Posts by Ozorvals

The next update will be available on Wednesday, December 18, in the early evening (GMT+1).

This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.

    You can also resurrect the crowbar from the Java version, keeping the sledgehammer as it is currently.


    On this hypothesis, when you remove a block with the crowbar, you will left a ghost version of the block, visible only when you have a construction block in your hand. A blue one, for the untargeted blocks, a green one for the targeted block you can replace, and a red one for the targeted block you cannot replace (e.g. wrong block type).


    Additionally, to keep the sledgehammer useful, you can add a right click with a small area of effect to facilitate dismantlement of big and complex structures. However, that requires some parameter to avoid griefer. Server owner should be able to forbid or delay this feature (after 24h of play time on the server for example).

    Antique furniture

    III – Table



    18/10/2024 - Initial release.


    Description


    Antique furniture is a series of blueprints set with the ambition to cover the main types of furniture, not present in the base game, that can be found in the western world during the pre-industrial era.

    Currently, 3 sets are ready (bookshelf, bed, table), 3 others are nearly done but still need some improvement before publishing (bench, cupboard, cabinet), 1 is a WIP (crates), and there may be others later as well as upgrades of the existing ones. However, don't count on a quick publication.


    Part III, Table: For the moment, its only 2 types in 8 different sizes each.


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

    Table T1-L3-W2

    T1 → Type 1

    L3 → Length 3 blocks

    W2 → Width 2 blocks



    Installation


    Unzip all the content into your blueprint folder, usually \Steam\steamapps\common\RisingWorld\_New Version\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.



    Technical information


    The information in this section for people who want to make some modifications.

    I used the material 113 for all the wooden blocks, tinted in dark brown (#361C0D).

    All the blueprints are built in modular snapping mode, but on the grid.



    Screenshot




    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    Antique furniture

    II – Bed



    18/10/2024 - Initial release.


    Description


    Antique furniture is a series of blueprints set with the ambition to cover the main types of furniture, not present in the base game, that can be found in the western world during the pre-industrial era.

    Currently, 3 sets are ready (bookshelf, bed, table), 3 others are nearly done but still need some improvement before publishing (bench, cupboard, cabinet), 1 is a WIP (crates), and there may be others later as well as upgrades of the existing ones. However, don't count on a quick publication.


    Part II, bed: For the moment, its only 1 type in 5 different variants, both simple, double and canopy versions.


    Each piece of furniture has a coded name who allow to quickly know its type and variant. For example :

    Bed T1a

    T1a → Type 1, variant a



    Installation


    Unzip all the content into your blueprint folder, usually \Steam\steamapps\common\RisingWorld\_New Version\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.



    Technical information


    The information in this section for people who want to make some modifications.

    I used the material 113 for all the wooden blocks, tinted in dark brown (#361C0D) for the structural parts and in a lighter brown (#421F0E) for filling part.

    All the blueprints are built in modular snapping mode, but on the grid.



    Screenshot




    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    Antique furniture

    I – Bookshelf


    18/10/2024 - Initial release.


    Description


    Antique furniture is a series of blueprints set with the ambition to cover the main types of furniture, not present in the base game, that can be found in the western world during the pre-industrial era.

    Currently, 3 sets are ready (bookshelf, bed, table), 3 others are nearly done but still need some improvement before publishing (bench, cupboard, cabinet), 1 is a WIP (crates), and there may be others later as well as upgrades of the existing ones. However, don't count on a quick publication.


    Part I, bookshelf: For the moment, its only 1 type in 27 different sizes. The biggest can be used for a college library, the middle ones for all kinds of usages, and the shortest ones should be used as console tables.


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

    Bookshelf T1-D1-W2-H1h

    T1 → Type 1

    D1 → Deep 1 block

    W2 → Width 2 blocks

    H1h → 1 & half blocks



    Installation


    Unzip all the content into your blueprint folder, usually \Steam\steamapps\common\RisingWorld\_New Version\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.



    Technical information


    The information in this section for people who want to make some modifications.

    I used the material 113 for all the wooden blocks, tinted in dark brown (#361C0D) for the structural parts and in a lighter brown (#421F0E) for filling part.

    All the blueprints are built in modular snapping mode, but on the grid. The shelves are all at a specific height to facilitate the placement of objects inside using the grid. Each individual shelf is made of a block and a cylinder. You can easily adjust they height or number, by coping the shape (INSER key), and moving it up or down.



    Screenshot




    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    A simple "replace mode" (on/off button) in "C" menu, with a green overlay when you target a block to replace it, if you have the right type of block in your hands (and a red one otherwise), could perfectly do the job. No new tools or further justification is required.


    I agree too, it's a good idea to offer a way to change texture without rebuild in survival mode.

    Thanks for the blueprint :) I was able to reproduce the issue, the scale for certain objects (specifically doors) was not properly taken into account... we will fix that with the next update! Fortunately the fix will also apply to existing blueprints automatically, so there is no need to recreate them^^

    Thanks for the fix in the next update :)

    If you can also make the green arrow of the seat visible when included in a blueprint that would be just perfect.

    I am taking advantage of the topic opened by Roen to report another bug, related to resized doors in blueprints.


    I have a set of furniture in reserve that I would like to publish in the appropriate part of the forum, but when I create the blueprints of the furniture with resized doors, they are almost unusable because these doors change the external dimensions of the blueprint, which "levitates" when I try to place it on the ground. You will find an example bellow.


    Since the new version, no weapon has ever dropped from the about 20 barbarians or 10 bandits I have killed in multiplayer (Medieval realm server). In singleplayer, I have no issue, weapons drop on each bandit/barbarian. The ordinary loot, which is accessed through the inventory is there, but the weapons have another drop mechanism, they fall directly on the ground and are not accessible though the inventory. Maybe weapons fall under the ground in MP.


    I want to know if someone have a similar experience from another multiplayer server to understand if it's just bad luck, a game or a server issue.


    Edit : Same issue with skeletons. I have also see only the variant "0" during night in MP, never the others.

    Thanks for your fast answers red, I can now fully use the sailboat :)


    I have also noticed that the rounded blocks in new version look generally nicer than in the previous version, at least in most cases. I suppose its the unity upgrade. However, rounded blocks have also some news issues:


    -The textures on rounded block can be distorted, depending of the orientation. Look for example the stones around the two doors on the following screenshot (texture alignment is set to default).


    - The rounded blocks are now maybe too rounded where they probably should not. I suppose that only the edges should be rounded, not the center of the “flat” faces. It’s probably related to the normal map.

    A consequence of this problem is that we can no longer place two or more intricated rounded blocks to make complex shapes without an ugly result (good result in the previous version). Look for example the central stone of this twin window (blueprint bellow).

    Hmm... on an AZERTY keyboard, the keys for that should be A and E by default :thinking: Please try to keep the keys pressed to move the sail.

    Already tested. The problem is that I already use these keys for left / right to have a more ergonomic position on the keyboard (It's important to limit some familial health risk later in my life). The best solution will be to remap these keys (maybe using Controls -> Vehicule -> Shift Up & Down).


    This is unfortunately a bit tricky, because right now the grass generation is directly tied to the terrain generation... but maybe we can add a separate grass plant which looks exactly like the grass generated by the game, which could then be placed anywhere ^^

    That sound like a good solution :)


    You mean a capsule shape? Basically you could achieve that by adding half spheres to the top and bottom of a cylinder :)

    No, not like a capsule, more like this :

    That can be used for Church pillar, like here, behind the statue, at Notre-Dame de Paris ...

    ... or to make an eroded cover stone for a rural wall, and I'm sure we can find plenty of others use for this shape.

    Thanks for your amazing work on the update, I appreciate a lot the sailboat and the bandits / barbarians :)


    Some things to point out :

    - Q / E to change sail angle don't work on my side, even with remapped keys (game in english, french "azerty" keyboard).

    - "[Change] You can now get sticks from dead bushes" : I can't gather sticks on dead bush. And why dead bush only and not all bush?

    - Alepo pines still have no saplings (old issue, yes).

    - Cotton plants are now invisible, at least when you try to place one with F6 menu in creative.

    - If possible, it will be great if we can place grass on grass block (not on the ground), no matter how.

    - "If you're still missing any shapes or if you run into any issues, please let us know!" There is one shape I really want, its rounded cylinder, like a normal cylinder but with rounded "red" edges :

    It will be useful for church pillars and things like that.

    I'm not sure to understand what you mean.


    If you play on some server, every player who wants to place one this this blueprint should install it, no more. If you have this blueprint and another player not, that don't matter. This is not a mod, just a set of blueprints, so its use only item already in game.