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Going Medieval - How to Fix Cooling Problems with Stockpiles (ThermalModels.json)

Written by Fenris   /   Updated: June 7, 2021    


Guide to Fix Cooling Problems



Introduction



Thermal Game-play mechanics allow you to preserve food underground in colder temperatures. However food rots in stockpiles without flooring and as deep as you might dig the underlying problem is that all flooring magically radiates heat which is a 21st century technology that doesn't fit with the medieval theme not to mention you end up with some wacky situations where its 40-50 degrees warmer at bedrock during a cold snap. I don't believe the developer intended for this mechanic but unfortunately the game engine decided this. To correct the issue we must modify the ThermalModels.json file in a text editor like NotePad++ and adjust these values accordingly.

Currently all flooring is associated with the same thermal modifier for "wood_floor" theoretically you could copy the id and make multiple identifiers for each floor type and simply point to them from editing the "Buildings.json" file if you want diverse effects from each type of floor.

How-To



  1. Go to: Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\Constructables
  2. Right click on ThermalModels.json and choose Edit with Notepad++ "or any preferred text editor".
  3. Find Line 22 "wood_floor:" and edit line 24 "targetTemp" changing the value to 0.
  4. Save and finished.

Final Thoughts



So there you have it! Build underground stockpiles with flooring and the temperature will not fluctuate based on the flooring but rather the room size and wall types. "Yes walls radiate heat too -_-, just make sure your stockrooms are dirt walls or change the thermal values for walls however this could effect homes and bedrooms.

Written by Fenris.