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Despite that, food and drink reserves continued to slowly plummet.
More Gnomes showed up which only exasperated the issue.
I already have stuff I need to deal with IRL, when I play a game I want to feel like I'm having fun. Not feel like I'm doing chores.
I like what this mod offers, I really do.
But unless you can point me in the direction of where the values are for saturation (whether it be the Gnomes hunger rate or the food values) I can't really enjoy the good things with what makes it infuriating.
Thank you for you time.
Sadly, I cannot recommend it.
First, the good;
I loved the variety of options available, from the colors of trees to the plethora of new foods.
Gathering water and burning wood for charcoal reminds me of "Craft the world"'s mechanics.
Using resin from trees and churning milk into butter added more realism to the experience.
But at a cost...
The bad;
When I start a game of Gnomoria, I normally get at least 1-2 farms running.
By day 6 I try to have 6 and move up to 9 before day 12.
I had over that running, and was still having issues with food as my kitchens were running almost full tilt.
I make militias in most of my games, strong military is a strong fort.
But at the rate I needed to make food it delayed that.
It was like playing a "Papa's (Workplace)" Game while in Gnomoria.
then queue up 'weight' for fitness or 'juggle balls' for nimbleness.
You have to make a weight and juggleballs at the metalworker and leatherworker first.
I don't think Incline were ever accessible through the bottom menu.
Otherwise, you automatically get them at the start.
That is intentional.
With chitin, pick the specific hide to use manually.
I'll try to fix this in a future version.
It works best if you use different pages for each gnome.
Those each bury a corpse. The marked grave additionally uses the coffin and a signature.
On top of the graves you can then place a gravestone/slab.
The graves both have 'Corpse' as a component.
But that could be any corpse. You have to make sure that it's the one you want.