Caves of Qud

Caves of Qud

Qud Fishing
56 Comments
countlessCritters 1 Feb @ 9:48am 
@Nehowshgen Maybe it was an incompatibility? Can't remember if I disabled everything but this to test. I'll try again sometime and see.
Nehowshgen 1 Feb @ 1:41am 
@countlessCritters
dunno - works fine for me - still catching normal fish, special fish, and the occasional scrap.
this is on newest version at time of writing.
countlessCritters 24 Dec, 2024 @ 9:01am 
Can confirm fishing isn't possible since the update, with or without the fishing skill. The fish and fishing rods still spawn in merchant inventories.
Tyrir 23 Dec, 2024 @ 4:22pm 
In populationtables.xml,

TinkerShells has Vase as a loot item, but in 1.0 vases are untakeable, resulting in this error:

MODERROR [Qud Fishing but fixed] - Attempting to add untakeable object 'Vase (vase)' to inventory of 'Tinker Crab ({{y|tinker crab}})'.
Tyrir 23 Dec, 2024 @ 1:02pm 
MODERROR [Qud Fishing] - Unknown blueprint (tell support@freeholdentertainment.com the following text): Fat Sack

Fat Sack should be FatSack in populationtables.xml
Tyrir 21 Dec, 2024 @ 4:04pm 
ERROR - spice reference Burlio in <spice.cooking.recipeNames.ingredients.Burlio.nounPlural.!random> wasn't a node
Tyrir 21 Dec, 2024 @ 1:36pm 
ERROR - spice reference Coost in <spice.cooking.recipeNames.ingredients.Coost.nounPlural.!random> wasn't a node
Tyrir 21 Dec, 2024 @ 10:16am 
Occasionally during world generation when randomly a recipe is generated using Jollywobble as a spice, this error occurs. The food items are apparently missing spice data.

ERROR - spice reference Jollywobble in <spice.cooking.recipeNames.ingredients.Jollywobble.nounPlural.!random> wasn't a node
Minxx 20 Dec, 2024 @ 7:42pm 
This mod is broken ATM. I'm interacting with a pool of water and there is no prompt for fishing coming up as an option. I've interacted with both a Sub 400 dram pool of salt water and a over 2000 dram pool of salt water. Neither are giving me the prompt.
Tyrir 19 Dec, 2024 @ 6:53pm 
MODERROR [Qud Fishing] - file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml: Unknown problem reading object: EndElement
MODERROR [Qud Fishing] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml, Line: 330:80 No XRL.World.Parts.TinkerItem.CanRepair property exists.
MODWARN [Qud Fishing] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml, Line: 312:6 Compat Warning: skill Name "Dual_Wield" has been renamed "Multiweapon_Fighting".
Tyrir 19 Dec, 2024 @ 6:53pm 
Numerous errors/warns:
MODERROR [Qud Fishing] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml, Line: 263:78 No XRL.World.Parts.Corpse.BodyDrop property exists.
MODERROR [Qud Fishing] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml, Line: 302:6 Could not find XRL.World.Parts.Mutation.EnhancedSkeleton, element ignored.
MODERROR [Qud Fishing] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1756765609/ObjectBlueprints.xml, Line: 303:6 Could not find XRL.World.Parts.Mutation.KineticDampening, element ignored.
Acegiak  [author] 5 Dec, 2024 @ 2:20pm 
Updated and checked working for 1.0
Kinasin 20 Jul, 2024 @ 1:54pm 
be cool if their was some recurring fishing tournaments!
Alleykat 16 Jul, 2024 @ 2:59am 
Thanks for the mod. I think I'm also having an issue with the cooking recipe names? Made a recipe with a Mucarp that I caught in Joppa. The recipe name was generated with one of the ingredients being a blank space.
YASD 6 Jul, 2024 @ 2:43pm 
There appears to be errors with the fish names being used in cooking recipes, they show up as <missing...AdjectiveName1.> (approximation of what the error shows) in recipe names. Will update with error log if I find it next playthrough.
voido 6 Jul, 2024 @ 1:04pm 
Yeah, you're probably right and that makes sense.
Acegiak  [author] 6 Jul, 2024 @ 10:50am 
@voido that's a pretty cool idea. The reason it's only water at the moment is because I feel like the different liquids would need their own fish species which is a lot more work to create.
voido 5 Jul, 2024 @ 5:09pm 
Would it be possible to have the ability to fish in liquids other than water? Obv there would need to be some kind of requirement, say new skills or highter tiers of fishing rods, but fishing in a pool of acid with not always positive results or in warm static for literary anything feels very... Qud-like? And like a recipe for interesting scenarios.
Acegiak  [author] 3 Jul, 2024 @ 9:12am 
Update for latest Qud version 2024-06-03
YASD 12 Jun, 2024 @ 3:10pm 
=== Qud Fishing Errors ===
<...>\steamapps\workshop\content\333640\1756765609\Fishable.cs(121,22): error CS1061: 'Brain' does not contain a definition for 'FactionMembership' and no accessible extension method 'FactionMembership' accepting a first argument of type 'Brain' could be found (are you missing a using directive or an assembly reference?)
<...>\steamapps\workshop\content\333640\1756765609\Fishable.cs(122,22): error CS1061: 'Brain' does not contain a definition for 'FactionMembership' and no accessible extension method 'FactionMembership' accepting a first argument of type 'Brain' could be found (are you missing a using directive or an assembly reference?)
PascoaStOner 10 Jun, 2024 @ 5:11am 
Mod broken as of the spring molten update
Arendeth 29 Mar, 2024 @ 12:00pm 
works for me though I fixed some outdated xml changes
no fun 16 Mar, 2024 @ 11:19am 
So this doesn't work, huh.
ok 21 Nov, 2023 @ 9:27pm 
the mod is throwing up errors when activated!
I blame Earthshaker 18 Nov, 2023 @ 8:32pm 
Huh, updated, neat!
Explosiv 'n' Eskort 5 Oct, 2023 @ 8:22am 
It doesn't work for me now. When interacting with a pool of water there;s no "fishing" option.
Almea 11 Jun, 2023 @ 4:20am 
That problem I described might affect some other things too but I dunno for sure. I know it effects force bracelets though. Might affect the mutation that does the same thing too
Almea 11 Jun, 2023 @ 4:12am 
There seems to be a bug making it so that force bracelet doesn't activate if you try activate it in certain liquids. It's testable by just starting in joppa with a force bracelet and then walking into the pool and walking away from it. after the water dries into salt puddles, go around and try to activate it in salt puddles. Not activate it and walk through them, activate them while in the salt. Test it with several pure salt puddles, it seems to work with some and not work with others.

It happens with other liquids too like sludge in golgotha.
Acegiak  [author] 13 Feb, 2023 @ 5:11pm 
Updated 2023-02-13
TutterFunks 3 Feb, 2023 @ 12:58pm 
Love this mod :luv:, wish it was fixed :(

Posting here (and subscribing to thread) to remind myself to keep an eye out for a possible update.
Renix 1 Jan, 2023 @ 2:49am 
more fishing use/content please.
VIRTUE 20 Dec, 2022 @ 4:29am 
Mod seems to work but the fish are not used when cooking with.
Kinasin 4 Jun, 2022 @ 9:32pm 
does this still work?
Goshu 17 Mar, 2021 @ 2:48am 
loving the mod, don't get why fishing isn't already part of the base game. sadly it broke for me with one of the latest updates (even on fresh install i'm getting an error and end up spawning in a town without tile textures (just shows a dot at every tile)). hoping on a fix / update in the future, keep up the great work :steamthumbsup:
Ghost Fysche 15 Feb, 2021 @ 1:15pm 
A safe idea, for those that enjoy this, is make it an option in the settings.
Ghost Fysche 15 Feb, 2021 @ 12:54pm 
Nice little balance idea,
upon recasting a line, if a fish was caught, let it go.
I mean, it's more immersion then anything, catching a fish every 4 in game min (the time it takes to move back and forth) then what ever the genuine average is.
It *would* make fishing more time consuming for users that have found a spot they can just hold space at, but hey, stop that cheating.

(though it is fun, and provides a nice xp and cash boost to start with without actually having to risk anything)
Jazz 23 Nov, 2020 @ 2:38am 
Yeah, besides liquids, I can autointeract with everything like normal. But thankfully ctrl+space works :D
Acegiak  [author] 23 Nov, 2020 @ 1:49am 
@Jazz can you normally autointeract? You should at least be able to advanced interact (ctrl-space) I'll look into why it's blocking autointeract if you don't have a rod.
Jazz 20 Nov, 2020 @ 2:29pm 
I can no longer interact with liquids with this mod enabled
Orangutan Supremacist 16 Feb, 2020 @ 1:06pm 
Nice
blackrave 14 Oct, 2019 @ 6:49am 
Fun mod, but one issue.
For some issue fished items do not stack, but simply add another line.
battlemage64 25 Aug, 2019 @ 12:06pm 
Ah. I guess I never noticed that. Thank you.
Acegiak  [author] 25 Aug, 2019 @ 4:40am 
@battlemage64 metal folding chairs absolutely count. Most things called chairs will let you sit on them and then you will have the "sitting" effect
battlemage64 24 Aug, 2019 @ 3:37pm 
How do I place a chair by the water and do metal folding chairs count? I don’t have a use for them ever...
Arendeth 12 Jun, 2019 @ 11:52pm 
seems that you can't repair rusted fishing rods using a vendor it says "it isn't broke"
Vashishta 9 Jun, 2019 @ 7:05am 
i love that sitting on a chair makes a difference
Dam Son 5 Jun, 2019 @ 2:29pm 
@duckman lolseriously. GJ, Acegiak! Noncombat stuff really helps flesh out the game mechanics. Love it!
Chrome Knight 4 Jun, 2019 @ 12:23pm 
will do
Acegiak  [author] 4 Jun, 2019 @ 5:25am 
@Battle-Droid MK12 if you get this again can you please lodge an issue with a copy of your Player.Log file immediately after it happens at https://github.com/acegiak/qudfishing/issues so I can see what's causing the problem?
Chrome Knight 3 Jun, 2019 @ 12:12pm 
When I tried to learn the skill it said it was not implemented