ModBoats: Difference between revisions

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→JSON: note that boat can have multiple expedition types
 
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''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 sty docked even if more resources loading <br>
''defaultMaximumDockedLength'' - Maximum time the boat will stay docked even if more resources loading <br>
''validExpeditionBuildingHash'' - Expedition the boat can load and build <br>
''validExpeditionBuildingHash'' - Expedition(s) 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>

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: Clipper

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".