Caves of Qud

Caves of Qud

Bioplastifier
7 Comments
egocarib  [author] 5 Jun, 2023 @ 4:37pm 
Yes, a lot of the code and types have changed since this mod was created. You're correct that changing XRL.World.Parts.Effects to XRL.World.Effects should solve at least some of the issues. (I'm currently on hiatus from CoQ modding, however, so you'd need to make that fix yourself)
alividlife 11 May, 2023 @ 2:23pm 
This is a cool one. Some minor errors showing up in the Bioplastifer.cs

I believe that changing the
XRL.World.Parts.Effects
to
XRL.World.Effects Might fix some stuff maybe.


OR

(72,26): error CS0246: The type or namespace name 'Prone' could not be found (are you missing a using directive or an assembly reference?)

ProneOnHit perhaps?

(77,40): error CS0246: The type or namespace name 'Broken' could not be found (are you missing a using directive or an assembly reference?)

IsBroken maybe? Then again, I see Broken in the files, so it's probably just the first thing, changing XRL WORLD PARTS EFFECTS to just XRL WORLD EFFECTS.


(121,111): error CS1503: Argument 6: cannot convert from 'int' to 'string'
(121,114): error CS1503: Argument 7: cannot convert from 'bool' to 'int'
(121,121): error CS1503: Argument 8: cannot convert from 'bool' to 'int'

I couldn't figure this out. Inventory stuff weirds me out.
Garrick 5 Jul, 2019 @ 1:33pm 
its fairly cool nice one
Krylia Viru 3 Jul, 2019 @ 1:03pm 
Now imagine if you made a mutation that did this constantly? Oh boy.
egocarib  [author] 1 Jul, 2019 @ 11:27am 
The bioplastifier only modifies the player's sprite , not any colors, so it should be compatible. :)
Krylia Viru 1 Jul, 2019 @ 12:35am 
I wonder how this interacts with the colorful mod?
Arendeth 16 Jun, 2019 @ 11:24pm 
so this is basically a useless artifect (unless you really want to look different) just for trolling the user?