Caves of Qud

Caves of Qud

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Sundries
   
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Branch: Stable
Type: Script
File Size
Posted
Updated
132.599 KB
27 Sep, 2024 @ 6:53pm
22 May @ 7:54pm
7 Change Notes ( view )

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Sundries

Description
Last tested on game version: 1.04 (build 2.0.210.10)

Sundries adds a bunch of small tweaks, improvements, and quality-of-life features to make the game smoother and reduce common points of friction while staying as unobtrusive as possible. If you've seen Minecraft mods like Quark[quarkmod.net], you'll feel right at home here.

It's designed to be completely modular -- each feature Sundries adds can be individually enabled or disabled, with many tweaks including multiple implementations to enable more fine-grained controls. To make sure it doesn't result in any unwelcome surprises or changes, every tweak is disabled by default so you can tailor it how you want.

This mod requires submodule-management, by kernelmethod, as a prerequisite. The mod will still load without it, but certain features won't work correctly.

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 repository's issue tracker.

Feature list
A full list of changes added by Sundries can be found below. You can configure each one in the game's Settings menu, under the Sundries header. Every feature can be safely changed in existing saves, but some will only apply to new objects, and some will require you to reload the game.

Block auto-collection of decorations
Possible options: Never, In Towns, Always

Prevents auto-pickup from picking up metal folding chairs and plastic trees. Only applies to newly-generated objects.

Block auto-collection of fresh water in towns
Prevents auto-pickup from taking fresh water from towns. It's a courtesy thing! Kyakukya needs that.

Block junk from Take All
Blocks bedrolls, bones, boulders, flowers, and trash from being picked up by the Take All feature. Only applies to newly-generated objects.

Disable item naming
Prevents item naming inspirations from appearing. Turn this on if you don't like those!

Fully-charged energy cells appear as Max
Vanilla logic displays all power cells above 75% charge as Full, even if they aren't at cap. This tweak makes cells at 100% charge appear as Max; anything between 75% and 100% still appears as Full like usual.

Show math on failed recruitment attempts
While enabled, failing a Proselytize, Beguile, Rebuke Robot, or love injector against a creature will tell you the involved math, as well as the roll you need to succeed. If you're mathematically unable to recruit the target, it'll show you by how much.

Treat all robot limbs as scrap
Possible options: None, All But Faces, Alllways

Vanilla logic considers every robotic limb type (arm, leg, different heads, etc) to be separate for the purposes of being treated as scrap. This tweak makes it so that marking one robotic limb as scrap will treat allrobotic limbs from any NPC type as scrap, with an option to preserve faces specifically.

'Treat as scrap' ignores tinkering mods
By default, every modded combination of an item is treated separately for the purposes of being scrap; for instance, marking a lacquered musket as scrap will only treat future lacquered muskets as scrap rather than every musket, for instance. This disables that behavior by checking the object's base type instead, meaning that item mods will no longer be considered when determining scrap eligibility.

Note that this can result in certain items being disassembled when you don't want to them to, most notably the Sparbine. Make sure to mark things as important if you decide to start scrapping other objects of the same base type.

Feature: Allow naming of Carbide Chef recipes
Allows you to enter custom names for your cooking recipes! Entering nothing will use a randomly-generated name like usual. This only applies to new recipes -- existing ones are unaffected.

Feature: Barathrumites shelter when needed
The Barathrumites can take shelter if required.

Main quest spoilers (post-Omonporch): During A Call to Arms, you can speak with Otho and convince him to bring the Barathrumites to safety while you face the Putus Templar. They'll all retreat to the safety of Barathrum's study, where they won't be at risk of attack; once the quest is complete, they will return to Grit Gate properly and resume their usual behavior.

The bears will do their best to pathfind to the study, but they sometimes get stuck on each other. To mitigate this, once the Templar drop into Grit Gate, all remaining Barathrumites will be automatically teleported into the study if they aren't there already.

You can still accept the Barathrumites' help in fending off the attack if you want!


Feature: Item hauling (EXPERIMENTAL)
Implements a toggled ability that allows you to drag things along the ground without picking them up, although doing so takes a lot of time. This is directly inspired by the feature of the same name from Cataclysm: Dark Days Ahead[cataclysmdda.org] and its forks.

Includes two behavior modes: Cached (you'll only haul objects that were beneath you when you started hauling) and All (you'll start hauling new objects as you move over them).

This feature is mostly working properly, but still has some bugs to iron out -- use it at your own risk!

Feature: Mass psychometry
The Psychometry activated ability will prompt you to perform psychometry on every valid identified object in your inventory, rather than instructing you to check the context menu and doing nothing else. This lets you learn the recipes for many items with a single action prompt. The context menu entry is still there, of course!

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
21 Comments
Ceres et al.  [author] 30 Jul @ 6:29pm 
to my understanding, submodule management is deprecated but it *should* still work -- it's just not getting any future updates since there's an equivalent first-party function now. I'm unsure if it has immediate issues, but I'm almost sure it should be fine.

that being said, if you do run into problems, let me know and I'll fix them up. I've been takin a break from qud since I went super hard when it released and kinda burned myself out, so I haven't had a reason to pull open the project files in some time, but if there's for sure a bug happening then I'll certainly fix it ASAP
Obsidious 30 Jul @ 3:05pm 
This looks very cool, and I could take it for recipe naming alone, but clicking through to the required mod on prompting suggests that it is now deprecated as of July 6, as something supported in the base game. Is that mod still required for this mod in particular?

I'm guessing it won't cause any issues with the current version to use that mod as the change is recent, but I don't know enough about how the game handles these things to know for sure.
Etherios 23 May @ 10:30am 
It's working perfectly once again. Thank you!
Ceres et al.  [author] 22 May @ 7:55pm 
tracked down the bug and have hopefully fixed it in a new update. please let me know if that fixes the problem!
Ceres et al.  [author] 22 May @ 6:34pm 
thanks for the heads up -- i'll try to take a look sometime soon. if you could upload your Player.log somewhere and make sure the issue only happens with this mod and submodule-management enabled, that'd help a lot
Etherios 22 May @ 4:14pm 
As of the 1.0.4 update, this mod causes my game to pretty much lock up when i try to loot from a corpse. submodule-management seems to be fine but sundries is broken atm.
GLITTERLICH 28 Apr @ 10:58pm 
awesome!! much appreciated, I'm adding it to my game ASAP :slimetabby:
Ceres et al.  [author] 25 Apr @ 6:10pm 
it should, yeah! like most mods, I don't think it can be safely *removed* from an existing save, so back up just in case, but you should certainly be able to add it in
GLITTERLICH 25 Apr @ 3:43pm 
these all look so nice!! do you reckon it would work on an ongoing save?
Radical Rat 6 Mar @ 8:15am 
no worries
and it's good to take a break
-♡-