Gnomoria

Gnomoria

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Tacyn's Base Mod v1.16
 
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5.855 MB
Feb 29, 2016 @ 2:51pm
Oct 11, 2016 @ 1:30pm
49 Change Notes ( view )

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Tacyn's Base Mod v1.16

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Description
A collection of mods including balance and quality of life changes and additional content. It merges the existing mods Glassworks, Extended Agriculture, GrandArboreum, Fortress, Extended Metals, Alchemy, Recycling, Ivory, Underground crops,Huntingcamp and Grave with new ones exclusive to this mod. It also includes parts of other mods such as EspMod, 'Winter is coming' and Fenrir's mod.


DISCLAIMER:
I have finished developing this mod.
Development continues in version 2.0 found here.


Content:
A list of changes found in this mod is located in the Content thread. A chronological list of changes and additions is in the Changes-tab


Usage:
To use the mod select 'New Game'-> Advanced Setup -> Select Mods.
Then choose 'Tacyn's Base Mod v1.15.2' from the list next to 'Base Mod'.
The 'Available Mods' box lists optional mods that can be included.
If it is empty, there are simply no includable mods in your library.
Afterwards select 'back' and 'Generate' to begin.

Additionally, you can select mods from the 'Available Mods' list.
This mod is compatible with Flowers, Decorative Floors and
Prepared Gnomes Module (not Gcook's version).
To add them doubleclick on them in the list so they appear below 'Selected Mods'.

To use an older version download it via the links in the Changes-tab or in News & Updates.
Extract its content and move the 'Mod Files' folder into your SteamApps\common\Gnomoria\Mods folder and rename it. It will then appear in the list of base mods under the name set in settings.ini.

Options:
To activate or deactivate optional content open modmergeorder.ini located in this mod's folder located on your system most likely at \SteamLibrary\SteamApps\workshop\content\224500\635615512\Included Mods.
Then change the entry you want to change from *ON to *OFF or vice versa.
A description of the options is found in the Content thread

Bugs:
If you encounter bugs using this mods please report them in the Bugs thread instead of the main comments section. This helps me keep track of them. Posting a bugged savegame and crash reports can also help me fix errors.


Suggestions & Feedback:
If you have suggestions for the mod or want to give some feedback about balancing,
please do in the Suggestions and Feedback thread.

Also, if you'd like to have new decorations, for example statues and furniture, and can provide me with appropriate sprites, adding them is relatively quick and easy.

Popular Discussions View All (14)
280
Feb 11 @ 6:34pm
PINNED: Bugs
Tacyn
66
Oct 4, 2016 @ 3:53am
PINNED: Suggestions and Feedback
Tacyn
8
Oct 3, 2016 @ 6:43am
Where to learn about this mod?
the.degenerate.subspace
< >
331 Comments
Porkies Jan 13 @ 1:01am 
Hi, which tab is the 'used bandage' under for stockpiling? i can't seem to find it.
Tacyn  [author] Dec 27, 2016 @ 3:07pm 
They are unchanged
[i]Henx Dec 27, 2016 @ 2:59pm 
Oh hey cool. I always felt bad that I was too lazy to port Grand Arboretum into a format that made it compatible with other mods. Just out of curiousity, did you leave the mod as-is or create new sprites for the trees?
Greyskye Nov 28, 2016 @ 4:22pm 
Great mod. Adds a lot to the base game. Cheers!
jhferry4 Nov 14, 2016 @ 3:02pm 
u should start working on a mod that adds the system for gnome children and playgrounds and all the stuff like that. There is a really good post that eplains it all
Doc Clarke Oct 10, 2016 @ 1:45pm 
This mod - while be an almagamation - actually takes the game a big leap towards Robobob's roadmap vision. It adds so much "width" to the game in terms of variation, and in some cases some extra depth as well with new mechanics. It would be ideal if combat was buffed, gnome personalities were fleshed out. I remember Robobob was going to add some larger foes ("Beasts" like in DF maybe?) and magic. In terms of "stuff to do in the game" with this mod, Gnomoria is way ahead of all other build-agent games except for - of course - Dwarf Fortress. It's still a long...long way behind that. But that's not neccessarily a bad thing.
Wirewolf Oct 8, 2016 @ 9:43am 
Thank you! This mod is outstanding and has revitalized my interest in the game.
Tacyn  [author] Oct 8, 2016 @ 2:56am 
Assign the gym to the gnome you want to train,
then queue up 'weight' for fitness or 'juggle balls' for nimbleness.
You have to make a weight and juggleballs at the metalworker and leatherworker first.
Wirewolf Oct 7, 2016 @ 6:09pm 
I was wondering how one gets gnomes to use the gym? (apologies if this is a repeat question, couldn't find it in the string)
Tacyn  [author] Oct 7, 2016 @ 2:19am 
bronze requiers research at the smelting lab