ATLAS
CG Ships
35 Comments
Lilly Jun 30, 2024 @ 2:12pm 
That sorted it - thank you
Darc Jun 30, 2024 @ 10:16am 
It's designed for multi-player, but it should work fine, however if your save already had something that altered the seamanship tree, just removing it may not fix it, you may have to test it with a fresh save.
Lilly Jun 30, 2024 @ 7:35am 
Is this mod designed to work in a single player game too? After adding it to my game it crashes every time I click on the seamanship skill. I removed all other ship-related mods to see if a conflict was causing it to no avail. I have CG Creatures, Stuff and Respec also installed.
Hao Jun 24, 2023 @ 10:03am 
GameUserSettings.ini Has it been updated? I can't find it bUseCustomSailSettings=:steamsad:
Darc Nov 22, 2022 @ 8:45am 
@thompse412 It adds in CG versions of the vanilla non-modular ships for players to build and use that can be customized by the server admin via the INI file config settings which are shown in the discussions tab.
tsukiouji Nov 22, 2022 @ 7:12am 
But what does this mod *do*?
Darc Jan 30, 2022 @ 9:55am 
That's a first then for me.
UnlimitedTurtlez Jan 30, 2022 @ 9:23am 
@Darcwon its still borked, server admin will have to refund the ship it looks like
Darc Jan 30, 2022 @ 3:36am 
@Jessica Try removing and re-placing the sails if it does that, see if that works.
UnlimitedTurtlez Jan 29, 2022 @ 11:16pm 
having issues where ships wont stop until you jump ship even with closed sails, then they also wont sail till you relog, is there a fix for this?
Darc Jan 4, 2022 @ 2:47pm 
You can make it in the Smithy or in your inventory once you learn the appropriate skill.
Darc Jan 4, 2022 @ 2:46pm 
@Canadian_Hoser it's called a CG Ships Converter, it's included in this mod. It is there so servers that do not have the CG Sails and CG Torpedo launchers in their loot tables, have a way to convert the vanilla versions of blueprints or items into the CG Variants and vice versa.
Canadian_Hoser Jan 4, 2022 @ 1:05pm 
What is this converter we speak of and where is this mod or what is it named?
Consortium Gaming Mods  [author] Jan 4, 2022 @ 5:13am 
@bapanda The Converter has now been added, let us know if you run into any issues with it.
Darc Dec 26, 2021 @ 7:30pm 
@bapanda the sails are fully capable of being upgraded, So the only other way other than using a converting table would be to spawn them in, either with Admin commands at a higher quality or with a shop plugin.
bapanda Dec 26, 2021 @ 5:09pm 
@darcwon ty so much that would be very helpful. is there any other way of making upgraded cg sails?
Darc Dec 25, 2021 @ 9:09am 
@bapanda not at the moment, I will add that to the list of things to look in to though.
bapanda Dec 24, 2021 @ 10:33pm 
are you able to convert the sails you find from SOTDS into CG?
Joew Feb 1, 2021 @ 3:39pm 
Could you add a Dinghy with configurable base weight, please? It's the only thing i can think that's missing.
Thank you!
Consortium Gaming Mods  [author] Oct 17, 2020 @ 11:10am 
Sorry for the late reply, but I just added in the spawn commands for the different items in the mod.

As far as the bUseCustomSailSettings flag,that goes into GameUserSettings.ini and by default it is set to False by the mod for those that want a vanilla sail experience.

I do highly recommend setting it to True though for more speed and weight for your CG Sails as well as using our settings listed as a baseline. Adjust as needed for your server of course :)
unhappyangel83 Sep 6, 2020 @ 1:50am 
ok the order is over...
I was just blind ^^

bUseCustomSailSettings=False
unhappyangel83 Sep 6, 2020 @ 1:44am 
Hello, this is a super mod.
But is it still usable at the current time?

And where does this config go?
"GameUserSettings.ini" or "Game.ini"

bUseCustomSailSettings=False

many thanks
bpb1 Jul 1, 2020 @ 12:39pm 
I agree. Spawn code for the sails would be nice.
This is an awesome mod. We are using it on a private dedicated server, and being able to spawn higher level sails for our ships that have other legendary or mythical parts would be great.
thetallest Jun 30, 2020 @ 8:53pm 
Okay I am going to ask since I do not see it being asked anywhere else. Everyone is free to think what they want but do you have any spawn codes built into your mod? if so what might they be ?
Stavinsky May 23, 2020 @ 12:10pm 
I started the server with the vanilla config as I had no clue there were special settings for the sails with the CG Ships mod. And with the vanilla settings I really found the Sloop to be under-perfoming and to be next to useless even on our 1x1 map.

So looking for informations on the ships speed I did come across your previous mod iteration (december 20192) and the settings for it. That's when I started to tinker with your sails bonuses and after a couple of trials I did hit a wall in what I tried to achieve. That's why I did finally come here to ask for help. And I thanks you for the help you provided.

Perhaps I will manage to find a way to achieve the idea I have to provide my friends with the freedom they want for their creativity while having the ships perform the way I want. Going to tinker some more.
Consortium Gaming Mods  [author] May 23, 2020 @ 11:29am 
bUseCustomSailSettings=False

That's what you would set to make the normal CG Sails vanilla. Using that setting makes the sails not use the config settings and instead use default settings.
Consortium Gaming Mods  [author] May 23, 2020 @ 11:26am 
I think the base ship speed may be more than a single setting, What I can say is, if you use Vanilla sails on your CG Ships, you will be moving at vanilla speeds. We have an option to not modify the sails configuration settings at the top of the config, essentially rendering the CG Sails except the 2x and 4x sails vanilla. If you wanted to try that out.
Stavinsky May 23, 2020 @ 4:11am 
The results :
Sloop : 13.5 knots
Schooner : 19.2 knots
Brigantine : 23.8 knots
Galleon : 22.5 knots

Adding the possibility to set the various ship speed would add one more way to change the ship utilities and use on private servers.

Still, I wanted to thanks you again, the stuff from the CG package is really great and we enjoy using them on our small map and my friends are really enjoying the building of ships and sailing around with their creations ;)
Stavinsky May 23, 2020 @ 4:10am 
I sadly don't have the dev kit, I should get it and take a look as my best guess (as a previous programmer) would be that the "Initial Speed" for those ships must be somewhere in the <shipname> classes. As the final speed of the ships are the result of a Sail Speed bonus multiplier and some multiplier depending on the Loaded Weight on the ship

I must admit I was a bit lazy ;), hoping that you had extracted that information for the mod.

If I got curious about that information it's because I found a couple of post forums that made some test about the speed on the ships, the loads and all those details. The exact post being here:
https://www.playatlas.com/index.php?/forums/topic/104493-speed-sails-ship-weight-and-cargo-racks-a-comprehensive-guide/

That guy used some commands to have a stable testing environment and I did some trial on my own, on a private server, with the various sails speed bonus at 1.0 and the result got me matching the post result. (Continued)
Consortium Gaming Mods  [author] May 23, 2020 @ 3:13am 
I just looked again and didn't see such a setting, I'm not aware of such a setting on the ships themselves. To the best of my knowledge, it's still controlled by the sails. If, however, you find the exact setting you are talking about, I can test it and see what we can do with it.
Stavinsky May 23, 2020 @ 1:17am 
Thanks a lot.

I had found those settings already in one of the previous iteration of the mod. Actually I was trying to find the basic "Max Initial Speed" of a ship that get multiplied by the Sails Speed values.

I tried to work on the sails values but I had no luck achieving what I want to achieve, except for the sloop and to the proviso the bigger ships don't use small sails.

So I though it would be easier to have the initial ship Max Speed so I could tinker around those values without having to increase some of the sails 'overboard' and having some unwanted results if someone mix the sails in some ways.

Thanks a lot again for your quick answer and the addition of the ini ;).
Consortium Gaming Mods  [author] May 22, 2020 @ 4:05pm 
More specifically:

These formatted settings:
<ShipClass>StartingWeight
<SailClass>SailWeight
<SailClass>SailSpeed

ie.. examples of these settings:
SloopStartingWeight=14000
LHSailWeight=50000
LHSailSpeed=1.0

Seem to be the settings I think you would want to tweak for your server.
Consortium Gaming Mods  [author] May 22, 2020 @ 4:00pm 
Please let us know if you have any further questions, happy to help!
Consortium Gaming Mods  [author] May 22, 2020 @ 4:00pm 
@Stavinsky First of all, Thank you very much for your comments :)

I just created a new discussion and pinned it for you with the settings our server uses, these settings can require a pretty powerful server as I state in the discussion, so you might consider halving the structure limits for ships depending on the server you are running Atlas on.

The Sails are really what determines how fast your ship will end up going, if you use all of the sails available with CG Ships/CG Sails, which is part of the mod. You will go very fast. You can reduce the number of sails you use, or you can reduce the speed settings for the individual sails in the config. The ship and hull don't really dictate the speed much at all I've found.

All of the settings are able to be adjusted as you see fit, the Weight settings on the sails can be taken down to 0 and the ships weight down by half of the config to get closer to what I think you are looking for.
Stavinsky May 22, 2020 @ 3:19pm 
Nice job you are doing with the consortium mods. I wanted to thanks you as those ships come very nice with the extra building area.

I found the settings to use in the ini to play with the various sails and ship data.
As we play in a small team on a 1x1 map I wanted to ask if there are extra ini
settings that can be changed.

The ones my friends and myself are interested into are the Ship Max Speed, and
the Ship Initial Move Weight.

As we are moving on a map we are not needing the ships to go that fast, and as the
navigation is kinda the reason we did come on the game. So we are pretty interested to set those hauling values on the ships to something a bit lower than what you picked.

Thanks in advance for any help and again thanks for the real nice work there.