Gnomoria

Gnomoria

Strong Start 1.4
35 Comments
Papyrus9211 21 Jul, 2023 @ 5:29pm 
I do not understand a damn thing here as a greenbeard gnome, but thanks for making this less painful
p3st|cIdE 5 Mar, 2018 @ 2:38pm 
Subscribed for the Bone Needle tyvm lol but seriously this will be great for a new start now that I've basically beaten the game, skips the initial grind!
johnwhale 21 Jan, 2017 @ 1:40am 
@Scott
Ah, no, a 50/50 split is not what maximizes production. There are evbio reasons why the gender ratio for every ordinary dimorphous species in nature. But when farmers specifically breed a desirable herd of whatever animal, they generally pick the best male or two and then breed all the females with it. Every female is another gestation "slot" that can be filled, while a male can impregnate an infinite number of yak/alpaca/emu females

so ideally you might want to have 1 male and all the rest females; you'll notice a huge improvement in the early midgame, where your animal pens max out way faster.
Echoes & Specters 4 Nov, 2016 @ 3:56pm 
This mod demands a LOT of preparation during the beginning of the game- too much for me to really enjoy it.

Trying to clear enough space and retile enough grass for pastures and farms, and trying to keep everything in order from the beginning of the game just feels overwhelming for brand new kingdoms who haven't established any clear tract of land. This doesn't feel like a strong start, it feels like overkill.

I get the intent of the mod, but I think it gives the player too much to initially work with. I'd love to see more versions of this- maybe Strong Start Lite, which could simply provide a Bone Needle, 2nd set of armor/weapons (enough to have two armed soldiers sparring) and maybe 2 of each animal.
Daz 17 Oct, 2016 @ 11:29am 
I may be wrong with this, but I don't believe the animals CAN die except by enemies or being butchered... At least, I've not lost one in any other way...
As for reproduction; each animal seems to have a pregnancy that lasts twelve days, and each male can 'service' one female a day. Therefore if you have thirteen yaks (One male.) You should get a birth every day of each season. Though by the point you've got that many yaks you probably don't want anymore...
LightBlueSnow  [author] 17 Oct, 2016 @ 11:11am 
@johnwhale Honestly I don't know exactly how the reproduction is calculated, which is why I originally went with 2 and 2. Typically in each game I leave the sexes even until my pasture is full (with the idea that equal numbers of male and female will maximize reproduction) and once the pasture is full I start butchering the males to make room for more milk/egg-producing females. Not sure if that's the right approach, I would appreciate a detailed explanation of the reproduction algorithm.
johnwhale 17 Oct, 2016 @ 11:04am 
The problem with 1 male and 3 female is that there's a 25% chance that the first 2 births will be female, in which case the male might very well die before the third pregnancy and then you're left with no males at all.

Of course, there are problems with 2 males and 2 females as well, but I'd prefer if Scott stuck with how it is now.
Daz 7 Aug, 2016 @ 8:09am 
Thank you, I don't know about anyone else but I was just buttering the extra males for meat as soon as I could: Would you mind changing the second male alpaca to a female as well? I know the male alpacas can be shorn for wool but they don't give birth to new alpaccas.
LightBlueSnow  [author] 7 Aug, 2016 @ 6:43am 
@Daz, good idea, just published as 1.4
Daz 7 Aug, 2016 @ 4:41am 
Great little mod, halfs the time to get your kingdom going. Just a suggestion, though; how about changing the livestock to one male and three female? Except for the Alpaca the males are only useful as a stud anyway.
LightBlueSnow  [author] 5 Jul, 2016 @ 12:19am 
@Allahu I'm glad it's working so well. I don't plan to expand these specific mods, but I'm working on a big base mod with more variety of trees/stone/metal/gems, massively more agriculture, and much more. It will take some time so stay tuned!
REEEEEEEEEEEEEEEEEEE 4 Jul, 2016 @ 4:31am 
I just tried this out with the automatrons and tacyn's Base mod, works very good! i've yet to find a bug going on, very awesome job ! ^^
And just a random question, do you have any plans to futher expand your mods? Like with more additions and such? :)
LightBlueSnow  [author] 30 Jun, 2016 @ 1:04pm 
@Eddard I appreciate the compliment but there are plenty of MUCH better Gnomoria mods here... like Tacyn's Base Mod, which adds loads of content. I basically just pubslihed this mod as a means of figuring out how to get mods into the Steam Workshop - much bigger and better work is coming!
Mr.StealYourBoy 30 Jun, 2016 @ 12:54pm 
Finaly, a useful mod! Thank you for this.
Z4YZO 28 Jun, 2016 @ 7:38pm 
lel what if it were two headed troll hide and iron wepons
LightBlueSnow  [author] 27 Jun, 2016 @ 3:43am 
@InhaledMocha Thanks! There's bigger and better stuff coming, stay tuned!
Inhaledmocha 25 Jun, 2016 @ 12:34am 
Thanks for the mod! It's awesome. :steamhappy:
Redwaters 24 Jun, 2016 @ 10:23am 
@TheLightBlueV Sorry for the confusion. The mod was not showing up on the available mods list. I resub to the mod, and it fixed it.
LightBlueSnow  [author] 24 Jun, 2016 @ 5:02am 
@Redwaters 1.3 just deployed as includable. Is that what you meant by module form?
Redwaters 23 Jun, 2016 @ 3:28pm 
Id love to see this in module forme
LightBlueSnow  [author] 22 Jun, 2016 @ 12:22pm 
@Iguru Thanks, I'm workign on something much more significant, hope to have it ready within a couple weeks!
Igor 22 Jun, 2016 @ 11:43am 
Great Mod!!! Keep up the good work:steamhappy::steamhappy::steamhappy:
Dwagon 20 Jun, 2016 @ 9:11am 
Ok
LightBlueSnow  [author] 20 Jun, 2016 @ 9:11am 
I used Malachite just as a signature to differentiate from the standard Copper. Using silver would increase the value of it all, which is not something I'm trying to do here (as it would add a big early trading advantage).
Dwagon 20 Jun, 2016 @ 8:00am 
Hey i recomend using sliver not Malachite
LightBlueSnow  [author] 18 Jun, 2016 @ 1:45pm 
Forgive me for the last half hour everyone. Version 1.2 contained some necessary fixes but I completely broke the mod with the first few efforts at deploying it. Seems that everything is fine now.
LightBlueSnow  [author] 18 Jun, 2016 @ 1:43pm 
@Tacyn Thanks, updated tools/armor/weapons to Malachite
Tacyn 18 Jun, 2016 @ 12:55pm 
I'd recommend not using tin for armor/weapons since its worse than copper.
Malachite is an alternative to copper.
LightBlueSnow  [author] 18 Jun, 2016 @ 12:21pm 
@ Dwalersdeadman I just republished a minute ago, that might have interfered. Let me know if resubscribing again doesn't work.
Dwalers 18 Jun, 2016 @ 12:19pm 
i think i screwed myself over just now, i thought maybe re subscribing to the mod would work but now it doesn't show up anymore :/ shit
Dwalers 18 Jun, 2016 @ 12:12pm 
the mod ID, when i click on it i can select the grave mod, tame bears mod and yours
LightBlueSnow  [author] 18 Jun, 2016 @ 12:11pm 
@ Dwalersdeadman That is super strange, as the map seed should have absolutely no effect on the loading of the mod files as far as I can tell... one question: When you create the game and select the mod, do you see the proper name "Strong Start" or does it just show the workshop id 705835767?
Dwalers 18 Jun, 2016 @ 12:08pm 
i tried 3 times (with random seeds) and 2/3 worked fine, but the costum seed i use i liked most :/ i think it will fix in time but just means i have to find another seed i like that works with your mod, the 2 that did work were crap :p
LightBlueSnow  [author] 18 Jun, 2016 @ 12:05pm 
@Dwalersdeadman If you generate the map with a random seed, do the items spawn correctly?
Dwalers 18 Jun, 2016 @ 11:57am 
this would make my life alot easier, only down side it won't work for me, i use a costum seed but for some odd reason it doesn't spawn the things in the crate/barrels, when i use that seed, the amount of straw piles and barrels/crates/bags is correct it but everything is empty :/ (didn't write the seed down)