Posts by Ozorvals

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.3 (2025-05-09)

    I noticed something strange about the ambient light for a long time. Now, I think the direction is wrong, bottom to top instead of top to bottom. So, I make an experiment: A close box in creative at 12h (tod 12), with different textures both on floor and on ceiling without any parasite light to have a good base for a comparison. You can see the result on this screenshot :

    We can notice that the ceiling is always lighter than the floor, regardless of the texture used, which means that the light comes from the floor towards the ceiling.


    I miss something?

    Of course, they are dry storm in the real world, even in summer in my own region in southern Europe. But its not what its pointed here. I have clearly mentioned a clear sky. Dry storm occurs only with a cover one (without rain). Here, it's just an unrealistic occurence of lightning and thunder in a perfect sunny blue sky


    Edit : two sreenshot for illustration

    Antique furniture

    V – Pottery



    13/04/2025 - 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, 5 sets are published (bookshelf, bed, table, throne, pottery), and few others need some improvement before publishing (bench, cupboard, cabinet, crate). However, don't count on a quick publication.


    Part V, Pottery: Its 12 different pottery, 2 amphora, 2 greek vase, and 8 vase.


    All pieces use the porcelain texture (500, scale 0,25) with a “neutral” brick red (#742210). The render is good also with other textures or colors (use F8 in creative mode). For some example, check the table below :


    Hex codeColorComment
    #6D1907Brick red 1
    #622012Brick red 2
    #742210Brick red 3Default color
    #5B1206Brick red 4
    #481105Brick red 5
    #F9D5B6White 1with a light trace of orange for iron oxide
    #F3D3B6White 2a bit more orange
    #403429Grey-Brown 1lighter
    #2A221BGrey-Brown 2darker


    For an enameled version, use the gold texture (715, scale 0.25) and adapt the color.



    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.



    Screenshot



    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table

    IV – Throne


    Others

    Medieval crane

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    Antique furniture

    IV – Throne




    13/04/2025 - 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, 5 sets are published (bookshelf, bed, table, throne, pottery), and few others need some improvement before publishing (bench, cupboard, cabinet, crate). However, don't count on a quick publication.


    Part IV, Throne: Its 3 variant of a throne.



    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.



    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table

    V – Pottery


    Others

    Medieval crane

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    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 ;)