Caves of Qud

Caves of Qud

Cybernetic Relics
13 Comments
Smaug 29 Nov, 2024 @ 8:18am 
Great mod for true kin playthroughs and makes a lot of sense considering what the sultans were.
Bellicosei 8 Mar, 2024 @ 6:40am 
Not a lot of activity but I wanna answer @Null_Error: the answer is that the game already has internal logic that has a specific set of minor enhancements that can go on implants, and the way that's set up, you can't really get away from it. Implants are specifically typed as "implant" inside the game, so they can't be another type of item, like "shield". The minor bonuses they can get are on their own table, and include some stuff that other things don't get, like increasing compute power, or being able to be implanted in another limb. If you want to take a look for yourself, follow the C# guide to decompile the code [wiki.cavesofqud.com], and take a look at XRL.World\RelicGenerator.cs
|_| Clyax 4 Feb, 2024 @ 9:36pm 
Yeah, I'm curious about what @Null_Error asked.
Null_Error 11 Dec, 2023 @ 10:38am 
How does this mod handle minor enhancements and other item-type dependent relic power pools?

Does it default to considering all cybernetics to be melee weapons? Or does it consider them armor, or does it perhaps distinguish between different cybernetics for the purpose of these pools?
And, if the latter, is there a way for a modder to improve cross-compatibility with this mod by "telling" this mod's code to consider it a different item type (e.g. making a cybernetic receive shield powers, despite not technically being a shield, due to acting as a shield if installed)?
|_| Clyax 1 Nov, 2023 @ 7:04pm 
@chaos Wonderful. I look forward to this.
chaos  [author] 1 Nov, 2023 @ 1:51am 
It uses the standard cybernetics population tables, which are moddable.
|_| Clyax 31 Oct, 2023 @ 11:01pm 
Excellent. Is the way this is coded allowing for modded cybernetics to be put in? I don't know how cybernetic lists are programmed in this game, so I don't know if all mods use some kind of master list feature.
TutterFunks 31 Oct, 2023 @ 3:36pm 
I'll report any issues if I ever find them o7
I blame Earthshaker 31 Oct, 2023 @ 11:32am 
Trying something once doesn't necessarily reveal errors, and since you're a dev, I don't see why you aren't already aware of some of the weirdness with vestigial permanent changes. But since it's handled via the cybernetics code instead of the mutation code, sure, it probably works.

A simple "yes, but I can only test so much," literally fewer letters.
chaos  [author] 31 Oct, 2023 @ 11:01am 
I don't understand why you wouldn't try something like that literally once before assuming I fucked it up.
I blame Earthshaker 30 Oct, 2023 @ 12:18am 
Interesting, but do the relic powers properly unequip when unistalled? Just curious, since devs seem to have so much trouble getting rid of ghostly flames from temporary flaming ray (or even permanent if you lost it after playing around with warm static).
chaos  [author] 27 Oct, 2023 @ 9:49pm 
1) It should be safe, but it won't do anything in an existing save because your Sultan relics have already been generated.

2) Correct.
TutterFunks 27 Oct, 2023 @ 2:39pm 
Seems really interesting, I assume it's safe to add to an existing save?

Also, if I implanted a relic-cybernetic, I'm also guessing all of it's unique properties still function? If so I think this could easily be one of my forever used mods :luv::gearthumbsup: