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Gnomoria is a sandbox village management game where you help lead a small group of gnomes, who have set out on their own, to thrive into a bustling kingdom! Anything you see can be broken down and rebuilt elsewhere. Craft items, build structures, set traps and dig deep underground in search of precious resources to help your gnomes survive the harsh lands. Build your kingdom and stockpile wealth to attract wandering gnomads to your cause, but be wary of also attracting enemies!
10 comments by RoboB0b on Jan 15th, 2013
I just wanted to remind everyone that while there hasn't been any news updates here in a while, there have been updates to Gnomoria almost every week. You can always check the Gnomoria website or forums for the latest updates.
This update is the start of an overhaul of crafting and items. Overall, it won't be vastly different from what you're used to. There are around 50 new items this patch, where most of them are intermediate items used to craft workshops or finished goods. Many recipes have had their ingredient quantities reduced but might require more steps to craft from scratch. Job completion times have also been increased across the board.
There is also a stricter progression of workshops now. In order to build a workshop, many require a specific item that is crafted in a different workshop. The first workshop that can be built is a Crude Workbench. This workshop works slower than others but doesn't craft anything that can't be crafted somewhere else. Once other workshops have been built, the Crude Workbench is safe to deconstruct.
When loading old save games, some jobs that are no longer valid will be cancelled. After loading a game, it would be a good idea to just check your workshops to see where you might need to recreate jobs. However, to get the full experience of the changes, I recommend starting a new game with this update.
With an update like this, I'll be closely watching everyone's feedback and expect to make some adjustments. Some things might be much harder or easier now and I'll try to work out the kinks as quick as I can.
Highest Rated (59 agree) 10/10
For years, I've been hoping and praying that someone... ANYONE would take the concept of a Dwarf Fortress style fantasy village sim game and make it into an actual marketable-quality game. No offense to DF, of course, but it has the accessability of Mt. Everest and a Rubix Cube of a UI. Gnomoria may just be the answer to that prayer. Though the game seems to have come out of nowhere, the functionality, presentation, and potential of this one surpass any alpha I've ever played. The game itself sticks…
Jun 26 2012, 12:48am by SketchyGalore
Problem: Branch mining is the most effective way of finding metals and gems because you can quickly reveal tiles over a much larger area than simply digging out a whole X by X room. However, because branch mining results in a multitude of criss-crossing 1 by 20+ tunnels, it is MUCH more resource expensive to light the whole system with torches, which require line of sight to illumnate areas. Enemies therefore spawn constantly in this method of mining. You could say "well dig out easy to light X by X rooms to search for metals then :P". My problem with that is that not only is it the most ineffiecient way to seach for ore, but it also goes against the common perception of a "mine", which is a tunnel network, not a gigantic hollowed out room underground.
Suggestion: a craftable anti-spawn totem/talisman that is placed like a torch and has a radius of influence and does not require line of sight to inhibit enemy spawns. OR make torches cheaper somehow.
Just needs a better system for placing torches, like, if they are available then the miner's will automatically place them along walls.
Dear BeatYour Headin.
What I normally do it depends actually; I would find a corner somewhere in the world and make sure I have water nearby. Then Build a Dirt wall around my area, and as soon as I find stone; I turn those dirt walls into Stone Walls - Chiz. It actually pervents anything on ground leveling coming into that area. From there I would dig straight down and find materials I need. I wonder if I can post a pic. I debugged the game a few days ago showing people how to modify their characters I can like you to that t help you in your not so -legit games =P
Sure post a pic if you can, I'll check it out.
Img.photobucket.com
Img.photobucket.com
Img.photobucket.com
and the video to modify characters is
Youtube.com
i branch mine and never have problems with too many enemys spawning, once the level is clear its clear. unless something has changed very recently to change that.
I'm speaking from my experience on Normal difficulty, in which several strong enemies (skeletons, beetles, etc.) capable of one shot decapitating my non-military gnomes spawn on a daily basis in the darkness of the mine. Here's why it's too resource intensive to light every passage in my branch mine:
My method for branch mining is designed to reveal every tile within the mine itself without having to dig them all (saving lots of time seaching for metal). I dig a main 1 by umpteen tunnel, then every every 4th tile I dig a 1 by umpteen side tunnel perpendicular to the main tunnel, extending from both sides of the main tunnel. Wash, Rinse, Repeat until I have a network of dozens of criss-crossing tunnels.
To light them all would take hundereds of torches because each torch does not have line-of-sight to the neighboring tunnels, and cannot light them even though they are only 4 tiles apart. To dig and open it all out is not something I'm interested in doing as I explained in the first comment.
Also, I don't want to play on easy with slower enemy spawns; I like to keep the game experience vanilla.
Just to clarify, when I say "seem to drop weapons to perform hauling tasks" I meant they are definately dropping weapons. The weapons that were once equipped by the gnomes are getting left behind on the ground when I would prefer that the gnomes in question stay armed. The weapon dropping seems to be caused by hauling, as the weapons are left in workshops or stockpiles not designated for weapons.
I would like to see a way to craft the bows. . . . . to be hoenst I made myself a camp with a walkway on the outter ways.
I would like to see a way to craft the bows. . . . . to be hoenst I made myself a camp with a walkway on the outter ways.