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As I mentioned in the summary section, due to changes in the water behavior specifications around ver0.22.27, it no longer behaves the same as before. This cannot be fixed by writing in the JSON file. We are currently not taking action as we are not sure whether this behavior of water will become part of the future specifications.
低地有时会完全被水覆盖。
矿产资源丰富,所有矿脉均已形成。
高地植被稀疏,低地植被丰富。
如果你喜欢它,请给它一个高评价!
12/14
修复了EventGroups.json中的错误
When playing on a large map, if the number of resources set in voxelTypeDistribution of MapType.json is insufficient, mineral veins, clay layers, etc. will not be generated as expected.
In particular, the Huge size is 480x480, so when generating a vein, the number of resources in voxelTypeDistribution must be set to 10000 or more.
Please ask the mod creator to adjust the number of resources, or manually adjust the downloaded mod.
広大なMAPでプレイする場合、MapType.jsonのvoxelTypeDistributionに設定される資源数が不足すると、鉱脈や粘土層などが期待通りに生成されません。特にHugeサイズは480x480なので、鉱脈を生成する際にはvoxelTypeDistributionの資源数を10000以上に設定する必要があります。
Mod作成者に資源数の調整を依頼するか、ダウンロードしたModを手動で調整してください。
@鹿神ヒハル I had a similar issue with your Lake map, but before I got around to doing anything to troubleshoot (a few days I think) it just started appearing. So I suspect that you were entirely correct in your supposition that it was something to do with the map seed/world map generation in the map selection screen.
And as an anecdote for anyone interested, I found 350x350 (still quite a bit larger than the vanilla large map) to be a good size for performance and interesting map generation. 593329370 being my favorite seed for that map size thus far.
its name is map expansion tiny&huge.
"repeatCountMax"
"repeatCountMin"
Increasing this value will generate more spires.
"position"
Increasing the value in the y direction (roughly 0.3~0.5) will generate spires over a wide area of lowlands.
Please first disable all mods other than this one and check if the ore veins are generated correctly. If it is not generated, there may be a problem with your operating environment.
If veins are generated, they are not compatible with the mods you are using. At the very least, I have no way of verifying this, since I don't know which mods you are using.
The only other thing I can think of is to reinstall it, or move the StreamingAssets folder to another location, run an integrity check, and rebuild.
By the way, this is a basic question, but have you tried re-allocating the map seed value several times? Not all maps are displayed with all seed values. If there are 5 pins on the map, I think the mod is working correctly.
The AppData folder is a hidden folder, but I made it visible and checked the Going Medieval folder as well. Are you playing the game on the main branch by the way? What version of the game client is it?
As to your second point, I tried that as well in conjunction with the previous advice you gave to EO3CB. While reviewing your mod's code and that of others who have uploaded to the workshop, I did notice that other mods which I have verified as functioning correctly did not append additions to existing game files as you did. Instead they've put the complete game file including their alterations in the mod file. I have noticed this is a common factor in a few other mods that don't seem to be working. Do you think this might be a contributing factor to the issues EO3CB and I have experienced?
However, it doesn’t seem to address the root cause of the problem. That said, you mentioned something intriguing. You stated that there is a MapSizes.json file located at C:\Users\username\AppData\LocalLow\Foxy Voxel\Going Medieval\MapV2, but that folder does not exist in my environment.
It might help to verify the integrity of the game files from the "Properties" menu in the Steam library under the "Installed Files" tab (although, this will reset any JSON files to their vanilla state).
https://github.com/Traegyn/Going-Medieval-Wall-Mod-Fix/tree/main
有効化したい場合は、ゲームオプションの「ベータ - ベータへの参加」から、「experimental - Home of future updates」を指定する必要があるようです。
English
The game version of the mod is set at v0.22.6 and will not be activated until you join the beta.
If you want to activate it, you will need to specify “experimental - Home of future updates” from the game options “Beta - Join Beta”.