Caves of Qud

Caves of Qud

Boomerangs
28 Comments
Gravenwitch  [author] 22 Jun @ 9:36pm 
@ASH <3
ASH 21 Jun @ 9:04pm 
Thanks for the amazing work this is a great mod and you a great developer!
Gravenwitch  [author] 21 Jun @ 6:45pm 
@EV @Steel Rainbow @YASD Mod is fixed, thanks for the support.
Gravenwitch  [author] 28 May @ 4:50am 
Finals end and I finish moving in a few weeks. I'll post a fix then. Thanks for the reports.
EV 27 May @ 8:59am 
@ YASD +1 as well. Mod is currently unusable.
Gravenwitch  [author] 14 Apr @ 11:58pm 
I'll take a look and post a patch some time next week, thanks for the report
Steel Rainbow 14 Apr @ 6:33pm 
@ YASD +1
YASD 12 Apr @ 2:40pm 
as of 1.1.0 Beta (April 2025)
=== Boomerangs Errors ===
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(293,58): error CS1503: Argument 1: cannot convert from 'bool' to 'string'
== Warnings ==
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(52,24): warning CS0672: Member 'Returning.Register(GameObject)' overrides obsolete member 'IPart.Register(GameObject)'. Add the Obsolete attribute to 'Returning.Register(GameObject)'.
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(55,4): warning CS0618: 'IPart.Register(GameObject)' is obsolete: 'Use Register(GameObject, IEventRegistrar)'
Gravenwitch  [author] 20 Feb @ 5:47pm 
@Dick Stealing Weasel I just checked all the changes made by this mod and none of them can apply to the disk. I'll keep an eye out, let me know if the issue keeps happening.
Gravenwitch  [author] 19 Feb @ 11:32am 
@Dick Stealing Weasel This mod does not affect geomagnetic disc whatsoever afaik. I can double check once midterms are over.
Dick Stealing Weasel 18 Feb @ 11:44pm 
Sadly this mod is causing Geomagnetic Disks to have a quite short range and not pen force fields.
Smaug 29 Nov, 2024 @ 8:22am 
One suggestion though, remove or lower the witchwood boomerang drop rate. It is tad silly that every time I fight in rainbow woods my bags become filled with boomerangs.
Smaug 27 Nov, 2024 @ 10:31am 
Neat mod, makes throwing a more viable build early game (as it is a complete roll of the dice if you manage to find enough daggers).
Gravenwitch  [author] 26 Jul, 2024 @ 11:38pm 
@Null_Error I'll add gaslight boomerangs in the next mod update, whenever that is. I have a decent understanding of how GM disc penetration works now so its not too hard to add.
Null_Error 3 Jun, 2024 @ 4:55pm 
This is a pretty cool mod. Do these also inherit the behavior geomag discs currently have where throwing two at once (using grafted mirror arm implants) causes them to collide in the air?

Suggestion: gaslight boomerangs. Probably a pain to code given that I imagine the throwing PV code is pretty odd and not that simple to just slot the code from ordinary gaslight weapons into, but it'd be pretty cool.
Gravenwitch  [author] 21 May, 2024 @ 3:33pm 
Updated for the beta/spring molting, check the description or changelog if you play on the stable branch.
Gravenwitch  [author] 15 May, 2024 @ 12:17am 
@flemingluiz just to confirm, these errors occurred on the beta, right? I am assuming this is the case because the errors reference parts of the source code that are unchanged in the stable branch. I'll try and get it updated before the stable update drops.
Gravenwitch  [author] 14 May, 2024 @ 11:48pm 
@flemingluiz thanks for the heads up. An update is days to weeks out as I have been super busy but I'll post a fix asap
flemingluiz 11 May, 2024 @ 5:34am 
=== Boomerangs Errors ===
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(18,10): error CS0117: 'IPart' does not contain a definition for 'MarkParentTypeFieldsWithSaveVersion'
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(354,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'ParentEvent' of 'GameObject.HandleEvent<T>(T, IEvent)'
== Warnings ==
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(50,24): warning CS0672: Member 'Returning.Register(GameObject)' overrides obsolete member 'IPart.Register(GameObject)'. Add the Obsolete attribute to 'Returning.Register(GameObject)'.
<...>\steamapps\workshop\content\333640\3175002506\Returning.cs(53,4): warning CS0618: 'IPart.Register(GameObject)' is obsolete: 'Use Register(GameObject, IEventRegistrar)'
Gravenwitch  [author] 8 Apr, 2024 @ 11:00pm 
@Tutterfunks added Witchwood boomerang, it has a chance to confuse on hit and can be harvested for witchwood bark if you have harvestry, just like a witchwood wreath. I am testing the best confuse chance to better balance the effect.

If anyone has any suggestions of new features don't hesitate to reach out and i'll add it if I like the idea.
Gravenwitch  [author] 26 Mar, 2024 @ 11:37pm 
@JJBLIN I'll take a look, the most recent feature friday affected how geomagnetic discs work. I'd really appreciate your mod list and exact steps to recreate this issue as I have not been able to recreate it on my end. I'll post a fix in the next few days if I can find whats happening.
JJBLIN 26 Mar, 2024 @ 8:59pm 
Loving the mod as well, Its incredible useful early game before ammo becomes everywhere. I slight quirk ive run into is if the boomerang gets wet (and i assume covered in other liquids) it does not auto-reequip.
Gravenwitch  [author] 26 Mar, 2024 @ 8:25pm 
@Wakko, it means that the difference in performance between a tier 0 and tier 1 boomerang is so small that I left it out. It's why the vanilla game has no iron helmets, there is no armor value between a leather cap (1) and a steel helmet (2) so an iron helmet could only be a heavier leather cap.
Wakko 26 Mar, 2024 @ 4:57am 
What problem with tier 1, 3, 5, and 7 boomerangs?
Gravenwitch  [author] 11 Mar, 2024 @ 4:05pm 
@Ms. Bramble I feel this in my soul. I really love the gamey version you see here and in terraria.

If you want to make a slightly realistic boomerang mod, you could make boomerangs return only if they miss the target. There is some slight, shaky evidence that returning boomerangs were used in bird/bat hunts. If you miss the bird your weapon comes back, if you hit the bird you just pick up your weapon next to your prey.

@TutterFunks tysm, and I love variants of weapons like that! My modding is on pause until the 20th (finals and unicorn overlord) but once I return I can add that rq.
Ms. Bramble 11 Mar, 2024 @ 1:20am 
Oh this is fantastic. Ever since i saw Krull as an impressionable child the impracticality of a weapon I could throw at people repeatedly lodged itself in my heart fatally. finally some more medicine for the wound
TutterFunks 10 Mar, 2024 @ 8:58am 
Loving it! When I first saw the Wooden Boomerang, I thought of Witchwood wreaths and trees, not sure if you'd consider making a gap weapon between Wooden & Steel, could have a % to confuse enemies on hit (very low) and have the option to gnaw on it if you're in a pickle!

Anyway, loving ALL the mods you release, they're amazing!
:luv:
ASH 7 Mar, 2024 @ 8:01pm 
Dawg, you stay dropping bangers!!!