ModBoats: Difference between revisions
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[[ModTranslation.Csv#List_of_fields_used_for_Boats|Boats Translation]]<br> | [[ModTranslation.Csv#List_of_fields_used_for_Boats|Boats Translation]]<br> | ||
= | =JSON= | ||
''' | ''typeId'' - The mod ID for the boat <br> | ||
''buildCosts'' - The resource requirements for building the boat <br> | |||
buildCosts - The resource requirements for building the boat <br> | ''requirements'' - The tech requirements for building the boat <br> | ||
requirements - The tech requirements for building the boat <br> | ''buildTime'' - Time to construct the boat <br> | ||
buildTime - Time to construct the boat <br> | ''breadth'' - Width of the boat <br> | ||
breadth - Width of the boat <br> | ''length''- Length of the boat <br> | ||
length- Length of the boat <br> | ''defaultMaximumDockedLength'' - Maximum time the boat will stay docked even if more resources loading <br> | ||
defaultMaximumDockedLength - Maximum time the boat will | ''validExpeditionBuildingHash'' - Expedition(s) the boat can load and build <br> | ||
validExpeditionBuildingHash - Expedition the boat can load and build <br> | ''componentInfos / EntityStorageDataInfo'' - storage location(s) <br> | ||
componentInfos / EntityStorageDataInfo - storage location(s) <br> | ''componentInfos / BoatLocomotorDataInfo'' - maximum boat speed and acceleration <br> | ||
componentInfos / BoatLocomotorDataInfo - maximum boat speed and acceleration <br> | |||
=Icon= | |||
image file naming convention: ''boat_200.png''<br> | image file naming convention: ''boat_200.png''<br> | ||
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Example file: [[File:Clipper_1.png|64px|Clipper]] | Example file: [[File:Clipper_1.png|64px|Clipper]] | ||
=3D Models= | |||
[https://github.com/codebyfire/mod-content-creator Github3DModels]<br> | [https://github.com/codebyfire/mod-content-creator Github3DModels]<br> | ||
For boat selection. a collider should be appropriately sized and located on the prefab and placed on layer 9. To allow selection of resources on the boat, the collider should avoid overlapping the resource storage location(s).<br> | For boat selection. a collider should be appropriately sized and located on the prefab and placed on layer 9 (Content). <br> | ||
Note separate colliders can be placed on the boat sub-objects for Construction and Main. <br> | |||
To allow selection of resources on the boat, the collider should avoid overlapping the resource storage location(s).<br> | |||
For details on ResourceHolder and UnitHolder/CaptainBot, see BOATS section of [[ModsUnityAssetBundles|AssetBundles]] | |||
=Boat Creation and Harbours= | |||
Note new boats will need an entry in a Boatyard's "supportedBoatTypes" to allow construction, unless a new building can create the boat instead.<br> | |||
To dock at a harbour-type building, new boats will need an entry in harbour's "supportedBoatTypeHash" under "BuildingPortDataInfo". <br> | |||
To enable a new boat for an expedition, the harbour ID(s) will need an entry in the boats' "validExpeditionBuildingHash". | |||
Latest revision as of 16:28, 20 December 2023
Mod BoatsTranslation.csv
List of fields used in translation.csv for Boats
Boats Translation
JSON
typeId - The mod ID for the boat
buildCosts - The resource requirements for building the boat
requirements - The tech requirements for building the boat
buildTime - Time to construct the boat
breadth - Width of the boat
length- Length of the boat
defaultMaximumDockedLength - Maximum time the boat will stay docked even if more resources loading
validExpeditionBuildingHash - Expedition(s) the boat can load and build
componentInfos / EntityStorageDataInfo - storage location(s)
componentInfos / BoatLocomotorDataInfo - maximum boat speed and acceleration
Icon
image file naming convention: boat_200.png
image file should be 128x128 pixel size with transparent background
Example file:
3D Models
Github3DModels
For boat selection. a collider should be appropriately sized and located on the prefab and placed on layer 9 (Content).
Note separate colliders can be placed on the boat sub-objects for Construction and Main.
To allow selection of resources on the boat, the collider should avoid overlapping the resource storage location(s).
For details on ResourceHolder and UnitHolder/CaptainBot, see BOATS section of AssetBundles
Boat Creation and Harbours
Note new boats will need an entry in a Boatyard's "supportedBoatTypes" to allow construction, unless a new building can create the boat instead.
To dock at a harbour-type building, new boats will need an entry in harbour's "supportedBoatTypeHash" under "BuildingPortDataInfo".
To enable a new boat for an expedition, the harbour ID(s) will need an entry in the boats' "validExpeditionBuildingHash".