Releases: JohnGilb/SailwindVirtualCrew
Releases · JohnGilb/SailwindVirtualCrew
v0.1.14-alpha
Major Features
- Standing Orders: First Officer now lets you set sail configurations for each main point of sail (e.g. Port Close, Port Beam, Port Broad...). While the FO is awake, they will notice changes in the wind and issue those orders when the wind relative to the ship changes. This means you can have the crew take some automatic actions when you tack, for example.
- This is accessible from the First Officer window.
- Favorite Actions 2.0: Uses the same system as Standing Orders to let you issue more powerful commands - for example, one favorite command could simultaneously reef some sails, deploy others, and manipulate sheets.
Minor Features
- Add performance instrumentation to Developer Window (this won't mean much to most people, only interesting to other modders/contributors)
- Crew Orders (the main "Sail" window) rebuilt with different UI system; will likely look a little different than the other windows. It uses about 20% of the previous resources per-frame.
- Add hint to crew roster window about where to pick up crew
- Maintenance window now has sliders for bailing behavior thresholds
- Steward now chooses foods based on your nutritional needs, tries to avoid overfilling vitamins/protein if they can.
- Extraneous "Map" button removed from Navigator page.
- Integrations with Profit Percent and Cargo Controller can be disabled from BepInEx configuration
- Windows can be position locked via the entry Window
- Main Window now has Tooltips
Bugfixes
- Bugfix for collision alarm firing on the ship's own anchor =]
- Bugfix for Chronometer available at global time rather than local time
- Bugfix for steward draining all your barrels. If your barrels are empty, there is a button in Developer mode that will refill all water barrels.
- Bugfix PR from crazybmanp that makes auto-trim ignore reefed sails
- Bugfix (partial) for scenario where crew appear available to hire while at sea. They still might, but trying to do so will fail and clear the page.
- Bugfix where scrollbar should let you actually scroll to the bottom of windows
v0.1.13-alpha
Performance fix for ships with many, many crates
v0.1.12-alpha
- Adds a new role: Steward, who keep you fed and hydrated. Can also discuss Philosophy with them to pass the time.
- Navigator now has a Map. Whenever measurements are taken near noon, they take them (averaging if multiple instruments are used) to plot the ship's position. If this is done on an Island, it also makes a note of the Island's position.
v0.1.11-alpha
- Fix for lookout bell not ringing (incorrect case in lookout bell filename)
- New Window Manager (so you can summon/dismiss windows you're not interested in
- Vertical scrollbars for all windows
- Vessel automatically scans; in most situations you shouldn't need to press V.
- Performance improvements for Deck Orders and Supercargo (they were performing expensive scans unnecessarily)
- Fix First Officer issuing impossible navigation orders at night
- Deckhands can clean the ship (still needs testing)
- Lookouts will issue a "collision imminent" warning with a new bell when they think you're ~60 seconds away from collision, should wake the player if sleeping
v0.1.10-alpha
- Fix mooring side flipped for the Cog
- Speculative fix for endless "Press X to Keep" on cargo
v0.1.9-alpha
New Features:
- First Officer now allows for a day/night shift system, including graceful handoff to the next pilot/lookout.
- Night mode for the UI when between 1800 and 0600
- Quartermaster will refill some water barrels when you visit a Port Trader (each port has a ~1 week cooldown for this) based on their Charisma
Several bugfixes:
- Mod is generally more resilient when you leave the boat. Still a little wacky when you go between two boats.
- Bugfix related to heading stability when attempting to pilot due west
- Lookouts can no longer see over the horizon when a candidate island has a seagull renderer
0.1.8
v0.1.7-alpha
What's Changed
- Add apparent wind angle hold to piloting by @Specter242 in #2
- Enhance winch/sail detection, and NRE-like error handling by @crazybmanp in #7
- Supercargo now lets you mark goods to be sold from your boat if you are moored near the Port trader; Deckhands will deliver and sell them
- Added hotkey, default Z, to Cargo Controller integration; will auto-grab the top item from the Port list of cargo. Great for rapidly loading your ship.
- Lookouts now automatically scan for spyglasses on the ship when they start their shift
v0.1.6-alpha
- Even more sleeping fixes
- Lookouts can now identify islands you have been to if they are close
- Lookouts can "ignore" landmasses for 24 hours (e.g. you want them to stop reporting a huge island because you're trying to find a smaller one)
- Balance: Crew no longer take extra fatigue when working (the old behavior can be reenabled if you are a glutton for punishment)
- v0 Code exists for First Officer, behavior is likely very buggy.
- If you have a navigator and Chronometer, your navigator can give you the time to within 10 minutes
- Mooring has a cute throw animation
- Crew now properly refresh at ports every 7 days
v0.1.5-alpha
- Crew require daily pay, as well as taking a % of your profits
- Lookout logic more sophisticated, "build confidence" by keeping land in sight. Can be blocked by waves.
- Deckhands can throw mooring lines
- Several fixes relating to sleep