Posts by Ozorvals

    I read this message from Red. It's why I tell that: the system described resembles that of ARK and allows construction of decent rafts or motorboats. However, for good player-built sailboats, animated sails are needed, which can be furled, and which follow the wind when used… It's more complex than a simple build around a raft-like object, and it requires a lot of dev extra work: The sails and probably the masts too, should be new objects logicaly connected to a specific raft-like object, that cannot be achieved by a block-based build.

    Thanks Elf, but I'm afraid we shouldn't hope too much about seeing a player-built sailing ship made of blocks that is both realistic and functional, because there are too many moving parts (sails, rigging, etc.). Coding that is probably extremely complex and time-consuming. On the other hand, it will likely work very well for motorboats or rafts.

    Thanks :)


    I’m certainly not the first person to discover this method; I simply formalized it to make it more accessible. It saves every interested player from having to reinvent the wheel.


    If you want to make your hull look less angular, there are a few tricks. First, a work on the geometry by using smaller segments and a low value (e.g., 2°) on rotation precision is of course welcome. But more important, you can use the texture to your advantage: it should be dark, matte (non-reflective), and uniform to better hide any imperfections.


    Advanced tutorial – not suitable for beginners.


    First, there are a few prerequisites for achieving the desired result:

    • A good mastery of modular snapping construction techniques in manual mode is essential. I will not re-explain the controls in detail, nor which snap points to choose in each instance. Without this skill, achieving a convincing result is impossible.
    • Keep the grid active at all times and remember to count carefully to ensure symmetry.
    • A research phase, even just finding a few images on Google, helps you understand the direction you are taking.
    • Take the time to observe various examples in detail before getting started.



    1. Mark the major axis with temporary blocks. This is essential, as you will need to duplicate everything along this axis of symmetry. Once construction is sufficiently advanced (no earlier than step 6), you can remove these blocks.


    2. Place the first block of the hull at the midship section – or, more precisely, at the widest point. It’s the red block on the illustration. Ideally, the block's X-axis (height) should be parallel to the major axis (from step 1), so you will need to rotate it. You will generally also need to tilt it slightly inward, depending on the shape you want for your hull. Don't forget to work symmetrically; a second (red) block must therefore be placed.


    3. Place the "horizontal" blocks. These are the yellow and un-tinted ones located on either side of the red block. Arrange them to form a curve, which will partially determine the shape of your hull. At the bow, and sometimes at the stern as well, the end of the curve should touch or slightly cross the major axis. To do this, the rotation precision (setr) must be set to a low value (e.g., 2°) and left unchanged until the hull is complete. To build something symmetrical, it’s important to count the number of rotations made using the directional arrows when placing each block.


    4. Place the "vertical" blocks. These are the ones located beneath the red block. Arrange them to form a curve, which will partly determine the shape of your hull. The end of the curve should touch or slightly cross the major axis. As in the previous step, you must also count and memorize the overall pattern. At this stage, you can choose between a clinker or a carvel-build, depending on how you position the planks (see illustration).


    5. Complete the hull using the same pattern as in the previous step. This time, instead of using the red block to start the curve, you will do that on the others "horizontal" blocks. Some blocks will extend beyond the major axis (see illustration); this will be fixed in the next step, but these blocks are necessary at this initial stage.


    6. Fix the blocks that extend beyond the major axis (see illustration). You can do this by reducing their length or width, adding triangles, etc. it doesn't matter how. The goal is to minimize these imperfections enough so that they are hidden when you place the keel (next step).


    7. Place the keel and verify that it effectively fix the imperfections. Feel free to paint the protruding blocks; this makes them easier to spot and helps you to correct errors more accurately.


    8. Finish your boat... There are still many steps remaining that will not be detailed here.



    You can find in attachments a blueprint of the hull of my little cargo ships at various stages of construction: it's an example that can be studied (and dismantle) to better understand the construction technique described here.

    Old ships

    Little cargo I & II


    25/07/2026 - Initial release.


    It's two old sailboats with the same hull, one with a square sail, the other with a lateen sail and both with a furled sail variant. These types of boats were used to load or unload larger vessels in ports, or for short-distance coastal trade. The model could be improved, feel free to share any comments.


    (Ich verwende einen automatischen Übersetzer; eine englische Version ist verfügbar)


    Persönlich freue ich mich zu sehen, dass das Spiel stetig und zuverlässig voranschreitet. Das ist weitaus wichtiger als das Tempo, mit dem neue Funktionen hinzugefügt werden.


    Was das gemäßigte Biom betrifft, so wollte ich darauf hinweisen, dass es weniger Unter-Biome enthält als die beiden anderen; etwas mehr Vielfalt wäre wünschenswert.



    Die folgende Liste enthält Vorschläge. Sie ist nicht nach einer bestimmten Reihenfolge geordnet; es handelt sich nicht um eine Forderungsliste, sondern vielmehr um eine Inspirationsquelle. Einige Punkte würden zweifellos einen enormen Arbeitsaufwand erfordern. Oft führe ich die lateinischen Namen einiger charakteristischer Pflanzen auf, die für eine angemessene Umsetzung dieser Vorschläge notwendig oder einfach interessant sein könnten.

    • Verschiedene "Blumenwiesen" (ähnlich den bereits vorhandenen) in Wäldern, die möglicherweise "seltene", kultivierbare Pflanzen oder Zierpflanzen enthalten – wie etwa Knoblauch, Zwiebeln oder Bohnen. Allgemein wäre es gut, die Erkundung zu fördern, indem bestimmte Pflanzen ausschließlich in spezifischen Unter-Biomen oder an bestimmten Orten von Interesse (POIs) vorkommen.
    • Teiche, ähnlich denen in der Java-Version, aber mit eigener, spezifischer Vegetation – entweder unter Verwendung vorhandener Pflanzen (Nymphaea, Typha latifolia) oder neuer Arten (Equisetum telmateia, Iris pseudacorus). Natürlich wären diese nur dann sinnvoll, wenn sie nicht auf das Meeresniveau beschränkt wären.
    • Weite, sehr flache Ebenen als Ergänzung zu den derzeitigen Hügeln und Bergen. Sie bieten nicht nur Platz zum Bauen, sondern stellen auch einen Landschaftstyp dar, der im Spiel bisher fehlt – komplett mit eigener Fauna und Flora (hohe Gräser, Weizen).
    • Torfmoore, Mangroven und Sümpfe (sowohl an der Küste als auch im Landesinneren) in drei Hauptvegetationstypen:
      • Typ "Torfmoos" (Sphagnum) mit kaum freiem Wasser, kleinen Erhebungen und Pflanzen wie Calluna vulgaris, Carex, fleischfressenden Pflanzen...
      • Typ "Großgräser" mit freiem Wasser und teilweise untergetauchter Vegetation (Phragmites australis, Typha latifolia...).
      • Typ "Überfluteter Wald" (Taxodium distichum im Landesinneren, Rhizophora an der Küste).
      Man sollte das Gefühl haben, im Schlamm zu versinken, von Mücken umschwärmt zu werden, sich der Bedrohung durch Schlangen oder noch gefährlichere Raubtiere gegenüberzusehen und vor allem darum zu kämpfen, voranzukommen. Schwer zugängliche Gebiete machen die Erkundung reizvoller – sowohl wegen der dort verborgenen Ressourcen als auch wegen der Herausforderungen, die sie an die Fortbewegung stellen.
    • Heidelandschaften, sei es auf trockengelegten Mooren (wie in Norddeutschland) oder auf nährstoffarmen Böden (sandiger Untergrund, wie in der Gascogne), mit einer Flora aus Farnen, verschiedenen Heidekrautgewächsen, fleischfressenden Pflanzen, Seggen und mehr.
    • "Kormoranbäume" in Wassernähe: abgestorbene oder absterbende, gebleichte Bäume, die als Sitzwarten dienen. Am Fuß dieser Bäume ist die Vegetation versengt und der Boden ist mit Kot übersät.
    • Verbesserte Verteilung der Flora durch den Generator, basierend insbesondere auf der Höhenlage und der Nähe zu Gewässern: Manche Pflanzen wachsen nur in Wassernähe (Weiden, Schilf usw.), während andere eher in bestimmten Höhenlagen vorkommen (etwa Nadelwälder im Gebirge).
    • Ein mediterranes Biom (niedriger mediterraner Wald, Maquis (Buschland), fruchtbare Täler und Ebenen …)


    Ich belasse es erst einmal dabei – der Text ist schon recht lang –, aber bei Bedarf habe ich noch viele weitere Ideen; frag einfach nach.



    English version:

    Das interessiert mich auch.


    Außerdem ist das gemäßigte Biom weniger komplex als die anderen beiden. Sind Änderungen geplant?


    (Ich benutze einen automatischen Übersetzer)

    Old ships

    Hanseatic cog I




    01/07/2026 - Initial release.

    11/07/2026 - v2 update.

    • Minor fixes on original version
    • Furled sail version added


    Its an old medieval ship from Northern Europe (Netherlands, Germany...), used primarily for transporting cargo across the Baltic and North Seas, though occasionally as a warship. This one don't have the fortified castles needed for this use.


    I am not a specialist in historical vessels, so the model is not perfectly accurate; however, I did some research to achieve a result that should be reasonably consistent. The model could be improved, feel free to share any comments.


    This boat is inspired by the Bremen Cog by Beko.


    Be sure to download (only) the last version (v2).

    The question is not the well-known teleportation issue - it's the least bad behavior in such cases - but the minimal free space around the chicken to avoid triggering that. This free space is usually defined by an invisible collision box: I hope for a smaller, more precise one.


    Other animals are probably affected too, but it's especially bad actually for small animals (hares & chickens).

    A straw nest where the hens prefer to lay their eggs would also be a good option; it would make player made nesting boxes functional.


    And let’s dream a little: giving the chickens a limited ability to fly (or "jump") to quickly flee from danger or reach a high perch, would make their behavior much more realistic.

    Small livestock like chickens and hares are often raised in small cages, but in game they can't stay inside because of their too big collision boxes. Instead, they teleport frequently to the upper level :/


    For example, on this unfinished chicken coop (image & blueprint below) I have created 10 nest boxes. I can place chickens on the upper level just under the roof, but not on the lower one, even though they look big enough.