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> | ''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> | ||
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''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> | ||
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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 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> | 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 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". | To enable a new boat for an expedition, the harbour ID(s) will need an entry in the boats' "validExpeditionBuildingHash". | ||
Revision as of 01:02, 20 December 2022
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 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:
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".