This is the online version of the Hexxy Skies documentation.

This page is built from the latest code on GitHub. It may describe newer features that you may not necessarily have, even on the latest Modrinth/CurseForge version!

Entries which are blurred are spoilers. Click to reveal them, but be aware that they may spoil endgame progression. Alternatively, click here to get a version with all spoilers showing.

Hex Notebook

I seem to have discovered a new method of magical arts, in which one draws patterns strange and wild onto a hexagonal grid. It fascinates me. I've decided to start a journal of my thoughts and findings.

Forum Link

The practitioners of this art would cast their so-called Hexes by drawing strange patterns in the air with a Staff -- or craft powerful magical items to do the casting for them. How might I do the same?

Oak BoatNavimancy 101

While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated physics objects called Ships.


Reference Spaces

World Space is the playable area where Ships are rendered and interacted with. Any forces or torques applied in World Space are considered global and will affect the Ships regardless of orientation or scale. Any offset is calculated from the Center of Mass in World Space.


Shipyard or Model Space is where the Ships actually exist and are referenced from. Any forces or torques applied in Model Space are considered local and will affect the Ships depending on their orientation and scale. Any offset is calculated from the Center of Mass in Model Space.

Body Space is similar to Model Space but its Center of Mass is always (0, 0, 0).


Forces and Torques

Forces are linear pushes or pulls applied to a Ship at a given position offset from the Center of Mass in a given reference space.

Torques are rotational pushes or pulls applied to a Ship at a given position offset from the Center of Mass in a given reference space.


It appears I have installed some mods Hexcasting interoperates with! I've detailed them here.

Mangrove BoatComplex Navimancy

Identification Prfn. (ship → long)

Your browser does not support visualizing patterns. Pattern code: wqawwwaqqwdedwaq

Returns the Ship's ID as a Long.


Bearings Purification II (ship → quaternion)

Your browser does not support visualizing patterns. Pattern code: waqqqqqeqwdewwedw

Returns the Ship's orientation as a Quaternion.


Cherry BoatHexal Navimancy

Embark (ship →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwawwdewdwewd

Moves the casting Wisp into Model Space.


Disembark (ship →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwawwqawqwawq

Moves the casting Wisp into World Space.


Acacia BoatHexical Navimancy

Assemble (mesh →)

Your browser does not support visualizing patterns. Pattern code: wewewewewewqdwwdwqqwdwwdwqqwdwwdwqq

Takes a mesh and creates a Ship from its points. All positions must be in ambit. The cost is one shard per position.


Dark Oak BoatHexodus Navimancy

Gravitate (ship, axis_angle, num →)

Your browser does not support visualizing patterns. Pattern code: wawawqaqwa

Takes a Ship, an axial vector for new gravity, and a strength scalar relative to standard pull.


Grasp Purification (ship → num)

Your browser does not support visualizing patterns. Pattern code: wdwdwedewdwaaw

Pushes the remaining twentieths of a second that Gravitate will affect a Ship. Zero if the Ship is not under the effects of Gravitate.


Falling Purification (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdwdwedewqq

Pushes the direction that Gravitate is attempting to drag a Ship, or Null if the Ship is not under the effects of Gravitate.


Impact Purification (ship → num)

Your browser does not support visualizing patterns. Pattern code: wdwdwedewdw

Pushes the scaling factor of Gravitate's gravity compared to baseline, or Null if the Ship is not under the effects of Gravitate.


Falling Purification II (ship → vec)

Your browser does not support visualizing patterns. Pattern code: weeeewedewqq

Pushes the direction of Gravity acting on a Ship.


Impact Purification II (ship → num)

Your browser does not support visualizing patterns. Pattern code: weeeewedewdw

Pushes strength of Gravity acting on a Ship compared to baseline.


Bamboo RaftMore Navimancy

Boatwright's Prfn. (ship → string)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqeqawqa

Returns the Ship's slug


Inertia Purification (ship → matrix)

Your browser does not support visualizing patterns. Pattern code: ewwedwwwqdawdw

Returns the Ship's moment of inertia tensor as a 3x3 matrix.


Windward Purification (ship → matrix)

Your browser does not support visualizing patterns. Pattern code: wdwaedewwedww

Returns the Ship's World-to-Ship 4x4 transformation matrix.


Leeward Purification (ship → matrix)

Your browser does not support visualizing patterns. Pattern code: awdwdwwedwwwd

Returns the Ship's Ship-to-World 4x4 transformation matrix.


A list of all the patterns I've discovered, as well as what they do.

Spruce BoatPractical Navimancy

Deckhand's Purification (vec → ship)

Your browser does not support visualizing patterns. Pattern code: wdewwedw

Takes a position on a Ship and returns the associated Ship.


Zone Dstl.: Ship (vec, num → [ship])

Your browser does not support visualizing patterns. Pattern code: qqqqqwdeddwwwaqww

Analogous to Zone Distillation, but instead returns a list of Ships.


Ship Compass Prfn. (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqqaq

Analogous to Compass Purification, but instead returns the position of a Ship's Center of Mass in World Space.


Ship Compass Prfn. II (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewwedwdqaq

Analogous to Compass Purification, but instead returns the position of a Ship's Center of Mass in Model Space.


Tonnage Purification (pos | ship → num)

Your browser does not support visualizing patterns. Pattern code: wdewwedweeaa

Takes either a Ship or a block location and returns the Ship's mass and the block's mass respectively.


Bearings Purification (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqwa

Returns the Ship's orientation as Euler Angles using the YXZ reference frame in radians.


Magnification Prfn. (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewed

Returns the Ship's current scale.


Gait Purification (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqwq

Returns the Ship's linear velocity.


Gait Purification II (ship → vec)

Your browser does not support visualizing patterns. Pattern code: wdewwedwawe

Returns the Ship's angular velocity.


Site Purification (ship → vec, vec)

Your browser does not support visualizing patterns. Pattern code: dewwedaeadewwedae

Returns the minimum and maximum corners of the Ship's AABB in Model Space.

Maybe using this with Hexstruction would allow you to disassemble the Ship...


Patterns and actions that perform a magical effect on the world.

Spruce BoatApplied Navimancy

Assemble ([pos] →)

Your browser does not support visualizing patterns. Pattern code: wewewewewewqdwwdwqqwdwwdwqqwdwwdwqq

Takes in a list of positions to use to create a Ship. All positions must be in ambit. The cost is one shard per position.


Nature's Amusement (ship, num →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwadwwd

Scales the given Ship to the given size. The size must be between 1/16th and 16. Cost is one Shard times the size difference.


Nature's Push (ship, force, pos →)

Your browser does not support visualizing patterns. Pattern code: qwwqawwwweqwaeawqaw

Applies a Force at a given World Space position. The position is any offset from the Center of Mass in World Space.


Nature's Twist (ship, torque →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqqqdaqqqa

Applies a Torque at a given World Space position. The position is any offset from the Center of Mass in World Space.


Shipyard's Push (ship, force, pos →)

Your browser does not support visualizing patterns. Pattern code: qwwqawwweqwaeawqaw

Applies a Force at a given Model Space position. The position is any offset from the Center of Mass in Model Space.


Shipyard's Twist (ship, torque →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwqqqadeeed

Applies a Torque at a given Model Space position. The position is any offset from the Center of Mass in Model Space.


Helmsman's Push (ship, force, pos →)

Your browser does not support visualizing patterns. Pattern code: wdewwedwaqwaea

Applies a Force at a given Body Space position. The position is any offset from the Center of Mass in Body Space which is always (0, 0, 0).


Helmsman's Twist (ship, torque →)

Your browser does not support visualizing patterns. Pattern code: wdewwedweweedaqqqa

Applies a Torque at a given Body Space position. The position is any offset from the Center of Mass in Body Space which is always (0, 0, 0).