Is updated.
I noticed that the gnomes have no permitted instruments in the entity file, yet all other civs do have three unique instruments of their own. So I did add some.
/// gnomish instruments
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ORGAN]
[NAME:organ:organs]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_BANJO]
[NAME:banjo:banjos]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ACCORDION]
[NAME:accordion:accordions]
[HARD_MAT]
Hope it fits. I added them to my dev version, but will replace them with something more fitting, if you want. Otherwise I will keep it like this. The instruments are not used in any reaction, its just for caravans and flavor. If no permitted instruments exist, your gnomes will make random ones, which includes things that might be unsuited for their theme, like bonerattles or haunting flutes. Or warlock-torture instruments, like iron maidens and thumbscrews.
Edit: Mh... maybe Ukuleles would have fitted as well ^^
Edit2: You do have actual toys. I did use the string dump replacer to replace all toys with illumination. Thats where the brazier, candelabras and fireplaces come from. Even the stockpile is renamed. The problem is this: Players queue up "illumination" in the craftsgnome, and get 1 illumination on every 6 toys they make. Its a hardcoded reaction to make a random ITEM_TOY entry from the entity file.
Its a shame, I really like the names. Or you build your gnomish illumination with them as buildmat. "Lamp + doohickey = Glowing Lamp".
"Candelabra + watchecallit = Glowing Candelabra".
[ITEM_TOY:ITEM_TOY_GNOME_1]
[NAME:gizmo:gizmos]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_2]
[NAME:gadget:gadgets]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_3]
[NAME:widgit:widgits]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_4]
[NAME:doohickey:doohickeys]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_5]
[NAME:thingamajig:thingamajigs]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_6]
[NAME:watchamacallit:watchamacallits]
[HARD_MAT]