Caves of Qud

Caves of Qud

Not enough ratings
Gamma Moth Brains
   
Award
Favorite
Favorited
Unfavorite
Type: Balance
File Size
Posted
Updated
6.107 KB
9 Nov, 2024 @ 7:18pm
9 Jan @ 2:27pm
4 Change Notes ( view )

Subscribe to download
Gamma Moth Brains

In 1 collection by Tien
Small Stuff
32 items
Description
Gives Gamma Moths a 1/50 chance to drop a corpse, which can be butchered to extract its brain, where its organic nuclear capacitor is stored. Due to their small size and delicate form, trying to extract more would be a foolish idea. After all, if you want that radiation in you, you could just eat the whole brain as is.
10 Comments
StrayBullet 23 Jul @ 4:51am 
Gamma Moths for Mutations as a True Kin or Mutant. As a TK you'll want 3d Cobblers to make a room that you can teleport into and out of with a High Fidelity Matter Recompositer, and you'll want an Intravenous Port to double the length of the Sphynx Salt Injector and you'll want to learn Tomorrowful from the Chavvah . You'll want Still Crystal Chime for Quicken Mind to cool off teleport, bring along some cloning draught and clone the moths as they can miss with a mutating gaze, 2 or 3 moths, lower your DV once you teleport back into your 3D Cobbled Room (Step Sowers also work) then meditate to make the mutation quicken...

This whole routine cycle can occur in 42 turns from starting precog/injecting sphynx salts, teleporting out, pop Quicken Mind, wait to end turn, Moths mutating gaze you, you teleport back into 3d Cobbled room, and meditate for 40 turns (I know the Wiki says like 34 turns but the mutation never occurred quicker than 40 turns after meditating). Rinse and repeat ...
[BFC] A Flying Teapot 31 May @ 2:25am 
ok, yeah, not sure actually. It is giving me an error, I cant share the screenshot here unfortunately, but I tested it as you said and despite the error on launch it still seems to be working fine :) Great mod by the way.

The error was saying system.exception. something about steam workshop,
line 6:2 in creatures.xml
Tien  [author] 29 May @ 11:22pm 
i just tested myself(with my local version and not the steam version albiet, but those should be exactly the same) and everything works fine. did take a while to deathgeno enough gamma moths to get a corpse, though. its possible that it just looks broken because the chance of a corpse is 2% and is intended to be rare

if you want to test yourself, just make a test character, the calm wish, then spawn a screen full of gamma moths and wish "deathgeno:gamma moth"(kills all of the set creature as though they have experienced a normal game related death, unlike the geno command which simply removes them and therefor cannot leave corpses) and you should get a corpse or two in there

butchering into a brain also seems to work fine and it seems to apply the default mutating effect as expected
Tien  [author] 29 May @ 11:14pm 
any more details on what specifically has been broken?
[BFC] A Flying Teapot 29 May @ 2:35am 
pretty sure the last major update broke this :(
Tien  [author] 9 Jan @ 2:33pm 
Fixed. My manifest was trying to force a point in the load order that wouldn't work because Mechanimist Genotype overwrites the basegames Mutating.cs

I would like to say that, just because there is no longer an error while loading these mods together, that does not mean that they are *compatible* mods, and unless Mechanimist Genotype is updated to change the way it handles changing Mutating.cs, they will never be *compatible*. You will receive completely vanilla behavior with Gamma Moth Brains, and they will not respect the custom behavior from the other mod. The other mod shouldn't even have a Mutating.cs in the first place, it would make much more sense for it to use something like a harmony patch. BUT, they do load together now, if you're willing to accept them not being compatible mods.
Caesar 🐌🐛 9 Jan @ 11:24am 
Last update seems to have caused a conflict between the Mechanimist Genotype mod and this mod. Is there anything you can do to fix it? The other mod hasn't updated yet, so I don't think it's an issue on their end.



=== Gamma Moth Brains 1.0.2 Errors ===
<...>\steamapps\workshop\content\333640\3363101094\MutateOnEat.cs(21,39): error CS0433: The type 'Mutating' exists in both 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null' and 'MechanimistGenotype.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
== Warnings ==
None
Tien  [author] 8 Jan @ 6:45pm 
@Cody
There we go, pushed that. Yeah, I clearly don't have a ton of experience modding stuff. I didn't even know that i could merge files like that. would have helped a lot with some stuff i scrapped a while ago...
Oh well! At least this makes it play way more nice with anything else that might edit gamma moths.
Cody, The Rat 6 Jan @ 1:40am 
Good mod! Little modding tip, you can vastly lower the complexity of your Creatures.xml

<object Name="Gamma Moth" Load="Merge">
<part Name="Corpse" CorpseChance="2" CorpseBlueprint="Gamma Moth Corpse" />
</object>

That's all you need in there. Copying the moth blueprint wholesale can lead to some conflicts and issues down the line. I already tested this change on my end so trust me when I say it works.
AntitrustEnthusiast 17 Nov, 2024 @ 2:05pm 
Excellent mod, was just looking for ways to force Mutating with high toughness or DV.