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=== Caves Of Chords Errors ===
<...>\steamapps\workshop\content\333640\1821559303\AudioSequencer.cs(30,63): error CS0029: Cannot implicitly convert type 'AudioClipSet' to 'UnityEngine.AudioClip'
<...>\steamapps\workshop\content\333640\1821559303\AudioSequencer.cs(50,22): error CS0029: Cannot implicitly convert type 'AudioClipSet' to 'UnityEngine.AudioClip'
== Warnings ==
<...>\steamapps\workshop\content\333640\1821559303\CustomPopupRender.cs(167,29): warning CS0618: 'ConsoleChar.TileLayerBackground' is obsolete: 'Use TileBackground instead'
==== COMPILER ERRORS ====
ERROR: 104(61,6) : error 1502: The best overloaded method match for `XRL.Liquids.BaseLiquid.BaseLiquid(string, float)' has some invalid arguments
ERROR: (0,0) : error : The best overloaded method match for `XRL.Liquids.BaseLiquid.BaseLiquid(string, float)' has some invalid arguments
Also, I'm not actually hearing anything when I play those songs....
*instrument-related/specialized cybernetics
*electronic/digital/fancy computerized instruments
*crafting your own instruments from scrap and corpse parts
*song genre, including songs that may raise or lower faction reputations
These are complex things to work on, but if you hopefully continue expanding this mod they're some potential directions for more content involving it. DF's system for this would be
a good inspiration, but what Qud has that DF doesn't is the robot/cybernetic/tech features, so it would be interesting if they could be utilized for this mod.
1. How or where do you get instruments?
2. Is having an instrument in your inventory necessary to learn a song from NPCs?
Thanks in advance.