#Mod Release: Valkyrien Pirates 1.0.0

1 messages · Page 1 of 1 (latest)

sullen depot
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@raw rapids and I are very excited to finally unveil the official release for Valkyrien Pirates!

This mod adds pirate ships that generate in your world and sail by themselves. These ships come with a fearsome pirate crew, and cannons which will shoot at your ship. Killing the pirates will disarm the cannons, leaving the ship and its booty free for you to plunder!!

We hope you enjoy the mod :)

#1288351524342333503 message

https://modrinth.com/mod/valkyrien-pirates

pliant vector
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I'm baratie-ing on this

sullen depot
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Baratie: Meaning. In Hinduism, goddess of sacrifice. ??

pliant vector
sullen depot
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Ohhh 😅 trollface

split pond
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Nice mod! Any plans to make it forge?

sullen depot
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Thanks! Currently, no, but you're welcome to make a port. Also it probably works with Connector

feral fern
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Awesome! What kind of AI does the ship have? Is it being controlled by an onboard block or something? ... does it have a health bar? Does it keep moving until the ship is fully destroyed?

sullen depot
pliant vector
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Auto pilot lolz

sleek birch
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Yarr

hardy wigeon
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Forge?

sullen depot
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Not right now, but might work with Connector

dire relic
split pond
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I've tried with connector, if kotlin for forge is in the modpack it isn't gonna work but otherwise it should work

sullen depot
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Doesn't VS depend on Kotlin for forge (if on forge)?

split pond
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Yes

sullen depot
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So how would you use this without kotlin for forge with connector? I don't understand

split pond
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You wouldn't be able to, or I'm just a Little bit stupid and there's a way

sullen depot
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Ok gotcha

split pond
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Because it says valkyrien pirate needs kotlin for fabric and when I added it, it just crashed because of 2 kotlins

sullen depot
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Ohh I see

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Tbh you could probably override the kotlin for fabric requirement without issues

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I might post a patch with that change

split pond
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Please do! I would love to shell a pirate boat with the naval boat I am currently making

hardy wigeon
sullen depot
split pond
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Ok give me a moment please

sullen depot
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No worries!

split pond
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I got minecraft to load successfully, it also depends on what mods your using in your modpack

sullen depot
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Cool! Would you mind elaborating? (Which mods might be incompatible)

split pond
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I had a lot of mods I tested it with so I couldn't say but I'll test it out later

sullen depot
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Ok. Don’t feel like you need to go out of your way to test stuff, I just thought if you had specific mods in mind that this mod breaks with I would have liked to know

split pond
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Also another thing is idk if its connector or it being with kotlin but the items are missing for the mod

sullen depot
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Oh in creative inventory?

split pond
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yes

sullen depot
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We forgot to add them coppercrying

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You can use /give lmao

split pond
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alright

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just wanted to make sure

sullen depot
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The items work fine, just absent from creative inventory. This is true on fabric too

split pond
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Alright

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One last thing, would you like to see the pirates get absolutely bombed by naval guns?

sullen depot
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I would love to

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I just realized discord supports videos, not just gifs (unlike modrinth GREG )

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Here's a better demo:

ocean pumice
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are the muskets just retextured bows?

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this is soo cool

thin gust
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Would be awesome if it was possible to add custom ships with a datapack

sullen depot
sullen depot
ocean pumice
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aah, thats cool

thin gust
sullen depot
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Awesome :)

quiet hatch
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Minecraft is litteraly From The Depths 2.0 clueless

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Enemys, thrusters, armor, tanks, planes, helicopters

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Mod is awesome

sullen depot
sullen depot
# thin gust oh that's sick! Well I'm not in a rush to try it out yet but yeah I'm interested...

Ok, so first there’s this variable in the mod called PiratesIsLiveWorld that works sorta like a gamerule and probably should be turned into a gamerule. Lol. You can change it by right clicking the air with the testing stick item from this mod, if you run the game with the output log (can be enabled via setting in minecraft launcher) it’ll give an output. iirc shift right clicking with the stick at the air sets the variable to true, right clicking without shift sets it to false. Setting it to false will prevent the ship from trying to assemble itself while you’re trying to build it.

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The testing stick has a different function if you right click at a ship, but i actually don’t know what it’s for and at some point I tried it and it crashed

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Next, if you want cannons to shoot at you use a debug stick to set disarmed = false. Lastly (i think) place crew spawner blocks where you want pirates to spawn. Make sure they have conditional=true with F3 (unless you’re building a land structure instead of a ship). If you have cannons that auto fire, you will want a crew spawner block adjacent so that a pirate can crew the cannon and disable it when he dies. Motion block only works under a helm, put a crew block in front of the helm if you want a captain (to break the motion block when he dies). I think that’s it, aside from the above it just works like a regular structure

thin gust
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So every crew spawner has to be touching a cannon, and one touching the helm to create a captain, is that right?

sullen depot
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Kinda lol

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You can have it out in the open, the spawned pirate just won’t interact with any motion block or cannon

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Also the cannons can be adjacent or one block down from adjacent, there are 8 possible spots. Only 4 possible spots for the motion block, which is side+down (for each side)

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        BlockPos blockResult = new BlockPos(0,0,0);

        if (world.getBlockState(origin.north()).isOf(Pirates.CANNON_PRIMING_BLOCK)) {
            blockResult = origin.north();
        } else if (world.getBlockState(origin.east()).isOf(Pirates.CANNON_PRIMING_BLOCK)) {
            blockResult = origin.east();
        } else if (world.getBlockState(origin.south()).isOf(Pirates.CANNON_PRIMING_BLOCK)) {
            blockResult = origin.south();
        } else if (world.getBlockState(origin.west()).isOf(Pirates.CANNON_PRIMING_BLOCK)) {
            blockResult = origin.west();
        }

        BlockPos origin1 = origin.down();

        if (world.getBlockState(origin1.north()).isOf(Pirates.MOTION_INVOKING_BLOCK) || (world.getBlockState(origin1.north()).isOf(Pirates.CANNON_PRIMING_BLOCK))) {
            blockResult = origin1.north();
        } else if (world.getBlockState(origin1.east()).isOf(Pirates.MOTION_INVOKING_BLOCK) || (world.getBlockState(origin1.east()).isOf(Pirates.CANNON_PRIMING_BLOCK))) {
            blockResult = origin1.east();
        } else if (world.getBlockState(origin1.south()).isOf(Pirates.MOTION_INVOKING_BLOCK) || (world.getBlockState(origin1.south()).isOf(Pirates.CANNON_PRIMING_BLOCK))) {
            blockResult = origin1.south();
        } else if (world.getBlockState(origin1.west()).isOf(Pirates.MOTION_INVOKING_BLOCK) || (world.getBlockState(origin1.west()).isOf(Pirates.CANNON_PRIMING_BLOCK))) {
            blockResult = origin1.west();
        }


        return blockResult;
    }```
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Here is actual code for the crew spawner block

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so it checks four sides for cannon priming block (cannon activator), then moves down 1 and checks four sides for either cannon or motion block

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if nothing is found, it just spawns a pirate that mostly works like any old mob (tries to kill you, drops gold)

thin gust
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alright, pretty easy to understand, thank you so much for explaining how it works! so after that i can just generate the structure anywhere. would be cool to split bigger ships into 2/3 slices and have jigsaws between them to have somewhat randomly generated interiors

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Actually another thing, would mobs created with the structure itself work? Or are only the pirates specifically made for those ships

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I assume the crew spawners spawn them after the ship gets assembled so they don't fall through the floor

sullen depot
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Also having a block on the ship to spawn the entity makes it way easier to detect where the cannons are and stuff

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But the alpha version of the mod just used mob spawner blocks (vanilla) and including entities in the structure should work as normal

thin gust
sullen depot
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Hmmmm :) that’s a good idea, i hadn’t considered it. Next update mayyybe?

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One thing I was considering was giving crew spawners an enum property (a blockstate with a number, like kelp age or something)

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And making 0 spawn the pirates, and each other number have an empty method for addons to mixin to

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Cuz then they could add their own spawn logic if they want

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But maybe I can reserve a number for datapack makers? Or maybe creating a datapack for this mod doesn’t need more complexity lmao

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I can’t wait to see what you make. While making this I built probably a dozen ships and the one in the mod is the only one I made that seemed well suited. It’ll be really cool to see more ships for the mod

thin gust
sullen depot
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Wdym lol

thin gust
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Well you mentioned custom spawn logic, the spawner blocks spawn a crew member right where the block is, right?

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or is it random

sullen depot
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The crew spawner blocks do, yes. They have no hitbox and spawn the pirate right on top of itself, then delete itself

thin gust
sullen depot
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That’s awesome

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I tried making a pirate pack a few months ago but it seemed really bad how all the ship structures were static (like from Towns and Towers, ect)

thin gust
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Yeah, same problem pretty much, the best mod we've found back then was one that allowed pillagers to use boats lol

sullen depot
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If you make a datapack and need crew spawner blocks to spawn a certain entity, would you be opposed to packaging your datapack as a mod? For now it would probably be easiest to just make a new crew spawner block that spawns a different entity. I can do the last part for you, it’s pretty easy

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Although I’ll note that most mobs in MC will fall off the ship pretty quickly, I gave my pirates custom AI changes to help them stay on the ship better

raw rapids
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Wooh release.

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You can also make custom boat patterns, they are a tad weird tho

sullen depot
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True!!

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If someone makes a figure 8 pattern that would be cool

raw rapids
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yeah entities don't like VS ships much it messes up there AI hence G_Mungus's fix

raw rapids
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But it is possible to do any shape, most of them will not be infinite but rather travel however

thin gust
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I haven't experimented much with mobs on ships

raw rapids
sullen depot
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I found that hostile mobs really like to chase you off the ship and drown

raw rapids
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that was the original thing with teleporting the pirates to you, but that was more of a temporary fix lol

tardy egret
wary meadow
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Sick bro, there some chance to make a compat with some of the 1 thousand one piece mods ?

sullen depot
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Thanks! It should be compatible with most mods, although if you’re asking for integration it’s unlikely that I would make it. However, the mod is open source and MIT license so if you or someone else wants to make a mod to add integration with something, go ahead :)

raw rapids
orchid iris
thin gust
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same for the other blocks

sullen depot
thin gust
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GREG can't you just replace the crew spawner with air once it spawned the mobs in

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no reason for it to exist afterwards

sullen depot
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That does happen

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I mean that’s how it works already

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My main concern was motion blocks dropping, since they aren’t removed right away, but I removed crew spawners too just in case

thin gust
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then just

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Make the blocks not drop themselves so it's only usable in creative that way

sullen depot
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When building the structure, I found it easy enough to place orange wool or something everywhere I wanted a crew block, then do /fill (corner of ship) (opposite corner of ship) crewspawner replace orange_wool

thin gust
sullen depot
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Probably is

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You’re right, it would have been better. I did it this way cuz I had been working on the update for almost a month and just wanted to get it released

thin gust
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yea understandable, I'm just tryna help not criticize

sullen depot
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All good!

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I appreciate it

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I’m sorry there’s jank, it’s on my list to fix alongside the PiratesIsLiveWorld thing lol

thin gust
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no need to apologize, take your time 👍 it still works afterall

sullen depot
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Thanks bro. Looking forward to seeing your datapack!

storm aurora
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Do you have a command to make one spawn ? My server map is already fully generated with the old ones. Also I will made one that flies :}

sullen depot
sullen depot
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No problem! Note though that there are some pretty significant changes in this update and you might want to backup your world before updating the mod

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More specifically, the old ship structure will probably have issues in the new version because the cannon priming block now faces a direction, meaning that the cannon priming blocks on the old ship will probably all face north and not work

storm aurora
sullen depot
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Right now the ships only drive in a circle, or otherwise in a preset pattern specified via config

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Ships that avoid structures and chase after you would be immensely cool, maybe I’ll add that eventually but it sounds hard

storm aurora
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Okay ! So I was hallucinating it lol. I might have been in the center of the patern.
Yeh that sound a bit tricky to do

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I love the new details like the cannon fuse, neat

sullen depot
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Thank you!!

full swift
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I used my own cruiser with fire control and radar to attack the pirate. I think that's how valkyrien battles should be

little bluff
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this is a cool mod, if there is a deck on your ship blow the water is it flooded, and further more if it's not flooded, having a cannon shoot a hole threw it, will the lower deck start flooding?

sullen depot
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This does not change anything about how the water works in Valkyrien Skies. A deck below sea level will be flooded

full swift
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Maybe possible to get the cannons work

sullen depot
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Polishing some things up for you

thin gust
normal sand
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Will this mod release on forge too?

sullen depot
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It is not planned

normal sand
pliant vector
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No

sullen depot
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Yes, but only with later versions afaik

pliant vector
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Wait

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Wrong channel 😭

sullen depot
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Scared me for a sec 😅

raw rapids
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i have been tempted to port it to neforge but idk if that will happen whilst vs is still on 1.20

normal sand
raw flame
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@sullen depot I just downloaded this mod, and my first reccomendation is to make the ships go in bigger circles instead of just circling around one anchor. You could have like a big circle and have it rotate there instead

raw rapids
raw flame
raw rapids
raw flame
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also, if ramming and ship cleaving is ever added through addons, will you ever make greek ships with that?

raw rapids
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i think there is suppose to be an update sometime for ship on ship event detection, and ship splitting, so perhaps that may happen soon