Going Medieval

Going Medieval

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Elhazzared Jun 15, 2021 @ 9:45am
Defensible map seed
Does anyone have a good defensible map seed? I want a relatively large central flat area that is then surround by several terrain depressions or elevations so I can have defenses up with minimal wall building.

It should be a hillside map too because I want plenty of all types of resources and farm room.

Thanks.
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Showing 1-12 of 12 comments
sf Jun 15, 2021 @ 10:27am 
Don't know if this is to your liking, but this is the one I am playing now (which is the only one recently on hard-survival that I could actually continue).

https://steamcommunity.com/sharedfiles/filedetails/?id=2517766472

Random seed: 249591746
Mountain

One side is a large mostly flat valley, which has hills to the corners, and shallow valleys which creates natural perimeters. The other side has a natural pass into the valley, with raised relatively flat plateaus on both sides. With some blockading/modification, I managed to secure the entire flat valley region leaving the only way into it being the pass, which I build defensive keeps across. Only thing you need to be careful of is that if enemy archers comes from the hills, they may hit your people if they work too close. Should be if you stay in the safer central valley out of reach or build blocking walls to protect against stray shots later.

Elhazzared Jun 15, 2021 @ 10:35am 
Hum, no, that has issues with food being a mountain and it's not really what i'm looking for. I want a somewhat central location that is flat, but then around there is either depressions or hills that will mean that I have to build very few walls and maybe dig out some of the ramps to have a fully enclosed base very early on.

Right now the game is not in a great state with all the hauling and temperature issues so I just want a easy starting map so I can test out several things and see if anything at all can be done to deal with the issues that have been happening.
Elhazzared Jun 15, 2021 @ 10:46am 
Originally posted by sf:
food issues?

https://steamcommunity.com/sharedfiles/filedetails/?id=2517779130

I always stumble into some. Sometimes settlers won't haul food despite having space and everything being set up properly.

Sometimes the temperature rises abnormaly in the underground storage despite nothing changing.

With the exception of the first learning game, all of my games were waylaid by those 2 problems. in fact my last I had 60 meals rot in storage which shouldn't have been higher than 2c or higher than 4c if there was a heatwave (which there wasn't) but for some reason the temperature shot to above 7c.

Now I just want a stable platform to test stuff and see if there is a way to make 100% sure that temperature always stays stable and hauling doesn't bugs out.
sf Jun 15, 2021 @ 10:57am 
Originally posted by Elhazzared:
Originally posted by sf:
food issues?

https://steamcommunity.com/sharedfiles/filedetails/?id=2517779130

I always stumble into some. Sometimes settlers won't haul food despite having space and everything being set up properly.

Sometimes the temperature rises abnormaly in the underground storage despite nothing changing.

With the exception of the first learning game, all of my games were waylaid by those 2 problems. in fact my last I had 60 meals rot in storage which shouldn't have been higher than 2c or higher than 4c if there was a heatwave (which there wasn't) but for some reason the temperature shot to above 7c.

Now I just want a stable platform to test stuff and see if there is a way to make 100% sure that temperature always stays stable and hauling doesn't bugs out.

Those are more gameplay issues though. Why not start on Valley map on easy settings? You don't really need that much defense anyway and digging clay is way faster than limestone in hillside/mountain.

For food, check out many of the other existing posts, which have excellent suggestions.

Personal suggestion is to go pickled vege, which can withstand higher temperature than normal raw food (which is why you'd notice that majority of my food is "meal" not "raw"). And to join up all your cellars to the ones at the lowest level (just don't separate with walls or doors, staircases is ok), and dig extra empty caverns to keep temperature down. That way you can keep your cellars closer to surface (where it can be accessed more easily), but also controlling the temperature (not cold enough, just dig more space at the lowest levels).
Elhazzared Jun 15, 2021 @ 11:11am 
Originally posted by sf:
Those are more gameplay issues though. Why not start on Valley map on easy settings? You don't really need that much defense anyway and digging clay is way faster than limestone in hillside/mountain.

For food, check out many of the other existing posts, which have excellent suggestions.

Personal suggestion is to go pickled vege, which can withstand higher temperature than normal raw food (which is why you'd notice that majority of my food is "meal" not "raw"). And to join up all your cellars to the ones at the lowest level (just don't separate with walls or doors, staircases is ok), and dig extra empty caverns to keep temperature down. That way you can keep your cellars closer to surface (where it can be accessed more easily), but also controlling the temperature (not cold enough, just dig more space at the lowest levels).

Yeah I've seen many advice but none of it really works, not the way I want it to work anyway.

The hauling issue there is nothing that can fix it. I need to figure out why it bugs with hauling and doesn't hauls food in.

As for preserving food. I don't want to add extra steps that take more people and time to get the same thing done. Pickling vegetables means needing an extra resources to pickle thus time to mine it or produce with crops and then on top of that you are pickling them which takes time from your cook which also needs to be making drink and meals. Then on top of that you can't really do anything about meals spoiling due to temperature other than making packaged meals but then lose the mood boost from a good meal, you need twice as many packaged meals which means more food wasted and you also waste cloth.

So I want to find a way to make sure they always will haul the food into storage. I need to make sure the storage won't go into a too high temperature either. I already dig 3 down. I can go deeper, not sure it will help to go even deeper but then again, I'm not in love with having to go 3 deep already because travel time between the kitchen and the storage increases. It's already not efficient and it will be even less the further down I go.
sf Jun 15, 2021 @ 12:02pm 
job priority issue? Did you have any villagers with priority 1 in hauling and only hauling?

Due to my large production stations (1 cooking hearth, 9 pickling hearths, 1 butchering table, 12 breweries, and 6 smokehouses), the raw food are usually fed into the system quite fast, so even if not hauled to storage, they usually get hauled directly to production. And because most of the production are passive (i.e. the cooks only need to start the process, and the workstation will take a long time to finish production on its own without manpower), I am able to handle all that with just 2 dedicated cooks (some more haulers have cooking enabled at lower priority to hauling, and should only cook if they cannot find things to haul).

Hmm.. maybe that is why I don't have food hauling problem: even if there are problems/bugs hauling raw food to storage, the haulers will just do cooking which will haul the food directly into production. Never thought of it that way before.
Elhazzared Jun 15, 2021 @ 12:14pm 
Originally posted by sf:
job priority issue? Did you have any villagers with priority 1 in hauling and only hauling?

Due to my large production stations (1 cooking hearth, 9 pickling hearths, 1 butchering table, 12 breweries, and 6 smokehouses), the raw food are usually fed into the system quite fast, so even if not hauled to storage, they usually get hauled directly to production. And because most of the production are passive (i.e. the cooks only need to start the process, and the workstation will take a long time to finish production on its own without manpower), I am able to handle all that with just 2 dedicated cooks (some more haulers have cooking enabled at lower priority to hauling, and should only cook if they cannot find things to haul).

Hmm.. maybe that is why I don't have food hauling problem: even if there are problems/bugs hauling raw food to storage, the haulers will just do cooking which will haul the food directly into production. Never thought of it that way before.

Not with just 1 no. But the situation is that even when told to do so manually they refuse despite having no real impediment to it.
MortVent Jun 15, 2021 @ 12:16pm 
Can make any map easily defended, dig a moat around the edges about 2 or 3 blocks wide. and one or two layers down, can make it impossible for most threats to even get in... but also limits wildlife so might want to make sure you got plenty of food crops
Elhazzared Jun 15, 2021 @ 12:19pm 
Originally posted by MortVent:
Can make any map easily defended, dig a moat around the edges about 2 or 3 blocks wide. and one or two layers down, can make it impossible for most threats to even get in... but also limits wildlife so might want to make sure you got plenty of food crops

Yes I know that, but easily defensible from the begining is something that requires very little in the way of digging or setting up walls in order to be fully defended.

Fortunatly I just stumbled into a good map just by trying to roll random seeds. It even has something interesting to do a test. It has a big mountain that I can dig into and see how a storage at surface level but under several layers of dirt will do for food preservation which was also a test I wanted to run.
The Bogsider Jun 15, 2021 @ 5:23pm 
Dumb Question: How do you check a map seed? I have a really good tall cliff seed.
Elhazzared Jun 15, 2021 @ 8:37pm 
Originally posted by The Outsider:
Dumb Question: How do you check a map seed? I have a really good tall cliff seed.

Not dumb, it's actually rather hard to find since the only way is to dig the config files.

Open your windows explorer and go into. users/personal/appdata/localnow/foxy voxel/going medieval

Personal will actually have different name which is different in each computer. You'll have default, public and a third option which is your personal one.

You may need to tell your windows explorer to show hidden folders since appdata is normaly a hidden folder.

Now, once you're inside the right going medieval folder you'll have a file called "Player" open that file with notepad or a similar program of your choice. ctrl+f to search and type random seed. And that's it. note down the random seed and you're good to go.
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Date Posted: Jun 15, 2021 @ 9:45am
Posts: 12