Caves of Qud

Caves of Qud

(OLD) 1Percent Loot Drops Expanded
171 Comments
Kynick2501 22 Jul @ 5:39pm 
Downloaded to work on in my spare time
Thanks @CatlikeSpectator! This has been a staple for me since when I first modded qud!
|_| Clyax 18 Jul @ 2:44am 
@CatlikeSpectator Thank you for the fun.
CatlikeSpectator  [author] 18 Jul @ 1:23am 
Just want to say thanks to everyone who’s enjoyed using the mod. I’ll eventually hide this workshop page, as I haven’t kept things up to date with the game, and don’t currently have the time to do so. While fixing the numerous errors wouldn’t be a massive undertaking, it’s more than I have time for right now. I’m currently without a PC and don’t know when I’ll be able to replace it, and don’t know when I’ll be able to get to this when I do. For now, I want to make clear that this mod is outdated and currently unsupported.
Mc_Dyno 15 Jun @ 4:50pm 
Can't repair items from this mod. Some stupid Qudzu rusted my arc band and no one wants to fix it.
euclid 3 Jun @ 8:13pm 
is there a place to find out more specific details about what each item does? i'm wondering specifically about the breeder cell
inpenetrablegash 12 Feb @ 9:16am 
+1 AV from the item "Large Skull" doesn't work. AV stays the same with the helmet equipped or not.

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
Writesout.ttv 3 Feb @ 3:52pm 
This is worse now considering the pets I have show up in the folder, but none of my workshop mods 🤔
Writesout.ttv 24 Jan @ 7:22pm 
Hi I seem to have an issue. I wanted to look at the ObjectBlueprints file, but I can't seem to find....anything in my mods folder. I'm not certain what's causing this, and searching through the Discussions page for the game didn't turn up the result, so I'm hoping I'm missing something obvious, since I still have access to all of my mods in-game
Darkaxt 2 Jan @ 2:47pm 
Hi @Tyrir,

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>
Tyrir 1 Jan @ 5:51pm 
In PopulationTables.xml, "cats_waterbottle" should not be added to any "Ingredients*" tables. Because it is a liquid container that may spawn with 0 liquid, it causes the game to freeze during world generation if a random village recipe is generated that uses it as an ingredient. It is a bug in Qud that this causes world generation to freeze.

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>
Propagate11235 24 Dec, 2024 @ 9:49am 
Not sure if torcher gauntlet is working. While it's equipped and I attack, it doesn't use up oil or add damage. Am I using it wrong perhaps?
Tyrir 20 Dec, 2024 @ 4:33pm 
ERROR - Attempting to add invalid object 'cats_wasp ({{bee|mercenary wasp}})' to cell.

Believe it happened on a map with glowpads
Tyrir 20 Dec, 2024 @ 12:30am 
MODWARN [2400127933] - Mod using config.json, please convert to manifest.json and check out https://wiki.cavesofqud.com/Modding:Overview for other options to set
Tyrir 19 Dec, 2024 @ 11:22pm 
MODWARN [1Percent Loot Drops Expanded] - XmlDataHelper:: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/PopulationTables.xml line 5 char 54
Unused attribute "Amount" detected.

Seems Number="1-2" should be used instead of Amount="1d2"
Tyrir 19 Dec, 2024 @ 7:19pm 
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 383:126 No XRL.World.Parts.DesalinationPellet.ConvertLiquidAmount property exists.
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.
Tyrir 19 Dec, 2024 @ 7:19pm 
MODERROR [1Percent Loot Drops Expanded] - File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 255:5 Attempt to merge with Glow Wight 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: 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.
MrHrulgin 11 Dec, 2024 @ 9:15am 
I haven't run into any problems using it with 1.0.
BCS 10 Dec, 2024 @ 1:44am 
This compatible with 1.0?
Smaug 27 Nov, 2024 @ 10:45am 
These are all great and very thematic, although I think the arc light is maybe a tad too gluttonous.
⚡Judge Zed⚡ 22 Nov, 2024 @ 1:19am 
@Arendeth thanks!
Ewok 7 Sep, 2024 @ 2:41pm 
Muscle doper always showing non-functional? just thought I would ask
Kinasin 28 Jul, 2024 @ 12:28am 
is this working fine with molting?
IllegibleScream 12 Jul, 2024 @ 1:00pm 
Sanguine Catalyzer isn't vanilla? It fits so well with the Issachari.
terribly rascally sort of thing 27 Jun, 2024 @ 4:43pm 
is this updated for spring molting update?
Gokudera ElPsyCongroo 23 May, 2024 @ 9:44am 
Yes, works on beta with the fixes by Arendeth below
BlearyEight 23 May, 2024 @ 9:19am 
This mod work for the beta?
Gokudera ElPsyCongroo 22 May, 2024 @ 1:56pm 
Weird, it fixed itself by saving and reopening the game
Gokudera ElPsyCongroo 22 May, 2024 @ 1:25pm 
Bug: Not sure if related to your mod but after learning Targeting Interfaces' disk, I can't open the Tinkering screen on beta. Player.log gets this message when trying to open:

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)
Arendeth 27 Mar, 2024 @ 1:09am 
good news can confirm those changes resolves errors coming up when loading to main menu at least
Arendeth 27 Mar, 2024 @ 1:07am 
For your Symbiotic Vinovine line 667 SelfOnly is not a valid true/false statement for bloodonhit
so best delete that part of your bloodonhit part
Arendeth 27 Mar, 2024 @ 1:01am 
DesalinationPellet part script only removes up to 200 units of salt from any liquid so can not convert blood to water (might need to make a new script for now) so to be on safe side to prevent errors remove the part from line 383 since not worth the error that should resolve 3 errors for now
Arendeth 27 Mar, 2024 @ 12:47am 
glow wight no longer exist instead they have been replaced with a faction of gyre wights that exists from tier 3 to 5 according to creatures.xml so best to just add your cats_chemlamp to its base creature BaseGyreWight
basically changing line 253 to <object Name="BaseGyreWight" Load="Merge"> should fix that one issue
Arendeth 27 Mar, 2024 @ 12:25am 
Fix for one of the errors that first shows up for this mod (other ones show up after fixing this one)
please change line 5 of your pop tables for the mod to <object Blueprint="cats_waterbottle" Chance="100" Number="1d2"/>
PerformanceIsPerfect 25 Feb, 2024 @ 3:54am 
Can you remove data discs with recipes for new items from merchant tables plz ?
Z 27 Nov, 2023 @ 12:43pm 
How much charge does a flora cell contain?
Urist 20 Nov, 2023 @ 12:20pm 
How to use anticarbon emitter from decarbonizer? Is it just for disassembling? I tried to use it as a rifle, I put antimatter battery in it, but is says that it non-fuctional.
CatlikeSpectator  [author] 22 Oct, 2023 @ 1:49pm 
Known Issue: Glowpad scales don't properly illuminate when worn on the arm. Will be fixed in next release.
CatlikeSpectator  [author] 14 Oct, 2023 @ 6:41pm 
@TJR | BrambleWolf
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.
bidiguilo 13 Oct, 2023 @ 9:11am 
lava turrets are so menacing
TJR | BrambleWolf 10 Oct, 2023 @ 6:12pm 
how do i use the mercenary wasp?
Vaarelsauce 9 Oct, 2023 @ 12:45am 
Awesome mods, some of the items are pretty nuts but that's what people get for signing up to workshop contents.

Would love for a doc containing all the items' and their respective drop source, description etc.
CatlikeSpectator  [author] 20 Sep, 2023 @ 11:36pm 
@five consecutive nuts
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.
seven minute tables 20 Sep, 2023 @ 10:34am 
Is it possible to change the disguise on the BEAUTYGRAM? I feel like there's a setting I'm missing? Or am I just rolling the dice on the tinkering?
CatlikeSpectator  [author] 20 Aug, 2023 @ 11:43pm 
@Yume
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.
Nah 20 Aug, 2023 @ 9:15pm 
I love the idea, but I was wondering if it would be possible to have the option to change the chance for the loot drop. 1% seems really high to me for a game where you're mowing down enemies like crazy.

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
|_| Clyax 26 Jul, 2023 @ 6:17pm 
Is the reclamation pellet working? I dropped it into blood, I got the "the blood fizzles for several seconds" message, but nothing happened.
CatlikeSpectator  [author] 25 Jul, 2023 @ 6:29pm 
Sap proboscis collects blood. Several items are normality affected, you can check the details in the mod's objectblueprints file. Generally it's just the otherworldly psionic type things.
|_| Clyax 24 Jul, 2023 @ 8:24pm 
Does the Sap Proboscis need blood to work, or does it just collect blood that you can use?
|_| Clyax 22 Jul, 2023 @ 4:30pm 
Are any items affected by Normality, and if so which ones?
Deltakai 24 Jun, 2023 @ 6:30pm 
Given its tier 8 status as well as lava being extremely difficult contain in large amounts, I think it would be fair to give it some serious damage comparable to something like a linear or phase cannon, and have the projectile increase the target's temperature by a couple hundred degrees instead of just dropping lava onto the ground.

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.