Updated version released with a furled sail variant and some minor fixes.
The first post has been edited; everything is in there.
Updated version released with a furled sail variant and some minor fixes.
The first post has been edited; everything is in there.
Thanks TrueNord & noci ![]()
Unfortunately, in my case, it's not possible to place the anchor in the right position to avoid this ![]()
I’m going to read the topic in German in detail. I thought I had seen something about this recently, but I was searching in English
The well-known issue of objects reverting to crates on blueprint placement doesn't usually bother me: I simply reposition the objects afterward.
However, this time I have a carefully placed anchor that absolutely must not suffer from this bug because it's almost impossible to reposition it correctly afterwards. Someone know a solution to avoid this issue ?
Are some of these ships able to be used as in to sail them?
Unfortunately no
All player-made ships are made of blocks and are purely decorative.
Old ships
Hanseatic cog I
01/07/2026 - Initial release.
11/07/2026 - v2 update.
Its an old medieval ship from Northern Europe (Netherlands, Germany...), used primarily for transporting cargo across the Baltic and North Seas, though occasionally as a warship. This one don't have the fortified castles needed for this use.
I am not a specialist in historical vessels, so the model is not perfectly accurate; however, I did some research to achieve a result that should be reasonably consistent. The model could be improved, feel free to share any comments.
This boat is inspired by the Bremen Cog by Beko.
Be sure to download (only) the last version (v2).
The question is not the well-known teleportation issue - it's the least bad behavior in such cases - but the minimal free space around the chicken to avoid triggering that. This free space is usually defined by an invisible collision box: I hope for a smaller, more precise one.
Other animals are probably affected too, but it's especially bad actually for small animals (hares & chickens).
A straw nest where the hens prefer to lay their eggs would also be a good option; it would make player made nesting boxes functional.
And let’s dream a little: giving the chickens a limited ability to fly (or "jump") to quickly flee from danger or reach a high perch, would make their behavior much more realistic.
Small livestock like chickens and hares are often raised in small cages, but in game they can't stay inside because of their too big collision boxes. Instead, they teleport frequently to the upper level ![]()
For example, on this unfinished chicken coop (image & blueprint below) I have created 10 nest boxes. I can place chickens on the upper level just under the roof, but not on the lower one, even though they look big enough.
Very good job ![]()
Ich stimme Forscherdrang zu; in diesem Bereich besteht definitiv Verbesserungsbedarf.
N. B. Ich benutze einen automatischen Übersetzer; meine Deutschkenntnisse sind etwas schwach.
Simply splendid !
Rising world make constant and steady progress, but at a moderate rate because the dev team is very small. Most of your points have already been raised by others peoples:
- Water things (fountains, piping sytem) are a much anticipated but problematic feature. Liquid physics in video games can lead to plenty of very bad issues
However, Red has clearly stated on several occasions that it is planned (but probably not for soon). More realistically, we can perhaps hope for more conventional solutions without waiting years, such as fake water jets, waterfalls, static water blocks...
- Plants flowers & bushes. Its clearly on the list and very much expected too.
- Movable construction (spin and maybe more ...). Its a big improvment that could be on the long term list. It would significantly improve the game, but we will have to wait, as it's probably almost as complex to implement as liquid physics.
- Blueprints enhancement. First thing is that blueprints must have a resource cost. This point seems to be on the short-term list (few months???). Secondly, blueprints must be tradable between players directly in-game. This isn't currently the case. Finally, it will likely be up to the servers to implement their own trading systems, which already exist on some of them.
Regarding this issue, if the blueprints are still present in the game's directory but disappear IG (only), that happened to me too. However, it wasn't really a problem: if you click the cross next to the search box, all your blueprints reappear. I assume this refreshes the list.
[Bugfix] Fixed items often being invisible on multiplayer servers (need feedback)
I confirm, that work perfectly on Medieval Realms now ![]()
Update 2 is here !
Change list:
- All chairs are renamed.
- Minors changes to old chairs.
- Type I & III chairs are the updated old ones.
- Type II & IV chairs are news.
Update 2 is here !
Change list:
- All beds are renamed, redesigned and optimized.
- Double beds now offer two places.
- Type I beds (news) are designed to be very basic.
- Type II correspond to the enhanced v1 beds.
- Type III & IV beds (news) are deseigned to be more or less sophisticated.
Yes, basically they're "just" a horse variant
They are some kind of genetics and the foal will inherit its coat color from one of its two parents ? or its just random ?
Version 2.1 published: fixed textures and minor optimizations for heavy tables.
Another new little issue: "gridsize" command don't work when we try to place objects.