December 15, 2017, 10:58:48 PM

Author Topic: Gnomoria v0.9.18 RC42 release  (Read 187502 times)

RoboB0b

  • Administrator
  • Hero Member
  • *****
  • Posts: 1036
    • View Profile
    • Gnomoria
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
« Last Edit: October 01, 2015, 03:23:04 PM by RoboB0b »

mrvith

  • Newbie
  • *
  • Posts: 23
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #1 on: February 24, 2015, 04:42:06 PM »
RC1
Fixed
  • Occasional crash when refilling ammo

Excellent, thanks!

Philk

  • Newbie
  • *
  • Posts: 36
  • Beware the Alpacalypse
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #2 on: February 25, 2015, 07:29:08 AM »
Here it comes, the next awesome thing, can't wait to see what it is.

Slan

  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #3 on: February 25, 2015, 10:16:20 AM »
Almost sure the next version is a full HD full 3D version of the game.

tedk84

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #4 on: February 25, 2015, 12:53:54 PM »
finally! thank you very much :)

Lobstarooo

  • Jr. Member
  • **
  • Posts: 73
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #5 on: February 25, 2015, 05:33:04 PM »
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag. Calling his squad to a guard area and directly cancelling that fixes it, so I never have much of an issue but I don't know if it's been and/or introduced recently.

Anyway, good to see number 18 coming along!

Mertu

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #6 on: February 26, 2015, 10:44:58 AM »
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag.

This has been around for a while.  There's an open bugzilla item from September.

That one can be annoying, especially early on when there's usually a whole lot of hauling to do and not many to do it, but at least it's not fatal.  Worst case, when the gnome hits the dire need for food/drink/sleep, he'll get unstuck to go take care of that (which empties out the container and prevents it from instantly happening again).  Infinitely better than the ammo bug.

jonny5v

  • Newbie
  • *
  • Posts: 24
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #7 on: February 27, 2015, 07:15:17 AM »
Can we add to the smelter just some text change for ore>bar and sliver>bar. My queue shows as bars for both sliver and ore. It will help a ton. Thanks!

Lord Bellom

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #8 on: February 27, 2015, 02:16:46 PM »
Is this is what is causing my game to crash every time in one map. They are using blunderbusses and it won't last more then a few seconds before it crashes.

othermike

  • Newbie
  • *
  • Posts: 15
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #9 on: February 27, 2015, 04:44:27 PM »
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag. Calling his squad to a guard area and directly cancelling that fixes it, so I never have much of an issue but I don't know if it's been and/or introduced recently.

I kept getting that, then I designated a stockpile for bags and it hasn't happened since. Might have been coincidence, but give it a try.

Also: bugfix release, yay!

Gralad

  • Jr. Member
  • **
  • Posts: 55
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #10 on: February 27, 2015, 11:33:55 PM »
cant wait to see what will come !

also since the current indev version i sometimes get a bug when there is a large attack force or generally alot of lag due to some accidentally closed off gnomes going all ham on pathing it happens that my cursor kinda gets "out of phase" like on screen it shows the cursor being in the middle but the game registers it being like 3 inches to the left and 4 up. this only gets fixed by closing the game completely and reloading it again.

first i thought it was something with the mod im using (auto resume after save) but i tried it without and this still happened.

RawCode

  • Full Member
  • ***
  • Posts: 214
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #11 on: February 27, 2015, 11:50:52 PM »
Probably i captured bug of some sort:

1) For unknown reasons multiple (2) gnomes managed to equip same hammer
2) Savegame included, currently gnomes training and both easy to find

3) If gnome one of gnomes die or drop hammer, it will just disappear.

4) Only one hammer tracked for storage and kingdom worth

https://www.sendspace.com/file/q80lf3

Eganowa

  • Newbie
  • *
  • Posts: 15
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #12 on: March 02, 2015, 06:38:12 AM »
Found a interesting bug. Automatons don't atack Mant Scouts. Even in selfdefence.

Merry76

  • Moderator
  • Hero Member
  • *****
  • Posts: 3448
    • View Profile
Re: Gnomoria v0.9.18 RC1 release
« Reply #13 on: March 03, 2015, 01:01:53 AM »
Found a interesting bug. Automatons don't atack Mant Scouts. Even in selfdefence.

Weird. They do attack mant workers... I try to leave the mant scout alive to get some "target practice" in,  because of that I never thought of sending just the automatons to deal with the mant scout... Nice find, will try to confirm it.
Have a problem or a fortress so awesome it needs to be shared?

Well, go on, dont be shy! Use the GnomeworldPool Dropbox account!
How to share Savegames

RoboB0b

  • Administrator
  • Hero Member
  • *****
  • Posts: 1036
    • View Profile
    • Gnomoria
Re: Gnomoria v0.9.18 RC1 release
« Reply #14 on: March 03, 2015, 01:37:41 PM »
Hey guys, I just wanted to chime in and say that I'm gonna be at GDC the rest of this week which will delay the next patch a little bit.  I've been working on some changes that I'm pretty excited about.  The next update will be the first step in those changes but I still have a little ways to go before it's ready.