Gnomoria

Gnomoria

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WIP Gnomoria with Tacyn's mod
By Ilthe
Gnomoria 1.0 and Tacyn's mod 2.6.

Not that much structured. Info peaces collected from everywhere - wiki, discussions, guides, game experience; mods pages, mods discussions, Tacyn's answers to player questions questions;

I'm working on mindmapping production net, especially coking.
Someday I'll add screenshots.

I'm making this for me and my sister, but it might be useful to you too.
   
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Tacyn's modpack
Tacyn's mod collection - just subscribe to all.
Importing/Exporting settings
You can export your military and profession settings into files and import them every time you restart. So you only need to customise this settings once.

You can't export stockpile settings.
Professions ini file
[All] Miner = 1 Mason = 1 Stonecarver = 1 Woodcutter = 1 Carpenter = 1 Woodcarver = 1 Smelter = 1 Metallurgist = 1 Blacksmith = 1 Metalworker = 1 Weaponsmith = 1 Armorer = 1 Gemcutter = 1 Jeweler = 1 Weaver = 1 Tailor = 1 Potter = 1 Leatherworker = 1 Bonecarver = 1 Prospector = 1 Tinkerer = 1 Machinist = 1 Engineer = 1 Mechanic = 1 Operator = 1 Resetter = 1 Rancher = 1 Butcher = 1 Gardener = 1 Farmer = 1 Chef = 1 Brewer = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 Glassworker = 1 Alchemist = 1 Experimenter = 1 Knight = 1 Bodybuilder = 1 JobPriority = Mining;Agriculture;Build;Mechanic;Hospital;Workshop;Farm;Grove;Pasture;Tinker;Hauling [Hauler] Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Hauling;Build;Mining;Agriculture;Workshop;Farm;Grove;Pasture;Tinker [Builder] Operator = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Build;Mechanic;Hauling;Mining;Agriculture;Workshop;Farm;Grove;Pasture;Tinker [Miner] Miner = 1 Mason = 1 Stonecarver = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Mining;Build;Workshop;Hauling;Agriculture;Farm;Grove;Pasture;Tinker [Mason] Miner = 1 Mason = 1 Stonecarver = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Mining;Hauling;Agriculture;Farm;Grove;Pasture;Tinker [Woodcutter] Woodcutter = 1 Carpenter = 1 Woodcarver = 1 Operator = 1 Gardener = 1 Farmer = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Grove;Agriculture;Workshop;Farm;Build;Hauling;Mining;Pasture;Tinker [Carpenter] Woodcutter = 1 Carpenter = 1 Woodcarver = 1 Bonecarver = 1 Operator = 1 Gardener = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Grove;Agriculture;Farm;Hauling;Mining;Tinker;Pasture [Brewer] Operator = 1 Brewer = 1 Medic = 1 Caretaker = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Hauling;Agriculture;Mining;Build;Pasture;Grove;Farm;Tinker [Cook] Operator = 1 Chef = 1 Medic = 1 Caretaker = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Hauling;Agriculture;Farm;Build;Mining;Grove;Pasture;Tinker [Farmer] Operator = 1 Gardener = 1 Farmer = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Farm;Agriculture;Pasture;Grove;Build;Hauling;Tinker;Mining [Rancher] Leatherworker = 1 Operator = 1 Rancher = 1 Butcher = 1 Farmer = 1 Medic = 1 Caretaker = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Pasture;Workshop;Agriculture;Farm;Grove;Hauling;Build;Tinker;Mining [Tailor] Weaver = 1 Tailor = 1 Leatherworker = 1 Bonecarver = 1 Operator = 1 Medic = 1 Caretaker = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Hauling;Agriculture;Farm;Grove;Build;Pasture;Tinker;Mining [Glassworker] Prospector = 1 Operator = 1 Medic = 1 Caretaker = 1 Hauler = 1 Glassworker = 1 JobPriority = Hospital;Mechanic;Mining;Workshop;Tinker;Hauling;Build;Agriculture;Farm;Grove;Pasture [Jeweler] Gemcutter = 1 Jeweler = 1 Operator = 1 Medic = 1 Caretaker = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Mining;Hauling;Agriculture;Farm;Grove;Tinker;Build;Pasture [Engineer] Tinkerer = 1 Machinist = 1 Engineer = 1 Mechanic = 1 Operator = 1 Resetter = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Tinker;Mining;Agriculture;Farm;Grove;Pasture;Hauling [Blacksmith] Smelter = 1 Blacksmith = 1 Metalworker = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Mining;Tinker;Hauling;Grove;Farm;Agriculture;Pasture [Armorsmith] Smelter = 1 Blacksmith = 1 Metalworker = 1 Armorer = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Mining;Tinker;Hauling;Grove;Pasture;Farm;Agriculture [Weaponsmith] Smelter = 1 Blacksmith = 1 Metalworker = 1 Weaponsmith = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 JobPriority = Hospital;Mechanic;Workshop;Build;Mining;Tinker;Hauling;Pasture;Farm;Grove;Agriculture [Scientist] Metallurgist = 1 Prospector = 1 Tinkerer = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 Alchemist = 1 Experimenter = 1 JobPriority = Build;Mechanic;Hospital;Workshop;Tinker;Mining;Agriculture;Farm;Grove;Pasture;Hauling [Alchemist] Prospector = 1 Operator = 1 Medic = 1 Caretaker = 1 Builder = 1 Hauler = 1 Alchemist = 1 Experimenter = 1 JobPriority = Hospital;Mechanic;Workshop;Tinker;Build;Mining;Hauling;Agriculture;Farm;Grove;Pasture
Enemies
  • golem strength depends on the spawn level
  • spriggans appear if wild animals are turned on (use axes & swords!)
Military setup tips
Place armor, weapons, ammo and bandages near base entrance - with retreat to equip and retreat if bleading your soldiers will die less.

You can use your gnomes as firing squad with automatons as front line - automatons can be fixed if they "die".

You can designate special squad for trap resetting (Trap Reset skill) and put them on 24/7 training, releasing them only when you need your traps resetted.

Ranged squads are good if you have one with Commander perk and others with Sharpshooter, Aim for Eyes and Disarm (if you use them as companions to your melee squad).

When building ranged bases remember the blind spot - 45*; your guys can shoot through fenses.

Attributes & Skills
Attributes

Attributes developing while working:
  • Fitness: Stonecutter, Sawmill, Refinery, Furnace, Smithing, Well, Butterchurn, Press, Scrapper
  • Nimbleness: Forge, Smelter, Gemcutter, Loom, Dye Vat, Bonecarver (Material recipes), Distillery, Kitchen, Stove, Oven, Glass Furnace
  • Focus : Stonemason, Stonecarver, Carpenter, Woodcarver, Smithing, ...
  • Charm : Statuettes, Statues, Pillars, Puzzlebox, Pet Rock, Coin, Jewelry, Lace
  • Focus+Curiosity : Engineer, Prospector, Alchemy lab

Special workshops for training:
  • Gym: weights trains Fitness, juggling-balls train Nimbleness.
  • Danger room: consumes bandages to train Armor skill + Fitness/Nimbleness.
  • Training grounds: Dodge skill if naked, corresponding skills for whatever they wear

Combat Skills

  • Fighting
  • Brawling
  • Sword
  • Axe
  • Hummer
  • Bow
  • Gun
  • Shield
  • Dodge
  • Armour

Civilian jobs that influence combat skills:
  • Woodcutters develop Axe skill
  • Miners develop Hammer skill

Civilian Skills

I've made special "All" profession to quickly see what skills does the gnome have.

Metallurgist <- does metal smelting research
Trap reset <- resets traps
Operation <- pulls lever, rings alarm, starts engine, turns cranks

Prospecting now at Scrapper produces slivers from nuggets found by Prospector
Weapons
Melee
  • Rapier: One-handed, Sword Skill, pierce dmg
  • Hamaxe: One-handed, Hammer Skill, blunt + pierce dmg

Middle
  • Spear: Two-handed, Axe Skill, pierce dmg, 0-2 range, 25% stronger than one-handed weapons
  • Halberd: Two-handed, Axe Skill, slash dmg, 0-2 range, 25% stronger than one-handed weapons

Ranged
  • Shortbow: Crossbow skill, pierce dmg, weak starting weapon
  • Longbow: Crossbow skill, pierce dmg, high range

Materials:
  • 0.5 : Tin, Gold, RoseGold, Electrum, Platinum, Wood
  • 0.7 : Stone, except Obsidian
  • 0.75: Silver
  • 1.0 : Copper, Malachite, Ossite, GemMetal
  • 1.9 : Bronze, Mahogany
  • 2.7 : Lead (Slash+Pierce)
  • 3.4 : Iron, Obsidian, Ironwood
  • 4.3 : Lead (Blunt)
  • 5.2 : Steel, Mithril, Orichalcum, Tungsten, Titanium
  • 6.0 : MageSteel
  • 7.3 : Mithril(Pierce), Orichalcum(Slash), Tungsten(Blunt)
Armor
Leather Armor has an additional -25% Durability modifier

Heavy Armor takes x2 metals and has 50% more durability and penalties than Armor

Materials:
  • 200 : Cloth, Bone
  • 425 : Tin, Gold, RoseGold, Electrum, Platinum, Silver, Leather, OgreBone, Skulls
  • 950 : Copper, Malachite, Ossite, GemMetal, Silk, BearLeather, MantChitin, OgreSkull
  • 1800 : Bronze, OgerLeather, BeetleChitin
  • 3200 : Iron, Lead
  • 4800 : Steel, Mithril, Orichalcum, Tungsten, ToughOgreLeather, SpiderChitin
  • 5000 : MageSteel
  • 6000 : Titanium
Trading
Each civ accepts coins

Trade goods worth more than coins

Trade goods list:
  • Lace <- Tailor (best from silk)
  • Statuette <- Stonecarver, Woodcarver, Bonecarver, Kiln, Metalworker
  • Puzzle box <- Woodcarver
  • Pet rock <- Stonecarver

Each friendly civ only buys items they are interested in:
  • Merchant City-State: Nearly everything at standard value. (<- trade goods)
  • Mining Colony: wood, plank, bandage, pickaxe, torch, bread, sausage, cheese, jam, pie, wine, beer, wheelbarrow, minecart and helmet.
  • Forrestry Camp: bandage, salt, knife, felling-axe, bread, cheese, wine, beer, blunderbuss, crossbow, ammunition, pouch, quiver, leather armor, traps.
  • Agricultural Settlement: trade goods, clothing, furniture and decorations, salt, trough, stove, needle, loom, liquid and loose item containers, building materials, bonemeal

(trade goods, bandages, bread, cheese, wine, beer <- good to go)

Storage
piles:
  • soil (64)
  • sand (64)
  • stone (64)
  • logs ()
  • ash ()
  • straw ()
  • coins (128)
  • worn equipment ()

constructed containers:
  • plank pile (32)
  • block pile (32)
  • bolt pile (16) - cloth
  • coal pile (32)

specialized containers:
  • coffer (16, glassworks) < crate (32, carpenter) < chest (64, carpenter) - most things
  • jug (32, glassworks), amphora (32, kiln) < barrel (64, carpenter) < brew keg (96, carpenter) - liquids
  • canister (16, glassworks) < bag (32, tailor) < large bag ( 64, tailor) - loose items, e.g., grain, fiber, salt and sugar
  • bowl (, kiln) - cooking materials
  • minecart (, metalworker) - ore, bars, slivers, gems, coal
  • safe (96, metalworker) - gems, jewelry
  • toolbox (32, metalworker) - tools, mech. parts
  • wardrobe (16, carpenter) - clothing
  • basket (16, simple workbench) - seeds, grain, fiber, fruits, vegs

themed variants of crates, bowls and minecarts are purely cosmetic
Savegame Editing
As far as I know there are two editors updated:
1) Yet Another Gnomoria Editor [forums.gnomoria.com]
2) Gnomoria Save Game Editor II [forums.gnomoria.com]
one of those should be the one I installed, probably that was YAGE but I'm not sure, you can try them and decide which do you prefer.

YAGE lets you to spawn neighbour kingdoms (to trade), gnomes, modify that gnomes (skills, attributes, heal lost limbs), spawn items, reveal map, expand ore...
I used GSGEII long ago and miss its ability to randomise stone blocks underground and convert trees and stones to another type.


I tried using both - corrupt save for GSGEII (the same as last year) and antivirus go rage about YAGE (there wasn't any problems with it earlier and I used the same version last year and couldn't just allow the file in antivirus I'm lame)

You can spawn items without any editors if you enable debug mode in ini file.
Seeds
  • 3247019403
  • 2609355801
<- theese are from long ago and without mods

2921601642 <- basalt on top
1 Comments
Los.Injurus.Bob.Blunderton 21 Dec, 2017 @ 4:56pm 
32768 seed and kingdom center of 99999999, 99999999 *or try all 8's instead* seemed to give basalt ontop, and some pretty awesome things like marble and granite on the way down to level 30 or so below.