Gnomoria v1.0

seeders: 4
leechers: 5
Added on February 25, 2016 by Rocky_45in Games
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Gnomoria v1.0 (Size: 168.38 MB)
 Gnomoria_v1.0_setup.exe168.38 MB


Description






Changelog:

GeneralA handful of optimizations for ambassadors and a few gnome behaviorsDebug 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 modeSpawn Liquid and Remove Liquid options added to Debug modeThe item being stocked for stock jobs is now viewable when looking at the stock job UIAdded 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 jobWorkshop floors are now red when suspendedFarms, groves, pastures and stockpiles now are visibly red when suspendedAdded 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 menuAdded item being stocked to clean floor job UIClicking 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 speedPause button now toggles pause instead of only pausingAdded ability to rehide terrainAdded a Move To Top button for the job queue at workshopsChanged Remove Designation to remove the selected area instead of the entire designationChanged mod selection UI to select multiple modsMod 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, etcHooked 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 jobsMerge squad lists of Factions that share an ID when loading included modsAdded ResearchID field to blueprints and workshopsAdded option for byproducts in workshop crafting recipesA MaterialIndex greater than the number of components defaults to the last component instead of firstChanged default SpriteID to be optional and render nothing by defaultAdded research.xml to define independent research tracksFor each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressedWhen generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipes FixedCrash when a gnome dies while haulingConstructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included modsCrash when deconstructing handcrankCamera movement from new events now cancels job placement instead of selecting a giant areaMore fixes for floodingPotential max amount of liquid in a cell being miscalculatedCrash if automaton was added as a settlerMetal Depth and Metal Amount settings not working properlyCrash with included mods that used terrainsettings.xml missing MaterialIDsToStairsIDs, MaterialIDsToRampIDs or MaterialIDsToEmbeddedSprites. Included mods can now safely omit themWindmill SFX continuing to play after deconstructingUse a default TerrainSprite if none is defined. (Crash fix)Fixed build construction UI being too shortFixed 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 resolutionCrash spawning spidersInclines and stairs not properly using SpriteIDByMaterialID as well as not tinting beyond the first componentTypo in charactersettings.xml for LeatherBracerMining stairs up into a wall that has coal/ore/gem causing the top of the stairs to disappearCrash when craftingCrash removing patrol routesPiles not using the associated SpriteID. Updated the SpriteID for ResourcePile in items.xml to use RawStone or RawSoil SpriteIDs now that this is fixedFixed building walls and constructions that block movement not properly displacing liquidsFixed 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 restartingRare crash when loading a gameDesignations not being removed properly resulting in a crash or odd behaviorCrash resulting from loading old saves that have had updated mods with new research tracks since the last saveDoor sprites not tinting properly with component materialsCrash 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 loweredTables and chairs appearing like stone with some types of woodSquad members idling most of the timeSome values in mod files parsing incorrectly from OS culture settingMaterialIndex for construction sprite not working correctly. It now uses the correct component's material when tintingTypo in body.xml for spiders that caused a crash in combat

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168.38 MB
seeders:4
leechers:5
Gnomoria v1.0

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