Caves of Qud

Caves of Qud

Caves of Qud Expanded - The Grand Bazaar
50 Comments
Mura  [author] 3 Aug @ 12:40pm 
I'll double check the spawn rates to make sure I didn't accidentally change something
justincreeddavis 3 Aug @ 1:25am 
And really it aught not change because a jeweler would be pretty rare IMO
justincreeddavis 3 Aug @ 12:20am 
I noticed! hey thanks you. I'll be sure to buy you a coffee here soon! I noticed one other thing, not a glitch or anything per se. But I have played about 12 or so playthroughs or lives since that last messege, and I for the life of me cant get a jeweler to spawn at the grand bazaar. I've had maybe one spawn in these 12 or 15 plays. I'm sure its intentional, but i Just wanted to make a note of it.
Mura  [author] 26 Jul @ 8:41am 
Alright, the broken sprites should be fixed, though it won't fix any that are already spawned in existing saves.
justincreeddavis 17 Jul @ 8:45pm 
Edit: it seems to be just the "smithy" character sprite is missing
justincreeddavis 17 Jul @ 7:10pm 
I'm not getting any crashes. I run just two mods, this and Caves Expanded. I have noticed sprites in the bazaar just being colored boxes (fiilled in) without any actual sprite there. This is as of 1.0 i believe but hadnt noticed it before.
Mura  [author] 8 Jun @ 3:44pm 
I'll have to check, prior to the last update I hadn't experienced any issues, but I haven't been on in a bit, had a bit of a family emergency a few weeks ago and only now getting back to "normal"
Beastoftrol 8 Jun @ 1:13pm 
Does this mod still work?
Asking for a friend.... Myself. :sentientcrate:
Mura  [author] 26 Apr @ 10:27am 
What mods are you using and what character(s) are you trying to create? I'm able to reliably start new characters repeatedly in Joppa without issue.
BoogieMan 9 Dec, 2024 @ 7:13pm 
For me, with this enabled in 1.0 causes either a crash when starting a new game in Joppa, or makes the game just stop at creating the world and nothing happens.
Filipino Goku 8 Dec, 2024 @ 12:45am 
Anyone know if this works on 1.0?
HanCloudstone 30 Sep, 2024 @ 12:55pm 
I've found a weird issue when used in tandem with Serrated Alliance. Gunsmiths and Grenadiers stop resetting their stock properly, their inventories getting clogged to the point the game lags hard when updating their wares specifically.
Other vendors seem unaffected.
Brony 30 Jun, 2024 @ 12:54pm 
omg thank you so much!!!
Mura  [author] 30 Jun, 2024 @ 9:27am 
Mkay, sorry busy week, I updated the google drive and posted a link at the end of the description here

If you go into the Old Versions folder you'll find the old Grand Bazaar zip, or you can just grab SixDayTent.cs itself. You'll have to just drop that into the mod folder. It should be in your steam workshop folder, C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\1476131257

Either rename the .cs file that is there and just replace it, or overwrite it with the one from the Drive. If you overwrite you'll just have to unsub and resub to get the current version.
Brony 24 Jun, 2024 @ 6:33pm 
Game crashes during "naming" or "name" if i remember correctly.
Mura  [author] 24 Jun, 2024 @ 3:09pm 
What exactly happens?
Brony 23 Jun, 2024 @ 9:03pm 
cant edit my last comment, but i disabled the mod and was able to get in, dont know how it works hopefully i can readd it later during the run
Brony 23 Jun, 2024 @ 9:00pm 
i think that last update broke my save, cant get in
Mura  [author] 23 Jun, 2024 @ 3:47pm 
I just posted an update for Spring Molting, though I haven't noticed a shift in the tent spawns myself, if you still notice stuff acting up consistently let me know and I can see if something else might be going on
Kaktus021 21 Jun, 2024 @ 2:46am 
Has anyone noticed a change in tent spawns? I'm getting a ton of honey, kipper, cook, smoking, sleeping, and cider tents recently.
SpitefulSpirit 18 May, 2024 @ 6:59am 
just fyi: imprinting a recoiler inside a tent, picking up the tent and then trying to recoil into the tent is not a good idea.
Mura  [author] 28 Apr, 2024 @ 2:28pm 
Potentially? I'm not quite sure as I'm not familiar enough with the world generation to say. I know that Qud works with what it calls 'parasangs', which are a 3x3 grid of maps, and each tile on the overworld map is one parasang, hence why the Stilt is a 3x3 grid of maps as well.

It might be possible, but it would likely require tweaking the world generation since to get any larger the Stilt would have to extend into nearby parasangs.
Maenethal 28 Apr, 2024 @ 12:08pm 
Is it possible to change the map in a way that extends how many tiles the Bazaar will use? Would be cool if there were more tents sprawling further.
FakeAmbition 11 Mar, 2024 @ 4:00pm 
this mod is awesome, makes the stilt feel like an actual bazaar
Helios 17 Feb, 2024 @ 7:31pm 
Holy cow, thank you for making one of my favorite games even better!
Mura  [author] 31 Jan, 2024 @ 3:09pm 
@alividlife, Wow I really appreciate you saying that, that means a lot to hear! Any mods that also change SixDayStilt.cs will likely conflict with this, whichever mod loads last will take precedence. As for the XML edits, that mostly depends on if they merged their changes or not. This mod doesn't merge the changes into the existing pop tables (with one tiny exception), so anything that merges changes *should* play nicely as long as it's loaded after. If they simply overwrite the tables as I do here, then it'll be the same story as with the scripting.

@Jeeyoff, It shouldn't break your save, however you'll have to use the 'rebuild' wish in each of the 6DS zones to see any effect. For some reason, occasionally rebuilding a particular zone will have little effect on it; I've yet to figure out why, but that should at least get it working in an existing save.
Jeeyoff 31 Jan, 2024 @ 2:40am 
can it be used and working during/mid-game?
alividlife 30 Jan, 2024 @ 12:29pm 
Yea without a doubt. This mod absolutely fleshes out the Six Day Stilt Bazaar in an intelligent way. Absolutely must have.

Interested to see if any conflicts with mods that change six-day stilt or add stuff to it. I would assume CS always takes precedent before xml, but it will be interesting to see.
alividlife 30 Jan, 2024 @ 12:25pm 
Oh whoa dude, after a long break of Caves of Qud, had a fun idea and was gonna give it a go and came back to your "must-haves": and in my backup files I had a old version of this mod, and I was just comparing it to the latest release... And like WHOA dude. You have really gotten a hang of this coding stuff!

As opposed to the old skewed poptables way of old versus this newfangled subgrouping shenanigans is really cool. Great frigging job dude, and keep up all the amazing work and ideas.
Mura  [author] 8 Dec, 2023 @ 6:21pm 
Hotfix up for the added merchants not having inventories
Mura  [author] 27 Nov, 2023 @ 2:17pm 
I've unfortunately experienced the same issue before. I'm not really sure what causes it to not work, or if there's some limitation I'm not aware of.
Z 27 Nov, 2023 @ 2:14pm 
Hmm, I see, thank you! Yeah I tried the rebuild command on one map tile with only two stalls and the same ones kept popping up, so I wondered if there was another way.
Mura  [author] 27 Nov, 2023 @ 2:01pm 
The 'rebuild' wish command will rebuild the current map, however just as a heads up that will have limited effect on the Southwestern corner of the 6DS, as it has several stalls that are forced to spawn there. The rest though should shuffle accordingly
Z 27 Nov, 2023 @ 1:06pm 
Is there a way to reset the tents/merchants on a map tile?
Olegerer 20 Nov, 2023 @ 5:19am 
@Mura Yes, ty it all works now, appretiate it
Mura  [author] 19 Nov, 2023 @ 9:59am 
@Olegerer it was actually the base Caves of Qud Expanded mod that was causing your errors. It's been updated now so you should be good to go.
Olegerer 16 Nov, 2023 @ 2:20am 
Yep, ty for a quick fix
Mura  [author] 15 Nov, 2023 @ 6:19pm 
Thanks for the heads up, that's probably due to the most recent update. Unfortunately I won't be able to get to it until this weekend most likely, but I'll try to have it fixed by Sunday evening
Olegerer 15 Nov, 2023 @ 10:02am 
Broken :(
=== Caves of Qud Expanded Errors ===
<...>\steamapps\workshop\content\333640\1134036260\Scripting\Raven_ModFlamingHands.cs(8,66): error CS0246: The type or namespace name 'FlamingHands' could not be found (are you missing a using directive or an assembly reference?)
<...>\steamapps\workshop\content\333640\1134036260\Scripting\Raven_ModFreezingHands.cs(8,67): error CS0246: The type or namespace name 'FreezingHands' could not be found (are you missing a using directive or an assembly reference?)
== Warnings ==
None
Gokudera ElPsyCongroo 14 May, 2023 @ 9:18am 
Nice update
Mura  [author] 13 May, 2023 @ 8:58pm 
Ping for anyone subbed to the thread, mod has received an update
mandorin 26 Apr, 2023 @ 9:18pm 
I hear that. Take care of yourself first and foremost. I look forward to seeing what you've got planned next, whenever you're ready to create it :).
Mura  [author] 26 Apr, 2023 @ 8:26pm 
No, that's good feedback, and honestly I've been thinking the same recently myself, but I've been making such wide changes between this and the base mod I haven't had a lot of time to actually balance test as I've spent most of the time bug testing and fixing.

I'm playing around with the possibility of adding new merchants and/or different tiers to merchants, but I'll likely be evening out the spawn rates regardless soon. I want to see what other feedback I can get and I want to take a short break so I don't burn myself out again.
mandorin 26 Apr, 2023 @ 8:18pm 
I really appreciate all your hard work. You've made an amazing set of mods. One thing I do wonder about is your choice for weighting for these merchants. Weapons and armor are the very last thing I, personally, want more of in the Stilt. Give me more ichor merchants, kippers, chefs, schematics merchants, gutsmongers, and particularly, bookbinders. The Stilt is too low level for all these vendors to have much of use in arms and armor, but I can always use another drop of nectar, dram of flux, or Schrodinger page. This is just my personal opinion, though, and could be weighted down by my own insufficient knowledge of the game mechanics, or those of your mod :).
Mura  [author] 25 Apr, 2023 @ 1:14pm 
Ping for everyone subbed to the thread, mod has been updated, check the changelog for details!
Mura  [author] 28 Jan, 2023 @ 6:22pm 
Yep it still works, the second paragraph of the description describes what the mod does
Macdeth 2 Sep, 2022 @ 10:43am 
Your mods are fantastic. Thank you for your continued work.
CoiledLamb 22 Aug, 2022 @ 4:56pm 
had my eye on this one for a while, glad to see it updated. will give it a shot
Mura  [author] 21 Aug, 2022 @ 8:01pm 
comment ping for anyone subbed to this thread, mod has been updated and should be good to go
alividlife 1 Aug, 2022 @ 5:23am 
I would probably recommend people use the Caves of Qud PopulationTables.XML and copy/paste to make a new one, as this one is a bit older. It has an older different formatting, and is missing "gutsmonger" from the tables, thus if you use this, a null error gets thrown. I wonder if the mod even works at that point. Anyway, in no way am I throwing shade to mod author, let it be known mod author is awesome.