Caves of Qud

Caves of Qud

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My =subject.waterRitualLiquid= is Yours
   
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Object: Liquid
Character: NPC
Environment: Lore
Type: Balance
File Size
Posted
Updated
244.741 KB
28 Jun, 2024 @ 9:33am
1 Jan @ 12:08pm
3 Change Notes ( view )

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My =subject.waterRitualLiquid= is Yours

Description
Originally posted by Conversations.xml:
Live and drink, =subject.waterRitualLiquid=-sib.



The Water Ritual is both a core gameplay mechanic and an iconic element of Qud's setting. Your thirst is mine. My water is yours. Live and drink. But have you ever wondered why you find yourself sharing your water with... fish? Why carnivorous arachnids don't prefer blood, or honey skunks honey? Or whether anyone actually drinks all that wine and cider?

This mod aims to be bring greater diversity, challenge and immersion to the Water Ritual by making more factions and creatures utilize one of the game's many other liquids as their ritual offering, in a logical and lore-respectful way.



Features
  • 22 Water Ritual Liquids: Significantly expands the range of liquids used for the water ritual by creatures and factions. Fresh water remains the most common ritual liquid, but there is now much greater diversity: frogs will use slime, birds and insects sap, carnivorous creatures blood, and so on. Most of the liquids used are inexpensive and easily available, but a few individual creature types will demand rarer offerings. Currently, 22 of the 27 liquids featured in the game are used by at least one creature.

  • Consistent with the Base Game: Existing alternatives used in the vanilla game (e.g. oil for robots, slime for molluscs) have generally been respected, but with some additional nuances. Most robots still require oil, but more advanced and less mechanical entities require gel instead, and the most advanced use sunslag.

  • Granular Preferences: Utilizes unused native functionality and an expansion of the native GetWaterRitualLiquid script to permit alternative liquids to be specified at both faction and creature level. For example, most fish require algae for the ritual, but madpoles require blood.

  • New Character: To mitigate the greater challenge and inconvenience in the early game in particular (and, since this is my first mod, to help me learn more about modding the game), the mod also adds a new, lore-friendly NPC with custom dialogue who functions as an ichor merchant, selling basic liquids at a relatively low price. Requires new worldgen to spawn naturally. Learn their location from the villagers of Joppa, or seek for a cave looking out over the flower fields, 4 parasangs north and east of Red Rock.



FAQ
So this mod just makes it more awkward and time-consuming to make friends?

Pretty much. But hopefully in an immersive way.

Does this mod make more creatures water ritual-able?

No. It doesn't change the mechanics of the water ritual itself, just the range of liquids used for it.

Is there a list of what's changed?

Yes. Scroll down to the bottom of this page for a full list of who uses what.

Why does X use Y?

The whole point of this mod is to widen the range of liquids, but I have tried to ensure that creatures only use something else if it makes sense. Feel free to comment if you have specific feedback or suggestions on who should use what.

I can't find the new liquid-selling NPC.

The new NPC will only appear naturally as part of a new worldgen. If you can't get the secret because Mehmet and Irudad thought some random pig farms were more more worthy of your attention, you can discover their location by Wishing revealsecret:$djk_liquifex. If you're too lazy to go looking, or don't want to start a new game, you can will them into existence directly by Wishing for DJK_Liquifex.



Compatibility
This mod adds a few things but doesn't really change much, so should generally play nicely with other mods. The only fundamental incompatibility would be other mods that manually specify water ritual liquids for the base game's creatures or factions.

On a new worldgen, the mod also adds a small custom location fragment, a cave 1 strata deep at 15.16.1.0 on the map.



Future Plans
This mod is intended to be fairly simple and is essentially done, but possible future updates include:
  • Try to find lore-consistent uses for more liquids. Suggestions welcome!

  • Make it possible to tell the new NPC about a certain base game character (if you have met them), and have them relocate accordingly.



Table of Ritual Liquids
Names refer to factions (applying to all creatures and NPCs of that primary faction). Italics refer to specific creatures or NPCs who have a preference overriding that of their faction.

Liquid
Used By
Acid
Salt Krakens, Star Krakens
Algae
Crabs, Fish, Urchins
Asphalt
Cragmensch, Great Lava Crabs
Black Ooze
-
Blood
Arachnids, Cannibals, Children of Mamon, Trolls, Worms, Crocs, Madpoles, Lurking Beths, Red Death Daccas, Gorged Growths, Life Saps, Sultan Crocs, Underground Snapjaws
Brain Brine
High-ranking Seekers of the Sightless Way (High Dervish, Arch Dervish, Aoyg-No-Longer), Memory Eaters
Brown Sludge
Rustacean, Sewage Eel, Qudzu
Cider
Farmer's Guild, Fellowship of Wardens, Hindren, Hermits, Pariahs, Villagers of Ezra, Villagers of Kyakukya,
Cloning Draught
Girsh (Nephilim), Mimics
Convalessence
Ice Frogs, Rimewyks
Gel
Clonelings, Infiltrators, Interdictors, Plastronoids, Pulsed Field Magnets, Crypt Sitters, Leering Stalkers,
Green Goo
Agolmaggot, Agolfly, Agolzvuv
Honey
Barathrumites, Bears, Honey Skunks
Ink
Adiyys
Lava
-
Molten Wax
-
Neutron Flux
-
Oil
Robots, Dawning Apes, Mechanimist Scrapbots, Napthaali Godheds, Warden 1-FF
Primordial Soup
Fungi, Oozes, Chimes of Chavvah
Putresence
Gyre Wights
Salt
-
Sap
Birds, Insects, Winged Mammals
Slime
Frogs, Molluscs, Svardym
Sunslag
Baetyls, Galgals, Chrome Pyramids
Warm Static
Highly Entropic Beings
Water
Antelopes, Apes, Baboons, Cats, Consortium of Phyta, Dogs, Dromad Merchants, Equines, Flowers, Goatfolk, Grazing Hedonists, Issachari, Mopango, Mysterious Strangers, Napthaali, Newly Sentient Beings, Roots, Snapjaws, Succulents, Swine, Tortoises, Trees, Unshelled Reptiles, Villagers of Joppa, Vines, Segmented Mirthworms, Seedsprout Worms, Mayor Haddas, Warden Yrame
Wine
Cult of the Coiled Lamb, Daughters of Exile, Mechanimists, Merchant's Guild, Templars, Low-ranking Seekers of the Sightless Way (Novice, Adept, Dervish), Sultan Cults, Water Barons, Yd Freehold Denizens


Popular Discussions View All (1)
2
24 Aug, 2024 @ 5:51am
Feedback Thread
DJKingGhidorah
14 Comments
Klomn 24 Mar @ 1:06pm 
I really like the Liquifex! It's a very nice look at how the Chrome Jungle may appear to an outsider. And the primary function of this mod is so immersive, I don't think Qud would feel right without this mod.
DJKingGhidorah  [author] 2 Jan @ 5:46am 
Chronos In my previous testing, yes - the only issue I encountered is that the small cave with the new NPC will remain there (empty) if you've visited it before, and won't generate properly (resulting in some harmless weirdness in that specific zone only) if you haven't.

However, I just tested again, and it looks like the new liquid preferences are persisting in some cases. This wasn't an issue initially, and may be due to changes in the base game's code for handling the water ritual. Investigating this further, but for the moment, please be aware that there's a chance some liquid preferences won't revert to water upon uninstall (although it shouldn't break your save or anything).
Chronos 1 Jan @ 2:23pm 
Looking fine.
Is it safe to remove mid-game?
DJKingGhidorah  [author] 1 Jan @ 12:12pm 
Small update, fixes the logging error below and several other minor issues.

I've played through 1.0 with this mod and didn't encounter any issues, and the endgame content doesn't really necessitate any updates to it. But if anyone does find anything, let me know.
DJKingGhidorah  [author] 20 Dec, 2024 @ 4:15am 
Tyrir Thanks for highlighting! I noticed this before but didn't get around to fixing it as it doesn't actually break anything. I'm currently playing through 1.0 with this mod enabled - will post a small update to fix this and several other minor issues soon.

Debug messages notwithstanding, I've found the mod to be working fine with 1.0, although I haven't tested it with the endgame content yet. If anyone does have issues, please post here and I will do my best to fix ASAP.
Tyrir 19 Dec, 2024 @ 7:38pm 
MODERROR [My =subject.waterRitualLiquid= is Yours] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/3277268211/ObjectBlueprints/Creatures.xml, Line: 288:7 Could not find XRL.World.Parts.Skill.Wayfaring, element ignored.


I believe that should be "Survival", not "Wayfaring", because in skills.xml, the class is "Survival":

<skill Name="Wayfaring" Class="Survival"
Smaug 26 Nov, 2024 @ 11:51am 
Incredible, a mod that actually makes the game harder. With this you really need to pay attention when coming across a lair.
DJKingGhidorah  [author] 2 Jul, 2024 @ 5:00am 
(Edit: Posted some replies on specific feedback, but moving it to a discussion thread rather than spamming the comments.)
DJKingGhidorah  [author] 2 Jul, 2024 @ 4:55am 
Thanks for the feedback so far, glad people are enjoying the mod and appreciate all the suggestions :steamthumbsup:

The NPC is really there mostly to be a soure of algae. New liquids for early game creatures (blood, sap, slime) are easy to find, but pure algae can only be sourced from merchants (Lake Hinnom is algal water). A few common-enough early creatures use it (e.g. glowfish), and in testing I found legendaries and procgen mayors to be common enough to be concerned this was a problem. You can usually source a few drams from the Stiltgrounds, but that's a long way to go to befriend a fish right outside Joppa, so I added the NPC whose inventory should always have some. I know this is extraneous to the core purpose of the mod, but I did at least try and keep them out of the way - you're quite unlikely to encounter them without specifically looking.
Melt for Me 30 Jun, 2024 @ 3:30pm 
I agree, the new NPC is not necessary.