Rising World

Rising World

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Unity Version Tips and Tricks (version 0.7)
By AlphaGodith
a collection of useful information about the new unity version of the game, including advice on getting started in survival mode, as well as controls for advanced building, and some especially useful creative mode console commands. made primarily for myself and my friends, but hopefully someone else finds it useful :)

looking for something specific and don't want to read all my nonsense looking for it? use 'crtl F' to search for keywords.
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What is the Unity Version and how do I get it?
https://steamproxy.net/app/324080/discussions/0/3056237435828630015/ (but basically, it's in a beta branch right now, select that and then it'll ask you on launch which version you want to start)

and more info on what the existence of the new version means for the old;

https://steamproxy.net/app/324080/discussions/0/1642042464740355178/ (but basically, steam updated the algorithm in a way that totally shafted this game, and the engine switch is in order to regain the lost visibility that is needed to continue to fund this game's development. the old/java version is no longer being updated, but will remain playable, while the new/unity version is currently being developed up to the same level of completeness as the java version, at which point it will replace it on the store page and be moved to the main branch while the old/java version moves to its own beta branch.)
Recommended Graphics Settings
you can do much lower settings if the game is choppy, or higher if you have a beastly computer, but one setting i personally consider VERY important is to turn 'refractions' (not reflections) in 'lighting' OFF so that you can see through glass more easily. it's nice when windows act like windows ;P but depending on the build that may not be the case so just keep in mind REFRACTIONS is what makes glass see-through or not.

also, while grass certainly adds a great deal of realism to the game, it also does a good job of hiding a lot of things (such as harvestable plants and dropped items), so keep this in mind if you're having trouble.

furthermore you MUST have decals ON even if you turn off footprints and such because turning it off will also affect the poster decals players can place which are often used for important information sharing and build decor.


i also recommend changing some fog settings so you can see a little better at times, especially when the weather is supposed to be clear, so you can get nice crisp screenshots of large areas. there isn't an in-game setting for this, but it isn't too hard.

download and use https://sqlitebrowser.org/ to open and edit this file


like so


this will make it so clear weather is ACTUALLY clear, and reduce some other fog effects that felt a bit over the top to me, but there will still be appropriately heavy fog during severe weather and such.

i also personally disable the pollen effect, which results in stray dandelion fluff floating in the air. to remove that effect, just turn all blocks in the 'pollen intensity' column (in the same weather table as the fog) to 0.

additionally, you can change the color and intensity of sunlight and moonlight, making it easier to tell color during the day and/or easier to see at night, by modifying the respective values in the 'regions' table. i personally prefer a value of 4 for moon brightness, so it's still dark but you can at least somewhat navigate, and 8000 for sun color (day), which is white instead of yellow or blue.
Recommended World/Gameplay(misc) Settings

the most important settings (imo) for a somewhat realistic (but not painful) survival experience;

peaceful mode - OFF (hunting isn't fun if nothing fights back)
allow console commands - ON (sometimes ♥♥♥♥ happens and it's nice to be able to fix it)
allow fly mode in survival - ON (i typically only use this to scout out a new world for a starting location, or as an improvised fast travel to distant places i've already been, such as other islands, since at anything other than 4x fly speed the journey can be excruciating)
no-clip in fly mode - ON (just handy for looking at stuff and not getting in eachother's way)

keep inventory after death - ON (having to retrieve your stuff on death CAN be fun, but it can also be a huge pain and very stressful, depending)

pause game in menu - ON (so you don't burn your meat or die of starvation when you run to the bathroom or to get something to eat irl)

plant growth duration - 20% (way faster but imo still not too fast)
ore smelting duration - 50% (you can reasonably just screw around at base waiting for it to finish)

enable gravity for objects - OFF (i don't like accidentally destroying a ton of my base when i make edits)
enable gravity for plants - OFF (mostly for consistency)

max image/poster resolution - 2k (max, default is 500. i like to put detailed art up in my house and i'm not on a big server so i don't have to worry about it causing lag)

include hud in screenshots - OFF (better for cinematic shots, but you may want it on if you are trying to show information)
save in steam library - ON (simple that way)
Hunger and Thirst; Farming and Hunting
thirst

thirst drains faster than hunger (this is based on how in a real life survival situation, you will die within a few days of no water, but can go without food for weeks), and all edibles provide food but not all of them provide thirst, so satisfying your need for water should be your main goal.

the game does not currently differentiate between salt and fresh water- so don't worry about that. you will likely drink from the ocean a lot in this game.

you can make containers to carry water with you as you travel away from it, but if you don't want to make a pond or well in creative mode (since right now there is no survival means for placing water, tho this will happen eventually), a better long-term solution is getting water from plants. watermelon in particular gives a good amount of water when eaten, so a small garden of watermelons acts basically as a water fountain. to plant watermelon (and other farmable plants), you must first find some in the wild and use a sickle or scythe on the plant to collect seeds/saplings. you cannot just turn the harvested fruit into seeds, unfortunately. after that, use a hoe on some dirt and place the seeds down on the resulting farmland. it's that easy! however later on in a future update you will probably need to water them, once that mechanic is added.

apple trees are also an option if you don't want to have to worry about sickle-ing some plants and re-planting them, as the apples will regrow over time with no human intervention. however, they don't give as much water, so it's a trade-off.





hunger and cooking

farming is also good for satisfying hunger, although you may prefer hunting, both cuz it's fun and because cooked meat restores a decent amount of health. just be sure to watch your meat cook so it doesn't burn, as this renders it useless. personally i make a habit to always spin yarn while i cook, so i don't get distracted doing something else and forget about the meat. since you can change how long it takes for things to cook, our settings may differ so i won't bother specifying how long it takes, but i keep track of how many spools of yarn i can make in the time it takes my meat to cook, so i know when to stop spinning and go pick it up. it's a primitive timer that has the added benefit of producing yarn, which can be very tedious otherwise!

to spin yarn, hold the wool in your hand and hold click on the spool part of the spinning wheel- where the yarn gets wound up, and then use your interact button to pick the yarn up when done. you can shear wool from sheep, but you can also just kill them to get some as well as hide/meat, or spin hemp or cotton instead.



hunting

be aware that bulls, rams, and billygoats will attack you if you attack them or another animal near them. pigs and chickens are the safest way to get meat, as they don't fight back at all. however, if you want a challenge (or just more resources), larger and more threatening animals like boars and moose give more meat and leather. headshots do more damage, and a thrown spear is extremely powerful, so you can one-shot most animals just by throwing a spear into their face when they charge you. another method if you don't have access to ranged weapons is to jump on your foe's back and hit them, since they can't hit you when you're up there. ride 'em, cowboy! and to refine the resulting hide into leather, place it on a tanning rack and then right click with a knife to scrape off the fur.



cooking and baking

cooking meat is simple- while holding raw meat in your hand, click to place it on a cooking spit or grate, then wait! meat CAN burn tho so try to keep an eye on it.



baking is a bit more complex.

first you have to turn wheat into flour with the grindstone; place wheat in the divot like you did the meat on the grill, then push the bar with your body to spin the wheel. note that you can push the wheel faster from the outside edge than the inside, so it can help to build a wall or fence around your grindstone so you can do so without slipping off.




next you must craft your dough at a workbench with the flour.

THEN you place the dough in a masonry oven to bake it. it takes a lot longer to bake bread/cookies than to cook meat, but the payout is significantly increased food and healing effects. cookies stack up to 32, while you can only combine 2 loafs of bread into one stack of four slices.


Mining and Ore Locations
general mining

you can find iron boulders on the surface, but most ore is underground. you can dig some of it out of the sides of mountains (iron, aluminum, coal), but most of it is deeper underground so you'll need to either go spelunking in a naturally-generated cave or dig your own mineshaft.

if you choose to go spelunking, and even when digging a mineshaft (since you may branch off for ore, or hit a natural cave by accident), it can be easy to get lost. my personal tip that helps wonderfully for navigating is to always place torches exclusively on the left side of your tunnels as you go deeper, and exclusively on your right as you go back out. that way no matter how turned around you get, you should be able to find your way home. also, when you've hit a dead end that you don't intend to continue manually, 'cross out' the entrance with wooden boards so you know not to go down that way again. i would also recommend NOT removing torches from such paths, as you could theoretically hit that same path again from a different angle, and having torches there already will help you keep track of where you've been already.

locations

aluminum is found primarily at higher elevations, such as snowy mountains (y 250 and above), but can also be found less frequently at lower elevations.


iron can spawn as boulders, but is also just a regular ore you can find at any elevation in the terrain.


coal can also be found at any elevation, but can be difficult to spot due to its spotty texture and lack of metallic shimmer. if you are running out of coal a lot, keep in mind that you can fuel furnaces with wood logs instead.


sea level is at y 90.

tungsten is found everywhere, just like iron, but less common, and is more common deeper underground.


gold is very deep underground, usually below 50.


sulfur is even deeper, lower than -350.


around level -470 you'll start finding large caverns. (nothing much there but water.... YET)


hell is around -600 and does not CURRENTLY have any special ores.



refinement

when you go to refine your ore, note that you can hold down the placement button to quickly distribute your ore in the smelter, rather than clicking separately for each ingot. and when you go to remove the ingots, you can hold down the interact button on the furnace to get a radial menu where you can 'take all' instead of picking up each ingot individually.


coal and sulfur are not smelted, but can be refined by crushing them with the grindstone. place them in it just like wheat, and push the bar to spin the wheel. currently the only reason to do this is to make gunpowder.

Storage and Inventory Management
for storage, there are numerous wooden chests (the ones that require iron can be locked for multiplayer) and some barrels that you can interact with and then store stacks of items inside, same as your own inventory, but more secure. there are also leather trunks which have slightly less space than a wooden chest or barrel, but being half the size, can often be more efficient and actually provide more item storage in the same amount of space.

persistent item placement, or the ability to place items in the world AS items and have them stick around instead of despawning after a while, is planned, but not yet implemented. you can drop items out of your inventory at the moment to see them, but they will be 'loose' and despawn after a while. (and in the case of fragile items like chicken eggs, may even shatter on impact with the ground)

there are two cabinets/closets/cupboards at the moment that you can't store items in like you can with chests, and the point of them is to be used with the future persistent item placement mechanic, where you will be able to physically place items on their shelves. for now however, you can use these cabinets by placing chests inside them, and then using the chests. the two-shelf cabinet can fit a wooden chest on each shelf, or you can fit two leather trunks on each shelf for more storage.



the six-shelf cupboard can't fit any other storage furniture, UNLESS you resize them and shrink them down. if you don't mind skewing the shapes too much, you can fit almost an infinite amount of items in each cabinet, but if you prefer to keep objects somewhat normal looking, you can resize the leather trunk evenly and fit 24 of them in the six-shelf cupboard.


mobile storage

there is also now a leather toolbelt you can craft and equip to increase the number of toolbar slots you have available, and both horses and boats can be equipped with saddlebags or model-specific storage compartments, respectively.
Navigation and Traversal
navigation

firstly, you can use f3 to get detailed world info, including your xyz coordinates and what direction you are facing. click it again to leave just the coordinates, and again to turn it off completely.

maps are VITAL navigational tools, but may take a while to make, as they require paper, which is made from rags in a paper press, and rags are made from cloth in a grind wheel. once equipped in an equipment slot, you can open the map with 'm', and use left and right mouse buttons to drag the image around and add/edit map markers with different icons and colors. the buttons at the top left give you an optional colored view to show elevation better, and re-center the map on your location, useful for if you've been looking around. the map will always show the entire nearest island, but not beyond that, so it's a good idea to put markers on outer edges to reference other nearby islands.
the map also can be used as a compass of sorts, since it shows which direction you are facing and the map itself always has north at the top.

in creative mode, you can use the map to teleport around!


compasses serve two navigational purposes. the larger needle on the old compass and the free-floating disc on the modern compass point north, while the much smaller needle in the center of the old compass and the red line on the modern compass point towards your main spawn (such as an old bed, not the world spawn or temp spawn of a tent)


other than that, you'll just have to pay attention to your surroundings and/or build roads/path markers. you can use a rake to turn grass into dirt for a quick and simple road, or you can place stone blocks to create a more sturdy road that will not disappear when it snows. torches and signs are also very useful, so use them! and don't forget when marking a path to also include some sort of indication on direction- which way on the road goes towards home, and which goes away from it? personally i put all my markers/torches on my left as i leave home, and on my right as i return (but of course you can do the reverse if that makes more sense to you, just be sure to remember or make a signpost reminding you which is which!)

traversal

for traversal, other than by foot or flymode(f2 if enabled), we have horses and two boats. to mount, interact, to dismount, hit escape.

wild horses are found in the plains, and can be ridden just by walking up to them, holding the interact button to bring up the radial menu, and selecting ride. riding bareback however, the horse will not stay where you dismount, and thus is very easy to lose. to make a horse YOURS and prevent it from wandering, make a saddle and use it on the horse. you can remove the saddle via the radial menu at any time, and if your horse is equipped with one, you can mount it just by interacting with the saddle rather than bring up the menu.




the wooden rowboat is the easiest to make since it only requires wood, but it is slow, can only carry one person, and its movement is a bit jerky since it only goes stroke by stroke. you'll craft each piece of the boat at a workbench, then place the frame on the beach, add the rest of the parts to it, and then shove it in the water.


the inflatable boat takes a LOT more work since it requires cloth, which means spinning a lot of yarn, as well as some moderately rare metals, like aluminum. it is a good bit faster and smoother of a ride than the rowboat tho, and can carry up to four people instead of just one. i don't fully understand its gear-shifting mechanics, but it has a normal speed and a sprint, unlike the rowboat which is just one speed.


the wooden sailboat is my personal favorite, as it is much faster than the rowboat but doesn't require as many difficult resources (metal, cloth) as the inflatable boat. unfurl the sail to move, and keep it positioned so that the wind blows against it (there's a flag at the top to show this) to go faster. roll the sail back up to stop.


biomes

the first island you spawn on will be a temperate climate region. if you want to see the arid biomes, such as desert/savanna, you'll need to head SOUTH across the sea. for cold biomes such as snowy forests and ice fields, head NORTH across the sea.

alternatively if you would like to spawn in an arid or cold biome, you can use the console to reset the entire island you are currently on (this means if you've built something on it, it will be deleted, so be careful) to the biome type of your choice. (overrideregion cold/arid)

there are rectangular ice blocks in the glacial/ice area of the cold islands that contain chests with loot- including music discs for the gramophone that can't be gotten any other way.
Building with constructions/blocks
basic controls

click f1 while holding a block to bring up these tips;

also note that 'insert' can be used to copy the dimensions of a block you are looking at to one in your hand. in creative mode this can be used to duplicate the block even down to the paintjob, without you needing to have one in your hand already.

and hold c to bring up this radial menu;

notes and tips

there are gameplay settings to make both plants and objects react to gravity- if these are enabled, those items will be destroyed if you remove whatever connects them to the ground. i personally recommend disabling them, just to be safe, and to have more freedom when building.

once placed, you can pickup blocks again with a sledgehammer, or destroy them outright with an axe.

you can change the shape of a crafted block (so turn a cube into a cylinder, etc) by right-clicking it in your inventory while near a workbench.

you can see the id of a block you are looking at in the lower left of your screen if you are holding any construction block, which is useful for making sure your materials match.

you can edit the block id/texture of a block you are looking at with console commands.

it is way easier to adjust placement and keep builds seamless when using the grid. in fact, unusual angles will sometimes cause minor deviations when snapping a lot of blocks in a row if not aligned with the grid, due to unity having to round up some decimals.

modular snapping and automatic pivots are ideal for repetitive, geometric builds, where many parts need to be perfectly aligned with eachother, such as buildings and vehicles.

for organic builds such as animal statues, manual placement and collision being off are ideal. it's shown above but easy to overlook; in manual placement mode you must hold right control to rotate.

while in survival mode, construction elements/blocks have a max size of 5 units, while in creative mode, there is no limit (or it's stupid high, i haven't hit it yet).

in creative mode, there are tools that allow you to delete or modify a large area of blocks all at once. (check the various f keys for different creative tools) this includes changing their id/texture, and adding or removing paint on a large scale. removing paint is a little tricky- there is no 'none' paint color option so instead, the way to do it is in the change TEXTURE option- right click the little circle on the 'new' texture and confirm your choice (the texture can be the same one the blocks already are).

making blueprints allows you to basically copy/paste large groups of blocks, and can help a lot with repetitive builds, like fences, or decorative clutter objects like bookshelves or fruit stands, where the books and fruit are blueprints.

blueprints unfortunately do not have modular snap or the ability to be mirrored.
Common/Useful console commands
construction/building

edit <action> <values...> (supported actions: texture, color, shape, resize, setsize, rotate, setrotation, move, texturescale, flag) // Modifies the element in the world you're currently looking at

gap <value> // Sets the gap size for the currently active element (when placing multiple elements in a row)

texturealignment <type> (valid types: default, world, local) // Overrides the texture alignment for the currently active construction element
texturescale <scalefactor> // Changes the texture scale for the currently active construction element

undo // Reverts the last destructive action (e.g. restores the last element you've destroyed)



general world/game managment

gm <mode> (0 = Survival, 1 = Creative) // Changes the game mode
noclip // Toggles no-clipping for fly mode

findbase [playername/uid] // Finds the chunk with the highest density of construction elements or objects

overrideregion <cold or arid> - can be used to turn your starting island from temperate to cold or arid, but be warned this will totally reset it and delete all structures you've placed there, only use it if you're in a new world and just don't want to have to travel to another island for an extra survival challenge.

skyrotation <rotation> (default rotation is 0) // Changes the rotation of the sky, which affects the direction where the sun rises and sets
tod <hours> <minutes> // Sets the current time of day
settimespeed <speed> (default speed is 1.75, realtime would be 60) // Specifies how many realtime seconds elapse until the ingame time advances by one minute

setsnowiness <0-1> // Sets the global snowiness value. Overrides wetness
setwetness <0-1> // Sets the global wetness value. Overrides snowiness
weather <type> [instant 0/1] (types: default, clear, breeze, overcast, rain, heavyrain, snow, heavysnow, lightsnow, cold, fog, densefog, storm) // Changes current ingame weather

togglewater - turns off the underwater effects such as blue color, heavy distance fog, and blur (this was change in a recent hotfix and will get a config option later) turns water invisible, to assist in building in/near water

setspawninventory // Sets the global default spawn inventory to your current inventory

deletesector [sx] [sz] // Deletes a sector (i.e. fully resets the sector including all chunks in it). To get the sector coordinates, move to the sector and press F3 (see top lines)

showballistictrajectory // Visualizes the ballistic trajectory of projectiles

object <objectname> <amount> [variant] // Adds a new object (like furniture) to your inventory
item <itemname> <amount> [variant] // Adds a new item to your inventory

spawnnpc <name> [variant] // Spawns an npc in front of you
spawnvehicle <name> // Spawns a vehicle in front of you

locknpc // Freezes/locks the npc you're currently looking at (so it can't move anymore)
unlocknpc // Unfreezes the npc you're currently looking at

panorama [resolution] [createpreview] // Creates a panorama screenshot (equirectangular projection)

worldbackup // Creates a backup of the currently loaded world. Optionally zips the backup (warning: this takes a while)

unloadplugins // Unloads all plugins (experimental feature)

report // Creates a new error report (brings up the report tool)



map traversal

gethere <player> // Teleports another player to your position
teleport <toplayer> OR teleport <player> <toplayer> // Teleports you to another player or teleports a particular player to another player

goto <x> <y> <z> OR goto <playername> // Teleports you to a given world location or to another player

gotodeathposition // Teleports you to the position where you died (only valid during this session)
gotosurface // Teleports you to the surface

gotodefaultspawn // Teleports you to the world default spawn position
gotospawn // Teleports you to your spawn position (seems to be your secondary spawn actually, such as a tent)
setspawn // Sets the global default spawn position to your current position
goto primaryspawn - teleports you to your primary spawn, such as a bed
goto secondaryspawn - teleports you to your secondary spawn, such as a tent

mark // Saves your current location as temporary teleport position. Use 'gotomark' to teleport
gotomark // Teleports you to your mark position



server/multiplayer stuff

serverinfo <type> // Gets some information about the server (types: memory, chunks, network)

invite <steamID> // Invites a friend to join your game. Your friend will only be able to join your game if you have hosted a "Play with friends" session!
kick <name/uid> [reason] // Kicks a player from the server

heal OR heal <playername> // Heals yourself or another player
kill OR kill <playername> // Kills yourself or another player

yell <message> // Sends a yell message to all players (multiplayer)

makeadmin <name/uid> // Makes a player an admin in multiplayer
revokeadmin <name/uid> // Revokes admin rights from a player in multiplayer

offlineban <uid> <duration> [reason] // Bans a player from the server who is currently not connected (duration in seconds). Set duration to -1 for a permanent ban
unban <uid> // Unbans a player, i.e. lifts a ban in multiplayer

shutdown // Shuts the server down (only works in multiplayer)








FAQs that weren't covered already
how to make paper for posters and decals? put cloth in the grinder to make rags, then put those in the paper press and pull the lever!

how do i pick up my boat? this isn't wasn't meant as an option since picking up an entire fully constructed boat is very unrealistic, but you can now disassemble a boat by selecting that option from the radial menu after holding down your interact button in it, thus enabling you to rebulid it elsewhere.

blueprints? https://steamproxy.net/sharedfiles/filedetails/?id=3160081295

16 Comments
AlphaGodith  [author] 26 Dec, 2024 @ 6:24am 
@ghostlll1992 it says in the title that this guide is for version 0.7, and your complaints are based on version 0.8. it is not my fault you didn't read that, and i do not appreciate being vented at when i spent a lot of time making this guide when i didn't have to at all. if i update this guide it will be on my own time, not when someone rudely demands that i do so. removing your comment for being rude and unhelpful.
CHUCK1967 13 May, 2024 @ 5:43pm 
@MommaT sent me here from a link in her youtube video tutorial. thank goodness, i would have never figured all of this out on my own. i have 5 gigs on the dl atm, so hopefully it will be everything i'm seeing in the videos when it's done. lol it was a bit confusing not knowing there was a beta version. thank you all!
AlphaGodith  [author] 14 Mar, 2024 @ 1:09pm 
@MommaT thankyou and you're welcome!
MommaT 14 Mar, 2024 @ 12:59pm 
Great job with the guide! Thanks.
AlphaGodith  [author] 17 Feb, 2024 @ 9:04pm 
@deadmaster01 oh i see! np, and have fun!
deadmaster01 17 Feb, 2024 @ 8:23pm 
I just loaded in after updating and had wheat in front of me :)
deadmaster01 17 Feb, 2024 @ 8:12pm 
I was messing around with my game properties and think my game was not fully updated, workbench tier 2 was all i could progress too and nothing past that and from your post and others I still had a lot of missing content but I appreciate the help, thank you AlphaGodith
AlphaGodith  [author] 17 Feb, 2024 @ 8:03pm 
oop that comment got deleted. hopefully that means you found what you were looking for!
AlphaGodith  [author] 17 Feb, 2024 @ 8:02pm 
@deadmaster01 the world is very big, and a lot of spawns are randomized, so you won't find all crops and creatures right away- you'll have to do a lot of exploring. as for crafting, there are three tiers of workbench you need to work your way through to be able to make all items, but i think you should be able to see everything available even if you haven't got the necessary workbench yet, just make sure to check all of the different tabs in the crafting menu.
Klaustafex 12 Feb, 2024 @ 4:50pm 
Oh OK. Thank you so much. I believe I'll gather the needed resources and simply craft others. I wasn't sure if the crowbar would break them back down to the starting pieces. Again, Thank you.