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this is my first mod apoligies if my discriptions are off...
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This article is to give code of an Empty Mod in Visual Studio 2022.
Step 1 : Create an empty DLL project with latest .NET Framework (4.8).
Step 2: You need to add "references" to DLLs of the game that you use. Only few DLL are needed to get references & allow compilation to work.
--Directories should be like " F:\Going.Medieval.v0.14.23\Going Medieval_Data\Managed\Assembly-CSharp.dll" , then you need :
- AssemblyCSharp.dll
- UnityEngine & UnityEngine.CoreModule
- And DLLs from mod launcher & harmony with "F:\Going.Medieval.v0.14.23\Mods\GoingMedievalModLauncher.dll" :
- GoingMedievalModLauncher.dll
- 0harmony.dll (from Nuget Pack... -
FIRST Backup original file-----------------------
Go to
X:\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\MapV2
Find
MapSizes.json
Copy it to a safe place. Just in case.
Mod Installation-----------------------
Download my mod and extract the MapSizes.json inside.
Replace the original file in:
X:\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\MapV2
with new MapSizes.json you just extracted.
Start your game. Enjoy it.... -
■ - Apotheca
■ - The shop of a family of healers who collect medicinal herbs and make them into medicine for the entire village. The cure in this room is produced at a rate of 143%.
■ - Must have: 2 apothecary bench, 8 shelf, 2 any candle, 2 wall pottery shelf, 1 any table.
■ - Can't have: other production buildings, backgammon table.
{
"id": "apotheca",
"color": "#32CD32",
"mustHave":[
{
"buildings": ,
"minCount": 2
},
{
"buildings": ,
"minCount": 8
},
{
"buildings": ,
"minCount": 2
},
{
... -
■ - There is nothing complicated in the installation, I'm sure you can handle this easy task of replacing 2 files.
- Open GM_Not_enough_rooms.rar and take move 2 files on desktop.
- Replace the file "RoomTypes.json" in Going Medieval\Going Medieval_Data\StreamingAssets\Data\RoomTypes.json
- Replace the file "Effectors.json" in Going Medieval\Going Medieval_Data\StreamingAssets\StatsSystem\Effectors.json
■ - Alternative way for PRO: just copy code from the mod into the original game jsons (in case updates will also add rooms or change the effects).
...