Dawn of Man

Dawn of Man

Flatlands
579 Comments
Schwifty K  [author] Oct 27 @ 1:09pm 
Probably something else going on with your computer? Windows updates or full disk or the like?
~300 people was something I could do with my old computer in vanilla games.
And if that or 200 would now suddenly cause issues there would probably much more people complaining.
mcdeez1311 Oct 26 @ 5:26pm 
I wouldn't say "very" high population, but yeah, definitely end-game levels, around 200. I am thinking it was the recent update, because I've never seen this one before and I've had pops up to the 300s. I'll let you know if I can figure it out. Thanks again for the feedback.
Schwifty K  [author] Oct 25 @ 2:21pm 
Did you just recently reach very high population? Those lags / spikes / moonwalk are known and related to allowing much more people than the basegame.
I cannot tell if the recent update (today?) changed something in regards to game performance.
Afaik it was only some unity version change that should not do much, if you have the feeling it worked better before the update let the dev know :)

If you just played 2hours and your settlement grew big like it was never before it may be related to that.

I hope you get what I mean. :WH3_greasus_rofl:
mcdeez1311 Oct 25 @ 1:41pm 
Thanks for all the work on this - my favorite mod for long plays.

Question on a possible bug - some of my animals and humans get stuck walking in place at 8x/4x speeds. If I switch down to 1x/2x they'll kind of "break free" of the loop and continue their lives. Wasn't a big deal at first but in my current game I am having to do it almost immediately every time I speed up. Effectively, I cannot play the game at higher than 2x now.

Have had DoM and your mod for years now (hundreds of hours on both) and this was my first problem like this. Possible bug? Problem with the recent dev update?
Schwifty K  [author] Sep 21 @ 2:08am 
Hey, no grain nerf. There is one plant that has a chance for extra grain.
Probably you usually have more of these?
With all the space to build one is easily tempted to stress population by demanding a lot of stuff to be built, probably related?
If you struggle feel free to post some screenshots in the community hub, usually people are able to help :)
BlackRhino Sep 16 @ 9:12am 
This is awesome, i disliked that the vanilla maps were so bumpy!

my only question is have you completely nerfed grain production somehow? on vanilla maps im easily getting a few hundred grain a year but with this I cant sustain any sort of population even with massive farms.

cheers
Schwifty K  [author] Jun 21 @ 11:44am 
No offense taken. Have Fun! And try to give your people a life to enjoy, they'll surely show gratitude.
Forken_jeff Jun 21 @ 5:21am 
yes and they made a liar
out of me , just took them several years to get to it, sorry
Schwifty K  [author] Jun 21 @ 4:56am 
Hey, assuming you clicked on "prepare for transport" after mining it.
Do you have enough materials?
Do your people have time to bring them?
Hint: Dry Skin, Raw Skin and Leather look really similar in the panel.
Forken_jeff Jun 21 @ 3:27am 
workers not preparing megaliths for transport
Rye Encoke May 17 @ 11:21am 
Thanks Schwifty, the density value worked at least for the berries, not so much for the trees but it did add one or two more here and there.
Schwifty K  [author] May 17 @ 12:31am 
Ah, and if a override does not contain the additional settings you can simply add them.
If you use VisualStudioCode or similar editors (check for code editors with syntax highlighting) you may also benefit from useful auto-completions.

<tree_override_prototype>
<id value="Cherry"/>
<density value="10" />
</tree_override_prototype>

--> add a few lines

<tree_override_prototype>
<id value="Cherry"/>
<density value="10" />

<min_altitude value="-0.3" />
<max_altitude value="80"/>
<min_angle value="-45" />
<max_angle value="90"/>

</tree_override_prototype>
Schwifty K  [author] May 17 @ 12:28am 
Yes, density will place objects more dense (more objects per space).
min_ and max_ altitute defines at what height they spawn. If you set min below 0 don't go to deep, megaliths in lakes (-5) cause errors.
min_ and max_ angle defines how steep the terrain may be (from flat space to steep montain).
Rye Encoke May 16 @ 4:59pm 
okay so none of the values for any tree types have angle values or density values. I am assuming the density value is the one I need to add...will give that a go and see how it works. Thanks very much
Schwifty K  [author] May 16 @ 3:16pm 
Be aware that changing tree positions will lead to issues loading old saves where the map looked different.
My ultimate recommendation is to copy flatlands and make a local copy for yourself with all your tweaks and edits.
Schwifty K  [author] May 16 @ 3:15pm 
make sure to place <tree_override_prototype> within <tree_override_prototypes> -- this is no typo
Schwifty K  [author] May 16 @ 3:14pm 
Navigate to Steam\steamapps\workshop\content\858810\1693186543\Flatlands\Environments

Open swamped_trees.xml in editor.

Example for possible parameter as used for FIR:

[code]
<tree_override_prototypes>
<tree_override_prototype>
<id value="Fir"/>
<density value="10" />
<min_altitude value="-0.3" />
<max_altitude value="80"/>
<min_angle value="-45" />
<max_angle value="90"/>
</tree_override_prototype>
</tree_override_prototypes>

[/code]

You are looking for Pear Cherry Chestnut?

Other config examples on the bottom of that file in the comment.
I assume there is also a config for berries in one scenario / location, if you maybe search for Strawberry / blueberry / blackberry in that folder it could pop up if it is there :)
Rye Encoke May 16 @ 1:40pm 
The only way I have been able to get more fruit/berries/flax etc is to change the line
<trees_everywhere value="false"/>

to

<trees_everywhere value="true"/>

It puts stuff in the water but at least they are there.
Schwifty K  [author] May 16 @ 1:20pm 
Depends on the location, that is fine tuned in the environments files within the environments folder, see scenario file which location is using which environment.
Rye Encoke May 16 @ 1:19pm 
The maps don't seem to have hardly any fruit trees or berries. Is there a way to edit some in? A value to change somewhere?
Schwifty K  [author] May 9 @ 9:22am 
Have you tried setting up workzones?
They are used to assign people to jobs on a regular basis.
Usually limits help too.
Could you provide detailed examples, screenshots, videos, savegames?
wizegoi May 7 @ 4:07pm 
You have to manually assign workers to each task??? As they WILL NOT WORK UNLESS YOU MANUALLY ASSIGN THEM OVER AND OVER TO ANY TASKS!!! Uninstalled it right away!!!!
Schwifty K  [author] Apr 6 @ 3:05am 
File name should be:

"flatlands.scn.xml"
Schwifty K  [author] Apr 6 @ 3:04am 
After subscribing you'll find the downloaded files in your Steam Folder (the folder steam is installed).

From there go to:
steamapps\workshop\content\858810\1693186543\Flatlands

Use windows search and try to find SetKnowledgeParameters.
Use text editor to edit file (not word).
Find the file with tech_cost_multiplier="1.5" and change "1.5" to "1"
Ancient Artificer Apr 5 @ 8:49pm 
I tried for half an hour to find and edit the files, I still have no idea where to even begin. Even with hunting ten of every animal and buying from trades its still a bit much.
Schwifty K  [author] Apr 4 @ 10:34am 
There came new techs since this was released :D

It's <action type="SetKnowledgeParameters" tech_cost_multiplier="1.5"/>

After subscribing you'll find the downloaded files in your Steam Folder, I left you some nice comments: ..\steam\steamapps\workshop\content\858810\1693186543\Flatlands

If I do a polish of this any time I hopefully remember that and will try to compensate with lower multiplicator in the iron age.

Until then, edit yourself as described above.

Personal suggestion: See it as a challenge.
Try to get KP by building producing hunting at least 10 (aim for 100 for some).

Traders also bring tech.
Ancient Artificer Apr 3 @ 6:42pm 
Its great, one thing though. The increase to research costs is fine in the early game but by the bronze age you will be almost completely out of research points, just struggling to scrape by to the next tech. So if you could tweak the late game tech costs or just add an option to do that, that would be amazing.
Schwifty K  [author] Mar 7 @ 11:23am 
Super!
Caporosso Mar 7 @ 12:39am 
Hat sich erledigt. Ich habs gefunden
Caporosso Mar 6 @ 3:45am 
Gefällt mir sehr deine Mod Schwifty.
Ich hab es wohl irgendwo überlesen, aber wie kann ich die Forschungskosten verändern?
Schwifty K  [author] Jan 6 @ 10:51am 
Hey Cpt. Caps, what is your ingame language set to? Maybe that language is not available for the mod - but it should not default to CN :D
Unsubscribe and subscribe again to download it again - maybe that helps.
Else try to set your ingame language to english, should pick the english files then.

If nothing helps navigate to ..\steam\steamapps\workshop\content\858810\1693186543\Flatlands\
and get rid of the cn_ language file
maxtornberg6 Jan 6 @ 8:23am 
WHY ARE THE MILESTONES IN MANDARIN I DONT HAVE A MOD DOWNLOADED FOR LAUNGES
Jorrek May 20, 2024 @ 12:41am 
on 60 people the villigers stop work in any way .. they hunt but dont get the meet or the skin they stop farming or repairing or gethering any materials
ticot007 Apr 22, 2024 @ 9:33pm 
Hey, thanks nice map can do super big city ,on my way for 1500 people lot of fun
Schwifty K  [author] Apr 12, 2024 @ 12:14pm 
Is this maybe during Auto Save Progress? Or is it more frequently / permanent?
Anything else going on? Win Update, Windows Indexer, some antivirus, filesharing?
What do your CPU spikes say? Everything in the greenish or have you reached the BottleNeck of your system?
Urmia Apr 8, 2024 @ 12:51pm 
No other issue than this one. when they are walking in place it always on the way to do something not idle. when I save and reload it goes away then comes back after a bit

https://steamcommunity.com/profiles/76561198290483830/screenshot/5826043408508373349/
Schwifty K  [author] Mar 20, 2024 @ 1:02pm 
Hm, ok, strange. CPU load is fine then I guess, but could you please check?
Could you please also have a look on what the detail screen of such individuals tells about their next destination? Are they just "Idle" or heading somewhere?
Any other issues like crashes or such?
Does it go away when you save the game and load again?
Could you share screenshots / videos?
Urmia Mar 17, 2024 @ 2:06pm 
got 75-80 fps on x1 and x8 dont havent had this problem on vanilla with a pop of 250.
Schwifty K  [author] Mar 17, 2024 @ 2:28am 
I assume that this is related to hardware. Could you check the following stats?
Whats your average FPS on x1 and on x8 ?
How much FPS during raider attacks (if you play with raiders).
CPU load while playing?
Reducing the amount of domestic animals might help if you want to go further.
Check the comment sections here: Starting Nov23
https://steamcommunity.com/sharedfiles/filedetails/?id=1737509545
Urmia Mar 17, 2024 @ 12:25am 
playing the mod when multiple people started to get stuck walking in place starving to death including animals. anyway to fix this?
Schwifty K  [author] Dec 23, 2023 @ 9:21am 
Ok, had a look, low amount of tools really is a bottleneck - still no clue why the message is not "no tool available" like for butchering - but that is more something for madruga.
I think you did a very hard transition from Neolithic to Copper age - try to keep some huts made of skins and the bone / flint tools until you have copper completely working or already are at bronze.
I usually keep bone tools active until the iron age - proper tools with very low production effort.
Schwifty K  [author] Dec 23, 2023 @ 3:21am 
Hey, yeah, works now.
Guessing that your trouble with harvest is linked to the low amount of harvesting tools (16).
Did not check the save yet, will maybe later.
Feet Pics for Super Earth ITA Dec 22, 2023 @ 12:48pm 
Sorry now it should work!
Schwifty K  [author] Dec 22, 2023 @ 12:25pm 
Hey, thanks a lot. Sadly I cannot view them :(

"Sorry!
An error was encountered while processing your request:

There was a problem accessing the item. Please try again."

Are they maybe not set visible to the public?
Feet Pics for Super Earth ITA Dec 22, 2023 @ 10:30am 
Feet Pics for Super Earth ITA Dec 22, 2023 @ 10:29am 
https://steamcommunity.com/profiles/76561198135483414/screenshot/2271567644866620481/

So this is with some of the Vegetables (think it was lenses). Same thing with flax:

https://steamcommunity.com/profiles/76561198135483414/screenshot/2271567644866620079/

Intresting detail I just found, I have 3 wheat fields, 2 which are harvestable, but one is not
Schwifty K  [author] Dec 20, 2023 @ 12:04pm 
Did a testrun with 0 rain - flax could be harvested, no issues.
Looking forward to get your screenshot.
Feel free to make a copy of that save too.
Schwifty K  [author] Dec 20, 2023 @ 9:06am 
Hey, ok, does that happen do other plants too or only flax?
It does not occur always, but only sometimes?
If it reoccurs, please take shots.

Had a look for those environments, maybe it is related to no rain during summer.
precipitation_chance="0.1"
Was under the impression, that this is only optical, will have a look.
Feet Pics for Super Earth ITA Dec 20, 2023 @ 5:51am 
Ah and I tried both Flatlands and Riverlands
Feet Pics for Super Earth ITA Dec 20, 2023 @ 5:50am 
Thanks for answering! Yes, my pease... people plant the Flax (both by hand and with a plow), i see the plants growing during Summer, but they never attempt to harvest in Autum. When you manually select a villager to harvest it, its circled in red with "Can only be done during spring". Its also not effected by a disease.
Unfortunatly the last save i had on it seems to be overwritten now, so I cant do a Screenshot anymore :/