Posts by Ozorvals

    I tried to find a "setgap" or a "gap" command to set manually the gap value, and surprisingly it doesn't seem to exist. Maybe I'm wrong.


    Anyway, It would be nice to have such a command, especially if we can also set a negative value this way. I would like to use negative values to make tile rows: they need to be imbricated one into the other.


    Edit : I don't know how I managed, but the "gap" command does exist and accepts negative values. So a thread for nothing, sorry.

    Old Windmill



    I completely rebuilt my old windmill to fix some details that no longer suited me. The new version uses about 10% fewer blocks and is more detailed.


    I made three variations in limestone, sandstone, and black shale, with exactly the same shape, and others are easily doable in creative mode.


    It was built on the grid, if you want to keep that, change the blueprint's pivot to "Selection Area (Legacy)" point in your settings (Miscellaneous -> Blueprints).


    There are a few blocks around the mill to make it easier to place back on the grid; you'll need to remove them. It's also designed to be sunk into the ground down to the door level; feel free to add a few steps at the entrance.

    Thanks :)


    Sorry to answer in english, but I'm french and I still need some training in german.


    I have already asked red51 if this green arrow can be visible in blueprints too some mounth ago. I think we just have to hope he read this and put it on the list for one of the next updates :)

    Antique furniture

    VIII – Chairs



    15/06/2025 - 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. Currently, 8 sets are ready (bookshelf, bed, table, throne, pottery, cabinets), and few others are in various stage of progress.


    The Part VIII - chairs contains 9 different chairs.



    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 – Bookshelf

    II – Bed

    III – Table

    IV – Throne

    V – Pottery

    VI – Cabinets

    VII – Stools & Benches


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    Antique furniture

    VI – Stools & Benches

    15/06/2025 - 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. Currently, 7 sets are ready (bookshelf, bed, table, throne, pottery, cabinets, stools & benches), and few others are in various stage of progress.


    Part VII, stools & benches: Its 7 differents variants of stools & 6 variants of benches in 3 sizes.


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

    Bench_T1-W2

    T1 → Type 1

    W2 → Width 2 blocks



    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

    IV – Throne

    V – Pottery

    VI – Cabinets


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)

    Antique furniture

    VI – Cabinets

    15/06/2025 - 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. Currently, 6 sets are ready (bookshelf, bed, table, throne, pottery, cabinets), and few others are in various stage of progress.


    Part VI, cabinet: Its 3 differents type of furnitures (Sideboard, Welch dresser, and Wardrobe) in various size.


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

    Wardrobe_T1-D1h-W3-H3

    T1 → Type 1

    D1h → Deep 1 & half blocks

    W3 → Width 3 blocks

    H3 → Height 3 blocks



    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.



    Possible adjustments


    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.



    Screenshots



    My others blueprints


    Antique furniture

    I – Bookshelf

    II – Bed

    III – Table

    IV – Throne

    V – Pottery


    Others

    Old wood carts

    Windmill

    Roman tile roof set (outdated)




    P.S. Thanks red51 for fixing the resized doors & blueprints bug few version ago, that allow to publish a clean version of this cabinets.

    The underlying question is rather what choice to make to preserve performance in large projects without sacrificing too much the details. If we can "substract" objects inside rooms, that can let more freedom to build.

    Do we have Occlusion culling (or something similar) in RW ?

    The question is for red51 of course, but the answer can be usefull for all.


    To put it simply, it's a 3D rendering technique that prevents the calculation of objects hidden by others and therefore invisible. It's a way to have better performance. It's useful, among other things, to avoid calculating every small object in the next room, behind the wall.

    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