Caves of Qud

Caves of Qud

WM Extended Mutations [Stable Edition]
678 Comments
SpaceLatency 1 Aug @ 9:35am 
oh wait, it seems the tooltip is just bizarrely worded, it works as expected
SpaceLatency 1 Aug @ 9:28am 
why does soulshunting replace mental stats and not physical ones lol
avennelakanti 1 Aug @ 1:58am 
Tested with all but this mod disabled, still not working.
avennelakanti 31 Jul @ 12:29pm 
@Winged_Monotone I'm running the latest version (210.22), which changed the way XP events are handled. It was working before this patch.
Winged_Monotone  [author] 31 Jul @ 11:27am 
@avennelakanti Hey there, what version are you on? I just tested it and its working for my end, not saying that you might not be running into an issue just I need some more info to see if something else might be going on here

@Gameintree, Alrighty, I'm gonna go ahead and for now, add Serpentine Form to excluded from selectable pool slot for level ups until i can fix this, thanks for letting me know.
avennelakanti 28 Jul @ 9:27pm 
Genetic Memory doesn't seem to work as of the latest patch. Probably has something to do with the XP event changes. Haven't installed any other XP modifying mods.
Gameingtree 24 Jul @ 8:00pm 
Serpentine form really doesn't like to be added after start- causes some problems
Winged_Monotone  [author] 24 Jul @ 9:09am 
@Kynick2501

Some people on the discord argued that not having the ability to equip anything in these slots would make the tail kinda useless, so I decided just to let them equip items feet can until Qud releases items that tails can actually wear. Once I finish the user-config though, you'll be able to set the tail to use the tail slot which will take away its ability to do anything other than its grapple, no eta on this but its in the works
Kynick2501 24 Jul @ 12:24am 
Serpentine Form's Serpentine Tail still displays and acts as feet
Winged_Monotone  [author] 15 Jul @ 8:34am 
@wierdchildren

I'll consider putting in a list somewhere in the files/documents, you're asking for a lot of info though, so don't expect that anytime soon

@smallpatchofmoss

Thanks, and thanks again for the feedback! Alright that is definitely not intended, I'll add a way to exclude bridge tiles over liquids. As for the warning, this is something I have been looking into, I literally added the Acid Immune property to the player when they have that mutation, but it still for some reason considers it a liquid that must set off the 'dangerous liquid' response, I think it might also be because technically since the liquid can damage your gear or something like that it still warns, but I am not sure if that is true and might be me head-cannoning cdda stuff lol

Either way i'll see if there is a way to deactivate that warning for the player while be immune to acid.
smallpatchofmoss 15 Jul @ 8:12am 
Lately I'm using Gelatinous Form: Acidic and I'm really enjoying how it's like "superhard" mode because you can't use armor and salt water hurts you. But I think there's some unintended behavior: when I go over bridges (salt marsh villages have them a lot), it still counts as going through water, so I die from Dissolving In Salt. Same thing when I use Phasing. Also, I still get the warning when I'm about to walk into acid, even though I'm immune to acid.

Now, to be clear, I'm not saying dying from salt is too hard--it IS hard, but I like that :D--but I think the bridges and Phasing is probably not intentional.

Really enjoy this mod, this is a 10/10 always on for me. :)

(re: the names... well, you can never please anyone, so just please yourself! I admit that "Mentacles" is a great name though.)
weirdchildren 14 Jul @ 12:39am 
Could you add documentation for some of the interactions? It would make it a lot more fun to play with for me. Thank you for the mod it is fantastic!
Winged_Monotone  [author] 10 Jul @ 8:27am 
@Zero Chance, should be fixed as of this update, my bad!

Also, Thick tail should now be able to block attacks, do attack tail whips and everything its suppose to do at this point.
Xero Chance 29 Jun @ 9:40pm 
The Name for Serpentine Form is missing and is incorrectly applied to Chitinous Skin.
Winged_Monotone  [author] 17 Jun @ 10:27am 
@Zalpha I won't be adding any new mutations until I get some other things set up with the mod first and then I might consider it.
Winged_Monotone  [author] 17 Jun @ 10:25am 
@smallpatchofmoss

Lol, Steam needs like a poll thing so I can ask people if they want the old names back haha. Th I've been ... letting them workshop, but if more people ask for the old names back, I'll consider it.
smallpatchofmoss 17 Jun @ 4:09am 
Love this mod, lots of cool fun mutations ♥ I liked the previous names better though. "Mentacles" is just corny, I liked psychobrachiomancy! :D
Zalpha 26 May @ 8:38am 
Can you please add this old non-working mod into your mod? It was made for me but abandoned became useless when it was never updated again. The original mod author gave up on the game and modding. You would need to fix it and get it up and running. I would like it if the view distance was 2 blocks instead of 1 more block. It could be up-gradable and have levels where it increased the view range with each level. Just an idea.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1509016976&searchtext=x-ray
ManicMillennial 26 May @ 12:47am 
oh! I see! Thanks so much! I can't wait to get back in with ur mod again, i used to play with it a lot back in the day
Winged_Monotone  [author] 26 May @ 12:22am 
@ManicMillennial

Heyya,m I think the issue is that you have Graven's Mutations installed, which isn't compatible with my mutation at the moment, if I recall there is a version of Graven's Mutation that was re-released by another user that does work with mine, but I am not sure. Unfortunately its not an error I can fix on my side, its something they are doing specifically that is causing the issue. The warnings are going to be fixed once the next push is out!
ManicMillennial 26 May @ 12:17am 
hello! thanks so much! I pasted it in the error logs discussion thread
Winged_Monotone  [author] 26 May @ 12:12am 
@ManicMillennial

Hey, maybe I can help, what are the errors you are seeing?
ManicMillennial 26 May @ 12:04am 
hey, I have been trying to get this mod to activate, but there are some errors I see, can someone help please?
Winged_Monotone  [author] 25 May @ 10:53pm 
Hm, the recent version I pushed should have fixed it, its only supposed to contain the HistorySpice now for the stable edition. If not ... I screwed up lol But it should be working now
wizardlibrarian 25 May @ 8:30pm 
If you're okay with just 1.0.4 compatibility, HistoricSpice now allows one to merge in new data intrinsically with just a HistorySpice.json file
Kimiza 25 May @ 5:57pm 
getting the same error as below, changing every reference to wmGills to Gills seemed to fix it for me and i assume it'd also fix it for other instances of the same issue.
mouse thing 25 May @ 5:14pm 
https://prnt.sc/G_3InZKPvtsl

This error has been popping up on world generation (Wings, Gills, possibly Two-headed so far), and I'm wondering if you know what the root cause could be? Seems to be an issue with both Improved Mutations and WM
Winged_Monotone  [author] 25 May @ 11:54am 
@Crowo thanks for being patience with my slow-ass for the week! I'll get a version out today that should be working today, and thanks again!
Crowo 25 May @ 11:37am 
such is life in the zone. thanks for the work mono. love the mod
Winged_Monotone  [author] 25 May @ 11:15am 
So I managed to get it to work by removing the section and just using a simple injector from from the HistorySpice.json, but problem remains that this is still going to break older saves unfortunately and right now my GitHub hasn't been actively updating thanks to a bug with the repository that I have been neglecting to fix. I might have to forgo save compatibility for now and just push this but I hate for players to lose their save progress.
Crowo 25 May @ 11:08am 
@EFG i do not play on beta branch, not sure, but again. you are welcome to try it out.

@Winged_Monotone yes, it seems like any newton j calls were completely removed from the core library, requiring only simplejson(at least thats what i gathered from the errors). not entirely sure since my mod doesnt use scripts that mess with this, so im not very savvy to how the core did it to begin with. perhaps you can just add the newton library in your mod/upload a separate mod with the libraries as a requirement. or convert the code to explicit simple json calls(thats what i attempted in my "fix") im not entirely sure of the rammifications of picking and choosing and how it will affect the functionality. but it made the compiler happy, so yay i guess? :)
Winged_Monotone  [author] 25 May @ 10:25am 
Sorry, I'm trying to figure out what's going on with this, while also making it possible for older games before the save to still be compatible. Seems there was a big change with how the JSON converter messes with HistoryKit's etc.
EFG 24 May @ 5:26pm 
@Crowo Does the HistorySpiceEditor.cs fix work with the beta branch?
EFG 24 May @ 5:22pm 
@Crowo yeah re-verifying the files didn't work
Crowo 24 May @ 2:30pm 
@EFG youre welcome to try. but i would doubt it.
Crowo 24 May @ 2:29pm 
if you wanna use diff checker to see what i did to the file to verify for yourself, or make the changes to the files yourself. here are the changes


line 13:
-Old
JSONNode textNode = itemToAdd;

-New
JSONNode textNode = JSON.Parse($"\"{itemToAdd}\"");


line 30:
-Old
JSONNode currentNode = HistoryKit.HistoricSpice.root;

-New
JSONNode currentNode = JSON.Parse(HistoryKit.HistoricSpice.root.ToString());


line 49:
-old
currentNode.Add(nodeToAdd);

-new

if (currentNode is JSONArray)
{
currentNode.Add(nodeToAdd);
}
else
{
XRL.Core.XRLCore.Log($"YourModName: (Error) Tried to add a JSON node without a key to a JSONObject at path \"{path}\". " +
$"Item \"{GetJSONNodeName(nodeToAdd)}\" was not added.");
return false;
}
Crowo 24 May @ 2:24pm 
I went and fixed the Simple json errors, there was a newtonsoft json calls, which were not applicable because the script only calls simplejson, thats what threw the errors. you cant mix simple json and newton JObjects like that. so i went and fixed it. here is the new HistorySpiceEditor.cs if you want to replace it for now until its fixed;

new one: https://pastebin.com/sKYhtRCn

replace here:
\steamapps\workshop\content\333640\2198787801\HistorySpiceEditor.cs.
EFG 24 May @ 1:56pm 
Does re-verifying the game's files do anything to the errors?
Celepito 23 May @ 3:16pm 
Deleting both HistorySpiceEditor.cs and HistorySpiceUpdateonGameLoad.cs seems to work as a temporary fix, FWIW, though I obviously have no clue on the further ramifications of that.
AlwaysAngron 23 May @ 11:59am 
update broke the mod and in return, without the mod, the game becomes unstable
Blind Bashar 22 May @ 6:56pm 
Confirmed, today's update broke the mod.

=== WM Extended Mutations 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2198787801\HistorySpiceEditor.cs(30,36): error CS0029: Cannot implicitly convert type 'Newtonsoft.Json.Linq.JObject' to 'SimpleJSON.JSONNode'
mouse thing 22 May @ 4:56pm 
i think today's update broke the mod
Winged_Monotone  [author] 3 May @ 8:45am 
" else if (GrowthPeriod <= 0 && vFruitChoice != null) "

This is the line that initiates the harvest fruit after it reaches ripen, its set correctly. This much be something else, do you have a list of mutations and mods that I can maybe look over to see what could be happening.

I'll add these to the next update to try to fix but I'm currently working on the user config so this might take a while.
VNLover 2 May @ 12:15pm 
I've also been experiencing fruiting bodies being "stuck" on ripening, never progressing to ripe even with way more time than should be needed - The only thing I can think of is maybe the synergies causing it to subtract more than one are causing the value to go negative somehow, and therefore it never registers as ripe since it needs to == 0? Just an educated guess though, not sure at all what the cause is
VNLover 30 Apr @ 3:29pm 
For some reason, my thick tail seems to be losing some bonuses and descriptors upon loading a game? I swear it gave me +3 AV earlier, and had the appropriate descriptors for bark and thorny additions. But after loading in it's just a thick tail. Description additions are still there, but bonuses seem to have reset.
Scalapher The Artificer 26 Apr @ 4:33pm 
It seems the be the only one that has this problem
Scalapher The Artificer 26 Apr @ 4:26pm 
For some reason not able to actually add the serpentine form mutation to any character, even one who previously had it, using any form of cheats- limbsmtih, anything.
Tiareth 15 Apr @ 8:16am 
How to remove explosion from helmet? I found the config file, set line 37 to true and false, but head still explodes.
Winged_Monotone  [author] 12 Apr @ 3:35pm 
@Baron von Dapper

I'm trying to reproduce this error, any other mutations, mod list, etc? Stats you can give me any other issue, the mutation is working properly on my end through testing, not saying you aren't seeing this, but I can't seem to get it to happen so I can determine the problem.
Baron von Dapper 6 Apr @ 1:55pm 
The new "Mentacles" version of Psybrachiomancy appears to break the world map. I can't move anywhere on it while I have the mutation, but if I remove it with wish it works just fine.