Posts by Ozorvals

A small new update is available now!

    First, if you don't already do that, it's better to work in a dedicated singleplayer creative game (a "blueprint factory") when you want to build a single detailed object like your sword. You need a flat world, without animals, caves, POIs... That allows you to fly, to not manage resources, and to have a quick access to blueprints in your inventory. You can also make quickly many trials and variations with blueprints. When it's done, make a blueprint of the final version and tranfer it to your main game.


    Then, it's better to use widely the console commands (tod, gridsize, size, setl... and many more) to optimize the way you build. Mesuring tape is also a good tool to keep your creations in the right proportion; you can also change the measuring system (blocks / metric / imperial) with the C menu. The numbers of blocks used in small objects like this one can be quickly an issue, keep an eye on it all the time, and especially when you make a blueprint (you can read it directly at this moment).


    At the end, you need to try again and again to make what you have in your mind. Familiarization with building tips is the best way to obtain the result you want, think to explore advanced building functions, especially surface editing that will help you to obtain an oval shape handle for example. But you are already in the good direction, your screenshots are already pretty nice :)


    Edit: Of course surface editing for an oval shape handle is a mistake, but the point stays true despite this bad example.

    Version 2 update, with a lot more new pottery: more amphora & vases, new bottles, bowl, cookers, cups, dishs, jars, pitchers, &plates. Handles now use tore instead of hollow cylinders.


    The new files are in the first post, and the screenshots are updated.

    Antique furniture

    X – Crates

    04/01/2026 - Initial release.



    Description


    Antique furniture is a series of blueprints with the ambition to cover the main types of furniture that can be found in the western world during the pre-industrial era. This last set, the 10th, offers several crates & box variations: 2 types of crates (40 size variants each), and 7 types of boxes (3 size variants each).


    Each crate has a coded name who allow to quickly know its type and dimensions. For example :

    Crate_T1_D2_W3_H1h

    T1 → Type 1

    D2 → Deep 2 blocks

    W3 → Width 3 blocks

    H1h → Height 1 & half blocks


    For the box, the system is easier: T1 indicate the type 1; S, M, or L indicate the height for small medium and large.



    Installation


    Unzip all the content into your blueprint folder, usually \Steam\steamapps\common\RisingWorld\Blueprints. Of course, you need to use your blueprint table to obtain the set content in game.

    If you have installed an older version of the set, you should remove it first.



    Screenshots




    My others blueprints


    Antique furniture

    I – Shelves

    II – Bed

    III – Table

    IV – Throne

    V – Pottery

    VI – Cabinets

    VII – Stools & Benches

    VIII – Chairs

    IX – Books

    X – Crates


    Others

    Old wood carts

    Windmill (outdated)

    Old windmill redone

    Medieval crane

    Roman tile roof set (outdated)

    Apothecary scale & weights

    Antique furniture

    IX – Books

    01/01/2026 - Initial release.



    Description


    Antique furniture is a series of blueprints with the ambition to cover the main types of furniture that can be found in the western world during the pre-industrial era. This last set, the 9th, offers several books variations: 25 open, 25 closed, and 10 groups. The first number indicates the size of the book, the second the thickness. Thus, book 11 will be small and thin, 35 will be medium-sized and thick, and 53 will be large and medium-thick.



    Installation


    Unzip all the content into your blueprint folder, usually \Steam\steamapps\common\RisingWorld\Blueprints. Of course, you need to use your blueprint table to obtain the set content in game.

    If you have installed an older version of the set, you should remove it first.



    Screenshots



    My others blueprints


    Antique furniture

    I – Shelves

    II – Bed

    III – Table

    IV – Throne

    V – Pottery

    VI – Cabinets

    VII – Stools & Benches

    VIII – Chairs

    IX – Books

    X – Crates


    Others

    Old wood carts

    Windmill (outdated)

    Old windmill redone

    Medieval crane

    Roman tile roof set (outdated)

    Apothecary scale & weights

    Since the version before the current one, most custom chairs created by hiding a seat inside no longer function correctly: The message "This space is obstructed" appears where there was no problem before. After some testing, it appears that this issue only occurs if the seat has been resized to be more effectively hidden.


    Should I correct my blueprints by using a non-resized seat, or the previous behavior will be restored ?

    Roen give you the easiest solution, but Krazmuse is right too. If you want to do something precise, geometry is the only option. If you're not afraid by numbers, I made a spreadsheet a long time ago to make this step easier. I share you the last version of this file in attachments. They are instructions inside but it's still a bit complex to use, feel free to ask for help.


    P.S. red51 It's possible to allow direct sharing of LibreOffice files (*.ods & *.odt) on the forum? Actually, I must zip a 39kB file to do it :/

    As Deirdre said, you can manually choose the angle increment via the "setr x" command, but there are also other commands like this one to do useful things:

    • "setl x" to manually choose the scale precision, to resize an element with arrow keys
    • "setp x" to manually choose the placement precision, to move a block without the grid (this one is a little less useful)
    • "size x y z" to manually choose the dimension of a block
    • "surfacescale x y z" to manually choose the surface scale of a block (red numbers you can access through ALT (R) key)
    • "surfaceoffset x y z" to manually choose the surface offset of a block (red numbers you can access through ALT (R) key)

    Ozorvals, that's a beautiful wagon wheel :D


    It would be great that if you made such an object, you can change it in a single item to use in the game. Kind of developing your items for in-game use.

    Thanks :)

    That comes from this pack if you want to know.


    About changing that in a single item, there is surely a way to do it using some external tools, but it's not the point here. It's easier to build this with blocks and I just hope for a way to do that more efficiently (with fewer blocks).

    Thanks Avanar and Yarofrey, I'm aware of this work around and I have used it very often.


    I would like to be able to do without it, because it's very bad for optimization. Each time I used it, it's 6 block or often more, whereas I could only use one if I could control the internal diameter of the hollow blocks.


    Edit :

    Take, for example, this wagon wheel published in July 2024. It has 360 blocks; I find that far too many for this object. However, it's a focal point on a cart that has a significant impact on the overall perceived quality of the object, which is why I don't want to degrade the detail and I don't see how to optimize it without doing so. If I could control the internal diameter of the hollow blocks, this same object, with equivalent quality, would easily drop below 50 blocks, representing an improvement of at least a factor of 7.


    So yes, this wagon wheel is a somewhat extreme example of the benefit of having control over this parameter, but it's a very real one.

    Is there a command to control the inner diameter of hollow blocks (hollow cylinder, torus, etc.)? I've been looking for it for a long time without success.


    If not, it would be great to have one; it would open up many possibilities for creating some objects (dishes, mechanisms, etc.) or for simplifying those that currently require too many blocks.

    I'm currently trying out the new forestation tool and the water plants fix from the last update. It's a gorgeous work like always, but I have a little frustration about the water lily: It would be great if we could paint their petals (and only them) with the paint roller.

    red51 You can add a "selection tool" - an overlay that surrounds the active blocks - to the "C" menu of the paint tools to allow some modifications on the textures itself: Of course, to change the origin point of a texture in local mode with the directional arrows ... but maybe also to change the texture scale/alignment outside creative mode