Wonderful!
Posts by Axel5616
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You mean the small red lantern? Or the black/grey square lantern?
Does that mean you want to change the color of the flame?Either of those lanterns. Not the color, I'd like to be able to change the brightness like I can do with the bulkhead lamp. Sometimes the lanterns are too bright for a smaller space. I prefer the warm light to the colder white light.
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in the meantime you can try to put a light block in it and change that color...
That's an idea!
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I don´t know if i understood you correctly but i hope so.

No I'm referring to the small lanterns
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I love that you can adjust the brightness of the bulbs but I'm not a big fan of the white light. I wish you could adjust the lantern light as well. If I'm missing something please let me know!
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Actually, I'm not able to go back and edit the sign AFTER it's placed and written on. So that really the thing that I hope could be changed.
If you look at the sign and hold F you can edit the text I think
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I see that when I try to place any clothing all I get is a "package". I assume that's because there is no picture associated with the item? Will this be available at some point?
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Y
Display MoreFor as long as I have been playing RW I still struggle with the Terraforming tools. They are mostly similar to the previous Java version, but with added features, which is all good, but ... I still struggle with 1. Remembering how to do something, and then 2. Getting natural looking results I can be happy about.
I find that I often just make a huge mess and then there is no quick and easy way to undo what I've done. Maybe I am mis-remembering, but I think it seemed easier to lower (or raise) the ground in an area. Building a road for example on a curve and a slope and getting something that isn't a lumpy mess is impossible. I have resorted to the new "natural" block materials to simulate a smooth slope or transition from one level to another, Dang. That's not easy either!
What we really need in this community are more tutorials! I think I might be a decent builder but terraform is not my forte.
So if you have used the terraforming tools to good effect, please post your tips, examples, videos of you doing it if you've got em!

Terraforming is brutal. I do much better with the rake for evening ground. If I have to lower the ground I sometimes use a pick to make a hole then rake from there, but I no longer ever lower the ground. I'll build the lowest part and add to it for higher ground. To raise the ground I carefully add a hill then rake it even, add another hill and rake, just to get the height needed to bring the ground up.
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Hey, sorry for my late response, but this issue should be fixed with the latest hotfix

(but unfortunately the previously stored favorite colors are gone, so you have to set them up again)
Thanks so much Red, yes fixed! Fortunately when I find a useful color I write the RGB down
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Firstly, thank you Red51 for this wonderful update. This has probably been mentioned before but it's the only thing I've noticed so far
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A wonderful update, thank you for all of your work

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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.
Once I've built one wall with squares and slopes, how do I get the next wall to fit if I have to build it again from scratch
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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.
Thanks so much for getting back to me. I'll use the simple one for sure. I notice that on top of your roof blueprint you have two mansard roof pieces and 2 triangle pieces. How does that work? So, do you have to rebuild the wall 3 more times or is there a way to copy it complete.
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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.
OK, I've got the sizing and slope. I'm using your example figures while I practice, I get the piece sized and sloped, I then use surface edit to shrink the top, when I do this the pattern warps. How do you keep it straight?
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Thanks! I plan on doing a video about the several towns on the server. I want to showcase my towns as well as player builds.

Looking forward to it!
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On Roen's Renaissance sits a vineyard manor on a hill overlooking Crows Landing. The vineyard produces all the local wine for the town and as a result has a very large cellar for storage. This beautiful home features 3 bedrooms and 1 master bedroom. A library, 4 dormer balconies, a dining room, lounge and 8 fireplaces! A nice large covered back porch with plenty of room for a view. Included are the trellis post rows that support the vine as well as individual trellis posts so you can make your own vineyard shapes. Note: the basement will need to be dug out after placing the bp. Enjoy the tour!
Just watched your YouTube video. Amazing building and whole town!

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Thanks

You can also copy a color with INSER key if you have a painting tool in hands
Didn't know that!
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Antique furniture
II – Bed
rising-world.net/attachment/39619/
18/10/2024 - Initial release.
Description
Antique furniture is a series of blueprints set with the ambition to cover the main types of furniture, not present in the base game, that can be found in the western world during the pre-industrial era.
Currently, 3 sets are ready (bookshelf, bed, table), 3 others are nearly done but still need some improvement before publishing (bench, cupboard, cabinet), 1 is a WIP (crates), and there may be others later as well as upgrades of the existing ones. However, don't count on a quick publication.
Part II, bed: For the moment, its only 1 type in 5 different variants, both simple, double and canopy versions.
Each piece of furniture has a coded name who allow to quickly know its type and variant. For example :
Bed T1a
T1a → Type 1, variant a
Installation
Unzip all the content 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 game.
If you have installed an older version of the set, you should remove it first.
Technical information
The information in this section for people who want to make some modifications.
I used the material 113 for all the wooden blocks, tinted in dark brown (#361C0D) for the structural parts and in a lighter brown (#421F0E) for filling part.
All the blueprints are built in modular snapping mode, but on the grid.
Screenshot
rising-world.net/attachment/39619/rising-world.net/attachment/39621/
My others blueprints
Antique furniture
→ II – Bed
Others
→ Roman tile roof set (outdated)
Thanks so much for giving the colors used! I spend a lot of time trying to find good colors. Very helpful

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A new house, greenhouse and workshop on a beautiful small lake. The greenhouse is a smaller more modest version of the one from my Old West Town. The workshop is open, airy and has a balcony equiped for storage. As usual I used several blueprints for decoration in the house. I thank the following creators: Ozorvals, CursedXinstence, NikoBloc, sowisengreat, MommaT, AlphaGodith, ROEN_44, Deirdre, Mag,ToyOpa, toolman, Urshala, Winterfalk, Avanar, SUF, Yahgiggle, Kay, Rudi, Phillip, Rmd53199, Shawnel, Kula, Zinri, Alex74, Zarkofir.
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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.
Thanks for the clarification. So helpful