ModBoats: Difference between revisions

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add reference to ResourceHolder and UnitHolder
add Harbour and Expedition info for new boats
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For details on ResourceHolder and UnitHolder/CaptainBot, see BOATS section of [[ModsUnityAssetBundles|AssetBundles]]
For details on ResourceHolder and UnitHolder/CaptainBot, see BOATS section of [[ModsUnityAssetBundles|AssetBundles]]


===Boat Creation===
===Boat Creation and Harbours===


Note new boats will need an entry in a Boatyard's "supportedBoatTypes" in order to be created, unless a new building can create the boat instead<br>
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".

Revision as of 17:02, 19 July 2022

Mod BoatsTranslation.csv

List of fields used in translation.csv for Boats
Boats Translation

Mod boats.json

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 sty docked even if more resources loading
validExpeditionBuildingHash - Expedition 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).
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".