[tldr] Intro: Modules + Connections + Plan = Mechanism | (
you can skip to the second post now
) (well once I finish it all)
This guide is not an introduction to mechanics, some basic understanding of how mechanics work in Gnomoria is needed. Go to green text for some mechanics info.
This guide will aim to provide tools ranging from simple to more complex to allow people to adapt mechanics to their worlds and style. (I will continue to work on this as I add in content I have)
At each point I will run through the steps I take to make an idea into a functioning design. I will list parts, functions, interactions, modules, connections, and plans/ideas in the following posts.
Onward to the explaining. (I will be following along as I explain with me planning a revised obsidian farm)
The very first step is to get a concept of what you want to accomplish. A gate with pitfall, water tower, lava moat, mechanized trade post, and many more. (My goal did not start off about mechanics, I wanted to make obsidian golems for kingdom defense)
Next step is to pick a location so you can plan the location of any entry, exit, power line, control room, lava supply, traps, shooting rooms, holding cells, air-locks, and many more. (If we can get a community list going I will add it here)
When trying to pick a location for my new obsidian farm I will look for a place that I can dig a tube for lava easily, then I will plan out the location of where water will be coming from. (Exact details are not needed just make sure there is room to build around)
I can make room for the access way and control room so I don't have to worry about their location like I would for a gate. Since lava is unlimited I will focus on the water source to decide the location.
Third step is to "write out" what functions/modules you will need to accomplish your goal. Since most of the time its hard to figure out how to reach an end goal without knowing what you can do, this is where modulation comes in. (Module focus in third post)
I have some experience with mechanics so I came up with these needed modules/functions for my obsidian farm: rain collector, 2 storage tanks, vertical lava tube, 2 control valves, channels for the liquids, 2 release pipes, and 2 timed pumps.
Now that you have a general idea for how to plan a project out its time to figure out how to build it all.
Index?Parts | Go to post two
Listing Parts, Functions, Interactions,Modules | Guide on post three | List on post four
Connections, Modules, Shaping, Module Interaction,| Advanced / unstable | Go to post five
Pathing, Safety, Complex Concepts, Large Scale Inter-Connection, Bugs,
If you are new to mechanics I am not going to send you down river without a paddle. Take some links (If there are links/tips you want added pm me or reply! Expanding this list helps everyone)
| Monster Info
Trickle Feeder | Kelderek cyberphenaeri
| Pitfall | Gariba village8/Raneck
| Smasher Machine
| Auto Entry Sunswords
Self Links Discusion
| Alarm Gate
| First Prison
| Obsidian farm
| Vertical power
| Water Discussion
| Beetle Challenge
| No tech mushroom farm
| Dropping items
General tips. (Green text will highlight important places to look throughout the rest of the guide)
Setting Cardinal directions
This really helps keep you orientated while trying to line up structures under ground. I find the basic colored stone to work well (I replaced sandstone with ceramic and bauxite with brick)
An early game medic/doctor can be kept from idling by doing research, wait time for injured gnomes is lessened if he tinkers by the hospital. (The guy saving gnomes after losing limbs helping invent new ones)
Part: Any individual piece of a mechanism (Lever, axle, fence, hatch, wall, etc.)
Function: What a part can do/enable while passive(always on functions) and (on or off). (Hatch: passive transmit power, off hole , on floor | Fence: passive sight, passive block path)
Interaction: Functions of two or more parts combined to make a new/desired function.
Module: A set of connected parts that interact to provide an expanded/specific function. Also any collection of parts that act/react reliably to perform a function.
Connections: How to link/arrange parts for control and distribution of power to functions. (Aka power state of plate, vertical and horizontal transmission, triggering, and timing)
Plan: The needed modules and connections to accomplish the end goal.
Position: If number it refers to layer from origin (0). IE. A mechwall is built at layer -7, if off floor at 0 (aka -7), if on wall at 0 and floor at 1 (aka -6). This is unused for parts or modules that are flat. (Origin: control room, spawn floor, etc)
Position: If direction it refers to exactly that, but with reference to an object. IE. I would call the direction a lever receives power the back.
When I say something requires a gnome an automaton can take their place. (Unless something changes, which I don't expect)
Power is not directional, it is either connected or not. So when I talk about direction of power it is in relation to its connection. IE. Saying "a lever can power a vertical axle below it" means a lever can transmit power up or down through a vertical axle below it.
I will not be covering self-powered traps as I think they are generally useless. By the time I could make a single one I wouldn't waste the metal or KW on it, When I am at a point where I don't care about metal or KW I won't ever need self-power traps.
Items and entities don't fall instantly, this is observable over longer fall distances, my cook was able to craft two sandwiches in the time it takes items to fall ~70 floors. (I understand that reference of time is useless)
Edit: Fixed link to basic tutorial, sorry about that.