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But everybody is still welcome to leave some screenshots / videos in the Discussion: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1737509545/4036976577926849691/
As long as the image remains public, it should stay there.
Either upload them to steam and set to shots to "public" or upload them elsewhere. I think it cannot be added as file upload to a discussion ?!
Anyways, created a Discussion for pictures here in the scenario.
Welfare is mostly related to available food (should be the case after the goat reduce :D )
And to clothing! Make sure to keep up a excess of warm and also light clothing.
Regarding hardware: you can also try "Trophy Hunters" and remain in open end sandbox mode (simply never complete the last quest).
You can also do a few edits on the scenario files to increase population growth.
Other than the CPU issues I am struggling to keep welfare in the green. It drifts in & out. I think morale is killing it.
Yes, followed your bugs thread, the thing you describe where one core reaches max load might be the bottleneck.
You can alter the scenario to reduce wild animals and try to reduce domestic animals a bit, but when your CPU is caughing you might experience lag, moonwalk or even CTD :/
But appearently you had some fun while growing your settlement, consider to share a few screenshots / describe your settlement.
I'm also interested in a new shot for the scenario description - the screenshot from buds is appearently no longer working.
There is no change applied to the core functions of the game like the animal limits.
Have you had it at 0 for a longer time?
Animals that turn old will be slaughtered at a certain age (regardless of the set limits) - I think domestic animals can't die from old age. Instead the game forces a "butcher this animal" job onto the animal.
If you had problems with reproduction (too many males or only old females ..) you might notice that only a few years later when the young ones aren't there.
Check the domestic animals screen with F8
Besiders that there is a 100% limit -> 100% of pop -> if you have 50 people the limit will be set to 50.
Hope this helps to maybe find a solution.
Can you reproduce the issue?
Ar kenčiate nuo nevaisingų gyvulių? Laiku pastatykite tvartus! Jų prireiks didelėms bandoms, galvijams ir pan.
你是否患有动物不育?及时建好马厩!你需要它们来饲养大群牛群和其他东西。
你患有动物不育吗?及时建好马厩!你将需要他们的大牛群和牛群和东西。
I have nothing against raiders, but being able to play without is really a plus.
Not all Neolithic civilizations have known looters.
I forgot the name of a civilization, in Spain, which did not know the looters, but which nevertheless built a city with large ramparts. These high ramparts were used to lock up the population, not to defend themselves from an external attack.
After about 150 years of existence, the city collapsed and disappeared with the rebellion of the population.
It's not the kind of city I want to create. But, that's just to explain that looters are not necessarily the rule.
Thanks again for your mods.
Weak Raiders allows you to develop a "peaceful" game, while having to use fortifications, weapons, etc. Normal Raiders: as is currently the case. Strong Raiders allows you to develop a much more warlike game.
I had fun starting a game (on an empty population map) with a caravan camp (a Worshop mod). A start of the game like the start of the game in DOM. Then slowly build a first village, to leave the caravans, etc. It's long and exciting.
I'm waiting for the next update which will further enrich the game, with tourists, planes and especially new mines (bauxite, copper).
Regarding the trains, I humbly admit that I understood absolutely nothing about the signaling. I manage without using signals (a domestic train network with one track for a train, a warehouse area for export, a long freight train that exports everything).
I tried to start a new run in COSMONAUT MODE, but the winter, found no way to import heating, so I guess first goal now is Coal + Energy + Heating before (Mid / end September?! ).
The fact that 1 day in that game has 60 hours (real time seconds) not 24 made my calculations more valuable :D but some tooltips for energy seem still very off, was puzzled by the fuel factory yesterday, it's max consumption and consumption / day is listed in MW/h ...
Best thing to do in that game: Money Unlimited, build train routes, watch them go, watch them collapse, try to debug :D
I will soon be on forced leave for 1 month (business closure due to government measures for Covid) and I will therefore have ample time to test these scenarios.
Thank you to you for these scenarios and for taking the time to answer me.
Raiders get me drunk, and I'm not looking for a war game in Dawn of Man. Your awesome mod fits my search perfectly.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2062671630
thanks, you're welcome.
I can't do much about the first problem and hope you still find enough usable deposits (some are even floating in the air
The second one never bothered me, neither buds (who loves pulses very much), feel free to browse trough his screenshots!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2043018167
He went up to 1200++ population with happy farmer :D
Maybe try to balance it with some trees to get fruit in summer (they need no workload during winter).
Maybe I consider your suggestion later, but most likely I might forget about it.
This is an online xml editor in case you have discomfort with the text editor: https://www.tutorialspoint.com/online_xml_editor.htm
The file to edit is located in your steam folder, you can upload it to the editor:
where_ever_you_installed_steam\steamapps\workshop\content\858810\1737509545\happyfarmer\Environments\medium_summerland.xml
There are four seasons with durations between 0.15 and 0.325.
Edit every duration="0.25":
Example for fall:
<season id="Fall" setup_id="Fall" duration="0.25" precipitation_chance="0.3" windy_chance="0.5" very_windy_chance="0.8" fish_boost="1">
First off, let me thank you for a great mod.
This said, I noticed two problems: a minor one and a more serious one.
Minor: there are several ore deposits that won't accept a mining shaft, no matter the angle from which I try to place it.
The 'systemic' problem: winter is indeed short in this mod. While many might salute this, I have been unable to have my villagers farm enough pulses to last through the fall/winter period as these are sowed in winter. To illustrate this, my 320 villagers were able to plow and seed 20 lots of grain and flax (5x5) in spring but only 5 lots in winter. I, for one, would love to play a version of this mod that offers winters as long as the springtime, but being just as mild. Why not? There isn't so much as a snowflake to be seen and the grass remains green though it.
I am immensely grateful to you for getting rid of those pesky raiders. I'm a builder, not a warrior.
Also Mod: An old man standing behind a goat
Me: uh... is this a . . . goat banger mod?
Who would be interested in a Ancient Drunkards Scenario? With brewing unlocked from the beginning and a landscape full of wild grain.
Do you suffer from infertile animals? Build stables in time! You will need them for big herds and cattle and stuff.
The description is already given :-)
Did you rush from copper to iron age??
In Flatlands they take a while to arrive[Copper Age].