Paused while not every player has Boat Tweaks: boats come like in the game with the game's heights. Needs CatLib 0.6.0.
The red mark of the approved height follows the height multiplier, also on the boat at the dock.
A piece of an own layout that an arriving parcel touches is left out whole, so a 2x2 square never becomes a pair and a single cell.
Generated decks are made of whole pieces, mostly squares and pairs, like the game's decks.
Every crate, bottle and lamp of the game's boats decorates blocked cells of its size, measured from its model: big 3x3 and 4x4 crates,
long 2x5 crates, the giant 4x5 crate, squares, pairs and single cells. Rope coils and paddles are not used.
Generated decks may have big 3x3 and long 2x5 crates where they fit; near the rails only long crates fit.
Works with the game update of October 2026.
0.2.0
Own layouts from files, picked at random, one after another or always one file.
Saving the deck of the boat at the dock as an own layout (Ctrl+B); cells of arriving parcels are left out.
Generated decks with a set density, near the rails or anywhere, rebuilt from the same seed on every player.
Mixed mode picking the deck source for each boat by weight.
Blockers of own and generated decks are decorated with the game's crates, bottles and lamps sized to their cells.
For an own layout only boat variants whose arriving parcels miss it come; if none does, the closest ones, so the deck is the same every time.
Nothing is changed while the game restarts.
Blockers of own and generated decks are plain box colliders instead of copies of the game's objects.
Decoration can be turned off per player.
Height multipliers reach every boat in the scene, also on clients, and the game recomputes the approved height at once.
The host decides the next deck and sends it to clients.
0.1.0
Game layouts with allowed numbers and no repeats, one fixed game layout, an empty deck.
Approved and maximum stack height multipliers.
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