Caves of Qud

Caves of Qud

[Abandoned] Infinite Tinkering
25 Comments
Maddremor  [author] 18 Dec, 2022 @ 2:17am 
I mean, the mod was a dirty hack to begin with and it's probably best to just rewrite it with however the tinkering code looks these days instead of trying to salvage it.
bearhiderug 17 Dec, 2022 @ 5:37pm 
yeeeeeeeeeeet
Rodunkus 20 Feb, 2022 @ 5:32pm 
does this mod still work?
Deus xXx Machina 21 Dec, 2021 @ 12:29am 
I will continue the chorus of voices, adding my voice, all needing an update
Zakastra 24 Apr, 2021 @ 5:46am 
I would also like to voice my support for this great mod, and am looking forward to an update :steamthumbsup:
Maddremor  [author] 29 Dec, 2020 @ 7:58am 
Alright, I'll have it fixed in the first, second, third, or forth quarter of 2021.
Engreaved 28 Dec, 2020 @ 3:32pm 
for some reason causes crashes at 201.58 while attempting to create a new character
N 15 Jul, 2020 @ 7:37am 
Crashes with beta I think...
TheTomatoDevourer 14 May, 2020 @ 6:54am 
Thanks! I'm looking forward to it.
Maddremor  [author] 13 May, 2020 @ 10:21am 
I'll try to have an update in about 3-8 months.
TheTomatoDevourer 13 May, 2020 @ 8:20am 
I wish this would work.
blackrave 14 Oct, 2019 @ 6:45am 
Both mods alone do not have this issue
Only together, thus I assumed inter-mod conflict
Maddremor  [author] 10 Oct, 2019 @ 4:08am 
EFT doesn't play well for me either, but I think that has to do with the liquid changes that has been made and not this mod. Tons of mods using liquids have been crashing last I checked, but I think this mod is in the clear.
blackrave 9 Oct, 2019 @ 11:34pm 
For some reason this doesn't play well with "Easy fungal treatment"
When making new char as soon as I get to stat selection, game window closes itself.
Maddremor  [author] 6 Sep, 2019 @ 7:58am 
To clarify, I can't change the cap of three and the scaling up to that point. What I do is reset the counter every item has of "how many modifications do I have?" to zero every time a tinkering is made. Instead of "0 -> 1 -> 2 -> 3, no more mods", it goes "0 -> 1, nevermind, 0 -> 1, nevermind, 0 -> 1, nevermind, 0" and so on.
Percher 6 Sep, 2019 @ 7:53am 
Welp. I guess that there's nothing you can do about it, then.
Maddremor  [author] 6 Sep, 2019 @ 7:51am 
Not possible.
Percher 6 Sep, 2019 @ 7:38am 
"The lack of scaling is really a side effect of uncapping the mods. While it could be possible to have one without the other, I can't think of a decent way to implement that."

You could increase the cap to a level that would be practically infinite, (like 99,) and then put scaling back in, right? Or is that just not possible?
Maddremor  [author] 21 Aug, 2019 @ 6:50am 
I can confirm that you are in fact speaking out of your ass.
Tallblackman52 21 Aug, 2019 @ 12:36am 
just me speaking out my ass but if the game has it where it only allows items to have 3 mods couldn't you increase that number to like 50, also for the scaling cost if it works off a number of mods tied to a percentage you could have adjusted it right???
Maddremor  [author] 25 Jul, 2019 @ 7:58am 
No, my hack is to set the number of modifications on an item back to 0 every time you tinker with it. The game excludes items with 3 or more from tinkering. Last time I checked, you could do something similar with polygel in vanilla due to the clone item copying the mods, but not the variable that stores the total number of mods.
Garrick 25 Jul, 2019 @ 7:32am 
would it just want a bunch of 8 pieces at some point if it did scaling still?
bingle 24 Jul, 2019 @ 4:07am 
fair enough
Maddremor  [author] 24 Jul, 2019 @ 3:39am 
The lack of scaling is really a side effect of uncapping the mods. While it could be possible to have one without the other, I can't think of a decent way to implement that.
bingle 22 Jul, 2019 @ 8:25am 
how about keeping the scaling cost but removing the limit?
It allows the player to keep making very very good gear while keeping the costs "fair"