LongshipUpgrades
Upgrade your vanilla Longship piece by piece with lantern, changeable sails, tent, shields, extended storage and more.
Screenshots 1 screenshots
About this mod Author’s original text
Longship Upgrades
Ever wanted your most used through the game ship to be even more useful? And not just useful but also cozy and deadly.
This mod is fully compatible with vanilla Longship. You won't lose it after disabling the mod. Even extra storage update will stay.
It is recommended that before disabling or uninstalling Longship Upgrades, disable ship map tables and complete a successful world save. See Safe removal.
Every mentioned upgrade is highly customizable.
Features
- upgrade mast (makes it removable and now you can place lantern and tent and switch sails colors)
- place hanging lantern to lighten the deck
- place tent to provide protection from elements and to get an ability to rest while travelling
- upgrade hull with shields to increase ship's health and provide more protection from arrows
- further upgrade hull to make it resistant to fire and ultimately protects from Ashlands ocean
- place a pair of mini-turrets-ballistas on the ship's bow to gun down your enemies
- place any trophy as a ship's figurehead for more style points, or place boss trophy to get an ability to use their forsaken power without overriding your chosen one
- upgrade ship's storage in 2 steps increasing its width and height by 1. Yet that handy extra storage comes at a cost of deck cluttering.
- switch between different styles of ship's heads, sails, tents and shields. Upload your own custom textures with ease.
- you can always remove tent if it interferes with movement on the deck
- place Wisp Torch on the top of the mast to push away the mist
Upgrade materials spend will use craft from containers feature if it is implemented correctly.
By default every upgrade demands different crafting station and its levels. But default check range is 100 so you doesn't need to park you ship in your forge.
After ship destruction any spent materials or turrets' ammo as well as ship cargo will be safely floating in the boxes. You won't lose anything under water.
How to upgrade
Every upgradeable part has its own requirements in materials, station type and station level. All of this is configurable.
If you don't know required station or station level you will have "Unknown upgrade" hover text.
If you don't know some material from requirements list it will appear as "Unknown item" along other known items.
To upgrade a specific part you have to find its spot. All spots are tied to its upgradeable parts.
- mast upgrade point is located where mast is fastened to the deck
- lantern upgrade is on its part of a horizontal mast beam
- tent upgrade is on the other side of the horizontal mast beam
- sail switch point is in the middle of the mast (it is disabled if the mast is removed)
- hull upgrade and shields switch is only accessible from inside the ship
- storage upgrade takes up front half of the storage hatch
- turrets upgrade is on the lower side of the bow
- heads switch is located on the plank below the head
- trophy stand could be easily found on the very bow
- tent switcher you can find by looking at tent directly from below or above
Trophy stand
If you place boss trophy (hey Moder) you will be able to use its forsaken power instead of your current one. It will not override your current power.
If your power is on cooldown you can't use ship's one.
After usage your power will go on the same cooldown.
Used power will no be shared on nearby players, it's always personal.
So its main goal is to extend variability of powers available on your journey. Most likely it will be Moder power useful on a ship only.
Custom textures for sail, tent and shields
On the first launch mod will create...\BepInEx\config\shudnal.LongshipUpgrades directory with subdirectories sails, shields and tents. There will also be _original.png variants of that textures taken from the game to use as a reference for new textures.
Then all you need is to place your custom texture in corresponding folder and it will be loaded automatically on the next game launch.
This files
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: