Mods / Seaworthy

Tags:
Transportation Boat
Author:
MisterMandarine
Side:
Both
Created:
Sep 18th at 11:28 PM
Last modified:
4 days ago
Downloads:
1926
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
seaworthy-0.9.0.zip  1-click install

In the production of this mod all code was made with AI.
All models are made by me and all textures and sounds are vanilla assets.
Everything was tested in singleplayer and on multiplayer.

 

This mod is one download for everyone and it is standalone, it needs no other mod and works from game version 1.22.0 on.
On its own you cannot walk on the deck, you use the seats instead, everything else works the same.
To walk on the deck put Walkable Entities or PhysicsLib in your Mods folder next to it, the mod notices by itself which one is there.

It is compatible with practically every version of Walkable Entities from 1.0.28 up and with PhysicsLib 1.3.0 (PhysicsLib itself needs game version 1.22.1 or newer). If both are installed the ship uses Walkable Entities.

You can add, swap or remove these two later, your ships stay as they are.

 

In this mod you can build a two-masted sailing ship for travel and transporting stuff faster than with the boat, you have up to 8 slots for cargo compatible with Carry On and lockable with the cargo hatch, and 10 more spots on deck.

The ship is 17 blocks long (24 with the pole at the front), 5.5 wide and 17 high, deck, railing, hatch and masts are walkable (with PhysicsLib or Walkable Entities).

 

To build the ship you need 23 rollers in your inventory (hotbar and backpack count together), press "F" to open the selector and click on Ship:west or any other direction to select the ship construction site and start building.

The site needs 7x15 blocks of solid, level ground and 7x21 blocks of water in front of it (at least 2 deep) with 4 blocks of free space above, you see it in the world while you hold the rollers, anything in the way is red.

The logs of the first stage decide the wood, every plank and support beam after that has to be the same wood.

The ship only takes specific metals to build: copper, bronze (any), iron or steel, the metal rod decides the metal of the ship, the 2 metal rings for the tether hooks have to be the same metal as the rod.

 

Material cost:

1100 planks
208 support beams
92 rope
78 linen
23 rollers
12 logs (any vanilla wood)
12 firewood
2 plumb and square
1 metal rod (any ship metal)
2 metal rings (smithed on the anvil, same metal as the rod)

 

To sail, right-click the steering wheel at the back.

The sails are set at the rope hooks on the railing, the hooks at the back are for the two big sails, the hooks at the front for the small sail, right-click a hook to go one step further: rolled up, half open, fully open.

With the big sails open you are about as fast as the boat, with the small sail too about a third faster. With all sails rolled up the ship moves slowly with the movement keys, that's how you push it free if it gets stuck.

With Walkable Entities the sails also work without anyone at the steering wheel: as long as someone is on board, on a seat or on deck, the ship keeps sailing straight ahead. With nobody on board it stops, and when nobody is near the ship anymore the sails roll up after a few seconds. A server can switch this off in ModConfig/WalkableEntitiesConfig.json (AllowUnseatedSailing).

You can climb into the rigging by right-clicking the rope ladders, like the ratlines on the sailboat, there are 12 spots along the shrouds. At the top of the tall mast is a crow's nest, right-click it to stand up there and look around freely, the best place to spot land.

The three sails can be dyed one by one: take a paintbrush (stick + flax fibers) in the main hand and a full bucket (10 liters) of any dye in the off hand, then hold right-click on the sail. That takes 3 to 20 seconds, the closer you are to the sail the faster, so climb the rigging. One full bucket is used up per sail. Strong tannin makes brown, the colors are the same as dyed cloth. A sail can be dyed over in another color, but not back to plain linen.

 

You can lock the ship, no one can interact with the ship except you and the people that are trusted over the clipboard menu. Whoever puts the padlock in owns the ship, and only players that have been on the server before can be put on the list.

The ship is locked with a padlock, the better the material the longer it holds, but be careful, it does not hold forever, someone with a crowbar is waiting (15 seconds up to 20 minutes depending on the lock and the crowbar, the full table is in the handbook).

The cargo is only protected while the hatch is closed, if it is open anyone can use the crates.

On deck there are 10 more spots, you attach things there with ctrl + right-click, the same way as below deck: crates, chests, baskets and barrels for more storage, or a boat seat to sit on while the ship sails. Be careful, these spots are out in the open, the lock does not protect them, anyone can use what stands there and take it away. Valuables belong below deck behind the closed hatch.

You can take animals with you: lead an animal on a rope and right-click one of the two tether hooks at the mast, the animal is tied there and comes along. To let it go again, click the hook with an empty hand. On a locked ship only you and your trusted players can tie animals.

 

At the clipboard you can decorate your ship with metal bits, 1. the steering wheel (4 bits) and 2. the anchor hoist/winch (2 bits), you also can attach an anchor at the clipboard, just put it in the slot.

The anchor is made by smithing using copper, bronze (any), iron or steel and crafting it with a metal rod, there is a large and a small one, both hold the same. Right-click the winch at the front to drop it, the anchor can hold the ship steady in flowing water.

Up to 5 lanterns can be placed on deck.

 

If you want the ship gone, hold right-click on it with a saw for 30 seconds, you get 50% of the materials back. Cargo makes it take longer: every full stack in the crates, chests, baskets and barrels on board adds 2 seconds, up to 15 minutes in total, so nobody saws your loaded ship apart in passing. Whatever is still in the containers falls out, and everyone nearby can hear the sawing.

In creative mode there is a ship configurator, with it you can place a finished ship and choose its wood, metal, sail colors, decorations and anchor. It only works in creative mode.

More details are in the in-game handbook under "Game mechanic: The ship"

 

This mod works together with these mods:

Walkable Entities (1.0.28 or newer, tested up to 1.0.32): put it in your Mods folder and the deck, railing, hatch and masts are walkable, also while the ship is sailing, and the sails work without a helmsman.

PhysicsLib (1.3.0): put it in your Mods folder and the deck, railing, hatch and masts are walkable, also while the ship is sailing. Here the sails still need someone at the steering wheel.

Carry On: carry your filled crates, chests, baskets and barrels on board and put them on the cargo spots.

Cannons (needs TurretLib): a cannon fits on the two deck spots beside the steering wheel, one on each side, attach it with ctrl + right-click like a crate. Right-click the cannon to sit behind it and aim with the mouse, when you get up it turns back to its resting position. At the moment the cannons of that mod are decorative, you can aim but not fire.

Ballista Patch (needs Ballista and TurretLib): the ballista goes on the same two spots, and it really shoots. Sit down, take a ballista bolt in your hand and press R to load it, hold the left mouse button to draw the rope and right-click to fire. All of this also works in multiplayer.

 

Coming up:

-Customizable flags
-Colorful sails (done)
-Pirates
-Hammock

 

Found a bug or have an idea? Post it on the issue tracker

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.9.0 seaworthy
1.22.0 - 1.22.7
712 4 days ago seaworthy-0.9.0.zip 1-click install

0.9.0

PhysicsLib is no longer needed, the mod is now one download that works on its own from game version 1.22.0 on.
To walk on the deck put Walkable Entities (1.0.28 or newer) or PhysicsLib (1.3.0) in your Mods folder next to it, without one of them you use the seats.
If you update from 0.8.0 your ships stay as they are, just keep PhysicsLib installed or switch to Walkable Entities.

New:
-10 spots on deck for crates, chests, baskets, barrels or a boat seat
-2 tether hooks at the mast to take animals with you
-Rope ladders to climb into the rigging and a crow's nest at the top of the tall mast
-The three sails can be dyed with a paintbrush and a bucket of dye
-Compatible with Cannons and Ballista Patch (both need TurretLib), a cannon or ballista goes on the two deck spots beside the steering wheel
-Ship configurator for creative mode

Changed:
-Building the ship now also needs 2 metal rings for the tether hooks, same metal as the rod
-Sawing the ship apart takes longer with cargo on board, up to 15 minutes, and what is still in the containers falls out
-The ship needs a lot less performance than before

Fixed:
-A lot of fixes for multiplayer, other players on seats and in the rigging are shown correctly now
-Getting up from the steering wheel or a seat while the ship is moving keeps you on deck next to it

0.8.0 seaworthy 1214 Sep 19th at 2:39 AM seaworthy-0.8.0.zip 1-click install

0.8.0 - first release

Ship
- Two-masted sailing ship, 17 blocks long (24 with the pole at the front), 5.5 wide, 17 high
- Deck, railing, hatch and masts are walkable (PhysicsLib)
- Wood of the ship is set by the logs of the first build stage
- Metal of the ship is set by the metal rod: copper, bronze (any), iron or steel

Building
- Ship construction site placed with 23 rollers, direction via tool mode (F)
- Site preview while holding the rollers: 7x15 ground, 7x21 water (2 deep), 4 free above, blockers shown red
- 10 build stages, materials from hotbar and backpack count together
- Launch into the water after the last stage
- Handbook entry "Game mechanic: The ship" with all details

Sailing
- Steering wheel at the back
- Two sail groups (big sails / small front sail), each set at its own rope hooks on the railing
- Three sail states: rolled up, half open, fully open
- Speed: big sails = vanilla boat, big + small = about a third faster
- Slow movement with movement keys when all sails are rolled up (push free when stuck)

Cargo
- Cargo hatch on deck, open/close
- 8 cargo spots below deck for crates, chests, baskets (CarryOn compatible)
- Crates below deck can be used on board

Anchor
- Anchor winch at the front, drop / pull up
- Rope goes down up to 24 blocks, ship holds still while any rope is out (also in flowing water)
- Large anchor (2 anchor arms + metal ring + 3 metal rods) and small anchor (anchor crown + metal ring + metal rod)
- Anchor parts smithed on the anvil in copper, bronze (any), iron or steel
- Anchor metal does not need to match the ship metal

Clipboard, lock and decoration
- Clipboard on the rear mast
- Padlock slot: whoever puts a padlock in owns the ship
- Owner list: trusted players by name
- Only owner and trusted players may steer, set sails, use the anchor, open the hatch, place lanterns or saw the ship apart
- Cargo below deck only protected while the hatch is closed
- Lock can be broken with a crowbar, 15 s up to 20 min depending on lock and crowbar metal, crowbar wears down, lock is lost
- Decoration slots: 4 metal bits for the steering wheel, 2 for the anchor winch, decoration shows in that metal
- Anchor slot in the clipboard, anchor can only be taken out while pulled up

Lanterns
- 5 lantern spots: 2 back, 1 front, 1 on each mast

Deconstruction
- Saw the ship apart: hold right-click with a saw for 30 s
- 50% of materials back plus padlock, anchor, metal bits and everything attached

Misc
- Requires PhysicsLib 1.3.0+
- Tested in singleplayer and multiplayer
- English and German language files

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39 Comments (oldest first | newest first) (threaded | flat)

Rexxia, 6 days ago (modified 6 days ago)

Walkable Entities added integration with this mod, but if I use it instead of PhysicsLib it makes me download the PhysicsLib

MisterMandarine , 6 days ago
@Rexxia: Walkable Entities added integration with this mod, but if I use it instead of PhysicsLib it makes me download the PhysicsLib

Yes, I'm aware of it. Soon there will be a version that has no PhysicLib, so you can use walkable entities.

Im still fixing bugs.

Calvinist, Sep 29th at 12:16 PM

Would be amazing to have it compatible with this mod:

Cannons - Vintage Story Mod DB

Furio, 4 days ago
@MisterMandarine: The Cannons mod and the Ballista mod are compatible now.

Thank you! I'm busy with other projects currently but I'll use your beautiful mod from now on as the base for my turrets.
I'm thinking directional platforms with tighter angles to put on each side, and then mount any turret / cannon on those

NekoJess, Sep 27th at 1:27 AM

I'm not sure if you'd be willing to add this, and I did see that a cannon was coming in a future update... But what about harpoon turrets and whales?  And for that matter, possibly small deck boats to launch from the main ship to harvest the hunted whales?
Just a few thoughts~

~Jess

MisterMandarine , Sep 29th at 12:27 AM
@NekoJess: I'm not sure if you'd be willing to add this, and I did see that a cannon was coming in a future update... But what about harpoon turrets and whales? And for that matter, possibly small deck boats to launch from the main ship to harvest the hunted whales?

That would be a nice addition. I’ll try to do animals, but organic shapes are not my strong suit. And for the boats on deck, I think a bigger ship would be needed to integrate them better.

alexisalexian, Sep 20th at 3:25 AM

awesome mod, wish we could attach creatures or additional seats though.

WestlyPepp, Sep 20th at 12:37 AM (modified Sep 20th at 12:38 AM)

I tried this mod out and do love it very much. I have a few suggestions/Issues with it though.

 

Having this mod with PhysicsLib, directly interferes with the ShipWright and WalkableEntities Mod. Making me and others "Rubber-Band" on those boats.

If its possible to change it where that issue is no longer present, or just use WalkableEntities. It would be perfect

 

But for thinngs to add. I would absolutely LOVE if we could use cannons from RustyShells, on these. As well as changing the color of the sails and adding our own flags

Omikronlex, Sep 22nd at 4:07 PM
@MisterMandarine: Walkable entities Support is comming very soon. As for the Cannon it is planed

MisterMandarine I could add a collision model for your ship and add it to Walkable Entities, if you want.

MisterMandarine , Sep 22nd at 5:10 PM
@Omikronlex: MisterMandarine I could add a collision model for your ship and add it to Walkable Entities, if you want.

That would be great, what would you need for that?
I can give you a version of the mod that is without physiclib so you can test it. I already generated a WE platform profile from the model if you want that.

Omikronlex, Sep 22nd at 6:22 PM
@MisterMandarine: That would be great, what would you need for that?I can give you a version of the mod that is without physiclib so you can test it. I already generated a WE platform profile from the model if you want that.

yes sure, you can provide me with both. send it to me in Discord. <--- this is my gondola cable car modpage. you can go there and write me a DM.

Narcissus, Sep 19th at 7:53 PM

Flyingkitty546
People can Make theyre Own mind up,dont need the AI town calling crying about it

Flyingkitty546, Sep 19th at 4:16 PM

Public notice to avoid this mod due to stated Generative AI useage.

CG23Sailor, Sep 19th at 11:57 AM

Does it work with Joy of Sailing, which gives actual sailing mechanics based on wind direction to the game?
I'd love to use this mod, but don't want to give up using Peagius winds (for changing wind directions, and Joy of Sailing (for actual sailing mechanics).

JangoDsoul, Sep 19th at 11:22 AM

One question why pick PhysicLib over Walkable entities mod

MisterMandarine , Sep 19th at 12:26 PM
@JangoDsoul: One question why pick PhysicLib over Walkable entities mod

PhysicLib was there before the other one. I didn't know that the Walkable Entities mod existed until yesterday.

Yunan, Sep 19th at 10:16 AM

Can you please make it so it would work on 1.22.0-1.22.7???

MisterMandarine , Sep 19th at 6:26 PM
@Yunan: Can you please make it so it would work on 1.22.0-1.22.7???

I have a version in the works that uses walkable entities to support older versions.

MisterMandarine , 4 days ago
@Yunan: Can you please make it so it would work on 1.22.0-1.22.7???

Now the mod works down to 1.22.0 with Walkable Entities and down to 1.22.1 with PhysicsLib.

Allarionn, Sep 19th at 6:06 AM

Following this for sure. There are things I would like to see though to differentiate it from the sail boat and justify working towards this beautiful vessel.This is kind of just a wishlist but it needs some amount more to justify the cost and loss of mobility due to size (sailboats will fit up smaller rivers):

* On board bed (Maybe in the form of a hammock between sails)
 * On board cooking
 * More inventory than the sail boat
 * Mount hauling location
 * On board liquid containers (Having a spot for a Barrel or Keg for Hydrate of Diedrate would be ideal for long voyages)

All that said I am incredibly Hype for this ship. The model looks great and I love seeing a walkable vessel like this!

MisterMandarine , Sep 19th at 10:25 AM
@Allarionn: Following this for sure. There are things I would like to see though to differentiate it from the sail boat and justify working towards this beautiful vessel.This is kind of just a wishlist but it needs some amount more to justify the cost and loss of mob

Thanks! I agree it needs more to differentiate it from the sailboat. Your ideas sound good I'll look into what can be done first, besides what's already planned.

Ragin_The_Cajun, Sep 19th at 4:27 AM

Awesome! We'll throw it on our test server to play around with it!

Maroon1312, Sep 19th at 3:45 AM

Following along to see how this develops 

Minimurder28, Sep 19th at 3:22 AM

This is absolutely amazing, though It does seem like it should be able to hold more cargo. It would feel more balanced if it was either decently faster than the sailboat, or could hold a stupid amount of cargo but was the same speed/slower.
Either way, still absolutely love it, and hope we see more in the future!

MisterMandarine , Sep 19th at 10:00 AM
@Minimurder28: This is absolutely amazing, though It does seem like it should be able to hold more cargo. It would feel more balanced if it was either decently faster than the sailboat, or could hold a stupid amount of cargo but was the same speed/slower.Either way, sti

Thanks.
It would be hard to get more than the 8 cargo box slots (chests and vessels) on the ship, I want them to be visible and reachable and to the speed it is 33% faster than the vanilla boat with all sails fully open, if it feels too slow let me know.

Jomeaga, Sep 19th at 3:03 AM

The model looks really good!

I'm a little confused by why I'd make this though... You say it can hold 8 storage slots and moves about the same speed as the sailboat, so why wouldn't I just use the way cheaper sailboat that's easier to handle because it's smaller?

Junoh, Sep 19th at 8:05 AM
@Jomeaga: The model looks really good! I'm a little confused by why I'd make this though... You say it can hold 8 storage slots and moves about the same speed as the sailboat, so why wouldn't I just use the way cheaper sailboat that's easier to handle because it's

The only reason I could see to make this one specifically is because you want to sail with others but there's already the Walkable Entities mod and Shipwright adding a larger ship(the drakkar) so that people can go on adventures without being seated.  That just leaves people wanting it for the model and, to be fair, it is a nice-looking ship.

MisterMandarine , Sep 19th at 10:09 AM
@Jomeaga: The model looks really good! I'm a little confused by why I'd make this though... You say it can hold 8 storage slots and moves about the same speed as the sailboat, so why wouldn't I just use the way cheaper sailboat that's easier to handle because it's

Thanks.

Good question, it only has 8 slots, but those hold chests and vessels. With all sails open the ship is 33% faster than the vanilla boat. And when you sail into a harbor nobody can steal your items as long as the ship is locked.