Caves of Qud

Caves of Qud

Shopping List
88 Comments
RxEZ 19 Apr @ 5:51pm 
Thank u @chonos
Chronos 19 Apr @ 3:08am 
@RxEZ you have to use the full name of the scrap, like "partial monomatter assembly" for 5 and "metamorphic core" for 8.
The full list is on the wiki under Scraps.
RxEZ 18 Apr @ 11:04pm 
I can't seem to find item id's for tinkering bits
Ceres et al.  [author] 16 Apr @ 12:11pm 
I have no idea what I could do on my end to fix it. at this point I suppose I'll just, like... try and see if it resolves itself when I next update the mod? I don't want to have to reupload it to an entirely different page, but if it consistently happens to a whole bunch of people, then it might be safer. we'll see!
DestructoCat 13 Apr @ 6:45am 
I guess I should mention the same 1.0.3 issue that other people have with the steam version just to provide another data point. The weird part is that it was working when I first installed it but broke when I relaunched the game so it either worked initially or somehow downloaded the broken version as an "update" or something.
Chronos 29 Mar @ 5:39pm 
Yeah, it says 1.3.0 on the mod menu.
Ceres et al.  [author] 29 Mar @ 7:21am 
if it's working fine, you're probably safe. you should see the number listed in the mod menu -- 1.3.0 (or 1.3.1) is the correct version.
Chronos 29 Mar @ 4:38am 
Sorry to butt in, but where do I see what version is installed in my game? It's working fine, I'm just curious.
Ceres et al.  [author] 28 Mar @ 6:04pm 
so I had no luck getting through to support. I don't think they're gonna help me here. I have noticed the workshop inconsistently attempting to update my local copy of the mod, which makes me think that it might *hopefully* resolve itself for prospective users. so, basically: please let me know if you have issues with the mod being an old version. if it won't fix itself, try the manual link. in the worst case scenario, I can make a new workshop item, but I'll avoid it if I can.
Ceres et al.  [author] 27 Mar @ 11:55am 
so I have absolutely no idea why this is happening. I've put in a ticket to steam support in the meantime, but they may or may not help; we'll see either way, but I'll post in here as soon as I have more info. for the time being, use the manual download
H 25 Mar @ 4:41pm 
The manual install of the github version is working just fine. Back to clone shopping~
Ceres et al.  [author] 25 Mar @ 4:18pm 
in the meantime I'd say to use the manual version and I'll post here if I get any kind of update
Ceres et al.  [author] 25 Mar @ 4:17pm 
okay, I've gotta say, this is absolutely the weirdest thing I have ever had the workshop do. for whatever reason it appears to be sending a version of the mod that's extremely old and I have genuinely no idea why. pushing an update to the mod to try and fix the issue doesn't seem to be affecting it at all. I have absolutely no clue why this is happening but I'll try and find out more if I can
H 25 Mar @ 3:43pm 
Yeah I'm seeing 1.3.7 on github, and I'll try manually installing it.

But Steam is definitely serving the old version.

Manifest.json
Date created: 3/25/2025 6:35 PM.
Line 5: "version": "1.0.3",
H 25 Mar @ 3:39pm 
I shouldn't. I've even unsubbed and resubbed to redownload it. I saw the folder vanish when I unsubbed, didn't even need to manually delete it.

I just tried downloading it again. Same error. If that's an old version, it's what Steam's serving.
Ceres et al.  [author] 25 Mar @ 10:38am 
huh -- version 1.0.3 is super outdated. do you have a local copy of the mod from an old version?
H 25 Mar @ 10:19am 
It was working earlier today.
H 25 Mar @ 10:18am 
=== Shopping List 1.0.3 Errors ===
<...>\3092205971\Scripts\Patches.cs(3,28): error CS0234: The type or namespace name 'EncounterObjectBuilders' does not exist in the namespace 'XRL.World.Encounters' (are you missing an assembly reference?)
<...>\3092205971\Scripts\ShoppingList.cs(10,28): error CS0234: The type or namespace name 'EncounterObjectBuilders' does not exist in the namespace 'XRL.World.Encounters' (are you missing an assembly reference?)
<...>\3092205971\Scripts\ShoppingList.cs(583,43): error CS0246: The type or namespace name 'Restocker' could not be found (are you missing a using directive or an assembly reference?)
<...>\3092205971\Scripts\ShoppingList.cs(583,99): error CS0246: The type or namespace name 'Restocker' could not be found (are you missing a using directive or an assembly reference?)
<...>\3092205971\Scripts\ShoppingList.cs(233,102): error CS1503: Argument 2: cannot convert from 'string[]' to 'string'
jacksnipe 23 Feb @ 8:34am 
This mod is absolutely amazing. It's a very lowkey implementation of a much-needed improvement that is saving my sanity. Goodbye macro'ing my shopping mall!
enbyromantic 19 Jan @ 10:08am 
Amazing mod. Such a timesaver and perfectly balanced and executed!!
Ceres et al.  [author] 19 Jan @ 5:37am 
you should get an activated ability (like Sprint or Make Camp or etc) to open the shopping list. do you see it?
Splitfinger 18 Jan @ 9:14pm 
I feel like I'm missing something very obvious, but how do I add things to the list? The mod description mentions a tutorial in "the item select" but I have no idea where that is.

I added the mod and loaded my save, and all I can find are the three items in the settings menu.
Ceres et al.  [author] 4 Jan @ 12:51pm 
version 1.3 has been pushed with a new option (check the settings menu) that alerts you when unidentified artifacts are present, including how many of them there are. this isn't the cleanest way to handle this, but it's what's most feasible given my old code. I also included what should hopefully be a bugfix for the issue Lustrecia mentioned! please post if there are any issues.
Lustrecia 20 Dec, 2024 @ 9:26pm 
Not exactly, I want an option that would literally tell "XXX is selling a weird artifact" regardless of what the item actually is.
Ceres et al.  [author] 20 Dec, 2024 @ 9:05am 
oh, thanks for the report. I don't have access to my PC at the moment (thanks, UPS) but once it arrives I'll throw together a fix.

as for the feature request -- are you meaning an option to highlight items even if they aren't identified/recognized? i.e. if you have polygel on the list but you don't recognize it, it'll still highlight the merchant? I could do that. I'll have it be off by default since I prefer it being a consistency thing in line with the rest of the game's balance, but as a setting, I don't see why not! can't give you an ETA though, I'm sorry :n
Lustrecia 19 Dec, 2024 @ 8:30pm 
Found a sneaky bug: when I have both faction-specific and nonspecific Schrödinger pages in the list and a merchant stock both, there is an exception and merchant is not highlighted or reported in player messages.
Traceback here: https://pastebin.com/egZB3RrT
I guess adding " && !stockedObjects.ContainsKey(goName)" to the condition should to the trick here?
Also, a feature request: can we have an option to highlight merchants selling unrecognized items, please? It would be of great help to early game characters without technoscanning.
Pizzarugi 5 Dec, 2024 @ 10:33am 
Yeah I'm honestly surprised all of the mods I have installed didn't get disabled when 1.0 launched. Then again, they are all incredibly small, or at least smaller than this mod anyway. No issues discovered so far at least.
Ceres et al.  [author] 5 Dec, 2024 @ 10:09am 
(oh, and let me know if you run into any issues)
Ceres et al.  [author] 5 Dec, 2024 @ 10:09am 
I haven't tested it extensively, but 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
Pizzarugi 25 Sep, 2024 @ 1:05pm 
Just tested. It works now. Thanks for being so quick to respond!
Ceres et al.  [author] 25 Sep, 2024 @ 12:34pm 
quick fix pushed after what was a very thoroughly unpleasant debugging process. I've found what's causing it (a string event registration related to the feature that removes data disks from the list once you get them in item form) but I'm not sure yet how to resolve it, so for the time being I've just disabled the feature so that regular play can keep going. thanks for the heads up
wizardlibrarian 25 Sep, 2024 @ 9:08am 
May have to do with the part not being removed from the clones? 🤔
Ceres et al.  [author] 25 Sep, 2024 @ 8:57am 
ough, more trouble? I'll take a look
Pizzarugi 24 Sep, 2024 @ 7:31pm 
Bad news: Your mod somehow bugs game saves when you have Temporal Fugue active. So long as you have temporal allies active, you can't save and quit, nor can you use Precognition. I did check to make sure this is accurate, and none of the other mods (I have 4 total) caused this issue.
wizardlibrarian 24 Sep, 2024 @ 8:57am 
Good work :)
Ceres et al.  [author] 22 Sep, 2024 @ 10:40pm 
now that the game is ostensibly not going to be getting any more weekly updates until 1.0, I've taken the liberty of pushing through a bunch of save-breaking changes with this latest patch! included are a bunch of internal cleanliness changes as well as some fixes on color priorities to allow legendary merchants to have their colors changed properly (which I forgot to include in the changelog, oops. also oops on forgetting to do that for two months)

as mentioned, this update is save-breaking!! if you're using an older save, then you can download the old version from GitHub here [github.com] and install it locally in order to keep using it.
Ceres et al.  [author] 13 Jul, 2024 @ 11:15pm 
oh, I bet that's because of color icon priority; if so, it shouldn't be a hard fix at all. I've made some local changes so I can't test it easily myself, but I'll try and push something in the near future
Pizzarugi 13 Jul, 2024 @ 7:09pm 
No save compatibility issues with the mod, but I did want to raise awareness that the highlight feature doesn't appear to work on legendary merchants. I have the highlight set to red since I don't know of any merchants naturally having that color, but it doesn't apply on the legendary ichor merchant I found.
Ceres et al.  [author] 11 Jul, 2024 @ 6:01pm 
just pushed a new version that includes a setting to change highlight colors; you can choose from red, orange, yellow, green, blue, cyan, and white (which is the full roster of basic colors other than black and gray). should be compatible with existing saves; at least, I had no issues locally. let me know if you have any trouble
Ceres et al.  [author] 22 Jun, 2024 @ 8:27am 
should be updated now! let me know if you have any more trouble.

re Pizzarugi: I've gotten this request enough that I think I'm gonna go for it, yeah. I'm not sure when, but I do wanna put it in, so look forward to that at some point in the nebulous future.
Pizzarugi 16 Jun, 2024 @ 11:17am 
I'm sorry if this has been asked to death, but could you implement an option to change highlight colors so it's not just purple and pink? I know it's not a very common occurrence, but it makes finding the correct legendary ichor merchant selling the items I had on the shopping list more difficult if I cloned a whole army of them since they're all pink. It would also be good QoL for people who may be colorblind.
Ceres et al.  [author] 7 Jun, 2024 @ 3:07am 
i hope it helps!!
wherewithal 6 Jun, 2024 @ 2:51pm 
Thank you so much for your work!
Ceres et al.  [author] 6 Jun, 2024 @ 11:52am 
should be updated for Spring Molting! if you're using an old save and want to keep going, you can downgrade your local version by downloading a prior commit from the GitHub page and installing that as a manual mod.
Ceres et al.  [author] 27 Apr, 2024 @ 10:13am 
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
Lustrecia 7 Apr, 2024 @ 2:10am 
> I *haven't* included the wish command
Good call, lol, it actually corrupts clones that were affected, I'm nuking that comment.
Ceres et al.  [author] 7 Apr, 2024 @ 1:25am 
wheeew. okay. so, two hours after I thought I had a prospective fix, I now *actually* have a potential fix. me and some modder acquaintances spent several hours cracking away at this thing and hashing out every issue we could find. assuming everything works as intended, this should prevent the list from doubling up anymore. I *haven't* included the wish command, since I'm not able to test it myself due to being unable to actually reproduce this bug the whole time I've been fixing it, but if folks ask for it then I'll toss it in (or something like it) with credit. I have not done extensive testing, but this *should* be compatible with existing saves -- I haven't changed any logic that should cause a conflict.

thank you very much again for the patience and the reporting; they were both kind of crucial to figuring this whole thing out. with any luck this problem can go behind us for now, lmao. please let me know if you run into any more issues
Ceres et al.  [author] 6 Apr, 2024 @ 10:02pm 
update: okay, I am not losing my mind! I was not able to repro it, but I had some help and someone was able to figure out that there seems to be some vanilla bugs with IPlayerPart that cause this issue to happen. after I shower, I'll work on a fix using the changes mentioned below, what with making the assignment happen manually on a wish if installed mid-game
Ceres et al.  [author] 6 Apr, 2024 @ 3:41pm 
I'll try and figure this out and report back once I have something to offer. thank you again! if I still have issues reproducing and I can't get any help from asking around, I'll probably just like... nix the code used to automatically assign the part to the player mid-save, and add the functionality as a manual wish command instead. that way, the only time the list should ever be added to the player without direct input is when they start a new game. hopefully I'll be able to find and pin this down, though