Going Medieval

Going Medieval

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Thandius Jul 27, 2023 @ 6:45am
Custom map creation
Have the devs ever indicated whether they have thought about providing us with a map editor? (Google didn't turn up anything)

I would love to create some custom maps.
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Showing 1-4 of 4 comments
TheHopelessZombie Jul 27, 2023 @ 8:47am 
The game is still in EA so i doubt any big implementations like that will happen till its nearly out or out of EA, they are trying to make the game work consistently well first (which it looks like they have succeeded seeing as it plays really well on my potato of a laptop)
cloudrambler Jul 31, 2023 @ 11:23am 
You can do a lot of map customisation with simple file modding. I can write a guide if anyone is interested.
chuckieishere Jul 31, 2023 @ 7:34pm 
Originally posted by cloudrambler:
You can do a lot of map customisation with simple file modding. I can write a guide if anyone is interested.
Yes please
cloudrambler Aug 1, 2023 @ 1:07pm 
Simple Guide to Custom Maps

1. Know about JSON files. These are precisely formatted files that the game reads from directly, but are deliberately simple enough for you and I to edit them. If you are not familiar with editing these files then there are better guides for that already online.

Don't be scared, just go steady, change one thing at a time, and you can always use Steam Verify to put it all back to vanilla. Also, it's good practice to keep backups of your changes, as they can get overwritten by game updates.

2. Decide what you want and where to start. Do you want a high plateau, steep cliffs, endless forest, or a river delta.

The game has three default map sizes and three default map types. All can be changed or you can add your own. I find it easier to change what's there as there are less things to remember. So keep the existing size/type names and just change the content.

You can start with a particular format and develop that. For example: I like rolling hills with deep river gorges, so I start with the "hill" map type and give it steroids.

You will still need to generate seeds that you like, so create a load of small maps and note down the seed numbers that you would like to develop. Note that small maps load much faster, and basically look the same, just bunched up.

3. Locate the JSON files. The "MapSizes"" files defines map sizes and some size related scaling parameters. The "MapTypes" file defines the topographic parameters and details of item placement (trees, floofs etc.).

Both of these files are located at: Your_Game_Install_Location\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\MapV2

Note that neither of these files direct the layout of your map, that comes from the seed, but they do inform the game how to interpret the seed. Think of the seed as a recipe and the JSON files as the ingredients.

4. Update the map size. Within the "MapSizes" file, for each listed size, you can change the map X & Y parameter to any number (I have not tried them all), but make sure it's the same number for both X & Y, as the game only likes squares. Note that the game is memory intensive, and even with 32GB at hand, I don't venture above 400x400, else it takes too long to load.

The map height can also be changed, and increasing it does allow you to build higher. But, there is what looks like a bug, and if the map height is set more than 17, then the grass does not generate correctly in game. So I stick to X=17 (which lets you build and view to the full 16.3 layers tall).

5. Check the game runs with your custom map size. Seriously, the game takes ages to load when it works, and also when it crashes. Change one thing at a time and keep checking. That way you will always know where the mistake or limitation will be.

6. Adjust your map. Within the "MapTypes" file there are three sections for the three default map types. The file is quite large, so you have to scroll to the part you need.

There are a lot of parameters and I don't know what all of them are for. The parameters I have found useful are listed below.

"flatHeight" - this sets the principal terrain level for your map. If the map is flat, it will be this value high, then most other features are relative to this.

"animals" - is pretty self explanatory; change the starting number, the max number etc.

"voxelTypeDistribution" - will guide how much ground surface is a certain ground type, but I don't think it's the only thing that effects it, and I don't change this.

"id": "base_valley" - this is the main landscape feature that the seed creates. Changing the "height" parameter will change the Z magnitude of this feature. Note that the "operation" is set to "Max", which means it will not go above that height. Changing the X and Y position will move the centre, and changing the "size" will scale the layout. You can also change "rotation" to reorient it (clockwise).

"id": "detail_01_valley"
"id": "detail_04_valley"
"id": "detail_02_valley" - these are all "Add" operations, so they raise the height relative to the flatHeight and base_valley features. Most of the variables do something, but it's not always clear to see what. I think that the various features are not always used by every seed, so sometimes the changes have no effect.

"id": "detail_03_valley" - this is a "Subtract" feature and will cut river-like features. Increase the "height" to make it cut deeper. Bedrock looks enough like water, if you are willing to role-play a little. It's fun to change the X and Y positions, along with "size" parameters to relocate and reshape these distinctive features.

Note that these parameters have different names for the different map types, but the method is consistent.

There are further parameters for the shape of ground type regions, which are similar to the terrain features.

"id": "ForestMixedStep"
"id": "ForestPineStep" - these control tree dispersion, and again can be adjusted for increased "repeatCount" to add more locations, or change the "terrainPercent" parameter to dictate how much total coverage you want. I find it gets unstable above 30% and crashes at 40%, but each map will vary, as the game will keep generating the map until it has done what you asked of it. If you ask for 101% trees, then you have instructed it to crash.

Everything else follows similar principals, and you will likely discover things I have not.

Good luck.
Last edited by cloudrambler; Aug 1, 2023 @ 1:15pm
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Date Posted: Jul 27, 2023 @ 6:45am
Posts: 4