Caves of Qud

Caves of Qud

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Better Fidget Cells
   
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60.341 KB
14 Feb, 2024 @ 12:35am
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Better Fidget Cells

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
A very simple mod that allows fidget cells to charge by 10/2 (combat/out of combat) charge per turn. Unlike vanilla this charge applies when the cell is socketed into an item.

[Notice: I am chronically ill and am on an extended modding vacation. If my insurance decides to cover my autoimmune treatment again I will resume modding. Any user updates / edits of any of my mods have my blessing. Please contact me on steam or discord if you want advice on how to update these mods]

I halved the in combat charge rate to allow solar cells to surpass it in surface exploration. Go to 333640/3160467975 and edit Items.xml to adjust the charge rate to your own taste.

Fidget cells charging when worn on an arm vs not charging while socketed into a melee weapon being swung around made no sense to me, thats why I made the mod.
17 Comments
Gravenwitch  [author] 18 Jan @ 11:47pm 
@Cartographer101 I can confirm after medium-serious testing that fidget cells do recharge while socketed into ulnar stimulators being worn by the player.

In my testing wearing an active pair of ulnar stimulators while walking around charged at exactly 1 per round as the stimulators drain 1 per round and fidget cells recharge 2 energy per round.

Some potential ideas:
High levels of quickness / movespeed? Unsure how this works but it might cause the gloves to drain at higher than 2 / turn
Boot up sequence? Some gadgets drain more than their base drain when booting up. A fidget cell starting at 0 charge will be locked in a cycle of eternally starting up if this is the case.
Mod interaction? Check for any other mods overriding the fidget cell in XML. I will clean up the XML in this mod to reduce this likelihood next time I update it.
Gravenwitch  [author] 17 Jan @ 12:43am 
@Cartographer101 It should work on everything, in my testing it worked on exoskeletons for example. I can re-test it this weekend
Cartographer101 16 Jan @ 10:41pm 
Does this work on armor as well? It doesn't seem to be recharging when installed on my ulnar stimulators gloves.
Gravenwitch  [author] 22 Dec, 2024 @ 4:29pm 
yes, I just changed the rules in XML so it should be evergreen
Chronos 22 Dec, 2024 @ 12:51pm 
Is this working for 1.0?
Smaug 27 Nov, 2024 @ 8:00am 
The vanilla behavior is rather illogical, so thanks for this mod.
Gravenwitch  [author] 2 Jun, 2024 @ 11:19pm 
The game is much more durable than it used to be so I am unsure if you NEED to restart your run to update/add this mod. That said it is ALWAYS a good idea to make all changes to your mod list BEFORE you start a run as many modded things get baked into saves and can cause issues if they are added or removed.

I just updated the mod to ensure it works with the new update, the mod doesn't require any scripting anymore so it should be more stable regarding updates and work on both the beta and stable game. Please let me know if you get any errors or strange behavior.
Gidigy 31 May, 2024 @ 3:15pm 
In my fresh game it works at the moment, do mods not work in a running save? Should I have restarted? Sorry if thats the case..
Gravenwitch  [author] 29 May, 2024 @ 9:01pm 
Thanks for the heads up. This one should be an easy fix so it'll be updated to the beta within the next few days.
Gidigy 27 May, 2024 @ 7:16am 
This mod does not work for me (using UI-beta). The cells do only recharge in the arm slots, inserted in equipped items (tested with weapons and gloves) they don't