Patterns and actions that perform a magical effect on the world.
Assemble ([pos] →)
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 →)
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.
Forces and Torques
Due to the latent power of Navimancy, applying Forces and Torques to Ships, Nature extracts a toll. That cost can be calculated as such:
^{2}\times\sqrt{\frac{m}{1000}})
Where
is the length of the Force or Torque and m is the Ship's mass.
This means that when pushing a 1Mg Ship to 10 blocks/second in one cast (whose duration is 1/60th of a second, hence the 60), it will cost me 10.1 dust.
Aside from the constant base cost, the spell will cost many times more when trying to accelerate a given ship more, just as Impulse would. However, the cost to accelerate by a fixed speed grows much slower from mass. This means that I won't be able to make boats fly into the sun, but I could possibly levitate a large vessel if I am careful...
Nature's Push (ship, force, pos →)
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 →)
Applies a Torque specified by the vector in World Space.
Shipyard's Push (ship, force, pos →)
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 →)
Applies a Torque specified by the vector in Model Space
Helmsman's Push (ship, force, pos →)
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 →)
Applies a Torque specified by the vector in Body Space.