ModBoats: Difference between revisions
Stlnegril9 (talk | contribs) add Harbour and Expedition info for new boats |
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[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 (Content). <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> | 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]] | For details on ResourceHolder and UnitHolder/CaptainBot, see BOATS section of [[ModsUnityAssetBundles|AssetBundles]] | ||
Revision as of 19:05, 30 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:
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".