Going Medieval

Going Medieval

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SkooKum Apr 7, 2024 @ 10:19am
mod for larger population?
i have only ever had one major problem with this game and its the lack of population that you can have, highest i get up to is 16 and then before long i have to start a new game cause nothing is getting done because their is to much to do.

does anyone know of a mod anywhere that gets rid of the pop cap?
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Showing 1-11 of 11 comments
Kriegsbestie Apr 7, 2024 @ 10:42am 
i am trying to get more dogs and wolves for hauling tasks, maybe its worth a shot for u as well? i cant tell much about it, because i only got 1 dog and 1 wolf but they are still in training which takes forever i think...
SkooKum Apr 7, 2024 @ 11:26am 
Originally posted by Kriegsbestie:
i am trying to get more dogs and wolves for hauling tasks, maybe its worth a shot for u as well? i cant tell much about it, because i only got 1 dog and 1 wolf but they are still in training which takes forever i think...

dogs really help with the hauling part i try to have a lot of them, but they dont breed when hauling so you gotta leave a few wondering about to produce the next generation of workers lol
Kriegsbestie Apr 7, 2024 @ 1:36pm 
i think donkeys can haul as well, have to try ;) but rly the training take soooooo long... failing all over again (whats the chance? 000000000.1%) with animal 30+?
Last edited by Kriegsbestie; Apr 7, 2024 @ 1:36pm
Morbious Apr 7, 2024 @ 2:00pm 
2
1
you can mod the json files yourself
there is a mod and a do it yourself for experimental but that's dev tools
(for live mod is gotten from a site there's 2 versions read comments to see if there currently working they break after a patch)

>>>>>EXPERIMENTAL ONLY<<<<<<<
Originally posted by SeVerin:

to enable Dev Tools first. This is done on the experimental branch (only on Steam). For it to work, you'll have to change two files:

1) Find your game within steamapps in this location: SteamLibrary\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\Data\. Find file named GameSettings.json and open it with notepad. Look for the devTools line and change false
to true. Save the file.

2) Go here: %userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\ . Find file global.config and open it with notepad. Look for the devtools and change false
next to it to true. Save the file.

Now start the game and go to Options > Game > Dev tool.

https://steamcommunity.com/app/1029780/discussions/3/3959287799157689133/

update notes more indepth
https://store.steampowered.com/news/app/1029780/view/3821928016074392104

with the dev mode mod you can spawn 10 settlers with a click but its also instant build (some players use it when wanting to flex there creativity)

-----------------------------------------
then there's editing starting amount
(my preferred way i get the work force to build big with the starting challenges of surviving)

in game create custom scenario name it (for ease something unique) edited to your choices (take your time getting it how you want it ie food /seeds traits % etc ) save it
then
to find the custom you created search files on your computer (copy and paste following)

%userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\UserData\Scenarios

open file location enter scenario folder and your unique named scenario will be there open the file and you should see the following

"startSeason": 0,
"villagerConstraints": {
"numberOfVillagers": 40,<----------------------change this from 3-10
"ageMin": 22,
"ageMax": 22,
"heightMin": 170,
"heightMax": 180,
"weightMin": 60,
"weightMax": 70,

save the file once done

do not change anything else other than settlers number (if you mess it up its a restart from scratch recreating it) the scenario can also become outdated after a update (due to dirt being added i couldn't edit my previous version)


then you open your custom in game to make sure it shows the new number it should if it don't then change the settler number to the exact number you typed into the file
https://steamcommunity.com/sharedfiles/filedetails/?id=2917849783

https://steamcommunity.com/sharedfiles/filedetails/?id=2917850000

you can only edit the first 14-15 settlers tick advanced wipe all the stats to zero /remove stars and edit to your desires (save each settler you create for the future to speed things up i add a number before there name at this stage for ease)

https://steamcommunity.com/sharedfiles/filedetails/?id=2917856996
(future once saved you hit load and choose your team even if scenario is obsolete they'll still be load able so its worth setting up a few fave members)

the rest of the settlers off screen will be random so as ive said set up your forced perks % so the randoms will have perks

40 settlers is a nice number there busy but not over whelmed
60 settlers is hard to feed /clothe first winter... keep busy lots will be idle
100+ settlers good luck

at 1000 your game might crash upon start of map

----------------------------------------------------
and finally editing the events.json yourself
there's ways to increase settlers event via file editing think it was 1 settler every 5 days
(ive accidentally nuked all events while messing so its a do at own risk but its on the games discord modding section it works on current playthru )
(cotylorynchus) on discord #modding section https://discord.com/invite/goingmedieval
i cant link direct


however the dev has mentioned below before
https://steamcommunity.com/app/1029780/discussions/0/4924132112046573046/
Originally posted by SeWerin:
The population can be increased naturally, but after passing the soft lock, it becomes very much a game of chance. Even some players here reported that they have 30 settlers.

But if you want to do it yourself, you can dabble with the game's .json file - EventGroups.json

Line code 1366 and beneath - basically what it says there is after reaching 20 settlers, the game will multiply the chance with 0.01 and see if the new settler is going to come.

Now, if you are to edit these files, you are editing them at your own risk because there will be a chance that you might break the game, so keep that in mind.

I HIGHLY SUGGEST MAKING A COPY OF THE EVENTS JSON FILE before editing and keeping it safe and do separate saves don't use your previous ones just in case you break all map events you have a before save to load and you can steam verify or put the original file back to fix it

----------------------------

in the future there's going to be a feature to capture raiders and at some point convert but the above ways are a stop gap till when it comes
Originally posted by SeVerin:
Originally posted by Jun:
is torture an option?

For prisoners? Yeah, but torture is a broad term. Do you want to deprive them of food? Beat them? Or thinking something else? We plan to introduce execution too, probably gallows
https://steamcommunity.com/app/1029780/eventcomments/4032475099157399843/
Last edited by Morbious; Apr 7, 2024 @ 2:35pm
Kriegsbestie Apr 7, 2024 @ 2:10pm 
Wow thats a lot to read but thx for the help i think this should be sticked =)
Synthwave_E Apr 7, 2024 @ 5:03pm 
How i can add settlers to a exsisting game? Actually i have 16
Last edited by Synthwave_E; Apr 7, 2024 @ 5:03pm
SkooKum Apr 8, 2024 @ 7:41am 
wait so the game is supposed to keep feeding you people? i have never in my life had this game send me another settler after getting past 16 folks, unless one of them dies then suddenly a person comes and joins. that really helps out a lot though cause id rather just have a new person show up every other day then try to build into a mountain with 40 ppl right off the bat lol that must be a nightmare!
SkooKum Apr 11, 2024 @ 9:28am 
Originally posted by Morbious:
40 beds is the hard part :)

some players believe turning off animal visits (the x animals have appeared on map notification ) via options (editing difficulty) helps to get new settlers its impossible to test though ive not looked to see if there included but im assuming there a part of the events pool

if you get lots of traders visiting you kinda failed the roll of the back end dice

the more settlers you have the longer the gap but 20 is the soft cap (or was) you can go over it just takes alot of in game years so can be waiting between 2-10yrs some have said 17 years but ive only had 10year gaps between visits

https://steamcommunity.com/app/1029780/eventcomments/4356744224515120488/
recent monday talk .... covers events
never know might have a attract fresh meat for the grinder event
what do you mean if you get a lot of traders visiting that is bad?
SkooKum Apr 11, 2024 @ 10:35am 
ah well thats what happens to me i just get traders
I Don't mean to necro this thread but I wanted to mention that the new location for saves of your custom scenarios is in your documents folder, and it is very easy to change the starting number of settlers. Users\*USER*\Documents\Foxy Voxel\Going Medieval\Mods. Or just select the files starting with Documents on your file explorer.
Last edited by Ubiquitous FUD; Mar 9 @ 1:00pm
in the previous post in this thread from april there's afew things as expected over time might not be right now (also why i delete my posts once a year) the devs have tidied up the back end recently (when i noticed) and afew new folders have appeared which will affect finding locations

i don't have the time to check file pathing like i used to some edits i use myself and some i don't but i kept them from previous posts just in case someone might find it useful

Originally posted by Ubiquitous FUD:
I Don't mean to necro this thread
i always welcome corrections if something changes and take note just incase for the future

it was pointed out in a previous thread the dev tools line is now wrong
ill link it below just as reference
Originally posted by kchtot:
who looking for GameSettings.json file, here is SteamLibrary\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\setting\. (its not in data) devtools show in game
https://steamcommunity.com/app/1029780/discussions/0/4357869219921330847/?tscn=1740258201
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