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?
Posts by Axel5616
A new update (0.9.2) is available now!
Latest Hotfix: 0.9.2.1 (2026-05-12)
Latest Hotfix: 0.9.2.1 (2026-05-12)
-
-
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.
-
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
-
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
-
A wonderful update, thank you for all of your work

-
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
-
Display More
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.
-
Display More
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?
-
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!
-
Display More
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!

-
Thanks

You can also copy a color with INSER key if you have a painting tool in hands
Didn't know that!
-
Display More
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

-
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.
-
Display More
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
-
Setr = rotation
Setp = positioning precision
Sets = scaling precision
Thanks so much Avanar.
-
Display More
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.
Thank you for your patience with me. Can you explain the relevant console commands?
-
Display More
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.
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.
-
It's going to be a learning process and might not be easy. In fact it will be frustrating. But once you managed you'll feel a deep satisfaction

You can open a spreadsheet with any excel like software. Open office or Libre office. Both free
Thank you for the tips. This should he "interesting".
-
Display More
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.
Thanks for the help. I downloaded Apache Open office and I'll get that barn. It's time to take a deep dive into roofs.
-
It is not easy to find the right angle. Small gaps can happen, if you are not working 100% accurate, but can be covered with beams or similar that cover the corner anyways. Or you follow the accurate path of Ozorvals with a spreadsheet.
Still it boils down to fiddling around with it. Roofs are a science on its own - there is no easy way, if you want it to be good
Thanks for the example! Yes, roofs are tricky. I'm going to practice this but it will take a while. I've never used surface edit.