Thanks for your support.
Update v2, details on the first post.
Thanks for your support.
Update v2, details on the first post.
Nice job Deirdre
Can I use your blueprint for a loaded hay cart in the next update of my old wood cart set? If you want I can send you the blueprint quickly.
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 2.0 – More carts and variants for ancients carts
21/07/2024 - Update 3.1 - Total overhaul:
Planed in next version : Feel free to make suggestions.
Description
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.
They are tree main types of carts:
Each of theses carts exists in two different sizes (small and big), and with different trays (sticks I, Planks I & II, Box I & II). They are also some additional carts that do not fit into the previous classification :
Installation & usage
Just unzip the last version into your blueprint folder (usually \Steam\steamapps\common\RisingWorld\_New Version\Blueprints).
Of course, you need to use your blueprint table to obtain the set content.
In each blueprint they are two blocks of rocks, one at the front, the other at the bottom. They allow to place the carts on the grid. For any other use, you just need to remove them after placement.
Thanks
Thanks to Deirdre for allowing the use of her "Strohgarbe / Straw sheaf" blueprint, which allows to make the loaded versions of Hay carts.
Screenshots
Thx Yahgiggle
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 :
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.
I have make a tour yesterday on the server, and I have seen your progress. It's an awesome work JF
Thx Deirdre
Feel free to comment the bluprint set.
Roman tile roof set
26/03/2023 - Initial release
18/05/2023 - Update v2.00 - Impairs modules & more cornices
Description
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”).
Installation
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
Raw info
Special ask for red
Logs
Another hotfix (0.6.0.2) is available now btw, it fixes some smaller issues. It's also necessary to update multiplayer servers for this hotfix
Hotfix 0.6.0.2 (2023-03-02):
- [Change] Improved back slots in furnace (it's now easier to place ores there)
- [Bugfix] Fixed spinning wheel breaking sporadically for no apparent reason
- [Bugfix] Fixed "Adapt to World Element" function not working correctly
- [Bugfix] Fixed error when trying to spawn the arctic fox
- [Bugfix] Fixed grid not working properly for blueprints
- [Bugfix] Fixed blueprints sometimes having a weird offset
- [Bugfix] Fixed error when entering domain names into the "Connect to IP" field
Great, thx for the hotfix, and especially for the return of INSERT key
Great work on the update
However, I have found a little bug in this version : The INSERT key ("adapt to world element") is broken now. Can you fix this ? Its one of the most usefull feature for building.