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Knarr – the cargo ship of the north

The longship is a fine ship for three or four. Sail it with a full crew, a hold full of ore and a lox pelt or two, and it gets crowded. This mod adds the knarr, the broad-bellied trading ship the Norse sailed to Iceland and Greenland. It handles like the longship, it is a fifth bigger, and it has the biggest hold in the game.

It also rides loud on the water, and the sea serpents hear it.

Longship Knarr
Length of the hull 1× 1.2×
Seats besides the helm 4 6
Storage 18 slots (6×3) 56 slots (8×7), more than any chest
Top speed, full sail before the wind 9.5 m/s (34 km/h) 10.4 m/s (37 km/h)
Steering like the longship
Health 1000 1500
Sea serpents vanilla 4× the chance

Building

Hammer → Misc → Knarr, placed on water like the longship, next to a workbench:

  • 50 Fine wood
  • 40 Ancient bark
  • 120 Iron nails
  • 40 Linen thread
  • 6 Lox pelts

Linen and lox pelts make it a Plains ship: you build it after the longship, when the longship starts to feel small.

On board

  • Room for a crew of six. The deck is a fifth longer and wider, so four to six players stand and walk around one another without being pushed overboard. There is a third pair of seats between the mast and the hatch, six seats in all, and the helm. The mast and the stem post still hold on to whoever grabs them, as on the longship.
  • The hold sits under the hatch in front of the mast: 8×7 = 56 slots. The biggest chest in the game, the wardrobe, has 50. Like the longship's storage, it goes down with the ship if the ship sinks, so take the ore off before you take the knarr through the Ashlands.
  • Sailing is the longship's sailing: the same three sail settings, the same paddling, the same wind. The sail is a fifth bigger and pushes harder, so before the wind the knarr makes about 10 % more speed. It turns just like the longship; a heavier hull with a bigger rudder balances out.

Sea serpents

A knarr with someone aboard draws the sea monsters. Wherever it sails, the ocean rolls its serpents (and any other creature that hunts below the waves) with four times the chance. That is about one serpent in five tries at night, where the longship meets one in twenty.

Everything else stays the game's:

  • No serpents by day in fair weather. A serpent still comes only at night, or in rain and storm.
  • The same waiting time between tries and the same cap of one serpent per stretch of sea. A knarr does not bring a swarm, only a serpent more often.
  • Fish, birds and the shore are left alone.

When a serpent rises near the knarr, everybody aboard gets a warning: "Something stirs beneath the keel …"

Configuration

BepInEx/config/zap.knarr.cfg. The settings under 1 - Knarr are the server's: on a server they apply to everyone, and only admins can change them in game.

  • Recipe, Station: build cost and crafting station
  • Hold: size of the hold, e.g. 8x7 (at most 8 wide, 12 high). A knarr's hold only ever grows: a bigger value applies to every knarr, a smaller one only to knarrs built afterwards, so no item is ever lost.
  • SpeedBonus: top speed over the longship in percent (10)
  • EncounterFactor: how many times the sea monsters' chance near a knarr (4; 1 turns it off)

Under 2 - Client each player sets StirMessage (the warning when a serpent rises).

Multiplayer and compatibility

  • Every player and the server need the mod (same minor version).
  • The knarr is a new piece with its own name (zap_knarr). The longship, the karve and the drakkar are not changed.
  • Mods that dress up the longship by its name (e.g. Longship Upgrades) leave the knarr alone.

The real thing

The knarr (Old Norse knǫrr) was the Norse cargo ship. The longship was built narrow and fast for oars and war. The knarr was built short and deep, with high sides, for sail and freight. It had a few oars at bow and stern and an open hold amidships. Knarrs carried settlers, cattle and timber across the North Atlantic, and the Greenland and Vinland voyages were made in them. The best-preserved one is Skuldelev 1 from Roskilde fjord (about 1030 AD). It is 16 m long and 4.8 m wide and carried about 24 tonnes of cargo with a crew of six to eight. A replica of it, Ottar, sails from the Viking Ship Museum in Roskilde today.

Deutsch

Die Knorr, das Handelsschiff des Nordens. Ein Fünftel größer als das Langschiff und gesteuert wie dieses, mit Platz für eine Mannschaft von sechs und dem größten Laderaum im Spiel.

  • Bauen: Hammer → Sonstiges → Knorr, auf dem Wasser neben einer Werkbank. Kosten: 50 Feinholz, 40 Uralte Rinde, 120 Eisennägel, 40 Leinengarn, 6 Loxfelle.
  • An Bord: Das Deck ist ein Fünftel länger und breiter. Sechs Sitze (zwei mehr als im Langschiff) und das Ruder. Mast und Steven halten wie gewohnt fest, wer sich daran klammert.
  • Laderaum: 8×7 = 56 Felder, mehr als jede Truhe (der Kleiderschrank hat 50). Sinkt das Schiff, geht die Ladung mit unter.
  • Segeln: wie das Langschiff, mit den gleichen Segelstufen, dem gleichen Paddeln und dem gleichen Wind. Das größere Segel bringt vor dem Wind etwa 10 % mehr Fahrt (rund 37 statt 34 km/h). Wenden wie das Langschiff.
  • Seeschlangen: Eine Knorr mit Besatzung lockt die Ungeheuer der See an. Wo sie fährt, würfelt das Meer seine Seeschlangen mit vierfacher Chance: nachts etwa eine in fünf Würfen statt einer in zwanzig. Bei schönem Wetter am Tag kommt weiterhin keine Seeschlange, nur nachts oder bei Regen und Sturm. Wartezeit und Obergrenze bleiben wie im Spiel. Steigt eine nahe der Knorr auf, warnt die Meldung „Etwas regt sich unter dem Kiel …“.

Alle Werte stellst du in BepInEx/config/zap.knarr.cfg ein (Kosten, Werkbank, Größe des Laderaums, Tempo-Bonus, Faktor für Begegnungen). Auf einem Server gelten die des Servers. Jeder Spieler und der Server brauchen den Mod.

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