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Fysik
Structural physics for building. Shape matters: arches carry load in compression, triangulated trusses stay rigid, cantilevers bend. Replaces vanilla support with a frame solver; overloaded pieces crack before they fall. Work in progress.
CHANGELOG
Changelog
0.1.2: joints that bend like beams
- The stiffness between a piece's centre and each joint now follows beam theory: it bends, not only shears. Thin pieces such as floors are no longer as stiff as logs, so a floor laid on beams leaves the load to the beams instead of turning yellow, and beams, posts and braces carry what they really carry.
- A joint now sits at the middle of the area where two pieces touch, instead of the point nearest to one piece's centre: a floor resting on a beam is held along its edge, not by one corner, and the result no longer depends on which piece was placed first.
- Numbers change: floors read lower, beams and posts higher. In the building guide, a balcony 12 m out is now just past the limit (101%) and the tied-arch bridge has two posts at each corner.
- New bridges in the building guide: the tied arch with braced ends (no scaffolding), a truss between stone abutments, a wooden arch leaving 40 m of water clear for boats, and a 100 m crossing on stone piers. Temporary props are drawn dashed, and each picture says whether the bridge needs them.
0.1.1: world buildings
- Buildings that come with the world (stone towers, abandoned houses, villages, ruins) no longer crack and fall when you come near: they keep vanilla support, are not simulated and show in neutral grey. Player builds resting on them are held as if on rock, and are recalculated if they are destroyed.
- New server setting
Structure.WorldBuildings:Vanilla(default) orPhysics, which simulates world buildings like player builds; many of them will then crack and fall.
0.1.0: first release (early access)
Fysik replaces Valheim's structural support with a force calculation. Back up your worlds.
- Each connected structure is solved as a 3D frame, up to
Structure.MaxFrameBodiespieces (2000 by default, 500 to 5000); larger ones use a simplified model that does not recognise arches. Arches work in compression, braces and triangles carry load along their length, cantilevers bend. - Stress is shown on the piece under the hammer (color and value, e.g. Compression 72%), on the placement ghost before you place it, and on every piece nearby with the X-ray (F7; Ctrl+F7 widens the radius from 40 m up to 80 m).
- An overloaded piece cracks (pulses red, shakes, creaks and sheds dust) for
Failure.CrackWarningSeconds(5 s) before it falls, leaving time to shore it up. A piece with no path to the ground falls at once. When a piece gives way, everything it held comes down with it, animated like an imploded building, and whatever is left overloaded follows without warning. - Chests, workbenches, torches and other pieces that hold nothing up add no weight, but need something to rest on and fall without it.
- Rocks, trees and terrain count as ground and are watched: cut the tree or mine the rock a structure rests on, and it is recalculated.
- Pieces below half health are weaker, down to 25% at the brink of breaking
(
Failure.DamageWeakens); rain wear alone never weakens a structure. - Server settings:
Structure.Mode(Physics, DisplayOnly or Sandbox),Structure.Difficulty(Relaxed, Normal or Strict) and the weight and strength of each material. - Multiplayer: the player near a structure calculates it, and the server calculates nothing. The server and every client must run exactly the same Fysik version.
- Nothing falls while a structure is still loading, nor (with Voxheim) before its terrain is ready.
- Structures are solved on a worker thread, without taking frame time.
- Console command
fysik stats | recalc | dump; Ctrl+F8 writes the structure under the hammer toBepInEx/fysik-dump.txt.