Ship Settings

Updated a day ago

A negative number counts as 0 in every setting except SailForceOffset.

General and Multipliers

Key Default Effect
Lock Configuration true Read on the server only. On: every player uses the server's values and cannot override them. See Multiplayer and Commands
Health Multiplier 1 Times every ship's Health
Sail Force Multiplier 1 Times every ship's SailForce
Paddle Force Multiplier 1 Times every ship's PaddleForce
Turning Multiplier 1 Times every ship's TurnForceSailing and TurnForcePaddling (not RudderSpeed)
Damage Taken Multiplier 1 Times every ship's DamageTaken
Build Cost Multiplier 1 Times every ship's BuildCost

Ship settings not listed here are used as written.

The ships

Keys in the Ship section are <Prefab>.<Setting>. They appear the first time a world loads (on a dedicated server, when it loads its world), each set to the ship's vanilla value, so a fresh file changes nothing.

Ship Prefab
Raft Raft
Karve Karve
Longship VikingShip
Drakkar VikingShip_Ashlands
none (in the game's files, not in the vanilla build menu) Trailership

Ships from other mods get the same settings under their own prefab names. One added after the world started gets them the first time one appears in the world.

A change applies at once to new ships and every loaded ship; ships elsewhere get it when they load.

Per-ship settings

Setting Effect
Health Maximum health (see below)
SailForce Thrust from the sail: top speed under sail, scaled by wind and sail size
SailForceOffset Height in metres above the ship's centre of mass where the sail pushes. Lower heels less and capsizes less at high sail force; 0 removes heeling from the sail; negative pushes below the centre of mass. Lower it when you raise SailForce a lot
PaddleForce Force when paddling forward (slow) and backward
RudderSpeed How fast the rudder swings to full lock
TurnForceSailing Turning force under sail; grows with forward speed
TurnForcePaddling Turning force while paddling
ForwardDrag Forward water drag; caps the top speed. Lower is faster and coasts longer
SidewaysDrag Sideways water drag. Lower lets the ship slide in a crosswind. Tune with care
AngularDamping Resistance to rolling and pitching. Higher is a steadier deck; too high and the ship stops turning. Tune with care
WaterImpactDamage Damage from slamming into rough seas with players aboard. 0 turns it off
UpsideDownDamage Damage per second while capsized. 0 turns it off
WeatherWear true: loses health in rain and while the hull is under water, down to half health
AshlandsOceanDamage true: the burning Ashlands ocean damages the ship. false: it sails there unharmed (see the warning below)
DamageTaken Default 1. Multiplier on every hit: attacks, collisions, rough seas, capsizing, the Ashlands ocean. 0.5 halves it; it also scales WaterImpactDamage and UpsideDownDamage
Invulnerable Default false. true: the ship takes no damage at all
BuildCost Default 1. Multiplier on every building material. Only on ships with a building recipe
  • Health. New ships get the new maximum. A loaded ship keeps its current health: raising the maximum makes it look more damaged until repaired (a repair fills it to the new maximum); lowering it takes no health away (the ship stays above the maximum until it takes damage). At world level above 0, ships also get the game's extra building health, as in vanilla.
  • No damage. Invulnerable = true, or a DamageTaken that is 0 after the multiplier, blocks all damage: hits, weather wear and the Ashlands ocean. Ships cannot be dismantled, so an invulnerable ship can only be destroyed after you turn this off.
  • Ashlands warning. AshlandsOceanDamage = false on any ship but the Drakkar removes the progression gate that makes the Drakkar necessary, along with the Ashlands ocean effects and the world key that ocean damage triggers.
  • Build cost. Each material is its vanilla amount times the cost, rounded to the nearest whole number and never below 1 (so 0 makes every material cost 1). It is always worked out from the vanilla amounts, so changing it again never compounds. The build menu shows it at once.

Vanilla values

Read from the game when the world loads; as of this writing:

Setting Raft Karve Longship Drakkar Trailership
Health 300 500 1000 3000 1000
SailForce 0.05 0.03 0.05 0.085 0
SailForceOffset 0.5 1 2 2 0
PaddleForce 0.5 0.2 0.2 0.25 0.5
RudderSpeed 1 1 1 0.5 0.5
TurnForceSailing 0.2 0.18 0.8 1.05 0.5
TurnForcePaddling 0.3 0.2 1 1.9 1.5
ForwardDrag 0.005 0.001 0.001 0.002 0.005
SidewaysDrag 0.1 0.15 0.15 0.5 0.05
AngularDamping 0.05 0.05 0.3 0.95 0.1
WaterImpactDamage 10 10 10 10 10
UpsideDownDamage 20 20 20 20 20
WeatherWear false false false false false
AshlandsOceanDamage true true true false true

The file keeps what it holds: if a game update changes a ship's vanilla values, your file still applies the old ones. To take the new values, stop the game or server and delete that ship's lines (or the whole file); the next world load writes them fresh.