Sea ships, air ships, land ships, special underwater biome.
Small guide is in the discussion section.
Quick list of what to do (explanation is based on sea ships)
Building the ship:
1. Get 50-100 wood or steel.
2. Build a ship core and a bit of substructure around it.
3. Build a sail\oar\thruster.
4. Use buttons on ship core to control the ship.
Using the ship:
1. Click on ship core.
2. Select action (Sail Away \ Dive \ Dock)
2. On the world map select a nearby tile.
3. You will get moved to a sea \ underwater \ land map.
4. Select landing position.
Sailing the sea:
1. Use Sail Away action in ship steering wheel menu.
2. On the world map select a nearby tile.
3. You will get moved to a sea map.
4. Select landing position.
5. Go to world map.
6. Select your fleet (white thing)
7. Use Right clicks to move the fleet.
Separate ship from fleet:
1. Use Sail Away action in ship steering wheel menu.
2. On the world map select a nearby tile.
3. You will get moved to a sea map.
4. Select landing position.
Return from underwater map:
1. Use Surface action in ship steering wheel menu.
2. Select nearby tile and confirm ship placement when map loads in.
Don't park your ships on land, that's not cool. Water or sand will be much nicer for your vessel's structural integrity.
Also don't dive underwater if you don't have protective equipment and properly sealed vessel.
Optional features:
1.Mod also moves settlement a bit closer to sea tiles during planet generation so they could be actually raided or traded with. So if your planet generation fails this mod can cause it. Can be disabled in settings.
2.Worksites (the "Faction X has a farming site" sort of stuff) will also be moved closer to sea. Can be disabled in settings.
3. Land swap depending on biome for land fleets.
4. Pressure damage underwater.
Please save before using any feature of the mod you did not use before. Mod works on my side and should not have compatibility issues, but being careful won't hurt.
Another note - sea and underwater maps will be wiped if no ship is there when any ship leaves the map. if you want to keep using sea or underwater map, just "anchor" the map by placing a sea ship engine on it.
[BTD] Gravship Blueprints is compatible.
MultiFloors is mostly supported. If the vertical extender will fail, add a sea engine near it and then remove the engine, tends to fix the issue. MF behavior on sea and underwater maps can be weird, unlikely to fix. But ship's floors should be transferred between maps properly.
Known bugs:
Additional underwater floors with MultiFloors won't get underwater properties.
Launching shuttles\pods from MultiFloors levels will ignore ship movement in the sea and use initial position of sea map. Launches from base levels are not affected and use actual location of the ship.
Colonists can ignore their MultiFloors level assignments while on sea map. For example, sleeping on base floor instead of selected one.
Mod "Tilt the Planet! - Realism Overhaul" will change the colors of underwater maps.
Landing ships on some deep water is impossible.
Landmark features can stay with the ship if they were present on world tile ship sailed to. Will try to fix later, for now removing game condition through dev menu is recommended.
Textures included in the mod are made by Skinnylegs.
Except tender boat texture, it was "borrowed" from Fishing Boats mod, which was updated by Zaljerem, commissioned by Ouroboros and made by Erok. If any of them don't like their stuff being used I will remove the texture.
All other textures are placeholders taken from vanilla or odyssey.
Some Vanilla, Odyssey code was used as well by modifying defs or feeding C# code to AI.
Mod mostly made by AI and yes, I also dislike AI, but if I can add a mechanic like this in 3 days of lazy "work", I will do it.