Caves of Qud

Caves of Qud

My =subject.waterRitualLiquid= is Yours
14 Comments
Klomn 24 Mar @ 1:06pm 
I really like the Liquifex! It's a very nice look at how the Chrome Jungle may appear to an outsider. And the primary function of this mod is so immersive, I don't think Qud would feel right without this mod.
DJKingGhidorah  [author] 2 Jan @ 5:46am 
Chronos In my previous testing, yes - the only issue I encountered is that the small cave with the new NPC will remain there (empty) if you've visited it before, and won't generate properly (resulting in some harmless weirdness in that specific zone only) if you haven't.

However, I just tested again, and it looks like the new liquid preferences are persisting in some cases. This wasn't an issue initially, and may be due to changes in the base game's code for handling the water ritual. Investigating this further, but for the moment, please be aware that there's a chance some liquid preferences won't revert to water upon uninstall (although it shouldn't break your save or anything).
Chronos 1 Jan @ 2:23pm 
Looking fine.
Is it safe to remove mid-game?
DJKingGhidorah  [author] 1 Jan @ 12:12pm 
Small update, fixes the logging error below and several other minor issues.

I've played through 1.0 with this mod and didn't encounter any issues, and the endgame content doesn't really necessitate any updates to it. But if anyone does find anything, let me know.
DJKingGhidorah  [author] 20 Dec, 2024 @ 4:15am 
Tyrir Thanks for highlighting! I noticed this before but didn't get around to fixing it as it doesn't actually break anything. I'm currently playing through 1.0 with this mod enabled - will post a small update to fix this and several other minor issues soon.

Debug messages notwithstanding, I've found the mod to be working fine with 1.0, although I haven't tested it with the endgame content yet. If anyone does have issues, please post here and I will do my best to fix ASAP.
Tyrir 19 Dec, 2024 @ 7:38pm 
MODERROR [My =subject.waterRitualLiquid= is Yours] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/3277268211/ObjectBlueprints/Creatures.xml, Line: 288:7 Could not find XRL.World.Parts.Skill.Wayfaring, element ignored.


I believe that should be "Survival", not "Wayfaring", because in skills.xml, the class is "Survival":

<skill Name="Wayfaring" Class="Survival"
Smaug 26 Nov, 2024 @ 11:51am 
Incredible, a mod that actually makes the game harder. With this you really need to pay attention when coming across a lair.
DJKingGhidorah  [author] 2 Jul, 2024 @ 5:00am 
(Edit: Posted some replies on specific feedback, but moving it to a discussion thread rather than spamming the comments.)
DJKingGhidorah  [author] 2 Jul, 2024 @ 4:55am 
Thanks for the feedback so far, glad people are enjoying the mod and appreciate all the suggestions :steamthumbsup:

The NPC is really there mostly to be a soure of algae. New liquids for early game creatures (blood, sap, slime) are easy to find, but pure algae can only be sourced from merchants (Lake Hinnom is algal water). A few common-enough early creatures use it (e.g. glowfish), and in testing I found legendaries and procgen mayors to be common enough to be concerned this was a problem. You can usually source a few drams from the Stiltgrounds, but that's a long way to go to befriend a fish right outside Joppa, so I added the NPC whose inventory should always have some. I know this is extraneous to the core purpose of the mod, but I did at least try and keep them out of the way - you're quite unlikely to encounter them without specifically looking.
Melt for Me 30 Jun, 2024 @ 3:30pm 
I agree, the new NPC is not necessary.
John Snail 29 Jun, 2024 @ 3:30pm 
Cool mod! I wonder if you could somehow add a config option to disable the new NPC to make this a sort of difficulty mod.

Warm static for the chimes of Chavvah makes them a huge pain to water ritual, especially considering they give very little reputation. Maybe sap, wine or primordial soup instead?
Great magma crabs could use lava or molten wax.
YASD 28 Jun, 2024 @ 2:49pm 
This is a great mod. I would second the sunslag suggestion from @Null_Error for more advanced robots. Maybe gel could actually swap with the Yd Freehold. Jello and gelatin desserts, sounds good, no?
As for molten wax...the only thing I could think of would be worms or certain mammals, but IRL edible wax is generally beeswax. Not sure what odd Qud creature would fit the niche of eating wax.
Null_Error 28 Jun, 2024 @ 12:04pm 
In terms of flavor, I feel sunslag doesn't really suit the Denizens of the Yd Freehold all that well. The fact that they teach Spicer feels rather indicative of what they care about culturally, and sunslag is pretty well available to them already. Wine or cider would suit them better, IMO.
Null_Error 28 Jun, 2024 @ 12:01pm 
Suggestion: make the truly high-tier robots use sunslag, as that's an established power source for really high-end things already, and a bit more in-theme for galgals, leering stalkers and chrome pyramids (and baetyls, I guess). It'd also be funny if the ritual liquid for clonelings was just more cloning draught.

Also, putrescence, while appropriate for gyre wights of Agolgot, is a bit less fitting for wights of the other nephilim; before they were reworked from glow-wights, they used blood, which might fit others better. Alternatively, you could use putrescence for wights of Agolgot, convalescence for wights of Bethsaida, lava or acid (fits the plasma/elemental theme) for wights of Rermadon, salt for wights of Shug'ruith, and slime (confuses when drunk) or brain brine for wights of Qas/Qon.