Caves of Qud

Caves of Qud

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Soar Like a Sky-Bear (Jetpack Mod)
   
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Object: Artifact, Item
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10 Nov, 2024 @ 11:32am
23 May @ 12:38pm
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Soar Like a Sky-Bear (Jetpack Mod)

Description
Originally posted by the Song of the Sky-Bear:
What with his wysdom and his hardynesse,
He conquered al the regne of Aldersesse;
And thurgh the eyr dashed undernethe his shroud,
And rafte the heddes of all thoos byg and proud...



Soar Like a Sky-Bear
Saad Amus' legendary relic, the Flume-Flier of the Sky-Bear, is very clearly a jetpack.
Saad Amus is the Sky-Bear, he flies through the air, and the item itself is literally named SkybearJetpack in the game's files. So why can't it fly?

This small, lightweight mod adds the functionality of a jetpack to the base game's Flume-Flier, along with some customised sound and VFX to make the experience of flying it feel more jetpack-like. See videos above for preview.

It also increases the duration of the base item's Dash ability while airborne, so you too can dash thurgh the eyr through the air like the Sky-Bear of old.



Features
This mod adds the following additional features to the Flume-Flier of the Sky-Bear:
  • Jetpack: Grants Flight ability at level 4, roughly equivalent to a Gyrocopter Backpack. Includes customised cosmetic effects (see video above).
  • Dashing while Airborne: Increases the duration and reduces the cooldown of the base item's Dash ability, (only) while Jetpack is active. Airborne dashing is *very* fast, but dashing overhead does not affect enemies on the ground.
  • Integral ZPEC: Simulates effects of an integrated zero-point energy collector and circuitry, providing indefinite powered flight unless disabled by normality or EMP.
  • +100 rep with Birds and Winged Mammals, naturally.

This mod also now includes the following experimental feature, enabled via the Options screen.
  • Altimeter: If enabled in Options, (re)equipping the Flume-Flier will add an additional part, the Altimeter, and associated ability. This allows you to move a single Z-level up into the sky and back again, allowing you to dash unimpeded over everything, including mountains and so on. See video above.
  • The Altimeter now also allows you to traverse mountain terrain on the world-map if jetpack is activated. Very useful for world-map exploration.
  • NOTE: I've tested this as thoroughly as I can and it should be robust stability-wise. However, be aware of the increased risks involved in flying around at higher z-levels. You can survive a 1-level fall mostly unscathed, but anything higher than that (including falling through a shaft/hole in the surface) will inflict substantial, potentially fatal fall damage.



Design Notes
  • Airborne dashing is extremely rapid, especially with the Altimeter as well - you can easily traverse an entire parasang in 10 seconds. However, the game's systems for buffering and thawing/freezing zones are not designed for such rapid movement, and if you dash continuously for 30 seconds you will encounter some slowdown from loading etc. Even a half-second gap between dashes will help a lot with this.
  • The Jetpack's Flight ability is calibrated to fall somewhere in between the Gyrocopter Backpack and Anti-grav Boots, with a fixed 1% chance of falling on movement and a 16% chance on Swoop.
  • For various reasons the mod doesn't actually add ZeroPointEnergyCollector and Circuitry parts to the base item, but it simulates their effects by making the Jetpack and Altimeter parts sensitive to normality and EMP. Watch out for Galgalim.
  • The Jetpack doesn't work underground. However, if you activate it while standing directly underneath a hole in the strata above (elevator shaft etc.) you'll be given the option to try and jump up through it. You can only jump up one level, though, so it requires some empty space around the shaft. If there isn't any, you'll just (safely) fall back down again.



FAQ
Is this compatible with existing saves?

UPDATED: Yes. As of the latest version, the relevant parts should be automatically added to instances of the Flume-flier already created in an existing save. If for some reason they aren't, create a new instance (by Wishing for SkybearJetpack) and use that one instead.

Does Saad Amus himself use it? Does it affect the fight with him?

NPCs are capable of utilising the Flight ability on equipped items, and in principle Saad Amus can use it and will even combine it with Swoop to attack you from the air. However, the Jetpack (like other Flight-granting items) does not work underground, so in practice, he cannot use the new features in the environment in which you encounter him (although he Dashes as normal).

If you're up to it, you can Wish for a new instance of Saad Amus (Skybear) while on the surface. I've found him even more formidable with Flight, though. Don't say I didn't warn you.


Is it safe to remove mid-game?

From my testing, disabling or removing this mod mid-game shouldn't fundamentally break the game or your save. However, disabling mods can have undesirable and enduring consequences if done hastily. In particular, removing or disabling this mod on a save when the item is equipped will not unregister its abilities, causing them to remain as inert options indefinitely.

To safely remove this mod, please carefully follow the following procedure:
  1. Deactivate the jetpack's Flight ability, if currently in use.
  2. Unequip the Flume-Flier. This should automatically unregister all associated abilities.
  3. Save your game, and quit to Main Menu.
  4. Disable this mod from the Mod Configuration menu as normal.
  5. Quit the game entirely, and then re-launch it.
  6. Load your save. You'll get a warning that the mod is disabled, make sure you choose "Use Current Mod Configuration".
  7. You will then see a warning message about errors in Player.log. Choose "No" and your save should load successfully. Don't worry, the errors won't reoccur.
  8. The only trace of the mod remaining should now be the changes to your specific instance of the Flume-Flier. To remove, destroy your instance of the item and then Wish for a replacement (SkybearJetpack). You should now have a pristine, unmodded copy of the base game's Flume-Flier.
  9. Save the game again. Should now load with no issues and no apparent traces remaining.



Technical Info
All items that grant the Flight ability (mechanical wings, gyrocopter, anti-grav boots etc.) use the MechanicalWings part, a pretty flexible system that is also closely integrated with the game's wider Flight mechanics. This mod adds a custom part, Jetpack, which is essentially a custom variant of MechanicalWings, mostly to add flavor elements such as custom messages, sound and VFX. Actual flight uses the base game's Flight mechanics, which are unchanged.



Compatibility
This mod is pretty light-weight, the only real change is to add a new part to the base game's Flume-Flier item. As such, it shouldn't interfere with anything else.

If you do encounter issues, please comment here and let me know.


10 Comments
DJKingGhidorah  [author] 23 May @ 1:05pm 
Posted a small update to fix some compatibility issues with the new Patch 1.04, plus a few small other fixes. It's hard for me to test whether the fix breaks the item in existing saves, but try the method in the FAQ above if you're having problems.

Also, by request, the Flume-flier is now moddable with Common and Electronics mods. If you think you can improve upon the ancient master-chromecraft of the Exhaustier's Guild, knock yourself out.
Dick Stealing Weasel 9 Mar @ 10:22pm 
Could the jetpack be made tinkerable please? I'd love to use it with Gigantism+
DJKingGhidorah  [author] 31 Dec, 2024 @ 7:26am 
Made a small update to handle a few scenarios in the endgame, as well as improving mod compatibility.
DJKingGhidorah  [author] 27 Dec, 2024 @ 6:57am 
Delfofthebla Thanks for reporting this - I don't use that mod so haven't encountered this issue. This mod doesn't change the base game's FlamingRay, but does references it as part of the VFX for launching the jetpack (similar to the Rocket Skates).

Naturally no mod can guarantee compatibility with every other, but it's a shame to have compatibility issues around such an incidental feature. I'll take another look at the code and see whether there might be an alternative. Thanks again for the report and your efforts to investigate!
Delfofthebla 25 Dec, 2024 @ 4:36pm 
Did some digging and it seems that the error is due to the fact that the mod references FlamingRay, which a mod I am using (Improved Mutations) modifies. Gonna try and mess with it locally and see if I can bypass that with reflection since Quds modding api is a big baby.
Delfofthebla 24 Dec, 2024 @ 4:05pm 
Having an error when trying to enable the mod.

https://pastebin.com/V2pnWfJp
DJKingGhidorah  [author] 21 Nov, 2024 @ 5:41am 
skimaskalx I didn't intentionally design it this way, and would need a bit of retrofitting on the cosmetic side, but I *think* this could be done straightforwardly enough for other flight-giving equipment at least. I'd have to look closer at how it might work for Cathedra and mutations that grant Flight, could be more complex.

Working on some other stuff at the moment that I want to prioritize, but if and when I do get around to it, I'll post an update here. Thanks for the suggestion!
skimaskalx 21 Nov, 2024 @ 4:36am 
would it be possible for you to make a mod that adds these features to the other flying items i.e mechanical wings and the cathedras?
DJKingGhidorah  [author] 20 Nov, 2024 @ 6:21pm 
Speaking of which, just pushed an update allowing jetpack users to traverse and explore mountain terrain on the world map, if the Altimeter option is enabled. Useful for exploring.
skimaskalx 16 Nov, 2024 @ 3:45am 
it’s peak