the map sizes are blank because the mod is broken due to the current version of the game. This mod needs to be updated to work with the current version of the game. It's a shame really! Loved Playing on the Huge map size
], "width": 512, "height": 16, "length": 512, "blockHeight": 3, "plantSpawnRateMultiplier": 1.0, "raidDelayBeforeAttack": 30, "raidDontEngageCombatDuration": 350, "shownInRelease": true, "idlePointsCountPerAnimal": 15 } ] } Now u can run the game without any issues (big maps takes longer to load). If u want the map bigger just change width and length to ur desired values.
It is not working, because there are lots of parameters missing on this mod, where the original file does contain quite some parameters on top of size, height, and so on. Always crosscheck guys... this is the first rule when modding games (or applying mods to a game).
To make it even more clear: Mod's content { "id": "Large size", "width": 300, "height": 16, "length": 300, "blockHeight": 3, "shownInRelease": true },
You clearly see the difference. On the other hand, this mod is obsolete, as you can enable the same size maps inside the original MapSizes.json via ""shownInRelease": true,".
I cant get it to work either . my game is downloaded here "D:\SteamLibrary\steamapps\common\Going Medieval' as far as i know my C drive is completely devoid of games
\SteamLibrary\steamapps\common\Going Medieval is where mine is aswell along with every single game i have downloaded ...we have the game folder ,we just dont know exactly where to put the mod within that folder
Hello, because of the increase in the map, the enemies leave without even reaching the inhabitants, how to increase the time of the raid and other events, for example, to one day?
You should change the max height on all sizes to 24, anything above that seems to create graphical/generation glitches.
I have a mountain map currently of 512*512 with 24z levels that generated fine as far as I can tell, although I can't exclude things getting weird later in game so far
Yes, I think this sort of scaling does not get handled well by the game as it stands. Going below the surface, the areas seem 'stretched' somehow, which would also correspond with the barren desert look to the large maps despite the tooltips saying 'grass'
Just an FYI to anyone interested. In larger maps, enemies take longer to get to your base, and if they don't get there in time, they just declare victory. Especially noticeable in mountain maps. I had to place random staircases to make it easier for enemies to get to my base. 300x300 mountain map
40 comments
my map sizes slots are blanks and i can't see them or know how to fix them
https://steamcommunity.com/sharedfiles/filedetails/?id=2907364455
If u guys want to use a Huge map while its not fixed, go to:
C:\Users\YourUser\AppData\LocalLow\Foxy Voxel\Going Medieval\MapV2
And edit the fille "MapSizes.json".
Then, your file should be ending like this:
"id": "Large size",
"locKeys": [
{
"language": 1,
"name": "map_size_large"
}
],
"width": 300,
"height": 16,
"length": 300,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 220,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15 }
]
}
So, add a comma after the ""idlePointsCountPerAnimal" line and add this:
{
"id": "Huge size",
"locKeys": [
{
"language": 1,
"name": "Huge size"
},
{
"language": 8,
"name": "Gigante"
}
],
"width": 512,
"height": 16,
"length": 512,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 350,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15 }
]
For those that want it simplier, copy and paste the full MapSizes.json:
{
"repository": [
{
"id": "default_size",
"locKeys": [
{
"language": 1,
"name": "map_size_small"
}
],
"width": 190,
"height": 16,
"length": 190,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 220,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15
},
{
"id": "Small size",
"locKeys": [
{
"language": 1,
"name": "map_size_small"
}
],
"width": 100,
"height": 16,
"length": 100,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 220,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15 },
{
"id": "Large size",
"locKeys": [
{
"language": 1,
"name": "map_size_large"
}
],
"width": 300,
"height": 16,
"length": 300,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 220,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15 },
{
"id": "Huge size",
"locKeys": [
{
"language": 1,
"name": "Huge size"
},
{
"language": 8,
"name": "Gigante"
}
],
"width": 512,
"height": 16,
"length": 512,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 350,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15 }
]
}
Now u can run the game without any issues (big maps takes longer to load).
If u want the map bigger just change width and length to ur desired values.
Tks for your work
Always crosscheck guys... this is the first rule when modding games (or applying mods to a game).
To make it even more clear:
Mod's content
{
"id": "Large size",
"width": 300,
"height": 16,
"length": 300,
"blockHeight": 3,
"shownInRelease": true
},
Game's content
{
"id": "default_size",
"locKeys": [
{
"language": 1,
"name": "map_size_small"
}
],
"width": 206,
"height": 16,
"length": 206,
"blockHeight": 3,
"plantSpawnRateMultiplier": 1.0,
"raidDelayBeforeAttack": 30,
"raidDontEngageCombatDuration": 220,
"shownInRelease": true,
"idlePointsCountPerAnimal": 15
},
You clearly see the difference.
On the other hand, this mod is obsolete, as you can enable the same size maps inside the original MapSizes.json via ""shownInRelease": true,".
It won't magically work if you put it somewhere else.
Try this how to show hidden folders
I have a mountain map currently of 512*512 with 24z levels that generated fine as far as I can tell, although I can't exclude things getting weird later in game so far