Caves of Qud

Caves of Qud

Jademouth
80 Comments
Ceres et al.  [author] 8 May @ 8:24am 
ofc! I shamelessly use it a lot in my own play, so keeping it up-to-date is important to my own ability to play the game as much as it is important to my own sense of obligation to keep it available for people to use :P
turkler 8 May @ 12:34am 
thank you for keeping this mod updated!
Ceres et al.  [author] 14 Apr @ 6:21pm 
hmm -- is that map memory? it shouldn't be differences with the tile type
Kynick2501 14 Apr @ 3:12pm 
Something I've just noticed is that any areas inside the walls of Jademouth that are not in Line-of-Sight, appear a different shade of grey than normal. I don't visit the area super often so I can't recall ever noticing this before.
Ceres et al.  [author] 7 Feb @ 8:03am 
looks to be harmless! can be safely ignored, and I'll patch it up sometime in the future
Tyrir 7 Feb @ 7:00am 
MODWARN [Jademouth] - XmlDataHelper:: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2926820352/XML/Populations.xml line 16 char 4
Required attribute "Name" missing

Warning about missing Name on a population group in Populations.xml. Not sure if it causes any issues besides the warning, however.
moonracer 10 Jan @ 4:44pm 
Fairly new to the game and just got through a lot of this. Excellent.
Ceres et al.  [author] 10 Jan @ 6:56am 
gosh, thank you so much. i don't even know how to respond to that. honestly, sometimes I consider it a miracle that my code even works at all; I know the kinda stuff I make is peanuts compared to what some big names for other games make, and my own stuff meaning so much to people is really validating. thank you very much. and that goes for all y'all who leave kind comments too; I don't always know how to respond to stuff but I do read every comment I get and they always mean a lot. thank you, thank you, thank you
Klomn 9 Jan @ 9:49pm 
I know i've already typed here, but thank you once again for absolutely never missing with a mod. Not only does this mod serve as a shining beacon for what a Multi-Tile Town should be, it is humorous, and serves real significant purpose with both the Chaos Theory Quest (finally no more searching for Morphogenetic for hours), and large access to gems. Not ONLY that, the story is light yet excellent, so it doesn't overbear on a playthrough yet the tale of mending the bridge between Bright and Cat is always a nice reminder ingame. This is arguably the largest scale mod of yours in terms of sheer content, but make no mistake, your other mods (I would rather go back to pre 1.0 than drop Tealeaves) are also must-haves, each of them. You are very possibly my favorite modder of all time. It is only a shame I have no way to repay your efforts with anything other than words. Live and Drink Ceres!
turkler 9 Jan @ 3:50pm 
thanks for the update!
Ceres et al.  [author] 9 Jan @ 3:07pm 
update pushed. main things include some tweaks to the dialogue and refinements to the popup at the end of Chaos Theory; you can find full change info in the changelist. if you don't know what a chiliad is, don't worry about it :p
DaveyAlpaca 23 Dec, 2024 @ 7:25am 
As somebody who has over 200 hours of Qud, I want to thank you and commend you for creating a truly immersive experience, and I can only simply want more. I would adore more villages, more towns, or even more enemy camps with the same flair you have demonstrated here. Simply fantastic and wonderful work!
turkler 13 Dec, 2024 @ 12:37pm 
thanks for the update!
Ceres et al.  [author] 5 Dec, 2024 @ 10:07am 
it looks like this mod works with 1.0 out of the box! feel free to bring it along during your playthroughs, if that's your sort of thing.
Ceres et al.  [author] 1 Dec, 2024 @ 11:57am 
just a heads-up: I'd expect a few days' wait after 1.0 drops before this updates. it's possible it might update same-day, but chances are I'll wanna just dive in and take a few days to play the game unmodded. libndink
Smaug 26 Nov, 2024 @ 11:47am 
Neat little mod, although the miner sprite looks a little spooky. They remind me of Executors from Pathologic.
Balathustrius 24 Sep, 2024 @ 1:44am 
Hot damn, appreciate the quick turn around! Figured it was something on my end, so I'm glad I thought to mention it. Jademouth is such a wonderful addition to CoQ, and it feels empty playing without it. Thanks again.
Ceres et al.  [author] 23 Sep, 2024 @ 1:52pm 
update pushed. unfortunately there's no way to add it to existing saves that I know of, but future saves on 2.0.207.101 should work properly now. sorry again ^^;
Ceres et al.  [author] 23 Sep, 2024 @ 12:33pm 
there's a good chance that the base game's world map file is on a new version now, which means I'll need to update the map. I'm actually in the process of updating my mods right now, so with any luck you can expect a fix later today. sorry about the trouble!
Balathustrius 23 Sep, 2024 @ 11:39am 
Since the last Feature Friday, I whipped up a new character and Jademouth wasn't present. I had the mod enabled and I don't see any recent updates; is this likely an issue on my end, or has anyone else noticed a problem?
Ceres et al.  [author] 22 Jun, 2024 @ 8:27am 
should be updated now! let me know if you have any more trouble.
Ceres et al.  [author] 20 Jun, 2024 @ 5:02am 
unfortunately not! the slynth quest is largely hardcoded at the moment and I don't think it's possible for me to cleanly add jademouth to it. I did actually try over the course of at least a day or two, but I just couldn't get it working. if they ever refactor it then I'll absolutely integrate it, but for the time being it isn't viable :<
Octopode 19 Jun, 2024 @ 10:03pm 
can jademouth be used as an option in the slynth's questline, and if so, who do i talk to?
Ceres et al.  [author] 6 Jun, 2024 @ 11:55am 
this should work out of the box for Spring Molting with no necessary changes on my end. I went ahead and uploaded a new version anyway, but that's just because I forgot to include the license file and I was fixing that :p
MrHrulgin 31 May, 2024 @ 12:27am 
Thank you for that remarkably quick turnaround and the wish to fix my save. I really appreciate it. Using the wish resolved the issue.
Ceres et al.  [author] 30 May, 2024 @ 11:55pm 
right! I've published an update that removes the mollusks faction affiliation from Fizz and just makes it always admired by mollusks instead.

additionally, I've taken the liberty of adding a wish that resets the death trackers of all of the named NPCs; so if you want to restore functionality on your current game, you can run the wish and then just spawn in a replacement for the dead NPC. the wish command is jademouthpeace and it should detect each individual tracker that's messed up and reset them to their initial state.

let me know if you run into any issues :>
Ceres et al.  [author] 30 May, 2024 @ 11:21pm 
oh, yeah, thanks for letting me know. I'll take look at that for sure
MrHrulgin 30 May, 2024 @ 11:05pm 
A little irritant: Because of changes in the beta to how friendship is calculated to average the loyalties of multi-faction NPCs and because mollusks hated me, the gravy-slug boiled out of the kitchen to try and murder me. I killed it. Now Bright won't talk to me, and I have their quest sitting around but can't complete it. I'm quite happy that Bright responds to the death of other NPC's, but given that Jademouth is generally going to be reached after killing Slog (and thus becoming hated by mollusks,) it might be worth removing the mollusk secondary faction or changing the default aggressiveness of the cook? I think far more people than anyone would like will be in the same bind as I am once the beta goes live.
Klomn 29 Apr, 2024 @ 2:06am 
A truly beautiful mod, and one I've felt was a necessary addition to the game for a long time. After all, where else is one to reliably trade for static-priced goods without having to rely on the Rng of both FINDING a gem-cutter and them stocking more than useless figurines. Thank you mod author for making use of the map's most mysteriously empty space (I mean seriously an entire mountain pass without ANY guaranteed spawns? If not for Jade-mouth it'd be so massively underutilized given its proximity to the Spire) and turning it into something everyone can enjoy! Thank you too for keeping this updated, in spite of the near constant assault of the devs making the mod non-functional for (to my untrained eyes) nearly no reason. Have an excellent day, for this mod has brought great amounts of joy to many across Qud. Live and Drink.
Celepito 27 Apr, 2024 @ 2:11pm 
Ah no, there was obviously nothing you could or should have done here. Dont get me wrong this isnt putting any blame on you, just outlining the situation in case someone else finds themselves in a similar situation.

The Github releases would, of course, be in addition to the the steam workshop, not a replacement, directly because steam only lets you have one version up.
Ceres et al.  [author] 27 Apr, 2024 @ 1:46pm 
(2/2)

there's not really realistically anything I can do to completely negate the risk of a workshop update breaking peoples' saves because the game lets you choose a bunch of different versions and the workshop only lets me support a single one. all I can really suggest is to back up your saves between game updates! which is sort of a lame answer, I realize, but I don't think I have the actual power to do anything else given the limitations of the workshop here.
Ceres et al.  [author] 27 Apr, 2024 @ 1:46pm 
(1/2)

that's definitely a good workaround, yeah. that being said, though, it sounds like something that would have helped in this case; steam workshop only lets me have one running version of the mod at a given time that gets applied across all branches, and keeping the mod updated to the latest version is kind of essential if I want to prevent it from breaking.

like, I'll definitely try and use github releases going forward, that's probably just good practice for me to follow in general, but beyond that I'm not sure what I can do here. an update was sort of a necessity because Jademouth was now failing to load at all on the latest version of the game, which I'd imagine most people are gonna be using
Celepito 27 Apr, 2024 @ 12:40pm 
@Ava, it might be sensible to use Githubs releases feature to avoid such workarounds being necessary, by archiving past versions ^^'
Celepito 27 Apr, 2024 @ 12:39pm 
To revert versions here, do the following:

Click on the Github above. On that screen there is "Commits" (just Ctrl+F the page), click that.
Then, in the line with "Fix issues with restocking", at the right edge there should be "< >", click that as well.
Now you are in the directory before the update. Above the Commits you previously clicked, there should be a button labeled "Code", click that. A drop down menu will open, click "Download ZIP".
Then, all you need to do is locate the mod directory in your steam files, delete everything within, and replace it with the files from the "Jademouth" directory within the downloaded ZIP (NOT just the ZIP, nor all the files in the ZIP).
Celepito 27 Apr, 2024 @ 12:39pm 
So, my situation is that my save has both this and QudUX, both of which were broken yesterday. So I reverted back to the previous CoQ version to keep playing.

Now, this has updated, breaking my save again. I was gonna remove QudUX, but to do that I need to get into the save, which I cant due to it not loading due the update of this mod.
Ceres et al.  [author] 27 Apr, 2024 @ 10:06am 
the most recent game patch included some breaking API changes, so I've hopefully now fixed them. give a holler if y'all have any issues
Ceres et al.  [author] 6 Feb, 2024 @ 10:47am 
alright, fix pushed. I did some testing on my end and the problem seems to be fixed. the issue will probably persist on existing saves, though -- you can circumvent that with zone rebuilds, but there's not much I can do to prevent that directly since the objects have already been spawned. let me know if the issue recurs or there's new problems, and I'll look into it
Ceres et al.  [author] 5 Feb, 2024 @ 6:41pm 
yeah, some API changes happened to restocking lately from what I hear. I'll look into it tomorrow -- thanks for the heads up

also, just wanted to post in here while I had an excuse to: thank you for all the kind comments. I don't respond to them because I dunno what to say and I don't have a discord reaction button or anything like that, but I do read them and I appreciate all of them. thank you :>
Sarcose 5 Feb, 2024 @ 11:37am 
An update seems to have impacted Jademouth in a weird way. In several games now, the Jade Prospectors no longer stock jade. They won't restock either - even when using the mod that lets you ask them when they're going to restock, that mod can tell they're merchants, as it gives you a time period for the restock, yet they don't regain Jade. I also tested this in a fresh game with zero mods other than Jademouth enabled.
Erberor 4 Jan, 2024 @ 6:30pm 
All of the named characters here put a smile on my face. They're all pretty simple but very charming, and the tinker in particular was pretty cool. What a lovely little place to wander into.
blumenwolf1982 25 Nov, 2023 @ 1:23am 
Awesome mod! This could be in the basegame. I like the characters of the warden and the tinkerer. Dialogue is well written and the map of the settlement just looks very cool. I will definetly be using this mod in any future runs.
Ceres et al.  [author] 15 Nov, 2023 @ 11:54am 
ofc! I hope I pointed you to the right commit :p
LipsofKraken 15 Nov, 2023 @ 11:50am 
Thank you so much - that did the trick! :) Really appreciate the quick response, and looking forward to trying out the new version on my next run.
Ceres et al.  [author] 15 Nov, 2023 @ 11:43am 
it depends on the version you're using, but you can go to the GitHub repo [github.com], find the version you're looking for, and download the source code for it. from there it should just be a matter of putting the Jademouth folder into your Mods folder the manual way and using that. for the previous version on the workshop, that would be this commit [github.com] - just look for the green button that looks like a <>, download it as a zip, and then install the Jademouth folder as a mod. if you do that and then unsubscribe to this workshop one, then you should be able to enable it that way. hope that helps
LipsofKraken 15 Nov, 2023 @ 11:36am 
To be clear this is with respect to an existing save using the previous mod version. It's using a previous version of the beta as well, which is probably the issue.
LipsofKraken 15 Nov, 2023 @ 11:35am 
Any chance you can provide a link to the previous mod version? The new one results in a corrupted save error.
Ceres et al.  [author] 15 Nov, 2023 @ 10:20am 
I've just pushed version 1.2 which includes a bunch of changes you can view in the change notes on the top right sidebar. this is the version compatible with the new update. if you run into any problems, post 'em here.
Ceres et al.  [author] 9 Nov, 2023 @ 10:06am 
for anyone keeping track, a disclaimer: it seems like the new beta is going to go public in the next few weeks (at least, that's the vibe I'm getting), so posting a warning now that a large update to the mod will be going live ideally at the same time. like the beta itself, it won't be compatible with existing saves due to a bunch of internal ID and structural changes, but since the stable branch is being completely changed it shouldn't cause any major issues.

if you intend to stick to an old version of the game and finish up an existing save, you can go to the GitHub repository linked in the description and download and older commit that's still compatible, then put that in your mods folder manually. just letting y'all know!
Ceres et al.  [author] 17 Sep, 2023 @ 12:50am 
I tested locally on the current stable and current beta branches and didn't run into that error or any other ones. what version of the game were you running? the stable is on 2.0.204.104 as of last night, and the beta is on 2.0.205.63. if you still have that problem on either of those versions, then toss your Player.log somewhere and paste the link and I'll take a look.
Ceres et al.  [author] 16 Sep, 2023 @ 8:44pm 
hrm. the recent Qud patch caused a breaking change in the API, and I thought the update here addressed it, but it seems not; I'll take another look and if I can't diagnose why