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Topics - RoboB0b

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1
General / Forums Back up
« on: April 11, 2016, 10:46:06 AM »
Sorry about the extended maintenance time.  There was a problem with the server transfer and I didn't realize it right away.  It took much longer than I expected to get that sorted out.  It's back up now though :)

2
General / Forum Maintenance Today
« on: March 31, 2016, 12:35:56 PM »
I'm moving the forums today.  There will be a brief downtime during the transition.  Sorry about that!  Should be back up shortly.

3
General / Gnomoria v1.0 release
« on: February 23, 2016, 12:47:12 PM »
General
  • A handful of optimizations for ambassadors and a few gnome behaviors
  • Debug mode for mod makers to test mod changes.  DebugMode can be set in settings.ini to enable a Debug option in the right click menu.  Provides a way to spawn items and characters.  This is meant for testing and allows you to create things that might have unintended behaviors.
  • Added Remove Items option to Debug mode
  • Spawn Liquid and Remove Liquid options added to Debug mode
  • The item being stocked for stock jobs is now viewable when looking at the stock job UI
  • Added ability to suspend/resume jobs.  Groups of jobs can be selected at once (suspend building walls in an area to prioritize another area, etc).  Suspending/resuming over a designation or workshop will apply to the designation or workshop directly instead of individual job
  • Workshop floors are now red when suspended
  • Farms, groves, pastures and stockpiles now are visibly red when suspended
  • Added more descriptive status text for gnomes.  It will now show eating, drinking, sleeping, training, guarding or patrolling where previously it had "idle"
  • Made some adjustments to pop up menus in the right click menu
  • Added item being stocked to clean floor job UI
  • Clicking Fast Forward doubles the time scale.  Clicking Play resets back to 1.  MaxTimeScale can be defined in settings.ini.  Minimum is 2, maximum is 256 and default is 4.
  • Clicking Fast Forward while paused will now unpause instead of unpausing and also doubling speed
  • Pause button now toggles pause instead of only pausing
  • Added ability to rehide terrain
  • Added a Move To Top button for the job queue at workshops
  • Changed Remove Designation to remove the selected area instead of the entire designation
  • Changed mod selection UI to select multiple mods
  • Mod Development
     
    • storage.xml merges AllowedItems for each StorageID when merging multiple mods.  This makes it so multiple mods, all with new items, can all be stocked into Crates, etc
    • Hooked up RequiredSkill property in workshop recipes.  Higher values can be set and gnomes won't be able to craft the item until they reach the skill level.  Similarly, RequiredSkillLevel was added to jobsettings.xml for other jobs
    • Merge squad lists of Factions that share an ID when loading included mods
    • Added ResearchID field to blueprints and workshops
    • Added option for byproducts in workshop crafting recipes
    • A MaterialIndex greater than the number of components defaults to the last component instead of first
    • Changed default SpriteID to be optional and render nothing by default
    • Added research.xml to define independent research tracks
    • For each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressed
    • When generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipes
     
Fixed
  • Crash when a gnome dies while hauling
  • Constructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included mods
  • Crash when deconstructing handcrank
  • Camera movement from new events now cancels job placement instead of selecting a giant area
  • More fixes for flooding
  • Potential max amount of liquid in a cell being miscalculated
  • Crash if automaton was added as a settler
  • Metal Depth and Metal Amount settings not working properly
  • Crash with included mods that used terrainsettings.xml missing MaterialIDsToStairsIDs, MaterialIDsToRampIDs or MaterialIDsToEmbeddedSprites.  Included mods can now safely omit them
  • Windmill SFX continuing to play after deconstructing
  • Use a default TerrainSprite if none is defined. (Crash fix)
  • Fixed build construction UI being too short
  • Fixed Storage Containers total UI in the Stock Overview menu being too short.  The value now also doesn't include resource piles (dirt, stone, straw, etc)
  • Action bar not properly updating when resizing resolution
  • Crash spawning spiders
  • Inclines and stairs not properly using SpriteIDByMaterialID as well as not tinting beyond the first component
  • Typo in charactersettings.xml for LeatherBracer
  • Mining stairs up into a wall that has coal/ore/gem causing the top of the stairs to disappear
  • Crash when crafting
  • Crash removing patrol routes
  • Piles not using the associated SpriteID.  Updated the SpriteID for ResourcePile in items.xml to use RawStone or RawSoil SpriteIDs now that this is fixed
  • Fixed building walls and constructions that block movement not properly displacing liquids
  • Fixed liquids evaporating when on top of the same liquid.  This means that full lakes will flood a little in the rain.  Rain will also now be able to fill up deeper holes.
  • Fixed some settings in Included Mods with vanilla base files continuously adding with repeated saving/loading without restarting
  • Rare crash when loading a game
  • Designations not being removed properly resulting in a crash or odd behavior
  • Crash resulting from loading old saves that have had updated mods with new research tracks since the last save
  • Door sprites not tinting properly with component materials
  • Crash selecting an animal in the Pasture UI that requires a food source that hasn't existed yet in the current game (ie requiring straw and starting a new game without straw)
  • Crash rendering cross framed soil walls when lowered
  • Tables and chairs appearing like stone with some types of wood
  • Squad members idling most of the time
  • Some values in mod files parsing incorrectly from OS culture setting
  • MaterialIndex for construction sprite not working correctly.  It now uses the correct component's material when tinting
  • Typo in body.xml for spiders that caused a crash in combat

4
In Development / Gnomoria v1.0 RC15 release
« on: October 15, 2015, 03:30:15 PM »
RC15
General
  • Added item being stocked to clean floor job UI
Fixed
  • Crash when a gnome dies while hauling
  • Constructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included mods
RC14
General
  • Added Remove Items option to Debug mode
  • The item being stocked for stock jobs is now viewable when looking at the stock job UI
  • Farms, groves, pastures and stockpiles now are visibly red when suspended
  • Added more descriptive status text for gnomes.  It will now show eating, drinking, sleeping, training, guarding or patrolling where previously it had "idle"
  • Made some adjustments to pop up menus in the right click menu
Fixed
  • Crash when deconstructing handcrank
  • Camera movement from new events now cancels job placement instead of selecting a giant area
  • More fixes for flooding
RC13
General
  • Spawn Liquid and Remove Liquid options added to Debug mode
Fixed
  • Potential max amount of liquid in a cell being miscalculated
RC12
General
  • Pause button now toggles pause instead of only pausing
  • Clicking Fast Forward while paused will now unpause instead of unpausing and also doubling speed
  • Workshop floors are now red when suspended
  • Debug mode for mod makers to test mod changes.  DebugMode can be set in settings.ini to enable a Debug option in the right click menu.  Provides a way to spawn items and characters.  This is meant for testing and allows you to create things that might have unintended behaviors.
Fixed
  • Crash if automaton was added as a settler
  • Metal Depth and Metal Amount settings not working properly
  • Crash with included mods that used terrainsettings.xml missing MaterialIDsToStairsIDs, MaterialIDsToRampIDs or MaterialIDsToEmbeddedSprites.  Included mods can now safely omit them
RC11
General
  • Clicking Fast Forward doubles the time scale.  Clicking Play resets back to 1.  MaxTimeScale can be defined in settings.ini.  Minimum is 2, maximum is 256 and default is 4.
Fixed
  • Windmill SFX continuing to play after deconstructing
  • Use a default TerrainSprite if none is defined. (Crash fix)
  • Fixed build construction UI being too short
  • Fixed Storage Containers total UI in the Stock Overview menu being too short.  The value now also doesn't include resource piles (dirt, stone, straw, etc)
RC10
General
  • Added ability to rehide terrain
  • Added ability to suspend/resume jobs.  Groups of jobs can be selected at once (suspend building walls in an area to prioritize another area, etc).  Suspending/resuming over a designation or workshop will apply to the designation or workshop directly instead of individual job
  • Hooked up RequiredSkill property in workshop recipes.  Higher values can be set and gnomes won't be able to craft the item until they reach the skill level.  Similarly, RequiredSkillLevel was added to jobsettings.xml for other jobs
Fixed
  • Action bar not properly updating when resizing resolution
RC9
General
  • Added a Move To Top button for the job queue at workshops
  • Merge squad lists of Factions that share an ID when loading included mods
  • When generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipes
Fixed
  • Crash spawning spiders
  • Inclines and stairs not properly using SpriteIDByMaterialID as well as not tinting beyond the first component
  • Typo in charactersettings.xml for LeatherBracer
  • Mining stairs up into a wall that has coal/ore/gem causing the top of the stairs to disappear
RC8
Fixed
  • Crash when crafting
RC7
Fixed
  • Crash removing patrol routes
  • Piles not using the associated SpriteID.  Updated the SpriteID for ResourcePile in items.xml to use RawStone or RawSoil SpriteIDs now that this is fixed
  • Fixed building walls and constructions that block movement not properly displacing liquids
  • Fixed liquids evaporating when on top of the same liquid.  This means that full lakes will flood a little in the rain.  Rain will also now be able to fill up deeper holes.
  • Fixed some settings in Included Mods with vanilla base files continuously adding with repeated saving/loading without restarting
RC6
General
  • Changed mod selection UI to select multiple mods
Fixed
  • Rare crash when loading a game
  • Designations not being removed properly resulting in a crash or odd behavior
RC5
General
  • Changed Remove Designation to remove the selected area instead of the entire designation
Fixed
  • Crash resulting from loading old saves that have had updated mods with new research tracks since the last save
  • Door sprites not tinting properly with component materials
  • Crash selecting an animal in the Pasture UI that requires a food source that hasn't existed yet in the current game (ie requiring straw and starting a new game without straw)
RC4
General
  • Added research.xml to define independent research tracks
  • For each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressed
  • Added ResearchID field to blueprints and workshops
RC3
General
  • Added option for byproducts in workshop crafting recipes
Fixed
  • Crash rendering cross framed soil walls when lowered
  • Tables and chairs appearing like stone with some types of wood
RC2
General
  • A MaterialIndex greater than the number of components defaults to the last component instead of first
  • Changed default SpriteID to be optional and render nothing by default
Fixed
  • Squad members idling most of the time
RC1
General
  • storage.xml merges AllowedItems for each StorageID when merging multiple mods.  This makes it so multiple mods, all with new items, can all be stocked into Crates, etc
  • A handful of optimizations for ambassadors and a few gnome behaviors.  Tested a few Kingdoms and had one go from 10fps paused and 5fps unpased to 140fps and 60fps
Fixed
  • Some values in mod files parsing incorrectly from OS culture setting
  • MaterialIndex for construction sprite not working correctly.  It now uses the correct component's material when tinting
  • Typo in body.xml for spiders that caused a crash in combat

5
Mod Developers / Mod Support suggestions
« on: October 06, 2015, 12:06:25 PM »
I wanted to put in one place a list of mod support suggestions that I've seen around.  These are in no particular order.

Multiple sets of blueprints
Hide workshops and constructions in build menu that aren't researched
Change race at specific age and/or skill level
Manually select layers of stone instead of random
Require specific tool materials for specific job materials
Require minimum skill level before accepting a job
Add byproducts to crafting recipes (byproduct material set with MaterialIndex)
Merge allowed items in storage.xml from multiple mods
Revisist merging mods and overwriting/extending vanilla data
Add tile size setting

6
General / Transitioning to Release
« on: October 02, 2015, 03:11:17 PM »
Gnomoria has come a long way during alphafunding and later Early Access.  It's now that time to start transitioning into release!  Over the years Gnomoria has been shaped by the awesome community feedback.  Going forward, the best way I can improve Gnomoria is to continue to work with mod developers and let the community take Gnomoria in different directions.  I really like what I've been seeing from mod devs so far and I'm excited to see where it goes from here!

Leading up to release, I'll be focusing on optimizations, bug fixes, quality of life improvements and supporting mod developers.  The release price for Gnomoria is going to be $14.99 but will stay at $7.99 for the rest of Early Access.  There is no release date set just yet but I'm guessing it will be by the end of this year or early next year.

7
General / Gnomoria v0.9.18 release
« on: October 02, 2015, 12:34:15 PM »
Mod Support!

For a complete list of changes check out the changelog on indev.

To use a mod, either subscribe to it on Steam Workshop or copy the mod to your Mods folder where Gnomoria is installed.  When starting a new game, select Advanced Options and choose the mod.

To create a mod, copy the "Mod Files" folder into the "Mods" folder and rename it.  To set the name and description for your mod, create a text file and name it settings.ini.  Add "Name = " without quotes followed by the mod name and on a separate line "Description = " followed by your mod description.

To upload your mod to Steam Workshop, create a folder in the Steam Workshop folder and name it whatever you want.  Copy your mod into that new folder and rename it to "Mod Files".  To add a preview image when viewing this mod in the Workshop, add an image file named preview.png.  Launch Gnomoria, select Steam Workshop and then the mod you wish to add or update.

When creating mods, each file is documented at the top explaining how to edit that file.  New images are added to the Sprites folder and can be combined or separate files.  Missing files will load the vanilla equivalent.  To combine multiple mods, create a folder in your mod folder and name it "Included Mods".  This folder should be next to the Data and Sprites folder.  Copy the mod you want to include into that new folder.  Create a text file called modmergeorder.ini and list the mods in the order you want them to be added.  Mods will merge together with mods that loaded first having priority.

8
General / Gnomoria at PAX Prime
« on: August 11, 2015, 04:13:14 PM »
Gnomoria is a part of the Indie MEGABOOTH this year at PAX Prime.  I'll be in the minibooth section.  Stop by and say hi!

http://indiemegabooth.com/indie-megabooth-pax-prime-2015-lineup-announced/

9
General / Gnomoria now available on OSX/linux
« on: July 23, 2015, 12:00:02 PM »
Gnomoria now supports OSX and linux!

It's currently only on Steam and Humble Store but coming soon elsewhere.  The indev branch is only Windows for the moment but will be getting support soon as well.

10
In Development / Gnomoria v0.9.18 RC42 release
« on: February 24, 2015, 01:57:14 PM »
RC42
Fixed
  • Storage containers generated from a merchant trade not working properly
  • Fixed crash generating merchant goods when no material was set

RC41
General
  • Added temporary logging for reading material Strength value
Fixed
  • Some XML files not being logged correctly when they are read in an included mod
  • Fixed additional crash when playing sound effects in linux and OSX
RC40
Fixed
  • Fixed crash when playing sound effects in linux and OSX
Added support for osx and linux for RC39.

RC39
General
  • When merging mods, available recipes in workshops with the same ID are combined
  • If a construction has only 1 component, MaterialIndex for tinting sprites references the components of that component
  • Added a parameter to set the chance a trade good will be offered for a merchant
  • Added DefaultTradeModifiers to charactersettings.xml to set trade modifiers for all merchants.  Individual merchant settings will override these values
RC38
Fixed
  • Crash loading mods downloaded from Steam workshop
  • Crash loading saved games
RC37
General
  • Added a method for merging multiple mods together
  • Added a method for defining sprites from multiple separate files
Fixed
  • Crash when viewing a gnome when body.xml is present in current mod
To include additional mods add a folder next to the Data and Sprites folder in your mod called "Included Mods" without the quotes.  Copy the entire mod folder you wish to include in the Included Mods folder.  Included mods are nested and mods can include mods that include mods, etc.  In the Included Mods folder, create a file and name it modmergeorder.ini.  In this file add the name of each mod you wish to include in the order you want them to be added in.

Most things just add together based on the mod order.  Some settings are universal and are set by the base mod.

For mods that add new items, constructions, workshops, etc and don't change the vanilla parameters, I recommended specifying only the new items in your mod to make sharing easier.  When using that mod by itself, just include it in a blank mod.  For example to add a new item, previously you would add the item somewhere in the items.xml file.  Now, you should make a new items.xml file that only contains your new item.  Create a base mod that doesn't include items.xml (which will use the vanilla items.xml) and then add your mod with 1 new item into the Included Mods folder.

New Sprites can now be merged together with multiple mods too.  Each mod can have 1 or more tilesheets to use as a source.  When merging mods, the game will generate a texture atlas on it's own.  When adding new sprites, there is no reason to include the vanilla sprite sheet.

RC36
Fixed
  • Downloaded Steam Workshop mods not loading properly
  • Crash when beetle cocoons hatch
RC35
Fixed
  • Crash clicking Create in the Steam Workshop menu with no mod selected
  • Crash opening the Advanced Setup menu with the Mods folder missing
RC34
General
  • Added Steam Workshop integration
There isn't a way to tie the Workshop to just the indev branch, so until mod support hits the default branch you'll have to join a group to get access to the Gnomoria workshop.

http://steamcommunity.com/groups/gnomoria_indev

Once mod support is default, I'll make the workshop public for everyone and the group won't be needed anymore.

To create a Workshop item, create a new folder in the Steam Workshop directory in Gnomoria's install directory.
In that folder, create another folder named "Mod Files" and copy your mod into that.
Also in that folder, add an image for the Workshop named preview.png.  You can add additional images through the Workshop options in the Steam client or a browser.
Launch Gnomoria and choose the Steam Workshop menu option.  Select the folder where your mod is located.
Enter a name and description which will appear in the Workshop when looking for mods.  You can edit these later here or through the web based Workshop interface.
You may or may not need to accept a legal agreement before the Workshop item will show up.

To install a mod just subscribe to it through the Workshop interface.  Steam will download it in the background and it will show up in your mod list when starting a new game.

RC33
Fixed
  • Fixed Trees ignoring MaterialIndex in plant.xml
  • Training Grounds, Guard Station and Patrol Route not working.  If this bug was affecting you, you'll need to reimport professions after updating to RC33.  An export and immediate import will work too.
RC32
General
  • Mod selection to advanced new game settings
  • settings.ini file to mod folder to set name and description for mod
  • More error checking when parsing mod files
Fixed
  • Hatches being walkable immediately after building and disappearing when powered
RC31
General
  • RestrictedMaterial setting for workshop recipes
  • Added weight, minimum skill level and damage scale to attack moves
  • Started logging errors when read mod files into a text file in the mod folder
Fixed
  • Disallow Goblin Tunnelers setting wasn't saving properly
RC30
General
  • Added body.xml and bodypart.xml. Defines visuals, farmed items off livestock, items from butchering and primarily parameters used in combat
  • Renamed BodyType to BodyID in race.xml
  • Renamed ItemIDToArtificialLimbBodyPart to ItemIDToArtificialLimbBodyPartID and BodyPartToItemID to BodyPartIDToItemID in itemsettings.xml
RC29
General
  • Added race.xml to define races, can modify starting skills, visuals rest, food and drink rates and more
  • Added faction.xml. Modify spawns, merchant trade goods, gnomads
  • Added race options to newgamesettings.xml to allow for custom difficulties with modded races
  • Added ZombieRaceID to charactersettings.xml to set the race used when raising from the dead
RC28
Fixed
  • Crash smelting items
RC27
Fixed
  • DefaultJobSkill not working properly. This solves a lot of issues like training grounds not working, etc
  • Crash building mechanisms
RC26
General
  • Added skills.xml
  • Added professionmenusettings.xml for defining the checkboxes in the profession UI
  • Added LaborSkills, CombatSkills, DefaultAllowedSkills  and DodgeSkill to charactersettings.xml
  • Added DefaultJobSkillID to JobSettings
  • Added SkillID, SkillIncreaseScale and IncreaseAdditionalSkill to JobSetting
  • Added Profession, Settler and FarmAnimal to NewGameSettings
  • Added DefaultWeapon to ItemSettings
RC25
Fixed
  • Crash rebuilding automatons
RC24
General
  • Added language.xml, word.xml, name.xml and namerules.xml for generating text
Fixed
  • Ammo pouches and quivers not stocking
  • Automatons trying to heal gnomes with armor plates
RC23
Fixed
  • Crash rendering newly crafted automatons.
  • Crash having a Torch in a uniform
  • Crash rendering Thatch inclines
RC22
General
  • Added liquid.xml and liquidsettings.xml
  • Added storage.xml
  • Added ammo.xml
  • Added mechanism.xml and mechanismsettings.xml
  • Added BuildMechanisms to jobsettings.xml
  • Added trap.xml
  • Added blueprint.xml
Fixed
  • Updated GrassMaterialID documentation in grasssettings.xml
  • Renamed AmmoType and AmmoID in some XML files to avoid confusion
  • Added StateSprites for On and Off for PressurePlate in construction.xml
RC21
General
  • Added InsultAmount to goblinsettings.xml for sending insults.  Defines which items can be sent and the severity.
  • Added plant.xml and plantsettings.xml
Fixed
  • Crash when a wheat or metal golem dies
  • Missing GrassMaterialID from grasssettings.xml
  • Missing MudMaterialID from terrainsettings.xml
  • SilicaMaterialID in prospectorsettings.xml not being used properly
  • Sending tributes and trades not working with new items from mods
  • Updated the outdated Pine material ID and sprite IDs
RC20
General
  • Added newgamesettings.xml. Defines items when starting a new game
Fixed
  • Typo with the second frame of the axle animation.  Was causing a crash when rendering
RC19
Fixed
  • Rare crash destroying a storage container with contents
  • Crafting an item in the workshop's recipe list that comes after an undiscovered recipe caused the wrong item to queue
RC18
Fixed
  • Crash using CoreItemIDsToMaterialIDs in mod files
  • Missing entries in CoreItemIDsToMaterialIDs
  • Rotated axles not properly making connections on its opposite end when placed
  • Value of Metal Slivers being half of what they should be
RC17
Fixed
  • Crash with comments in betweenConstructionIDToWorkshopID XML tags
  • Generating workshop jobs and new items.  Added entry to workshopsettings.xml for seeding items with potential materials
  • Rounding error with item value that caused it to have an inflated value
RC16
General
  • Axles are manually rotatable
Fixed
  • Crash rendering axles or job sprite for placing axles
RC15
Fixed
  • Stocking single stacks items that can pile into all stockpiles. (Fixes stocking 1 dirt into every cell of a stockpile that doesn't have dirt allowed)
RC14
Fixed
  • Crash rendering stone pillars
  • Crash splintering ribs and puncturing internal organs
  • Crash viewing Engineer shop
  • Creating a stockpile over existing piles of items (dirt, etc) not using those piles to stock into
RC13
Fixed
  • Crash viewing scaffolding or tiles in the air (ie build floor job)
  • Repairing automatons looking at the mechanics healing item instead of patients, ie when a gnome was attempting to repair an automaton it was looking for bronze bandages to repair a bronze automaton
  • Crash spawning enemies that rolled to have a piece of armor missing
RC12
Fixed
  • Crash smelting worn items. It was trying to generate an undefined item
  • Old saves not properly updating no material to new ID.  Was causing crashes with workshop jobs that had components set to Any material as well as other places
  • Damage from Lava now properly uses LavaMaterialID setting in TerrainSettings
RC11
Fixed
  • Continuously restocking item piles (dirt, stone, etc)
RC10
Fixed
  • Crash rendering Block Stone Floor or Wall when using modded sprites.xml.  It was using an ID that differed from references elsewhere.
  • Crash when trying to build a ramp up or down
RC9
Fixed
  • Not reading in materials.xml as well as some recent XML additions in RC8
  • Crash rendering torches while being held in the left hand
  • Crash when raining
RC8
General
  • Added materials.xml to mod files.  More detailed info is in the file in comments
  • Added material settings for generating terrain to terrainsettings.xml
  • Added some options for generating trees, plants, gems and ore during map generation
  • Added material for where grass grows to grasssettings.xml
  • Added material for fuel for automatons in automatonsettings.xml
  • Added materials and weights for generating items out of prospector to prospectorsettings.xml
  • Added material options to prioritize material for choosing artificial limbs in itemsettings.xml
  • Added materials to goblinsettings.xml for determining insults to goblin factions
  • Renamed some tags in XML related to materials
RC7
Fixed
  • Crash when rendering market stall from a specific orientation
RC6
Fixed
  • Crash when using stock menu settings and/or right click menu settings in a mod
RC5

Fixed
  • Crash rendering block stone floors and walls
RC4

Fixed
  • Crash cutting clippings on an orange tree
RC3

Fixed
  • Occasional crash when trying to dig stairs down
RC2
Whew!  Huge patch.  Lots of working late nights and weekends went into this patch.  There are lots of changes and I'm expecting some bugs.  This RC is the first iteration of mod support.  This patch exposes some existing game data files as well as some stuff in code has now been moved into data files.

This first patch includes items, workshops, constructions, sprites and some parts of the game associated with those.  Right now it's still missing items used with merchants, tributes/insults and military perks.  Aside from those you should be able to more or less start from scratch with the production tree of workshops and items as well as constructions and visuals.  Some names used in the files are a bit outdated and might get updated.  Some parts, I just quickly dumped into XML and I might end up reorganizing it as well.  We'll start with this and make changes along the way.

To make a mod, copy the "Mod Files" folder into the "Mods" folder and rename it to something.  There is a ModFolder setting in the settings.ini that we'll use until I add in UI for picking a mod.  Any files not present in the ModFolder will just load the base version.  I've added descriptions in the comments at the top of every file for how to edit and add to the files.  We can start filling out the wiki with this info and add more as needed.  Right now you have to start a new game for a new mod and the associated mod will be used when loading saves.

In addition to exposing more game files and UI for selecting mods, I need to add in better error checking as well as log errors when loading mods.

RC1
Fixed
  • Occasional crash when refilling ammo

11
General / Gnomoria v0.9.17 release
« on: February 18, 2015, 10:46:34 AM »
General
  • Added automatons
    • Researched after prosthetic limbs
    • Crafted at Engineer Shop
    • Requires a golem core to craft. Golem cores have a chance of spawning when golems are killed
    • Body part materials are determined by the materials of components used
    • Can be repaired at an Engineer Shop using armor plates
    • Die when core or fuel tank is destroyed in combat
    • Automatons dismantle on death.  If the core is still intact it can be used to recraft the automaton with a penalty to skills
    • Can perform jobs and be on squads
    • Can't equip weapons or armor
    • Requires coal to run.  Gnomes will add coal when empty otherwise automatons refuel themselves.  They don't eat/drink/sleep
       
  • Reduced minimum stocks before golems spawn from 1000 to 500 (250 for bars)
  • Added straw to golem spawns (wheat golems)
  • Added manual population cap setting to population overview.  A value of 0 has no cap (the default is no cap)
  • Some resources are consumed when creating a golem core.  Dirt, clay and stone golems will generate metal slivers, similar to prospecting, if no golem core is created

12
In Development / Gnomoria v0.9.17 RC12 release
« on: December 05, 2014, 04:41:50 PM »
RC12
Fixed
  • Crash opening engineer shop without automaton cores having yet existed in that world

RC11
General
  • Automaton core is now a separate item from golem core
  • Rebuilding autmatons from a core is more explicit and specific automaton cores can now be selected
RC10
Fixed
  • Rare crash refueling automaton
  • Rare issue spawning golems that caused invalid items to be dropped on golem death
  • Bug where it was possible for items to be considered in a stockpile but weren't located on a stockpile. Caused crash on Clean Floor among other issues
  • Some miscolored pixels are various floor tiles and scaffolding
RC9
General
  • Changed it so that resources are only lost on golem death if a sliver or core is generated
Fixed
  • Gnome arms being hit way more than intended
RC8
General
  • Added some inefficiency to golem spawns.  Dirt/clay and stone golems will also generate metal slivers
Fixed
  • Fixed wheat color
RC7
General
  • Reduced minimum stocks before golems spawn from 1000 to 500 (250 for bars)
  • Added straw to golem spawns (wheat golems)
Fixed
  • Fixed fluctuations in automaton worth (It was generating a quality but not using it for anything else)
  • Crash trying to save after loading a game with a dropped automaton core
  • Gnomads arriving over population cap if the population before the wave was lower.  New gnomads will only take the population up to the cap now
The holidays were a bit hectic but I have a few changes ready for you guys
RC6
General
  • Added worth display to automaton overview
  • Automatons that are out of fuel are indicated by ZZZ
  • Automatons can be manually disassembled with the same penalties applying to skills as when dying from a destroyed fuel tank
Fixed
  • Multiple gnomes attempting to repair the same automaton
RC5
General
  • Automatons count towards Kingdom Worth
  • Craft To works for automatons
  • Automatons dismantle on death.  If the core is still intact it can be used to recraft the automaton with a penalty to skills
RC4
General
  • Added manual population cap setting to population overview.  A value of 0 has no cap (the default is no cap)
RC3
Fixed
  • Gnomes attempting to refuel automatons at the wrong position resulting in them getting stuck and the job not completing
RC2
General
  • Added fuel percentage display to automaton overview UI
Fixed
  • Missing stockpile options for golem core
I'm still working on automaton corpses but I didn't want these little changes to get held up longer.

RC1
General
  • Added automatons
    • Researched after prosthetic limbs
    • Crafted at Engineer Shop
    • Requires a golem core to craft. Golem cores have a chance of spawning when golems are killed
    • Body part materials are determined by the materials of components used
    • Can be repaired at an Engineer Shop using armor plates
    • Die when core or fuel tank is destroyed in combat
    • Can perform jobs and be on squads
    • Can't equip weapons or armor
    • Requires coal to run.  Gnomes will add coal when empty otherwise automatons refuel themselves.  They don't eat/drink/sleep
It took a little longer than I expected but I didn't want to wait longer to get these changes in your hands.  I need to update their info UI to indicate fuel, etc.  There might be some issues with squad perks but I will do more testing.  Currently when they die they create a corpse that rots as usual.  I'm considering having corpses be repairable to effectively revive the automaton or at least recover some parts.  Rotting is just placeholder.  Repairing might hinge on whether the core was destroyed or not.  Skills, attributes, fuel consumption, etc might still need adjusting.  The biggest combat factor is the type of armor plates used.  I'm considering having the core effect starting skills/attributes.  It currently is only factoring into how much damage it can take.

13
General / Gnomoria v0.9.16.1 release
« on: November 11, 2014, 01:36:51 PM »
v0.9.16.1
Fixed
  • Crash related to stocking ammo carried in an ammo pouch or quiver
  • Crash when stocking a single item that can be piled

v0.9.16
General
  • Added prosthetic limbs
    • Discovered through Tinkering, crafted at Engineer Shop and installed in a Hospital
    • Armor can't be worn over prosthetic limbs
    • Can be viewed through the character equipment tab and set to be removed
    • Can be smelted
Fixed
  • A couple pixels on the scaffolding sprite
  • Deconstructing a floor that was built as part of a Build Wall job causing the construction component to become unusable
  • Items that can be piled repeatedly being restocked when in piles of 1
  • Quivers and ammo pouches that aren't empty halting stockpiles

14
In Development / Gnomoria v0.9.16 RC5 released
« on: October 27, 2014, 03:18:35 PM »
RC6
Fixed
  • Gnomes not dropping items held by a prosthetic arm when the arm was unattached
  • Gnomes ignoring quality when determining which prosthetic limb to attach
RC5
General
  • Disallow wearing armor over prosthetic limbs
  • Health tab has button for viewing prosthetic limb details similarly to equipment
  • When viewing prosthetic limb details it can manually be set to be removed at a hospital
Fixed
  • Installed prosthetic limbs not counting toward Kingdom Worth
RC4
General
  • Health tab reflects any prosthetic limbs the gnome might have
Fixed
  • Auto smelt worn items not working properly when some items were unreachable
  • Rare crash on load
  • Gnomes waiting at a hospital for prosthetic limb when none existed
  • Attempting to stock or use a prosthetic limb that was already attached to a gnome
  • Deconstructing a floor that was built as part of a Build Wall job causing the construction component to become unusable
RC3
Fixed
  • Removed some debug code that made tinkering progress very fast
RC2
Fixed
  • Tinker benches not unlocking prosthetic limbs
RC1
General
  • Added prosthetic limbs
Fixed
  • A couple pixels on the scaffolding sprite
Prosthetic limbs!  They are a bit strong currently and I'm debating what changes I'd like to make if any.  They are unlocked after Steam Engines with tinkering and require a hospital/doctor to install.  I might add some debug options in the game.ini for these RC builds if it's too hard to test normally.

For combat, their composition is similar to organic limbs, meaning that the functions of the skin, muscle and bone have corresponding prosthetic parts but the material properties used come from the components in crafting.  AKA It's like having a couple layers of armor on except when something like gears break you still lose motor function just like when a muscle is destroyed with organic limbs.

Currently, you can still wear armor over the prosthetic limb too.  Hands will pick anything up just like normal and legs/feet will move at the normal rate.  It also means that punching and kicking is stronger and based off the material used.

I don't mind them being stronger than organic parts, since you have to survive having your limbs hacked off and it will take a bit of work "upgrading" your gnomes.  I might make it so that you can't wear armor over them and/or reduce the amount of damage each layer can sustain.  I was considering having multiple options (like a weapon instead of a hand) but the added complexity doesn't feel worth it for what you get.  I could have them make your gnomes swing weapons faster and/or run faster but they are already a little too strong.

15
General / Gnomoria v0.9.15 released
« on: October 07, 2014, 01:46:31 PM »
General
  • Stockpile UI is now resizable.  Size and position are preserved across play sessions like other resizable windows
  • Added a restock threshold setting to each stockpile
    • Stockpile automatically suspends itself when full and unsuspends when there are the same or more number of spaces available as the threshold
    • Manually turning suspend on or off will override any automated behavior
  • Gnomes now use items that can be piled (dirt, stone, straw, etc) to pick up similar items while stocking
  • Added an option on the Smelter to automatically smelt worn items
Fixed
  • Visual artifacts with some sprites

This update has been crazy!  If you haven't seen the indev board, I ran into a ton of bugs getting dirt, etc to act like wheelbarrows.  Some bugs might have been old but the majority were new, so I left them out of the changelist going from 0.9.14 to 0.9.15.  This has been the longest patch in Gnomoria's history and took much longer than I or anyone could have guessed.  I'll still be working on bugs along the way but it will be nice to start working on some other areas of the game again :)

EDIT: Forgot to say thanks to everyone testing the indev branch.  Thanks, you guys are awesome!

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