calm 10 seconds. When your own platform arrives, the ships parked there come in during your approach, together with the planet, and are in place the moment you stop.
    - Parked ships now float gently around their spot, each on its own slow loop, so the fleet looks alive. Turn off "Floating ships" in the per-player mod settings if the movement looks choppy.
Version: 0.4.0
Date: 2026-10-25
  Changes:
    - Ships now always travel forward, up the screen, the way a space platform flies: a leaving ship flies on ahead and fades out, an arriving one comes up from behind and fades in, instead of sliding sideways away from your deck.
    - Arrivals slow down into their spot and departures speed up.
Version: 0.3.1
Date: 2026-10-24
  Info:
    - Added a mod portal thumbnail.
Version: 0.3.0
Date: 2026-10-23
  Features:
    - Ships now get a random spot around your deck (any side, 3-12 tiles outside the deck's bounding box, never overlapping each other) and a random size (85%-115%), instead of a neat row above it.
    - The spot is rolled once when a ship becomes visible, is shared by every player on the platform and survives saving; a ship that leaves and comes back gets a new spot. Ships leave and arrive along the line away from your deck.
    - Randomness uses a saved game random generator (multiplayer safe).
Version: 0.2.0
Date: 2026-10-23
  Features:
    - Ships now stay fixed in space above your deck (just past its top edge, spread across its width, scale 0.16) instead of following the camera; removed the depth setting.
    - Every player on a platform sees the same layout.
Version: 0.1.0
Date: 2026-10-23
  Bugfixes:
    - Space platform hub and cargo bays are drawn complete (all render-layer groups of their graphics, not only the first).
    - Floor tiles no longer paint over buildings: tiles, hub/cargo bay and other buildings are on separate render layers (fixes missing hub, furnaces, solar panels and more on distant ships).
    - Belts, underground belts, splitters, pipes and walls use their real graphics (rotated per direction) instead of flat yellow bars.
    - Floor drawn at true texture scale (2x2 and 1x1 platform tile pieces) instead of one stretched tile per merged rectangle.
    - Running lights are small soft round dots (max 8 per ship) instead of large flat squares.
  Features:
    - Boarding a platform no longer gathers that platform's own model (one fewer hitch per boarding).
    - Anchors are indestructible; if one is destroyed by another mod the ship is dropped cleanly instead of erroring.
    - MIT LICENSE shipped; the test remote interface is only registered when a test helper mod is loaded.
    - Other platforms drawn screen-relative (upper arc around you, scale 0.2, follow 0.85); with Depth effect off they stay fixed on screen.
    - Mod skeleton and player settings (depth effect, building detail).