Caves of Qud

Caves of Qud

Conjoined
48 Comments
hamburgerfaye 2 Mar @ 11:58pm 
is there a max amount the creature can die? after 60 or so deaths my snapjaw died permenantly
hamburgerfaye 2 Mar @ 3:38am 
i dont know if you know this but this mod doesnt work for if i use the new ui, it bascially softlocks my game
John Snail  [author] 1 Dec, 2024 @ 3:13pm 
Uh oh. I'll fix this when I can.
Null_Error 1 Dec, 2024 @ 11:13am 
I also noticed your carrying capacity penalty for attached creatures seems to be broken, reducing their capacity to 0.
By inverting the penalty in your code, I think I figured out what's going on: some creatures are having the penalty applied repeatedly. I think a new penalty is being added every save-and-load, which is why fresh creatures have the correct penalty, but ones from in-progress saves have a far harsher penalty, as the penalties stack multiplicatively.
Null_Error 1 Dec, 2024 @ 3:31am 
I tried that, but if I kill the twins, they just respawn as hostile. If I kill the original, it results in a duplicate being spawned by the hostile one that acts normally (but which is hostile) in addition to a seemingly AI-less friendly one that can't spawn clones and doesn't attack being regenerated from the body part.
John Snail  [author] 1 Dec, 2024 @ 3:11am 
It's intentional behaviour from the base-game, you have to kill the hostile twin to fix it I think?
Null_Error 1 Dec, 2024 @ 2:56am 
This is probably a base-game bug, but it's pretty unfortunate still: if you choose twinning (and presumably this happens with the trining variant too) lampreys for this mutation, their twins don't inherit your faction and as such will be hostile to you by default.
Arendeth 26 Sep, 2024 @ 1:48pm 
Thanks now underneath the salt desert can be explored safely again (at least as far as being able to still save when a clone is in the area and means other builds are now within reason).
John Snail  [author] 22 Sep, 2024 @ 3:20pm 
Fixed! Sorry about that.
Arendeth 4 Sep, 2024 @ 4:58pm 
This mutation can cause the game to not be able to save if a clone of the character currently exists with this mutation (even the frozen clones you can sometimes encounter) that has not reached the levels for all conjoined creatures to attach to there spots (I would assume)
Alithsko 31 Jul, 2024 @ 10:24pm 
The goat is broken, it has no horns and can never attack
Null_Error 8 Jun, 2024 @ 4:11pm 
Thank you! Seems the Scorpiock venom thing might just be a base game bug, too, so sorry about that.
John Snail  [author] 8 Jun, 2024 @ 8:11am 
Okay, everything should be working now.
Null_Error 8 Jun, 2024 @ 6:41am 
Another, more minor bug I noticed: conjoined Scorpiocks have a "Stinger" mutation that does not actually apply any venom, ever.
Null_Error 8 Jun, 2024 @ 12:19am 
Okay, I can confirm there's also currently errors that occur when trying to load into a save where you have conjoined creatures that haven't spawned yet; which the log files seem to attribute to "Cannot resolve mutation type for PsychicGlimmerProxyBaseMutation", or possibly an exception when deserializing info the mod uses, mentioning the index being out of bounds.
Hope this helps.
John Snail  [author] 7 Jun, 2024 @ 2:17pm 
I'm on it
Null_Error 7 Jun, 2024 @ 10:16am 
There seems to currently be a major UI bug with this, in that if you try to view the stats of a creature conjoined to you, it'll softlock you into the old character sheet UI page for that creature with no way out.
John Snail  [author] 6 Jun, 2024 @ 4:14pm 
Well this is embarrassing, I had somehow forgotten to set the ParentObject on the copied part! Took me way too long to find out but it's fixed now.
Arendeth 8 Apr, 2024 @ 5:36am 
well at least it works enough to still spawn the conjoined creature its just that anything that utilizes clones is broken (and guess conjoined having 0 carry weight is very useful since you can prevent them from dragging you across on min weight given)
John Snail  [author] 8 Apr, 2024 @ 4:59am 
Weird, this definitely used to work and I have no idea what this error has to do with Conjoined. Will try patching soon.
Arendeth 7 Apr, 2024 @ 10:57pm 
can confirm Temporal Fugue does not work if you have this mutation too
here is the error the log create skill is used but no clones are created https://hastebin.com/share/ofomohuhil.vbnet
Arendeth 7 Apr, 2024 @ 5:05am 
Is it intended that snapjaw howlers conjoined with the player have exactly 0 carry weight Also for whatever reason clones can fail to create of the character that has it if they have this mutation at least with drone creation from wm mutation mod
YASD 8 Dec, 2023 @ 12:58pm 
"Conjoinment" body parts can be selected/grown as Chimeric extra body parts. Is this intended behavior?
Rag3e1331 2 Mar, 2023 @ 7:51am 
Thanks, appreciate the hard work.
John Snail  [author] 2 Mar, 2023 @ 4:53am 
Just pushed a huge update with lots of quality-of-life improvements, bug fixes and balance changes! Notably, creatures keep their items on death, more fun creatures are selectable, the pull mechanic is way less janky, transformations work properly, nerfs to the starting health and carry capacity of creatures, and a couple changes to make Regeneration not insanely strong.
John Snail  [author] 16 Jan, 2023 @ 8:12am 
I'll probably have to put more work into that mechanic, it's a bit janky.
Rag3e1331 15 Jan, 2023 @ 12:28pm 
They are getting stuck on eachother making me rubberband, any workaround or fix?
John Snail  [author] 8 Jan, 2023 @ 3:36am 
Oh right, the update probably broke something. Will make a proper fix when I can.
Renix 7 Jan, 2023 @ 11:05pm 
and now it works, I'm not sure if both Regenera and Regenerating are needed as I didn't test them individually or if this will have any unintended effects. Regenera and Regenerating are apparently mainly affiliated with Ubernostrum. But my regeneration mutation now successfully sprouts my conjoined monster/companion when my conjoinment limb is regenerated.
Renix 7 Jan, 2023 @ 11:01pm 
Okay upon further inspection I realized that the conjoined creature IS in fact supposed to sprout when you regenerate the limb and not only on level up, but the events defined at the top of Conjoined.cs and in the cases lower in the file, do not trigger the execution of the code upon regenerating your conjoinment.
Renix 7 Jan, 2023 @ 7:20pm 
I didn't realize that the regenerated conjoinment only appeared on level up.

Can you just make it so that the creature sprouts immediately instead of on level up?
John Snail  [author] 9 Jul, 2022 @ 3:26am 
wtf, will look into it
CoiledLamb 8 Jul, 2022 @ 5:22pm 
okay this is a lot worse than i originally thought! if you slogify with a coinjoined part, your game will corrupt and you will lose all your mutations.
CoiledLamb 8 Jul, 2022 @ 5:17pm 
just commenting to say that conjoined creatures aren't retained through slogification. going to see if i can fix with wishes:resmile:
John Snail  [author] 28 May, 2022 @ 4:42am 
Ah nope, from the sounds of it the changes I requested to Breathbeards probably broke my workaround.
JCGemX 28 May, 2022 @ 4:32am 
I think is has to do with this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1735379738

I saw the error log mention problems involving these bits of code:

"Age" "BreatherBase" "RandomBreather" "GetColorString" & "GetCreatureDisplayName"

I don't think they get along well.
John Snail  [author] 28 May, 2022 @ 4:19am 
Guess it broke then lmao, I'll fix it when I have time
JCGemX 28 May, 2022 @ 3:33am 
I have the error log, but I can't send it because of the stupid 1000 character limit.
John Snail  [author] 28 May, 2022 @ 3:09am 
Don't think it broke.
JCGemX 27 May, 2022 @ 4:11am 
Does this work?
John Snail  [author] 5 Nov, 2021 @ 4:32pm 
This is being caused by a bug in vanilla, which I've reported and should be fixed soon. Basically the game doesn't track if movement was caused by being dragged by another creature, so the conjoined creature, when pulled, immediately pulls back what it's conjoined to. This is why you sometimes don't move when turning corners with just one conjoined creature that can't move.
JCGemX 7 Feb, 2021 @ 10:30pm 
As of 2/7/21: This needs to be updated.
Arendeth 29 Sep, 2020 @ 9:23am 
Seems this needs a update for the recent mutation overhaul to the non beta branch
Raccoon 27 Aug, 2020 @ 12:54pm 
I'm getting the same issue as sdehaan: crash when moving on from the mutation screen. Making another character first and enabling "select enabled mods on new game" didn't seem to help and using the older UI caused it crash while trying to scroll down the physical mutation list.
John Snail  [author] 6 Aug, 2020 @ 1:14pm 
I believe that happens whenever you make a character immediately after approving the mod, not sure if there's anything I can do about it. Try turning on "Select enabled mods on new game".
SDhn2a 5 Aug, 2020 @ 2:41pm 
Which branch is this for, or does it require additional mods to run? I've tried it with the base game, the beta, and 2.0.200.x, and it crashes whenever I move on from the mutation screen during character creation. No other mods were active at the time.
JCGemX 29 Jul, 2020 @ 9:34pm 
could you make another mutation that allows you to merge with other creatures?
Jazz 28 Jul, 2020 @ 6:09pm 
This is super cool!