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Topics - Tacyn

Pages: [1]
Support / prospectorsettings.xml merging bug
« on: March 04, 2016, 09:22:56 AM »
If you  remove
Code: [Select]
from prospectorsettings.xml in the base mod
and try to merge them back in in an included mod,
the game will crash when prospecting results in silica.

I suspect that merging prospectorsettings.xml overlooks these two tags.

Addons / Textures / Lost spritesheets
« on: February 25, 2016, 03:43:53 PM »
I went through the old threads looking for interesting tile sheets.
Unfortunately, some of them disappeared.
Does anyone still have one of these saved and could re-upload them? (3b recovered)

Addons / Textures / Tacyn's Steam Workshop
« on: November 17, 2015, 03:00:56 PM »

I've uploaded some mods to the Steam Workshop.
If you don't have steam, you can download them here from my Dropbox.

Base Mod v.1:

A collection of mods including balance and quality of life changes and additional content. It merges the existing mods Glassworks, Extended Agriculture, GrandArboreum, Recycling, Ivory, Underground crops and Huntingcamp with new ones exclusive to this mod.

Base Mod v.2:

The second version of the base mod.
Aside from additional content, the main difference are the five required options which allow customizing the mod.
Download for non-steam users via link in the description.

Decorative Floors:

This included mod adds five new types of floor tiles based on sprites by Lminith.


This included mod adds a large amount of variation to the details randomly generated on grass tiles, increasing them from 5 to around 80 different details.


A small included mod that adds a replacefloor job to bury corpses in a grave as a floor tile
and a tombstone construction to mark the grave.

Underground Plants:

This mod adds underground versions of strawberries, cotton, wheat and trees.
They grow much slower than their above ground counterparts, between one and three seasons.
You'll need four times as many plots to produce crops at the same rate as above ground plants.

Glassworks Module:

This is gcook725's Glassworks Version 1.0.1 mod adapted as an included mod for easier merging with other mods.
It is not 100% the same as there are some changes for compatibility and my personal taste.

German Translation:

Dieses Mod übersetzt Gnomoria soweit möglich ins Deutsche.

Undead Kingdom:

This simple mod adds the undead, that usually spawn in unlit areas underground,
as an additional enemy civilization to invade your kingdom, the same way Goblins do.

Fire,Bug and Wood Kingdoms :

This mod adds three new enemy kingdoms, weapons, and armor based around their respective themes.


A simple mod allowing the bonecarver to turn bones into sticks and planks.
The material is converted to ivory which acts as a wood with a white colour.


This mod adds several existing items to the smelter, including stone and wooden items.
Wooden items require the carpentry skill to disassemble and return planks,
while stone items require masonry and return blocks.

Hunting Camp and tame wild animals:

This mod adds a new friendly Civ called Hunting Camp, which hunts wild animals and goblins.
They sell meat, bones and hides from wild animals and ogers,
copper, bronze and iron from looted goblin armor,
and even tamed honey badgers and bears.

Mod Developers / [v1.0 RC 5]Bug with modding smelter relating to blueprints
« on: November 16, 2015, 03:10:28 PM »

I've tried to add a new metal item and have it be smeltable into metal slivers.
However, when I open the smelter and select 'Worn scrap' the component is spring instead of WornScrap.
I've noticed that springs would be the next item in the list if its blueprint was unlocked.
It seems there is some kind of overlap between items with and without blueprints.
The following are the files I've created as an included mod in a blank main mod.

Code: [Select]
<Items> <Item>
    <Description>Metal scrap. Can be smelted into metal slivers</Description>

Code: [Select]

Code: [Select]

Code: [Select]
<NewGameSettings> <ItemToGenerate>
<Offset>-2 2</Offset>
<Offset>-1 1</Offset>
<Offset>-1 1</Offset>
<Offset>-1 1</Offset>
    <Offset>-1 1</Offset>

Also, here is a generated save file demonstrating the problem

Support / [v.9.18 Rc35]Crash while using default body.xml in a mod
« on: August 22, 2015, 03:34:56 PM »
I've generated a world using a default mod (copy of the 'Mod Files' and renamed 'default').
Now, whenever I try to open a gnome's personal tab (via his name or the assign tab), the game crashes.

This doesn't happen in Worlds generated without a mod selected.

PS: I'm on Windows 10 Professional 64bit. (fixed)

Code: [Select]
bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)

    Date: 23.08.2015 00:20:11
Assembly: gnomoria.exe
   World: worlddefualt
 Message: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
   bei System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   bei Game.GUI.CharacterInventoryUI.c4741ce2a3a0fd7d4ac2514568f8b3cb6(EquipmentType c7ce4113b1f2e4ac4e44d699a3f9cdc75, Int32 c8e1ae305d6c307bbee16f69ebc1e08d2, Int32 c10a7dfc04c15a973043c93a69edec82d, Int32 c2c47f49db66247ddfb200d3a11018910)
   bei Game.GUI.CharacterInventoryUI.SetupPanel()
   bei Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   bei Game.GUI.ViewCharacterUI..ctor(Manager manager, Character character)
   bei Game.Character.ShowDetailsUI()
   bei Game.GUI.ViewTileUI.c1afabf1b27595dc03ae09d3d2f1b7b8e.c11f278a88797e8404288516c29655e39(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   bei Game.GUI.Controls.Control.OnClick(EventArgs e)
   bei Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   bei Game.GUI.Controls.Button.OnClick(EventArgs e)
   bei Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   bei Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   bei Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   bei Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   bei Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   bei Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   bei Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   bei Game.GUI.Controls.Manager.Update(GameTime gameTime)
   bei Game.GUI.GuiManager.Update(GameTime gameTime)
   bei Game.GnomanEmpire.Update(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)

Der angegebene Schlüssel war nicht im Wörterbuch angegeben. = The selected key was not found in the dictionary.

Pages: [1]