Caves of Qud

Caves of Qud

Varied Population
29 Comments
John Snail  [author] 30 Jul @ 2:52am 
Not this again lmao
UnderDoug 30 Jul @ 1:28am 
Just had a Prime Shape warden of the starting village try (and succeed) to give me the heavies. They were hostile to me despite being "docile".
Just an FYI :)
Real Homosapien 23 Jun @ 6:57pm 
I have also encountered the troll hero bug, exactly the same errors. Playing heavily modded.
funerarium 30 Apr @ 3:12am 
Hi, fantastic mod! when do you think the new issachari tribe members will be implemented in the mod ? i scoured the desert for a full hour and they don't seem to appear at all
John Snail  [author] 15 Apr @ 3:26am 
Oh that's weird. I'll have a look later.
BlearyEight 14 Apr @ 10:43pm 
Found a none-crash causing bug when trying to spawn a Troll Hero, it says :
invalid blueprint: Aleksh_TrollHero
Systems.Collections.Generic.KeyNotFoundException: The given key 'HearthpyreSchematicChip' was not present in dictionary

Is this caused by me not using Hearthpyre for this run? If not and you want me to send you a screen shot, you can message me in the CoQ discord server, my name is the same as as my steam name
John Snail  [author] 30 Jan @ 3:17pm 
Will be fixing this soon, sorry for the wait!
Vardha 31 Dec, 2024 @ 6:07am 
Is there something that can be done to stop Dune Wraiths from spawning INSIDE desert villages? I usually take desert village start and it's a massive pain when I'm just trying to get started and (relatively) high level robots spawn en masse in otherwise peaceful zones, and the villagers don't care at all.
John Snail  [author] 20 Dec, 2024 @ 2:58am 
Ahhh, yeah the error seemed to be coming from vanilla but there were no mentions of that object in the raws. Thanks for figuring this out!
Tyrir 19 Dec, 2024 @ 9:57pm 
@Gokudera ElPsyCongroo
Those NotakeFurniture errors that occur during legendary troll creation might be due to the Mechanimist Genotype mod, if you have that installed. It creates items that inherit from NotakeFurniture, which appears to have been removed in 1.0 or some relatively recent version.

The code to create the legendary troll iterates over all items and indirectly checks each items parent type. If the parent type is invalid (e.g. is not a valid type) that error occurs.
John Snail  [author] 16 Dec, 2024 @ 3:09pm 
Weird, I'll look into it.
bidiguilo 16 Dec, 2024 @ 9:12am 
got the same issue of the legendary troll failing to create down below
Klomn 6 Dec, 2024 @ 8:18pm 
I never imagined someone would make fun and engaging content out of the sky in Qud, but you managed to do it nonetheless. Thank you for this and all other content you have freely provided to us!
Klomn 6 Dec, 2024 @ 8:16pm 
I cannot say I noticed this mod losing function in 1.0, but I am certain you know better than me. Thank you for keeping such a valuable mod online and updated for all to enjoy!
Gokudera ElPsyCongroo 20 Nov, 2024 @ 8:55pm 
Creation of a legendary troll failed, without crashing:

MODERROR [Varied Population] - Failed creating:Aleksh_TrollHero: System.Collections.Generic.KeyNotFoundException: The given key 'NotakeFurniture' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <c0b7b90d34a54066a7234dad69255116>:0
at XRL.World.GameObjectBlueprint.InheritsFrom (System.String what) [0x00019] in <5f3e245d97ca43d3834c9679b1145bdc>:0
at XRL.World.ObjectBuilders.TrollHero1.GetTwoHandedWeapon (XRL.World.GameObject obj, System.String skill) [0x00020] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3334625003\TrollHero1.cs:310
at XRL.World.ObjectBuilders.TrollHero1.Apply (XRL.World.GameObject Object, System.String Context) [0x00594] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3334625003\TrollHero1.cs:133
at XRL.World.GameObjectFactory.ApplyBuilder
(etc)
John Snail  [author] 29 Sep, 2024 @ 4:35pm 
Don't know what I'm supposed to do about this one. Not sure if it's a bug on their side or vanilla's side.
ANDY_ 29 Sep, 2024 @ 10:13am 
Seems like there's an incompatibility with Improved Mutations. The mod fails to load when both are enabled and gives the following error codes:

https://pastebin.com/95xNi8jL
John Snail  [author] 27 Sep, 2024 @ 4:05am 
Intentional, and it happens past strata 50. As far as I'm aware the only thing to do at that depth is farm cryotubes, so I wanted to make that both more relaxing and more challenging/scary. That being said, there will be more threats added there in the future, and you might be getting unlucky since their spawn rate is 20%.
Самоед 27 Sep, 2024 @ 3:45am 
Love the mod so far. However, there seems to be something odd happening in very deep subterranean cave strata (1000+) where all of the normal cave mobs just disappear with this mod active, and the only thing I am encountering now is prime shapes, often one every screen. I'm not sure if this is intentional or not but having all the normal deep cave mobs removed and replaced with prime shapes makes it feel quite... lifeless? I don't know if maybe this could be balanced a little better. Not sure if it's a conflict with another mod or not or whether this was intentional, but thought I'd feed back anyway.
UnderDoug 26 Sep, 2024 @ 2:01am 
Dude, you're an absolute gun. Love the mod either way, but the snappy turn-around on tweaks/patches is phenomenonal.
hyraxsyriacus 25 Sep, 2024 @ 12:07pm 
Loving this mod so far... thumbs up to nearly getting killed by a hungering tar while being sniped by snapjaw archers on the 4th stratum of Red Rock! I was within 1 hp of death... a real nail-biter!
John Snail  [author] 25 Sep, 2024 @ 7:59am 
Fixed the issue with prime shapes, and toned down the spawn rate of dune wraiths a little more.
John Snail  [author] 25 Sep, 2024 @ 5:44am 
Oh god, I figured that would override its default hostility. Will look into it.
UnderDoug 25 Sep, 2024 @ 5:35am 
Had a prime shape spawn as a worshipper of Oboroqoru in Kyakukya and absolutely nuke me. Was pretty funny, although I imagine it should have probably been neutral with me since I was at 355 rep with the village. Could there be something about the creature that makes it hostile in instances it shouldn't be? I might have just been unlucky.

Also, I'm still finding what I'd call an excess of wraiths. Not sure how common they're supposed to be, though.
The_MixMaster™ 21 Sep, 2024 @ 8:55am 
In my opinion, it'd be cool to see. Dismemberment is such a dynamic system, yet only a handful of uncommon enemies utilize it and it stops being an issue altogether once you know to anticipate them.
John Snail  [author] 21 Sep, 2024 @ 8:39am 
Issue with dune wraiths has been fixed!
Aleksh  [author] 21 Sep, 2024 @ 3:31am 
there is currently an issue with dune wraiths being all over the place keep in mind when going to salt dunes at night
Aleksh  [author] 21 Sep, 2024 @ 12:32am 
as far as we discussed no but that can be arranged
The_MixMaster™ 20 Sep, 2024 @ 7:27pm 
Do any of the new enemies happen to use dismember by chance?