A bit of context: a few hours ago, I was working in Blokoto’s build mode. My goal for the world I was working on was to create a replica of a character’s house interior from a game I really like. The idea was to make the construction’s details and proportions as faithful as possible, using the default Blokoto player’s size as a reference to proportionally measure things like doors, windows, ceiling height, furniture, and so on.
But then I ran into the following issue: even with the smallest scale currently available in Blokoto, the model was still too big (when using the avatar as reference) to work with effectively.
Because of this, I would personally love to see even smaller scale options added for models. Some suggestions:
In my specific case, I’d like to work with the same block scale that’s used for avatars, so that both the environment and the avatars match in size. I’m not sure if the scale used for avatars is one of the two I mentioned above, or if it’s even smaller—but either way, having those options would be amazing!
Praying for you
O Great Blokoto 
I liked this idea because, in the other game, the house models gave off a strange feeling — as if the player didn’t belong in the world. It felt like those houses weren’t built for you.
Models this size start giving performance issues. Maybe I can add a minimum of 1/32, but they would be culled out at a short distance.
I didn’t know that shrinking models had a bigger impact on performance. I thought they had the same weight on the hardware regardless of their size.
But if it’s possible, it’d be great to try — even if it’s just the 1/32 scale. Like Solitario mentioned above: right now, it’s not really possible to build using models in a way that’s proportional to the player’s size. So in maps where there are already structures made, we end up looking like children or dwarves in comparison.
Anyway, if performance really is a problem here, an alternative could be adjusting the size of the players themselves. I know that might bring up issues with how physics works in the game, but I believe that could be worked around — especially since, if I’m not mistaken, you’re still in the early stages of developing the new physics system.
Either way, I’d really love if you considered this world x player scale — because a lot of us care about that.
I think this is the maximum needing for smaller models, and being really honest, i cannot see anything too further to be built using a scale below 1/32, but in short, there’s almost anything i’ll be supposed to make into such a tiny scale like 1/64 at least, and just because it would give me too much laziness when building LOL
On this simple example, the 1/32 scale has half the size from 1/16, so it would be like this. And by coincidence, 1/32 scale is the avatar block scale too:
And when looking at what it supposed to be 1/64 scale, it would be something like this tiny thing, being too smaller to make sense:
Visually, it’s hard to tell which one matches the avatar’s scale, haha. But I believe it’s the 1/64 one
It is an indirect impact. A model the size of a player takes the same space in memory as a model that does not. However, models like this requires a lot of duplicates to fill in a small area, and because of the increase in the detail there is a decrease in performance.
However, there are ways of mitigating this problems in the play mode outside the editor by baking chunks of models together, but the editor would remain very laggy with the increase in model count.
I’ll implement 1/32 scale as the minimum, but users must be aware of scene detailing costs.