![]() For a complete list of changes check out the changelog on indev. Will see, how much time I will have to develop or add more stuff, but if nothing else, then it seems, I'm coming back to the game every 6 months or so. Up-to-date graphcs would be nice, but I don't know if I manage to do it myself.įor now, my immediate needs are covered (but there are still some things that. Also, the sprite used are old and different from the current ones, but those are the only ones I had. In the mod, the files are, of course, correct, meaning summer is summer. Note, the snow in "summer" is intentional, since I didn't have any game at hand that would turn into winter. Some screenshots in the post end as well. This took me quite a bit to figure out, but I am quite happy to see snow on winter again. * And the other mod is the seasonal graphics change. It was scrolling 10 units per event (which is not even a full line), with the mod it scrolls 48 units (which is exactly 3 lines). * A mod that makes the market stall scrolling faster (this has irked me for so long). Just pushed up some more changes and added 2 more mods: Since noone was updating it I was wondering if I was able to. I originally was interested in all of this because I really liked the seasonal change mod which didn't work for the release version. persistance, but I think a lot is doable, if someone had a good idea (and a lot of time and persistance). I'm hoping this little weekend project (a weekend for me, that is) will inspire someone to take up the arms and dream up and create a new awesome mod that will revitalize the Gnomoria game and community akin to Civ and Minecraft. * A mod to remove the limit on how many items you can track on the main HUDĮdit5: There are more than 3 mods now, with different functionality, read here: * A mod for importing / exporting tracked items There are currently 3 working mods, the first 2 are from the original author, the last one is by me. Note that the installer adds and enables all mods that exist in the repo. * And an Installer, to get this all set up. * Selection of mods: bugfixes, enhancements and some content addition. ![]() * A few working mods, as an example what to do and maybe someone will find them useful as well. * A mod loader, that is capable of loading the mods and hooking them into the game. * A toolset/SDK for adding hooks into Gnomoria for injecting mods into the game Gnoll consists of the following components: Most of the credit goes to the original author, the only modifications I did was to refine a few edges here-there, add an ingame menu item for showing that the game is indeed running mods, and what mods, and added an additional mod. Gnoll is based on an existing project ( here: ). Though you need to copy the mods yourself into right location.Ī bit more information. However, the extra data is "tags", to tag a challenge, it's written into the save file via vanilla mechanics and it's ignored by vanilla loading mechanics, hence not breaking the save file.Įdit4: We have an Installer now. The only moderate exception is Challenges mod, which adds extra data to the save file. Currently there are no mods that somehow break the vanilla savesfile format or add any non-compatible data. If not, then we can improve it.Įdit: The repository now contains also performance modsĮdit2: Gnoll indeed also works with Steam workshop modsĪll saves will work also after Gnoll is disabled/uninstalled. ![]() However, the building should be only moderately complex and the guide (README) should be good enough. The only catch is that you need to build everything yourself (one should not get into a habbit of downloading random. Gnoll is a SDK and toolset for hooking, building and deploying DLL type (source code based) mods into Gnomoria.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |