Caves of Qud

Caves of Qud

Omnicoiler: Mark & Recall
18 Comments
I blame Earthshaker 16 Jul, 2022 @ 7:42pm 
Still seems to work, but yes, this mod given the greatest complement by being incorporated into base game. However, this is still SIGNIFICANTLY cheaper in terms of power to reprogram, might want to update it to use more than half of a chem cell since vanilla version uses like 3 chem cells worth...
JinxLuckless 3 Oct, 2020 @ 8:16pm 
Oh, I didn't realize! I only knew about ones like the Joppa recoiler, not ones you could set a location for. Well, cool! Thanks!
SabreCat 2 Oct, 2020 @ 7:36pm 
Something like this has been incorporated into the base game!
JinxLuckless 1 Oct, 2020 @ 6:33pm 
Hi... sorry to bother you, but does this mod have an updated version anywhere, or maybe another mod like it that's been done? Thanks either way!
Dam Son 28 May, 2019 @ 7:53pm 
At least Tibia was kinda grimdark. UO was like an online renfaire full of llama-riding meth heads with brightly colored beards/ponytails and a thing for wearing aprons. Just aprons and gloves.
Armithaig  [author] 28 May, 2019 @ 7:28pm 
Heck was born in the wrong country to enjoy 'at reference, Tibia was bigger here, or I would've slapped it in the mod name.
Dam Son 28 May, 2019 @ 4:46pm 
Kal Ort Por like whoa.
Armithaig  [author] 11 May, 2019 @ 5:49pm 
Shouldn't be a problem'll shove it in there, slapped this together as a companion piece to Hearthpyre so s'a bit bare.
SabreCat 11 May, 2019 @ 6:55am 
Yay, glad to see someone's done another of these--the old reprogrammable recoiler mods were showing their age. It'd be nice if the omnicoiler's current programmed location were branded on it, or if the name were customizable, though, so you don't have to go into menus to see its current configuration. Maybe check out the named chests mod to see how?
Tryptophan 1 May, 2019 @ 5:06am 
Two seconds after posting this it finally shows up because of course it does.
Tryptophan 1 May, 2019 @ 5:01am 
Anyone else having trouble getting this to show up in shops? Spent nearly an hour now surrounded by 5 high tier dromad traders and have gotten all other items but not this or the building wand from the other mod.
Armithaig  [author] 28 Mar, 2019 @ 7:54am 
Thanks buddy! Bloody hell'm not sure I can stop.

Next one for export/import's mostly done, doin' some polishing on the UI front and writing some flavour text. Teaser 2. [i.imgur.com]
Gonna save a lotta characters from death by patch so'm hoping to have it out before 'en.
A Nickel 27 Mar, 2019 @ 10:39pm 
Great mod, you are on a roll. :D
Armithaig  [author] 27 Mar, 2019 @ 3:20am 
All welcome, disembodied-sky-face feller!

Yours truly, spinny-circle-letter.
Hashpike 27 Mar, 2019 @ 12:39am 
Thank you!
Tyrant 16 Mar, 2019 @ 12:25pm 
Harmony might be more vulnerable to it, but that would mean there would only be one point of failure, rather than every single mod needing to be updated individually.

Worst case scenario is that the author of Harmony Injector stops maintaining it, but it's open-source, so all it would take is some small alterations to the code and someone else uploading a new version.
Armithaig  [author] 16 Mar, 2019 @ 11:52am 
Actually none of 'em override anything, just leverage what's already there or make somethin' entirely new. Granted if a method signature changes upstream, that'll bork it for sure but Harmony's arguably even more vulnerable to 'at. Was more necessary for somethin' like Rimworld.

My personal mod which all of these've been split off from's survived a couple Friday patches now, though'm not gonna say "don't worry", only just bought the game less than 3 weeks ago so that ain't a lot of time.
Appreciate the lookin' out though.
Tyrant 16 Mar, 2019 @ 10:43am 
You might want to turn this (and your other mods) into a Harmony Injector mod so you don't have to constantly update it. Patches love to break mods.