Valkyrien Skies 2 | Unofficial v3.2.0 | Fabric
Pre-releaseValkyrien Skies 2 — Unofficial · v3.2.0 · Fabric
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: .
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 — everything that differs from official VS2, brought to
all three Minecraft versions.
Rendering & Shaders
- Ships render under Sodium + Iris shaders — official can't. 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. - 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. - Connected glass / CTM — Fusion-style connected textures span ship blocks.
- No block X-ray — redstone, glass, and stained panes are solid on ships (were see-through).
- Cleaner shader visuals — the old "rainbow shard" artifact and the Voxy purple enchant-glint are
gone; light no longer flickers with ship speed while piloting from the helm. - 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. - Live block updates — trapdoors, redstone, pistons, growing crops, etc. refresh a ship's visible
blocks immediately instead of staying stale. - Latest Sodium supported — no longer pinned to one Sodium build; ship rendering self-recovers
from transient hiccups instead of dropping to the slow fallback until you relog.
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). - Smooth elytra glide-off — jumping off into an elytra glide no longer stutters; the old
firework-boost runaway is fixed. - Ships sail through kelp & seagrass — a moving hull clears only the kelp it physically touches
(no drops, seagrass left alone; toggleshipsDestroyPlants).
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 freeze
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.
- Item frames — render and interact correctly on ships.
- Respawn fixed — ship beds and global respawn put you back in the right spot.
- 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. - Chests, beds, signs, enchant tables, water & lava all work on ships (lava burn included).
Commands
★ = added or changed by this port. All other /vs commands are standard Valkyrien Skies 2.
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.
1.20.1 fix: all server-side
/vscommands (teleport, get-ship, set-keep-active, etc.) now run
instead of erroring client-side.
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.