Caves of Qud

Caves of Qud

Zone Loot List
98 Comments
plaidman  [author] 28 Jul @ 9:58am 
@Pimpin Pippin can you upload a save file somewhere that I can easily reproduce the issue? That will help tremendously in fixing this quickly.
Pimpin Pippin 18 Jul @ 1:20am 
Thanks for this amazing mod!
If you can please help, i noticed that sometimes the mod refuses to loot one or two items that are left over even when they are marked (pickup mode multi).
Usually this happens in a zone that has a lot of items to loot like a bandit stronghold (or a single enemy like a trader with many items).
If this bug is too tedious to track down would it please be possible to add a option to "auto travel" to an item just like we can auto travel to a liquid from the Lootable Items ui?
When there are a lot of corpses its impossible to know where the unlootable item is hiding.
Thank you again.
ThePlainPlayer 21 May @ 5:30am 
noted, ty. also unnecessary I've found unless you're actively trying to move all items of qud one may come across to one location for sorting (which I tried to do to scrounge water early)
plaidman  [author] 17 May @ 7:10am 
Snooch - this should show at the bottom of the standard keybind menu when the mod is enabled.
plaidman  [author] 17 May @ 7:10am 
ThePlainPlayer - no that is not a planned feature. way outside the scope of the base game.
Moss 10 May @ 11:48am 
I have no clue what the Show Loot List keybind is and i can't find anything about it in the settings
ThePlainPlayer 30 Apr @ 7:47pm 
Are there any plans for the 'Light My Load' part of this mod to feature a saved list of items -where- you want them to go? Like the zones in CDDA when you press the keybind and your character zips around dropping/sorting things by type in their respective squares once you set it all up.
Dog Salad 23 Mar @ 3:12am 
my heart rate literally picked up when I saw this, this is THE mod!
plaidman  [author] 2 Mar @ 10:16am 
Wow that's definitely something I'm not able to comprehend let alone reproduce. Sorry but I won't be fixing this particular corner case.
⇩⇧⇨⇨⇩ LOL 28 Feb @ 6:48am 
I don't have any item types excluded in options, but not all items appear in the loot list. The items I've noticed were previously picked up by a monster I became after a dreamcrungle incident and then later killed after I returned to myself and dropped on the ground (jesus this game is wild).
plaidman  [author] 22 Feb @ 10:48am 
There is a problem with Qud when unloading any mods that use Harmony modding tools. The devs know about it and I assume it's somewhere on their priority list. This shouldn't touch anything related to saves but please let me know if others are seeing issues with only this mod installed, and not seeing issues with vanilla Qud.
benthegrape 18 Feb @ 9:10pm 
okay weird, the last 5 times i've exited it hasn't crashed, no idea why it would have changed
benthegrape 18 Feb @ 3:00pm 
Fantastic mod though! makes picking up the loot significantly less tedious! Something i found funny was fighting the cragmenschs, they often drop a huge boulder on top of their loot and you have to juggle the boulder out of the way to get the loot, which makes a lot of sense. It would be pretty hard to pull stuff out of under a 500# boulder lol
benthegrape 18 Feb @ 2:57pm 
not sure if this mod was the culprit for my lvl 25 save dying, but this mod definitely causes a ctd when exiting the game every single time, which i guess is the best way for it to crash. I scanned through the player log using all keywords i could think of, but I never saw this mod throw any errors as far as i can tell. the ctd when exiting doesn't happen without this mod as far as my simple testing showed
whyatem 14 Feb @ 3:13am 
thank you so much!! 💚
plaidman  [author] 10 Feb @ 4:20am 
Yea, that's a Qud thing too. Changing mod configuration is flaky sometimes. If you see anything about my mod in player.log after the game crashes let me know.
Pimpin Pippin 10 Feb @ 3:21am 
Thank you for the update, you are awesome!!
I still need to try the new features before i can provide feedback.

One thing i have immediately noticed since this ZLList update is that if i use "Save and Reload" in the Main Menu -> Mods the game will crash to desktop.
But as far as i can tell the mod itself works while playing.
plaidman  [author] 9 Feb @ 3:13pm 
I just pushed a new update with a couple bug fixes and a couple new features:
- Faces are no longer filtered with corpses. They are now shown by default.
- New cheat option to show all items in a zone, even if you haven't traveled to the item yet.
- New option to show auto-looted items in loot list (e.g. nuggets) (disabled by default)

Thanks to @Pimpin Pippin and @whyatem for the suggestions

NOTE: Anybody who had the previous cheat option enabled (for values) will need to check their options and make sure it's set. I may have made it so it unset with this update. Apologies for the annoyance.

Unfortunately the pathing issues where items are overlapped by large boulders or doors, and the issue where autoexplore is interrupted by disassembling items are "just how Qud works" and I'm not able to change these behaviors in my mod.
Pimpin Pippin 7 Feb @ 3:11pm 
I noticed that the very useful "face" type items are treated as Corpses by Zone Loot List, meaning Faces will not be shown & looted unless the entire category of Corpses is enabled.

Unfortunately almost all corpses are mostly useless while also being very heavy, and they clutter up the Zone Loot List UI.
But the faces are extremely useful due to their +1/2/3 Ego bonus & they rarely and randomly drop.

Could you please consider making Face type items (biological and robot) always show up in Zone Loot List (without needing to have Corpses enabled)?
Thank you!
Pimpin Pippin 7 Feb @ 7:09am 
Yea this mod is really amazing, i love it!
Qud would be very tedious to play without it.

A bit more info on the issue when Zone Loot List can not pick up an item:

- If an item (like a revolver) lands exactly on a Door tile (Door art is shown instead of the item) the Zone Loot List can not pick up the item.

- It almost looks like as if the mod struggles to place the player on top of the Door tile (art) so that it can do the pickup of the item that is located beneath the door.

Thanks for working on this great mod!
Swarley 7 Feb @ 2:40am 
Thanks for this awesome mod!
whyatem 6 Feb @ 1:15pm 
is there a reason the zone loot doesn't list items that will be picked up by autoexplore anyways (scrap, trade goods, etc)? I'd prefer to still have them in the list (maybe just checked by default?). would be useful for cases when I know I won't be (auto)exploring the whole screen.

anyways thanks for good work! love what you did
plaidman  [author] 5 Feb @ 7:53pm 
I will look into these and see if there's anything I can do to work around them.
Pimpin Pippin 5 Feb @ 3:29pm 
Thanks again, you are awesome!
Two issues i noticed today that i hope you can please look into:

- if an item (like a bow) is below/beneath a large Boulder then Zone List Tool (multi pickup mode) can not pickup the item.
This is easiest to notice on enemies that constantly toss Large Boulders as their main attack.
If i manually first pick up the Boulder then Zone Loot List can auto pickup the Bow that was below the Boulder.

- Disassemble skill (tinkering) interrupts the Zone List Tool AutoExplore (multi pickup mode) almost every time the character picks up an item (Scrap?) that the Disassemble skill can be applied to.
Instead of one AutoExplore command gathering everything on the map, the player has to click AutoExplore every time after the Disassemble skill auto-triggers on picking u compatible items.
Just to mention that walking over trash with the Scavenger skill (rifle trash) does not seem to cause this issue.

Thank you for working on this amazing mod!
plaidman  [author] 5 Feb @ 4:35am 
It sounds like that debug hotkey doesn't clear the "hasn't been discovered" flag in items, but just unhides them from the fog.

I can look into adding a different button that will flag items in the area as being discovered (you'll have to press it before opening the menu) or add a setting that will show items in the list even if they haven't been discovered (but it won't be directly tied to that debug hotkey). I'm happy to accept code from others for more complex interactions with this debug option if anybody is so inclined.
Pimpin Pippin 5 Feb @ 12:17am 
Thanks for replying and looking into it.
After following your instructions i noticed that the trash does get auto-rifled.
Unfortunately i am noticing a new problem, if you can please help.

Sometimes a chests/body contents or an item does not get auto-picked up, despite being marked (multi pickup mode).
This happens more often if a body had a LOT of items on it, such as a killed trader.

And sometimes trying to open the Zone Loot List claims "you have not seen any new loot in this area" despite there being a Chest near character with items i have not taken.
But if i then drop an item from my inventory on the floor the Zone Loot List UI will be open-able and will then even show the previously mentioned Chest with all the items in the chest.

Perhaps the debug hotkey "reveal the whole map" i use could be causing some issue, but either way i am hoping that is a bug that can be fixed.
Thank you very much for this awesome mod and for looking into this issue.
plaidman  [author] 1 Feb @ 8:40am 
@Pimpin Pippin: I did some testing around these interactions, and as far as I can tell rifling through trash works as expected. As long as you don't mark trash to be auto picked up, it will stay on the ground and be auto-rifled. I recommend turning off the option 'show trash in zone loot list' so you don't accidentally select trash to be picked up, then you can auto-rifle through it.
plaidman  [author] 1 Feb @ 8:02am 
I will look into it.
Pimpin Pippin 31 Jan @ 7:30am 
Thank you for this amazing mod!
If you can please help, i am having trouble with "Rifle Through Trash" mechanic (Tinkering/Scavenger).

When i use Zone Loot to speed up gathering all the Trash in a map then then Trash does not get automatically Rifle-d as my character autoexplores.
Can you please make Zone Loot work with "Rifle Through Trash" game mechanic?
Thank you!
Mmm 30 Jan @ 10:03am 
I confirm that this mod author is a genius.
It is two mods in one and both of them save so much of my time and braincells not worrying about losing and filtering items.
Tabby 15 Jan @ 5:35am 
thank you for this plaidman, very smart individual,, jason, your work is appreciated
plaidman  [author] 14 Jan @ 10:48am 
That's a relief. Thanks for reporting back!
Carpii 14 Jan @ 7:38am 
@plaidman - false alarm, sorry. I've just had it happen with unmodded base game, so I guess its just a CoQ bug
Carpii 13 Jan @ 12:54pm 
@plaidman - ok thanks. I only have a few mods, and It seemed to start happening as soon as I installed this mod. Cant say 100% yet though, I'll do some more testing
plaidman  [author] 13 Jan @ 9:51am 
Interesting, I wonder if other people have the same issue with only this mod enabled, and don't have it when the mod is disabled. If there are any steps to reproduce other than "start game then open inventory" I'd like to figure out what's causing it.
IRID1UM 12 Jan @ 10:48am 
It happens for me too but I can't say it is happening because of this mod. It might just be a bug with the full height Inventory window.
plaidman  [author] 12 Jan @ 10:04am 
@Carpii I am not able to reproduce this issue, and my mod doesn't touch the inventory menu code. Are you seeing this with only my mod installed?
Carpii 11 Jan @ 4:35pm 
awesome mod, thanks. Just one oddity I found...

The first you open your inventory, there's a big blank gap at the top. It seems to vary in height but usually 5-10 lines high..

https://i.imgur.com/upF4yWT.png
plaidman  [author] 29 Dec, 2024 @ 7:31am 
Just uploaded an update which will allow for overlapping keybinds, which will allow for simpler keybinds for sorting, filtering, etc. Default keybinds have changed accordingly. If anybody sees any issues that come up please let me know here or on the discord. Thanks to cyanea-bt for the update!
IRID1UM 28 Dec, 2024 @ 6:10am 
This is SO USEFUL and time saving. Thank you very much!
plaidman  [author] 27 Dec, 2024 @ 4:24pm 
No worries, I was a tiny bit worried it wasn't showing up for you for some reason. And yes that would be The Dream. Unfortunately I would need to rewrite the trading screen to make that happen.
SgtSweetieBelle 27 Dec, 2024 @ 4:14pm 
lol we responded at basically the same time rip

yeah sorry i'm an idiot and didn't even have the mod enabled so the relevant section wasn't showing up

anyways thanks so much for the mod! i hope someday there'll be a way to add this info to the stock inventory and trading screen themselves, so we can use it during trading and whatnot
SgtSweetieBelle 27 Dec, 2024 @ 4:08pm 
nvm found it, ty! set it to LT+Start and LT+Back :)
plaidman  [author] 27 Dec, 2024 @ 4:08pm 
@SgtSweetieBelle there are entries in the control mapping menu for adding your own!
SgtSweetieBelle 27 Dec, 2024 @ 11:48am 
any plans to add controller support, or entries in the Control Mapping menu so we can add our own?
moonracer 26 Dec, 2024 @ 4:39am 
I've been using this for a while now and it is an essential QoL mod for me now. thank you!
Tyrir 23 Dec, 2024 @ 6:26pm 
> Zone: Pickup Mode: Switch between multi-select and single-select mode.

By default, this is bound to the 'w' key, which causes the default hotkey for "show effects" (w) in the Look menu to not function. Caused me a good bit of head scratching until I figured out why, so FYI for anyone else.
John|Cat 23 Dec, 2024 @ 3:03pm 
Nice.
plaidman  [author] 22 Dec, 2024 @ 5:37am 
Good eye @jonnie. I'll see what I can do about that.
jonnie 22 Dec, 2024 @ 4:30am 
Thanks for this great mod that really makes the game more enjoyable. A single criticism is that Weird Artifacts in the loot list are drawn with their correct icon, rather than the generic artifact icon, which sometimes spoils the surprise of examining them. This is actually visible in the screenshot for the mod on this page, where you can see what appears to be a bionic arm implant listed.