The placements are stored in an array and saved with the IHasModSaveData interface along with other mod data. The airships mod itself will go up on GitHub once most of the main features are in and refactored, but I can likely pull the interior customization part and turn it into a standalone house and ship editor and get it on GitHub "soon" as it's mostly handled by the interface window and not terribly entwined with the rest of the mod.
I just need to experiment with having the mods talk to each other properly and serializing the data smoothly between the two now. Luckily TheLacus' mod.MessageReceiver will seem to help immensely.
Yeah, a better check when disembarking will need to be looked into as I've gotten stuck in a house before. Interesting about the floating pilot though, haven't had that happen before. Please let me know if it occurs again. Also, was it the medium ship or the small ship if you can recall?Midknightprince wrote: ↑Sun Nov 03, 2019 11:22 amIt seems like around the walls you get stuck when you get off your ship sometimes, and that's pretty sneaky with no levitating around it ( I guess to circumvent an exploit ?), and once the driver spawned in the air floating next to the boat, so when I could levitate to him when I clicked on him, him and the boat just floated off ( and he was just walking in place next to it the whole time).
I too have trouble clicking the ropes, and will experiment with making them a bit thicker. At the moment custom textures are not used on the ship due to it being a custom model. It's definitely on my list of things to look into.The ropes can be tricky to click on, that could just be one of the mods though, and I don't think the boat textures are using the king of worms textures which it seems like it should because the boats you pay for do..
Maybe I'm Wrong, it could just be this reshade everything looks crazy with it.
I've played around with cannons before I committed to making a real mod out of this, and they will likely be implemented eventually. Simply slapping them on the deck with motion tracking and being chased by a pirate was fun, but I think immobile side cannons below deck might be what I'd opt for. Then positioning and getting off a full broadside would be pretty satisfying and tactical, though making a smart enough AI will become harder.I'm thinking cannons, cannons and let us dye the sail black with a red dragon ( yeah you don't need cannons but who cares), and maybe put a skull on front of the boat ( I know it probably can't be done, just sayin).