Gnomoria

Gnomoria

Tacyn's Base Mod v2.6
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Tacyn  [developer] Oct 8, 2016 @ 6:07am
Content
In this thread I'll list the changes this mods applies to the base game
and explain some of its features. Contains [SPOILERS].
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Showing 1-9 of 9 comments
Tacyn  [developer] Oct 8, 2016 @ 6:07am 
Index:
  • Agriculture
  • Cooking + Skills
  • Alchemy
  • Storage
  • Trade
  • Items
  • Constructions
  • Tweaks
  • New Enemies

Option 1:

GnomeBodyDecorationsON:
  • adds more variations to Gnome appearences: Beards, hair and clothes
    using sprites from BajtMe, Reliel, DaemonicHero, ArwingXL and DaniAngione
GnomeBodyDecorationsOFF:
  • Uses vanilla gnome appearences

Option 2:

Tech UnlockedOFF:
  • Uses the vanilla tech-tree unlocked through tinkering.
Tech UnlockedON:
  • All mechanics blueprints are unlocked immediately.
  • Based on mod by TheLightBlueV


Option 3:

RealisticTradeON:
  • Each friendly civ only buys items they are interested. As descibed below.
RealisticTradeOFF:
  • Uses the vanilla trademodifiers for selling to merchants,
    i.e., all merchant buy everything at a base value.

Option 4:

Secret of Smelting:
  • Alloys and High-tier metals are unlocked with growing kingdom.
  • Smelt a bar from metal slivers obtained from trade or worn items
  • Use the bar to build the respective smelting lab
  • Let Metallurgists research the next tier of metals
  • Reseearch order described below.
Smelting Research:
  • Alloys and High-tier metals require research at the smelting lab to unlock
  • Research is conducted by Metallurgists
Vanilla Smelting:
  • All metals are unlock from the start

Option 5:
Temperate Biome:
  • The vanilla biome.
  • All plants grow equally.
Desert Biome:
  • A desert biome based on 'Sands of Gnomoria'
  • Colder climate plants grow slower.
Desert Biome:
  • A permafrost biome based on 'GnomoriaSeasons'
  • Hot climate plants grow slower.
Last edited by Tacyn; Nov 20, 2017 @ 3:16pm
Tacyn  [developer] Oct 8, 2016 @ 6:08am 
Agriculture:
  • new plants, trees and livestock with sprites by Janjansen, Daniangione, Sneq, Roboute, Espoir, Extended agriculture, and Grand arboretum
  • includes Underground crops and Hunting camp
    Crops:
    • Fruit: strawberry, pomegranate, grape, currant, kiwi
    • Vegetables: Turnip, Tomato, Potato, Beet
    • New seeds sold by agricultural settlement
    • grass plant: grows faster than wheat and appears wild
    Trees:
    • New clippings sold by forrestry settlement
    • Fruit trees: Apple, Orange, Fig, Sycamore
    • Ironwood and mahogany are stronger and more valuable
    • Syrup harvestable from maple trees, used to make sugar
    • Resin harvestable from pine trees,
      used by Bonecarver, Carpenter and furnace
      to make ivory planks, chitin leather, torches, brewkeg and amber.
    Livestock:
    • Yak and camel, alpaca and goat, and emu, chicken, kiwi, and peacock
    • Sold by agricultural settlement
    • Share the same meat, leather, bone and skull material
    • Carnivorous livestock honeybagders, bears, beetles and spiders
    • Sold by forrestry camp
    • Eat giblets (1-4 per day) made from meat and butchered from enemies
    • Honeybagders produce one meat for every ~3 giblets
    • Spiders don't breed but produce valuable silk
    UndergroundCrops:
    • mushroom (vegetable), cave berry (fruit), cave wheat(grain), cave wool(fiber), cavewood (tree).
    • underground plants grow 8x more slowly than aboveground plants,
      but they also grow at night and during winter
    • spores made via alchemy from mushroom seeds and corresponding items
    • Seeds in starting items only for technical reasons.
Tacyn  [developer] Oct 8, 2016 @ 6:08am 
Cooking:
  • Adds new workshops and food items with sprites based on mods by, Espoir, Roboute, Fenrir and Jay'sMod
  • Workshops: Cooking Well, Butterchurn, Press, Kitchen, Stove, and Oven
  • Cooking Well requires initial setup by assigning a bucket as the well-bucket using the third recipe.
  • Base Ingredients: Grain, fruit, vegetables, eggs, milk, meat, sugar
  • Also requires water, oil and charcoal
  • Food items have no quality
  • Fruit counts less, while meat counts more
  • Ingredients:
    • Water taken from Cooking Well
    • 8xOil made from butter or 1xOil pressed from seed
    • 8xCharcoal made from wood at furnace
    • Sugar made from beets or maple syrup
  • Four levels of food items:
    • Base Ingredients: lasts 1/5 of a day
    • Light meal: lasts half a day
    • Meal: lasts one day
    • Large meal: lasts one and a half days
  • Five levels of food recipes:
    • ~1 base ingredients -> light meal
    • ~2 base ingredients -> meal or two light meals
    • ~3 base ingredients -> two meals
    • ~4 base ingredients -> large meal
    • ~5 base ingredients -> high value



  • based on Glassworks by gcook
  • workshops
    • furnace makes pot ash+coal from wood
    • refinery refines dirt and sand
    • glass furnace smelts sand into glass
    • glass worker produces glass items
  • sprite changes
    • glass shine tinted and transparent
    • transparent floor and wall more transparent
    • glass sculpture has more solid appearence

Engineering:
  • Trap Reset: new job for resetting traps
  • Operation: new job for pulling levers, turning cranks, ringing alarm and starting engines


Tailoring:
  • Dye Vat: Uses salt, water and fuel to make dyes and dyed cloth
  • Lace: New trade good, effective with silk or dyed cloth
  • Clothing: Counts as armor, offers very little protection but doesn't slow wearer down,
  • Shows coloring of dyed cloth

Recycling:
  • adds smelting options for several existing items including wooden and stone items
  • requires carpenter and masonry skill, respectively
  • removes blueprint requirement for researched items due to display bug
  • smeltable metal sculpture replaces metal statues
  • metal sculpture has a new more metallic sprite

Training:
  • Gym: weights trains fitness, juggling-balls train nimbleness.
  • Danger room: consumes bandages to train armor skill + fitness/nimbleness.
  • Used bandages can be recycled by the tailor

New Job attribute associations:
  • New attribute associations with crafting recipes
  • 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
Tacyn  [developer] Oct 8, 2016 @ 6:08am 
Alchemy:
  • Based on Alchemy by GrizzlyNacho.
  • New workshops: Scrapper, Alchemy lab and Alchemical Experimentation
  • Use the prospecting, alchemy and experimenting skills respectively
  • Prospecting now produces 'nuggets' that are processed at the Scrapper.
Tier 0:
  • Catanwood, plank made from 4 straw
  • Sand, made from sandstone
Tier 1: Bones
  • Turn bones and skulls into bonemeal
  • Can be sold to agricultural settlement
  • Use bonemeal to make pretified bone (stone) and ossite (Metal ~ Copper)
  • Pretified bone can be used as a flux to make steel
Tier 2: Plants
  • Philosophlower seeds, an underground plant
  • Mixed with bonemeal to make the base ingredient in all recipies
  • Seeds for the underground plants
  • Mysterious Seed and Clippings:
    • Turns 5 seeds/clippings into a random seed/clipping
    • Alchemy Lab: Mysterious Seed/Clipping
      -> Prospector: Random Nugget
      -> Scrapper: Seed/Clipping
Tier 3: Gems
  • Turn raw gems into dust
  • Beacon: strongest lightsource (24 squares) with gem-colored flame
  • Gem-metal bar: ossite + dust; weak but valuable metal
Tier 4-10: Metals
  • Copper ore : Raw stone
  • Tin : Copper
  • Silver : Tin
  • Iron : 2 Bronze
  • Gold : Lead
  • Platinum : Gold + Silver
  • Magesteel : Steel + 2 dust;
  • Stronger than steel but weaker than highest tier metals
Tier 11: Reincarnation
  • GolemCore : Signature + Corpse + 5 Magesteel + 10 Powder
Tacyn  [developer] Oct 8, 2016 @ 6:08am 
Storage:
  • Sprites based on 'Fortress' and EspMod.
  • soil, sand, stone, logs, ash, straw, coins, and worn equipment are stored only in piles
  • plank, block, bolt and coal piles are constructed containers
  • crate(32), chest(64) and coffer(16) store most items
  • barrel(64), amphora(32), brew keg(96), and jug(32) store liquids
  • bag(32), large bag(64), and canister(16), store loose items, e.g., grain, fiber, salt and sugar
  • bowls are made at kiln and store cooking materials
  • minecarts are made at metalworker and store ore, bars, slivers, gems and coal
  • basket(16) made from straw at the simple workbench:
    stores seeds, grain, fiber, fruit and vegetables
  • safe(96) stores gems and jewelry
  • toolbox(32) stores tools and mechanism parts
  • wardrobe(16) stores clothing
  • themed variants of crates, bowls and minecarts are purely cosmetic.

Trade:
  • Includes trading overhaul based on EspMod, increasing the variety of items sold and adding two more merchant levels based on very high kingdom value.
  • Each friendly civ only buys items they are interested in:
    • Merchant City-State: Nearly everything at standard value.
    • Mining Colony: wood, plank, bandage, pickaxe, torch, bread, sausage, cheese, jam, pie, wine, beer, wheelbarrow, minecar 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
  • Additionally, each trader accepts and sells coins for a fixed price. You can sell items to one civ and use the coins to buy from another.
  • Coins can be made by a metalworker but have less value than other tradegoods.
Last edited by Tacyn; Nov 6, 2016 @ 6:04am
Tacyn  [developer] Oct 8, 2016 @ 6:08am 


Metals:
  • adds Limestone to stone layers
  • used as a flux for making steel
  • Bronze can be made with malachite instead of copper.
  • merged with Extended Metals by BourrinoSprotch:
  • Refinement methods and alloys unlocked by research in SmeltingLab
  • Electrum: Gold + Silver
  • Raw Tungsten, Mithril and Orichalcum found below depth 80
  • Raw metals have same properties as tin
  • Tungsten -> blunt, Mithril -> piercing, Orichalcum -> slashing,
  • 40% stronger than steel for respective dmg type
  • Titanium alloy -> armor; +25% durability and +35% block
  • Late game goblins use new metals


Metal smelting unlock order:
  • Bronze -> Gold -> Rose Gold
  • Iron -> Lead -> Electrum
  • Steel-> Platinum -> Improved Steel
  • Mithril+Orichalcum+Tungsten
  • Titanium


Gems:
  • New gem deposits: Topaz, Amethyst, Ruby, white, rose, and black Diamonds
  • Found at varying depth with increasing value
  • New low value gems: Amber, Jade, LapisLazuli, Obsidian
  • Jade made from serpentine
  • Raw amber made from five resin at a furnace

Weapons:
  • based on Fenrir Mods
  • Rapier: One-handed, Sword Skill, pierce dmg
  • Hamaxe: One-handed, Hammer Skill, blunt + pierce dmg
  • Spear: Two-handed, Axe Skill, pierce dmg, 0-2 range
  • Halberd: Two-handed, Axe Skill, slash dmg, 0-2 range
  • Spear and halberd are 25% stronger than one-handed weapons
  • Shortbow: crossbow skill, pierce dmg, weak starting weapon
  • Longbow: crossbow skill, pierce dmg, high range

Ammunition:
  • Arrows made by Woodcarver
  • Arrowheads made by Stonecarver/Metalworker
  • Small(8), medium(16) and large quiver(32) store arrows and bolts
  • Adds PistolRound to seperate flintlock from blunderbuss ammo
  • Reduces trade value of ammunitions
  • Optimized ammo material prioritization.

Material Weapon Damage Multiplier
  • 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)

Material Armor Durability
  • Rebalanced armor to make chest armor stronger and arm/leg armor weaker:
    chest 2x, helmet 1x, arm/leg 1/2x, hand/foot 1/8x
  • Leather Armor has an additional -25% Durability modifier
  • 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
Last edited by Tacyn; Mar 4, 2017 @ 1:56pm
Tacyn  [developer] Oct 8, 2016 @ 6:09am 
Decorations:
  • adds large number of new furnitures, walls, floors and inclines.
  • sprites are based on the default spritesheet and the works of
    Rephath, DaniAngione, Sneq, RhoOphuichi, Fenrir and Roboute.
  • contains modified versions of the mods
    Fenrir Doors and Fortress.
  • Adds large number of statue variations holding different weapons.
    Only fully available through right-click menu


Graves:
  • Combination of Fortress and Grave
  • Graves accessible through 'replace floor' order
  • Option to name graves and gravestones using signatures
  • Signatures are a byproduct made at the simple workbench:
    • Pick a gnome and assign him a simple workbench.
    • Order two index pages to be made.
    • Select a unique index page (1-99) for each gnome
    • A new game starts with a name index containing 99 index pages
    • The created signatures are also stored in the name index
    • If the gnome dies, use his signature in 'marked grave/gravestone'
Last edited by Tacyn; Jan 28, 2017 @ 10:04am
Tacyn  [developer] Oct 8, 2016 @ 6:10am 
Tweaks and bugfixes:
  • Livestock no longer becomes exhausted
  • Wild animals now move slower than gnomes
  • Tweaked value of coal, metals, ores and metalslivers to fix the value discrepancy between bars made from ore and slivers
  • Changed gold color from 'gold' to 'metallic gold'
  • Removed trapbase to simplify trap construction and reduce their kingdom value
  • Quality removed from containers to help stockpile thresholds to work properly
  • buckets and sacks no longer require same item+material


  • Menues:
    • Right-click menu now has maximal depth of 2
    • Job lists in bottom menu sorted by type and alphabetically
    • Merges Build->terrain with Terrain and sorts them by construction
    • Moves workshop/furniture components into seperate category out of goods

  • Underground enemies
    • Separate spider/beetle sprites into individual bodyparts
    • Alternative zombie and automaton sprites
    • Increases gestation time of beetles threefold
    • Beetles and spiders move slower
    • Zombies, skeletons , mants, beetles and spiders butcherable for bones/chitin
    • chitin turned into hide by bonecarver
Last edited by Tacyn; Mar 4, 2017 @ 1:53pm
Tacyn  [developer] Oct 8, 2016 @ 6:10am 
Additional Enemies:

  • Adds Spriggans and Ents as new wild "animals".
  • They are slow, run away when approached and only attack if gnomes get too close.
  • 4 levels: Hardened, Living, Ancient and Petrified.
  • They correspond in attack and defense to copper, bronze, iron and steel automatons.
  • Their wood has high pierce resistance but is weak against slash and heat.
  • They attack entirely with blunt attacks.
Last edited by Tacyn; Nov 20, 2017 @ 3:15pm
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