ModBoats: Difference between revisions

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Created page with "'''Mod BoatsTranslation.csv''' == List of fields used in translation.csv for Boats== Boats Translation<br> placeholder fo..."
 
→JSON: note that boat can have multiple expedition types
 
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'''Mod BoatsTranslation.csv'''
== Mod BoatsTranslation.csv==
== List of fields used in translation.csv for Boats==
'''List of fields used in translation.csv for Boats'''<br>
[[ModTranslation.Csv#List_of_fields_used_for_Boats|Boats Translation]]<br>
[[ModTranslation.Csv#List_of_fields_used_for_Boats|Boats Translation]]<br>


placeholder for now - to link to translation.csv for Boats<br>
=JSON=
''typeId'' - The mod ID for the boat <br>
''buildCosts'' - The resource requirements for building the boat <br>
''requirements'' - The tech requirements for building the boat <br>
''buildTime'' - Time to construct the boat <br>
''breadth'' - Width of the boat <br>
''length''- Length of the boat <br>
''defaultMaximumDockedLength'' - Maximum time the boat will stay docked even if more resources loading <br>
''validExpeditionBuildingHash'' - Expedition(s) the boat can load and build <br>
''componentInfos / EntityStorageDataInfo'' - storage location(s) <br>
''componentInfos / BoatLocomotorDataInfo'' - maximum boat speed and acceleration <br>
 
=Icon=
 
image file naming convention: ''boat_200.png''<br>
image file should be 128x128 pixel size with transparent background<br>
Example file: [[File:Clipper_1.png|64px|Clipper]]
 
=3D Models=


Add other Boats specific info later
[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 (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]]


'''Mod Boats'''
=Boat Creation and Harbours=
=JSON=
 
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: 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".