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Thanks @CatlikeSpectator! This has been a staple for me since when I first modded qud!
I posted a thread about it and someone else said the issue had something to do with the helmet also using the face slot? Not sure if that is accurate or not. Cheers
Based on your last comments, the content of PopulationTables.xml should be:
<?xml version="1.0" encoding="utf-8"?>
<populations>
<population Name="IchorMerchantInventory" Load="Merge">
<group Name="Items" Load="Merge"> <!-- Add the Load="Merge" attribute to each nested group, mimicking the base game's PopulationTables.xml structure -->
<object Blueprint="cats_waterbottle" Chance="100" Number="1-2"/>
</group>
</population>
</populations>
Thankfully, it is a rare, random event that "cats_waterbottle" is chosen as an ingredient.
The error is:
ERROR - Booting game :System.NullReferenceException: Object reference not set to an instance of an object
at XRL.Annals.ImportedFoodorDrink.Generate () [0x00422] in XRL.Annals\ImportedFoodorDrink.cs:87
To fix this, open PopulationTables.xml in this mod. Delete the following lines:
<population Name="Ingredients_EarlyTiers" Load="Merge">
<group Name="Items" Load="Merge">
<object Blueprint="cats_waterbottle" Number="1" Weight="10"/>
</group>
</population>
Believe it happened on a map with glowpads
Unused attribute "Amount" detected.
Seems Number="1-2" should be used instead of Amount="1d2"
MODERROR [1Percent Loot Drops Expanded] - File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 467:5 Attempt to merge with Naphtaali which is an unknown blueprint, node discarded
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 657:58 No XRL.World.Parts.BleedingOnHit.SelfOnly property exists.
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 383:80 No XRL.World.Parts.DesalinationPellet.ConvertLiquid property exists.
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 383:102 No XRL.World.Parts.DesalinationPellet.ConvertLiquidTo property exists.
ERROR - no modobject on mod line liquid-cooled
RunSegment: System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object) ---> System.NullReferenceException: Object reference not set to an instance of an object
at Qud.UI.TinkeringDetailsLine.setData (XRL.UI.Framework.FrameworkDataElement data) [0x00315] in <a0a21aa3ac614d3dbc2a21617a664398>:0
(etc)
so best delete that part of your bloodonhit part
basically changing line 253 to <object Name="BaseGyreWight" Load="Merge"> should fix that one issue
please change line 5 of your pop tables for the mod to <object Blueprint="cats_waterbottle" Chance="100" Number="1d2"/>
It's a short blade equipped in the floating nearby slot. It has a small chance to attack and poison your targets in melee, which is greatly increased when kept supplied with honey. It disappears upon being unequipped.
Would love for a doc containing all the items' and their respective drop source, description etc.
Functionally, it's just an item that's guaranteed to have the "disguise" mod every time it appears. If there's a way to control the results, I'm not familiar with it.
Thanks, glad you like it :)
Different items have different drop rates, and I've used two different parts to implement the random drops. Some drops are from "dropondamage" which bottoms out at 1% last I checked. Others just use the part that adds items to a creature's inventory which can be a lower chance. So some items are less than 1% and others are meaningfully higher.
As for a guide, I like the overall mystery of Qud where you kinda just gotta try stuff. If you're curious about mechanics of items, you can open the mod's objectblueprints in any text editor, I use notepad++. The way Freehold implemented the way items work is really intuitive and easy to understand, so don't worry if you don't have a programming background. I definitely don't.
I think a lower drop rate would get me more excited when I do come across an item.
I don't know anything about scripting so it's possible that's a tall order but just throwing the idea out there.
A guide that shows what the items do would be cool, although it's kind of cool if we just share our findings with each other. I'm doing a new run so i'll post anything cool that I find in the discussion thread.
Thanks so much for the mod! It's really fun
Oh and another thing is that you can't seem to disassemble the Magma Cannon and I've found no Data Disk for it either. Not sure if this is intended as looking at the ObjectBlueprints.xml it looks like the Magma Cannon is supposed to have tinker bits but doesn't ingame.