Gnomoria How To Make Mattress

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Gnomoria how to make mattress

Well, there is someone who did a little experiment with beds and the value of the personal quarters they sleep in over on the official Gnomoria forums, heres the link.

A very useful bit, and very troublesome.

This compels me to make sure all beds are wool, and all beds are standard quality or higher.

WHY. WHY MUST THIS GAME TEST MY LIMITS OF OBSESSIVE COMPULSIVENESS.

But, regardless, this is a nice bit of info. However, I feel compelled to say the following.

It IS a year old. It’s from sept 2013, and as much as the game has changed since then, I worry about the validity of it.

Though, that is no fault of your own, and I still sincerely appreciate your sharing it.

Have you taken this to mind and made adjustments accordingly?

Previously I was making wool beds, and selling cotton beds, "just in case" anyways so it only changes my views on the quality of the bed, which, is a PITA because im prone to reloding upon crafting of critical items like armor. Now, beds as well.

Regardless, I dont mean to sound ingrateful, not at all! I’m sort of pleased I’m not wasting my time replacing cotton beds with wool ones just out of paranoia. It’s nice to see someone who has tested the validity of cotton beds vs wool beds

The Wiki states "Wool is superior to Cotton when used in materials such as armor, mattresses, and crossbow string" but in the end it seems players have debunked its usefulness as padding in armor, but there is little to no mention of it’s usefulness in regards to crossbows, or, in regards to mattresses (until your linked post)

So again, I thank you.

Gnomoria is a game of knowledge, rather than ability, so making informed and educated choices is critical in success.

Especially if you want to up the attack size to 1.3 and frequency to 1.3 as well 😛

Lets just say I played a game of such description and may have bitten off more than I can chew with a worth of 700+k in year 3 =P despite having 15 steel clad gnomes, it just. doesnt f*#&ing matter. /cackle

Again, thanks for your input and the source link. Moving forward I will consider wool mattresses superior to cotton mattresses until otherwise indicated (i wish items showed stats based on components used =| )

As always, may your gnomes die hilariously, with stone door in hand and no legs to carry them forth.

Gnomoria how to make mattress

What am I doing wrong?

Probably the conceptiual fault of expecting the game to do everything automatically for you.

I suggest disabling the option in the workshops to accept auto tasks, and produce the stuff you want to make by hand. It takes a little longer, but in the end it allows you to troubleshoot it.

If you just say "build bed" and it never happens, you’ll have a hard time figuring out what you need for it. (You might end up having a bedframe slow down your carpenter, because there is no matress, and since there is most likely no stockpile for the bedframe either, it will slow them down – the more stuff on your workstation the slower they work)

If you go to the carpenter, and select bed, they will tell you what raw materials they need. Which will tell you they need a Frame and a Matress. The frame they can create themselves (given there is wood), and the matress is being created by the seamstress.

Especially for beds, i like to make a small storage chamber for 6 Frames and 6 matresses. And then set the buildorder to produce up to 6. Set the storage to high priority, so people move them over quickly. As result i have a constant overview of my needs for Beds. I suggest doing the same with Doors and torches.

That way you’ll always know about running low and something gone wrong, before its to late.

Besides you learn about the production cycle and how to manage your workshops and stockpiles easily that way.

Also, there’s the issue that a workshop needs to make the bed itself, and workshops need to make the components to make the bed. So if you issue the construction command to build a bed, and the bed is yellow, you have to look and see if you have all the components and workshops to make the bed. Otherwise the order is going to stay yellow indefinitely. The builder can only place an item of furniture after it’s been fabricated.

The carpenter makes the bed frame and finished product, but the tailor makes the mattress. If you don’t have a tailor, you’ll never make a mattress. If you have the workshops, and you see the work order in them, and can see where it’s getting hung up, you can change the job description of one of your workers to force it through. You may have a tailor, but your farmers are so busy farming, the tailor station will never get touched. Create a new job description for one of your workers that has workshop at the top of the priority list, and make sure the tailor skill is checked.

Workshops

Workshops are constructed to manufacture goods for consumption by your gnomes or for export through a merchant at a market stall.

Each workshop has its own adjustable priority and maintains a list of the tasks assigned to it. Gnomes working at the shop will start at the top of the list, completing each task and skipping to the next as the materials needed run out. This means that if you put two items onRepeatassigned gnomes will never craft the second item if they never run out of supplies for the first.

You can prevent this by using theCraft Tocommand to have the first item manufactured up to a specific quantity. Your gnome will then move to manufacture the second item repeatedly until the first falls below the limit set. Unless a stockpile for completed items is set up the items crafted will pile up on the workshop floor. This increasingly reduces efficiency and slows production until the workshop is completely full. When full, production stops completely and the workshop floor turns red.

Wood.Manufacturing Edit

When working with wood, the type of wood you use has different looks and worth. Birch, apple wood and orange wood are worth more than pine.

Crude Workshop Edit

Cuts logs into planks, makes chairs and workbenches, and makes chisels. Compared to other workshops, all these tasks are performed from simpler materials (logs and raw stone, instead of planks and blocks), but more slowly.

Cost:1x any log, 1x any raw stone

Produces:Plank, Chair, Workbench, Chisel

Sawmill Edit

Cuts logs into planks.

Cost:1x any workbench, 1x any chair and 1x any sawblade

Carpenter Edit

Crafts wood furniture and items.

Cost:1x any workbench, 1x any chair and 1x any chisel

Produces:Bed Frame, Four Poster Bed Frame, Bed, Four Poster Bed, Wood Door, Stick, Table, Chair, Dresser, Cabinet, Crate, Barrel, Torch, Workbench, Loom, Hilt, Haft, Bellows, Training Dummy, Wheelbarrow, Wooden Shield, Crossbow Stock, Blunderbuss Stock, Pistol Stock

Woodcarver Edit

Craft trinkets and statues from wood.

Cost:1x any workbench, 1x any chair and 1x any chisel

Produces:Statue, Statuettes, Puzzle Box.

Stone Manufacturing Edit

Stonecutter Edit

Cuts raw stone (bauxite, sandstone) into blocks.

Cost:1x any workbench, 1x any chair and 1x any chisel

Stonemason Edit

Crafts furniture and items from stone blocks.

Cost:1x any workbench, 1x any chair and 1x any chisel

Produces:Stone Door, Table, Chair, Chisel, Sawblade, Knife Blade, Knife, Hearth, Mold, Furnace, Trough, Stone Sword, Stone Hand Axe, Stone Hammer, Bolt, and Musket Round

Stonecarver Edit

Crafts trinkets and statues from stone blocks.

Cost:1x any workbench, 1x any chair and 1x any chisel

Produces:Statue, Pillar, Statuettes, Pet Rock

Cloth Manufacturing Edit

Loom Edit

Weaves raw fibers (cotton, wool) into bolts of cloth.

Cost:1x any loom and 1x any chair

Produces:Bolt of Cloth

Tailor Edit

Sews various bags and other materials from bolts of cloth.

Cost:1x any table, 1x any chair and 1x any bone needle

Produces:Bag, Bandage, String, Padding, Mattress, Ammo Pouch

Food/Drink Manufacturing Edit

Butcher Shop Edit

Harvests various parts from animals and corpses.

Cost:1x any table, 1x any chair and 1x any knife

Produces:Meat, Hide, Bone, Skull

Kitchen Edit

Used in food preparation.

Cost:1x any table, 1x any chair and 1x any knife

Produces:Bread, Sausage, Sandwich, Cheese, Cheese Omelette, Sausage Omelette, Mushroom Omelette

Distillery Edit

Distills wine and spirits.

Cost:1x any table and 2x any barrel

Produces:Apple Wine, Strawberry Wine, Grape Wine, Orange Wine, Wheat Beer, Mushroom Tea

Well Edit

When built over water, provides a place for gnomes to drink.

Cost:4x any plank and 4x any block

Produces:a place to drink water, slakes thirst.

Gem Manufacturing Edit

Gemcutter Edit

Cuts raw gems (sapphires, emeralds) into cut gems.

Cost:1x any workbench, 1x any chair and 1x any cutting wheel

Produces:Cut Gem

Jeweler Edit

Crafts jewelry from metal bars and gems.

Cost:1x any workbench, 1x any chair and 1x any file

Produces:Ring, Gemmed Ring, Necklace, Gemmed Necklace

Metal Manufacturing Edit

Furnace Edit

Converts logs into coal.

Cost:1x any furnace and 1x any bellows

Forge Edit

Melts metal ore and metal slivers into bars, combines bars into alloy bars, and produces the anvil needed for other metal workshops.

Cost:1x any mold, 1x any hearth and 1x any bellows

Produces:Bar, Anvil

Blacksmith Edit

Forges metal bars into various tools.

Cost:1x any anvil, 1x any hearth and 1x any bellows

Produces:Pickaxe, Pickaxe Head, Felling Axe, Felling Axe Head, File, Cutting Wheel, Ball-peen Hammer

Metalworker Edit

Craft trinkets and statues from metal bars.

Cost:1x any anvil, 1x any hearth and 1x any bellows

Produces:Statue, Statuette, Commemorative Coin

Weaponsmith Edit

Allows you to craft metal weaponry.

Cost:1x any anvil, 1x any ball-peen hammer, 1x any hearth and 1x any bellows

Produces:Sword Blade, Sword, Hand Axe Head, Hand Axe, Hammer Head, Hammer, Claymore Blade, Claymore, Battle Ace Head, Battle Axe, Warhammer Head, Warhammer, Shield Boss, Shield Backing, Shield

Armorer Edit

Allows you to craft metal armor.

Cost:1x any anvil, 1x any ball-peen hammer, 1x any hearth and 1x any bellows

Produces:Armor Plate, Helmet, Breastplate, Pauldron, Greave, Gauntlet, Boot

Smelter Edit

Melts metal objects back into bar and slivers. Smelting an item results in 50% loss of metal bars. Worn equipment is smelted into slivers which then can be smelted again into bars in the Forge.

Cost:1x any mold, 1x any hearth and 1x any bellows

Produces:Bar, Sliver

Prospector Edit

Breaks down soil and raw stone into metal slivers. Every 10 soil or stone has a chance of producing a random metal sliver. This provides a use for all that dirt and stone that gets left lying around.

Cost:1x any table, 1x any chair and 1x any chisel

Mechanism Manufacturing Edit

Tinker Bench Edit

Research new mechanisms and mechanical parts.

Cost:1x any workbench, 1x any chair and 1x any wrench.

Produces:Nothing tangible. A Tinkerer performs research here. Tinkerers will invent things even if related items have not yet been produced.

Note:Multiple benches increase research speed. (RoboB0b 6/13/12).

Machine Shop Edit

Crafts mechanical parts from metal bars.

Cost:1x any workbench, 1x any chair and 1x any cutting wheel

Produces:Wrench, Rod, Gear, Spring, Spike, Bolt, Crossbow Bow, Musket Round, Blunderbuss Barrel, Pistol Barrel

Engineer Shop Edit

Assembles mechanisms and traps.

Cost:1x any workbench, 1x any chair and 1x any wrench

Produces:Axle, Mechanism Base, Gearbox, Handcrank, Trap Base, Spike Trap, Blade Trap, Crossbow, Lever, Mechanical Wall, Pressure Plate, Hatch, Blunderbuss, Flintlock Pistol

Military Training Edit

Training Grounds Edit

A military squad can be assigned here to improve their combat skills.

Cost:2x any training dummy

Miscellaneous Manufacturing Edit

Kiln Edit

Crafts bricks and clay goods.

Cost:1x any furnace and 1x any bellows

Produces:Brick Block, Ceramic Tile, Statuette

Leatherworker Edit

Crafts leather armor from hides.

Cost:1x any table, 1x any chair and 1x any knife

Produces:Strap, Leather Panel, Leather Helm, Leather Cuirass, Leather Bracer, Leather Greave, Leather Glove, Leather Boot, Quiver

Market Stall Edit

Used by visiting merchants to trade goods.

Cost:3x any table and 1x any chair

Bonecarver Edit

Carves bone into various items.

Cost:1x any table, 1x any chair and 1x any knife

Produces:Bone Needle, Statuette, Skull Helmet, Bone Shirt

Gold-Plated Games

I’m looking for gold on Steam, and reviewing everything I find along the way.

Review: Gnomoria

Ever heard of a little game called Dwarf Fortress? It cast a long shadow for a one-man ASCII project, but if you could get past the atrocious interface it was a bewilderingly deep fantasy sim. Unique projects like that tend to attract imitators, and that’s where we get Gnomoria from. But don’t write that off as a bad thing just yet, because there’s plenty of room to fiddle with the original formula.

Gnomoria plops you in the middle of the wilderness with a band of eight stubby settlers and a few supplies. From this humble beginning it’s up to you to help your little friends find food, shelter, and purpose in life. There are extensive commands to have them effect change in the world around them, including numerous digging options, room designations, workshop placements, and foraging orders. You might notice there are no direct movement or action commands, and that’s because everything in this style of sim is treated like an open order. When you mark walls to be tunneled through, one of your gnomes that can mine and has nothing better to do will scoot over and start tunneling for you.

You have further control over the order system by assigning jobs to your petite populace. There are several roles like Woodsman and Miner that can be further customized with granular tasks like “hauling wood” or “stonecarving”, giving you full control over the workday. Of course, your gnomes will wander off to find food or drink or catch a nap if their needs persist, but they tend to be diligent enough in their tasks to not cause any headaches.

What WILL cause you headaches is the steep learning curve in Gnomoria. I know all of this sounds simple thus far, but the amount of production systems to come to grips with is staggering. The number of workshops alone is utterly gobsmacking, including professions like bone carving and weaving. Production chains can be frustratingly complex, and the best example of this is making a single bed. A bed is made from a frame and a mattress at a carpentry workshop. The frame is made from planks cut at the sawmill from logs felled outside. The mattress is made from cloth woven by your tailor, using cotton grown on a farm and a bone needle from your bone carver obtained by slaughtering animals. Thus to make a single bed, you need four different workshops processing goods from forests, farms, and livestock.

There are helpful tooltips that will explain where to get component materials, at least, and if you have all the workshops set up then materials will be auto-queued when ordering a finished product. Little quality of life features like this help make Gnomoria easier to come to grips with, but it’s still very much a game that requires a wiki. A tutorial walking you through the foundations of production would be a godsend, and it’s a shame that will likely never happen.

You’ll run into other difficulties like trying to dig stairs and ramps in the chunky isometric interface, or rooms not functioning and not really getting any feedback why. However, I maintain that there’s enough charm and variety to keep you pushing through the rough spots. You are given impressive reign to tunnel and build as you see fit, and sprawling underground kingdoms are not out of the question. It never quite reaches the bar set by Dwarf Fortress, as you don’t have a wider world to explore past your immediate map and your gnomes don’t have the psychotically detailed personalities of DF inhabitants, but the accessibility goes a long way towards balancing that out. Gnomoria makes a great entry point for this particular brand of ultra-detailed sim, with enough features and polish to keep you digging for hours.

Organizing your Gnomes?

Organizing your Gnomes?

Is there a good way to organize your gnomes? I find it really hard to do. A mod maybe? That let’s you "filter" the best ones on same skills?

I tend to organize them in groups of labors, if that’s what you mean, and you can save the labor assignments to load into a new game (use the import button on the game menu), then apply the labors to each gnome when Gnomads show up. That doesn’t automatically apply them though, which would be nice

By groups I mean I’ll have stoneworkers all with the same labors but in different orders. Some will be miners first; some will be masons first (workshop). That way it’s easier to keep track of them because you have half to a third as many different roles to think about. I think agriculture, stone working, and wood working are the three biggest ones that are kind of straightforward, then maybe I’d have a builder/tinker or whatever else.

Great! But my problem is figuring out who is the best at what position. It’s really dumb that the game doesn’t have some way to tell me, this gnome is the best at this position. It’s needs too much clicking 🙁

First, create a list of skills that matter to you. For example (for me):

metalsmith (statue quality)

cook (sandwich quality)

brewer (beer and wine quality)

carpenter (table, chair, bed quality)

tailor (mattress quality)

leatherworker (armour quality)

armoursmith (armour quality)

engineer (automaton quality)

jeweller (jewellery quality)

bone crafter (bone statuette quality)

pottery (clay statuette quality)

builders (building speed)

miners (mining speed)

woodcutters (woodcutting speed)

For these skills, you want dedicated gnomes doing these skills from the beginning, so that their skill increases and they become awesome later in the game. For most of them you only need 1 gnome for the skill (e.g. a skilled cook can feed 80+ gnomes without much problem).

Note 1: I like to have 2 dedicated medics too (in case one gets seriously injured and can’t heal himself), but their skill doesn’t matter much.

Note 2: I simply don’t bother with wood carving at all. I find I get enough stuff for merchants from metalworker, pottery, etc.

Next look at the skills you left behind. There are some skills that all gnomes should do. These are:

farming (movement speed)

tinkering (set lower priority than hauling)

Note 3: I don’t use traps, so making all gnomes do mechanic means that if I want (e.g.) a lever pulled any gnome can do it and I don’t have to wait for specific gnome/s to wake up. If you do use traps then you’d want to be more careful.

Note 4: For this game, hauling (especially later in the game) ends up being a massive challenge. With all gnomes doing farming (when they aren’t doing their main job) you end up with fast gnomes later in the game, and fast gnomes helps to reduce the "hauling nightmare" later in the game.

Note 5: Tinkering is a temporary thing. After maybe 8 years you’ll have nothing left to research and you can forget about it.

For all the other skills except prospecting (e.g. smelting, weaving, masonry, etc); just try to have multiple gnomes capable of doing it and enable the skill in more gnomes if you have problems.

Note 6: I like to give (slightly more than) half my miners the "masonry" skill and the other miners I give the "stonecutter" skill. This means that when there’s so much stone laying around that I don’t want to mine, the miners are all busy churning out pet rocks for trade.

Finally; for prospecting, I prospect all dirt clumps for slivers just to keep gnomes busy when they have nothing better to do. However, because this is classed as "workshop" (for job priorities) it’s a pain in the neck when a gnome’s main job is something that uses a workshop. For this reason, I enable prospecting for all gnomes that don’t use a workshop for their normal work (and set "workshop" as lower priority than hauling so that they only do prospecting when there’s no hauling to do). Also don’t forget that prospecting is a little like tinkering – after a while (about 15+ years?) you run out of dirt and you never need prospecting after that.

Note 7: For civilian workers, I don’t bother with professions and they’re all set to "custom" so I can enable/disable individual skills to suit. I only use professions for military (e.g. I’ll have a "Warrior (Axe)" profession, a "Stationary Archer" profession, etc); partly to get their uniform right when they aren’t on duty. These gnomes spend most of their time training, but occasionally I’ll get my military gnomes to help hauling/farming (e.g. when I get carried away with mining and start worrying about golems).

Note 8: For medics, they actually spend most of their time hauling and farming. Later in the game (maybe when you got 45+ gnomes) I usually add a few more "medic/caretaker/hauler/farmer" gnomes to keep up with the hauling.

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