Mods / Joy of Sailing
Author: Moby_
Side: Both
Created: Mar 17th 2023 at 11:30 AM
Last modified: Jun 22nd at 11:22 AM
Downloads: 83501
Follow Unfollow 778
Latest file for Various v1.19.x:
sailboat_1.3.1.zip
1-click install
If you find a bug, have a suggestion or want to talk, feel free to join my Discord server!
Joy of Sailing is compatible with Simple Wind Direction, and is much better with it! Alternatively, you could use Pelagus: Simple Wind Direction, which is pretty much the same mod but configurable, or Pelagus Wind which apparently is also server-synced (untested by me)
Joy of Sailing is also compatible, since 1.3.0, with the Rivers mod.
Now compatible with the Banners mod! Sail the seven seas whilst hoisting the Black Flag!
Joy of Sailing adds sailing to the game.
Here are the sailboat's controls: (it's mapped to your character controls)
Left/Right : turn left or right (you need a crude oar in hand if you're controlling a Sail raft)
Forward/Backward : Trimming the sail (change how far the sail can go from the boat's center) or, if the sail is fully folded, row like in the raft
Sprint (CTRL by default)/Jump (SPACE by default): Raise or lower the sail
If you want to go as fast as possible, you'll have to adjust the angle of the sail according to the wind. If you don't know which way the wind is facing, there's a tiny red flag on top of the sailboat's mast: it always points in the wind direction.
A proper sailing crash course is planned. For now, try to think that directly downwind requires a fully opened sail, sidewind is ~45°, upwind is fully trimmed, and between these it's pretty much linear.
[NEW! 1.2.0] There are three variants of sailboat:
- The sail raft, a single-seat, slow option for early-game sailing.
- The sailboat, a fast two-seater requiring at least copper and linen to make. It has an inventory of 12 slots.
- The cargo sailboat, a slow single-seater that can carry a trunk (36 slots) worth of items.
To pick up a sailboat, hold CTRL and right-click the boat.
To open a sailboat's inventory, hold shift and right-click the boat. Note that you need to be really close to the boat to open its inventory. Note that the boat's inventory has to be empty for it to be picked up.
If you find that the sailboat goes too fast or too slowly, you can change it in the configuration file! You can customize the wind speed multiplier (the speed at which it will go according to the wind) and the hull speed (the top speed of the ship).
Rule of thumb: if you want to go faster in strong winds and storms, increase hull speed, if you want to go faster in light breezes, increase wind speed.
There is now also an option to add a minimum speed the boat will sail at with a fully deployed sail, so you have the option to not get stuck with no wind (note that this speed is 0 by default).
There's also a config option for adjusting speed relative to rivers from the Rivers mod, if you think that sailboats are going too fast when sailing down rivers (or not fast enough, but if you think that let me question your sanity xD)
Planned features:
- More sound effects (like sail swooshing and planks creaking)
- Better feedback when your sail is in the correct direction (maybe something a bit like Sea of Thieves?)
- Wind direction, whenever that's added to the base game Done, thanks to TeacupAngel!
- Probably some golden age pirate/sailor cosmetic stuff (like eyepatches, tricorn hats, Royal Marine jackets, stuff like that. Maybe in another mod?)
- Add rowboats (since xrowboat is no longer supported), a not-crude oar, probably a raft with a sail too
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.1 | 20559 | Jun 22nd at 11:22 AM | Show | sailboat_1.3.1.zip | Install now | |
v1.3.0 | 17351 | Mar 18th at 2:31 PM | Show | joyofsailing-1.3.0.zip | Install now | |
v1.2.8 | 5943 | Feb 14th at 5:54 PM | Show | josailing-1.2.8.zip | Install now | |
v1.2.7 | 3701 | Jan 30th at 10:09 AM | Show | joyofsailing-1.2.7.zip | Install now | |
v1.2.6 | 2930 | Jan 18th at 9:53 AM | Show | joyofsailing-1.2.6.zip | Install now | |
v1.2.5 | 129 | Jan 18th at 9:45 AM | Show | joyofsailing_1.2.5.zip | Install now | |
v1.2.4 | 4713 | Dec 13th 2023 at 11:26 AM | Show | joyofsailing-1.2.4.zip | Install now | |
v1.2.4-pre.1 | 151 | Dec 13th 2023 at 10:56 AM | Show | joyofsailing-1.2.4-pre.1.zip | Install now | |
v1.2.3 | 138 | Dec 13th 2023 at 8:17 AM | Show | joyofsailing-1.2.3.zip | Install now | |
v1.2.2 | 304 | Dec 12th 2023 at 9:37 AM | Show | joyofsailing-1.2.2.zip | Install now | |
v1.2.1 | 184 | Dec 12th 2023 at 9:08 AM | Show | sailboat_1.2.1.zip | Install now | |
v1.2.0 | 251 | Dec 11th 2023 at 5:12 PM | Show | joyofsailing-1.2.0.zip | Install now | |
v1.1.0 | 24358 | Apr 25th 2023 at 3:21 PM | Show | joyofsailing-1.1.0.zip | Install now | |
v1.0.0 | 1757 | Apr 8th 2023 at 12:40 PM | Show | joyofsailing-1.0.0.zip | Install now | |
v1.0.0-pre.1 | 1028 | Mar 17th 2023 at 11:45 AM | Show | joyofsailing-1.0.0-pre.1.zip | Install now |
How will this mod interact with the new boat sistem from 1.20?
Moby_
I discovered a bug with the inventories on the boats. If you shift-click to move items from your backpack into the boat, graphically it looks like the items have moved but they really haven't. After moving away from the boat that inventory slot is still occupied even though it doesn't show an icon. That space cannot be occupied by any other items and if your inventory is full you can no longer pick anything up (even though some of the spaces look empty). You can even pick up the invisible items.
I also wanted to say thank you for an amazing mod. I had to create a new world just to have oceans worthy of sailing.
For those using the Rivers mod and wanting to save some time testing, here's a quick setup I made (to make it an improvement over Primitive Surival's body raft):
In AppData\Roaming\VintagestoryData\ModConfig\sailboat.json ... replace these values with the values here:
"windMultiplier": 30.0,
"hullSpeed": 15.0,
"minSpeed": 1,
"riversStrength": 0.5
0.5 I found is a good middleground, as the boat was getting flown downstream on a standstill far too quickly, and 0.5 is a near-perfect match to the river water tile's animation speed. c:
Absolutely love this mod, it'll be interesting to see how you change things in 1.20 when we get our vanilla raft overhaul!
If it could be possible, do you think you could make a compatibility patch for the trees from Wildcraft? I enjoy the woodtypes for building so much, it would be lovely to sail with those kinds of hues and tones on my ship.
Are you able to use tools while in the boat? for exemple can I use a bow and arrow while in the boat or would the boat make so the arrow would get stuck on it?
Would be awesome to be able to change the controls for raising and lowering the sails. Otherwise the mod rules so far
Jemy191
what is the problem?
as a last resort, you can use the wind summoning spell. if you have rights.
Boat wind... I just need a wind waker 😄
Moby_ Thank you so much!! You're amazing, and this mod is amazing :)
Hi, nice work you made here :-).
Willownezz You can change how much the river speed will affect the sailboat in the config file (or how much rivers affect entities in Rivers' config file), makes it much easier to sail upstream :D
NoizMakyr Yeah that was a bug that made sailing speed dependent on client framerate, should be fixed now
LunaGore When I created the mod project, before I came up with the name, it was "sailboat", so the mod ID is "sailboat", so whenever I compile the mod it names the zip file "sailboat" and I have to manually rename it to "joyofsailing", except sometimes I forget xD
LunaGore They can't, it is too late now to change the name
Any reason for the name change waffling between "sailboat and "joyofsailing"?
My friend and I are on a modded server and have noticed that for some reason his sailboat is going the expected faster speed (approx 4x walking speed), but mine is going significantly slower (I can barely move faster than base walking speed). Are there separate configs per player somehow in this mod, or would the client config override the server config? Just struggling to figure out why this would be happening.
Apart from this, we absolutely love the mod! It's such an amazing addition to the game!
I need a faster boat to be able to go upstream on the river mod I went down on the river now I will take years to walk back lol 😄
unsure how i share them its alot of text to just copy
nvm it seems the issue was i had rebinded ctrl to my mouse i also noticed i cannot hit them to pick them up or destroy them is that intentional?
LadyJade90 What are you doing to try to pick up the sailboat? Do you have other mods installed? (one known issue is that it's impossible to pick up sailboats made from Wildcraft woods)
Could you send me your log files? (probably server-main.txt and client-main.txt, in %appdata%\VintagestoryData\logs if you're on Windows)
Maamessu AnarchopPupGirl ManaWei I'll check that out, I've been planning a bugfix update anyways
LunarNym Boats don't really move when no one is in them (besides on rivers, but you could have a canal/dock going off the side of the river and put your boat there I guess?) so I'm not sure how useful mooring will be. If/when I mod in larger ships, that'll definitely be a thing but will probably mostly be used for stopping quickly and turning on a dime
i cannot pick up the sail boat
Wonderful mod, really captures the feel of sailing with a very steamlined interface. 10/10
You mention adding some sounds and feedback for the sail being correct. It would be really cool to hear the sail luff and flap a bit when its not rigtht for the wind direction.
Thanks for making an awesome mod!
I'm also unable to lower my sail without jumping off my boat. I have shift and crtl swapped (shift for sprint, crtl for crouch), but also have unlocked shift/crtl interactions and have swapped those back around. That makes it so shift is sprint and crtl is crouch while still having crtl being crtl and shift being shift for interactions. The lower/raise interaction doesn't seem to obey this, I guess. This is also on an MP server.
I have this mod on my dedicated server, and neither my friend or I can take our sails down without dismounting the boat - we've tried swapping shift and ctrl back to the defaults, and no luck
It's quite annoying to have to get dunked in the water with a lit offhand torch just to slow down- I hope you find some kind of workaround as whatever we set crouch to will dismount us instead of lowering the sail
It would be really cool to be able to add mooring to the mod too- so boats can be in the base neatly
hello, would it be possible to add dugout canoes, possibly long ones, like war canoes of polynesia, and hawaii, like for exemples something that look like the waka taua, or the hawaiian sailing canoes, could be useful to hold cargo and add more variety of craft in-game. I especially love long canoes to transport many people, has they give a sort of impression of power, and are very beutiful. the dont have to be has big as irl boats, but it could be cool i think.
Moby_
The Problem is that i just swapped sprint and sneak, because those are the controls i use..
so by default i jump off the boat every time i try to reduce sail.. Would be nice to have some alternatives..
Dopestengie1 I haven't really tested it as much in multiplayer as I have in singleplayer, but I never noticed that kind of issue when using it on servers. It might come from chunk loading, I'm not really sure. I'm working on an update on how it deals with motion, so that might help with this issue.
ManaWei That shouldn't really happen, since lowering the sail is mapped to the sprint button (unless you mapped sprint and sneak to the same button)... I could add an option to remap, but using mappings from regular locomotion makes it possible to use some vanilla stuff that I'd have to work around (namely, any entity has a "is sprinting" value that can be read, whereas using a keybind would mean reading stuff from the client and possibly adding an extra layer of synchronization)
DUCATISLO I posted a statement about that on the Joy of Sailing discord forum post. To sum it up:
- If I don't like the way boats are implemented in vanilla, I'll keep the mod alive
- If I like the way boats are implemented, but don't like the way sailing is implemented (like, if it has inaccurate sailing mechanics), Joy of Sailing will patch vanilla boats to make them sail in a way I like better
- If vanilla boats are perfect, I might keep this mod online for legacy support, or drop it entirely.
- No matter which option happens, if I vanilla boats are good enough to not warrant keeping this mod up-to-date, I might shift its focus to sailing-related cosmetics, boating equipments and attachements, and maybe work on multiblock ships
Is it possible to get the keybinding configurable? I jump off the boat every time i reduce sail..
And using already bound controls as default seems like a bad idea in the first place
so now that 1.20 will have ships what happens to the mod now?
I found a unique little bug with the sail boats cargo storage where I can duplicate items. If I shift-click an item into the boats storage from my inventory the item appears to move over, however when I click on the slot where that item used to be it will give me a duplicate. that slot appears empty but you cannot put anything else there until you click and move the invisible duplicate out of the way.
Its a neat bug but very very cheaty. It doesn't happen when I click and drag; just when I shift-click items over.
Edit: I just went back into the game after typing this and checked the boats inventory again only to have the duplicates vanish leaving me with the original items again. Not so cheaty now lol.
@Moby_ I'm wondering if Joy of Sailing is optimized for servers, especially for players who are riding with other players on boats. Having server lag issues with a couple players of mine on our server where there is a considerable amount of server lag while in motion with other players with the exception of the captain.
waterdrinker Hi! You need to hold down CTRL in order to be able to pick up a boat by right-clicking it. If that's not working, then there's a bug
Hello! I am having trouble picking up any of the 3 variants of sailboat after placing in the water. Is there a certain button that it is mapped to to pick up the boats? I also had issues when I switched to creative - I wasnt able to destroy the boat after misplacing it, so I had to basically 'sink' the boat underground by destroying the blocks under it because I wasnt able to interact with it at all other than getting on/off the boat. Thanks for the help!!
Moby_ Thanks for the reply! I'll look at the config options again; love this mod!
Dnd It works just like rafts with that mod, they use essentially the same code. Rivers are insanely fast with their default config, which is why it's hard to sail upstream when you don't have a lot of wind.
There's a config option in Joy of Sailing to change how much rivers affect it though, you can tune it down to your liking!
(and yeah I could definitely make sailboats anchor and stop following rivers when not mounted, or at least make that a config option)
I think the compatibilty with rivers is still lacking. When I put the boat in the water on the river, it was instantly swept away downstream. Also, sailing the rivers is part of the charm of this mod getting around the lands by boat. With this compatibility patch, you can no longer sail against the flow of the river.
Just wanted to give a reminder that this feature is still broke since the last 2 updates I believe =p
"There is now also an option to add a minimum speed the boat will sail at with a fully deployed sail, so you have the option to not get stuck with no wind (note that this speed is 0 by default)."
Everytime I update I forget for some reason and have to revert back to like 3 versions ago at this point.
Pallanza It's not really that it's not meant to have a sail version as much as it's that I just haven't added it at this point. It needs a different model from the raft and I haven't made that model just yet
Is the bamboo raft meant to not have a sailed version available?
To: Phelan21
You may edit this file at your own risk. Be sure to make a backup copy.
cargosailboat.json
"Attributes": {
"SailboatProps": {
"speedMultiplier": 0.4,
"requireOar": false,
"minSailAngle": 15,
"seatsAmount": 1
}
maybe this will help you.
I'd love to be able to set the cargo sailboat's speed much closer to the non-cargo one's, any chance there might be per-boat-config options at some point? 🥹
Josailing?
Loving this mod. I'd love a canoe, but this is amazing as it is. :) Thank you.
this mod needs to add a drakkar or some kind of boat that can accomodate many players! I'd love it for my friends server
To: soulscythe
in 1.2.7 there is a bug due to which it turned from a sailboat simulator into a motor boat simulator. This has been fixed in 1.2.8. The choice of version is up to the user. For players who do not understand how the sail works, 1.2.7 will most likely be more attractive.
"v1.2.8
Fixed that bug where you would always sail at full speed"
By which you mean "try the awesome v1.2.7".
could you expand on this mod by making a minecraft archimedes ship mod type of building where you can build a massive ship out of blocks so that after building a bunch of shipwright stuff and like a dry dock or something you could make frigates, gallions and so on.
All things considered, I kind of prefer that this mod's rafts and boats ignore the flow of the Rivers mod at the moment (and that it's not a high priority). Reason being is because there's no other way to sail upriver, as the current is just too strong. XD
Audrea, in mod versions 1.2.4 everything worked without these fixes. I'll wait for the author's explanation. with your values the boat floats at a speed of 2 m/s
I went into mod config to test things out. I think hullSpeed multiplies your minSpeed, so you always go too fast regardless of the wind. Also, it seems the wind has no additive effect, it changes nothing until its strong enough to make you go faster than minimum.
I put windSpeed 3.0, hullSpeed 1.5, and minSpeed 0.5, and it seems to work well.
To Mackeroni :
I completely agree. and 1.2.6 and 1.2.7 are completely indifferent to wind strength and heading relative to the wind. The sailboat is sailing, as soon as the sail is raised. Like a motor boat.
Running on 64 bit Windows 10.0.19045.0 with 16197 MB RAM
Game Version: v1.19.3 (Stable)
2/8/2024 11:22:56: Critical error occurred in the following mod: sailboat@1.2.6
Loaded Mods: aculinaryartillery@1.0.16, game@1.19.3, butchering@1.4.4, carryon@1.7.2, commonlib@2.3.2, expandedfoods@1.6.8, herbarium@1.0.4, sailboat@1.2.6, rivers@1.2.0, storageoptions@1.0.2, creative@1.19.3, survival@1.19.3, em@2.5.0-pre.1, stickcrafting@1.0.0, stonepiles@1.1.2, stonequarry@3.2.1, wildcraftfruit@1.1.0, wildcrafttree@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at sailboat.EntitySailboat.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 507
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crash when I try to pick up the boat mod version 1.2.7
It doesn't seem to matter at all how I steer my little Sail Raft, the speed is the same no matter what facing. Sailing straight into the wind doesn't slow me down at all and neither does the trim of the sail. What's going on? The mod config is on default, so the minimum speed is 0 and I'm using Status HUD Continued to check the player speed.
Moby_ yah, maybe cause after relogging all the boats where there and people were still sailing around xD
Kara Well according to your error log, the game doesn't sees Joy of Sailing as an installed mod.
The "Don't know how to instantiate entity of type" error usually occurs when the entity is somewhere in the world but its class isn't recognized (because the mod adding it hasn't be recognized, usually).
Maybe there was an error loading Joy of Sailing?
2/1/2024 7:44:31 PM: Critical error occurred
Loaded Mods: chiseltools@1.10.1, ClaimsRadar@1.1.0, millwright@1.1.4, moreicons_cs@1.1.0, moremolds@1.4.2, NavarlioClasses@1.0.4, nightwatcher@1.5.0, thetailmod@1.0.0, game@1.19.3, abcsreborn@0.1.5, accessibilitytweaks@3.4.1, alchemy@1.6.23, ancienttools@1.5.12, animalcages@3.0.2, betterjonasdevices@1.1.0, betterruins@0.3.2, canjewelry@0.2.7, carryon@1.7.4, coinage@1.10.0, commonlib@2.3.2, electricity@0.0.10, fairplayguardian@1.1.5, medievalexpansion@3.13.0, NavarlioCustoms@1.2.14, NavarlioCustomModded@1.0.0, Notxray@3.0.0, petai@2.2.1, stillnecessaries@1.1.0, stonebakeoven@1.1.3, th3dungeon@0.2.1-rc.1, usefulstuff17@1.3.0, vinconomy@0.2.0, creative@1.19.3, survival@1.19.3, em@2.5.0, playercorpse@1.9.0, rifteye@0.3.4, wolftaming@2.0.2, bricklayers@2.5.0-pre.2, moreroads@1.5.4
System.Exception: Don't know how to instantiate entity of type EntitySailboat did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateEntity(String className) in VintagestoryLib\Common\ClassRegistry.cs:line 334
at Vintagestory.Common.ClassRegistryAPI.CreateEntity(EntityProperties entityType) in VintagestoryLib\Common\API\ClassRegistryAPI.cs:line 85
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 558
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 524
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityLoadedPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 218
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
as far as i know we dont need to remap atm, so idk error thing. idk if its helpful xD
Sp0wN That bug was fixed in 1.2.7, if you update the mod it should work now ;)
Moby_
When I try to take a raft with a sail, it gives an error:
Running on 64 bit Windows 10.0.19043.0 with 16165 MB RAM
Game Version: v1.19.3 (Stable)
30.01.2024 18:16:57: Critical error occurred in the following mod: sailboat@1.2.6
Loaded Mods: extrachests@1.8.0, TA_fieldsandplateaus@1.0.2, millwright@1.1.4, game@1.19.3, abcsreborn@0.1.6, alchemy@1.6.23, betterruins@0.3.1, carryon@1.7.4, configureeverything@1.0.0, sailboat@1.2.6, rivers@2.3.0, tentbag@1.0.3, usefulstuff17@1.3.0, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, woodensmp@0.2.3, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at sailboat.EntitySailboat.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 507
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
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{ TimeGenerated = 28.01.2024 16:06:20, Site = , Source = Application Error, Message = Назва аварійного застосунку: Vintagestory.exe, версія: 1.19.3.0, позначка часу: 0x65310000
Назва аварійного модуля: openal32.dll, версія: 1.23.0.0, позначка часу: 0x63dd31ad
Код винятку: 0x40000015
Зсув помилки: 0x00000000000df046
Код аварійного процесу: 0x2874
Час запуску аварійного застосунку: 0x01da51f109757439
Шлях до аварійного застосунку: C:\Game\VintageStory\Vintagestory.exe
Шлях до аварійного модуля: C:\Game\VintageStory\Lib\openal32.dll
Код звіту: bf7ac1d0-410a-441e-8556-b1196474cfd6
Повне ім'я аварійного пакету:
Код аварійного застосунку, що стосується пакету: }
I am using game version 1.19.3
Moby_
Test information from version 1.19.3. I haven't installed it on the server yet, I saw a flaw with the river mod. On the rivers, your boats and rafts float as if the wind is acting on them. The boats also do not react to the current, they stand still. I hope I helped and maybe I will wait for an adaptation for rivers to be developed)
canoe and kayak are completely natural ideas. But they need to go to Tyrone.
This is the first thing that comes to mind after meeting the vanilla raft.
Some ideas for other primitive watercraft ...
- Dugout Canoe - Very simple made from a log.
- Birch Bark Canoe - Native American style
- Animal Skin Kayak - Inuit style
- Coracle - A basket boat.
- Papyrus/Reed Boat - Egyptian style
- Outrigger - Polynesian style
- Catamaran - Polynesian style
Thanks in advance!
This mod is one of the best vs mods, thank you
ElegantChimp Pvtbones Yeah I'm aware of these crashes and know what they're caused by, will fix it soon.
What's happening is that the code I added to prevent picking up boats with inventories if the inventory is filled still checks for an inventory in the sail raft, but the sail raft doesn't have an inventory so it crashes. Basically "hey, is your inventory empty? - tf is an inventory? I don't have that! Why don't I have that? is reality a lie?"
I just retested without any other mods and I still get the error. I also checked and normal rafts pick up fine. It just seems to crash when picking up the raft with sail.
Ya, I'm getting the same error as Pvtbones and meathead2004. This error seems to be consistent when I pick of a raft with sail. I can pick up a sailboat just fine. Here is my error stack:
Running on 64 bit Windows 10.0.22621.0 with 32509 MB RAM
Game Version: v1.19.1 (Stable)
1/20/2024 11:42:30 PM: Critical error occurred in the following mod: sailboat@1.2.6
Loaded Mods: tadmorecharcoal@1.0.0, armorrepair@1.0.3, autosifter@1.1.0, bettertraders@0.0.4, blacksmithname@1.1.6, detonateredux@1.1.0, HangingOilLamps@1.0.1, healingwhilesleepingfix@1.0.1, hungrywakeup@1.0.1, immersivecorpsedrop@1.0.2, largercrock@1.0.2, MoreTorchHolders@1.0.0, nowaterproofinventories@1.0.1, TA_plainsandvalleys@1.0.5, repairablelocust@1.2.0, resinglue@0.0.3, rcl@1.0.1, strspawnchances@0.0.1, translocatorengineeringredux@1.4.9, upgradeablelocust@1.0.1, game@1.19.1, animalcages@3.0.1, beehivekiln@1.5.1, betterfirepit@1.1.3, commonlib@2.3.2, egocaribautomapmarkers@3.0.2, electricity@0.0.10, extrainfo@1.7.0, farmlanddropssoil@1.4.0, fromgoldencombs@1.4.25, glowingprojectiles@1.1.3, hudclock@3.4.0, sailboat@1.2.6, morepiles@1.5.0, noheatresistantinventory@1.0.2, petai@2.2.1, prospecttogether@1.3.0-rc.3, rivers@1.2.0, simplestep@1.1.0, translocatorlocator@1.0.1, vtpp@1.1.1, creative@1.19.1, vsinstruments@1.2.4, survival@1.19.1, whatbagwasthatagain@1.0.1, metalrecovery@0.1.19-pre.1, cats@2.0.1, feverstonehorses@1.6.0, helvehammerext@1.6.0, playercorpse@1.9.0, shellpan@1.0.0, simplewinddirection@1.0.2, wolftaming@2.0.2
System.NullReferenceException: Object reference not set to an instance of an object.
at sailboat.EntitySailboat.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 507
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
having the same issue as meathead with the raft with sail.
Running on 64 bit Windows 10.0.19045.0 with 32646 MB RAM
Game Version: v1.19.1 (Stable)
2024-01-20 4:43:00 PM: Critical error occurred in the following mod: sailboat@1.2.6
Loaded Mods: TA_plainsandvalleys@1.0.5, roas@1.0.0, visibleore@1.0.1, game@1.19.1, alloycalculator@1.0.0, betterfirepit@1.1.3, carryon@1.7.0, commonlib@2.3.2, sailboat@1.2.6, petai@2.2.1, prospecttogether@1.3.0-rc.3, rivers@1.2.0, creative@1.19.1, survival@1.19.1, cats@2.0.1, feverstonehorses@1.6.0, foxtaming@1.4.0, simplewinddirection@1.0.2, wolftaming@2.0.2
System.NullReferenceException: Object reference not set to an instance of an object.
at sailboat.EntitySailboat.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 507
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 2024-01-20 4:41:20 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.1.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x40f0
Faulting application start time: 0x01da4be923f2778e
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: F:\Vintagestory\Lib\openal32.dll
Report Id: c52b60a9-5952-4b03-88d7-b134d11139a9
Faulting package full name:
Faulting package-relative application ID: }
hey my game keeps crashing whenever i try to pick up the boat
Grifthegnome thanks!
AgitatedAlice
I wrote a debug draw script visualize wind direction and test if Simple Wind Direction still works on 1.19.1 and I can confirm it still works. The logic is so self-contained that it is unlikely to break for the forseeable future.
Simple Wind Direction is generally not required.I play great without it.
You can assume that you have a trade wind.
en.wikipedia.org/wiki/Trade_winds
Is it worth it to install it for 1.19.0 when Simple Wind Direction isn't updated yet?
Having to press the unmount button to be able to open the chest is a little inconvenient because that means you kinda have to me on land to do so.
This is the very best VS mod in my opinion. I simply cannot play without it.
Your mod and Rivers just made my day.
I was exploring with 80% landcover. I got to a mountainous chalk region with a lot of terrain noise. I was skirting around the shore on a boat, exploring the outline of the water, when I found an UNDERGROUND RIVER--straight out of pirate fiction--that allowed me a shortcut through the land. It was a MASSIVE cavern, complete with stala/gmites/ctites and water dripping from the ceiling.
This was so cool! I hope you can maintain this mod and/or it gets added somehow to the main game, along with the rivers mod.
When might this work with 1.19?
Thank you for your answer!
AdditiveOutlier The rivers mod isn't using vanilla water movement, it's not a matter of not overriding it but of writing custom code to fetch it and take it into account (thankfully, sneezerstein documented the process so it's doable). I'll definitely do that, but it's not as easy as it might seem.
Microgorath The mod isn't working with 1.19.0-rc versions. Somehow something changed from 1.19.0-pre, you might want to try the 1.18 version since the 1.19-pre version includes a kinda hacky patch that made it work with the prereleases but not with the 1.18 release, maybe the devs reverted whatever change caused this
Chaonic yeah I'll add a minimum speed setting next update :D (as well as fix the "pick up a ship, lose the inventory" thing) It's going to be zero by default (since rowing is an option, also yeah I really should make rowing as fast as rafts instead of as fast as 1.18-pre rafts) but at least that way people will be able to say "
Savrs While I do recommend writing to me on discord because I only check the DB occasionnaly, I still check it. Also just because Joy of Sailing is far from my favorite mod among the ones I made doesn't mean that I don't care about it, I know that it's by far the most popular one. I know that it's important to keep it working.
If you find a bug, have a suggestion or want to talk, feel free to join Discord server!
It's useless to write here. This project is not very important for the author.
Moby_ Great mod, but it's a little janky when used with the Rivers mod - the sailboat completely overrides and ignores the river's speed as soon as you start rowing or pull the sails up, and it will behave like it's on an unmoving lake/ocean until you leave and re-enter, which makes controlling it on a river pretty much impossible. And that's a huge shame because these two mods are straight-up made for each other! It would be great if you could use the river's speed and control it with oar movements or pull the sails up to travel even faster. And it seems like a simple fix: not override water's movement, but combine it with wind speed/oar movement. Please, consider this fix, both mods would gain a lot from this!
Hey, just had a crash when trying to get into a cedar raft with a sail.
Running on 64 bit Windows 10.0.22621.0 with 65277 MB RAM
Game Version: v1.19.0-rc.5 (Unstable)
1/6/2024 6:08:11 AM: Critical error occurred in the following mod: sailboat@1.2.4
Loaded Mods: hqzlights@1.1.1, caninae@1.0.7, immersivecorpsedrop@1.0.2, justmoreruins@0.9.8, meteoricexpansion@1.2.4, millwright@1.1.3, qptech@1.14.1, translocatorengineeringredux@1.4.9, game@1.19.0-rc.5, wildcrafttrees@1.2.4, alchemy@1.6.22, carryon@1.7.0-pre.3, sailboat@1.2.4, medievalexpansion@3.12.0, rivers@1.1.2, creative@1.19.0-rc.5, survival@1.19.0-rc.5, metalrecovery@0.1.19-pre.1, bullseye@2.5.1, simplewinddirection@1.0.2
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at sailboat.EntitySailboat.SeatsToMotion(Single dt)
at sailboat.EntitySailboat.updateBoatAngleAndMotion(Single dt) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 347
at sailboat.EntitySailboat.OnRenderFrame(Single dt, EnumRenderStage stage) in D:\Documents\Developpement\_Vintage Story\vsmods_vscode\josailing\josailing\src\entity\EntitySailboat.cs:line 149
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
@Foguinho Hey! I think I know what configurations you are talking about, but I've already played around with them and there's no real minimum speed setting. I have already amped up the settings ridiculously, but that's not exactly the kind of immersive experience I'm looking for. Moby is taking at least some inspiration from Sea of Thieves, and I was suggesting to take it a step further. At least in some optional capacity. =)
Love this mod!, but I just added 1.19.0-rc.4, Installed Joy of sailing v1.2.4 and the game power crashes whenever I try to put a sailboat into the world.
@Chaonic puedes configurar eso en los archivos del mod, ademas está escrito como en algun lugar, me acuerdo de haberlo leido
I've played around a bunch with the configurations and trying the mod in my survival world.
While I love the fact that you can configure the wind speed multiplier and the maximum speed of your boat, the boat can reach absolute zero speed when there is no wind. While this IS realistic, it makes for a gaming experience I don't care much for.
Could you please make it possible to configure the minimum speed a sailboat goes when the sail is up? I think if the sail got 10, 20 and 30% toward maximum speed by default with the last 70% being up to the actual wind speed, it would feel a lot nicer!
Something like
minSpeed = 0.3 <-- This value configurable, 1 would be 100% speed with full sail. 0.3 would result in 10, 20 and 30% speed depending on how high the sail is.
windStrength = wind * windMultiplier
sailLevel = 0.33
windSpeed = windStrength * sailLevel * windCapture
boatSpeed = hullSpeed * (sailLevel * minSpeed) + hullSpeed * windSpeed * sailLevel * (1 - minSpeed)
I hope this makes sense. I believe Sea of Thieves also utilizes a minimum speed, so you can get to your destination in a reasonable time even if the wind isn't in your favor.
crash when entering the ship on newest update
Can we get larger variants that permit 3-5 people to hop on?
I love this mod, thanks for your work! I have a question. Is it possible to make a boat variant with chest? also, there is possibility to carry more than 2 players?
sea of theiefs is a bad example. Use sailwind as the best example of sails.
Would live to have more sail types. Square sail and lateen would fit the game so well
The mod already works fine in 1.18.8 net7. Doesn't need an update for that. BlueFuryDragon
Now that in 1.18.9 the raft is 33% faster it may be interesting to also buff up the speed (at least the low end speed) of the raft. Otherwise it will fall behind somewhat
it this going to be updated for 1.18.8 net7?
PeterSanderson Wind speed increases the speed at which you'll go relative to wind speed, hull speed changes your top speed (the speed at which even with stronger winds, you won't go faster). If you want to go faster in storms, increase hull speed, if you want to go faster in light breezes, increase wind speed.
Check out Valheim's sailing for a nice organic feel for sailing, UI of wind direction and magnitude.
Do both the wind multiplier and hull speed need to be increased or can you just increase hull speed to have the boat go faster?
Im not on Net7 but make sure you have an Oar to steer.
It doesn't work for me in stable 1.18.7 / NET4. Same problem as McJty, none of the controls do anything.
Works great in net7 for me McJty
This is a very nice mod. However it doesn't appear to work on the NET7 build of Vintage Story (1.18.6/NET7). You can sit in the boat and all but the boat doesn't move at all. It worked fine previously when I was still using the original version of VS
The sailboat is beautiful. But there is not enough storage. Should I hope?
ship sail is asynchronous, v.1.1.0
This mod has really increased my enjoyment of vintage story. We can now play on ocean heavy maps and do fast fun exploration via ship!
ngoomie Actually, I think this is a bug with vanilla rafts as well so it may have nothing to do with the mod. I've noted the same exact thing in MP without this mod installed on normal rafts.
Think you could add a flap sound when were not engaging the sails right? something to let us know to trim the sails more or less :D
Boat inventories would be fantastic!
v1.1.0 seems a bit buggy during multiplayer for me. The sail's position/etc does not sync to every player (seems to be only visible to the person manning the boat?) and the other player told me I apparently just kinda disappeared from the boat on his end while we were in the middle of travelling. Great mod other than that though, huge fan!
Is there any chance you could add a built-in rudder to the boat?
CaveSalamander That's a great idea, I'll add the crash course next version! I'm still thinking about a way to add better feedback to know when the sail angle is perfect (or close to perfect). Generally, sailing straight downwind is best with a fully released sail, sailing sidewind is best with the sail at a 45° angle with the boat, and to sail into the wind, you should fully trim the sail and try to get the wind to go slightly into the sail (make the flag point at a slightly larger angle than the sail). Anything inbetween is pretty linear with your angle to the wind (sailing at a 135° angle to the wind, downwind, would have you put your sail at a 67° angle, halfway between sidewind and downwind).
Ginko72 I'll add rowboats to the mod at some point, I guess I could add a fast rowboat that looks like a strip canoe or a leather-covered kayak!
Thanks for this, makes crossing oceans a breeze! (ha.) The wave sounds are so nice!
I would love to have a crash course to sailing in the handbook. I wanted to get a feel for finding the best angle of the sail to catch the wind before installing the wind direction mod but I never really became confident in it, especially if sailing straight with the wind or against it (trying to find the best sail angle for tacking). It could have just been wind speed changes making me think my angling was inoptimal, too- if I didn't have HUD clock showing me when there was no wind I would have been completely lost there, lol.
Since you have made this awesome sailing mod, have you learned enough to skin the raft as a kayak, possibly with holds that could be used like paddleable chests? I'm enjoying the raft and look forward to sailing, but kayaking is my real IRL love. 😀
Vulkris Not all boats have keels, or a big keel, specially boats that are small enough you can simply store out of the water, by running them aground and pushing them further ashore. River boats may also favor clearance over stability, and you don't usually experience the winds you experience at sea or even have the room to make use of it that would make such a dinghy too unstable on a full sail. Traditional ships you also tend to see them using ballast for stability over big keels, be it the bilge or the cargo it's transporting, they're not a modern idea but still you have to see uses where they were and were not installed and figure out why.
A sailboat needs a keel, or it will heel. (get blown over by the wind). A sailboat is just a sideways airplane with one wing in the water and one wing in the air. You remove a wing, and you crash. There is a wide variety of keels, but a boat of that size would most likely use a lifting keel like a leeboard or daggerboard so it can get into shallow water when the sail is down.
Also, when you sail downwind, the fastest you can possibly sail is the speed of the wind. However, when you sail with the wind coming from the side, you can sail faster than the wind. This is because of something known as apparent wind.
An awesome addition to the game, regardless of the little things. Sea of thieves does it all wrong, but I still love the game.
Quickly becoming one of my all-time favorite mods! Thanks for making this!
Great foundation, I like everything about it, and would love to see something like it in stock VS now that we have oceans. With one exception: The speed is absolutely ridiculous. Completely, utterly, out of line with both reality and the game. I don't go a tenth the speed this thing does in strong winds windsurfing. You might as well have a voice over from Picard that says "Engage!" when lowering the sails. Like, my computer couldn't even render terrain fast enough to keep up. XD
Bring that in line and you'll have something great.
Edit: Speed associated with points of sail doesn't seem to be correct. At first glance here it looks like top speed is achieved going directly down wind.
Its realy amaizing this mod, i love it... so some wishes for the future features (when its possible to make i dont know) it will be nice to become "Biger Ships" and when it can have a put a chest on it :) but for now big thanks for it
Craluminum I haven't received any friend request apparently, did you sent it yet? (just to make sure, my username is @Moby_Dick#4585 )
Moby_ Accept my friend request in discord and I will help you with "automatic" localization
Ruyeex Do you mean adding new language files or something with geometric translation?
Can you do auto translation?
Add aged version
I'm currently obsessed with this mod. I love sailing, I spend nights sailing, and most of the day. I'm just.. always sailing. Great work :)
Great job! I was tempted to make a mod like this for over a year. But low time capacity kept me away. Thanks for making this!
Really nice - how about the boats having durability (for balance) and needing occasional repairs? Also, the ability to add storage (with a speed/durability penalty?) would be a good move too
Make the sail as a mod for boat and rafts instead of just boats.
-Raft (With sail)
-Boat (Without sail)
Maybe a way to have two sail and one seat on both rafts and boats?
A improved oar and a rudder to be able to rotate the direction without an oar (Make it as a mod as well)
looks rad :)
WickedSchnitzel It should work in multiplayer. I haven't tested it but I don't see why it wouldn't.
You should also be able to fit a second player in the sailboat!
Does this work for multiplayer as well?
Soon™
i want to stand on it too
is it still entity? Tyron go fix it, i cant stand on it
Beautiful