Caves of Qud

Caves of Qud

Rogue Robots of Qud
223 Comments
Digishade 12 Jul @ 1:39pm 
Ah, good to know. Thanks QWERTY!
QWERTYww  [author] 8 Jul @ 3:00pm 
To clarify, armature drones will work for melee weapons and not for missile ones. The only reason the game lets you equip missile weapons to them is that they can be used as melee weapons like most items in the game.

Most robots equip missile weapons to their left and right hardpoints. The middle hardpoint, if present, is for throwing weapons. This is not something specific to this mod - robots in the base game have the same body plan.
Digishade 8 Jul @ 2:03pm 
Any reason why the game doesn't register missile weapons as equipped when handled by Armature Drones?
QWERTYww  [author] 18 Jun @ 10:40am 
Most likely, I also might be overestimating the amount of charge by default since I'm currently away from the computer I use for programming

Also, force bracelets in particular appear to use slightly more power than advertised - whenever it pushes things it uses a bit of extra power iirc.
The Wombat of Combat 14 Jun @ 4:43pm 
I see, I was trying to power a force bracelet. that needs 500 so maybe it didn't work when it was right at the maximum?
QWERTYww  [author] 14 Jun @ 4:35pm 
But yes, there's a lot of jank in this mod. This is definitely because I wanted to keep it consistent with the base-game and there are no reasons for it involving me being bad at programming
QWERTYww  [author] 14 Jun @ 4:34pm 
The improved reactor will help, yes. The default power you get is around 500units per turn, which doesn't carry over between turns without capacitors. So some higher-power items will not be able to draw enough power and thus fail to activate.
The Wombat of Combat 14 Jun @ 2:47pm 
according to the description robot characters can power jacked items but that isn't working. Is this no longer true? was this functionality moved to improved reactor or capacitors?
RadLad 9 Jun @ 1:43am 
Pretty dang good man
StandAlloy 19 May @ 5:56am 
I literally figured out how to repair right after hitting Send on my comment lol
QWERTYww  [author] 18 May @ 11:17am 
Also, to the person with skull emojis as their username, this mod is not compatible with Hexagun and it will cause things like that to happen.
QWERTYww  [author] 18 May @ 11:17am 
Yeah, sorry, it's not super intuitive. I think maybe I could make it easier maybe, but I'm still testing things out. Works the same as it does for furniture, if that helps?
StandAlloy 18 May @ 6:56am 
Nevermind, i just figured out how. You just need to interact with yourself with the Look command:SpectreSmile:
StandAlloy 18 May @ 6:53am 
Hey, i was wondering how to heal when you have faulty auto-repair. The defect says you can use the Tinker ability to repair lost HP, but i can't seem to figure out how.
THE MIMIC 14 May @ 4:56pm 
its so good!!!!!
Essence of magic 14 May @ 8:46am 
EIG pancube have three ranged slots instead of promised four. LITERALLY UNPLAYEBLE.
twitch.tv/infinity_hs0 13 May @ 2:24pm 
I'm gonna try this ,and see how things go
QWERTYww  [author] 26 Apr @ 2:35pm 
* Small correction, it IS intended for player use via ganglionic teleprojector, but it's not BALANCED for player use.
QWERTYww  [author] 26 Apr @ 2:35pm 
Rushdown protocol is a base-game NPC-only ability which I have kind of hacked together into a usable mutation. It has some issues since it was never intended for player use, or to even have a cooldown for that matter.
That said, I have learned a lot more about how abilities work since I made it, so I may be able to fix that.
OverZhorman 26 Apr @ 1:48pm 
man why does rushdown protocol go on cooldown when I cancel it :steamsad:
QWERTYww  [author] 17 Apr @ 6:54pm 
(tl;dr normally you can install a ton of upgrades after the 'limit' so long as you have the health for it but it seems to be broken atm)
QWERTYww  [author] 17 Apr @ 6:50pm 
There also MAY be a bug preventing you from going over the soft-cap for upgrades currently, fix incoming as soon as I figure out why that happens
QWERTYww  [author] 17 Apr @ 6:34pm 
You can input more hardware if you have health. You can't remove upgrades but the 'rare' modules aren't significantly better than the common ones, just for stats which are harder to raise like AV or DV (unless you get really lucky with an entropic module).
Tomos 17 Apr @ 10:15am 
Is there a way to remove modules? Accidentally filled up on piddly little commons.
jacksonpetermurphy 11 Apr @ 9:16am 
how can i input more hardware after i reach a certain limit?
Doe W 5 Apr @ 9:36pm 
Nevermind... I didn't notice the absorb option :(
Doe W 5 Apr @ 9:28pm 
I got a robot to the Pax Klanq quest. I only know how to find him by eating the flesh and following the road to them. How would I do this as a robot?
Mosni 1 Apr @ 2:29am 
one of my favorites, sweet tin cans
QWERTYww  [author] 31 Mar @ 9:13pm 
I meant to say frame in that last sentence, my bad.
QWERTYww  [author] 31 Mar @ 9:12pm 
Okay, to clarify.

An internal counter keeps track of how many upgrades you have. I believe you can install ~10 for free, maybe less, don't remember off the top of my head, but it's configurable anyways.

Each time you try to upgrade AFTER that, you'll take damage as a result of the invasive hardware work you have to do. This scales quadratically. Think of it being the result of attempting to do robo-surgery in an already crowded frame.

In practice, this means your total possible upgrade count is limited by your max HP and so depends on anything that affects it (level, fame, etc.)
Doe W 31 Mar @ 8:18pm 
Ah so core health scales with player health? I assume core hp doesn't regen though. Thanks!
QWERTYww  [author] 31 Mar @ 7:30pm 
Upgrade capacity can be changed in the settings, but it's also possible to install more if you just get more health so you can tank the damage.
Doe W 29 Mar @ 9:16pm 
Is there a way to increase the capacity for more upgrade modules (・・ ) ?
QWERTYww  [author] 25 Mar @ 5:40pm 
Thanks! Always happy to see people enjoying my work
Kynick2501 24 Mar @ 10:15pm 
This... is really cool
SealYouInHell 23 Mar @ 8:12pm 
Thank you very much, the mod is fantastic btw. Love the flavouring and the mutations and defects system.
QWERTYww  [author] 23 Mar @ 5:42pm 
Also increasing their drop variety to include some of the weird semirare modules
QWERTYww  [author] 23 Mar @ 5:34pm 
Upon further inspection, I appear to have made a mistake in the item weights which makes them only drop density modules. Bugfix incoming
QWERTYww  [author] 23 Mar @ 5:33pm 
The Chrome Pyramids drop a random high tier module. There's currently two at the top tier, a dodge and a density module. You appear to have just lost 6 coinflips in a row.
SealYouInHell 22 Mar @ 9:32pm 
Are the Chrome Pyramid modules all meant to be density? Ive killed roughly 5-6 so far and theyve all been density.
QWERTYww  [author] 19 Mar @ 5:19pm 
Hm, weird. I couldn't figure out the issue in my testing either. It might be a mod conflict, maybe? Or possibly a saving/loading issue, those seem to plague me in developing this mod.

Keep me updated if that happens again, though.
yuriski1st 19 Mar @ 5:10pm 
Well....it works now, for some reason. So, sorry for confusing you.
QWERTYww  [author] 18 Mar @ 6:55pm 
Okay, just had to make sure
yuriski1st 18 Mar @ 6:22pm 
Well, I have 9 points now, but the "buy mutations" button still doesn't do anything.
QWERTYww  [author] 18 Mar @ 2:05pm 
Will still look into this, as it was an issue I was having in testing so it's entirely possible it came up again. There was some change to the way IsMutant() works going into 1.0 which I am having trouble circumventing.
QWERTYww  [author] 18 Mar @ 2:04pm 
Don't you need 4 points to buy a mutation?
yuriski1st 18 Mar @ 1:51pm 
This is the modules I started with https://imgur.com/a/48MwNnl
QWERTYww  [author] 18 Mar @ 1:26pm 
You should be able to get new mutations, I could've sworn I fixed that. Let me know what mutations you currently have, as there HAS been a recurring bug related to certain mutations not saving/loading correctly and causing issues. I think this is unrelated, but better safe than sorry.
yuriski1st 18 Mar @ 7:55am 
Should I be able to buy mutations even if I didn't take the biological core? Because I can't get any new ones, just upgrade what I have.
QWERTYww  [author] 8 Mar @ 5:19pm 
Nice. Also, turns out I was merging into the wrong table. Bugfix incoming with the next major update which hopefully will be out today or tomorrow. Side effect is that robot upgrades are effectively limitless as they will restock, BUT that doesn't really matter because of the health-based system.