ModBoats: Difference between revisions
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''breadth'' - Width of the boat <br> | ''breadth'' - Width of the boat <br> | ||
''length''- Length of the boat <br> | ''length''- Length of the boat <br> | ||
''defaultMaximumDockedLength'' - Maximum time the boat will | ''defaultMaximumDockedLength'' - Maximum time the boat will stay docked even if more resources loading <br> | ||
''validExpeditionBuildingHash'' - Expedition the boat can load and build <br> | ''validExpeditionBuildingHash'' - Expedition the boat can load and build <br> | ||
''componentInfos / EntityStorageDataInfo'' - storage location(s) <br> | ''componentInfos / EntityStorageDataInfo'' - storage location(s) <br> | ||
Revision as of 19:16, 28 January 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 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".