Posts by Ozorvals

A big new update is now available, introducing biomes, caves and much more!
Latest hotfix: (2024-02-21)

    Hmm... unfortunately I couldn't reproduce this issue... the code also looks correct to me :thinking: Just make sure to not confuse the default values for these commands: For surfacescale, the default value is 1 1 1 (a scale of 1), while for surfaceoffset, it's 0 0 0 (an offset of 0 blocks) ;)

    Sorry, I have made more test and your right, the two commands work well. However, there is a problem which caused the confusion: "Surface scale" and "offset" are inverted at the left side of the HUD.

    Thank a lot Red for the detailed explanation, it's very helpfull. Thank also for the command in the next update, it will be greatly appreciated :)

    Last small question: How many digits after the decimal point are taken into account in the parameters? 4? I do calculations to obtain the values of some parameters, this is to determine the correct rounding.

    Thx Avanar for the answer, but its not that. Maybe with a screenshot it will be more clear.

    With the "/size" command (in console) you have a fine control on the "size" parameter. I seach a console command who did the same for the "surface scale" and "surface offset" parameter. Actually, the only way to have some control on this two parameters is the arrows keys. It's work well on "surface offset" (if you use "/setl" command), but not on "surface scale", because this parameter is stuck on the grid when you use the arrows keys.

    Thanks Boing for the resources that you provide, that's helpful. You are right, the brake system and the drawbar need to be in focus for the next update.

    If you have more documentation, I always appreciate it. I have no wood cart at my disposal to check all the details ;)

    Old wood cart set

    27/05/2023 - Initial release.

    27/05/2023 - Update 1.1 - Minor update for a small fix (including a "new" empty heavy cart).

    01/06/2023 - Update 2.00 – More carts and variants for ancients carts.

    Planed in next version : More carts, feel free to make suggestions.


    It’s a set of old wood carts of different size and shape for preindustrial worlds. Most are designed to be used with horses or others draft animals (bullock, donkey, horses...). Of course, its only static objects for scenery at the moment, but that can eventually evolve if the game allows it someday.

    The hand cart is the only vehicle designed to be pulled by a human. They are three frame variants : a solid wood box, an openwork plank crate, and a rustic stick frame.

    The basic cart is the simplest animal-drawn vehicle. They are the sames standard frames (box, plank, and stick) in two shapes, narrow and wide. The box variant exists with or without bench.

    The long cart is an elongated version of the basic cart, still on one only axle, for bulky but not too heavy loads. They are the same variants than the basic cart, except the box one.

    The hay cart is a specialized variant of the long cart for hay carriage. They are a narrow and a wide empty versions available, the full versions are private because I use some Deidre work on it, and I have no explicit authorization to use this blueprint in my own work. I will make a little update if I obtain this autorization.

    The heavy cart have the same size than the long cart but on two axles, for bulky and heavy loads. The same variants than the simple cart are available, without shape variation.

    The small transport cart is designed for human travel without important load, only a chest on the back is available.

    Moreover, the cart wheels in three sizes are available separately.


    Just unzip into your blueprint folder. Of course, you need to use your blueprint table to obtain the set content.

    If you have installed the v1 or v1.1, you may remove it first: some cart have a new name in v2.

    Raw info

    Strange. I tested it again, and I still have exactly the same issue. However, yet we know that's not a blueprint problem. It's probably somewhere on my side. I will verify integrity of game files in steam, maybe my game is corrupted.

    And yes, optimization is not done yet on this blueprint. Generally it's one of the last steps before publication.

    Edit : Game integrity verified, problem persists.

    Blueprint set updated !

    Adding Impair modules and a lot of cornices. Description is also updated and more screenshot added.

    Impair modules are useful when the room is 3, 5, 7... modules wide. Use them on top only.

    Thanks Deirdre and Red for the help. I have uploaded the files plus another example of blueprint with broken modular snapping.

    The length? Maybe, anyway its the best hypothesis at the moment.

    There is no terrain or object inside the blueprint, so it's not the source of this issue.

    A little more context about what I try do do. I want to make an upgrade for my roman roof tileset, with more rounded roof, in fact a half hexagonal roof (top view) maybe for a tower or a church apse. To do that, I use temporary blueprint (like the ones on the image) to do some part of the final structure. In the following example, the blueprints are destined to be the hips of this roof module, and "blueprint 1" is a work around to replace the non functional "blueprint 2". But it's not the only case I make a blueprint without a functional modular snapping. The issue seems totally random, and I want to understand the logic under the problem to get that more predictable.

    Thx Deidre for the answer :), but maybe my first explanation is not clear enough :

    • With a "Blueprint 1" I type "ENTER" and modular snapping work perfectly.
    • With a "Blueprint 2" I type "ENTER" and modular snapping don't work, I have the message "Modular snapping is not supported for this element".

    Why that work with the first blueprint and not with the second? How I should transform "Blueprint 2" to gain the access to modular snapping?

    I have noticed than modular snapping is activated for some blueprints, but not for some others. They are no obvious reason for this behavior. Anybody have an idea to explain this? That will help for building complex structures.

    Roman tile roof set

    26/03/2023 - Initial release

    18/05/2023 - Update v2.00 - Impairs modules & more cornices


    It’s a modular blueprint set, made to facilitate the creation of roof typical of southern Europe. These roofs are build of interlocking roman (or canal) tiles, and the set is in line with that. It’s the historical version of canal tile, not the modern variant. In game, that look pretty close to a real tile roof, with some residual minor issues, that I can’t fix.

    This kind of roof has a pretty complex geometry, but I have not noticed a significant FPS loss yet.

    The set is composed of two variants of tile roofs, the first with a uniform tile color (unicolor), and the second with five tiles colors (pentacolor) closer to an old roof (before the 20th century). They are also some extra blueprints related to the roof building and training. There are 50 blueprints in total.

    The set is relatively complex to use, assuming that you master the construction system in unity version relatively well. However, I strongly recommended you to make the training section first. Moreover, after the training section, you will probably have enough knowledge to make your own tile roof set, based on the same principles. In theory, every tile roof in the real world (Asian temples, Hanseatic building…) can be reproduced with this kind of set (and no, it’s not in my future plans).

    The set is modular, the base module is a cube of 2x2x2. That’s mean, for every building that you want to make with this set, you need to build only with 2x2x2 cubes and modules based on 2x2x2 cubes. For example, a single door module in this kind of construction is at least an assemblage of 2 base modules, so it can be reduced to a 2x2x4 box, but with all refinement you want. Check (and destroy) the training building is you want to understand better.

    In this set, you have some furniture made both for decoration and usage. They present some predefined shape that you commonly need to fix and finalize your building. It’s like the interactive craft stations of the base game. To use them, just look the predefined shape whit the right type of block in your hand, and press INSER key (“adapt to world element”).


    Just unzip the three folders in your blueprint folder. Of course, in game you need to use your blueprint table to obtain the blueprints.

    Training section

    • Step 1 – Creation of a “blueprints test” session. Launch a new game in creative mode, superflat world with no monster, animal, cave…
    • Step 2 – Terrain preparation. Clean grass in a large area. Place a uniform layer of blocks in this
      area to form a floor. Place a Blueprint table, and the following blueprints :
      • Training building empty
      • Training building full
        The full one will serve as a reference during this training.
    • Step 3 – Placing the base of the roof. Create the following blueprints :
      • Straight wall
      • Corner (in) wall
      • Corner (out) wall
        Place them at the top of the walls, like in the reference model. For that, activate the grid and set its scale at 1, then place the blueprints. One issue must appear over two windows. Give up, you will fix that later. When you are done, drop all blueprints.
    • Step 4 – Placing the middle part of the roof. Create the following blueprints :
      • Straight middle
      • Corner (in) middle
      • Corner (out) middle
        Place them at the top of the blue glass. When you are done, drop all blueprints.
    • Step 5 – Placing the top part of the roof. Create the following blueprints :
      • Straight dual pair
      • Corner (out) dual pair
        Place them at the top of the green glass. Start with “Corner (out) dual pair “. We you use “Straight dual pair”, be careful with rotation : you may create some issues with ridge tiles polarity. If that happens, you can fix this later. When you are done, drop all blueprints.
    • Step 6 – Placing the cornices. Create the following blueprints :
      • Cornice I + tiles (the one of the other)
      • Cornice II
        Place them at the intersection of the roof and the wall, like in the reference model. Set grid scale at 0.5 to place it properly. Again, a small issue will appear in the inner corner. It will be fixed on the next step. When you are done, drop all blueprints.
    • Step 7 – Fixing issues.
      • 7.1 : Remove excess tiles all over the roof.
        Use the reference model if you have any doubt. Check carefully the following places :
        • Rooftop
        • Ridges
        • Ridges intersections
        • Cornice inner corne
      • 7.2 : Replace the missing tiles (except the ridge ones).
        Before that, you need to know they are full and half tiles. Upon half tile, they are upper and lower half. Also, they are different types of tiles for slopes, ridges … To replace a tile you need to copy one of the right type with a half hollow cylinder of materials 500 (Porcelain) tinted in #6D1907 in your hands. The better option to choose the right one, is generally to copy a tile of the same row (“INSER” key), otherwise you have a reference on the “roman roofer workbench”, inside the building.
        When you have the right type of tile, put your cursor on a flat surface aligned to the grid (floor), with collision ON, and activate manual positioning (“Right CTRL” key). Move the tile up to a full one of the same type, no matter if you have a copy of a full or a half one. Line it up until it perfectly overlaps. You need to play with grid scale for that. When it’s done, set your grid scale at 0.125 or 0.5, move your tile in the right position and place it. Repeat this last step until your done
      • 7.3 : making the lacking horizontal ridges.
        For that, you need a reference either on the roof or on the “roman roofer workbench” inside the building. Proceed the same way than for tiles before. Start by the masonry first, then the tiles over. The masonry is a cylinder of material 256. Place it against a wall and play with grid scale and displacement to align it. Remember than ridge tile has a special shape.
    • Step 8 – Placing the side plank. You need to use the reference at the carpentry part of the “roman roofer workbench”. Place it with grid at scale 0.5 with collision off.
    • Step 9 - Placing the beam. Enter inside the building, and remove unnecessary blocks used only for placement (glass & sandstone). Place the main bean over your head. You have some reference on the wood rack.

    Raw info

    Special ask for red