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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. Happy modding!

The files in the zip (v1.0) are in the same folder structure and were made on v0.10.8 of the Experimental Branch. Unzip and drag the file and folder contents to your gaming directory under "C:\Program Files\Epic Games\GoingMedievalExperimental\Going Medieval_Data\StreamingAssets" or similar, replacing the files for the parts you want. 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. Remember to copy the edited files in a separate directory before updating your game.



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

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



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.



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
          },



Additional Notes:

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