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>


== Mod boats.json==
=JSON=
'''JSON'''<br>
''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===
=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===
=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===
=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: 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".