Going Medieval mods
Going Medieval mechanics mods
Everything filed under mechanics by its own author, ordered by how much it is used.
AllGeneral371Scenario65Building48production36Food35Resources30Map26Storage25Animals21Crafting19Easy14Combat13Stack13Sandbox12QoL12Localization11animal9Worker9Perks8Gameplay8Skills6Trade5plants5
3 mechanics mods
- Stop Eating my Pine!by BloodyMost of animals now don't eat your crops and tree saplings. Of cource, they can eat food beat or carrot as resourse. Now max priority is 80 for animal feed (not for meat eating animals and bears).645 downloadsupdated 13 mo ago
- Additional Research and Train Hours - Prioritize Research and Training while Role Dutyby SyntaxError37While on Role Duty the Librarian and Sergeant apply a Speed Buff to Research and Weapons Training for all Settlers working in the respective Role Room. It's very tedious to reap the Benefits of that Buff with normal Scheduling and Job Priority settings. This Mod tries to make it easier to take Ad...586 downloadsupdated 5 mo ago
- Adjusted Sleep Alerts - Get Warnings for exhausted Settlers laterby SyntaxError37Getting an Alert for exhausted Settlers when they're already on their way to sleep? This Mod adjusts the Alert timing to trigger after some Consciousness is lost and you really need to do something. What´s changed? Alerts for exhausted Settlers will be disabled for their Sleep stat -> No Alerts a...208 downloadsupdated 5 mo ago

