Valkyrien Skies 2 - Unofficial

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Valkyrien Skies 2 - Unofficial

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Valkyrien Skies 2 Unofficial Port with new features and changes, pairs well with my port of Eureka Ships! | MC 1.20.1 - 1.21.1 - 1.21.11 Supported

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Valkyrien Skies 2 - UNOFFICIAL 1.20.1 - Fabric
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Valkyrien Skies 2 — Unofficial · v3.2.0

Unofficial port — not affiliated with or endorsed by the Valkyrien Skies team. It may be less polished than official VS; use at your own risk, no official support. Source & issues: <VS2 repo>. Original mod: https://valkyrienskies.org/

MC 1.20.1 · 1.21.1 · 1.21.11 — Fabric only Sodium 0.8.12 or Latest — 1.21.11 · Sodium 0.6.9 — 1.21.1 · Sodium 0.5.13 — 1.20.1 Pairs with the matching Eureka (VS2) build for ship building.

This is the complete feature set of the port — List mostly contains features already on the latest official release of VS2, plus a few from my own port.

= New feature introduced in this port.
🛠 = Issue that was present in official but my approach on solving in these ports. Approach may change when official version releases!
= Already featured by official release!

Rendering & Shaders

  • ⚓ Ships render under Sodium + Iris shaders — Ship terrain draws through the shaderpack's own program from a cached per-section GPU mesh (normal-mapping/POM match the world), roughly 2× FPS with big or many ships in view. Althoght soon to work slightly different with Blaze3D with 1.21.11 (1.21.5 changed the rendering system & API)
  • ⚓ Ship shadows — ships cast, receive, and self-shadow under shaders.
  • ⚓ Emissive & material (PBR) blocks — sea lanterns, glowstone, lava, etc. glow, light their surroundings, and occlude correctly under shaders.
  • ⚓ Foliage sway — leaves, grass, and crops on ships wave under shaders.
  • ⚓ Entities lit by ship light — players, mobs, and armor stands are lit by the ship's own torches/lanterns at night instead of going dark. The VS2 team is already working on a better approach so this will look differently when official comes out.
  • Connected glass / CTM — Fusion-style connected textures span ship blocks.
  • ★ Extended ship render distance — distant ships stay visible far past vanilla (default 2048 blocks, configurable).
  • ★ Ship camera zoom — scroll to pull the mounted third-person camera in/out (configurable min/max); hotbar scroll is untouched elsewhere.

Movement & Physics

  • ★ Ocean bob & sway — ships heave, pitch, and roll on the swells while the rider stays glued to the deck. VS2-native (no Physics Mod); large hulls ride gentler than small craft; tunable in an "Ocean Waves" config section.
  • & 🛠 Keep the ship's influence when you jump or walk off — you're carried with the ship like an elytra glide until you leave its bounds, instead of dropping away; creative-flight carry works too.
  • ★ Configurable influence border — the carry zone extends a couple blocks past each of the six faces by default; widen/shrink it per-face live in-game or in config (0 = exact hull).
  • 🛠 No stern fling — standing at the back of a fast ship no longer slides you under the hull and off the deck (with a small edge margin so a foot over the rim still counts as on-deck).
  • ★ Ships sail through kelp & seagrass — a moving hull clears only the kelp it physically touches (no drops, seagrass left alone; toggle shipsDestroyPlants).

Riding, Camera & Controls

  • ★ & 🛠 Relogging on a moving ship won't kill you — you reappear seated on an invisible seat where you logged off (SHIFT to stand, no fall damage; ship 3rd-person view until you stand) instead of falling through a not-yet-loaded deck.
  • ★ Sit-down hotkey (X) — press X to sit on the ship you're standing on; SHIFT to stand back up.
  • ★ Standing helm pose — the pilot stands upright at the wheel, even with EMF / Fresh Animations.
  • ★ F5 ship-camera cycle — first-person → third-person → immersive ship view → Shoulder Surfing (if installed).
  • Controller steering — full Controlify support.
  • 🛠 No dismount fall / mount freeze — the seat keeps you synced every tick, so no ~10-second of sailing, player frozen where initially mounted, and no fall damage stepping off after a long descent.

Entities & World

  • 🛠 Mobs & villagers live on ships — they path across decks, chase, flee, find jobsites, and sleep/wake, staying synced (no sliding or rubber-banding) even while the ship moves.
  • 🛠 Entities don't fall through ships — mobs, animals, and armor stands stay put through world-load, assembly, and disassembly; armor stands ride deck-locked and rotate with the hull.
  • 🛠 Fireworks don't freeze on decks — rockets stay in world space and burn out / explode normally.
  • ★ Ships stay simulated — keep-active ships keep running physics, cruise, and machinery past your simulation distance.
  • Restored vanilla-VS behaviors that 1.21.11 had silently broken: mob pathfinding onto ships, leashes, rain/snow on and around ships, block-mass tooltips, the no-fly auto-kick, ship-aware dismount, and the on-ship fluid-escape setting.

Commands

★ = added or changed by this port. All other /vs commands are standard Valkyrien Skies 2.
= Already featured by official release!

Influence & view

  • ★ /vs expand-influence <amount> <face> — widen the influence carry border on one face (top/bottom/left/right/front/back), live in-game.
  • ★ /vs contract-influence <amount> <face> — shrink the border on one face (won't go below the hull).
  • ★ /vs influence-border <true|false> — draw each ship's influence border as a blue wireframe.

Rendering toggles

  • ★ /vs ship-shadows <true|false> — toggle ship shadows under shaders.
  • ★ /vs ship-emissive <true|false> — toggle emissive / material rendering on ship blocks.

Ship management

  • /vs rename <ship> <name> — rename a ship.
  • /vs scale <ship> <factor> — scale a ship uniformly.
  • /vs delete <ships> [deleteBlocks] — delete ship(s).
  • /vs dry <ships> — remove all water from a ship.
  • ★ /vs desnow <ships> — clear stray snow layers left after assembly (failsafe; assembly strips them itself).
  • /vs remass <ships> — recalculate a ship's mass.
  • /vs splitting <ships> <bool> — auto ship-splitting: separate disconnected pieces into independent ships (on) or keep them as one (off).
  • /vs set-static <ships> <bool> — freeze a ship as a static, immobile structure (no physics; holds position even after you walk away).
  • ★ /vs set-keep-active <ships> <bool> — keep a ship simulating even when no player is within its simulation distance.
  • /vs teleport <ships> <pos> [angles] [vel] — teleport ship(s).
  • /vs get-ship · /vs get-air · /vs get-gravity — look up the managing ship / air / gravity at your position.

Physics backend

  • /vs backend engine <krunch|physx|jolt> — switch the physics engine that simulates ships (affects performance + physics feel).
  • /vs backend lodDetail <n> — physics level-of-detail for ship collision (−1 = full detail; higher = more detail, more cost).
  • /vs perf-test spawn-ship-cube <size> — spawn a cube of test ships for benchmarking.

From the Eureka addon (if installed)

  • ★ /vs eureka-assembler <floater|balloon> <true|false> — toggle Eureka Assembler auto-fill.
  • ★ /vs get-ship-weight <ship> <floater|balloon> — print a ship's mass + needed floaters/balloons.

Compatibility & Requirements

  • Fabric only — no NeoForge.
  • Sodium required for ship-terrain rendering (it replaces the chunk renderer). Latest Sodium works.
  • Pairs with the matching Eureka (VS2) build for ship building.
  • Soft-compat for Fresh Animations / EMF (helm pose) and Shoulder Surfing Reloaded (F5 cycle). Tested with Iris + Eclipse shaders and Voxy (ships render inside Voxy chunks).
  • Third-party mod compat (Create, CC:Tweaked, Hexcasting, Immersive Portals, Flywheel-based mods, etc.) is not included yet — none have 1.21.11 builds. Will add support for 1.20.1 & 1.21.1 eventually!

Known Issues

  • On-ship water still overflows off edges and falls to y≈64 before stopping (harmless stopgap; it phases through terrain on the way down).
  • Multiplayer is barely tested, most testing has been done in singleplayer.

Screenshots

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