Caves of Qud

Caves of Qud

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Blink Mutation
   
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Character: Mutation
Type: Balance
Tags: Harmony, Meme
File Size
Posted
Updated
741.059 KB
6 Jul @ 5:11am
7 Jul @ 3:47pm
2 Change Notes ( view )

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Blink Mutation

Description
ROLLING AROUND AT THE SPEED OF SOUND

Adds a physical alternative to teleport that blinks you a short distance in one of the orthogonal directions.

Also adds a bunch of homages to everyone's favourite blue speedy-boi, and his edgy purple class-mate (oc).

Check back here shortly for more information!

Source
Want to see how it's made? There's a git repository[github.com]!

Licence is the "Unlicence". I don't know what that means, but I also don't care what you do with it. Easy.
Popular Discussions View All (2)
2
7 Jul @ 3:50pm
PINNED: Find a Bug, Post a Bug
UnderDoug
0
6 Jul @ 8:29pm
PINNED: Feedback
UnderDoug
14 Comments
Boriken15 20 Jul @ 2:30am 
I'm glad I could help. And thanks for the wish, it worked! My tile got back to normal :)
UnderDoug  [author] 19 Jul @ 2:48am 
I can help you remove the animation if you've still got the run. Subscribe to the mod More Modding Goodies (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403942187) and then wish for the following (without the quotes):

"cs The.Player.RemovePart<AnimatedMaterialGeneric>();"

I'll include a wish in the next update to remove the animation in case this issue pops up again post-update.
UnderDoug  [author] 19 Jul @ 2:48am 
@Boriken15 Legend, thank you. That helped a ton.

I do a check in the blink mutation when the creature is sprinting to determine whether or not they're a prickle pig and to then apply/unapply the animation as appropriate. In case that gets missed, I also do a lighter check on turn-tick to make sure it gets applied/unapplied, but I neglected to do the prickle pig check at that point. I also forgot to tidy up the animation part on unmutate (which gets called when you unequip the runners).

I'm unsure which of the two caused the totality of the issue (it being permanent), but the next version of the mod should be without the issue.
Boriken15 18 Jul @ 11:51pm 
I was playing true kin and found a pair of red plastifier runners in the flower fields that gave me blink
UnderDoug  [author] 18 Jul @ 6:31pm 
@Boriken15 I'll have a look into that and see if I can replicate it based on what you've mentioned. I've got an update coming soon to add a cybernetic version, so if I can get the issue reproduced and fixed I'll include it in that.

Were you playing as the prickle pig preset, a character that happened to start with blink, or a character that got blink some time after the game had started?
Boriken15 18 Jul @ 8:47am 
Hi, thanks for the mod! I've found the got a bug that made my player tile become a sonic rolling animation permanently :( It happenned when I got the red plastifier runners and a few gold rings and then I sprinted
UnderDoug  [author] 14 Jul @ 12:09am 
Cheers for catching that. It's a bummer that conflict is there. I reference the base game's stunning force but only in a really uncommon to utilise part of the mod. Hopefully those conflicts start to iron out as more mods get updated since the current version of the game makes an attempt to prevent overlapping classes.
K4rmaFortress 13 Jul @ 12:42am 
@avennelakanti Thanks I'll give that a shot
avennelakanti 12 Jul @ 8:00pm 
@K4rmaFortress it's clashing with Gravenwitch' s Telekinesis mod. Comment out StunningForce.cs and the mutation entry for Stunning Force in mutations.xml.
K4rmaFortress 12 Jul @ 6:12am 
Ay getting this error here.

=== Blink Mutation 0.0.2 Errors ===
<...>/steamapps/workshop/content/333640/3518250317/Parts/ChaosEmeraldSetBonus.cs(1426,17): error CS0433: The type 'StunningForce' exists in both '3173434628.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.210.20, Culture=neutral, PublicKeyToken=null'