Gnomoria

Gnomoria

EspMod v1.0
154 Comments
kyller10 17 May, 2024 @ 9:02pm 
anyone know where i can find rifle damage values?
XColdMineX 12 Feb, 2020 @ 11:50am 
anybody know where i can find a guide to the food values in this mod? i need to know whats the difference in nourishment for each item. Perhaps its somewhere in the files?
SpaceDave 6 Feb, 2019 @ 9:31am 
The game might have died but the community hasn't
Injen 23 Jul, 2018 @ 2:53pm 
so thats why colony die at the start of game...
SirVanzeek 10 Nov, 2017 @ 11:10am 
Ugh - Start is already hard enough - dont want a mod making it harder. Otherwise looks good.
SHRoronoaZoro 20 Nov, 2016 @ 6:13pm 
@justinsane11 I have no intentions of getting into an argument. But he didn't even mention his "views" on voting. He just said "Hey, instead of donating money, which won't really help me at all, go vote". What's wrong with that? You're the only one who gave your opinion on voting.
justinsane11 5 Oct, 2016 @ 8:01am 
why the hell is this a forum for your views on voting? telling people to go write a random name on a sheet a paper is a terrible idea in my opinion, but again why the hell is that here?
Bremlo 27 May, 2016 @ 11:33pm 
Fantastic work! Let's hope for a Gnomoria update soon!
Espoire  [author] 17 Apr, 2016 @ 12:01pm 
No and yes, in that order. Alloys (bronze, rose gold, and steel) require a certain smelting skill to create. You could still dive to iron, though.
Tegga21 4 Apr, 2016 @ 8:43pm 
are there more metal types or/and prevention in place to stop metal diving?
Merlin's Fan 19 Mar, 2016 @ 1:18pm 
Could we get a discussion page that goes into more indepth what exactly changes with this mod? I want to use it but I really like info and number :]
Espoire  [author] 9 Mar, 2016 @ 9:00pm 
Aye. The main thing limiting me here is free time and energy to work on it. I'm quite certain any amount I could take in via donations couldn't replace my job, particularly since Gnomoria itself isn't making that much. So, I'd rather not have people donate in hopes of more features, when money wouldn't actually help me to deliver on that.
Jay_Do 8 Mar, 2016 @ 11:39pm 
Man I would Totally donate to support this mod. Sure you wont change your mind?
Espoire  [author] 8 Mar, 2016 @ 3:43pm 
That's actually something I asked the RoboB0b to add support for a while back. Unless I missed something in the Gnomoria v1.0 release notes, it's not something mods can do right now.
Eriktheread 8 Mar, 2016 @ 8:34am 
Hey, love the mod, it really adds to the game experience.Thanks for making this.

I know you are not planning major changes anytime soon, but there is one feature that i think would add a bit. Would it be possible to add movement speed variables to conditions and terrain? Like, stone/dirt/grass is a 1.0, clay/farm/"wet" would be a .8, any "block" terrain would be a 1.2, and then add increasingly complicated pavement to go up from there, along with masonary skill checks to make them. This would make base planning more interesting, and would give something for late game masons to do.
Espoire  [author] 1 Mar, 2016 @ 3:33pm 
Howdy, gnoministrators. I've had a couple people message me about putting up a donations link to support the continued development of EspMod. To those of you that like my mod this much, thanks for the offer, but I'm not comfortable asking for donations. In lieu of that, I do have a request for anyone who wants to thank me for my work on EspMod: please go vote. And, if you want to be extra awesome? Bring some friends or relatives with you.

If you live in any of the following: Alabama, Arkansas, Colorado, Georgia, Massachusetts, Minnesota, Oklahoma, Tennessee, Texas, Vermont, and/or Virginia, please go vote tonight (March 1)!

Every week for the next several weeks, a bunch of states will be voting, mostly on Tuesdays (who thought that was a good idea? >.>) but some on Saturdays. Find out when your state votes and make sure you go vote when the time comes! Or go for early voting, lots of states do mail-in or in-person voting. Whatever works, just vote. Do it!
Espoire  [author] 1 Mar, 2016 @ 3:33pm 
Think your vote doesn't count? The US primaries are NOT winner-take-all per state; just a few more votes here and there could mean an additional delegate from your state. And even if it were winner-take-all, see the next point:

Don't know who to vote for? Doesn't matter, go anyway. Politicians care immensely about the people that voted for someone else. Even if you just ask a friend or write in a name or even pick at random, next cycle's candidates will take notice that you and people like you voted, and they'll give more consideration to your wants and needs and morals.

Democracy only works when we all do our part to make our government represent us.
Espoire  [author] 28 Feb, 2016 @ 9:33pm 
Hope you guys like all the changes from versions 0.5, 0.6 and 1.0. I'm not planning any more updates for the near future, but I'll fix what bugs I can. Hopefully it's bug-free at this point.
Worm Masseuse 28 Feb, 2016 @ 7:48pm 
Espoire the boss, updating his mod.

Thank you!
Espoire  [author] 28 Feb, 2016 @ 9:12am 
I think it's fine in v0.6, which I'm working on merging into this version of the mod.
KaoticKill3r 28 Feb, 2016 @ 8:26am 
Tinker Bench is broken
Worm Masseuse 27 Feb, 2016 @ 9:43pm 
:D!
Espoire  [author] 27 Feb, 2016 @ 9:19pm 
Working on it presently!
Worm Masseuse 27 Feb, 2016 @ 7:38pm 
So will this be updated for 1.0?
Espoire  [author] 29 Nov, 2015 @ 4:47am 
v0.5 just updated, but some new features require Gnomoria v1.0. So I don't break everyone's games by updating this, I've published the update as EspMod indev . Subscribe at that link to try out the latest changes.

- Full Gnomoria v1.0 RC6 support
- 12 new research levels
- Upgraded ranged weapons
- Upgraded traps
- Craftable golem cores
- Traders sell ranged weapon ammo and golem cores
Espoire  [author] 29 Nov, 2015 @ 4:12am 
I'm giving up on supporting both Gnomoria v0.9.18 (the "live" version) and Gnomoria v1.0 indev (the "in development" version). I've made this decision partly because it's too hard to support both, and partly because v1.0 has new modding features which allow me to do new things, such as non-linear research paths. This version of the mod will no-longer be receiving updates. In a few minutes, I'm going to publish EspMod indev, which contains another content update and requires Gnomoria v1.0 to use.

To opt-in to the public Gnomoria v1.0 indev, right-click Gnomoria in your Steam library, select Properties, go to the Betas tab, and change the dropdown box from "NONE" to "indev".
Espoire  [author] 28 Nov, 2015 @ 12:46pm 
I thought it was held by Blizzard Entertainment? =P
Wumbologist 28 Nov, 2015 @ 11:17am 
Is it legal to trademark Soon? Isn't that Valves trademark?
Espoire  [author] 28 Nov, 2015 @ 10:46am 
D'oh. I'm an idiot. So, the format change in v1.0 indev turns out to have been far less extensive than I thought. I made a mistake early on and confused myself badly. Things are back on track, and regularly scheduled updates will be resuming momentarily.

I'll be putting out a minor update with a few requested features later today, and the food industry overhaul will likely follow later this week.
Espoire  [author] 21 Nov, 2015 @ 11:01pm 
The Dye Vat uses the tailoring skill. Any gnome with tailoring will work there as applicable. As for stocking them, dyes go in barrels. (I forget where exactly in the stock menu... probably Goods-Agricultural-Cloth?)
Meownaa 21 Nov, 2015 @ 3:07pm 
Hey guys, its me again. xD
Say, how do I assign gnomes to the dye workshop? And how can I stock dye? Is that possible atm?
Espoire  [author] 20 Nov, 2015 @ 3:28pm 
Thanks for the offer, but a big part of the problem is knowing which differences I made on purpose, and which ones were the format changing in RC4. Don't worry, it'll be ready Soon™.
Reyvinn 20 Nov, 2015 @ 2:35pm 
If you have a menial task like searching for changes, and are willing to get some help, I think I might be able to do some of it. Coding is not my thing, but as far as I looked modding gnomoria is not that codey, so maybe I can help here. Comparing two files and finding changes is probably not THAT hard, eh? :)
Meownaa 19 Nov, 2015 @ 1:01pm 
Oh well, that sounds horrible! : (
Hang in there, youre doing a great job already.
Espoire  [author] 19 Nov, 2015 @ 7:07am 
v1.0 RC5 support is part of the reason it's taking so long. Some of the base files changed a lot, which is forcing me to dig through every file in the mod to see if it's different now or not. Depending on what I find (or if I even find it, I've overlooked a minor change already and found it later) it could be weeks, it could be hell. =|
Reyvinn 19 Nov, 2015 @ 6:19am 
@coolcoder9t Sorry for being an ass, but if You could put a more or less time frame on the next update? Days? weeks? months? Nothing exact, just something like "I guess im halfway there" or "I'm really stuck and don't know" It would be much appreciated.

Also, do you plan to support indev version or stick to 9.18? The newest addition (change in removing designations) is really a blessing, but I'll understand if you won't.

Oh, and Your mod is awesome, the only one I've used (sadly no tinkering is too much for me right now...)
Espoire  [author] 19 Nov, 2015 @ 12:41am 
@Meownaa: Whoops! I'll flip those around (or maybe just lower the sell value to 1/4) when the next update is done.
Meownaa 18 Nov, 2015 @ 4:26am 
I dont see a commenmt about this, but I guess I found a bug. I can buy dye from merchant and agriculture state for 500, but I can sell it for 1000 to both. Yes, even the one I just bought, making it exploiteable. I guess it should have been the other way around. Thank you for your great mod, by the way! : )
Reyvinn 13 Nov, 2015 @ 12:50pm 
@HEWOLF you can buy the required dye from merchants for 500 each.
HEWOLF 11 Nov, 2015 @ 6:19pm 
I htink I found a bug, unless its been handled already. to make the dyes you need the dye tub. but to build the dye tub workshop you NEED 4 dye. how do you get the dye?
Schdief06 10 Nov, 2015 @ 10:24am 
Same here. Golem cores at the merchants would be huge!!
HEWOLF 9 Nov, 2015 @ 3:37pm 
@coolcoder9t Please do. that would make it easier for those that want to build golems with fighting them
Espoire  [author] 9 Nov, 2015 @ 6:11am 
@HEWOLF: They shouldn't be offering them right now, but I could put them for sale fairly easily, I think.
Espoire  [author] 9 Nov, 2015 @ 6:10am 
@Devilshole: That sounds like a Gnomoria v1.0 indev related bug. EspMod isn't fully-compatible with the indev branch (and some people are reporting other, more severe bugs with it).
HEWOLF 8 Nov, 2015 @ 5:50pm 
IS there anyway to get the golem cores on the vendors?
Devilshole 8 Nov, 2015 @ 5:46am 
My tinker benches are behaving like Machine / Engineer Shops. No progress bar, just a blank crafting window. Gnomes with only Tinkering checked off will not work them.
Espoire  [author] 7 Nov, 2015 @ 3:12pm 
Still working on rebalancing the food industry. I wanted the endgame to be "harder" because it's currently way too easy to have one gnome keep an entire city fed on legendary foods with thousands of surplus to sell... but it's been hard to keep the early game easy enough to survive. Taking longer than I thought it would. =|
bell3636 7 Nov, 2015 @ 1:33pm 
Anything new and exciting on its way? Any hints for us? =D
Espoire  [author] 30 Oct, 2015 @ 10:13am 
@Tassil: Barrel, Crate and Bag are still made the normal way. Chest, Brew Keg, Large Bag, Tool Box, and Safe are sold by merchants (rarely). Treasure Heap is crafted at the Metalworker.
Gankalicious 28 Oct, 2015 @ 10:42pm 
@a2pa- it's a dye I do believe.