Brief Explanation
This guide will show you how to change the health a voxel has, how many times it can be mined, the time it takes to perform mining of the voxel, and how to change the type and number or resources it provides.
The number of times a voxel can be mined, its health , the time it takes to perform mining of the voxel, and its resources vary depending on the voxel type.
The types you will run into are: grass/dirt, sand, rough soil, granite, limestone, clay, iron, silver, gold, salt, coal.
Sand has not be implemented yet. I imagine it will once water mechanics have been introduced to the game.
Granite is like bedrock in Minecraft, it cannot be mined and acts as the lowest point in the map. It is best to not modify anything having to do with granite as it could affect other aspects of the game which we do not intend to change.
All these factors can be changed in the JSON files located in the "StreamingAssets" folder:
Program Files\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets
The easiest way to find this folder is by going to your games library and right clicking on game's name (Going Medieval) and selecting "Properties." From the pop up window, select "Local Files," and then from the new selection, click "Browse." A folder called "Going Medieval" should pop up. From there, open "Going Medieval_Data" and then "StreamingAssets."
There are quite a few folders here to explore. Most of the contain JSON files that are useful in reading and editing, but the two folders we will be using are: Resources and MapV2.
If you do not have an application that can edit JSON files, download Notepad++ for a free and easy way to do so. Just download and install the lastest version.
Download:
https://notepad-plus-plus.org/downloads/
Changing Voxel Health
First, we will look at changing the health of the voxel, which is actually less helpful than you might think. The exact purpose of voxel health is unclear, as you will see momentarily the number of times a voxel can be mined and the resources you get from each attempt is much more important.
Never-the-less, this is how it can be changed:
Open the "VoxelTypes.json" file in the "MapV2" folder.
You will notice that there are two main attributes that stand out in each voxel: "health" and "digAmount"
Every time a voxel is mined, its health is reduced. It is reduced by whatever the total health is divided by the dig amount.
An example is Limestone. It has a health of 1600 and a dig amount of 4.
Therefore: 1600 divided by 4 is 400. (1600 / 4 = 400).
So every mining attempt will reduce its hit points by 400.
This doesn't do much for us as what we are really concerned with is how many times it needs to be mined, and what resources we get on each successful mining attempt. But, I have listed it here just in case you would like to change it anyway.
Once you have made your edits, you can save by clicking the floppy disc icon at the top left.
Changing Voxel Dig Amount
Next, we will look at changing the number of dig attempts of the voxel
We will start by opening the "VoxelTypes.json" file in the "MapV2" folder again.
This time we will be editing the "digAmount" attribute.
Every time a settler completes a mining attempt on a voxel, it will reduce its health - like mentioned in the previous section - and reduced this count by 1.
So how is this useful? Well, if your dig amount is high, then it will take your settlers longer to destroy a voxel - taking longer to clear an area. So ideally, you would want to lower this number to 1 so that any area can be cleared quickly. This can make settling on mountain maps much less tedious.
The other aspect is that you get a certain amount of resources on every successful attempt. You may think that having more attempts means having more resources per voxel, and you would be correct. But, we can change the number of resource per attempt in another JSON file, eliminating the need to have more that one attempt on any voxel.
In my file, I have changed the health and dig amount of every voxel type, except for granite, to 400 "health" and 1 "digAmount" for simplicity.
Changing Resource Gain On A Voxel
Each mining attempt on a voxel reduced its health and dig amount, but awards a certain amount of resources. Conceivably, those resources could be anything if you happen to know how they are reference in the game code. But, I have only chosen to award logical resources that can be found on these types of voxels already.
Navigate this time to the "Resources" folder in "StreamingAssets."
Open the "DigMarkers.json" file.
You'll notice in the image above that I have a certain region of the code highlighted. This is considered on complete segment for a certain voxel type. I happen to have the "Iron" resource selected, but all of the resources that can be mined are in this file.
We want to look at the "storedResources" section, and then the nested "blueprintID" and "amount."
As you can imagine, the "blueprintID" is the resource that we are going to gain, and the "amount" is the number of that type of resource we are going to receive.
For "Iron" is shows the we will receive 20 pieces of iron and 2 pieces of limestone. Note that this amount is per attempt - meaning that if you have more than one attempt on a voxel, then you multiply the previous "digAmount" by the number of resources gained to find the total amount gained after completely depleting a voxel.
Example: Normally, Limestone has 4 dig attempts and awards 15 limestone per attempt. This means that you should get 60 limestone once this voxel is depleted (15 times 4 equals 60).
As previously mentioned, if you want more resources out of a voxel, just increase the amount gained per attempt instead of increasing the dig amount.
You can also add another resource to a voxel type. If you would like clay to give some limestone, for example, you can add the limestone blueprint ID and amount in the "storedResources" section for clay.
Just make sure to add the right syntax for any additional resources you've added; use another voxel type as a template.
Remember, we are not going to modify the Granite voxel type - especially since we can't mine it anyway.
Changing Mining Speed On Each Voxel Type
Now we will take a look at the "miningDuration" attribute.
This represents how much time it take on each mining attempt; this is also affected by the settler's mining skill.
The best way to gauge what this number should be, look at a voxel type you are fairly familiar mining - like clay. It has a lower "miningDuration" value than limestone so you know it will take a shorter amount of time on each mining attempt. Think about how long you feel it takes in game, and either increase it or decrease it to match your play style. Try playing around with these values to find what works best for you.
Remember to not modify any values for Granite, as it could cause unintended changes to other aspects of the game.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2901524909
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- All Guilds
- Going Medieval - Guide to Modding and Supported files
- Going Medieval Guide 345
- What changes do you want to see in the game? \ ?
- Going Medieval Guide 325
- Going Medieval Trke Rehber.
- How to Dismantle Items Effectively
- Character creation guide [BR/EN]
- Traduzione Italiana Going Medieval
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