Dawn of Man

Dawn of Man

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radomiej 2 May, 2023 @ 5:06am
Mod Reforged
Requires: MelonLoader
Nice to have: MelonPreferencesManager - for better configs parameters controll
Version 0.0.1 [02.05.2023]
Download: https://www.dropbox.com/s/jbfxl0ogi5wgfk2/DOM_ReforgedModV1.dll?dl=0

Hi all,
This is first release of my mod for Dawn of Man. The mod itself will be aim for enhanced first ages of the game, adding new customization options and probably fix some bugs/ and elements that be requested by you.
This mod work at any scenario. It's modify internal logics of game.

The mod is in alpha stage, so before use please ensure you make backup of your saves, achievements etc.
There are hooks that allow to save mod data's into game save. But more testing is needed :)

Features:
UnlimitedPopulationMod:
Mini mods that override birth and migration factor, so you population should expand without any limits. There are also option for override this factor for animal too.

GameSpeedMod:
Disabled by default
If enabled allow you to force x8 speed without being affected by any events. You can disable it by press the space or other speed button: 1, 2, 3

AutoFindNextAnimalMod:
Allow for fast iterate over the animals on map.
CTRL + R: find random animal of next species
CTRL + T: find random animal of next species that are tamable(if you have technology). If don't find young animal then find random adult/old animal.

AllChildrenFollowMouseMod:
Disabled by default
It's more dev mods. Allow you to control where all childrens should go by clicking CRTL + Left Mouse Button.

FoodVarietyMod:
You need to have meat and vegetables in stack, otherwise your peoples will be suffer from mono diet. At this moment it affect the morale and hp stats.

TaskPrioritiesMod
Disabled by default
Allow you to control internals of task priority. If you ever want to force villager to rush for you priority flag then it can be done through this. It's advanced mod, do not use if you aren't advanced player :)


If you have any suggestion, found bugs let's write bellow. Any feedback much appreciated :)

Roadmap:
Dedicated job slots system
Villager could be assign to given role for all time and they don't be affected by current village tasks. That open possibilities for making custom caste systems like: village chief, doctor, shaman, hunter party, megaliths transport party, outpost etc.

Herbal medicines: add plants on the map, could be harvester by doctors.

Riders: can be disabled, and change some AI behaviors. Think about make them more looters which are only focus on stealing all easy to catch stuff and running away, someway similar like in Farthest Frontier.

Rotation crop plants:
Tech and jobs that allow you to set Gardener. It's allow you for planning your plantation crop in cycle. The same staff like in Ostriv, FF have.
+ maybe add the bees, which near field increase crops ratio

Movable buildings:
As from FF there could be options for just move your building in other place. It's allow you for iterative village planning.

Show all work areas perimeters:
Highlight all work area, better options for finding all you work area that are hidden in a bushes

Additional technologies at first ages:
Some of the other mods could be affected by additional tech. For example: migration ratio could be increased by festivals/carnivals culture tech etc.

Additional animations for people:
- add some interaction for villgaers. E.g.: dancing near heart or talking.

Economy:
- Trader mor like in FF, value of resources can vary.
- At some point of time you can unlock monetary system like amber, which you can find in rivers or from traders

Other villages:
At some point you get the access for expedition, and be able to send traders or armies. It can be done like some point at map that you send your groups and after a while get results.
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Showing 1-12 of 12 comments
Edztえどぜて 11 May, 2023 @ 12:47pm 
great! dedicated jobs for each working building will solve mass inefficiency working progress! aaah I feel excessive happy right now, finally a mod would save us all from suffering inaccurate primal survival instinct~
about absence of bees, though ancient Persian/Hindust river brew beer and honey, as also in bible said "land rich of honey and milk"

in Copper age, ppls actually already built mega tall massive wall, STONE WALL, ye~
if a human haven't heard/learn about "the Jericho" they must be terribly uneducated or illiterate, unfortunate for them, and so w/ the poor 1000HP stone wall that cost 1 stone only should be 3000HP w/ 3 stones or 6000HP w/ 5 stones, better make a proper stone wall than just poorly made "st0nE" wall, never happened in any stone walls human can torn down apart mere using cutting slashing piercing sword-spear-bow-javelin n.e.v.e.r
so make stone wall avail since Copper age instead or far 2 next ages to come

yea many I would request but I badly prioritizing to fix the notably bugs & inability to survive as our far great ancestor "known for their extensiv survivabilities in wilderness preserving food in ice age etc" not the one you'll see a hunter group of 3 and 2 d0gg0s go hunt in Fall, only d0gg0 return, 3 of em perish in harsh cold winter . . .
now, do we humans going get more in hunting if our ppls are >the like< of this? our ancestor is a great survivalists, ten or hundredfolds greater and in more shieds condition than 20 21th centuries hunters in their modernity, they prepare spare clothing for long 20-100km away(my tribes do hunt for 3d kilometers away, return w/ many bounties, Surivve, just soloing) they carry what already processed in presevation, they eat those they carry, they replace it w/ new fresh raw meats raw fishe not to be eaten on site, but to bring 5x more bountiful hunting result bacc to the village, they dried it, hunter set off next week again, repeatedly thriving village's beautiful story, not like how we see currently in DoW
>>walking face to face w/ a Cave Lion, duh
>>eagerly bringing hot climate outfit just to die on journey by Hypothermia
>>proudly go set to hunt party, just 4 of em, 1 d0gg0, vs a pack of Woolly Rhino/Memmeth that have same number but 1 Adult Male Memmeth 2 Adult Fem, 1 Old Male, 3 other smol Memmeth, managed to kill 1 Memmeth or heavily injure, none of em return not even the d0gg0 accompany em
>>successfully go catch Le Fishe, eat on site, as player watching it blatantly the morale goes BRRRR, such a great sense playing
>>one old man just done knitting leather/skin outfit, suddenly go to store showing "goes for flint spear" dropping 1 of the product from crafter(the 1 cloth he made), suddenly joins random name "go after X" he hunts . . . carrying one of cloth w/ him while the season start in winter, luckily it hunt a b0ar or reindeer only and success, but the old man only carry 1 out of 7 butchered product, needing 2 more ppls 1 adult carry 3 slots, 1 elder carry 2 slots to go fetch the rest of 5 coz the 1st two hunters are literal "joke", the one hunting as usual, eat raw meats on site, return only 1 out of 3 space slots avail to it, so the potential of 5 slots down to 2 slots only, need 2 wave of hunterers and the fetcherer
wondering how human survive in the middle of nowhere if they act like this? we probly won't reach electricity or internet by today if our ancestors are like that
right~

having mushroom also a good idea, ofc cannot grow in barren or sandy desert, some mush are edible can also made a good cure, some are famously legendary poisonous mushroom, so it hav to research by our own ppls, they eat random mush, identify it, if someones die, then they get reward a knowledge "Holymyyy dis mush shieds are poisonous!" it can be used to put poison arrow or poison javelin(spears+poison mush/bow/composite bow+poison mushroom) yea sort like that

a copper stuff is repairable AND recycleable watch this https://www.youtube.com/watch?v=-gBj4qAowCE https://www.youtube.com/watch?v=f2BhwrJJ-nc
unlike in current everything even successor of copper gone by time goes by, so possibly if the copper stuff broken, it will dropped a copper ore again, which is a happy news, just put it again one charcoal one copper nuggets and turn into copper bar, proceed w/ making other form of ex-used copper item! life is meaningful~

some building actually automated, like windmill(if added) and watermill, humans just put raw stuff there wait for the next couple of hours or just go sleep, adult n elder can save worship for morale or drink water for a while, see the result, a brilliant way of a thriving civilization, not even electricity exist in these past times

please make trader automatically paused and accept the trade offer instead clicking on the notifier just to pan on merchant's location, but also we need to click right on one of the human person not the animal or cart, it shorten the process. when merchant agreed w/ the good price player has to offer, they must put it politely, not to leave all their trade goods on ground, it's no civil manner, how come they drop all the bread, dried meat n fishe to the earth, it's tainted! they must go store food stuff to our nearest granary, raw mats to rock or wood stick piles, tools n cloth n armor other stuff at warehouse/storage huts, then if we're at full they can either priority 1st to find anyone nearby w/ empty pocket, ask em to take it then later the 2nd last priority they drop it to the ground(at least none of edible stuff being impolitely dropped to the dirty earth), the chief of village will probably unhappy if they do . . right~

since trader come to us, how about we send ours! this is a greater great fun to request rare mats that has been exhausted forcing us to gather the mars planet distances over the edge of the map. prestige not only affect frequent trading, but also multiple trader will arrive, well even in ancient if a prosper famous village/town will have a busy trading activity, each season can get up to 3-7 traders at once, we can expell some High Commission for sake for those 2 merchants generously offering Low Commission for us! a meaningful trading society

adding coin minting probably, coz in copper or bronce age they already do coin exchanging, however this need extensive rewrite the program entirely, might also result in bad way

yea btw my 20% limit raider reflect to player's entire population for example if player stary 7 humans include children, not all 7 can fite rite? so make it an equal fight, a 20 pop will hav to fite 20x0.2=4 raiders only, 100 will fite 20, 200 vs 40, 500 vs 100, and so on
can be avail in both Normal or Hardcore alike, absence of raider made our research progress feel half, also the raiders MUST drop their clothing and armor they bring, so a 100% destroyed filthy raiders will result in a good benefit, rewarding to players that know how to punish these pesky raiders. the raider limit can say 10% at very ez difficult, 15% at ez diff, 20% at normal, 30% at hard, 50% at extreme/very hard/, 100-200% at CHAD difficult
welp that just an example what do I mean w/ that suggestion title "make a mod to limit raiders up to 20% of our rounded population both in normal & Hardcore difficulty"

a way to make tiny settlement for gathering purpose, no kids allowed to venture farther mars planet distant dangerous settlements, only adult & male elders allowed! they will living temporal seasonal measure there, just to collect extremely rare mats like flint, metals, megalith excavation posts or far front watch posts or extension fort or perimeter defense or forward military base operation(way too nowadays ish ey) at current state it's extremely impossible to make our population not to act weird, like going to a far away journey w/out plan, so he feel asleep, haven't pray since the last 3 seasons going fishe or harvesting fruits-berries-nuts-veggs so its morale are absurd zero 0, or die by dehydration while just 30m away there's a well or river or pond or lake . . any source of water but that person prefer to meet its creator than to survive to thrive for its fellow comrades of village
radomiej 12 May, 2023 @ 12:08pm 
About the wall, it's required long time to implement something like catapult or taran, this game don't have sense of this kind of machinery. But increase cost / hp should be possible

About AI, I'm currently working on it, it's a bit harder than I've thought on beginning, so probably will focus solely on this topic.
Currently working on kids feature, that make them sprinting more often and also try to limit their range to more nearest village, and morale recovery behavior. Now ppl like to recovery their morale only to half bar and then happily wander and prefer do nothing than recovery it to max.
About hunters behavior and slots, I'll need to investigate it more :)

adding new object(building and items) currently is postponed, because it required some tricky hacking into loading systems, and also some other staff: prepare models, icons, sounds etc.

about recycle items, will check it also. On my list todo is make megalith fully recyclable from monuments.

About trader, it's possible to make pause and open shop when clicked on notification. As for making cart like storage it will require more hacking :)

Riders limiter will be added in next update

Outpost I'll add when learn how to hook UI interface, think that we could use storage as outpost center, where you can select how many adults want to delegate there. It'll be good also to make transport system, when villagers can use transporters to move resources between outpost and main village/town.
Edztえどぜて 12 May, 2023 @ 1:16pm 
Originally posted by radomiej:
About the wall, it's required long time to implement something like catapult or taran, this game don't have sense of this kind of machinery. But increase cost / hp should be possible

About AI, I'm currently working on it, it's a bit harder than I've thought on beginning, so probably will focus solely on this topic.
Currently working on kids feature, that make them sprinting more often and also try to limit their range to more nearest village, and morale recovery behavior. Now ppl like to recovery their morale only to half bar and then happily wander and prefer do nothing than recovery it to max.
About hunters behavior and slots, I'll need to investigate it more :)

adding new object(building and items) currently is postponed, because it required some tricky hacking into loading systems, and also some other staff: prepare models, icons, sounds etc.

about recycle items, will check it also. On my list todo is make megalith fully recyclable from monuments.

About trader, it's possible to make pause and open shop when clicked on notification. As for making cart like storage it will require more hacking :)

Riders limiter will be added in next update

Outpost I'll add when learn how to hook UI interface, think that we could use storage as outpost center, where you can select how many adults want to delegate there. It'll be good also to make transport system, when villagers can use transporters to move resources between outpost and main village/town.
n0ice, I can't wait any longer I wish so soon but I understand coding is hard as breaching dev's sehkridd chamber

reply to wall : ye wall changes is quite ez, just put more stones needed and extra HP, from previous cost 1 stone(don't make sense) become 5 stones, from previous 1k HP this is nonsense we better built 3 layered elastic flexible wooden palisade walls than upgrading em to stone, 650 wood HP vs 1000 solid rock HP, should be 6-10x better, wood can be stabbed multiply and apparently breached by any, but a solid sturdy very earth's element of rock n stones, needs it's nemesis, a siege engines . . such as rams(if heavy enough vs thin enough stone wall), ballista catapult trebuchet cannon etc, but historically ppls just head for the gates instead.

reply to kids behavior : true tru~ kids do not walk all their childhood they sport they happy they excited around, learning around, helping their parents as a sign of good boiz, even riding(afaik Mongols do Archery since age of 10, then become fully horse archer at 16-20) kids also must not wander past 20-30 box from nearest 2 or 3 housing buildings(like from the start we get 2 ancient tents) only adult & elders do coz it's a dangerous far away jobs.
make adults & elder recover a 1-10% ish tiny micro bit morale when they see their children around, it tease em and motivated them by natural, so ppls inside central of living society will be generally teased/happier than those are doing dangerous collecting far away, so having so much kids around is gonna be helpful but not a major morale recover
I really wish that kids go help distributing the almost decay food to their parents who worked so hard just arrive at the centre of settlement, just like irl rite~ but programming it will be so complicate, it's an advanced logic measure of AI behavior
make a feature that every kids will work stuff that they can do like food drier, skin drier, distributing raw materials to manufacture/workshop/crafter so their parents are just working efficiently faster & easier than usually their parents 100% working it all around
1. carrying materials to work site > 2. sit in there crafting/producing/making stuff out of it > 3. sometimes become hunter or go fishe or go taming wild animals whereas the finished product still on their hands or they go worship/drink/eat/sleep(fulfilling welfare basic needs) > 4. sometimes when they sleep and the house is in full capacity their product be picked by other adult/elder, sometimes their children put it properly to nearby empty slotted store capacity buildings or sometime player(we) noticed how many stuffs lying on ground wasted by decay need some idling kids to fetch by run/sprint then go double clicking on nearest store

reply to recycle & megalith : a ye! very annoying Megalith simply gone despite they are 1-time extreme rare rsc while those are mere big stones around, how about make it tradeable? but will make animation appearances of merchants arrive carrying big thicc Megalith hmhm real complicated
repairing not just on buildings, but on cart-sledge-plow, also small equipments knife axe sword pickaxe sickle spear bow, however it doesn't make sense if every tools is 100% repairable, maybe poorer tools only be able to repair thrice or twice while other sturdy solid tools like axe sword spear pickaxe they seems repairable for 7-10x depend on tech(wood-bones-flint-copper-bronze-iron-steel respectifly) while harpoon/fishe eq knifes sickle bow they easily unusable for some reason so make em twice lesser repairable
when repairing it cost usually just stick and human's energy, so ppls can go to nearby metalsmith or crafter to repair it, repair do cost only 25% amount of time they purely producing fresh new of it, so if bronze sword takes 60s to make, repairing bronze sword only takes 15s and cost 1 stick, for those like biface n sling perhaps cost free rsc just make an adult to reshape it in a quick session. repair need to be around 15-30 condition out of 100, if it were too late then it become nuggets if it's a metal thingy, all repairable only up to 75-90 at best, nobody can repair fully functioned and fully fresh except a recycled and cast metal into new = it's recycle not repair. so yea that's clear I guess

reply to outposts : gathering and living a pocket village can be fun, however the meaning of their presence there also need care of proper transport, else, only they bountiful w/ fish/skins/raw mats while they suffer from ill-repair eq, luxury clothing, it supposed or intend as raw mats gatherer so no manufactur/industries working there, having to build large separate village is quite struggle for coding and player managing it too, so guess better stick to distant mining/gathering outposts than making new village in same wide map

reply to raiders : in addition maybe a setting for rider's frequent arrival or we able to identify 1-2 season before they arrive, so a fully planned preparation can be done in proper management of our village situation, sending a scout party, they hav 60-95% chance of survive, they cost nothing just like how the raider come n go freshly like no disturbance on em, these scout party are independent and self-sustainability, they won't die dumb like hypothermia, dehydration, starvation, ambush by wild predator animals, or walk like zombie as their morale are so poor and no spiritual buildings around/beer they carry, they can be called anytime, their presence on mission or hav return from mission won't affect any birth rate too, can send up to 3 parties consist of min 2 ppls max 4 ppls(these number can be change anytime, need restart fresh savegame or else yea make it kinda flexible), no kids or elder, they may return as elder, or may die by age or the raider caught em this is why they hav like 60-95% survivability

new idea : make every decayable things become partially more durable during 0°C to -9°C and become permanent for a while(the time tick countings perfectly stopped) during -10°C or freezer, so it's not about winter season, if it in Autumn or Spring but the temp are so weird, all decayable stuff(include buildings too) become sturdier or perfectly permanent

a splitter perhaps? currently when we either right/left clicking items on tent-storage-granaries, it drop an item *ENTIRELY* so that why we can have splitter, like Shift+Left click will display a splitter of 1,2,3,4,5,6,7,8,9 items you need to drop to the front of related building, or simply a system from old Sierra game Caesar 3's feature "Accept" " Not accept" "Get" "Empty" and number of items related, such as we need 1 out of 30 space avail in this place of beer or we need 20 out of 60 storage avail in this place of grain
also would pleased to make every workshop or production buildings to manually drop *EVERY* items to the ground, it can be cancel the production, but it seems took bit longer for any adult to retake the req raw mats from work site back to storage, so better we as chieftain drop it manually and ask any idling children to carry it quick to hold the decay by safely in haste back to store and prevent the item from complete unusable/disappear

sometimes it sadden me, a man who went to storage/house to take milk stored there, but it simply disappear on its way to cheesemaker
so how about if an item went to be processed become completely immune, no magical effect can happen on human's hand, a fruit ready to eat but disappear coz 1/100 condition in mere sec become 0/100 inedible, a pulse ready to cook/reheat on hearth or house or oven just simply begone on the person's grabbing, that's really sad, just let em eat at least it has been destiny
Edztえどぜて 10 Jun, 2023 @ 3:31pm 
ah I got something frustrating, d0gg0 meats are not considered as valuable, so old doges when died of old age or d0gg0s that fall in combat against raiders/hunting ppls just abandon it so solve it by making ppls will always butchering precious 1 raw meat from doge, make the butchering process lowered from 100% down to 20% only(5x faster) coz they don't butcher for the skin or bones also exempt knife usage on dogs, unlike butchering other animal, knife take damage by 1 usage, while dogs do not coz it use so fast and so soft(meat only salvage)by this ppls would slightly helped a bit in food shortage/famine
also try to make a video about how to install here n there, open up a chat session/discuss for installing, include video guide in this discussion
I observe ppls that getting alarmed do not wear all body suits, it's frustrating I got 125% set leather armor(adult only) but still seeing 30% of my adult wearing civilian cloth outfit aarrrrgh
by default make best weaponry(ranged priority) then best melee(sword then spear then axe) as between sword and spear, steel spear may do 35% damage, but it has range and melee capability, where steel axe also 35% but only melee) so . . . consider it as top 2 a must pick by entire adult in the fight, pick the rest that can be used to fight
when there's shield, they take all of shield but on inventory slot they will still bring a bow or a spear or ranged weapon, so best melee+shield(primary set of main two tools slot), following by personal inventory(adult has 3 slot, elder decrease to 2 slot, they use these slots as carrying slots not tools slot), put it a ranged weapon, it become their secondary

if possible, knife is way too sm0l to take place, exempt knife from taking any slot be it tools slot or inv slots

all adult all elder will able to carry knifes w/out taking burden on slot limited capacity
knife act as secret special hidden tools slot
how to install it
radomiej 28 Jul, 2023 @ 9:49am 
You need to install Melonloader for Dom, and then put my mod to mods folder
patatorcbf 4 Sep, 2023 @ 10:25am 
Originally posted by radomiej:
Roadmap:
Dedicated job slots system
Villager could be assign to given role for all time and they don't be affected by current village tasks. That open possibilities for making custom caste systems like: village chief, doctor, shaman, hunter party, megaliths transport party, outpost etc.

Herbal medicines: add plants on the map, could be harvester by doctors.

Riders: can be disabled, and change some AI behaviors. Think about make them more looters which are only focus on stealing all easy to catch stuff and running away, someway similar like in Farthest Frontier.

Rotation crop plants:
Tech and jobs that allow you to set Gardener. It's allow you for planning your plantation crop in cycle. The same staff like in Ostriv, FF have.
+ maybe add the bees, which near field increase crops ratio

Movable buildings:
As from FF there could be options for just move your building in other place. It's allow you for iterative village planning.

Show all work areas perimeters:
Highlight all work area, better options for finding all you work area that are hidden in a bushes

Additional technologies at first ages:
Some of the other mods could be affected by additional tech. For example: migration ratio could be increased by festivals/carnivals culture tech etc.

Additional animations for people:
- add some interaction for villgaers. E.g.: dancing near heart or talking.

Economy:
- Trader mor like in FF, value of resources can vary.
- At some point of time you can unlock monetary system like amber, which you can find in rivers or from traders

Other villages:
At some point you get the access for expedition, and be able to send traders or armies. It can be done like some point at map that you send your groups and after a while get results.
Hi radomiej,

I started modifying the game, using Harmony and have more or less the same roadmap for my mod. I plan on releasing it through Nexus Mods, requiring UnityModManager to inject into the base game.

I'd be interested to know your progress with various features.

For example, I'm currently working on custom assets to be loaded by the game, which will then allow to add custom entities and resources. I'm not a pro with Harmony, so it's a lot of trial and error, but I believe I'm on a good track. First attempt will be bronze shield and armor which are not present in the game currently.
Keep in touch :)

Thanks.
radomiej 10 Sep, 2023 @ 11:20am 
Hi patatorcbf, good that there is someone interested in modding :) I'm lack of time at this moment, but if you need help or want to look into my mod I can share it with you. Do you are able to run game in unity? it will help you with assets a lot, because you can create asset bundle and load it through harmony. I've been mostly focused on AI stuff, but also investigate how to add new building and make some helper class to hack xml document and eventually hacked mState to make it persistence.
radomiej 10 Sep, 2023 @ 11:29am 
and the game would be updated to Unity 2022.3.8, so there can be need to switch it on C++ version like in Farthest Frontier
Edztえどぜて 18 Oct, 2023 @ 11:16am 
I wishe if Hannibal already popular w/ Elephants, why don we do tameable Memmeth into Elegphante :---DDDD add tameable wild animals, some of em converted into tamed version, some of em remains as always, like tamed Tigers were real in highly civilized kingdoms back then, their Tigers also a war machine killing their opponents as they've been trained by their own master
make our ppls Horse Archers, Memmeth archers, Elephante javelineer/archers, even donkey can carry bags sacks pouches for a long distant warfare by soldiers, camels being told to carry Parthian/Sassanids Horse Archer's arrows, large batch of em irl
it means bring more bows eq to our outposts guarding scouting soldiers etc very useful as irl
Tyfighter77 10 Nov, 2023 @ 9:04am 
Hey @radomiej are you on Dawn of Man Discord? Schwifty K and I have been discussing things along the lines of your mod and it would be great to collaborate and take advantage of your expertise.
As for your Reforged mod its very cool. Something I caught, UnlimitedPopulation mod has "Override Birth Factor" as the string for all three entries (Migration and Animal).
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