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	<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198102105103</id>
	<title>NEBULOUS: Fleet Command Official Wiki - User contributions [en]</title>
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	<updated>2026-09-16T00:01:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=396</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=396"/>
		<updated>2024-06-14T07:15:09Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: /* Install Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
[https://discordapp.com/channels/409638848302153728/895486593211727912/1151598421539569694 Discord Post]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Nebulous Mod Kit ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;br /&gt;
&lt;br /&gt;
=== Cole&#039;s Template ===&lt;br /&gt;
A preconfigured unity project containing a component, two missile bodies, a munition, and a hull.&lt;br /&gt;
May be out of date? &lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/drive/folders/1JExr-Uff8jgooTv8OR3VenSDC1cTGH6j?usp=sharing Template GDrive]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=383</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=383"/>
		<updated>2024-06-12T14:07:33Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: /* Community Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/1242181317643337928/1242181419044700261 Map Addresibles System] =====&lt;br /&gt;
* By Mazer&lt;br /&gt;
Not a guide yet, but the offical explanation for the new map system.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3161970038 Hafen&#039;s Guide to Custom Jammers] =====&lt;br /&gt;
* By Hafen &amp;amp; Co&lt;br /&gt;
A step-by-step guide on creating custom jammers (omni and turreted) for use in-game, without external scripts.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3110915492 Nuclear Bomb Scripting] =====&lt;br /&gt;
* By someusername6 &lt;br /&gt;
This guide walks through how the Nuclear mod was created, walking through assets and code, in order to inspire people to reuse these techniques or create their own versions of similar effects.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2885397129 Reusing VFX using a Script] =====&lt;br /&gt;
* By someusername6 &lt;br /&gt;
This is a guide introduces a script to copy, during runtime, VFX for munitions and turrets for custom mods for Nebulous: Fleet Command.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2766217605 Simple Custom Cannon Munitions] =====&lt;br /&gt;
* By The HappySalmon Emperor&lt;br /&gt;
A guide for creating a simple (Lightweight Kinetic/Explosive Munition) for your cannon.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2999568259 Short Guide to Creating Voice Packs] =====&lt;br /&gt;
* By Tuna&lt;br /&gt;
This guide will detail the creation of custom voice packs for nebulous, this guide will not cover voice acting just the unity implementation.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=382</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=382"/>
		<updated>2024-06-12T13:58:40Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: /* Offical Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/1242181317643337928/1242181419044700261 Map Addresibles System] =====&lt;br /&gt;
* By Mazer&lt;br /&gt;
Not a guide yet, but the offical explanation for the new map system.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3161970038 Hafen&#039;s Guide to Custom Jammers] =====&lt;br /&gt;
* By Hafen &amp;amp; Co&lt;br /&gt;
A step-by-step guide on creating custom jammers (omni and turreted) for use in-game, without external scripts.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3110915492 Nuclear Bomb Scripting] =====&lt;br /&gt;
* By someusername6 &lt;br /&gt;
This guide walks through how the Nuclear mod was created, walking through assets and code, in order to inspire people to reuse these techniques or create their own versions of similar effects.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=381</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=381"/>
		<updated>2024-06-12T13:07:52Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3161970038 Hafen&#039;s Guide to Custom Jammers] =====&lt;br /&gt;
* By Hafen &amp;amp; Co&lt;br /&gt;
A step-by-step guide on creating custom jammers (omni and turreted) for use in-game, without external scripts.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3110915492 Nuclear Bomb Scripting] =====&lt;br /&gt;
* By someusername6 &lt;br /&gt;
This guide walks through how the Nuclear mod was created, walking through assets and code, in order to inspire people to reuse these techniques or create their own versions of similar effects.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=380</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=380"/>
		<updated>2024-06-12T13:07:23Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3161970038 Hafen&#039;s Guide to Custom Jammers] =====&lt;br /&gt;
* By Hafen &amp;amp; Co&lt;br /&gt;
A step-by-step guide on creating custom jammers (omni and turreted) for use in-game, without external scripts.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3110915492 Nuclear Bomb Scripting] =====&lt;br /&gt;
By someusername6 &lt;br /&gt;
This guide walks through how the Nuclear mod was created, walking through assets and code, in order to inspire people to reuse these techniques or create their own versions of similar effects.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=379</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=379"/>
		<updated>2024-06-12T12:33:31Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== [[Modding/Guides|Guides]] =====&lt;br /&gt;
===== [[Modding/Tools|Tools]] =====&lt;br /&gt;
===== [[Modding/ModdingUpdates|Modding Related Updates]] =====&lt;br /&gt;
===== [[Modding/Tips|Tips]] =====&lt;br /&gt;
===== [http://nebfltcom.wikidot.com/wiki:savekeys Save Keys] =====&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tips&amp;diff=378</id>
		<title>Modding/Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tips&amp;diff=378"/>
		<updated>2024-06-12T12:32:44Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Created page with &amp;quot;== Texturing == What color should the painted material be? ffc3c3c3 for the primary paint ffe6e6e6 for the stripes  == General ==  Always remember that +Z is forward in game engines, which is not the case in 3d modeling packages  == Modding ==  To be fair, it is a &amp;quot;showcase&amp;quot; and just seeing the mod cover image is lame. If you want to post to every minor update at least show a picture of the new weapon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Texturing ==&lt;br /&gt;
What color should the painted material be?&lt;br /&gt;
ffc3c3c3 for the primary paint&lt;br /&gt;
ffe6e6e6 for the stripes&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
Always remember that +Z is forward in game engines, which is not the case in 3d modeling packages&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
To be fair, it is a &amp;quot;showcase&amp;quot; and just seeing the mod cover image is lame. If you want to post to every minor update at least show a picture of the new weapon&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=377</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=377"/>
		<updated>2024-06-12T12:29:42Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Nebulous Mod Kit ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;br /&gt;
&lt;br /&gt;
=== Cole&#039;s Template ===&lt;br /&gt;
A preconfigured unity project containing a component, two missile bodies, a munition, and a hull.&lt;br /&gt;
May be out of date? &lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/drive/folders/1JExr-Uff8jgooTv8OR3VenSDC1cTGH6j?usp=sharing Template GDrive]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=376</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=376"/>
		<updated>2024-06-12T12:28:26Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== [[Modding/Guides|Guides]] =====&lt;br /&gt;
===== [[Modding/Tools|Tools]] =====&lt;br /&gt;
===== [[Modding/ModdingUpdates|Modding Related Updates]] =====&lt;br /&gt;
===== [http://nebfltcom.wikidot.com/wiki:savekeys Save Keys] =====&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=375</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=375"/>
		<updated>2024-06-12T12:24:00Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== [[https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Guides|Guides]] =====&lt;br /&gt;
&lt;br /&gt;
===== [[https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Tools|Tools]] =====&lt;br /&gt;
&lt;br /&gt;
===== [[https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Dimensions|Dimensions]]&lt;br /&gt;
 =====&lt;br /&gt;
===== [http://nebfltcom.wikidot.com/wiki:savekeys Save Keys] =====&lt;br /&gt;
&lt;br /&gt;
===== [[https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/ModdingUpdates|Modding Related Updates]] =====&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=374</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding&amp;diff=374"/>
		<updated>2024-06-12T12:21:55Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Guides&lt;br /&gt;
&lt;br /&gt;
https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Tools&lt;br /&gt;
&lt;br /&gt;
https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/Dimensions&lt;br /&gt;
&lt;br /&gt;
http://nebfltcom.wikidot.com/wiki:savekeys&lt;br /&gt;
&lt;br /&gt;
https://hoodedhorse.com/wiki/NEBULOUS_Fleet_Command/Modding/ModdingUpdates&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=373</id>
		<title>Modding/ModdingUpdates</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=373"/>
		<updated>2024-06-12T12:19:20Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some game updates have had changes to the game that Mazer felt were worth extra notification for modders.&lt;br /&gt;
This is a list of them verbatim. &lt;br /&gt;
== 0.3.2 UI ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The newest main branch patch is now live.  The version number for this patch has been incremented from 0.3.1.20 to 0.3.2.21.  Because the third number has changed all mods will now be marked as not being compatible with the current version.  People will still be able to load your mods, but this is to indicate they are taking on a risk.  I felt it necessary to do this because there are several mods which modify the UI, the structure of which has totally changed, and some which modify maps in memory which has also changed.  Sorry for the inconvenience, but unless you fall into one of the two categories above all you should need to do is update your game version in your ModInfo.xml and push an update&lt;br /&gt;
|}&lt;br /&gt;
== 0.3.1 Nameplates ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
As you probably all know by now there is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
&lt;br /&gt;
If you intend to port to the new system, @Stephmo (He/they) and I have compiled two guides for each side of the process and they are available here: https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
We&#039;ll both be available to answer questions if you are struggling.&lt;br /&gt;
|}&lt;br /&gt;
== 0.2.2 Modular Missiles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The Modular Missiles Update is coming out tomorrow morning.  The game&#039;s minor and patch version numbers have incremented to 0.2.2.x.  Starting tomorrow, all mods will be considered &amp;quot;out of date&amp;quot; by the mod manager tool.&lt;br /&gt;
&lt;br /&gt;
The good news is that the majority of content mods such as maps and weapons should not need to make any changes to their mods.  However, you will need to re-upload the mod to the Steam Workshop (after verifying that it works) so it no longer shows as out of date.  When a mod is uploaded to the workshop, the game edits your ModInfo.xml to include the first three numbers of the version it was uploaded with.  Mods uploaded before today will show Game Version: 0.1.0, and thus be marked as old.  Re-uploading will update this version number.&lt;br /&gt;
&lt;br /&gt;
If your mods involve anything relating to missiles or missile launchers, odds are you have some work ahead of you.&lt;br /&gt;
&lt;br /&gt;
To my knowledge, Hull mods will work without changes.  However, there are a few new features which you can modify if you see fit:&lt;br /&gt;
- On the Hull script:&lt;br /&gt;
    - Interior Density Armor Equivalent, default value is 1cm of armor per 1 meter of interior travel.&lt;br /&gt;
    - Stat hull-missilechannels.  If you want your hull to have more than 1 base channel, add an intrinsic modifier to add a number of channels (use the literal field not the percentage modifier as these are whole numbers).&lt;br /&gt;
    - Stat hull-missileprogspeed.&lt;br /&gt;
&lt;br /&gt;
Finally, I&#039;m really amazed by how quickly our modding community has grown and want to thank you all for all the amazingly cool stuff you&#039;re adding to the game.  Now that this major update is almost behind us, we&#039;ll be shifting back into more regular minor updates every few weeks as we did before.  The first of these updates will be additional support for mods including a better faction locking management system so you can finally make a true faction without having to remake every weapon.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=372</id>
		<title>Modding/ModdingUpdates</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=372"/>
		<updated>2024-06-12T12:11:19Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some game updates have had changes to the game that Mazer felt were worth extra notification for modders.&lt;br /&gt;
This is a list of them verbatim. &lt;br /&gt;
== 0.2.2.x Modular Missiles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The Modular Missiles Update is coming out tomorrow morning.  The game&#039;s minor and patch version numbers have incremented to 0.2.2.x.  Starting tomorrow, all mods will be considered &amp;quot;out of date&amp;quot; by the mod manager tool.&lt;br /&gt;
&lt;br /&gt;
The good news is that the majority of content mods such as maps and weapons should not need to make any changes to their mods.  However, you will need to re-upload the mod to the Steam Workshop (after verifying that it works) so it no longer shows as out of date.  When a mod is uploaded to the workshop, the game edits your ModInfo.xml to include the first three numbers of the version it was uploaded with.  Mods uploaded before today will show Game Version: 0.1.0, and thus be marked as old.  Re-uploading will update this version number.&lt;br /&gt;
&lt;br /&gt;
If your mods involve anything relating to missiles or missile launchers, odds are you have some work ahead of you.&lt;br /&gt;
&lt;br /&gt;
To my knowledge, Hull mods will work without changes.  However, there are a few new features which you can modify if you see fit:&lt;br /&gt;
- On the Hull script:&lt;br /&gt;
    - Interior Density Armor Equivalent, default value is 1cm of armor per 1 meter of interior travel.&lt;br /&gt;
    - Stat hull-missilechannels.  If you want your hull to have more than 1 base channel, add an intrinsic modifier to add a number of channels (use the literal field not the percentage modifier as these are whole numbers).&lt;br /&gt;
    - Stat hull-missileprogspeed.&lt;br /&gt;
&lt;br /&gt;
Finally, I&#039;m really amazed by how quickly our modding community has grown and want to thank you all for all the amazingly cool stuff you&#039;re adding to the game.  Now that this major update is almost behind us, we&#039;ll be shifting back into more regular minor updates every few weeks as we did before.  The first of these updates will be additional support for mods including a better faction locking management system so you can finally make a true faction without having to remake every weapon.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=371</id>
		<title>Modding/ModdingUpdates</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/ModdingUpdates&amp;diff=371"/>
		<updated>2024-06-12T12:10:39Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Created page with &amp;quot;Some game updates have had changes to the game that Mazer felt were worth extra notification for modders. This is a list of them verbatim.  == 0.2.2.x Modular Missiles  == {| class=&amp;quot;wikitable&amp;quot; |+ |- | The Modular Missiles Update is coming out tomorrow morning.  The game&amp;#039;s minor and patch version numbers have incremented to 0.2.2.x.  Starting tomorrow, all mods will be considered &amp;quot;out of date&amp;quot; by the mod manager tool.  The good news is that the majority of content mods su...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some game updates have had changes to the game that Mazer felt were worth extra notification for modders.&lt;br /&gt;
This is a list of them verbatim. &lt;br /&gt;
== 0.2.2.x Modular Missiles&lt;br /&gt;
 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The Modular Missiles Update is coming out tomorrow morning.  The game&#039;s minor and patch version numbers have incremented to 0.2.2.x.  Starting tomorrow, all mods will be considered &amp;quot;out of date&amp;quot; by the mod manager tool.&lt;br /&gt;
&lt;br /&gt;
The good news is that the majority of content mods such as maps and weapons should not need to make any changes to their mods.  However, you will need to re-upload the mod to the Steam Workshop (after verifying that it works) so it no longer shows as out of date.  When a mod is uploaded to the workshop, the game edits your ModInfo.xml to include the first three numbers of the version it was uploaded with.  Mods uploaded before today will show Game Version: 0.1.0, and thus be marked as old.  Re-uploading will update this version number.&lt;br /&gt;
&lt;br /&gt;
If your mods involve anything relating to missiles or missile launchers, odds are you have some work ahead of you.&lt;br /&gt;
&lt;br /&gt;
To my knowledge, Hull mods will work without changes.  However, there are a few new features which you can modify if you see fit:&lt;br /&gt;
- On the Hull script:&lt;br /&gt;
    - Interior Density Armor Equivalent, default value is 1cm of armor per 1 meter of interior travel.&lt;br /&gt;
    - Stat hull-missilechannels.  If you want your hull to have more than 1 base channel, add an intrinsic modifier to add a number of channels (use the literal field not the percentage modifier as these are whole numbers).&lt;br /&gt;
    - Stat hull-missileprogspeed.&lt;br /&gt;
&lt;br /&gt;
Finally, I&#039;m really amazed by how quickly our modding community has grown and want to thank you all for all the amazingly cool stuff you&#039;re adding to the game.  Now that this major update is almost behind us, we&#039;ll be shifting back into more regular minor updates every few weeks as we did before.  The first of these updates will be additional support for mods including a better faction locking management system so you can finally make a true faction without having to remake every weapon.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=370</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=370"/>
		<updated>2024-06-12T12:05:46Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=3161970038 Hafen&#039;s Guide to Custom Jammers] =====&lt;br /&gt;
* By Hafen &amp;amp; Co&lt;br /&gt;
A step-by-step guide on creating custom jammers (omni and turreted) for use in-game, without external scripts.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=369</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=369"/>
		<updated>2024-06-12T12:03:28Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: /* Cole&amp;#039;s Template = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Nebulous Mod Kit ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;br /&gt;
&lt;br /&gt;
=== Cole&#039;s Template ===&lt;br /&gt;
A preconfigured unity project containing a component, two missile bodies, a munition, and a hull.&lt;br /&gt;
May be out of date? &lt;br /&gt;
[https://drive.google.com/drive/folders/1JExr-Uff8jgooTv8OR3VenSDC1cTGH6j?usp=sharing Template GDrive]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=368</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=368"/>
		<updated>2024-06-12T12:02:55Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: /* Unity Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Nebulous Mod Kit ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;br /&gt;
&lt;br /&gt;
=== Cole&#039;s Template ====&lt;br /&gt;
A preconfigured unity project containing a component, two missile bodies, a munition, and a hull.&lt;br /&gt;
May be out of date? &lt;br /&gt;
[https://drive.google.com/drive/folders/1JExr-Uff8jgooTv8OR3VenSDC1cTGH6j?usp=sharing Template GDrive]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=367</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=367"/>
		<updated>2024-06-12T11:57:47Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
===== [https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing Decal Guide] =====&lt;br /&gt;
* By Stephmo &amp;amp; Mazer&lt;br /&gt;
There is a new decaling system in the game for ship nameplates.  This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally.  It also speeds up loading times significantly.&lt;br /&gt;
&lt;br /&gt;
The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=366</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=366"/>
		<updated>2024-06-12T11:52:51Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2815953082 Creating a ship mod for NEBULOUS] =====&lt;br /&gt;
* By Tartiflette&lt;br /&gt;
creating new content for the game is the limited documentation scattered on the Discord server. This guide aims to gather all the currently available resources and provide a lifeline to prospecting modders.&lt;br /&gt;
Be aware that the game is still in development and the modding scene in its infancy. Some information in this guide may become outdated.&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=365</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=365"/>
		<updated>2024-06-12T11:49:54Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
===== [https://discord.com/channels/409638848302153728/895486593211727912/945870856008138752 Blender Paint Stripes Bake] =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
 A quick guide that explains how to bake paintscheme textures in blender&lt;br /&gt;
===== [https://stephmo.itch.io/nfc-modeling-guide Ship Design and Modeling Guide]&lt;br /&gt;
* By Stephmo&lt;br /&gt;
A extensive guide containing the neb-specific model and design requirements.&lt;br /&gt;
Lots of tips.&lt;br /&gt;
 =====&lt;br /&gt;
* By Stephmo&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=364</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=364"/>
		<updated>2024-06-12T11:43:49Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Nebulous Mod Kit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Nebulous Mod Kit ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=363</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=363"/>
		<updated>2024-06-12T11:43:25Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;br /&gt;
&lt;br /&gt;
== Unity Projects ==&lt;br /&gt;
=== Heading text ===&lt;br /&gt;
The Nebulous Mod Kid (NMK) provides a pre-configured Unity environment to build mods for NEBULOUS: Fleet Command by Eridanus Industries. The goal is provide an easy, tested workflow for creating new maps, components, scripts, and ships for the modding community.&lt;br /&gt;
[https://github.com/amelim/nebulousmodkit Nebulous Mod Kit Github]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=362</id>
		<title>Modding/Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Guides&amp;diff=362"/>
		<updated>2024-06-12T11:36:02Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Created page with &amp;quot;== Offical Guides ==  ===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] ===== * By Mazer Ludd This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&amp;#039;s code, build your own components, write your own code, and compile it all and upload to the workshop. (Somewhat out of date)  == Community Guides == ===== [https...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Offical Guides ==&lt;br /&gt;
&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2633083900 The Basics of Modding NEBULOUS] =====&lt;br /&gt;
* By Mazer Ludd&lt;br /&gt;
This guide will introduce you to the basics of modding NEBULOUS: Fleet Command. It includes instructions on how to set up your modding environment, access the game&#039;s code, build your own components, write your own code, and compile it all and upload to the workshop.&lt;br /&gt;
(Somewhat out of date)&lt;br /&gt;
&lt;br /&gt;
== Community Guides ==&lt;br /&gt;
===== [https://steamcommunity.com/sharedfiles/filedetails/?id=2707096994 WiP&#039;s Map Making Guide] =====&lt;br /&gt;
* By WaterIsPoison&lt;br /&gt;
A workflow for making custom maps in Nebulous: Fleet Command&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=361</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=361"/>
		<updated>2024-06-12T11:26:49Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=360</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=360"/>
		<updated>2024-06-12T11:26:19Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1198210730042863647/OctreeViewer.cs?ex=666ac833&amp;amp;is=666976b3&amp;amp;hm=2bc0fd68e3efe2195f561022584a819fa96a40b839508e8765097bf1fe4bc24e&amp;amp; Octree Viewer Download]&lt;br /&gt;
&lt;br /&gt;
=== AGM&#039;s Toolkit ===&lt;br /&gt;
&lt;br /&gt;
A useful set of tools for the editor. Mainly used to load prefabs and build asset bundles.&lt;br /&gt;
&lt;br /&gt;
==== Usage Instructions ====&lt;br /&gt;
&lt;br /&gt;
Under the menu bar called &amp;quot;AGM&#039;s Toolkit&amp;quot;  the first three options are&lt;br /&gt;
Information: Creates a window with most of the modifiers in game.&lt;br /&gt;
Quick Build Uncompressed AssetBundles:&lt;br /&gt;
Quickly builds an asset bundle, great for testing your mod.&lt;br /&gt;
Build LZ4 Compressed AssetBundles (Recommended)&lt;br /&gt;
Builds a compressed asset bundle, which takes longer but results in a more compact file which is great for releases.&lt;br /&gt;
These build options mean you don&#039;t need the asset bundle building script&lt;br /&gt;
The script should also provide an error message when unity first loads if the incorrect render pipeline is selected.&lt;br /&gt;
&lt;br /&gt;
There is also a menu bar called &amp;quot;Load Asset&amp;quot; which allows you to quickly load any vanilla (or modded asset per request) &lt;br /&gt;
&lt;br /&gt;
==== Install Instructions====&lt;br /&gt;
&lt;br /&gt;
Simply place somewhere it in your assets/editor folder. &lt;br /&gt;
You will have an new option in your menu bar called &amp;quot;AGM&#039;s Toolkit.&amp;quot;&lt;br /&gt;
 Select the option in that menu called setup. &lt;br /&gt;
This will open a window which should point to your game install directory automatically.&lt;br /&gt;
Hit the grab asset bundle, and then the grab dll button to automatically grab the correct files from the game.&lt;br /&gt;
You can now click the button in the menu bare called &amp;quot;Generate Load Assets Menu&amp;quot;&lt;br /&gt;
This will create a menu bar called &amp;quot;Load Asset&amp;quot; which will contain a menu with every single vanilla asset.&lt;br /&gt;
&lt;br /&gt;
The asset loading is more optimized, so individual assets are loaded and you can use the script in the same project as your mod.&lt;br /&gt;
Many of the install steps will be consolidated in the future, I have kept them separate for now to ensure the script is easy to debug. &lt;br /&gt;
If you get any errors please ping @agm114&lt;br /&gt;
[https://cdn.discordapp.com/attachments/895486593211727912/1151598421027848263/AGMMULTITOOL.cs?ex=666a9ddb&amp;amp;is=66694c5b&amp;amp;hm=5476da592959a39cb810e49ca98513b8fc0fe2ac71946b147503121dd26fd79c&amp;amp; Toolkit Download]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=359</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=359"/>
		<updated>2024-06-12T09:14:32Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ===&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=358</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=358"/>
		<updated>2024-06-12T09:14:09Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ====&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
* Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
* Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
* If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
* Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
* Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
* This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
* For questions, ping @shadowlotus on the discord&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=357</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=357"/>
		<updated>2024-06-12T09:13:13Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ====&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
== Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
-Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
-Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
-If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
-Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
-Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
-This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
For questions, ping @shadowlotus on the discord&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=356</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=356"/>
		<updated>2024-06-12T09:12:24Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ====&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;br /&gt;
&lt;br /&gt;
 == Editor Scripts ==&lt;br /&gt;
=== Octree Viewer ===&lt;br /&gt;
&lt;br /&gt;
 It is very helpful to be able to visualize pathfinding octrees in unity. Shadowloutus whipped up a quick script to do so.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
-Download the script and place it in your unity project wherever you keep your scripts&lt;br /&gt;
-Add an Octree Viewer component to the map object that has the Battlespace component (if you add it to an object without a Battlespace it will automatically create a Battlespace)&lt;br /&gt;
-If your Battlespace does not have Octree data you will receive a warning. This visualization is done after all the octree generation steps in the map guide&lt;br /&gt;
-Else, you should see a visualization of the Octree whenever you have that object (or one of its parents) selected&lt;br /&gt;
-Remember to remove the script and save the prefab changes before exporting your map or your mod will create missing script errors in log files.&lt;br /&gt;
-This can also be used on maps extracted with AGM&#039;s Toolkit, just place the script on the object with a Battlespace.&lt;br /&gt;
For questions, ping @shadowlotus on the discord&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=355</id>
		<title>Modding/Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Tools&amp;diff=355"/>
		<updated>2024-06-12T09:04:31Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Created page with &amp;quot;== Asset Bundle Extractors == === Asset Studio ===   AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it  [https://github.com/Perfare/AssetStudio Asset Studio Github]  === Asset Ripper ==== AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.  [https://github.com/AssetRip...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Asset Bundle Extractors ==&lt;br /&gt;
=== Asset Studio ===&lt;br /&gt;
 &lt;br /&gt;
AssetStudio is able to extract models and textures of the prefabs stored in Unity AssetBundles. However some other prefab parts, such as particle effects, are beyond it&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Perfare/AssetStudio Asset Studio Github]&lt;br /&gt;
&lt;br /&gt;
=== Asset Ripper ====&lt;br /&gt;
AssetRipper, which is a more actively worked on and supported project and can extract more assets but also cannot do shader or VFX graphs.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AssetRipper/AssetRipper Asset Ripper Github]&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=301</id>
		<title>Modding/Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=301"/>
		<updated>2024-04-12T11:08:39Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mounts ==&lt;br /&gt;
All of the mount sizes are in Units, with 1 unit = 2.5 meters&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount VLS-2 or VLS-3 &lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  VLS-2-24, VLS-3-6, TLS-3-6, CLS-3-6, Mk64(250)&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || VLS-2-64, VLS-3-16, CLS-3-16, Mk 65 (250x3), Mk66 (450x2), Mk81 (Rail)&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8 || 8 || 7 || 8 || VLS-2-80, VLS-3-20, CLS-3-20 Mk68 (450x3), Mk610 (beam)&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 || 4 || 12 || 4 || VLS-2-16, VLS-3-4, Mk550 (Rail) Mk600 (Beam)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 ||  CR10, Lighthouse, Blackjack, Pinpoint, VLS-1-23, Pavise, Bastion, Grazer&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || Bellbird, Lyrebird, EWR, ML-9, RL18, VLS-1-46, T20(100x4), C53(250x15)&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount C53&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  MLS-2, MLS-3&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || T81 (Plasma x 4), T30 (100x16), RL36, Container Stack Launcher(2x1)&lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2 || 2 || 5 || 2 ||   C30(100x32), C53(250x15), LRT&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6 || 6 || 10 || 6 ||  C65(450x8), TE45 (Fracturing Block), C81 (Plasma)&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6 || 6 || 12 || 6 ||  C90 (600)&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20 || 20 || 5 || 20 ||  Container Bank Launcher (24x2)&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30 || 20 || 5 || 30 ||  Container Bank Launcher (24x3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ships  ==&lt;br /&gt;
1 unit in Unity is 10 meters (m) to scale, L x W x H&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! C1s !! C2s !! M Sockets !! L Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m || 80 || 37 || 28 || 2 || 1 (Short) || 1xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m || 96 || 35 || 40 || 0 || 2 || 2xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m || 130 || 50 || 45 || 2 || 2 || 2xC3 || SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m || 215 || 62 || 60 || 4 || None || 6xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m || 195 || 70 || 75 || 4 || 4 || 2xC4 || 1xC5&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! S Sockets !! M Sockets !! L Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || 68x36x23m || 68 || 36 || 23 || 1xC1 || 2xC2(Short) || None&lt;br /&gt;
|-&lt;br /&gt;
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 2xC4|| 1xTUG SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3 || 2xC4 || 1xMON SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 210x50x75m || 210 || 50 || 75 || 4xC1 || 4xC2 || 3xC4&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sprinter-class Corvette&lt;br /&gt;
Compartments:&lt;br /&gt;
2 4x1x6 &lt;br /&gt;
2 3x1x3&lt;br /&gt;
Modules:&lt;br /&gt;
1 3x3x3&lt;br /&gt;
1 8x3x6&lt;br /&gt;
2 2x2x2&lt;br /&gt;
&lt;br /&gt;
Raines-class Frigate&lt;br /&gt;
Compartments:&lt;br /&gt;
2 4x1x6&lt;br /&gt;
1 3x1x5&lt;br /&gt;
2 3x1x3&lt;br /&gt;
1 8x3x6&lt;br /&gt;
Modules:&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 2x2x2&lt;br /&gt;
&lt;br /&gt;
Keystone-class Destroyer&lt;br /&gt;
Compartments:&lt;br /&gt;
2 6x1x8&lt;br /&gt;
5 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 8x8x6&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 3x3x3&lt;br /&gt;
2 2x2x2&lt;br /&gt;
&lt;br /&gt;
Vauxhall-class Light Cruiser&lt;br /&gt;
Compartments:&lt;br /&gt;
5 6x1x8&lt;br /&gt;
3 6x1x4&lt;br /&gt;
1 4x1x8&lt;br /&gt;
Modules:&lt;br /&gt;
1 8x12x10&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 3x3x3&lt;br /&gt;
4 2x2x2&lt;br /&gt;
&lt;br /&gt;
Axford-class Heavy Cruiser&lt;br /&gt;
Compartments:&lt;br /&gt;
5 6x1x8&lt;br /&gt;
2 6x1x6&lt;br /&gt;
4 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 12x8x10&lt;br /&gt;
2 6x6x6&lt;br /&gt;
4 3x3x3&lt;br /&gt;
5 2x2x2&lt;br /&gt;
&lt;br /&gt;
Solomon-class Battleship&lt;br /&gt;
Compartments:&lt;br /&gt;
9 6x1x8&lt;br /&gt;
7 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 16x8x10&lt;br /&gt;
1 12x8x10&lt;br /&gt;
2 8x8x8&lt;br /&gt;
7 3x3x3&lt;br /&gt;
4 2x2x2 &lt;br /&gt;
&lt;br /&gt;
(Approximate measurements for W and H of Liner and Freighter. Not including doodads)&lt;br /&gt;
&lt;br /&gt;
== Extras ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ All Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 &lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ All Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size &lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m &lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m &lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m &lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m &lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m &lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || 68x36x23m&lt;br /&gt;
|-&lt;br /&gt;
| Tug || 87x53x40m&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 128x56x52m&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 210x50x75m  &lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 345x100x110m  &lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 473x100x110m &lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 309x90x115m&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 512x90x115m &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=300</id>
		<title>Modding/Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=300"/>
		<updated>2024-04-12T10:50:15Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Added internals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mounts ==&lt;br /&gt;
All of the mount sizes are in Units, with 1 unit = 2.5 meters&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount VLS-2 or VLS-3 &lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  VLS-2-24, VLS-3-6, TLS-3-6, CLS-3-6, Mk64(250)&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || VLS-2-64, VLS-3-16, CLS-3-16, Mk 65 (250x3), Mk66 (450x2), Mk81 (Rail)&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8 || 8 || 7 || 8 || VLS-2-80, VLS-3-20, CLS-3-20 Mk68 (450x3), Mk610 (beam)&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 || 4 || 12 || 4 || VLS-2-16, VLS-3-4, Mk550 (Rail) Mk600 (Beam)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 ||  CR10, Lighthouse, Blackjack, Pinpoint, VLS-1-23, Pavise, Bastion, Grazer&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || Bellbird, Lyrebird, EWR, ML-9, RL18, VLS-1-46, T20(100x4), C53(250x15)&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount C53&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  MLS-2, MLS-3&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || T81 (Plasma x 4), T30 (100x16), RL36, Container Stack Launcher(2x1)&lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2 || 2 || 5 || 2 ||   C30(100x32), C53(250x15), LRT&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6 || 6 || 10 || 6 ||  C65(450x8), TE45 (Fracturing Block), C81 (Plasma)&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6 || 6 || 12 || 6 ||  C90 (600)&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20 || 20 || 5 || 20 ||  Container Bank Launcher (24x2)&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30 || 20 || 5 || 30 ||  Container Bank Launcher (24x3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ships  ==&lt;br /&gt;
1 unit in Unity is 10 meters (m) to scale, L x W x H&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! C1s !! C2s !! M Sockets !! L Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m || 80 || 37 || 28 || 2 || 1 (Short) || 1xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m || 96 || 35 || 40 || 0 || 2 || 2xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m || 130 || 50 || 45 || 2 || 2 || 2xC3 || SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m || 215 || 62 || 60 || 4 || None || 6xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m || 195 || 70 || 75 || 4 || 4 || 2xC4 || 1xC5&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! S Sockets !! M Sockets !! L Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || 68x36x23m || 68 || 36 || 23 || 1xC1 || 2xC2(Short) || None&lt;br /&gt;
|-&lt;br /&gt;
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 2xC4|| 1xTUG SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3 || 2xC4 || 1xMON SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 210x50x75m || 210 || 50 || 75 || 4xC1 || 4xC2 || 3xC4&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sprinter-class Corvette&lt;br /&gt;
Compartments:&lt;br /&gt;
2 4x1x6 &lt;br /&gt;
2 3x1x3&lt;br /&gt;
Modules:&lt;br /&gt;
1 3x3x3&lt;br /&gt;
1 8x3x6&lt;br /&gt;
2 2x2x2&lt;br /&gt;
&lt;br /&gt;
Raines-class Frigate&lt;br /&gt;
Compartments:&lt;br /&gt;
2 4x1x6&lt;br /&gt;
1 3x1x5&lt;br /&gt;
2 3x1x3&lt;br /&gt;
1 8x3x6&lt;br /&gt;
Modules:&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 2x2x2&lt;br /&gt;
&lt;br /&gt;
Keystone-class Destroyer&lt;br /&gt;
Compartments:&lt;br /&gt;
2 6x1x8&lt;br /&gt;
5 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 8x8x6&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 3x3x3&lt;br /&gt;
2 2x2x2&lt;br /&gt;
&lt;br /&gt;
Vauxhall-class Light Cruiser&lt;br /&gt;
Compartments:&lt;br /&gt;
5 6x1x8&lt;br /&gt;
3 6x1x4&lt;br /&gt;
1 4x1x8&lt;br /&gt;
Modules:&lt;br /&gt;
1 8x12x10&lt;br /&gt;
1 6x6x6&lt;br /&gt;
3 3x3x3&lt;br /&gt;
4 2x2x2&lt;br /&gt;
&lt;br /&gt;
Axford-class Heavy Cruiser&lt;br /&gt;
Compartments:&lt;br /&gt;
5 6x1x8&lt;br /&gt;
2 6x1x6&lt;br /&gt;
4 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 12x8x10&lt;br /&gt;
2 6x6x6&lt;br /&gt;
4 3x3x3&lt;br /&gt;
5 2x2x2&lt;br /&gt;
&lt;br /&gt;
Solomon-class Battleship&lt;br /&gt;
Compartments:&lt;br /&gt;
9 6x1x8&lt;br /&gt;
7 6x1x4&lt;br /&gt;
Modules:&lt;br /&gt;
1 16x8x10&lt;br /&gt;
1 12x8x10&lt;br /&gt;
2 8x8x8&lt;br /&gt;
7 3x3x3&lt;br /&gt;
4 2x2x2 &lt;br /&gt;
&lt;br /&gt;
(Approximate measurements for W and H of Liner and Freighter. Not including doodads)&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=299</id>
		<title>Modding/Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=299"/>
		<updated>2024-04-12T10:38:27Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Clear extra rows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mounts ==&lt;br /&gt;
All of the mount sizes are in Units, with 1 unit = 2.5 meters&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount VLS-2 or VLS-3 &lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  VLS-2-24, VLS-3-6, TLS-3-6, CLS-3-6, Mk64(250)&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || VLS-2-64, VLS-3-16, CLS-3-16, Mk 65 (250x3), Mk66 (450x2), Mk81 (Rail)&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8 || 8 || 7 || 8 || VLS-2-80, VLS-3-20, CLS-3-20 Mk68 (450x3), Mk610 (beam)&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 || 4 || 12 || 4 || VLS-2-16, VLS-3-4, Mk550 (Rail) Mk600 (Beam)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 ||  CR10, Lighthouse, Blackjack, Pinpoint, VLS-1-23, Pavise, Bastion, Grazer&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || Bellbird, Lyrebird, EWR, ML-9, RL18, VLS-1-46, T20(100x4), C53(250x15)&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount C53&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  MLS-2, MLS-3&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || T81 (Plasma x 4), T30 (100x16), RL36, Container Stack Launcher(2x1)&lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2 || 2 || 5 || 2 ||   C30(100x32), C53(250x15), LRT&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6 || 6 || 10 || 6 ||  C65(450x8), TE45 (Fracturing Block), C81 (Plasma)&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6 || 6 || 12 || 6 ||  C90 (600)&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20 || 20 || 5 || 20 ||  Container Bank Launcher (24x2)&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30 || 20 || 5 || 30 ||  Container Bank Launcher (24x3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ships  ==&lt;br /&gt;
1 unit in Unity is 10 meters (m) to scale, L x W x H&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! C1s !! C2s !! Medium Sockets !! Large Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m || 80 || 37 || 28 || 2 || 1 (Short) || 1xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m || 96 || 35 || 40 || 0 || 2 || 2xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m || 130 || 50 || 45 || 2 || 2 || 2xC3 || SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m || 215 || 62 || 60 || 4 || None || 6xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m || 195 || 70 || 75 || 4 || 4 || 2xC4 || 1xC5&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! Small Sockets !! Medium Sockets !! Large Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || 68x36x23m || 68 || 36 || 23 || 1xC1 || 2xC2(Short) || None&lt;br /&gt;
|-&lt;br /&gt;
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 2xC4|| 1xTUG SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3 || 2xC4 || 1xMON SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 210x50x75m || 210 || 50 || 75 || 4xC1 || 4xC2 || 3xC4&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Approximate measurements for W and H of Liner and Freighter. Not including doodads)&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=298</id>
		<title>Modding/Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=298"/>
		<updated>2024-04-12T10:37:15Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: OSP Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mounts ==&lt;br /&gt;
All of the mount sizes are in Units, with 1 unit = 2.5 meters&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount VLS-2 or VLS-3 &lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  VLS-2-24, VLS-3-6, TLS-3-6, CLS-3-6, Mk64(250)&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || VLS-2-64, VLS-3-16, CLS-3-16, Mk 65 (250x3), Mk66 (450x2), Mk81 (Rail)&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8 || 8 || 7 || 8 || VLS-2-80, VLS-3-20, CLS-3-20 Mk68 (450x3), Mk610 (beam)&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 || 4 || 12 || 4 || VLS-2-16, VLS-3-4, Mk550 (Rail) Mk600 (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| Name|| SIZE || Dimension || Dimension || Dimension  ||  LIST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 ||  CR10, Lighthouse, Blackjack, Pinpoint, VLS-1-23, Pavise, Bastion, Grazer&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || Bellbird, Lyrebird, EWR, ML-9, RL18, VLS-1-46, T20(100x4), C53(250x15)&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount C53&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  MLS-2, MLS-3&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || T81 (Plasma x 4), T30 (100x16), RL36, Container Stack Launcher(2x1)&lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2 || 2 || 5 || 2 ||   C30(100x32), C53(250x15), LRT&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6 || 6 || 10 || 6 ||  C65(450x8), TE45 (Fracturing Block), C81 (Plasma)&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6 || 6 || 12 || 6 ||  C90 (600)&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20 || 20 || 5 || 20 ||  Container Bank Launcher (24x2)&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30 || 20 || 5 || 30 ||  Container Bank Launcher (24x3)&lt;br /&gt;
|-&lt;br /&gt;
| Name|| SIZE || Dimension || Dimension || Dimension  ||  LIST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ships  ==&lt;br /&gt;
1 unit in Unity is 10 meters (m) to scale, L x W x H&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! C1s !! C2s !! Medium Sockets !! Large Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m || 80 || 37 || 28 || 2 || 1 (Short) || 1xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m || 96 || 35 || 40 || 0 || 2 || 2xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m || 130 || 50 || 45 || 2 || 2 || 2xC3 || SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m || 215 || 62 || 60 || 4 || None || 6xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m || 195 || 70 || 75 || 4 || 4 || 2xC4 || 1xC5&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! Small Sockets !! Medium Sockets !! Large Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || 68x36x23m || 68 || 36 || 23 || 1xC1 || 2xC2(Short) || None&lt;br /&gt;
|-&lt;br /&gt;
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 2xC4|| 1xTUG SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3 || 2xC4 || 1xMON SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 210x50x75m || 210 || 50 || 75 || 4xC1 || 4xC2 || 3xC4&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || Example || 8xBLK SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|-&lt;br /&gt;
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Approximate measurements for W and H of Liner and Freighter. Not including doodads)&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=297</id>
		<title>Modding/Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Dimensions&amp;diff=297"/>
		<updated>2024-04-12T09:26:34Z</updated>

		<summary type="html">&lt;p&gt;76561198102105103: Page Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mounts ==&lt;br /&gt;
All of the mount sizes are in Units, with 1 unit = 2.5 meters&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount VLS-2 or VLS-3 &lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  VLS-2-24, VLS-3-6, TLS-3-6, CLS-3-6, Mk64(250)&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || VLS-2-64, VLS-3-16, CLS-3-16, Mk 65 (250x3), Mk66 (450x2), Mk81 (Rail)&lt;br /&gt;
|-&lt;br /&gt;
| C5 || 8x7x8 || 8 || 7 || 8 || VLS-2-80, VLS-3-20, CLS-3-20 Mk68 (450x3), Mk610 (beam)&lt;br /&gt;
|-&lt;br /&gt;
| SPNL || 4x12x4 || 4 || 12 || 4 || VLS-2-16, VLS-3-4, Mk550 (Rail) Mk600 (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| Name|| SIZE || Dimension || Dimension || Dimension  ||  LIST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ OSP Mounts&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Dimensions !! X !! Y !! Z !! Components&lt;br /&gt;
|-&lt;br /&gt;
| C1 || 2x2x2 || 2 || 2 || 2 ||  CR10, Lighthouse, Blackjack, Pinpoint, VLS-1-23, Pavise, Bastion, Grazer&lt;br /&gt;
|-&lt;br /&gt;
| C2 || 3x4x3 || 3 || 4 || 3 || Bellbird, Lyrebird, EWR, ML-9, RL18, VLS-1-46, T20(100x4), C53(250x15)&lt;br /&gt;
|-&lt;br /&gt;
| C2  (Shallow) || 3x2x3 || 3 || 2 || 3 || C2 but cannot mount C53&lt;br /&gt;
|-&lt;br /&gt;
| C3 || 3x4x5 || 3 || 4 || 5 ||  MLS-2, MLS-3&lt;br /&gt;
|-&lt;br /&gt;
| C4 || 6x4x6 || 6 || 4 || 6 || T81 (Plasma x 4), T30 (100x16), RL36, Container Stack Launcher(2x1)&lt;br /&gt;
|-&lt;br /&gt;
| TUG SPNL || 2x5x2 || 2 || 5 || 2 ||   C30(100x32), C53(250x15), LRT&lt;br /&gt;
|-&lt;br /&gt;
| BLK SPNL || 6x10x6 || 6 || 10 || 6 ||  C65(450x8), TE45 (Fracturing Block), C81 (Plasma)&lt;br /&gt;
|-&lt;br /&gt;
| MON SPNL || 6x12x6 || 6 || 12 || 6 ||  C90 (600)&lt;br /&gt;
|-&lt;br /&gt;
| SMOL PAD|| 20x5x20 || 20 || 5 || 20 ||  Container Bank Launcher (24x2)&lt;br /&gt;
|-&lt;br /&gt;
| LRG PAD || 20x5x30 || 20 || 5 || 30 ||  Container Bank Launcher (24x3)&lt;br /&gt;
|-&lt;br /&gt;
| Name|| SIZE || Dimension || Dimension || Dimension  ||  LIST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ships  ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ ANS Vessels&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Length !! Width !! Height !! C1s !! C2s !! Medium Sockets !! Large Sockets&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 80x37x28m || 80 || 37 || 28 || 2 || 1 (Short) || 1xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 96x35x40m || 96 || 35 || 40 || 0 || 2 || 2xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 130x50x45m || 130 || 50 || 45 || 2 || 2 || 2xC3 || SPNL&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 215x62x60m || 215 || 62 || 60 || 4 || None || 6xC3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 195x70x75m || 195 || 70 || 75 || 4 || 4 || 2xC4 || 1xC5&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OSP Vessels&lt;br /&gt;
&lt;br /&gt;
Shuttle: 1C1, 2C2Sh&lt;br /&gt;
&lt;br /&gt;
Tug: 2C1, 2C3, 1TugSp&lt;br /&gt;
&lt;br /&gt;
Monitor: 2C3, 2C4, 1MNSp&lt;br /&gt;
&lt;br /&gt;
Ocello: 4C1, 4C2, 3C4&lt;br /&gt;
&lt;br /&gt;
Bulk Freighter: 7C2, 8LNsp&lt;br /&gt;
&lt;br /&gt;
Container Liner: 7C2, 2MedPad, 2LargePad&lt;br /&gt;
&lt;br /&gt;
1 unit in Unity is 10 meters (m) to scale, L x W x H&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OSP Warship Dimensions&lt;br /&gt;
&lt;br /&gt;
Shuttle&lt;br /&gt;
68x36x23m&lt;br /&gt;
&lt;br /&gt;
Tugboat&lt;br /&gt;
87x53x40m&lt;br /&gt;
&lt;br /&gt;
Cargo Feeder&lt;br /&gt;
128x56x52m&lt;br /&gt;
&lt;br /&gt;
Ocello &lt;br /&gt;
210x50x75m&lt;br /&gt;
&lt;br /&gt;
Container Liner &lt;br /&gt;
345x100x110m to 473x100x110m&lt;br /&gt;
&lt;br /&gt;
Bulk Freighter&lt;br /&gt;
309x90x115m to 512x90x115m&lt;br /&gt;
&lt;br /&gt;
(Approximate measurements for W and H of Liner and Freighter. Not including doodads)&lt;/div&gt;</summary>
		<author><name>76561198102105103</name></author>
	</entry>
</feed>