Ships from nothing
5 October 2026
So the big thing about Far Signal is that every ship is generated, nobody sits there modelling them by hand, you hand the generator a family, a maker and a size and it draws a hull, fills it with rooms you can actually walk around in, and wires in every part the simulation needs, drives, generators, life support, the docking collar, all of it.

Each row there is a family of ships (there are five so far) and each column is a maker, the family decides what the ship is for and the maker decides how it looks, so the paint, the trim, the planform and how much they cared about making it pretty in the first place.

Same family and same maker with a different seed gets you the same ship built a bit differently each time, which is kind of what real production runs look like anyway.
The skin comes first
The thing that finally made it work was drawing the hull first and then growing the rooms inside it. I'd tried it the other way round to start with, boxes of rooms with a hull wrapped over the top, and it just kept making bricks, so now the silhouette leads and the deck plan grows into whatever space the skin leaves, with each part of the ship (nose, waist, tail) getting the sort of room that belongs there, and the cockpit is literally the canopy.

Sizes
Every family comes in a range of sizes too, from a little two-person runabout up to a proper hauler:



They all get a main drive with a warp core sat beside it, thrusters dotted all over for flying by hand, and their name painted down the side.


(Names for the families, makers and places are still to come.)