Posts by Ozorvals

    You need to understand what the spreadsheet parameters mean and do a simple (mental) calculation based on your building.


    If your module "m" is 1 and your height "h" is 3, it means that by moving horizontally 1 block (m) from the edge of your roof towards the center, you will gain precisely 3 blocks (h) in height by following the slope.


    However, this doesn't mean that the peak of your roof will be 3 blocks higher than the edges, because you can repeat a module as many times as necessary. For example, with this configuration, for a symmetrical, double-pitched roof built on a piece with a width of 8, the module will be repeated 8 times (8/m but m=1), 4 on one side, 4 on the other, and therefore the peak of your roof will be 4 * 3 = 12 blocks above its base.


    This way, you always end up back on the grid with this method, if you used it initially. From there, all that remains is to continue building on the grid and to count how high you want to go and how wide to determine the correct parameters.

    I'm not entirely sure I understand the question correctly.


    If the problem is creating a mansard roof, it's essentially two roofs stacked one on top of the other. You simply apply the method twice, changing the spreadsheet settings and deleting the unnecessary blocks at the end. Once you've finished the lower part of the roof (green and blue in the previous post), the edges of the blocks at the top should still be aligned with the grid: You build 4 new walls using the grid and run the method again.


    If the problem is the roof section with only two triangles, I place a temporary "green" block aligned with the roof's midline, place the first triangle, delete the temporary block, and then place the second triangle.

    They are two methods to do this, one simple, one complex. You try to use the complex one by using a square block and shink the top. Its possible to do that well, but that need more calculation. I can describe this in details if you want.


    However, I often use the simple one: You place square blocks in the center (greens on the screen below) and slope blocks at the edges (blues). Slope blocks dimensions are similar to the squarre ones, but the order change, try and error is the fastest way to find the right one. With a snap point on a green block, few 90° rotations are also requiered to obtain the right orientation; do this with arrowkeys.


    You can examine my example figure in details to understand this more easily: you have the dimensions and rotations info of each block (red circles) if you point it with a block in your hands.


    Antique furniture

    XIII – Writing materials

    21/04/2026 - 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 13th, offers 38 small objects related to writing and scholar work with a focus on antiquity and medieval period, but some objects are still in use up to the early XXth century.



    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

    Thanks a lot, Red, I mainly wanted confirmation :)


    I'm not sure it's necessary to change this limit; it could cause problems for new players, and for more experienced players, I think Forscherdrang's suggested workaround is sufficient.


    I encountered this problem for the first time recently when I was pushing the building system to its limits, so it's an extreme and unrepresentative case. As you can see from the screenshots below, these are really small items that should remain rare. The most notable example is the sealed letter, where the paper was originally a block - replaced by a pane - and the seal cords, which were originally too thick - fixed by Forscherdrang's tip.



    N.B. This items should be available in the next days or weeks in blueprint section.

    All is in the subject: Is there an hardcoded lower limit for blocks size ?


    I ask this because I currently create writing materials (scrolls, quill, others small medieval tools...). It seems I cannot create a block thinner than 0.01, and that can be usefull in a such situation.


    I suppose the only solution is to use panes instead of blocks when its possible ?

    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