Caves of Qud

Caves of Qud

Mundanity
22 Comments
devin 21 Dec, 2024 @ 9:54pm 
love the parts, there's a bit of an undesired interaction with "Autoget scrap" and "Automatically disassemble scrap" both turned on though. It results in them getting picked up and scrapped as a Weird Artifact before you can examine them, and there's no way to un-mark them as scrap if you want to keep one afaik
MrHrulgin 11 Dec, 2024 @ 9:26am 
I haven't seen any issues using this in 1.0
Kinasin 20 Jul, 2024 @ 1:27pm 
is this working fine with molting?
I blame Earthshaker 3 Dec, 2023 @ 9:27pm 
Weird, but after redownloading the mod it was listing properly in alphabetical order, so I guess the fix worked (deleted comment mentioning that recent patch maybe not working).
bearhiderug 15 Sep, 2023 @ 11:59am 
works fine for me, thankytou
Gearlink  [author] 16 Aug, 2023 @ 3:30pm 
As far as I can tell, the mod still works with the newest version of Qud. Upon starting a new game, Argyve was selling some of the scrap artifacts (though they need to be identified).

Let me know if you keep running into issues.
King Klipo 12 Aug, 2023 @ 1:28am 
I second the homie below me asking if this is up to date. I havent seen any of these new items in my game yet, so feels like the mod may not be working anymore
bearhiderug 6 Aug, 2023 @ 1:40pm 
Is this up todate? Would you consider makeing everything disassmable??
Thankyu for the new items ans artifacts for our playthroughs of the salt desertts!
Gearlink  [author] 17 Jul, 2023 @ 4:50pm 
Probably should have commented sooner, but thank you for the bug report Quin. The update pushed a little bit ago should address it.
Quin 30 Jun, 2023 @ 12:10am 
[0x00316] in <03246d22ca924d238bc36b515eda8f42>:0
at XRL.Core.XRLCore.RenderBase (System.Boolean UpdateSidebar, System.Boolean DuringRestOkay) [0x00131] in <03246d22ca924d238bc36b515eda8f42>:0
at (wrapper dynamic-method) XRL.Core.XRLCore.XRL.Core.XRLCore.PlayerTurn_Patch1(XRL.Core.XRLCore)
at (wrapper dynamic-method) XRL.Core.ActionManager.XRL.Core.ActionManager.RunSegment_Patch0(XRL.Core.ActionManager,bool)
Quin 30 Jun, 2023 @ 12:10am 
I dominated a legendary snapjaw and the game's renderer softlocked.

Player log was just miles of this:

ERROR:Exception during turn it's also automatically on clipboard so just paste into IM or e-mail to support@freeholdentertainment.com: System.NullReferenceException: Object reference not set to an instance of an object
at XRL.World.Parts.MUNDANITY_MoodLenses.AfterRender (XRL.Core.XRLCore core, ConsoleLib.Console.ScreenBuffer sb) [0x00017] in C:\Steam\steamapps\workshop\content\333640\2951228803\MoodLenses.cs:94
at XRL.Core.XRLCore.RenderBaseToBuffer (ConsoleLib.Console.ScreenBuffer Buffer)
palemooN 26 Jun, 2023 @ 5:34pm 
based motorized sponge
turkler 3 Jun, 2023 @ 10:41am 
lovely items, coq needs more schizo tech
SpaceGlam 12 May, 2023 @ 3:44pm 
I installed this, forgot about it, played Qud later and was super confused by these strange items. 10/10 thanks.
gnarf  [developer] 26 Apr, 2023 @ 2:02pm 
<tag Name="NoDataDisk" /> will prevent it from being a random data disk result - though it could still could end up being taught by a water ritual randomly (probably going to see a patch note about this in some future feature friday)
I blame Earthshaker 2 Apr, 2023 @ 4:57pm 
Being able to build them would be cool if it was via the "Reverse Engineer" skill only (so you can learn by diassembly only). But game's code doesn't yet seem to possess ability to differentiate how to generate a tinkering schematic via that skill only. Either it has a data disk or it can't be built, only disassembled. I guess you could try to make a request for devs to add that additional functionality, but some of how the XML for item blueprints exists is just clunky in general (like how XML doesn't have a material part option, so every item has to be specifically written instead of just being a generic dagger or sword or gloves with most of the damage or armor stats being assigned via material). But you do you, it's your mod!
Gearlink  [author] 2 Apr, 2023 @ 3:53pm 
Marking the items as CanBuild="true" was intentional, though admittedly something I'm on the fence about. The intent was to allow some additional room for player expression by letting you actually push back against the framing of the mod (this is useless to your character) if you so desired by building these little things (in the same way the modern denizens of Qud cobble together replicas of Eater tech). But it does have downsides, as you point out.
I blame Earthshaker 2 Apr, 2023 @ 2:33am 
Also, your code is slightly bugged. All of your items are marked CanBuild="true" in their item blueprints, so each item blueprint can be generated as a data disk and can be tinkered. Which kind of defeats the purpose of this mod, since the items are supposed only really be disassembled (since they aren't "made" anymore). Plus, super annoying that it further saturates the tinkerable item pool...
I blame Earthshaker 1 Apr, 2023 @ 11:13pm 
Please list the names of all the items added by this mod in this mod's description above, much faster for reference than checking the mod's files or even the stuff on Github...
Ridalix 20XX 30 Mar, 2023 @ 4:28pm 
Cool, the sprites look good too and in the style of the game.
Rocko13456 29 Mar, 2023 @ 4:03pm 
If there's one thing Qud lacks it's stuff like this. Baubles, actual trivial trinkets, and other trade goods that don't need a factor in adventuring.
Rathael 28 Mar, 2023 @ 6:44pm 
Absolutely love the idea of "scrap" that is only scrap because the player is doomed to be a full-time adventurer. Finding more trade goods will be nice, too.