Posts by Ozorvals

    Thank you for your patience with me. Can you explain the relevant console commands?

    No problem :)


    Avanar gave you three very useful commands and you also clearly know how to use the "size" command, so I won't go over again.


    That leaves the "rotation" command; it's used like the "size" command with the same parameters: "rotation 90 0 0" allows, for example, a 90° rotation on the X-axis, and "rotation 90 90 0" a 90° rotation on both X and Y axes.


    In a more pragmatic way, you position your block in modular snapping on a chosen snap point without placing it, you enter the command, the block flips, and then you can place it. Nothing more. Of course, the choosen snap point is the center of rotation.


    However, be careful with this command: the rotation is absolute, meaning its parameters are only true for a block to which you haven't previously applied another rotation. Think to push BACKSPACE key first if you have any doubt.

    I'm a little lost her. I'm not sure how to use your spreadsheet, where to put what, and what rotation command you mean.

    That's what I was afraid of. I will try to explain this as clearly as possible and step by step, but it's not easy. Don't hesitate to ask and repeat questions if necessary.


    The green boxes are the ones that correspond to your specific case and that you can modify. You should only read the others: they allow you to find the correct value for the commands you will use. The difficulty is to find the right box in each situation.


    This time, I'm going to take a completely different approach to help you find the values for the two green boxes that correspond to your case.


    To begin, you define the area that will be covered by the roof with four walls. On these walls, you place slope blocks whose diagonal corresponds to the roof slope. You can use the height of these slope blocks as the variable "h" in the spreadsheet, and their width as the variable "m".


    Next, you'll place a tall, thin block against these slope blocks to form your roof, tilting it so that it's aligned diagonally with the slope block. To do this, you need to know the dimensions of this roof block and its angle of inclination.


    Now, we need a numerical example. Let's say your slope block, at the top of the wall, has dimensions X4 Y3 Z1. You can use its height Y=3 as the "h" variable in the spreadsheet, and its width (or thickness) Z=1 as the "m" variable.


    For your roof block, the simplest approach is to keep the same width X=4, arbitrarily choose a thickness, for example Z=0.125, and find the correct value for the height in the spreadsheet: it's in the "Straight slope length" table. Here, we'll choose the value for x1 (Y=3.162278), but any value in this table will work, depending on the situation. All that's left to do is type the command "size 4 3.162278 0.125" to get the roof block the correct size.


    Now you need to position and tilt this block at the correct angle. This angle is found in the "Angles" table, in one of the two "Straight" columns. To find the correct value more easily, the simplest method is to roughly tilt the roof block in-game, read the value IG, and find the closest match in the table. Here, IG, we note that the angle is between 15 and 20°. The closest value in the table is 18.434949, so we can type the command "rotation 18.434949 0 0" and position the block.


    The rest is simply a matter of repeating this procedure, copying blocks with INSERT, resizing them with the arrow keys, positioning them correctly using modular snapping… and once you've mastered the procedure and its underlying logic, you'll quickly end up with a complete roof.


    There are many other little tricks to correct apparent flaws or build more efficiently, but I'll answer those as questions arise. This post is already quite long.


    P.S. The blueprint is an example; the lower part was created using the values provided in this post.

    I use console commands (specifically the size command) all the time. I don't have a program to view spreadsheets though.

    You just need LibreOffice (witch is free) or any commercial equivavent to read it.


    I share the file, if you want to try. It lets you do trigonometric calculations effortlessly; you just have to fill in the green boxes. Don't change anything else. In your case, you can also ignore everything related to conical roofs or roman tiles.


    So you have two values to find, which are specific to your situation. The module is (to simplify) the width (in blocks) of a slope of your roof as seen from above, so generally half the width of your room, including the walls. The height is (to simplify) the height of your roof between the ridge and the top of the wall.


    Once completed, the construction method is similar to what Avanar showed you. For example, you can find the exact angle in the first table (named "Angles"), and then you just need to use the /rotation command to correctly position your block IG. However, I recommend experimenting IG first to find a value close to your angle so you can more easily find the correct value in the table, which covers a wide variety of cases.


    Furthermore, if you want to see an example, dismantle the barn I posted yesterday, its roof - quite simple - is made with the default values of this file.

    Avanar already gave you the easiest method. Create a complex roof is never easy :/ but it's also possible to calculate the shapes (with a spreadsheet) to do a fine work with console commands. If you are interested (and not afraid by numbers) I can share my spreadsheet and try to give you some explanation.

    I assume you have check first common mecanical or key mapping issues ?


    You have an english/us keybord (querty) or another type ? Some multiplayer server remap keys for other uses, and that can be an issue if you have a rare type of keybord.

    A large barn typical of some cereal plains of southern Europe; it is very open to take advantage of the summer wind and dry the cereals and fodder.


    A little and nice graphical enhancement could be to add subsurface scattering fo candles: The wax is translucent and the flame should illuminate it in the dark. Subsurface scattering work well for that. Moreover, they are many others things that are translucent like human skin, ship sails ... so, it could be extended to other objects.


    Antique furniture

    XII – Candlelights

    07/03/2026 - 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 12th, offers 53 different candlelights.


    If you want more variations easily, the candles can be colored or resized differently, and there are several candle models: most are lootable, only one is craftable.

    To compensate for the candles low light output, there is a hidden light on the chandeliers that can be activated from the ground, at the red arrow (image below).




    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

    XI – Farm equipment


    28/02/2026 - 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 11th, offers 33 different equiment for an old farm.


    As usual, I tried to make the set items using as few blocks as possible. However, some still consume a fairly large number of blocks, so a moderate use is better for performances. I'm thinking in particular of the barrel that mimics the standart one: it's always better to use an item rather than a blueprint; don't waste 266 blocks for nothing. This blueprint is useful mainly for thoses who want to make their own modified version of the barrel (half barrel, partially broken one...).



    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

    I'm currently trying different methods to create stained glass windows. The one that works so far (mosaic of small 862 glass pieces, texture scale at 0) tend to limits us to very simple shapes (see screenshot). It would be great if we can use posters for this, but currently the transparency layer only offers full or no transparency (see screenshot). It would be great to have the same possibilities as with decals, which are unfortunately unusable for creating stained glass windows.



    Edit: I have added the file used for testing, in case anyone wants to try it out themselves or simply use it. Of course, I repurposed a file that I originally used to create soot in chimneys.

    You probably already noticed that, but only the terrain can hold water; blocks cannot.


    I assume you placed the water with "F5" and tool 5 activated. To remove it, it's the same tool, but right click instead of left click. Remember you can increase the tool size ("+" on your numpad).

    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.