Gnomoria

General Category => General => Topic started by: RoboB0b on January 29, 2013, 12:13:32 PM

Title: Gnomoria v0.8.27 released
Post by: RoboB0b on January 29, 2013, 12:13:32 PM
General

Art

Audio
Title: Re: Gnomoria v0.8.27 released
Post by: Merry76 on January 29, 2013, 12:17:07 PM
Added pump. The pump is built into the floor section and extends below.  When powered, it pumps liquids from the cell below up to where it was built

Oooh, a pump!
No pipes yet, but this does sound awesomesauce!

Also thatch and skull armour (even if only shirt and helmet...)
About how good is the skull gear? between copper and bronze? Or does it depend, and reach even higher if you use twoheaded ogre bones?
Title: Re: Gnomoria v0.8.27 released
Post by: Asibin on January 29, 2013, 12:18:53 PM
Pumps!
Title: Re: Gnomoria v0.8.27 released
Post by: RedDagger on January 29, 2013, 12:22:41 PM
Pumps!

Time for waterfalls!
Title: Re: Gnomoria v0.8.27 released
Post by: ezryder914 on January 29, 2013, 12:28:24 PM
General
  • Added new decorative constructions
    • Picket fence and Post and Rail fence.


Does this mean we can put fences around our pastures to keep our animals from running all over the map?  :)
Title: Re: Gnomoria v0.8.27 released
Post by: lotsofpaper on January 29, 2013, 12:29:13 PM
Pumps!

Time for waterfalls!

Correction: Time for waterwalls. Weaponize that stuff immediately.
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on January 29, 2013, 12:31:35 PM
A lot of nice stuff in this update, thanks.  :)
Title: Re: Gnomoria v0.8.27 released
Post by: Daelon on January 29, 2013, 12:41:46 PM
Now to just wait desura to push it out :P Hope soon we get a fix on the lag caused by idle gnomes with hauling task ;) Unless it was already a hidden update here since I can't try it out yet :P
Title: Re: Gnomoria v0.8.27 released
Post by: UndefinedM on January 29, 2013, 12:59:02 PM
omg i can't even begin explaining how awesome this update is. QUICK DESURA, QUICK
Title: Re: Gnomoria v0.8.27 released
Post by: King133x on January 29, 2013, 01:04:21 PM
Stuck at school so can't see the new stuff :( somebody should post pictures haha i love this update!!! I love you bob <3
Title: Re: Gnomoria v0.8.27 released
Post by: Mippin on January 29, 2013, 01:31:25 PM
Awww so how long does Desura normally take....
Title: Re: Gnomoria v0.8.27 released
Post by: VonDoom on January 29, 2013, 01:32:00 PM
Great update! I loved the look of the bonewall from the previews. First thing gonna do is make a necro section for my gnome palace and then maybe some thatch huts for my lowly haulers to sleep in. 

I can see myself becoming more and more of an evil gnome king with every update. Mwahahaha.
Title: Re: Gnomoria v0.8.27 released
Post by: Mippin on January 29, 2013, 01:34:57 PM
Great update! I loved the look of the bonewall from the previews. First thing gonna do is make a necro section for my gnome palace and then maybe some thatch huts for my lowly haulers to sleep in. 

I can see myself becoming more and more of an evil gnome king with every update. Mwahahaha.

Preveiws? PREVEIWS??? :)
Edit looked like everywhere who hid it?
Title: Re: Gnomoria v0.8.27 released
Post by: Draaven on January 29, 2013, 01:39:06 PM
Love the new artwork :_)
Title: Re: Gnomoria v0.8.27 released
Post by: Mippin on January 29, 2013, 01:41:16 PM
Love the new artwork :_)

Ok this is far enough what are you guys looking at.... i cant see what i missed.
Edit [Starts pulling own hair out]
Title: Re: Gnomoria v0.8.27 released
Post by: VonDoom on January 29, 2013, 01:47:27 PM
I think it was on Reddit around time of last update. Bob showed some previews of them. They look like rib cages.  :D Sorry am new to Reddit and can't seem to find them again. You will see soon enough though.  :P
Title: Re: Gnomoria v0.8.27 released
Post by: Zetland on January 29, 2013, 01:48:25 PM
Loving the new opening screen! Not got beyond that yet, but muchly Awed!
Title: Re: Gnomoria v0.8.27 released
Post by: ruridale on January 29, 2013, 01:49:55 PM
Pump!! I like it. Deadly lava moat is coming ::)
Title: Re: Gnomoria v0.8.27 released
Post by: Mippin on January 29, 2013, 01:50:20 PM
I think it was on Reddit around time of last update. Bob showed some previews of them. They look like rib cages.  :D Sorry am new to Reddit and can't seem to find them again. You will see soon enough though.  :P
Haha thanks but i hope you know what soon enough means to someone like me HOW LONG IS SOON ENOUGH...
                                                                                                                              ^
                                                                                                             [queue breaking point]
Title: Re: Gnomoria v0.8.27 released
Post by: VonDoom on January 29, 2013, 01:50:38 PM
Hold the phone! Found em. :)

http://imgur.com/a/FigIh/all
Title: Re: Gnomoria v0.8.27 released
Post by: re1wind on January 29, 2013, 01:55:13 PM
This patch looks sexy.  I cannot confine my excitement until it gets approved on desura
Title: Re: Gnomoria v0.8.27 released
Post by: Amberghylles on January 29, 2013, 01:55:59 PM
One of my woodworkers apparently loves the new dresser so much he grabbed it and won't let go of it.   ;D

I crafted a dresser and cabinet, the second woodworker promptly picked up the newly made dresser despite it not having a build or stockpile order.  I went to the build menu and placed one, which never turned green until I crafted another pair of them.  My gnomes grabbed the new dresser and placed it, but my crazy woodworker is still roaming around carrying the first one.  None of the other gnomes grabbed one of the dressers after  I crafted the second and third one, so it's not thinking the dresser is a tool.  It does appear in his equipment as being carried not equipped.  But he won't put it in a stockpile or place it.  It was a pre-existing save, and it as the first of the new furnishings I crafted.

The new walls and floors look excellent and I love the fences.  Also enjoying the orchestral versions of the music and everything else in the update really.  Just figured I should mention that bit of odd behaviour on my woodworker's part. 
Title: Re: Gnomoria v0.8.27 released
Post by: Zetland on January 29, 2013, 02:09:31 PM
Had a similar dresser problem. When it was finally put into a storeroom, another couple of gnomes ran at it, and now seem stuck over them...
Title: Re: Gnomoria v0.8.27 released
Post by: RoboB0b on January 29, 2013, 02:18:53 PM
About how good is the skull gear? between copper and bronze? Or does it depend, and reach even higher if you use twoheaded ogre bones?

Bone armor is in between leather and copper.  Right now all the bone materials are the same, but ogre bones might get buffed.  I also plan on adding chitin armor later.

One of my woodworkers apparently loves the new dresser so much he grabbed it and won't let go of it.   ;D

I crafted a dresser and cabinet, the second woodworker promptly picked up the newly made dresser despite it not having a build or stockpile order.  I went to the build menu and placed one, which never turned green until I crafted another pair of them.  My gnomes grabbed the new dresser and placed it, but my crazy woodworker is still roaming around carrying the first one.  None of the other gnomes grabbed one of the dressers after  I crafted the second and third one, so it's not thinking the dresser is a tool.  It does appear in his equipment as being carried not equipped.  But he won't put it in a stockpile or place it.  It was a pre-existing save, and it as the first of the new furnishings I crafted.

The new walls and floors look excellent and I love the fences.  Also enjoying the orchestral versions of the music and everything else in the update really.  Just figured I should mention that bit of odd behaviour on my woodworker's part. 

I'll have to check it out to see if anything weird is going on with the new furniture.
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on January 29, 2013, 02:29:21 PM
I also plan on adding chitin armor later.

Pure Awesomeness. :) Will chitin be between Iron and Steel in protection quality?

Alas, I can't wait for the merchant and gnome updates that have been hinted about in updates-to-come.
Title: Re: Gnomoria v0.8.27 released
Post by: ezryder914 on January 29, 2013, 03:06:20 PM
I also plan on adding chitin armor later.

Pure Awesomeness. :) Will chitin be between Iron and Steel in protection quality?

Alas, I can't wait for the merchant and gnome updates that have been hinted about in updates-to-come.

I'm hoping chitin is the equivalent of bronze, but with the weight of leather.  Something light yet sturdy for my craftsmen to wear.  :)
Title: Re: Gnomoria v0.8.27 released
Post by: Tool_dc on January 29, 2013, 03:28:37 PM
Pumps!

Time for waterfalls!

Correction: Time for waterwalls. Weaponize that stuff immediately.

"Hello goblin invaders! Someone told me you like water..."

AWESOME, AWESOME UPDATE! Can't wait to try it out tomorrow *_*
Title: Re: Gnomoria v0.8.27 released
Post by: Vertal on January 29, 2013, 03:40:48 PM
Pumps sound great, but do we still have the problem of water disappearing as it falls? I remember building a 5x5 hole, and then having water fall maybe 10 floors before vanishing.
Title: Re: Gnomoria v0.8.27 released
Post by: Aavak on January 29, 2013, 05:41:02 PM
Woot! In my LP I'd just started constructing some wooden housing for my ranchers to live in, and some log fences around the pastures... I had been holding off on updating due to the many things that have changed recently with workshops, but the idea of having actual fence tiles, plus thatched roofed cottages is way too tempting.

Fingers crossed this doesn't mess anything up in the map, but I'll make a backup just to be sure. Still, if this does work, the next few episodes will likely be full of me redesigning stuff with the new options opened up for decorations :D

Thanks for an awesome update!!
Title: Re: Gnomoria v0.8.27 released
Post by: R86 on January 29, 2013, 07:17:49 PM
Bone buildings and armor - Awesome.
New logo - Nice touch. Noticed it immediately!
New music - Sounds great. (Double entendre!) I'll have to try playing on a machine with speakers.
Pumps - Super awesome amazing. But water evaporates like crazy and it's hard to build structures featuring water, because it runs out eventually. I suppose it could be fun to build with magma though, or used to unflood basements.
Title: Re: Gnomoria v0.8.27 released
Post by: Dakkanor on January 29, 2013, 08:55:53 PM
so i load an old save.... problem with jobs, after putting everyone on a blank profession and back they go fine,then a skeleton Appears, gets killed, mass idle. out of a full compliment of workers i have 3 gnomes working! everyone else has claimed a job but is just wandering about.

then i make a new game, start outlining my base, by 17:00 everyone is idle even tho there are enough building mining farming jobs for EVERYONE to be busy.....
Title: Re: Gnomoria v0.8.27 released
Post by: HansLemurson on January 29, 2013, 09:55:06 PM
  • Added pump. The pump is built into the floor section and extends below.  When powered, it pumps liquids from the cell below up to where it was built
And so the race is on to be the first person to flood the world with Lava.  (Might be tricky, since I think it's a finite resource)
Title: Re: Gnomoria v0.8.27 released
Post by: Nightchill on January 29, 2013, 11:11:41 PM
One of my woodworkers apparently loves the new dresser so much he grabbed it and won't let go of it.   ;D

I crafted a dresser and cabinet, the second woodworker promptly picked up the newly made dresser despite it not having a build or stockpile order.  I went to the build menu and placed one, which never turned green until I crafted another pair of them.  My gnomes grabbed the new dresser and placed it, but my crazy woodworker is still roaming around carrying the first one.  None of the other gnomes grabbed one of the dressers after  I crafted the second and third one, so it's not thinking the dresser is a tool.  It does appear in his equipment as being carried not equipped.  But he won't put it in a stockpile or place it.  It was a pre-existing save, and it as the first of the new furnishings I crafted.

I have two birch dressers in my Carpenter workshop with a tailor and farmer stuck on them. They will not place them in a stockpile or from the build command. They can not even move
Title: Re: Gnomoria v0.8.27 released
Post by: Dakkanor on January 29, 2013, 11:19:50 PM
tried again, it seems like theres a chance that all gnomes will freeze on load, and from then on they will only recognize a handful of orders while ignoring the rest
 miners not recognizing mining order or mason job, but when i add horticulture to their proffession they jump right into planting and saplings i've ordered......... :-\

its really weird, reverting back to 0.8.26 till i hear about at workaround or fix, i don't want to open up my game and see that all my gnomes are on strike for no good reason  :P
Title: Re: Gnomoria v0.8.27 released
Post by: ildras on January 30, 2013, 02:14:24 AM
YAAAA!!! I can use all those lovely bones.

I really like the preview option, but have a question. Should we be able to move about or is it a static image?
Title: Re: Gnomoria v0.8.27 released
Post by: gingerpembers on January 30, 2013, 02:58:15 AM
Quick question,

How do fences work? I want to use them to keep animals penned. Can gnomes jump over them? Do they need gates, as I noticed doors wont connect to them?
Title: Re: Gnomoria v0.8.27 released
Post by: ArwingXL on January 30, 2013, 04:37:03 AM
Yay, we go some pre copper gear finally. Now all we need is cloth, and that should round things out.
Title: Re: Gnomoria v0.8.27 released
Post by: fsovercash on January 30, 2013, 05:51:08 AM
A few bugs:
1. I also had a problem with a gnome getting stuck. My carpenter had just built a dresser and was going to make some more planks, but he got stuck on the tile with dresser on it. He kept flashing like he was trying to go somewhere but couldn't. I cancelled the plank job and that fixed him.
2. I had a problem with a bed not getting placed by the builders after it was crafted. I had to cancel the job and redo it to fix the problem. Edit: I have discovered that other people have had this problem with builders. They ignore the build job and you have to cancel and recreate the build job to fix it.
3. I built a thatch wall and then put a thatched slope right beside it on the surface to see what they looked like. I rotated the slope to the left so it would be up against the wall, but when I clicked to start the job, the graphic rotated back to the right (the north). When the slope was actually built, not only was it facing north, but it also had a greyed-out stairway in the air above it. Removing the slope removed the ghost stairway as well.

Overall I love these changes. I think bone armor should be between copper and bronze, or even equivalent to bronze. Otherwise, why use it? By the time you get it you would already have access to copper, and maybe even higher armor. Besides, copper is a very soft metal, whereas bones are very hard and strong. Many weapons used to be made out of bone because of its strength.
Title: Re: Gnomoria v0.8.27 released
Post by: gingerpembers on January 30, 2013, 06:25:57 AM
Overall I love these changes. I think bone armor should be between copper and bronze, or even equivalent to bronze. Otherwise, why use it? By the time you get it you would already have access to copper, and maybe even higher armor. Besides, copper is a very soft metal, whereas bones are very hard and strong. Many weapons used to be made out of bone because of its strength.

That's interesting, as maybe it depends on playstyle? Personally, I got bone armour WAY before I was anyway near getting copper, but then I go deep into the ground relatively late in my building, as I like to prep top side farms etc first, so for me, bone is perfect.
Title: Re: Gnomoria v0.8.27 released
Post by: fsovercash on January 30, 2013, 06:40:17 AM
One other thing I have noted is that it takes 2 planks to make a single fence section. On the other hand, you can fill the entire square with a plank wall for the cost of 1 plank. Not sure if this makes sense. (Another thought from my question - why does it take 4 trees to make one chair?)
Title: Re: Gnomoria v0.8.27 released
Post by: Turellion on January 30, 2013, 10:15:02 AM
loving the heck out of the new orchestral music, it's all so smooth and chill.
Title: Re: Gnomoria v0.8.27 released
Post by: RizzRustbolt on January 30, 2013, 10:32:39 AM
Love the update, the new music is so relaxing that I can play it at work and no one complains.

Edit: Archimedian pumps, neato!
Title: Re: Gnomoria v0.8.27 released
Post by: RedDagger on January 30, 2013, 10:42:52 AM
Hey Rob, sometime ago you wrote that you intend to tweak the gnomad formula. I'd like to ask you to reconsider this and only do it after you take a look at the update function. Currently, there are some cases where it does way too much unnecessary work and eighty gnomes idling in the great hall will be a showstopper for any player.

Here are some suggestions:
Title: Re: Gnomoria v0.8.27 released
Post by: Gugus on January 30, 2013, 01:24:59 PM
Did you listened to the orchestral music. It sounds so great!!!   ; :D
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on January 30, 2013, 01:30:40 PM
Hey Rob, sometime ago you wrote that you intend to tweak the gnomad formula. I'd like to ask you to reconsider this and only do it after you take a look at the update function. Currently, there are some cases where it does way too much unnecessary work and eighty gnomes idling in the great hall will be a showstopper for any player.

If there are no hauling tasks, the hauling profession should be turned OFF (I do this manually). To make this easier it's been suggested that we get a "free time" option to temporarily disable a profession (like hauling) so idle gnomes don't tax the system. During free time, gnomes will party in the Great Hall, generating happiness. Good idea, yes?

Title: Re: Gnomoria v0.8.27 released
Post by: re1wind on January 30, 2013, 01:34:43 PM
hmmm, kingdom worth, food stockpiles, and kingdom happiness. watchout for those Sad face monsters! D:


edit: Oh my lord, the orchestral music is extremely good.  Well done.

edit2:
Okay, this version is rather quite buggy.

using a save from 0.8.27:

1) gnomes randomly carry cabinets and dressers around and will not place them. they are stuck in the "carrying" slot. saving & reloading doesn't fix this, re-issuing  the order doesn't work.

2) gnomes refuse to work groves/farms despite having 6 idle woodcutters, 4 idle farmers/gardeners. groves are set to 4 priority, cut clippings & fell trees are active, not suspended, etc. suspending/unsuspending the groves and farms does not seem to work. i can manually clip, fell, and replant trees, but not farms.

3) Some gnomes take jobs at workstations but never get to the workstation, resulting in an idle gnome and a workstation that can't be used. suspending and un-suspending the workshops fixes this problem.
Title: Re: Gnomoria v0.8.27 released
Post by: Tac Sabbertooth on January 30, 2013, 04:34:09 PM
starting to become some epic :)
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on January 30, 2013, 04:46:49 PM
using a save from 0.8.27:

Do you mean starting with a New Game, or with a save from a previous version?

8.27 is the NEW version.

1) gnomes randomly carry cabinets and dressers around and will not place them. they are stuck in the "carrying" slot. saving & reloading doesn't fix this, re-issuing  the order doesn't work.

2) gnomes refuse to work groves/farms despite having 6 idle woodcutters, 4 idle farmers/gardeners. groves are set to 4 priority, cut clippings & fell trees are active, not suspended, etc. suspending/unsuspending the groves and farms does not seem to work. i can manually clip, fell, and replant trees, but not farms.

3) Some gnomes take jobs at workstations but never get to the workstation, resulting in an idle gnome and a workstation that can't be used. suspending and un-suspending the workshops fixes this problem.

Could you start a topic in this forum (http://forums.gnomoria.com/index.php?board=2.0) to discuss it?

Once again, if you are using an old save file suspend all workshops, cancel all jobs and try again. If that doesn't work deconstruct all workshops, stockpiles and designations and re-build them. That was in the 8.26 notes and should be done every time you try to use a save file from a previous version. Not sure about the furniture issue though.
Title: Re: Gnomoria v0.8.27 released
Post by: re1wind on January 30, 2013, 06:44:09 PM
Yes, i meant 0.8.26, little typo there. :p

resetting the stockpiles and jobs did fix the issues though, but cabinet issue remains


By the way, i half-panicked when i saw a skeleton in my grand hall. It took me a few seconds to realize it was just the bone armour and shirt on one of my soldiers. heh.
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on January 30, 2013, 08:25:40 PM
Yes, i meant 0.8.26, little typo there. :p

resetting the stockpiles and jobs did fix the issues though, but cabinet issue remains

As I suspected.  ;)

As to the furniture issue, it hasn't been reported yet. Mind uploading the save to the Dropbox (http://forums.gnomoria.com/index.php?topic=1933.0), then posting it in the support forum?

Thank you.
Title: Re: Gnomoria v0.8.27 released
Post by: Skarn on January 30, 2013, 09:06:25 PM
General
  • Added new decorative constructions
    • . . .
    • Thatch incline.  The incline behaves like a ramp but can be rotated and doesn't require a wall.
    • . . .
.
The thatch incline is requiring a wall to be in place before it is built.  It is also collapsing just like dirt when the supporting wall is removed.

A few bugs:
. . .
3. I built a thatch wall and then put a thatched slope right beside it on the surface to see what they looked like. I rotated the slope to the left so it would be up against the wall, but when I clicked to start the job, the graphic rotated back to the right (the north). When the slope was actually built, not only was it facing north, but it also had a greyed-out stairway in the air above it. Removing the slope removed the ghost stairway as well.
. . .
.
I can confirm this behavior, although mine disappeared when the incline collapsed upon my experimentally removing the wall anchoring it.

[EDIT]
Replacing the anchor wall marks the first time I've seen a ramp (in this case the thatch incline) return after disappearing when the anchor wall was removed.

Also, if you put a soil stairs next to the thatch incline, then later deconstruct the soil stairs while leaving the anchor walls intact, the thatch incline will disintegrate into it's component parts.
[/edit]
Title: Re: Gnomoria v0.8.27 released
Post by: gnomPL on January 30, 2013, 10:29:56 PM
Rob surprises me constantly!  8) 8) 8)
Title: Re: Gnomoria v0.8.27 released
Post by: re1wind on January 31, 2013, 04:02:59 AM
Various stairs (built and mined/dug), ramps, and stone block build previews also use incorrect graphics.

Title: Re: Gnomoria v0.8.27 released
Post by: Tool_dc on January 31, 2013, 08:03:09 AM

The thatch incline is requiring a wall to be in place before it is built.  It is also collapsing just like dirt when the supporting wall is removed.

[...]

I can confirm this behavior, although mine disappeared when the incline collapsed upon my experimentally removing the wall anchoring it.

As Skarn said, thatch inclines require a wall and they have ghost stairs or other strange things above them. But I can't deconstruct them, they just deconstruct the floor under the incline.

So right now I have a messy house with floating inclines AND floating ghost stairs above them that can't be deconstructed.

And I'm not going to craft any cabinet for the fear of generating a furniture apocalypse...

---

The new orchestral music is really great tho. Love it!
Title: Re: Gnomoria v0.8.27 released
Post by: kyranzor on January 31, 2013, 08:13:18 AM
love the newest patches, the new art work and music is awesome too.

I really like the new complexity of the game, with the much slower crafting and workshop progression, slower tasks etc. Makes a skilled gnome look all the better doing their job way faster than an unskilled gnome.

The bone armour is super cool, and the fences and thatched roofs/floors are also really good additions.

It does make the game more difficult though, which is great because I know what's happening, but i'm sure some noobs will get scared away compared to the relatively easy learning curve prior to the last 2-3 patches.

Overall, good work Rob! And the artist.. and the musical score guy..

Rob, you wouldn't be looking for coding help would you? I am reasonably good with C#, python, and java, and I have the creativity of an engineer (and will soon be graduating university as a robotics engineer..). If this interests you, private message me or something.
Title: Re: Gnomoria v0.8.27 released
Post by: kinsi on January 31, 2013, 01:42:14 PM
This game is not close to final release and there are some minor bugs,
nevertheless it's more worth and addicting than all those super advertised (and super overpriced) games out there.

Thank you RoboB0b!!!
Title: Re: Gnomoria v0.8.27 released
Post by: Zetland on January 31, 2013, 03:40:21 PM

The thatch incline is requiring a wall to be in place before it is built.  It is also collapsing just like dirt when the supporting wall is removed.

[...]

I can confirm this behavior, although mine disappeared when the incline collapsed upon my experimentally removing the wall anchoring it.

As Skarn said, thatch inclines require a wall and they have ghost stairs or other strange things above them. But I can't deconstruct them, they just deconstruct the floor under the incline.

So right now I have a messy house with floating inclines AND floating ghost stairs above them that can't be deconstructed.

And I'm not going to craft any cabinet for the fear of generating a furniture apocalypse...

---

The new orchestral music is really great tho. Love it!

Ah! I worked that one out. I couldn't lean my thatch on nothing to start with, but I realised that I'd used the make Ramp tool. If you make sure you're using the Incline up tool, it should work.
Title: Re: Gnomoria v0.8.27 released
Post by: Tool_dc on January 31, 2013, 04:50:49 PM

Ah! I worked that one out. I couldn't lean my thatch on nothing to start with, but I realised that I'd used the make Ramp tool. If you make sure you're using the Incline up tool, it should work.

Uhm, if I remember correctly I used the GUI menus, choosing build ramp -> thatch incline, because I couldn't find the thatch menu elsewhere.

However, keep up the good work Rob :) this game is getting better and better *_*
Title: Re: Gnomoria v0.8.27 released
Post by: Skarn on January 31, 2013, 08:56:29 PM

The thatch incline is requiring a wall to be in place before it is built.  It is also collapsing just like dirt when the supporting wall is removed.

[...]

I can confirm this behavior, although mine disappeared when the incline collapsed upon my experimentally removing the wall anchoring it.

As Skarn said, thatch inclines require a wall and they have ghost stairs or other strange things above them. But I can't deconstruct them, they just deconstruct the floor under the incline.

Since its acting (mostly) like a normal ramp, Terrain->Remove Ramp worked just fine for me.


Ah! I worked that one out. I couldn't lean my thatch on nothing to start with, but I realised that I'd used the make Ramp tool. If you make sure you're using the Incline up tool, it should work.

I used the Incline Up tool from the menu bar across the bottom of the UI, then selected thatch incline when I observed the behavior I described above.
Title: Re: Gnomoria v0.8.27 released
Post by: Kikusaku on February 01, 2013, 05:42:17 AM
The crossbow is a bit broken atm,   -understatement
when creating bolts for example (Malachite Bolts) become Malachite screws 16x per bar in the build queue (doesnt build anything right now) or maybe consumes the material and doesnt produce anything I haven't checked my malachite

when creating Crossbow bow it creates bolts 1 per bar -_- and doesnt create the bow so i have a bunch of super expensive to build bolts now and nothing to shoot them with
Title: Re: Gnomoria v0.8.27 released
Post by: Woden on February 01, 2013, 08:30:11 AM
The crossbow is a bit broken atm,   -understatement
when creating bolts for example (Malachite Bolts) become Malachite screws 16x per bar in the build queue (doesnt build anything right now) or maybe consumes the material and doesnt produce anything I haven't checked my malachite

when creating Crossbow bow it creates bolts 1 per bar -_- and doesnt create the bow so i have a bunch of super expensive to build bolts now and nothing to shoot them with
Is this on a game created with v0.8.27, or on a game loaded from a previous version?

If it is from a previous version, can you check if the problem still exists if you deconstruct the workshop and rebuild it? Or if it persists if you start a new world (save editors can really help on this test)?
Title: Re: Gnomoria v0.8.27 released
Post by: RizzRustbolt on February 01, 2013, 09:44:00 AM
Just had an odd little bug. While building fences around my pastures, one of my guys managed to build the fence around his body and got trapped. I didn't notice until he starved to death... :( Poor little Wesker, too clumsy to live.

Also, any chance we could have looms make thread out of raw cotton and wool, instead of making it at the tailor workshop.  And if so, can we get like 5x threads from one piece of fiber?
Title: Re: Gnomoria v0.8.27 released
Post by: Hankmoody on February 01, 2013, 11:10:33 AM
Hi, great update but I have a little problem.
Before I update to .27, in my world a merchant was on the way. But now that he is on the merchant stall, when I click on this merchant stall the game crash. Any idea of why?
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on February 01, 2013, 11:25:33 AM
Hi, great update but I have a little problem.
Before I update to .27, in my world a merchant was on the way. But now that he is on the merchant stall, when I click on this merchant stall the game crash. Any idea of why?

It's most likely a save game conflict, since some bugs dealing with merchants were fixed in the last few updates. It's probably best to start a New Game. In general, you can transfer saves from one update to the next, but you have to suspend all Workshops, cancel all Workshop jobs and probably not have merchants about to enter stalls.

Edit: did you have a lot of items on the Marketplace to begin with?
Title: Re: Gnomoria v0.8.27 released
Post by: Hankmoody on February 01, 2013, 01:01:47 PM
I'm almost in 6th year so if possible I'd like to keep my kingdom.
I'm using the merchant to throw my stock of hide skull and bones (I have thousand of them after each season)
I also have problems with gnomes being stuck in one place going crazy, and soldiers who doesn't like to wear armor anymore even I redo the military things.
Title: Re: Gnomoria v0.8.27 released
Post by: orbitmoria on February 01, 2013, 01:21:02 PM
I'm almost in 6th year so if possible I'd like to keep my kingdom.
I'm using the merchant to throw my stock of hide skull and bones (I have thousand of them after each season)
I also have problems with gnomes being stuck in one place going crazy, and soldiers who doesn't like to wear armor anymore even I redo the military things.

1. With save transfers you need to deconstruct all workshops, guardposts, training grounds, essentially everything.
 A. The game code is different between versions, so you have to make sure all every building is clear.
 B. Redo all stockpiles, remake all Squads from scratch, make sure there are no job orders from previous versions.
 C. Follow all of the advice above.

2. Gnomes being stuck in one place is probably bug 107 (http://bugzilla.gnomoria.com/show_bug.cgi?id=107), read the bug notes for details.
 A. The soldier behavior will probably be fixed once you remake the squad, the guardpost and the training ground.
 B. Just to reiterate, the code is different between different versions, so you want to cancel all potential conflicts.
 C. If you can avoid conflicts by redoing everything, including Marketplaces, you could use your save.
Title: Re: Gnomoria v0.8.27 released
Post by: Hankmoody on February 01, 2013, 01:42:23 PM
1. With save transfers you need to deconstruct all workshops, guardposts, training grounds, essentially everything.
 A. The game code is different between versions, so you have to make sure all every building is clear.
 B. Redo all stockpiles, remake all Squads from scratch, make sure there are no job orders from previous versions.
 C. Follow all of the advice above.

2. Gnomes being stuck in one place is probably bug 107 (http://bugzilla.gnomoria.com/show_bug.cgi?id=107), read the bug notes for details.
 A. The soldier behavior will probably be fixed once you remake the squad, the guardpost and the training ground.
 B. Just to reiterate, the code is different between different versions, so you want to cancel all potential conflicts.
 C. If you can avoid conflicts by redoing everything, including Marketplaces, you could use your save.

Ok maybe it's better to start a new game.
Title: Re: Gnomoria v0.8.27 released
Post by: Kherron20 on February 01, 2013, 06:05:40 PM
Just had an odd little bug. While building fences around my pastures, one of my guys managed to build the fence around his body and got trapped. I didn't notice until he starved to death... :( Poor little Wesker, too clumsy to live.

Also, any chance we could have looms make thread out of raw cotton and wool, instead of making it at the tailor workshop.  And if so, can we get like 5x threads from one piece of fiber?

We should make them get Fishing Rods! 

And can you just imagine an Ocean Seed with a coast? and sharks................or jelly fish even........dammit this is cause you mentioned thread!!
Title: Re: Gnomoria v0.8.27 released
Post by: Neebat on February 01, 2013, 07:27:44 PM
The crossbow is a bit broken atm,   -understatement
when creating bolts for example (Malachite Bolts) become Malachite screws 16x per bar in the build queue (doesnt build anything right now) or maybe consumes the material and doesnt produce anything I haven't checked my malachite

when creating Crossbow bow it creates bolts 1 per bar -_- and doesnt create the bow so i have a bunch of super expensive to build bolts now and nothing to shoot them with
Is this on a game created with v0.8.27, or on a game loaded from a previous version?

If it is from a previous version, can you check if the problem still exists if you deconstruct the workshop and rebuild it? Or if it persists if you start a new world (save editors can really help on this test)?

I'm seeing something very similar and it persists across destroying and recreating the Machine Shop.

This is what the machine shop can build:
* wrench - button says "Craft Wrench".  Pressing it adds "wrench" to queue.
* 2x rod - button says "Craft 2x rod".  Pressing it adds "rod" to queue.
* 2x gear - button says "Craft 2x gear ".  Pressing it adds "gear " to queue.
* spring - button says "Craft spring".  Pressing it adds "spring" to queue.
* spike - button says "Craft spike".  Pressing it adds "spike" to queue.
* 16x bolt - button says "Craft 16x bolt".  Pressing it adds "screw" to queue.
* crossbow bow - button says "Craft crossbow bow".  Pressing it adds "bolt" to queue.
* 32x musket round - button says "Craft 32x musket round".  Pressing it adds "crossbow bow" to queue.
* blunderbuss barrel - button says "Craft blunderbuss barrel".  Pressing it adds "musket round" to queue.

In each case, the product produced is what's listed in the queue, even when that's different from what the button and craftable items list says.  There is no way for me to produce blunderbusses.

This is on a game that was started on v0.8.25 and played on v0.8.26.  Again, destroying and rebuilding the Machine Shop did not help.

I assume "screw" is a part for the new "Pump"?  I'd like to start playing with the pump.  When do tinkers discover it?
Title: Re: Gnomoria v0.8.27 released
Post by: Dakkanor on February 01, 2013, 09:45:44 PM
This is what the machine shop can build:
* wrench - button says "Craft Wrench".  Pressing it adds "wrench" to queue.
* 2x rod - button says "Craft 2x rod".  Pressing it adds "rod" to queue.
* 2x gear - button says "Craft 2x gear ".  Pressing it adds "gear " to queue.
* spring - button says "Craft spring".  Pressing it adds "spring" to queue.
* spike - button says "Craft spike".  Pressing it adds "spike" to queue.
* 16x bolt - button says "Craft 16x bolt".  Pressing it adds "screw" to queue.
* crossbow bow - button says "Craft crossbow bow".  Pressing it adds "bolt" to queue.
* 32x musket round - button says "Craft 32x musket round".  Pressing it adds "crossbow bow" to queue.
* blunderbuss barrel - button says "Craft blunderbuss barrel".  Pressing it adds "musket round" to queue.

im not sure when it happens but i think it rights itself out when you discover the pump, at the very least was fixed by the time i discovered the steam engine
Title: Re: Gnomoria v0.8.27 released
Post by: Kikusaku on February 01, 2013, 09:50:06 PM
This is what the machine shop can build:
* wrench - button says "Craft Wrench".  Pressing it adds "wrench" to queue.
* 2x rod - button says "Craft 2x rod".  Pressing it adds "rod" to queue.
* 2x gear - button says "Craft 2x gear ".  Pressing it adds "gear " to queue.
* spring - button says "Craft spring".  Pressing it adds "spring" to queue.
* spike - button says "Craft spike".  Pressing it adds "spike" to queue.
* 16x bolt - button says "Craft 16x bolt".  Pressing it adds "screw" to queue.
* crossbow bow - button says "Craft crossbow bow".  Pressing it adds "bolt" to queue.
* 32x musket round - button says "Craft 32x musket round".  Pressing it adds "crossbow bow" to queue.
* blunderbuss barrel - button says "Craft blunderbuss barrel".  Pressing it adds "musket round" to queue.

im not sure when it happens but i think it rights itself out when you discover the pump, at the very least was fixed by the time i discovered the steam engine
mine is a brand new game, I think Rob shifted the inventions a bit to fit the pump in, but if i have to wait for steam engine... one of my tinkerers just starved to death.. going to be a long year
Title: Re: Gnomoria v0.8.27 released
Post by: Neebat on February 01, 2013, 10:01:41 PM
This is what the machine shop can build:
* wrench - button says "Craft Wrench".  Pressing it adds "wrench" to queue.
* 2x rod - button says "Craft 2x rod".  Pressing it adds "rod" to queue.
* 2x gear - button says "Craft 2x gear ".  Pressing it adds "gear " to queue.
* spring - button says "Craft spring".  Pressing it adds "spring" to queue.
* spike - button says "Craft spike".  Pressing it adds "spike" to queue.
* 16x bolt - button says "Craft 16x bolt".  Pressing it adds "screw" to queue.
* crossbow bow - button says "Craft crossbow bow".  Pressing it adds "bolt" to queue.
* 32x musket round - button says "Craft 32x musket round".  Pressing it adds "crossbow bow" to queue.
* blunderbuss barrel - button says "Craft blunderbuss barrel".  Pressing it adds "musket round" to queue.

im not sure when it happens but i think it rights itself out when you discover the pump, at the very least was fixed by the time i discovered the steam engine

WOOT!  I just discovered flintlocks and it righted itself.  Screw is now on the menu and I can make blunderbusses and flintlocks.
Title: Re: Gnomoria v0.8.27 released
Post by: Pachun on February 02, 2013, 01:22:07 AM
Rob, great job man. I really mean it... I can't quit this game and is still under development.
Title: Re: Gnomoria v0.8.27 released
Post by: gustavoghe on February 02, 2013, 03:32:08 PM
Hello!

Im really sorry to bother, but Hauling is really broken. I just downloaded the 827, and started a brand new game, on a flat map. Im building a wall around the fort, but the gnomes insists in going to level 7 in a far corner to get dirt. Even if a build a stock pile right next to the wall the wont reconigze that.

I have been maintaining a suggestions toppic about how to improve hauling, but this is plain broken to me. Pleze rob, acknowledge this bug, and if you can try to fix it.

Good times.
Title: Re: Gnomoria v0.8.27 released
Post by: kinsi on February 02, 2013, 05:39:22 PM
Hello!

Im really sorry to bother, but Hauling is really broken. I just downloaded the 827, and started a brand new game, on a flat map. Im building a wall around the fort, but the gnomes insists in going to level 7 in a far corner to get dirt. Even if a build a stock pile right next to the wall the wont reconigze that.

I have been maintaining a suggestions toppic about how to improve hauling, but this is plain broken to me. Pleze rob, acknowledge this bug, and if you can try to fix it.

Good times.

Please upload your savegame so we can take a look!
Title: Re: Gnomoria v0.8.27 released
Post by: aepurniet on February 02, 2013, 05:59:49 PM
but the gnomes insists in going to level 7 in a far corner to get dirt.

try setting the z depth path distance to something bigger. stuff 1 level down looks to the game as if its just 1 square away. of course the path to it is much greater in most cases.
Title: Re: Gnomoria v0.8.27 released
Post by: Cassandra on February 03, 2013, 06:35:39 AM
Thatch incline/wall is a bit weird, and unexpected. Not sure where this is going. 

Thatch is worth 10 atm.
Title: Re: Gnomoria v0.8.27 released
Post by: Kereminde on February 03, 2013, 06:34:18 PM
I'll have to check it out to see if anything weird is going on with the new furniture.

Dressers will not build in my Weedswatch game, and are sitting around. Soon as I get a Merchant arrival, they're gone. Cabinets would work properly however, and look nice as furnishings in a couple high-ranked gnome rooms :)

Also, thank you for adding certain things to the build list: the well is now there!
Title: Re: Gnomoria v0.8.27 released
Post by: Kherron20 on February 04, 2013, 07:58:12 AM
Would just like to confirm the Thatch incline build glitches.

1. Incline position glitches and refuses to face the way it is placed unless you swivel your camera around.

2. Incline acts like a ramp in that it cannot be placed without a wall next to it, and will collapse without a supporting block.

Would it be possible to make cobblestone for walls and floors? I have a hankering for cobble paths and the like.

Possible recipie: Raw stone --> Stone Block --> Stone Carver = Cobble Pile x 4 --> Build = x2 Cobble = Cobble Stone Floor panel.

Thoughts/comments? 
Title: Re: Gnomoria v0.8.27 released
Post by: Skarn on February 05, 2013, 05:11:56 AM
Comments on several issues: