Ship Building

**NOTE**: We've grabbed the most recent version of Valkyrien Warfare --or, as it is known now, Valkyrien Skies. Most of the original blocks (etc) no longer exist, but the rest of this article still applies (i.e., general guidelines, mechanics, etc). We're currently rebuilding some of the automated vessels in Oceanica using this updated mod.

- Physics infuser.  The main component that turns your vessel from a static item into an actual ship for use.  You will place this on your completed ship and right-click it to complete the task (infuse the vessel).  **See guidance below for recommendations on this.**
- Basic hovercraft controller.  **No longer exists**. Use "Lift Lever" instead.
- Ether compressors.  **No longer exist.**. Use "Valkyrium Compressor Part" instead.
- Engines.  There are also several varieties of engines, which are controlled by redstone signals. You can use the legacy variety (basic, advanced, etc), or utilize gear boxes, engine parts, etc. Legacy engines are powered and controlled with redstone, including levers and pressure plates. The more "modern" engines are controlled via gearboxes, network relays, speed telegraphs, etc. A legacy system is easier to set up and more compact, but may require you to run to various places on the ship to get it to maneuver (due to different locations for levers, etc). The modern system can be set up so that your ship's help and speed telegraph (etc) are all in one spot, like a proper bridge. Decide how you want to build your ship **before you spend coin on the components**. There are no refunds for ship components!
- Network relay, Relay wire, etc. **Part of the updated Valkyrien Skies**.
- Redstone controls **for legacy engines**.  This includes redstone dust, levers, pressure plates, buttons, etc.  You cannot fire your engines without redstone controls. Controls for the more modern-style engines (etc) can be bought from a different vendor, usually standing right next to the main boatwright vendor.

See the official tutorial here: https://wiki.valkyrienskies.org/wiki/Tutorial
You can also try out a "sample" ship (using redstone-powered engines, not the newer, fancier ones) in a docking area south of Cartisport, near the commodity exchange. Check it out!

**Building Guidelines:**

1.  When you build your ship, it is best to ensure it is symmetrical, left and right (port and starboard) along the keel (centerline of the bottom of the hull--just consider this as the "centerline" of your ship).  There are two major reasons for doing this:

   a.  Aesthetics.  If you plan on building it to compete, you can gain extra points in a competition if your ship looks good.

   b.  Maneuverability.  If the ship is imbalanced (too much stuff on the right (starboard), etc), your ship becomes harder to control.  For example, if there is too much weight on one side of the ship, it will tend to drift in that direction, or potentially even capsize.  If you want a ship that steers straight, you want to make sure the weight is balanced.  ALL ship items have weight. **In addition to making sure your ship is balanced**, remember that many piers/docks/berths may not be able to accommodate the size of your ship. A table of maximum sizes for each port is listed below:

* Notes: Ports in **bold** are considered major ports. Anything labeled with (exchange) means it has immediate exchange access. Anything labeled with (exchange\*) means the dock is the best choice to access a nearby exchange. Maximum widths for moorings and broadside piers are recommended, and vessels CAN be a bit wider (usually up to 5 meters/blocks wider). Maximum widths for berths are firm values, and vessels wider than these limits will not fit in a berth. All measurements are displayed in h x w x l (height by width by length) and are in meters (blocks). As a general rule, a "berth" is a docking area that has a dock on each side of a vessel. A "double berth" is the same, but is supposed to be used by two vessels (one ties up to port, the other ties up to starboard). A (broadside) "pier" is a docking area that has a dock on *one* side of a vessel (a single vessel moors "broadside" to the pier, either port or starboard). And a "mooring" is an artificial "island" a vessel can tie to.

2.  Try and use the lightest items you can for your hull.  Wood and glass are best (like an old-style sailing vessel).  Iron is heavier.  **Some blocks cannot be integrated into your ship at all, such as dirt and stone.** The heavier your ship, the more completed constructed Valkyrium Compressors (8 compressor parts in a 2x2x2 cube) you need, and that can end up costing you a lot of coin.  If you are not careful and your ship is too heavy, these things can happen:

   a.  Loss of speed (which can be fixed with additional engines)

   b.  Foundering (sinking) (which can be fixed with additional constructed Valkyrium Compressors)

Generally, "heavier" items such as iron are more blast resistant than lighter items. So if you want a ship that's more resistant to cannon fire, consider things like iron.

3.  While talking about engines, I should mention that you can put TOO many engines (or have them too powerful) on your ship.  The net result of that is your ship will "glitch."  That is, it will either appear to jitter and stay in the same spot (that may just be a rendering issue), or you could be thrown from the ship.  The goal here is to experiment to find the right amount of the right power of engines.  Having a friend nearby can help in case you get thrown from the ship, or even using a "deadman switch" (the engines are powered on only when you're stepping on a pressure plate). **Note:** Recent updates to Valkyrien Skies has improved on the physics dramatically. I've yet to be thrown overboard from a ship while in Adventure/Survival mode, but you should still keep this guideline in mind.

4.  Don't make a ship with too deep of a draught (that means:  don't make it so that it sits below the waterline too much).  You run an increasing risk of hitting shoals with the greater the depth of your ship.  While shoals won't cause damage to your ship (as of this writing), it can and will knock you off course.

5.  **Before you infuse your vessel**, it is a good idea to create a "dry dock."  Take hard blocks like iron and place them underneath and around the bottom/sides of your ship **without them touching your ship**.  Make sure that even diagonally your "dry dock" blocks aren't touching your ship.  This way, once you have infused your ship, it won't just drop into the ocean and capsize (**Note:** capsizing does not seem to happen anymore in the most recent version of Valkyrien Skies, as long as the ship isn't built topheavy or asymmetrically).  Once your ship has settled into the dry dock, you can then go to the Lift Lever and set the height to something between 62 and 66 to achieve the effect of floating on the water.  **In keeping with the theme of Oceanica, please keep your height between 62 and 67, enough to achieve the desired effect.**  Don't set it to such a high number that you can float over mountains, and don't be surprised if an admin or Race Master comes around and sets your vessel to the correct height.  We'll consider allowing for "dirigibles" (vessels that appear to fly) in the future; but for now, stick to the theme or you could end up with your ship being ...altered. **And don't forget to remove your "dry dock" when done.**

6.  Note that you can create your "dry dock" at an actual dry dock in some cities, most notably Cartisport.  Look for the docking area outlined in red.  While most towns (and other important features) will force you into Adventure mode, dry docks will allow you to be in Survival mode so you can build your ship.  **Please do not leave your "dry dock" blocks and/or your ship there for long, or it will be removed for you.**  And who knows where it might end up.  You Have Been Warned.

7.  **If your ship does capsize:**  Use the GUI on the physics infuser to "align" the ship. Use heavy blocks to correct whatever's causing the ship to capsize or be otherwise imbalanced.  All vessels will rotate around a point of center of gravity. **Always remember that your ship stays "upright" depending on its center of gravity.**  Even if you do eventually right a capsized ship, if it's topheavy or asymmetrical, it will very likely flip over again.

8.  Below is an example of a ship layout regarding setting up redstone controls:

You can arrange your redstone controls for your engines as shown above if you wish.  Make note of the center of gravity of your vessel (make your best guess).  It will help you determine how you want to set up your steering.  In this case, I have one engine on the left (port) and one on the right (starboard), and I can activate the relevant redstone circuit to make a turn.  Note that the thrust of whichever engine you activate will cause thrust, and will make the vessel pivot around the center of gravity.  See the "Rotational Motion" graphic below.  Combined with Linear Motion, your vessel will turn while you are going forward (or backward).  It should be noted that the turn won't be on an actual curve, but will appear to "skid" into the turn.

Forward MotionTurning physics
**Note**: If you opt to **not** use the legacy engines for maneuvering, make sure you follow the tutorial above for proper placement of engine parts, propellers, rudder, etc.

9. Once you have an activated ship, you can place **cannons** on the deck. Right-click the deck of your ship with the cannon-placing tool to place the cannon. It will be placed in the cardinal direction you're facing when you use the tool (i.e., north, west, etc). Once placed, you can right-click the cannon to use it. The commands are then as follows:

* w - Raise azimuth (max angle is 75 degrees)
* x - Lower azimuth (min angle is 5 degrees)
* a - Rotate left (15-degree increments)
* d - Rotate right (15-degree increments)
* g - Fire cannon
* s - Stop using cannon

Cannons require **Cannon Charge** to use. Cannons and Cannon Charge can be bought at boatwrights as well as other vendors. Cannons \*can\* be destroyed in combat, including by other cannons. If you lose a cannon overboard, you'll get a partial refund of the cost of the cannon (considering the physics of these ships, while in motion, cause strange glitches at high speeds). Note that only the person who bought the cannon will get the refund.