Gnomoria

Gnomoria

Winter is coming
121 Comments
Roboute  [author] 2 Jun, 2018 @ 12:38am 
It has no use, but it was the only way I could get the training workshop working since the game does not allow a workshop that has no endproduct. You can get rid of it by selling it to a merchant. The idea was to make a product line later on to turn it into salt and then use it for other workshops but Gnomoria development stopped.
Musket Squid 1 Jun, 2018 @ 4:45pm 
Gnome sweat, whats it for? Havent been able to use it for anything yet.
AmberGlowBug 11 Apr, 2016 @ 8:40pm 
Hey, you know what's awesome? Removing the Well so that your gnomes can't drink, and making the "well" that replaces it unable to be used by a Brewer. Or anyone else. There's hard, and then there's "What the fuck". Also, your Build > Storage list is so big you can't see the entire thing in the right-click menu.
Roboute  [author] 4 Mar, 2016 @ 12:55pm 
Added 2 small fixes
Roboute  [author] 3 Mar, 2016 @ 11:41am 
Updated the mod. Included all possible fixes for reported bugs. Added tha ability to bury your gnomes in a grave and build a nice graveyard wall and door arround it.
Roboute  [author] 15 Feb, 2016 @ 10:09am 
@Katana: The only documentation that is available is here in the patchnotes, or in the patchnotes.doc file in the mod's directory.
Culthrasa 15 Feb, 2016 @ 8:55am 
got a different type of bug on the gym... it won't let me build it... i can select it, but then no "blueprint" comes up to place...
Hope it helps sorting this out!

Furthermore.. is there any documentation to the changes.. like where to find the kettle and such (found it with the ? on the build thing, but some overall info would be nice)
Roboute  [author] 6 Feb, 2016 @ 5:21pm 
Thanks RockinRaider, that was my goal so I'm glad it works out.
If you run into any problems or balance issues, please let me know :)
RockinRaider 6 Feb, 2016 @ 11:43am 
this mod makes the game 5-10 times harder and i love it
Tiarleen 11 Jan, 2016 @ 11:00pm 
Daisuke, you can combine this mod with any others, but it's quite hard. You have to put all .xml properties in the Winter is Coming .xml in right places. I've combined it with Glassworks sucessfully, but it was a real pain.
Austrel Forge Feu 10 Jan, 2016 @ 10:19am 
Ah ! I see, thanks alot, just need more focus with farming and taking a huge map to forage ! I will remake a map now and try again !
thank you alot for this mod :D
Roboute  [author] 10 Jan, 2016 @ 9:48am 
@Daisuke: My mod has been built to be used as the base mod, this was unavoidable because I changed and removed many of the vanilla items/stats. That beeing said, there is no reason why it should not be possible to add other mods as "included" mods when you select your mods ingame. Some other mods also change vanilla stuff however so those mods would not be 100% compatible with mine. Mods that only add new stuff should be 100% compatible.
Roboute  [author] 10 Jan, 2016 @ 9:46am 
@Ilysis: Thirst is a big danger at the start of a new game, you need to get some drinks going quickly.

There is no need for seperate buckets, just give a gnome the brewing profession and he will take logs and turn them into buckets of water at the well (if you set the well to craft any offcourse, just like any other workshop).

Secondly it is important to get your farms and fruit trees planted quickly, it takes roughly 1 entire season for crops and trees to grow.

Until you have lots of farms/groves, make sure you gather all the fruit from the wild trees since they also take 1 season to regrow and turn half (or more) of them into juice to drink, before your gnomes eat them all as food ;)
ANIKI 10 Jan, 2016 @ 8:44am 
Hey friend, the new items you add in game really really caught my attention as I love customizing my gnome forts. Though, I was wondering if your mod was somehow compatible with others such as Gnomoria Worlds for the season tiles, or Sam's multimods for Glassworks and Espcon. Cheers.
Austrel Forge Feu 10 Jan, 2016 @ 7:56am 
Hi ! I really love what you have made ! I have some question.
I dont know if it's me or what. I have try to make some differant strategie to begin, but everyone is die (dying ? dont sure ! ) of thirst every time.
I have a well and i dont understand who make bucket. I have juicepress too. (cant make at very begining the kettle :p )
Culture need more sun before harvest ?
(Sorry if some mistake, english it's not my first language.
Thank you very much :)
Roboute  [author] 4 Jan, 2016 @ 11:05am 
I'm glad you like it Fino :)
Some kind of siege mechanic would be awesome, lets hope Robobob adds something like that.
Tiarleen 4 Jan, 2016 @ 10:51am 
Hope Robobob will fix it :)
Miyzu 4 Jan, 2016 @ 10:06am 
I like the Mod. =0
I have a lot of Fun. :D

And we need Enemies with Siege Weapons for demolish the Walls of our Fortress. '-'
It's to Easy, if i make a Wall and no Enemy come in my Fortress. x:
And I'm not the Fan of Goblin Tunnlers. D:
Tiarleen 4 Jan, 2016 @ 6:08am 
Thank you)
Let's hope he will read it)
Roboute  [author] 4 Jan, 2016 @ 6:02am 
Nice, good luck with your mod, I'd like to see what you come up with :)
Yeah I have posted a list of things I would like to see aded to the game on the forums, so many wishes hahaha
Tiarleen 4 Jan, 2016 @ 6:01am 
Robobob should make the possibility to add new enemies, kingdoms and buildings.
I'm going to make mod too. Want to add some new trees and a bone industry.
Roboute  [author] 4 Jan, 2016 @ 5:58am 
Yeah combining mods can be a lot of work to do right. It also doesn't help that robobob did not always choose to use the most efficient ways to handle multiple material types. That is why I created the building materials in my mod, to make it easier to add items that could be made of different materials.
Tiarleen 4 Jan, 2016 @ 5:55am 
As I thought) Thanks.
Combining your mod with Glassworks is a really pain in the ass cause it's creator is quite a lazy man))
Roboute  [author] 4 Jan, 2016 @ 5:52am 
hehe I may need to fix some descriptions in my mod then :)
The materialindex is to determine which component it uses to decide the colour of the end product. the number 0 means it uses the colour if the first component that you declared in its recipe, the number 1 means it uses the colour of the second component etc.
Tiarleen 4 Jan, 2016 @ 5:50am 
Cause it's a bit strange to read in the Aviculture Workshop descriptions like "crafted at the bookshop")
By the way, I'm combining your mod with some others. Can you tell me what's <MaterialIndex>0</MaterialIndex> for? Why some workshops have Table MaterialIndex>0< and some have Table MaterialIndex>2<?
Roboute  [author] 4 Jan, 2016 @ 5:43am 
I thought about that, but I don't want my cooks to have to make another item, they allready have their hands full with all the food recipes and food workstations. I have plans to add more animals and more items and recipes so it will work out in the end, this is just a middle stage :)
Tiarleen 4 Jan, 2016 @ 5:41am 
Maybe you should make Bird's Food a kitchen recipe and make Paper a Bookshop recipe?
Roboute  [author] 4 Jan, 2016 @ 5:39am 
Yeah because there weren't enough items/recipes in my mod to make both usefull. I might still seperate them further along the line if it becomes appropriate to do so.
Tiarleen 4 Jan, 2016 @ 2:30am 
As I've noticed, you wanted to make Bookshop and Aviculture Workshop, but then decided to unite it in one Workshop. Am I right?
Tiarleen 3 Jan, 2016 @ 3:06am 
Yeah, thanks a lot!
Roboute  [author] 3 Jan, 2016 @ 2:07am 
Bread and sausages are low food on purpose, they are low tier starter foods. You need to advance to be able to make better foods. This mod is not intended to combine with other mods because I changed many of the vanilla items and settings. It is still possible to use other mods next to this one though, as long as you set this mod as your base mod. This mod will be located in your steam folder, just like all other steam workshop content for any game. For me that would be the following folder: \Steam\steamapps\workshop\content\224500\550515976
Tiarleen 3 Jan, 2016 @ 1:22am 
And how can you play with multiple mods from Workshop? I can't find any files of your mod in the game directory.
Tiarleen 2 Jan, 2016 @ 11:41pm 
By the way, I think you made too low bread nourishment weight: they eat 4 breads to full themselves! And shouldn't sausages be more nourishment? It also needs 4 of it too stop gnomes destroying my stockpiles.
Roboute  [author] 1 Jan, 2016 @ 2:15pm 
Haha the mod is not dead, it's just holliday season now so I'm not working on it. I'll get back to it in a few days though, have plenty of ideas I want to implement or try :)
Tiarleen 1 Jan, 2016 @ 1:38pm 
Is mod dead or you're working on something new?
Roboute  [author] 23 Dec, 2015 @ 6:04am 
No problem, and there are no dumb questions ;)
Indig 22 Dec, 2015 @ 10:26pm 
@Roboute: Thanks again for the speedy reply. Somehow I must've done something weird with my professions, and the workers previously didn't research without tinkering... it's working fine now. Thanks, and sorry for the dumb question.
Roboute  [author] 19 Dec, 2015 @ 2:30pm 
In my mod the new research benches all use a different skill. the food research bench uses the cooking skill, so assigning a gnome a profession that uses the cooking skill will make him use that research bench. the drink bench uses brewing, the metal research uses smelting. Just do not assign them the tinkering skill and all will work as you want it to.
Indig 19 Dec, 2015 @ 2:10pm 
Does anyone have a good way to convince gnomes to research at a designated station? I want my cook/brewer/smith to research food/drink/metal respectively instead of working at a generic tinkerer's bench (which my other dudes should work at). So far, I've just tried to coax them by placing the research stations closer/further away, but it's still sometimes not working. Thanks! (I'm aware of the gnome-restriction on the workshop...but this just prevents other gnomes from working that shop. I want the designated gnome to work at that shop.)
Roboute  [author] 18 Dec, 2015 @ 12:28am 
yes it is possible, but it would depend on the mods if they cooperate.
Tiarleen 17 Dec, 2015 @ 11:56pm 
By the way, is it possible to play with more than One workshop mods?
Tiarleen 17 Dec, 2015 @ 1:07pm 
Why not use both recipes? But make wood paper more resoursefull?
Roboute  [author] 17 Dec, 2015 @ 12:52pm 
True but gnomes are not medieval, they are steampunk technology level so could easily do that ;)
But like I said, we don't need more uses for wood, wood allready has splenty of uses.
Tiarleen 17 Dec, 2015 @ 9:14am 
Read some articles: as I noticed, producing paper out of feather is modern technologies, not the medieval)
Roboute  [author] 10 Dec, 2015 @ 9:57am 
next update will add starch made from potatoes, to add to the paper industry
Roboute  [author] 10 Dec, 2015 @ 9:56am 
because paper can be made from feathers in real life too and I want the feather/paper industry to be a late game industry. and I want feathers to have several uses and wood allready has plenty of uses :)
Tiarleen 10 Dec, 2015 @ 9:34am 
By the way, why paper is made of feathers, not logs or planks?)
Tiarleen 10 Dec, 2015 @ 9:30am 
Pretty nice update! Thanks!
Roboute  [author] 9 Dec, 2015 @ 9:03am 
Huge update.
- Added columns and diagonal walls as requested by players
- Added chickens and an industry arround feathers
- A few new containers
- Research tree for metal bars
- New building material to cut down on all the menu entires for my blocks made of wood, stone or metal
- tweaks and bug fixes
- Military gym, get your gnomes in shape!
bidibulle38 28 Nov, 2015 @ 11:32pm 
thx for the feedback. I have canceled all queued items (including a couple very expensive platinum metalminecart). In general, and for better mod mixing, I'd suggest new items at the bottom, but I'm sure Rob will add a tag in the queued items for vanilla vs modded. :)