I just disabled all old versions and set the new UI as the default branch even though there might be some things still missing. Together with the open source release this is to ensure that we all are on the same version and all bug reports target this one version. Even though old games should load I suggest starting a new game.
Please report any bugs you find at https://github.com/rschurade/Ingnomia/issues
Ingnomia going Open Source
Hi all,
after a long though process and fight with myself, mostly dealing with "letting it go" issues I finally uploaded the code to this Github repository https://github.com/rschurade/Ingnomia The license is AGPLv3. The repository doesn't contain the sprite sheets, mostly for legal reasons. If you want to compile the code and run the game from it you have to copy the sprite sheets from your Steam installation or acquire them otherwise or create your own sprites.
Right now the page and wiki is pretty much empty. In the coming weeks I, or even better someone else, will post instructions on how to setup the prerequisites and compile the code. For now talk to me on Discord if you run into problems.
I hope together we can make this the DF-like or Gnomoria-like.
Does that mean you give up on it?
No not at all. It still remains my hobby project and I will keep creative control on what ends up on the Steam version more in a BDFL role.
I'm not a programmer what does this mean for me?
Nothing changes for you. I will still maintain the Steam version and publish regular updates to Steam. If anything you might see more updates and faster progress. Someone might even create a LInux version.
I'm not a programmer but I want to contribute, what can I do?
First of all playing, testing and reporting bugs is essential. The Github issue page https://github.com/rschurade/Ingnomia/issues is now the central place for that. Then there is the wiki which everyone can work on.
I'm a programmer but not fluent in C++, what can I do?
There are quite a few things that people with programming knowledge could work on. There is the database for definitions of about everything, behavior trees for AI and the xaml files for the UI.
I'm a programmer how do I contribute?
Like any open source project, see something you don't like, change it, submit a pull request. In the long run I envision this having a core group of programmers who have direct commit rights. If you want to work on a larger feature it is best to discuss it first with me and the community.
What's going on?
Haven't posted an update in a while so I want to let you know that this isn't dead and talk a bit about what is going on and what the plans for the near future are.
The GUI replacement is still going on. It's going way slower than I want it to go and honestly the main reason for that is that isn't fun. If I learned something from this it's that you don't change the whole gui layer of a large software project. It sucks plain and simple.
The good news is that I can see the light at the end of the tunnel. I'd say the only missing must have features as of now is military, trading, neighbors and profession creation but the normal basebuilding part is fully playable again. I just updated the ui_rewrite branch on Steam so you can see the direction this is going. That branch also has a few performance improvements and bug fixes. Please check it out and let me know what you think. ( the u and z key changes scaling, yes this will be a slider in the settings later)
Other than that I'm seriously entertaining the idea of going open source later this year. When the UI is back in a playable state I think we have a solid foundation for an open source project. More on this in a couple of months.
So as always thanks for your support and patience.
Year 3
As the first commit to the git repository was made on March 25th 3 years ago it is the unofficial birthday of Ingnomia and as every year I want to talk about what's going on and what to expect in the near future.
Right now the main topic is still and will be for quite a while the gui replacement which goes steadily but way slower than I want to. Mostly because I'm learning that stuff on the go and some outside distractions. As a freelance developer these are interesting times.
The main gui design is done by u/Elfusan and I follow it more or less closely. The icons are done by u/lordhugh
Here's a video to show some of the new gui https://youtu.be/asLfjfBcI3c The main menu is just functional now and will get some pixel art background image and some better styling of course.
Other than that I got some programming help from discord user ext3h who already greatly improved rendering speed and some other parts of the game. So when this update finally is released there won't be just the new gui but quite a few performance improvements.
So even though there weren't any updates and most likely won't be for a while, rest assured work is still going on and it's shaping up nicely. There is a ui_rewrite branch on Steam were you can check out the new stuff and if you see any performance gains but be adviced the isn't really playable in that right now.
Thanks for your ongoing support, give a shout out to the guys mentioned here and stay safe.
0.7.5
As always I kept the previous version as a beta branch. So if this update does anything funky to your save game just opt into 0.7.4
This is the last bigger update for a while as I focus on replacing the UI right now as detailed in this post
- fix bee hive now craftable at carpenter - add wall torch - add plank stairs - fix furniture not buildable in rooms - fix phase shifting gnomes - fix deconstructing floors moves items to the worker's position - fix item search abandoning too soon - added categories to the workshop construction window to make it easier to find a specific workshop - add adjustable threshold to item overlay, mark item red if amount is lower than threshold - add big torch and brazier, both crafted in the blacksmith workshop - add config option to control the render order of layers: "renderMode": "down|up" up looks better with water transparency but adds more load to the gpu - fix rotating dresser - fix military widget multiple issues - fix gnomes in get job loop when trees not reachable for pick fruit or fell - add damage reduction when wearing armor - add glass workshops - make renderDown the default mode
0.7.4
This update contains some significant changes to make it more future proof. The bad news is it breaks save games again. The good news is I don't expect it to need any more adjustments for that reason in a long time. If you want to keep playing existing colonies I created two beta branches you can opt in to keep playing the old version.
- sprite handling rework to allow more sprites in the future - added adjustable limit to hay harvesting - added water evaporation - fix save/load auqifiers and deaquifiers - fix building a wall removes water on that tile - added setting to set target fps when the game is paused, ( config.json: "pausedRenderTimer": # ) higher number = lower fps - added setting to adjust the light level at night time - added check connection between items and jobs before give the job to a gnome, fixes gnomes getting stuck because of unreachable items - fixed workshop tasks showing different materials when a new material appeared after creating the task - prospecting now has a 50% success chance - prospecting outcome now depends on source material - fix constructed wallfloor disappearing when building a wall on top - added alarm bell and gnomes retreating to its location when the alarm is raised
0.7.3
- fix enemy kingdoms not attacking - fix goblin aggression being so high it overcomes the peaceful setting - fix gnomes changing haircolor depending on the direction they face - fix bug with fill trough that would stop gnomes from working - fix some weapon crafting recipes - added popup and center camera on gnome death - when sending several explorers at the same time, they shouldn't find the same kingdom anymore - fix endless get job loop when required items aren't reachable - added checkbox to pasture widget to toggle harvest jobs (milk, shear), that setting will be off for existing games so please check your pastures - improved auto crafting behavior - fix saving of embark presets - fix prospector making stone slivers - added fill hole command - fix crafting of metal bars when source material "any" is selected - fix reset mission list wehn starting a new game - fix crash with removing stockpile filter items - added checkbox to world size slider to enable map sizes greater than 300 - added harvesting grass for hay from pastures - building a structure like fence that removes the WALKABLE flag will also remove the designation (farm, stockpile...) on that tile - improved (hopefully) stockpiling performance - goblins should no longer target gnomes that are on a mission - workshop and stockpile windows now remember their size and position - added new sprites for rough stone walls - split rendering into two passes for floor and everything above, sprites overlapping tile borders won't get cut off by neighboring floor sprite anymore
Another end of a year
Hi all,
with 2 weeks left this year it's time to make another one of these posts. It's already over 2.5 years since I started this project and some of you are with me from the beginning. I'm thankful for that trust and even more for the support via Patreon for that. As someone recently wrote on Steam, it must have looked like another of these "ima maek gaem" posts back then but here we are.
So with the end of the year it's time to recap where we are and what the immediate plans for the next months are.
This started out as a rewrite of Gnomoria but not to the letter but with changes or improvements where it makes sense. Also take stuff from other mainstays of the genre where it makes sense. So I guess it's fair to take Gnomoria as a benchmark for the base feature set. Considering Gnomoria was in development at least twice the time of what I spent so far I'm pretty happy with what we got now.
**On the technical side:**
I guess I can say that Ingnomia is able to run larger maps with higher amounts of gnomes. I've seen colonies with 130 gnomes and tens of thousands of animals after a chickensplosion. That would slowed Gnomoria to a crawl. I noticed some slow downs with 50k and more items and lots of stockpiles, that's something i definitely need to keep an eye on. But overall I'm happy with performance.
On the UI side things look mixed. I got some improvements in, especially the dwarf therapist like profession window, previews in most building dialogs and some other stuff. However I must say I'm not too happy anymore with Qt as the window framework anymore. It's sub optimal for scaling and the full screen mode doesn't work properly. The problem is that replacing it will be a task of many months.
The addition of behavior trees added the ability to give animals, gnomes and monster different AI without having to hardcode it. That's something I definitely look forward to once modding picks up.
Modability is in and it should be easy to change styles, add stuff or change behaviors.
**On the content side:**
Here things look pretty good. Thanks to the work of u/lordhugh and u/pigtailsocks we already surpass Gnomoria a bit. Personally I really like the multi tile trees, they look so much better than the original one tile trees. We have a large number of plants where Gnomoria had just wheat, grapes, strawberries and cotton. We just need to find a use for them now. We have flowers for those who want to decorate more, more types of fences. There are many more animal types both for farming and in the wild. A few more workshops like fishery, windmill or even a waste cremation place.
In addition to the usual engineering stuff we have things to manage fluids like pumps and pipes. So constructing moats or watering soil is much easier than in Gnomoria.
There is now a mission system that allows you to send Gnomes outside of the map to interact with your friendly and not so friendly neighbors.
So I can say most of the base systems are in but many of them still need some finishing touches and balancing. Combat is the red headed step child and still needs the most work of it all.
**What's next**
For the next few week I don't plan anything big. Just bug fixes, balancing and adding small things here and there. I still have a big backlog of sprites from u/lordhugh Somehow he cranks them out faster than me adding stuff.
For next year the big things are sound and combat. Getting combat to a state where it's fun in a way that the enemies are clever and the player has the feeling that their actions and preparations matter.
Sound is an often asked for feature I probably can't ignore much longer.
So for Christmas presents I want you to send me bug reports with meaningful descriptions so I can remove all remaining quirks. If you are able create a reproduceable crash with good instructions how to trigger it you may get a gnome, goblin or slime named after you and a free ticket to Ingnomicon 2025.
Happy Holidays
0.7.2
- fix building workshops over the edge - fix automaton removing cores - fix automaton list reset on load - added quick save - fixed crash with non existant mission - added check if gnome can reach workshop when gettings jobs - some animals now drop hides on butcher - item info now shows tool level if item is a tool - job info in the tile info widget now shows required tool level if the job requires a tool - added flintstone pickaxe head - fix wood bed frame - fix wall floor construction - grain plants (wheat, oat, millet, barley) no longer produce seeds, the seed item is grain, they now produce 2 grain per harvest with a 50% chance of a third - fix giving out jobs when required items not exist, this will reduce many loops of getJob-dropJob - fix when building a wall it sets the embedded material and item spriteID to zero - fix when building a wall it moves items and creatures out of that tile. - fix unreachable material preventing some crafting - removed the constraint that all items have to be the same material when selecting "any" material for crafting - stopped eggs from walking around - added beehives and honey - added flowers - added waste disposal workshop
0.7.1
Pushing out a small update with some fixes for some small issues found in the last patch.
- fixed some definitions, flour, bone table - fix saving/loading for larger data size - fixed crash with removing stockpiles under constructed containers - fixed workshops creating auto craft jobs even when they shouldn't - fixed crash with deleting stockpiles - fixed crash with too many gnomes on the profession overview list - fixed crafting of automaton parts - fix auto harvester for vegetables - it's now possible to toggle the debug overlay, default key O - added on screen item counts