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RimWorld => Mods => Releases => Topic started by: Smash Phil on December 07, 2019, 06:55:54 PM

Title: [1.0] Boats!
Post by: Smash Phil on December 07, 2019, 06:55:54 PM
(https://i.imgur.com/DBybDvt.png)

Boats!
Now add the ability to travel across the world map or along your coastline.
Great for traveling or laying siege to enemy settlements.

This mod also adds a framework for others to follow, so that you may add in your own boats!

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1931133197 (https://steamcommunity.com/sharedfiles/filedetails/?id=1931133197)
Github: https://github.com/SmashPhil/Boats/releases (https://github.com/SmashPhil/Boats/releases)
Title: Re: [v1.0.0] Boats!
Post by: Hydromancerx on December 09, 2019, 01:03:49 AM
Have you been reading my mind!?!

Now i can replace my building with a real one!

Title: Re: [v1.0.0] Boats!
Post by: Canute on December 09, 2019, 04:29:31 AM
Hydromancerx,
i don't think that would work at an easy way.
Droppods or similar transport vehicles from other mods are objects that can move by their own.
While your boat is a structure on terrain (even when it is just bridges) and are fixed at the map.
Title: Re: [v1.0.0] Boats!
Post by: Hydromancerx on December 09, 2019, 11:41:11 AM
@Canute

I was saying I was already building a boat as a building. But now I don't need to do that. I can use this mod instead of building a "fake boat" and have a real boat!
Title: Re: [v1.0.0] Boats!
Post by: Canute on December 09, 2019, 12:56:02 PM
Ok, i oversaw the "replace"
and just thought at my old idea of a flying colony that can land/dock on asteroids for mining,trading,raiding ! :-)
Title: Re: [1.0] Boats!
Post by: Zenith on December 11, 2019, 02:55:02 PM
This mod is a thing that i waited for a really long time! I was looking for some low-tech and convenient way for traveling and trading, and i finally found it. I think about making of an add-on for this mod with new ships. The multi-tiled pawns with abilities to shoot and travel as a caravan is also a great base for creation of a ground (or even amphibious) vehicles - if it's possible to make a ship pawn travel on ground.

Also, i found an issue: there is no way to unload cargo from boat (upd 12.12.2019: installed newest version from github, now there is a button and everything is ok) and mod is incompatible with Carry Capacity Fix (as after installtion of CCF a cargo capacity of every ship equals it's body size, for example, a rowboat can carry only 4 kg of cargo, which makes caravan departure practically impossible).

Title: Re: [1.0] Boats!
Post by: Smash Phil on December 13, 2019, 04:29:50 AM
Quote from: Zenith on December 11, 2019, 02:55:02 PM
This mod is a thing that i waited for a really long time! I was looking for some low-tech and convenient way for traveling and trading, and i finally found it. I think about making of an add-on for this mod with new ships. The multi-tiled pawns with abilities to shoot and travel as a caravan is also a great base for creation of a ground (or even amphibious) vehicles - if it's possible to make a ship pawn travel on ground.

Also, i found an issue: there is no way to unload cargo from boat (upd 12.12.2019: installed newest version from github, now there is a button and everything is ok) and mod is incompatible with Carry Capacity Fix (as after installtion of CCF a cargo capacity of every ship equals it's body size, for example, a rowboat can carry only 4 kg of cargo, which makes caravan departure practically impossible).

Boats won't be able to travel on land. Although there really wouldn't be much difference if you were to turn this into a vehicle mod. I definitely think it's a lot more polished than what is out there right now. It would need a lot of changes though since it's built around the fact that it only makes changes to the pawn if it's a boat, which means water based travel.

As for Carry Capacity Fix making it pointless to use boats, I know the mod author of that one so if it really is an issue on one of our ends, it'll be fixed.
Title: Re: [1.0] Boats!
Post by: Vlad0mi3r on December 14, 2019, 05:15:00 PM
Started a new Tribal game to give the boats a go. Had to start on an Island of course just to make it interesting.

Well I have to say I am so happy with this mod I haven't built the Galleon yet as I don't have the Pawns to man it properly yet but the row boat and the Carvel have been awesome. The mod has a Rimworld feel and look to it which helps. I used the Carvel to fight off a mech ship part attack which was fun (What happens to the pawns on board if the ship dies?) bit tricky to get the cannon shots on the mark but good fun.

I think the cost for the Carvel and Galleon are a bit cheap in materials I would suggest upping them as the benefit definitely out ways the cost. At least 100 steal per cannon and 100 cloth per sail (Top sail, Main, Mizzen and fore so 400 for Carvel) the wood cost is ok but could be higher. Also minimum construction and crafting to build.

Looking forward to see where this mod goes.

Would highly recommend to anyone who loves to sail 8/10 
Title: Re: [1.0] Boats!
Post by: Smash Phil on December 16, 2019, 05:10:48 PM
Quote from: Vlad0mi3r on December 14, 2019, 05:15:00 PM
Started a new Tribal game to give the boats a go. Had to start on an Island of course just to make it interesting.

Well I have to say I am so happy with this mod I haven't built the Galleon yet as I don't have the Pawns to man it properly yet but the row boat and the Carvel have been awesome. The mod has a Rimworld feel and look to it which helps. I used the Carvel to fight off a mech ship part attack which was fun (What happens to the pawns on board if the ship dies?) bit tricky to get the cannon shots on the mark but good fun.

I think the cost for the Carvel and Galleon are a bit cheap in materials I would suggest upping them as the benefit definitely out ways the cost. At least 100 steal per cannon and 100 cloth per sail (Top sail, Main, Mizzen and fore so 400 for Carvel) the wood cost is ok but could be higher. Also minimum construction and crafting to build.

Looking forward to see where this mod goes.

Would highly recommend to anyone who loves to sail 8/10

I'm always looking at balancing considerations so I appreciate the input. To answer your question, if the ship "dies" on shallow water it will turn into a sort of shipwreck of the boat that "died." The pawns will all be ejected and furthermore if you repair the shipwreck you'll get your ship back. However... if the boat is sunk on deep water you will lose the boat and all pawns onboard will drown as a result.
Title: Re: [1.0] Boats!
Post by: Vlad0mi3r on December 16, 2019, 09:04:35 PM
Good to know about the shipwreck.

I had a bulk goods trader selling Carvel meat was tempted to buy some.

Another thought was adjusting the speed of movement which although is 24hrs a day could come up a bit say closer to 5 tiles in 12 hours. Just thinking from a sailing perspective you move a bit faster than walking pace on average.
Title: Re: [1.0] Boats!
Post by: Vlad0mi3r on December 18, 2019, 11:24:36 PM
I now have the galleon built and yes its awesome. It takes a lot of pawns to man properly (I only had 1 pawn free after loading) so it makes it a late game special item for sure.

The fishing boat is ok. I use Rainbows fishing mod and for the time i was out on deep water I would have caught more fish from fishing spots with moderately skilled pawns. Maybe add fishing rods and fishing nets to the tech tree to increase the fishing rate.

Issues:

My row boat got one of the seats shot off and my fishing boat has a permanent crack in the hull. These cannot be repaired and my fishing boat is now in pain 14%.

My pacifist/non violence pawn boarded the ship. Now I have the colonist missing primary weapon alert up whenever they are not on board a ship. This could be a conflict with simple sidearms but I don't think so.

Last but not least I can not get rid of any of the boats I have made. From a colony value perspective this is an issue, Maybe the option to dismiss a boat same as for a colonist.
Title: Re: [1.0] Boats!
Post by: Smash Phil on December 21, 2019, 05:28:24 PM
Quote from: Vlad0mi3r on December 18, 2019, 11:24:36 PM
I now have the galleon built and yes its awesome. It takes a lot of pawns to man properly (I only had 1 pawn free after loading) so it makes it a late game special item for sure.

The fishing boat is ok. I use Rainbows fishing mod and for the time i was out on deep water I would have caught more fish from fishing spots with moderately skilled pawns. Maybe add fishing rods and fishing nets to the tech tree to increase the fishing rate.

Issues:

My row boat got one of the seats shot off and my fishing boat has a permanent crack in the hull. These cannot be repaired and my fishing boat is now in pain 14%.

My pacifist/non violence pawn boarded the ship. Now I have the colonist missing primary weapon alert up whenever they are not on board a ship. This could be a conflict with simple sidearms but I don't think so.

Last but not least I can not get rid of any of the boats I have made. From a colony value perspective this is an issue, Maybe the option to dismiss a boat same as for a colonist.

You can tweak the values for the Fishing Boat in the mod settings. I set the initial values in a rather middle area since I felt that all the popular fishing mods are fairly OP anyways. But if you like that you can always change those values to better suit your needs.

Permanent "injuries" can be repaired, it just takes a bit longer than normal repairs

As for removing boats from the colony, I plan on adding a way to deconstruct active ships. But if you for sure need a way to get rid of them just destroy them and deconstruct the shipwreck to get back some resources.
Title: Re: [1.0] Boats!
Post by: Ruisuki on December 21, 2019, 07:27:41 PM
this is very cool. finally what we wanted years ago is coming to fruition
Title: Re: [1.0] Boats!
Post by: Mistrornge on December 29, 2019, 09:35:13 PM
Ok dumb question time.
I built the fishing boat, started a caravan with the boat, loaded it with stores, and added my pawns as crew members (captain and 3 sailors).  Nothing seems to happen after that. 
I have put in combat mode which allows me to move it around on that map but unable to change to the World map. 
What am I missing?
Title: Re: [1.0] Boats!
Post by: Smash Phil on December 31, 2019, 03:50:39 AM
Quote from: Mistrornge on December 29, 2019, 09:35:13 PM
Ok dumb question time.
I built the fishing boat, started a caravan with the boat, loaded it with stores, and added my pawns as crew members (captain and 3 sailors).  Nothing seems to happen after that. 
I have put in combat mode which allows me to move it around on that map but unable to change to the World map. 
What am I missing?

Sounds like it's not apart of a caravan  :) If you select the boat in the Dialog_FormCaravan menu, it will detect that you are sending a boat caravan. That's all. So you just pick the boat along with your pawns and they will form their caravan differently to accommodate this. Last step in the caravan forming process is to board the boat and exit the map.
Title: Re: [1.0] Boats!
Post by: Vlad0mi3r on December 31, 2019, 05:25:04 AM
I have had the same thing happen had to draft and then undraft and the boat moved off the map.
Title: Re: [1.0] Boats!
Post by: Mistrornge on December 31, 2019, 08:32:24 PM
Hoping these images upload. 
First image shows what is on the Fishing Boat, the Caravan tab, which shows some correct and incorrect details.  You can see the number of tribespeople on the boat are 8.  Of course there are only 4 on the boat.  The loaded items have some unusual items.  Does it count items carried by pawns?  Not sure that there is a steel baseball bat on the boat.  When I cancel forming of caravan it did not pop out to be unloaded. 
Second image is the Cargo tab.  Now this is what was loaded on the boat.  All looks great.
Last image is the crewmember details which looks good. Kre'achtlo and Buzotouss are lizardmen.  There is some global issue with the images appearing. 
Title: Re: [1.0] Boats!
Post by: Mistrornge on December 31, 2019, 08:33:00 PM
Juliette is carrying a steel baseball bat as a sidearm.  So that is correct I believe. 
@Vlad0mi3r I drafted the boat but that did not change anything.
Title: Re: [1.0] Boats!
Post by: Smash Phil on January 03, 2020, 01:53:41 AM
Quote from: Mistrornge on December 31, 2019, 08:32:24 PM
Hoping these images upload. 
First image shows what is on the Fishing Boat, the Caravan tab, which shows some correct and incorrect details.  You can see the number of tribespeople on the boat are 8.  Of course there are only 4 on the boat.  The loaded items have some unusual items.  Does it count items carried by pawns?  Not sure that there is a steel baseball bat on the boat.  When I cancel forming of caravan it did not pop out to be unloaded. 
Second image is the Cargo tab.  Now this is what was loaded on the boat.  All looks great.
Last image is the crewmember details which looks good. Kre'achtlo and Buzotouss are lizardmen.  There is some global issue with the images appearing.

That's not the number of colonists on the boat. If you look at what tab you have selected, you'll see that's the caravan tab. So 8 is the number of colonists you've selected for the caravan, that doesn't necessarily mean they'll all be in that boat, which means either you have multiple boats in your caravan or you've selected more colonists than the boat can carry (in which case it should have rejected the caravan formation process and told you to select less colonists or select more boats).

Edit: in fact, if you look at the gizmos (buttons next to draft / undraft) you'll see that there are only 4 colonists on board, so yea your caravan isn't gonna leave... because not all colonists have boarded. Now, if you have another boat and all colonists are onboard that boat and this one in the picture, the caravan will send.
Title: Re: [1.0] Boats!
Post by: AllenWL on January 11, 2020, 10:41:21 PM
This is a really niche case, but could it be possible to let boats act as 'floors' for pawns or something to allow interactions with possible offshore islands?

To clarify, sometimes, you can find little 'islands' on beaches which aren't accessible due to being completely surrounded by deep water and being made entirely out of solid stone/ore. I think it'll be nice if you could take a ship to those little island and mine them for resources or build on them.

Currently, you can still do it by attacking some of the stone till it breaks and reveals accessible ground then landing ships, but I think it'll be nice if you can directly go and do stuff there via ships.
Title: Re: [1.0] Boats!
Post by: Null Akula on January 24, 2020, 09:26:09 PM
Small problem, I cant seem to get cargo out of my boats.

Edit: I forgot to add that no options for removing cargo from the boat's inventory show up at any point in any part of the UI for me.
Title: Re: [1.0] Boats!
Post by: tsmt1001 on April 20, 2020, 09:25:20 PM
I am having trouble forming a caravan with a boat. My pawns get into the boat and then it just sits there until they get upset and one of them has a mental break. Is there  a trick to get this to work? I am playing on an island.
Title: Re: [1.0] Boats!
Post by: sayheyjay on April 21, 2020, 01:12:52 AM
Quote from: tsmt1001 on April 20, 2020, 09:25:20 PM
I am having trouble forming a caravan with a boat. My pawns get into the boat and then it just sits there until they get upset and one of them has a mental break. Is there  a trick to get this to work? I am playing on an island.
Yes, draft the boat and select a location at the very edge of the map. If the first location doesn't work, try another, eventually the boat will leave the map and you'll get the notice that the caravan is proceeding to waypoint 1.
Title: Re: [1.0] Boats!
Post by: calebelt on June 05, 2020, 03:24:15 AM
Hi! Great mod. Can add a carŠµ/wagon and a truck to this mod?
Title: Re: [1.0] Boats!
Post by: Mistrornge on June 19, 2020, 02:48:01 PM
A boat wagon? 
Title: Re: [1.0] Boats!
Post by: throwawayawimbehway on June 20, 2020, 12:27:10 PM
When a pawn boards a boat, their colonist portrait / mood bar square thingy is cloned, so it looks like I have five or six identical colonists with the same name. Anyone else encountered this bug? is it a compatibility issue with the colour coded mood bar mod?

Also my colony is on a map with a river running through it, but the caravan exit point is set to a random puddle. The boat drove into a mountain, grounded itself and now nobody can board it. I quit, so now I have to wait for half an hour because my potato laptop takes literal fucking aeons to load saves.
Title: Re: [1.0] Boats!
Post by: Canute on June 20, 2020, 01:01:23 PM
Quoteis it a compatibility issue with the colour coded mood bar mod?
Since a mood bar can be disabled without problems during a safegame, why you don't try it out ?

Title: Re: [1.0] Boats!
Post by: Mistrornge on September 23, 2020, 07:21:31 PM
Hello,
I am trying to make this mod work with your vehicles mod.  Are the two compatible with each other or is one the only one that should be used?
Thank you,
Title: Re: [1.0] Boats!
Post by: Mistrornge on October 29, 2020, 06:53:19 PM
Have error when attempting to travel.