Gnomoria
Prepared Gnomes v1.02
53 条留言
WrenMoo  [作者] 2021 年 9 月 23 日 下午 7:11 
I haven't been in the Gnomoria modding scene for a very long time. Tacyn has made an updated version of this and my other mod, Glassworks that work with his base mods. I'd recommend using that!

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=642378418
Jubez_ 2019 年 5 月 11 日 上午 2:54 
:( still gone and no fix in sight?
Michael976 2017 年 12 月 21 日 下午 12:50 
not appearing in mod list...
City Builder 2017 年 10 月 22 日 上午 12:51 
For some reason it's not showing up in the mods list for me.
Beazlebop 2017 年 10 月 3 日 下午 1:19 
I tried this one and really likes it, but it only worked a couple of times, then it didn't show up in mods. :steamsad:
dragonsphotoworks 2016 年 10 月 12 日 下午 7:16 
i tried this one couple times and game crashed "used tacyns v2 mod also". i unsubscribed to all mods and reinstalled game. now getting the mods again. hope fixes :-)
WrenMoo  [作者] 2016 年 10 月 12 日 下午 4:30 
@EariosRandomness: I'm gonna assume there shouldn't be any issues, but I would start it with a new world to test it first.
One Whole Dragon 2016 年 10 月 11 日 上午 11:59 
So, is this compatible with Tacyn's coremod thing? Just want to make sure before I inadverently cause something to blow up.
Tacyn 2016 年 4 月 28 日 下午 11:38 
There are 4 extra pineclippings the gnomes think exist, but are not actually there.
When they try to use them, thy get stuck and the planting/stocking job flashes.
WrenMoo  [作者] 2016 年 4 月 28 日 下午 4:36 
@Tacyn: I'll get a fix for it here in a sec. Out of curiousity what kind of strange behavior happens?
Tacyn 2016 年 4 月 28 日 下午 2:41 
It doesn't crash, but it creates phantom items that cause bugged behavior.
WrenMoo  [作者] 2016 年 4 月 28 日 下午 2:12 
@Tacyn Huh... you're right. Didn't even realize I did that. Interesting that it works without exploding and causing a crash heh.
Tacyn 2016 年 4 月 28 日 上午 11:18 
The bag with the clippings is bugged.
First, you are putting 36 clippings into a bag that can hold only 32.
Second, a bag can contain only one type of item+material at a time.
♚︎Sℼ︎owℽ︎✮ 2016 年 4 月 15 日 上午 9:45 
i cant find it#
WrenMoo  [作者] 2016 年 4 月 13 日 上午 11:26 
@xxshadow72: You need to already have the base file. Prepared Gnomes works only as an included mod at present. You'll either need to download another base mod to use, or make a vanilla base mod by making a mod with all the vanilla base files. Once you choose a base mod, Prepared Gnomes should appear under "Available Mods" on the left side of the mod selection interface.
♚︎Sℼ︎owℽ︎✮ 2016 年 4 月 13 日 上午 9:58 
on my windows 10 pc
♚︎Sℼ︎owℽ︎✮ 2016 年 4 月 13 日 上午 9:58 
no matter what i do
♚︎Sℼ︎owℽ︎✮ 2016 年 4 月 13 日 上午 9:58 
yes but i cant find the base file
WrenMoo  [作者] 2016 年 4 月 12 日 下午 8:31 
@Heveric: Are you opening Gnomoria through Steam? If not then I don't think it will properly read Steam Workshop files.
Heveric 2016 年 4 月 12 日 下午 8:29 
I'm subscribed but the mod isn't showing up. I currently only got this and one other mod subscribed, and the other mod isn't showing either.
Yo Gabba Gabba! 2016 年 4 月 11 日 上午 8:38 
I also cannot find the mod file anywhere (OS X)
Drogean 2016 年 3 月 29 日 下午 6:10 
unless im wrong, all it needs is the "settings.ini" file with a single line that reads Name = Prepared Gnomes Module
♚︎Sℼ︎owℽ︎✮ 2016 年 3 月 24 日 下午 7:39 
hi i new enuf to gnomia but i cant seem to find the mod file on my new pc
WrenMoo  [作者] 2016 年 3 月 23 日 下午 9:38 
@Sines: Absolutely. Just remove everything else the mod adds in the one file you'll download and you're all set. Honestly though, it'd be easier to just make an included mod that just adds the bone needle for you though.

This mod honestly needs updating to no longer be a base mod and just working as an included mod.

I'll probably get to that really Soon (TM).
Sines 2016 年 3 月 23 日 下午 9:35 
Is there a way to make sure all I get is the Bone Needle? I feel it's absence makes no sense in-game, and from a meta-game perspective, it's more tedious than hard (wait for third yak, butcher, done).

Don't care about the rest of the stuff, just don't want to have to wait forever for that needle.
McDiezel 2016 年 3 月 14 日 下午 2:42 
Subbed for the bone needle
Abre Trocha! 2016 年 1 月 24 日 下午 5:43 
how download this mod?
DakotaStyle 2015 年 12 月 19 日 下午 7:24 
Question, does the Faction.xml editing affect gnomads in games that were started before you edited the files? I started a game and then I edited the gnomads in faction.xml but I saw no changes to their stats.
Chris 2015 年 12 月 4 日 上午 5:34 
Thanks for the Bone Needle :D
Floss 2015 年 11 月 28 日 上午 6:32 
from playing with this mod for a while, I can say that the skills of any Gnomads can be altered via the faction.xml, but not the 9 starting Gnomes however.

Additionally, I am unsure of whether there is a limit on the skills that can be specified for a single Gnomad, but when testing with a faction.xml file specifiying a minimum stat of 50 for every skill for one Gnome, there were a few skills that it did not affect despite specifying those skills correctly. I can't remember them all, but Armour Crafting, Weapon Crafting, Fighting and Jewelry Making were among them, which I found interesting. this may be of some use.

I'll try messing with the files some more, but until then it seems that the initial slog of setting up base is still limited to the starting Gnomes randomised skills.
WrenMoo  [作者] 2015 年 11 月 23 日 上午 11:54 
@kitten_180194 I was also having that trouble trying to find how to alter that and couldn't find it.
Floss 2015 年 11 月 22 日 上午 4:25 
one question; I've tried modifying the skills in the faction.xml, but it doesn't seem to change the starting skills. how would I do that exactly?
Roboute 2015 年 11 月 6 日 上午 4:46 
Actually you can set all stats/attributes in faction.xml
Those of the basic attributes that you do not define in factions.xml will then use the values set in race.xml. so race.xml seems to be some sort of failsafe for the basic attributes (not for the skills). Any skill you fail to define in factions.xml will use default values of 1, 20 and 10 (min, max, mean)
Roboute 2015 年 11 月 6 日 上午 4:43 
In the race.xml you can set the values for the attributes: Fitness, Nimbleness, Curiosity, Focus and Charm.
In the faction.xml you can set the values for all the remaining stats/skills of gnomes.
WrenMoo  [作者] 2015 年 11 月 5 日 下午 8:15 
@User-7-45: I think so in the race.xml file, though I haven't messed with it much.
Pewter HailStorm 2015 年 11 月 3 日 下午 2:52 
IF it possible to mod the stats of the sarting nomes? or is the random?
FlintTD 2015 年 10 月 27 日 下午 12:06 
@gcook725 Thank you very much! I should have tried that from the beginning. Hopefully other people like me will read the comments and see what you wrote.
WrenMoo  [作者] 2015 年 10 月 27 日 上午 12:01 
@FlintTD If you're not playing with any other mods, all you need to do is subscribe and when making a new kingdom just select this mod under the mod dropmenu in Advanced Settings.

I should probably clarify that in the image.
FlintTD 2015 年 10 月 26 日 下午 3:14 
I would like a slight clarification. I'm not playing with any other mods, and I can't get this one to work.

I did as the picture said, and moved the text from the mod file's "newgamesettings.xml" to the file of the same name at "C:\Program Files (x86)\Steam\SteamApps\common\Gnomoria\Mod Files\Data".

This does not appear to work. Please help make it work.
Chaos Crew 2015 年 10 月 26 日 下午 2:40 
about time this game gives me the rarest item in the fucking game, a god... damn.... BONE NEEDLE!!!
Roboute 2015 年 10 月 22 日 上午 9:05 
Extra note: If a player plays on vanilla he still needs to add my version below to the "Included mods" section, even though there are no other mods in his game. If he does not he will only get the extra items but none of the vanilla starting items. This is because the game overwrites the vanilla settingsfile with any file added in the base mod (if there is any), but adds the items in any included mods to the starting gear, regardless of whether it has loaded the vanilla settings ar any base mod settings.

Hmmm, I hope I have made it clearer now :P
Roboute 2015 年 10 月 22 日 上午 9:01 
@gcook725 I think you either misunderstood me or I wasn't clear enough ;)
I tested my theory and it works perfectly without any need for manually copying or pasting.
Just make a submod with only your newgamesettings in it and only put the items in that file that you want to add to the starting gear. the only thing any player needs to do to get your extra starting items is add your mod to the "included mods" folder and add it to the mergeorder.ini. this also makes it compatible with any other mods a player might have.
Xenonaut 2015 年 10 月 21 日 下午 11:19 
| Oh. And a bone needle.

I'm sold.
WrenMoo  [作者] 2015 年 10 月 21 日 下午 3:35 
@Roboute Because then it would have the player start with a ton of gnomes and extra items as well as another extra set of armor. If I cut it down to just the new stuff, then I would need another file with different instructions and the user would still have to go into the original file to comment out the crate with the copper armor/weapon and bandges.
Roboute 2015 年 10 月 21 日 上午 5:54 
Why so difficult with copy and paste?
Just add your newgamesettings file as the only file in a sub mod and the game will merge yours with the vanilla file and add all listed items.
I discivered this when I combined especon and glassworks and suddenly started with 18 gnomes and double all items.
The Internet Janitor 2015 年 10 月 20 日 下午 3:13 
Nice! Thanks!
rushedman 2015 年 10 月 20 日 下午 1:42 
Thanks
WrenMoo  [作者] 2015 年 10 月 20 日 下午 1:09 
@rushedman: I dunno about a video, but I'll see about the screenshots! Might be able to get it done later tonight (got a bunch of errands to run today).
rushedman 2015 年 10 月 20 日 下午 1:00 
For those of us that do not feel comfortable mucking around with game files can you putt up screen shots or a video on how to install it with other mods
CommissarPaintFingers 2015 年 10 月 20 日 上午 11:59 
i grinded fer 10 hours to get the needle because all of my guys were in hospital than my game crashes