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Daedalusi

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Daedalusi

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Have your pet goats overrun your settlement, and you can't get them to stop eating your seeds, saplings, or barley? Then reprioritize the feed so that it's their favorite food! Learn this trick and a few others in these simple code changes.

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There are obviously many more tweeks that can be done with these files, but I wanted to share a few of the tips I've discovered. If you don't know how to open *.json files, install notepad++ or another program. Remember to copy the original files before editing. Changing the names is easier than verifying all the files via steam or epic and verifying will remove all mods not only the problematic ones. Happy modding!

Please do not place the files in your game they are from a very old version of the game. I recommend you make these few changes in your own files as you may prefer slightly different adjustments, so I am writing out the instructions. 



To prevent both livestock and pets from eating your crops & seeds:

In "...\Going Medieval_Data\StreamingAssets\DietModelRepository.json"

Under "animal_herb_diet_large" & "animal_herb_diet_small" increase the priority of "animal_feed" to 50.

          "type": "Resource",
          "value": "animal_feed",
          "priority": 50


To prevent pets and or settlers from triggering traps:

In "...\Going Medieval_Data\StreamingAssets\Constructables\Traps.json"

Search the file and change all of these from 0.01 to 0.0

      "affectsWorker": 0.0,
      "affectsEnemy": 1,
      "affectsAnimal": 1,
      "affectsDomesticAnimal": 0.0,


To show the developer testing maps (adds three new sizes of maps):

In "...\Going Medieval_Data\StreamingAssets\MapV2\MapSizes.json"

Change these lines to read true instead of false

"shownInRelease": true,


To increase spawn rates of wild animals:

In "...\Going Medieval_Data\StreamingAssets\MapV2\MapTypes.json" 

Change the spawn type of certain animals:

"spawnerChance": 1,

Additionally, I have changed the minimum temperature for Hares, to -5. Note, the AnimalBase.json is where to edit the age spans and liter sizes of animals.



To add clay to the map (or other useful building mats):


In "...\Going Medieval_Data\StreamingAssets\Resources\DigMarkers.json"

Under ""dig_marker_empty", add these four lines after the dirt resource

{
          "blueprintId": "clay",
          "amount": 2
        }

To add more dirt to a mountain map do that you'd add similar lines after ""dig_marker_limestone"

        {
          "blueprintId": "dirt",
          "amount": 5
        }



To prevent wild foxes getting your domesticated chickens:

In "...\Going Medieval_Data\StreamingAssets\Animals\AnimalAttackGroupRepository.json"

Under ""fox_pest_small_animals" remove "chicken" from acceptable domestic/pets to eat.

{
          "type": "Animals",
          "values": ["hare","pheasant"],
          "wild": false,
          "domestic": true,
          "pet": true,
          "priority": "20",
          "priorityPerDistanceUnit": "0.2"
        },


To allow shrines and backgammon in additional rooms (such as a library, bedroom, or great hall):


In "...\Going Medieval_Data\StreamingAssets\Data\RoomTypes.json"

Delete some of the "canthave"s ("shrine_christian_wood", "shrine_pagan_wood", "shrine_christian_stone", "shrine_pagan_stone", "backgammon_table") or the entire line. Edit the "textKeyCantHaveBuildings" so that you only have workstations or as appropriate.

  "cantHave": ["shrine_christian_wood", "shrine_pagan_wood", "shrine_christian_stone", "shrine_pagan_stone", "backgammon_table"],
  "textKeyCantHaveBuildings": ["room_cant_have_shrine","room_cant_have_entertainment", "room_cant_have_other_workstations"],


To make new settlers spawn with decent gear (ie. not about to decay):

In "...\Going Medieval_Data\StreamingAssets\Worker\WorkerPreset.json"

Change this number from 0.1 to something else. It occurs twice in the file: once for head and once for body. You can also change the max.

            "hitPointsRange":
          {
            "min": 0.5,
            "max": 0.7
          },
Note: This is also the file to change if you desire to remove settler death from old age.


To modify and add perks:

In "...\Going Medieval_Data\StreamingAssets\Worker\Perk.json"

Add some modifiers to the cannibal perk under "bannedEffector":

"MadeSomethigOutOfHumanLeather",
"WearingHumanSkinItem"

Give wicche the job preference of animal husbandry. After the "creationPointCost": 3 add a comma, and then add the goal preference.

    "creationPointCost": 3,
  "goalPreferences": [
        {
          "key": "AnimalhusbandryPreference",
          "value": 5
        }

Make two new perks (Loner & Heavy Drinker). For these to work, as the file says, you must make a new folder StreamingAssets/Resources/Icons/PerkIcons/ and make these two png files. I have not figured out how to get the scaling right, so any image really will do.

{
      "id": "Loner",
      "iconPath": "Loner.png",
      "locKeys": [
        {
          "language": 1,
          "name": "Loner",
          "info": "The company of others is not needed."
        }
      ],
      "conflictsWith": [
        "13a",
        "14a",
        "15a"
      ],
  "attributeModifiers": [
        {
          "key": 127,
          "value": 2
        },
        {
          "key": 130,
          "value": 0.5
        }
      ],
      "bannedEffector": [
        "SocialNeedLow",
        "SocialNeedMed",
        "SocialNeedHigh",
"MoodMinusRunawayEvent"
      ],
      "creationPointCost": 5
    },
{
      "id": "Heavy Drinker",
      "iconPath": "Drinker.png",
      "locKeys": [
        {
          "language": 1,
          "name": "Heavy Drinker",
          "info": "Alcohol helps to cope in this harsh world."
        }
      ],
      "conflictsWith": [
        "23a"
      ],
      "attributeModifiers": [
        {
          "key": 88,
          "value": 0.8
        }
      ],
      "allowedEffectors": [
  "DrinkingPriorityHigher",
  "DrankWeakAlcohol",
  "DrankMediumAlcohol",
  "DrankAlcohol",
  "DrankHardAlcohol"
      ],
  "bannedEffector": [
        "AgentDrinkBindge"
      ],
      "creationPointCost": -5
    }

In "...\Going Medieval_Data\StreamingAssets\Worker\GenerationRules.json" 
You can change the number of perks each settler is allowed to have here, under "possiblePerks" for each age group.


To create scenarios with more than ten starting settlers:

In "Users\...\AppData\LocalLow\Foxy Voxel\Going Medieval\UserData\Scenarios" copy and paste another custom scenario and increase the value after "numberOfVillagers".


To change the preset of settlers in the Manage Tab:

In "...\Going Medieval_Data\StreamingAssets\Resources\ManageGroupPreset.json" change the "true" to "false" on no armor, headgear, shield, and weapons, and change them to true on "headware_all", "armor_all", "weapon_all", and "Shield_all".


To speed up the game:

In "...\Going Medieval_Data\StreamingAssets\Data\Gamesettings.json" you can increase the speed. I suggest something like this:

  "gameSpeedNormal": 1,
  "gameSpeedFast": 5,
  "gameSpeedFaster": 10,
  "gameSpeedWhenAllSleeping": 10,



To add the crafting of lower tier research books at the stations:

In "...\Going Medieval_Data\StreamingAssets\Constructables\ProductionBuildings.json" you can add some lines to make the medium and high research benches be able to craft the lower tiered books. I suggest adding basic & normal books to the "advanced_research_table" and the basic to the "research_table" to something like this. The research unlocks ("research_tier_02" & "research_tier_03") are linked to the crafting station, not the product in "Research.json" So i suggest not adding them to the lower crafting stations, unless you also change the Research.json to reflect the stations & the books.

      "productions": [
        "basic_research_book",
        "normal_research_book",
        "advanced_research_book"
      ],


Additional Notes:

Reshader does work with Direct X 10/11/12 settings, but the default wasn't much an improvement, in my humble opinion.

I'm still trying to figure out how to add additional preset stockpiles.