Caves of Qud

Caves of Qud

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Jademouth
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Branch: Stable
Environment: Quest, Settlement
File Size
Posted
Updated
880.354 KB
1 Feb, 2023 @ 5:24am
9 Jan @ 3:04pm
27 Change Notes ( view )

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Jademouth

Description
Last tested on game version: 1.0 (build 2.0.209.43)

"Hmm?"

"...New to me."

"Jade." Uri turned the dull chip of green silicate in his hand. It caught the light, and held it in its grooves.

"Where's that from?" asked the boy.

"Jademouth. Mountain town. Only place in Qud that has it. They export it."

"Mountain town?"

"They've dug it into the side of the hill. Most of it's underground."

"Huh."

The jeweler tossed his jade back into its box. "Check between the rivers next time you're near Omonporch. Have some gravy while you're there."





Introduces the mining town of Jademouth, hewn into a mountain between the River Svy and the River Opal. Seamlessly integrated into the base game, Jademouth features four written NPCs, as well as a population of prospectors and a functioning side quest with a unique reward.

Feature list:
  • Introduces a fully mapped settlement called Jademouth, spread out across three screens, including its own recoiler and world faction. You can find it nestled in the northern hills
  • Adds the jade gemstone, rarely found in the world but mostly found inside Jademouth
  • Adds a new sidequest, Chaos Theory
  • Adds a new cooking recipe, Jademouth Gravy
  • Adds gem prospectors that sell jade, found throughout Jademouth but also appearing as Mechanimist converts, Freehold residents, etc.

You can find this mod's source code on GitHub[github.com], under the GPL v3 license. If you run into any issues, you can report them here or in the comments. I've endeavored to make the mod as stable as possible, but I always have my ears open for issues.

This mod is mostly made by me, but CoiledLamb (or just Lamb) from the Caves of Qud Discord has taken a lot of time out of their day to make sprites for the prospector and other NPCs, and as someone with no artistic ability, having proper sprites has contributed a lot to the town's feel. Thank you so much!

Known issues:
  1. Some of the random creatures that can spawn in the vicinity of the town, like salamanders and dogs, might get into fights with the NPCs on sight. They always lose, but it's still noteworthy. It rarely causes any real damage, but you can run a rebuild if it messes up the map!

Donations
I am not in this for the cash and I am never going to stop maintaining things even if I don't earn from them, but if you feel like giving support, you can use my Ko-fi link: https://ko-fi.com/ceresetal
Popular Discussions View All (2)
3
15 Nov, 2023 @ 1:09pm
Possible mid-game addition method suggestion depending on your maths and coding ability
I blame Earthshaker
80 Comments
Ceres et al.  [author] 8 May @ 8:24am 
ofc! I shamelessly use it a lot in my own play, so keeping it up-to-date is important to my own ability to play the game as much as it is important to my own sense of obligation to keep it available for people to use :P
turkler 8 May @ 12:34am 
thank you for keeping this mod updated!
Ceres et al.  [author] 14 Apr @ 6:21pm 
hmm -- is that map memory? it shouldn't be differences with the tile type
Kynick2501 14 Apr @ 3:12pm 
Something I've just noticed is that any areas inside the walls of Jademouth that are not in Line-of-Sight, appear a different shade of grey than normal. I don't visit the area super often so I can't recall ever noticing this before.
Ceres et al.  [author] 7 Feb @ 8:03am 
looks to be harmless! can be safely ignored, and I'll patch it up sometime in the future
Tyrir 7 Feb @ 7:00am 
MODWARN [Jademouth] - XmlDataHelper:: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2926820352/XML/Populations.xml line 16 char 4
Required attribute "Name" missing

Warning about missing Name on a population group in Populations.xml. Not sure if it causes any issues besides the warning, however.
moonracer 10 Jan @ 4:44pm 
Fairly new to the game and just got through a lot of this. Excellent.
Ceres et al.  [author] 10 Jan @ 6:56am 
gosh, thank you so much. i don't even know how to respond to that. honestly, sometimes I consider it a miracle that my code even works at all; I know the kinda stuff I make is peanuts compared to what some big names for other games make, and my own stuff meaning so much to people is really validating. thank you very much. and that goes for all y'all who leave kind comments too; I don't always know how to respond to stuff but I do read every comment I get and they always mean a lot. thank you, thank you, thank you
Klomn 9 Jan @ 9:49pm 
I know i've already typed here, but thank you once again for absolutely never missing with a mod. Not only does this mod serve as a shining beacon for what a Multi-Tile Town should be, it is humorous, and serves real significant purpose with both the Chaos Theory Quest (finally no more searching for Morphogenetic for hours), and large access to gems. Not ONLY that, the story is light yet excellent, so it doesn't overbear on a playthrough yet the tale of mending the bridge between Bright and Cat is always a nice reminder ingame. This is arguably the largest scale mod of yours in terms of sheer content, but make no mistake, your other mods (I would rather go back to pre 1.0 than drop Tealeaves) are also must-haves, each of them. You are very possibly my favorite modder of all time. It is only a shame I have no way to repay your efforts with anything other than words. Live and Drink Ceres!
turkler 9 Jan @ 3:50pm 
thanks for the update!