Going Medieval

Going Medieval

Map type WALL
42 Comments
鹿神ヒハル  [author] 3 Jul @ 12:21am 
If you are saying that ore is not being generated, please go back one page in this comment section.
OrkhonGhazi 1 Jul @ 5:05pm 
Same issue like @bloody_odin
MinedConch7143 23 Jun @ 4:10pm 
I have the same issue of 90% of the map just being dirt
yon lenon 18 Jun @ 12:45pm 
I started a game with this map and played for 5 hours before noticing there were no minerals just dirt and clay, no iron or gold
Arandel 4 Apr @ 7:32am 
I don't know if it can be useful for someone else, but by enabling dev tools, and by opening the water UI, i have setted the borders of the map where the river started as "flow in" and the borders of the map where the river ended as "flow out". It seems to have stopped the water from flooding everything else
Luna 22 Mar @ 8:58am 
MORIA
Bloody_Odin 9 Mar @ 2:38pm 
so i cant get this mod to appear in map types
鹿神ヒハル  [author] 5 Mar @ 10:43am 
@O___O
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.
АААА! ЖЕНЩИНА!! 3 Mar @ 11:09pm 
I’m experiencing a bug with a mod. When a map is generated, if a river starts in the upper region and flows down a cliff or wall, it unnaturally drains completely into the lower part of the map. I’ve tried generating many maps, but only rarely (once or twice) does the river behave correctly and not flow entirely downwards.
svlla 1 Feb @ 5:21pm 
finally! df type map!
宝渊 22 Jan @ 1:32am 
该地区南北分为高地和低地,北部为高地,南部为低地。
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
nukumorina 6 Jan @ 8:43pm 
@Traegyn @Firarain cc: @鹿神ヒハル
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。
Traegyn 30 Dec, 2024 @ 6:11pm 
@Firarain If you dig into the wall from the low end of the map/ground level I found them to be most common there or within 1-3 Z-Levels. And that does jive with how vanilla maps generate ore veins, since this map does tend to generate a good bit higher than most vanilla map seeds I've encountered.

@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.
Firarain 27 Dec, 2024 @ 5:18am 
as the mod i used is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3370118859

its name is map expansion tiny&huge.
Firarain 27 Dec, 2024 @ 5:10am 
can confirm that the veins do span, i think whats happend is because the larger map swallows the veins out of sight and difficult to find. still thanks, love the map
鹿神ヒハル  [author] 26 Dec, 2024 @ 9:02am 
@Firarain Although we cannot respond to individual requests, please go to the mod folder and change the following description in "id": "detail_01_wall" in MapTypes.json.
"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.
鹿神ヒハル  [author] 26 Dec, 2024 @ 8:45am 
@Firarain @Donnyboy I checked the operation with the latest version 0.22.20, and the veins are generated normally.

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.
Donnyboy 26 Dec, 2024 @ 5:37am 
Im thinking the same as the guy below. I love the map design and would like to play on it, but it needs some mineral deposits to be perfect.
Firarain 25 Dec, 2024 @ 1:30pm 
but the map its great. i really like the design. maybe can ya make a variant that has a bit more spires in front of the wall?
Firarain 25 Dec, 2024 @ 1:28pm 
for me it works but cant find any resources like stone [ a tiny patch of lime ] or clay its all dirt all the way [my empire of dirt] also use a larger map mod. also had one time without and dint see patches of them ether [ had a mod that just enlarged the mat to 512x but it lagged now with a map mod that has multiple sizes so now 400x something.]
鹿神ヒハル  [author] 22 Dec, 2024 @ 4:07am 
@Traegyn I had a friend check it and it worked fine.
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.
Traegyn 21 Dec, 2024 @ 12:38pm 
@鹿神ヒハル I wasn't actually aware of that, I did happen to roll it a number of times though as I am in the habit of spamming left click for a few seconds to select my map seed.
鹿神ヒハル  [author] 21 Dec, 2024 @ 11:39am 
@Traegyn I see, it seems that there are no problems due to the difference in versions.
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.
Traegyn 21 Dec, 2024 @ 11:10am 
@鹿神ヒハル I'm playing on v22.15 of the Experimental Branch. It's probably just a file I forgot to clean out when I moved over from the main branch.
鹿神ヒハル  [author] 21 Dec, 2024 @ 10:59am 
@Traegyn If #APPEND is not working for some users, it will be awaited for an official fix, but I don't think it's likely.

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?
Traegyn 21 Dec, 2024 @ 4:59am 
@鹿神ヒハル The file C:\Users\username\AppData\LocalLow\Foxy Voxel\Going Medieval\MapV2 may be hidden, or only in use for the Stable Release Branch. AppData was hidden by deefault before I started altering Going Medieval game files on my PC.

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?
鹿神ヒハル  [author] 21 Dec, 2024 @ 4:49am 
@Traegyn Thank you for your comment, Traegyn.
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).
Traegyn 20 Dec, 2024 @ 10:19pm 
All that aside it's a great map that I am ecstatic to play on. It's everything I've personally wanted in a map, and despite my extensive meddling in the game's other files, I've never gotten the hang of Foxy Voxel's map generation. I appreciate you.
Traegyn 20 Dec, 2024 @ 10:19pm 
@鹿神ヒハル I tested your mod with the Huge Map size (512x512) unlocked with either the Larger Map mod by Chudnofsky or by editing MapSizes.json in C:\Program Files (x86)\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\Map and C:\Users\username\AppData\LocalLow\Foxy Voxel\Going Medieval\MapV2. I noticed your code didn't account for generation of map sizes not visible in the release branch, it generates fine on 512x512. The usual issue with that map size is also present in your mod however, that being terrain features getting stretched or spread out, so the spires that dot the lowland area are fewer in number when compared to the Large Map size. The Wider Rivers mod by yetihead90 is also compatible with your mod, on its own and generated on a 512x512 map.
Traegyn 20 Dec, 2024 @ 10:18pm 
@EO3CB I experienced the same issue you did and by transcribing the mod's files into the game files directly I was able to get it to appear in the map type menu and load properly. I threw a GitHub page together on the fly, just follow the instructions in the Readme if you still want to use the mod.

https://github.com/Traegyn/Going-Medieval-Wall-Mod-Fix/tree/main
鹿神ヒハル  [author] 19 Dec, 2024 @ 9:35am 
@EO3CB I don't have any other good ideas. I plan to upload other maps, so please try them as well.
EO3CB 17 Dec, 2024 @ 6:39pm 
So I went and checked (because I would do something like that) but I'm on the current version. Could it be another mod?
鹿神ヒハル  [author] 15 Dec, 2024 @ 6:31pm 
@EO3CB Your game version is 0.21.x? It seems that it may not be displayed unless you are on the experimental branch 0.22.x.
EO3CB 15 Dec, 2024 @ 2:56pm 
I've been in and out of the game several times and it still doesn't show up.
鹿神ヒハル  [author] 15 Dec, 2024 @ 8:15am 
@RedDesire[JP] そうか、メインブランチver0.21.xはまだWorldMapSettings.jsonがサポート対象外のままの可能性があるのか。もしそうなら確かに表示されないですね。コメントありがとうございます。
RedDesire[JP] 15 Dec, 2024 @ 6:18am 
MODのゲームバージョンがv0.22.6で設定されているので、ベータに参加しないと有効になりません。
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”.
鹿神ヒハル  [author] 15 Dec, 2024 @ 3:54am 
@EO3CB Appended a simple explanatory image. It doesn't seem to appear right after you enable it, so please exit the game and check again.
EO3CB 14 Dec, 2024 @ 9:09pm 
I have mine enabled in the mods screen but no map option when picking the map. I would love to try it at some point though.
鹿神ヒハル  [author] 14 Dec, 2024 @ 11:54am 
@RanDomAcC94 Did you enable the mod after starting the game? An item should have been added under the mountain map.
RanDomAcC94 14 Dec, 2024 @ 8:43am 
How can i select the map type?
鹿神ヒハル  [author] 14 Dec, 2024 @ 8:26am 
@Cynical_Teacup Thank you! I created this map because I wanted to create a map that looks exactly like something you'd see in a fantasy, so I hope you enjoy it.
Cynical_Teacup 14 Dec, 2024 @ 6:25am 
This is good, nice work mate. Makes some really fantasy looking map generations.