Gnomoria training grounds2/20/2024 ![]() Currently, body parts can be "destroyed" as well as "severed" but there isn't really any feedback for destroyed parts. Healing - There was a bug with using bandages that was fixed, but I see a lot of posts about gnomes not healing still, so I'll look into it. Training Grounds is for melee combat and Shooting Range is for training ranged weapon skills. Select a squad, and they will train to increase combat skills. Training Grounds/Shooting Range - These are built like workshops. Military Tactics - I'm still working out some details here, but there will be more customization options for the formation and position parts of a squad. I'm going to play test it and also see what the general consensus is on whether managing ammo will be interesting or just frustrating. I'll try to stick to the roughly once a week updates, but some changes might require some more time. While Gnomoria is not exactly bug free, I think it's time to start adding in some new content along with the bug fixes and other changes.įor the next few updates, I'm going to focus on combat related changes. When loading a save from before 0.8.6, it will attempt to construct any container that is already in a stockpile. They deconstruct if the stockpile is removed. Storage containers are now in the build menu and they can only be built over stockpiles. Gnomes will no longer stock any storage containers (with the exception of dirt/stone piles). It might take a little getting used to, so give it a little bit before deciding. You can just go into options and bind the ones you would like to use Since there are so many actions, none of them are bound by default. For example, if you want to extend your pasture, go to create pasture and then make sure the new area overlaps the one you want to extend. To extend a designation, just overlap one when creating a new one. ![]() I was planning on having a little more in but I had to replace my HDD and lost some time reinstalling Windows and all that. I decided to switch it up a little and get some of the more requested things in instead of focusing on bugs this patch. Build storage on stockpiles to use.Īdded raw ore, raw gem, pet rock, gear, spring, hatch, spike trap, battle axe, warhammer, leather armorĪdded alternate hand version for all 1 hand weaponsĮggs weren't stored in anything. The changes to mining are sort of an experiment, so let me know if this helps the perspective problems or not Squad members dropping food before eating when the uniform didn't have a hand set to "any"ĭebugging save crashes are time consuming, so that's mostly where this last week and a half has gone I'm thinking about making Tuesday updates more regular than Fridays so that the weekend won't delay a Desura update. Mining uses an alternate wireframe tile with a more emphasized topīone, skull, pet rock, puzzle box, commemorative coin, statuette, ring and necklace can be stored in cratesĪdded an alternate wireframe tile for miningĬrash on save with items inside containersĬrash on save after not dropping items that should have been dropped in combatĬrash on save after armor has been destroyed in combatĬrash on save with missing items still in the stocks That was just for the sake of having a smaller screenshot, heh.ĭesignation placement uses the solid diamond tile Putting a high priority on food stockpiling for an unending amount of time is a bit of a bad idea, thoughĮdit: You dont need to build the extra stockpile of course. But as soon as you make planks, your Dwarf will get to making new crafts asap. ![]() ![]() The dwarf wont build it unless you make planks, which dont spawn "randomly". The workshop priority is only for producing the goods, not for carrying them into stockpiles from the workshop.Ī good example of a continuosly high priority setting would be something that is only being build when you need it. You needed a stockpile that takes those goods at a higher priority than 3 (or turn back your food stockpile priority to 5, which is what I did here). You had your workshops on priority 1, but since their goods were already produced, that didnt matter. In your savegame they were simply too busy making food to do anything else. You only should prioritize something for a short amount, or if its not done consistently. The problem was that you had the food stockpile on priority 3.
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