This release marks Gnomoria's transition out of Early Access! This update adds a ton of quality of life changes, additional support for mod developers, a debug mode for testing and spawning items and gnomes, optimizations and tons of bug fixes.
To use a mod, either subscribe to it on Steam Workshop or copy the mod to your Mods folder where Gnomoria is installed. When starting a new game, select Advanced Options and choose the mod.
To create a mod, copy the "Mod Files" folder into the "Mods" folder and rename it. To set the name and description for your mod, create a text file and name it settings.ini. Add "Name = " without quotes followed by the mod name and on a separate line "Description = " followed by your mod description.
To upload your mod to Steam Workshop, create a folder in the Steam Workshop folder and name it whatever you want. Copy your mod into that new folder and rename it to "Mod Files". To add a preview image when viewing this mod in the Workshop, add an image file named preview.png. Launch Gnomoria, select Steam Workshop and then the mod you wish to add or update.
When creating mods, each file is documented at the top explaining how to edit that file. New images are added to the Sprites folder and can be combined or separate files. Missing files will load the vanilla equivalent. To combine multiple mods, create a folder in your mod folder and name it "Included Mods". This folder should be next to the Data and Sprites folder. Copy the mod you want to include into that new folder. Create a text file called modmergeorder.ini and list the mods in the order you want them to be added. Mods will merge together with mods that loaded first having priority.
The latest stable build of Gnomoria is now available on both OSX and linux platforms. The current indev build of Gnomoria is well into mod support and still has a little ways to go before making it's way to the stable branch. Indev right now is Windows only but will be available for OSX and linux soon.
Stockpile UI is now resizable. Size and position are preserved across play sessions like other resizable windows
Added a restock threshold setting to each stockpile
Stockpile automatically suspends itself when full and unsuspends when there are the same or more number of spaces available as the threshold
Manually turning suspend on or off will override any automated behavior
Gnomes now use items that can be piled (dirt, stone, straw, etc) to pick up similar items while stocking
Added an option on the Smelter to automatically smelt worn items
Visual artifacts with some sprites
This update has been crazy! If you haven't seen the indev board on the official forums, I ran into a ton of bugs getting dirt, etc to act like wheelbarrows. Some bugs might have been old but the majority were new, so I left them out of the changelist going from 0.9.14 to 0.9.15. This has been the longest patch in Gnomoria's history and took much longer than I or anyone could have guessed. I'll still be working on bugs along the way but it will be nice to start working on some other areas of the game again :)
Also, I wanna say thanks to everyone who's been testing out the changes on the indev branch. It's been a huge help, you guys are awesome!
<li>Reduced mant aggro range to keep them focused on stealing food.</li>
<li>Increased the minimum food + drink before mants start spawning</li>
<li>Adjusted mant spawns so that lower food/drink stocks attract fewer mants than before while also higher stocks attract more mants than before</li>
<li>Added buckets and sacks. Used for hauling goods similar to wheelbarrows but for items that store in barrels and bags.</li>
<li>Changed grove and farm behavior so that higher priority groves/farms will be worked before lower priority. Previously they first went in job order (Harvest, etc) and then in priority order within the same job type.</li>
<li>Increased skill gains from Prospecting</li>
<li>Added lead slivers to prospecting stone</li>
<li>Chance of successful prospecting now increases with Prospecting skill</li>
<li>Added an additional property so that objects of the same material can have different sustain values
<li>Increased sustain for doors and golems</li>
<li>Decreased sustain for leather armor</li>
<li>Crash when a zombie rises while on a set trap</li>
<li>When stocking with wheelbarrows, items sometimes getting in an invalid state where they were simultaneously inside and not inside a crate.</li>
<li>Mant workers now prioritize stealing food and will leave if enough food has been stolen</li>
<li>Mants now spawn solely off food and drink stocks and are uneffected by Kingdom Worth</li>
<li>"Craft To" setting on Prospector now prospects down to that stock level as expected</li>
<li>Added "Smelt To" setting on Smelter which will continue to smelt items until the stock levels are at or below the setting value</li>
<li>Adjusted training grounds skill ups so that while sparring gnomes gain skill in their equipped weapons as well as the weapons used by their sparring partner. Spectators now also gain skill in their equipped weapon and not just that of the gnomes sparring</li>
<li>Fixed unusable items left from deconstructing stairs and wall in previous saves. (Might cause longer load times the first load)</li>
<li>Initiating a tribute or insult and then backing out and selecting the other option has invalid items in the offer</li>
<li>Crash trying to dig stairs down at the bottom of the map over lava</li>
<li>Crash clicking on "En Route" from population or gnome UI window</li>
<li>Crash typing in a trade quantity when no trade item is selected</li>
<li>Crash when loading certain saves that caused it to stay on the load screen indefinitely</li>