Caves of Qud

Caves of Qud

Dynamic Background Color
93 Comments
Zlagrirboup 22 Jun @ 7:20pm 
It would be nice if the entire HUD color palette could dynamically change to fit background color.

Cool mod, though!
chemkid 10 Jun @ 9:41pm 
beautiful mod! makes the landscape so much more alive. thank you!:qudpog:
Squircle 18 Mar @ 8:45am 
@dougdangles My game had a 50/50 shot on crashing upon exit before I downloaded my first mod, so it's seemingly just a problem with how it acts on windows.
dougdangles 1 Mar @ 11:16am 
I found that after a longer play session, the game will crash and I think I narrowed it down to this mod as I only had a limited number of mods to play with. It's heartbreaking because I love this mod. Also, my game never crashed on exit until this mod and now even after removal and reinstall, it now still crashes on exit. Possibly not related and just confirmation bias.
HunterZ  [author] 11 Jan @ 3:44pm 
Sounds like crash on shutdown is a wider issue that I probably can't fix in DBC. Will fix the TurnsPerDay warning the next time I have to do an update - for now it should be harmless.
Sneaky_Koala 10 Jan @ 3:11pm 
The game exits cleanly for me on Linux.

As kernalmethod pointed out it seems to be a windows issue.
kernelmethod 6 Jan @ 12:19am 
FYI (because I noticed this mod is also getting comments about this issue): the “crash on exit” bug is something that appears to be occurring across all Harmony mods upon exiting the game on Windows. I have filed a bug report in connection with this issue:

https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13473/game-consistently-crashes-with-minimal

I think that this bug is unlikely to corrupt a save but not impossible. The crash almost certainly would need to occur elsewhere during the course of a game; crashing on exit is unlikely to have any real negative impact.
Aves 23 Dec, 2024 @ 8:10pm 
Bumping Tassie Tiger's comment about the game crashing on exit- I've grown used to it that it's kind of part of the game's charm at this point but a fix would be appreciated anyways- I worry that the game crashing even on close could corrupt a save.
Berwve 19 Dec, 2024 @ 11:10pm 
Same problem as @Tassie Tiger, an update would be appreciated, cheers :snowflakes:
Tassie Tiger 15 Dec, 2024 @ 2:19pm 
good to know it's not just me

I did just find this line spammed a few times in player.log, not sure if it's what is causing crash on exit but maybe worth a look anyway

MODWARN [Dynamic Background Color] - <...>\steamapps\workshop\content\333640\2281679090\HZDynBack.cs(193,33): warning CS0618: 'Calendar.turnsPerDay' is obsolete: 'Use TurnsPerDay'
Wet-N00dles 15 Dec, 2024 @ 1:40pm 
I have the same issue as @Tassie Tiger, upon exit unity crash reporter runs. Otherwise no issues that I can see.
Tassie Tiger 15 Dec, 2024 @ 3:05am 
The mod seems to work fine except the game crashes on exit since installing this mod. It's not a big deal but thought I would let you know
HunterZ  [author] 5 Dec, 2024 @ 5:50pm 
Nice, thanks for the report!
Ceres et al. 5 Dec, 2024 @ 2:08pm 
for anyone who's curious, this seems to work fine with the 1.0 release! will mention if I have any issues, but so far it's been smooth
Kinasin 27 Jul, 2024 @ 1:03pm 
ok thank you!
HunterZ  [author] 26 Jul, 2024 @ 9:40am 
@Kinasin: Yes, I just tested with the latest release version and it still works for me. I did have to re-approve all of my enabled mods via the in-game mod configuration menu though.
Kinasin 20 Jul, 2024 @ 1:10pm 
so this is works fine with molting?
HunterZ  [author] 9 Jun, 2024 @ 3:24pm 
@Melt thanks for the heads up. Will fix it when I make other changes, or when it breaks - whichever comes first.
Melt for Me 8 Jun, 2024 @ 7:14pm 
I found this line in my log.

MODWARN [Dynamic Background Color] - <...>\steamapps\workshop\content\333640\2281679090\HZDynBack.cs(193,33): warning CS0618: 'Calendar.turnsPerDay' is obsolete: 'Use TurnsPerDay'
Milkmaster Flex (we/wem) 1 Jun, 2024 @ 1:14pm 
I think this broke my background color. Now it's just black all the time and changing things in Display.txt does nothing.
Mag1cWalker 20 May, 2024 @ 10:30am 
Yes it works in spring molting beta, you just need to to activate mode in main menu...
BlearyEight 19 May, 2024 @ 1:43pm 
This still work for spring molting?
G~ 12 May, 2024 @ 4:13pm 
Easily my favorite Qud mod. And I second @Hivemind - it's a wonder to me that it's not in the base game after all this time.
HunterZ  [author] 28 Feb, 2024 @ 6:58pm 
@crypticbacon: I checked with the devs, and yeah unfortunately Harmony mods are currently not working on M1/M2 Macs.
crypticbacon 27 Feb, 2024 @ 10:43am 
This doesn't seem to work for me. I'm playing on an M2 Macbook Air so that could have something to do with it, but I'm really not sure how, or even if, I can troubleshoot this issue :(
I blame Earthshaker 7 Feb, 2024 @ 3:25pm 
All things considered, the zone directly north of the spindle and the exterior north part of the spindle should probably always be in the shadows, a permanent above-ground"eclipse" area. This is assuming the sun is always to the south...
Hi_Voltg3 5 Feb, 2024 @ 10:17am 
Seriously. I can't imagine playing without this or HunterZ's other mods, love them!
Hivemind 27 Nov, 2023 @ 6:54pm 
Really beautiful mod. Adds so much atmosphere that it's a surprise this hasn't been stolen into the base game.
HunterZ  [author] 23 Nov, 2023 @ 2:35pm 
Reinstated all previous hacks for enforcing background color, which appears to fix the menu issues. So much for simplifying! It seems the game code caches the default background color everywhere, with the (normally true) assumption that it won't change during the game.
HunterZ  [author] 23 Nov, 2023 @ 12:24am 
@flemingluiz thanks for the screenshot. I'll try to take a look over the next few days. I probably got a bit overzealous in simplifying my code, and need to reinstate some of the hacks that got removed.
flemingluiz 21 Nov, 2023 @ 1:23pm 
im having problems with items on trade,inventory screen and some tiles seem to not be transparent with the background color https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3091233841
HunterZ  [author] 18 Nov, 2023 @ 10:25pm 
Fix released! HZDynBack did some pretty goofy things to get the background color to (un)stick, and in the new game version I found a much simpler approach that seems to work.
alividlife 10 Oct, 2023 @ 10:46am 
Just a headsup, Caves of Qud version Beta Build 2.0.206.3, Creatures of the 7th Plague release/update

MODERROR [Dynamic Background Color] - Exception applying harmony patches: HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Boolean HunterZ.HZDynBack.PatchZoneRender::Prefix()
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <0020ee40255b4dc7a0eb8b2a76225b38>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00068] in <0020ee40255b4dc7a0eb8b2a76225b38>:0

One of my favorite mods... Thanks for evertything!
I blame Earthshaker 6 Jun, 2023 @ 12:44pm 
No, I don't believe the game bothers with modeling moon phases (they've never really even verified if this Earth in the year 19999 or not), so probably easiest to peg each phase 1 week long or something equally as lazy. Only 3 "phases" would be necessary as a minimum, since waxing and waning would probably look the same.

I guess the bigger issue is how it would effect NPC pathing in differing light levels, but the game already handles that anyways... so really the only "issue" is whether a full moon lights an entire map but with reduced speed, or technically generates light radii for every NPC on a map (since light radii generate 2 vision levels). Maybe the entire map is shown in the larger radius format? Up to you.

Just thought it would be an interesting differentiation between darkness on the surface (which is basically night) and darkness underground (which is everywhere all at once except inside light radii).
HunterZ  [author] 5 Jun, 2023 @ 6:04pm 
@zicraftian: Thanks!
@Earthshaker: As in make the nights brighter when the moon is fuller? Are moon phases something modeled by the game?
@Gideon: That might indeed be cool, but sounds like something that might work better as a separate mod.
zicraftian 3 Jun, 2023 @ 12:57pm 
cannot play without this one!
I blame Earthshaker 5 May, 2023 @ 7:58pm 
Any chance of adding moon phases during surface nights?
The Law 29 Apr, 2023 @ 11:09am 
Hey, love the mod. Like really love it. But, it would be taken to the next level if you could add water animations or sprites to simulate rain…… you could also add clouds that obscure the area and make it so rain lowers to your perception just like dawn/dusk does. Either way love the mod
Zhikse 20 Jan, 2023 @ 7:00am 
Doesn't seem to be working for me either, but it might be because I'm using it on a preexisting save. Not on mac though.
Meaningoflife42 10 Dec, 2022 @ 11:11am 
@HunterZ might be related to me being on a mac, but still doesn't work with all mods disabled except it. Works outside of the beta and gives no errors in the beta but doesnt work. I have the problem with a few other mods and will keep investigating--wish I could talk to folks in the discord about it but alas.
HunterZ  [author] 10 Dec, 2022 @ 10:21am 
@Meaningoflife42: It's working for me in beta 2.0.204.45. Try disabling other mods maybe?
Meaningoflife42 3 Dec, 2022 @ 11:31am 
Seems to be broken for whatever in the newest Beta. Can anyone confirm, or does anyone know a fix?
HunterZ  [author] 13 Nov, 2022 @ 10:13am 
@Gokudera just tested similar settings, and I still see the hues change but they are more subdued. The higher contrast also means that you will probably not see the background getting darker as you descend underground.
Gokudera ElPsyCongroo 12 Nov, 2022 @ 3:37pm 
Do I need specific Brightness/Contrast settings to make it work? Seems like only contrast changes (screen gets darker during some hours) but the color doesn't really change. I tried fiddling with Contrast/Brightness sliders but they don't change the color. By default I use Contrast around 70% Brightness at around 60%.
HunterZ  [author] 18 Sep, 2022 @ 11:15am 
Someone posted on my profile instead of here for some reason to ask if I could upload my mods somewhere else for non-Steam users. My mods are already on Github at https://github.com/HunterZ/qudmods
Doe W 14 Sep, 2022 @ 1:57pm 
DayNight cycles but aweso
m
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CoiledLamb 3 Aug, 2022 @ 7:03pm 
many thanks friend!! :resmile:
HunterZ  [author] 3 Aug, 2022 @ 6:48pm 
@Lamb & @helado: Thanks for the heads-up. I've pushed an update that removes the ResolveType patch. Let me know if it helps. It should no longer be needed anyway, as it was just a short-term kludge to keep people's saves from breaking several releases ago.
Sol 3 Aug, 2022 @ 2:25pm 
it looks like the compatibility issue is because of this mod's patch of ResolveType. this most likely affects other mods too. at least one of the devs is on it trying to figure out why it breaks it despite looking innocuous, but in the meantime it's probably for the best if it's removed
CoiledLamb 2 Aug, 2022 @ 11:09pm 
hey i really enjoy this mod, and published one of my own very recently (nightmare treat). i'm currently running into some compatibility issues with my mod and yours, so reaching out in case you want to take a look at what's happening! :Emil: