Posts by Ozorvals

    Behind this spicy title the matter I want to discuss here is the objects of revolution, who are hard to make in rising world. Of course, “revolution” is here in its mathematical sense, not political. A solid of revolution is, as wikipedia said, “a solid figure obtained by rotating a plane figure around some straight line (the axis of revolution)”.


    Such object are especially common in our world, a large part of pottery, both old and modern, glass jars, and tiny objects in ours surroundings are objects of revolution, sometime lightly modified by one or several handles. But we can also find them in architecture often for they decorative aspect (balustrade column...) or in mechanic for a more practical consideration: most rotating pieces are more or less modified solid of revolution.


    In rising world, solid of revolution, excepted the basic ones like sphere, cylinder and cone are very difficult to make, especially for little objects like jars, plates, bowl… For those, we cannot afford reasonably the workaround commonly used for larger objects with several block. IRL, those objects are made using a potter’s wheel or a wood/metal/stone lathe. It is possible to introduce IG a new workbenches specifically to make solid of revolution ?


    And for those who want a torus block (“donuts”) in rising world: its also a solid of revolution ;)

    Yes, that can be complex to establish a list with all blueprints used for someone who have done a great project without a specific plan on this aspect :/


    About the mention of blueprints authors, I think its mainly a question of respect of other’s peoples work, but he can solve this by a simple list in the shared world thread, no need to make something complex or too detailed. Something like this should be enough, and even better with the links to the blueprints threads:


    “ Thanks to the following authors for their blueprints used in my world :

    - Author 1 for Blueprints 1 & 2

    - Author 2 for Blueprint 3

    - …”


    And about the risk of blueprints being stolen, yes, it's always possible, but all authors take this risk when publishing, regardless of the field. Here, it would just be a bad behavior without major consequences. There's no money at stake, just a bit of reputation in a community of players, so something quite secondary for most authors.

    I had the same question when I wanted to publish a loaded version of my hay cart using Deidre’s Straw sheaf blueprint. I simply asked her the permission directly on the forum and added a link in the Old wood cart thread to her blueprint.


    If you do the same, that should be fine. By the way, you have the permission for my plugins if you use some of them, just put a link in the description ;)

    I think the problem is more the interaction between readding map and swimming animations: We can do that too only walking continuously with an open map if we look up. But do we really need to be able to read the map while swimming?

    1 - Finalized blueprints. We should spend the corresponding resources to place a blueprint in survival mode.


    2 - Movable structures. Not custom vehicules*, something simpler like configurable rotations and translations for custom doors, portcullis, and others basic mecanisms. Ideally working ropes, winches and pulleys would be a very nice addition too, but it is probably very complex to set up.


    * It will be great too, but I don't think that is a priority.

    Thanks red for your hard work on this game :) I have two bugs to report after few days playing this version:


    - Grid is not applied correctly on some surfaces (see the screenshot below)


    - Placing grass now use 3 grass object each time. It can be fine if its balanced. But in practice, if we collect grass on a determined surface we cannot cover it back with the grass collected. Maybe just increase the collect rate to fix this ? This issue exist in the previous version too, but now its very unbalanced.

    Amazing work on the update Red like always :)


    A small bug report about shadows: If that works well now on horseback, they still have an issue on foot. Only the head, hands & tools cast shadow, not the body. See the screenshot below ;)

    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.