Posts by Ozorvals

    Antique furniture

    IX – Books


    01/01/2026 - Initial release.

    20/04/2026 - v2 update.



    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 9th, offers several books variations: 25 open, 25 closed, and 10 groups. The version 2 add a medieval codex in 9 open and 9 closed variations; papers blocks are also a bit bleached.


    For all books, the first number indicates the size of the book, the second the thickness. Thus, book 11 will be small and thin, 35 will be medium-sized and thick, and 53 will be large and medium-thick.


    Be sure to download (only) the last version (v2), and stay careful with medieval codex, don't fill library with it, its a complex build.



    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 – Beds

    III – Tables

    IV – Throne

    V – Pottery

    VI – Cabinets

    VII – Stools & Benches

    VIII – Chairs

    IX – Books

    X – Crates

    XI – Farm equipment

    XII – Candlelights

    XIII – Writing materials


    Others

    Old wood carts

    Windmill (outdated)

    Old windmill redone

    Medieval crane

    Roman tile roof set (outdated)

    Apothecary scale & weights

    Barn

    Since the version before the current one, most custom chairs created by hiding a seat inside no longer function correctly: The message "This space is obstructed" appears where there was no problem before. After some testing, it appears that this issue only occurs if the seat has been resized to be more effectively hidden.


    Should I correct my blueprints by using a non-resized seat, or the previous behavior will be restored ?

    Roen give you the easiest solution, but Krazmuse is right too. If you want to do something precise, geometry is the only option. If you're not afraid by numbers, I made a spreadsheet a long time ago to make this step easier. I share you the last version of this file in attachments. They are instructions inside but it's still a bit complex to use, feel free to ask for help.


    P.S. red51 It's possible to allow direct sharing of LibreOffice files (*.ods & *.odt) on the forum? Actually, I must zip a 39kB file to do it :/

    As Deirdre said, you can manually choose the angle increment via the "setr x" command, but there are also other commands like this one to do useful things:

    • "setl x" to manually choose the scale precision, to resize an element with arrow keys
    • "setp x" to manually choose the placement precision, to move a block without the grid (this one is a little less useful)
    • "size x y z" to manually choose the dimension of a block
    • "surfacescale x y z" to manually choose the surface scale of a block (red numbers you can access through ALT (R) key)
    • "surfaceoffset x y z" to manually choose the surface offset of a block (red numbers you can access through ALT (R) key)

    Ozorvals, that's a beautiful wagon wheel :D


    It would be great that if you made such an object, you can change it in a single item to use in the game. Kind of developing your items for in-game use.

    Thanks :)

    That comes from this pack if you want to know.


    About changing that in a single item, there is surely a way to do it using some external tools, but it's not the point here. It's easier to build this with blocks and I just hope for a way to do that more efficiently (with fewer blocks).

    Thanks Avanar and Yarofrey, I'm aware of this work around and I have used it very often.


    I would like to be able to do without it, because it's very bad for optimization. Each time I used it, it's 6 block or often more, whereas I could only use one if I could control the internal diameter of the hollow blocks.


    Edit :

    Take, for example, this wagon wheel published in July 2024. It has 360 blocks; I find that far too many for this object. However, it's a focal point on a cart that has a significant impact on the overall perceived quality of the object, which is why I don't want to degrade the detail and I don't see how to optimize it without doing so. If I could control the internal diameter of the hollow blocks, this same object, with equivalent quality, would easily drop below 50 blocks, representing an improvement of at least a factor of 7.


    So yes, this wagon wheel is a somewhat extreme example of the benefit of having control over this parameter, but it's a very real one.

    Is there a command to control the inner diameter of hollow blocks (hollow cylinder, torus, etc.)? I've been looking for it for a long time without success.


    If not, it would be great to have one; it would open up many possibilities for creating some objects (dishes, mechanisms, etc.) or for simplifying those that currently require too many blocks.

    I'm currently trying out the new forestation tool and the water plants fix from the last update. It's a gorgeous work like always, but I have a little frustration about the water lily: It would be great if we could paint their petals (and only them) with the paint roller.

    red51 You can add a "selection tool" - an overlay that surrounds the active blocks - to the "C" menu of the paint tools to allow some modifications on the textures itself: Of course, to change the origin point of a texture in local mode with the directional arrows ... but maybe also to change the texture scale/alignment outside creative mode

    We clearly need another way to rotate texture, but we already have a way to do that. For wood texture especially, I don't see the problem: You can just build with texture alignment set to "local" ("C" menu with a block in your hands). That works pretty well, you just need to remember that the wood fibers are aligned along the vertical axis to keep a right orientation.


    The issue is more to rotate a floor texture around the vertical axis when you have a building that is not aligned to the grid.

    Thanks a lot red :) That will be very helpful next time I (or anyone else) need to calculate the strange shape of certain blocks for some weird object.


    Actually, I found the solution to my specific problem after a night's sleep, but much more complex than what you just explained. Your information should allow me to generalize next time :)


    In my case, I wanted to calculate the shape of the tiles placed on this roof, in particular those above the apse:



    I've also attached my spreadsheet for anyone who might be interested. It's not quite finished, but works pretty well already. It comes without a manual, so you need to have a basic understanding of geometry to use it. Just complete the green boxes and don't touch anything else.

    When I want to build something with complex geometric shape, usually I calculate certain blocs. Obviously, I don't do that manually, but through a libreoffice's spreadsheet and console commands IG (size, surfacescale...). This way, the necessary calculations are done only once to create a tool that can be reused in different situations. Only the parameters need to be adapted to each case. For example, the windmill I recently published uses this technique.


    However, I am currently stuck on calculating the "surface offset". I know there is an inverse function somewhere and that the only two variables are the block dimension and the surface scale in the axis considered, but I can't find the formula that will allow me to control this. Would it be possible to have a point on the math behind the surface offset?

    I tried to find a "setgap" or a "gap" command to set manually the gap value, and surprisingly it doesn't seem to exist. Maybe I'm wrong.


    Anyway, It would be nice to have such a command, especially if we can also set a negative value this way. I would like to use negative values to make tile rows: they need to be imbricated one into the other.


    Edit : I don't know how I managed, but the "gap" command does exist and accepts negative values. So a thread for nothing, sorry.