Caves of Qud

Caves of Qud

Hexagun
57 Comments
Szymon XII 6 Jul @ 10:19am 
Since this mod is the only one of its kind (that allows the world to be drowned in bullets), I have to ask for a solution to a certain problem.
Is there any way this mod could not remove missile slots on armless characters? At least those that spawn without arms, but if dismemberment of a hand occurs, removing the missile slot would be obvious.
This is mainly to fix compatibility with the Rogue Robots of Qud mod, but this problem can occur in an armless character no matter if modded or not.
The Owl 12 May @ 1:41pm 
Any way to choose which of your missile weapons fire? As it stands it seems you can only cycle choose them one after the next
Kurumento 2 May @ 6:43pm 
anyway this could be made compatible with rogue robots mod ?
khemeher 30 Jan @ 9:15pm 
UPDATE: The issue seems to be the Improved Mutations mod. The mod itself isn't the issue, but if you have more than 4 arms, the missile slots on the screen get spaced further and further down the equipment page. I would imagine eventually it would crash the game. But as long as you don't have more than 4 arms it works great.
khemeher 30 Jan @ 4:59pm 
I had this mod working, but it seems to have broken, such that the missile slots aren't visible. I can still equip a weapon to them, but then have no way of interacting with that weapon again. Not sure what broke. Going to try a fresh install & see if that helps.
QWERTYww 27 Dec, 2024 @ 1:05am 
Can confirm Rogue Robots is fully incompatible with this mod as it does not take into account less standard body plans (robots with hardpoints instead of missile slots, things with no arms). There is no end to the bug reports.

This is also partially an issue which affects vanilla, as using a ganglionic teleprojector to control a base-game robot with no arms will cause the same issue of being unable to equip any missile weapons (or at least it should unless you're hardcoding in the hexagun behavior ONLY for the player's original body).
Archie 23 Dec, 2024 @ 11:30am 
Hmm, maybe I ran into an incompatibility with Rogue Robots given how the other two mods I run with are Hearthpyre and Rogue Robots.
BadMojo  [author] 23 Dec, 2024 @ 5:25am 
@Flurbel no - Hexagun is a very focused mod. Missile slots only. Limbsmith allows adding worn-on-hands slots (and much more).
Flurbel 17 Dec, 2024 @ 2:26pm 
Any plans for every two hand slots adding a worn on hands slot?
Rizzo 16 Dec, 2024 @ 8:46pm 
Works just fine for me in 1.0.
Archie 16 Dec, 2024 @ 7:06pm 
Unfortunately it seems that this doesn't work for 1.0 and instead has removed my missile weapon slots.
Winter 12 Aug, 2024 @ 5:18pm 
I used this mod for a few hours and it seems that it still works as of the spring molting update.
Kinasin 10 Aug, 2024 @ 2:47am 
so this good for molting update?
TannTabo 26 Jul, 2024 @ 5:15pm 
Still working?
Archie 13 Dec, 2023 @ 9:42pm 
It seems to have given me two extra missile limb arms. Not sure if this is due to an incompatibility with improved mutations or not.
Karma Chimera 5 Dec, 2023 @ 1:40am 
Is this updated to work properly with the latest version of the game? I'm getting a weird crash on exit when I try to enable it.
siegelmaxwellc 29 Nov, 2023 @ 10:35pm 
This is a very nice mod. I noticed, however, that it does not give extra missile slots to multi-armed non-player characters (ex: Oboroqoru). It would be sweet if that could be changed. Imagine coming across a four-armed mysterious stranger with four laser pistols to harass you with, instead of just one or two...
BucketsFields 24 Oct, 2023 @ 12:05pm 
I have the mutation multiple arms and equiped two revolvers and one mousquet but at the bottom of the screen it remains only the image (painting) of the two revolvers. Is this fine?
Jadex 6 Aug, 2023 @ 5:12am 
Kinda too bad helping hands isnt affected also by this though, more guns is always more gooder
Jadex 6 Aug, 2023 @ 4:53am 
Thank man i was so annoyed when i got multi arms and didnt get to use multi guns like wahdaheck if this mod wasnt here i was gonna do my darnedest to make it thats for sure like caves is a fun game but it has some really dumb moments like this
Literally Me from Far Cry 3 4 Aug, 2023 @ 12:49am 
But how much Dakka can be really fired?
Ssnakes_Everywhere 1 Aug, 2023 @ 2:33pm 
Visual bug with Limbsmith so not sure if i should report it here or there,
The names of the Missle Weapons sometimes don't line up with what the limbs are when you change them
BadMojo  [author] 23 Jan, 2023 @ 6:33am 
Thanks for the bug reports! Most recent patch move some namespaces around. Should be all good now.
I blame Earthshaker 23 Jan, 2023 @ 1:50am 
I'm sure most recent update borked something, someone will check it out
StickyFingers 22 Jan, 2023 @ 11:01am 
Mod stopped working recently for me too, whats up?
This is the best mod, please keep it working <3
ecks dae 22 Jan, 2023 @ 7:39am 
stopped working recently, hopefully just an issue on my end
pewpewdewd 21 Jan, 2023 @ 7:28pm 
fastest handses in the rust
Flesh Forge 11 Jan, 2023 @ 10:07am 
This is great, it makes it feel like there is a real payoff for Chimera having 10+ hands that's on par with Esper!
bearhiderug 8 Jan, 2023 @ 2:54pm 
six guns so fun and unfair
make one of them a freeze ray of for optimal results
ecks dae 8 Jan, 2023 @ 9:56am 
everything i ever wanted since i saw multiple arms mutation
bearhiderug 24 Dec, 2022 @ 1:00pm 
Stopped by to say it is working for me.
CoiledLamb 8 Dec, 2022 @ 3:35am 
yeah, just confirmed, sorry to report in the wrong place but it happens with gun racks in vanilla - i'll make sure it winds up on the tracker. :Emil:
CoiledLamb 8 Dec, 2022 @ 3:20am 
yeah either way it's not so pressing if it doesn't get patched - i might hop into a game with a gun rack and no mods just to confirm it's not vanilla weirdness. specifically the +3 modifier at the end turned into a +6 for me, and while the increase in damage dealt is very enjoyable.. gotta report bugs when you find em, lol.:resmile:
BadMojo  [author] 8 Dec, 2022 @ 12:47am 
@Lamb Hexagun doesn't touch any of the behavior of equipment, it is very careful to just make sure you've got missile weapon slots and nothing else. A quick glance through the code behind ModColossal doesn't indicate any obvious interactions (it just increases the result of the damage dice roll by 3); but CoQ is mysterious and anything is possible. Perhaps you are simply favored by highly entropic beings.
CoiledLamb 7 Dec, 2022 @ 8:52pm 
hey, i think gigantic guns are applying their PV/dmg dice twice when equipped, leading to weapons that do 4x as much damage. observed with a gigantic sparbine, but my game may be acting funny.
Crowo 7 Dec, 2022 @ 8:34am 
iight bet. thanks ^-^
BadMojo  [author] 7 Dec, 2022 @ 7:27am 
@CrowoFox I'm afraid that's a regular bug in classic UI. Exact same thing happens with an implanted Gun Rack. One missile weapon? Fine. Second weapon? Obscures target name. Third one obscures their health. Can only suggest switching to modern UI.
Crowo 7 Dec, 2022 @ 4:49am 
im having a problem where the extra missile weapons are blocking the health status of the current target on the side menu. .(im using the classic ui with no overlay. )
CoiledLamb 16 Nov, 2022 @ 7:44am 
thanks to this mod i can quad wield a gigantic sparbine on the newest beta. life is good
CoiledLamb 31 Oct, 2022 @ 1:38pm 
@kikunojo look up the "cloaca surprise" on the official caves of qud wiki if you want the best answer... here's mine in case you don't want to though
you lose two arm slots, two leg slots, and your face becomes feelers. then, you grow a new limb and gain a new mutation (both have the same properties) they are called your bilge sphincter. it gives you 1 AV, 600 mollusk rep, 6+ Strength, greater movespeed while in deep liquids, and it can carry fluids that it can then shoot out using the spew skill it adds.
very strong mutation.
anyways, thanks badmojo, can't wait to slog up with some extra arms in the near future!
CoiledLamb 31 Oct, 2022 @ 1:35pm 
oh hype hype hype hype hype! excited to try out the mod again!
BadMojo  [author] 31 Oct, 2022 @ 8:47am 
@Lamb thanks for the report! Slogification no longer gives you extra-extra missile slots. I'd like to think the bilge sphincter was holding at least one of them :)
CoiledLamb 13 Oct, 2022 @ 3:32am 
@Kikunojo slogifying is when you ingest the cloaca surprise and replace your body plan with slog's. i do this in most of my runs, so i notice when any mod interacts with it, or causes any bugs to occur.:Emil:
BadMojo  [author] 12 Oct, 2022 @ 11:12pm 
@arrogantandaflame it does work on the newest alpha branch, yes.
arrogantandaflame 12 Oct, 2022 @ 10:57am 
hey i don't have any conflicts with this, but I wanna know if it's stable on the newest branch, i really like this mod and want to use but am cutting down on unstable mods
CoiledLamb 10 Jul, 2022 @ 5:34pm 
small bug: slogifying causes you to grow an additional missile weapon slot, regardless of if you have Marms or not
BadMojo  [author] 12 Apr, 2022 @ 2:30am 
@Kellnaved @bearhiderug @Mechak thanks for the reports! Some updates to character generation seem to have stopped Hexagun from handling new characters (it would still work on a save load). I've updated it, your fresh new Multiple Arms mutants should be just fine again.
Mechak 5 Apr, 2022 @ 11:36am 
doesnt seem to effect the amount of slots?
bearhiderug 25 Feb, 2022 @ 6:22pm 
Same thing kellnaved
Kellnaved 4 Feb, 2022 @ 1:01am 
When I choose the "Multiple Arms" mutation during character creation I don´t get additional missle slots on my character.