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SHIP-COURSES

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Name

ship-courses — set courses for your ship to sail upon

Description

SHIP COURSE Sets the current ship course, or cancels a current one. The course location must have been set previously using the SHIP MARK command. When a course is set, your ship will automatically sail for the marked coordinates. The ship will not, however, sail around obstacles, so you must keep an eye out when using this feature. Inflatable bumpers, available for sale at shipwrights, will provide leeway when running aground.

Using SHIP COURSE REROUTE <#> lets you change the route number of existing routes. Route numbers are used to group sets of marks together.

SHIP MARK add Marks the current coordinates for future exploration using the SHIP COURSE command. You group marks together by specifying a route number of your choice. Marks that are grouped together become a "course", and the ship will automatically move from course mark to course mark until it reaches the end.

SHIP MARK coordinateadd <name of location> Rather than needing to sail to a coordinate location to set a mark, a ship's captain may remotely record a coordinate mark. Make sure that any marks set in this manner are correct as coordinates that are not on the water may be entered and setting your ship on that course may result in running aground.

In order to mark a course, you must be holding a sextant or your ship must have a sextant upgrade installed. Ship marks may also be removed by using the SHIP MARK remove command.

SHIP MARK dump

This command creates a list of all marks belonging to the ship, formatted in such a way that another player can paste this list on their ship to automatically add all of the marks to their ship as well.

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