Quasimorph

Quasimorph

Path of Quasimorph - Beta
132 Comments
amazonochka utyty  [author] 7 hours ago 
Mod works ONLY for BETA BRANCH due to amount of changes it does.
If it works for stable when game beta version pushed to stable, consider it a lucky coincidence but no support will be made for stable branch.
Radekplug 7 hours ago 
is mod works on 0.9.5 or not?
amazonochka utyty  [author] 12 hours ago 
it's not a bug, read changelogs, check mod settings
Caustic Sarcasm 18 hours ago 
Im having a bug where weapons and armor at stations are being generated individually, really clogging up the station screen, and making it hard to search for individual items like chips, are you aware of this issue? Is it fixable?
FISHYMILK 22 hours ago 
Cool mod. I have a question: when will augs and implants be back from rarity processing?
amazonochka utyty  [author] 7 Aug @ 10:15am 
augs and implants are disabled from rarity processing as it brings too many issues

further mod updates will be less frequent as it is way past "i can spend 10 day to make fun mod and that's it"
lordbao 7 Aug @ 7:06am 
這MOD 打下去變成不同遊戲了, 非常棒:steamthumbsup:
KAI4 7 Aug @ 4:49am 
sorry...
I have it deleted already.
I will share it if it happens.
alphaQAQ 7 Aug @ 12:03am 
my keyboard not working after load the save with this mod...and some addition on the weapons often disappear when quit and load save
amazonochka utyty  [author] 6 Aug @ 8:17am 
You can always send me save files via discord.
KAI4 6 Aug @ 7:59am 
@翠玉琴弦
Same here.
When you close and load the game while on a mission.
seems like perks on the weapon still there but coloring and rarity set to standard
and there is another bug which completely change your inventory
to random bugged out Items.
I aborted the mission and back to spaceship menu.
After that, I couldn't open the inventory menu forever.
but I'm not sure if it was from this mod only or combination with another mod.
I used it with
Double Backpack Size
Mod Configuration Menu
Faction Growth Control
Do Not Kill Faction
Last one isn't even confirmed that it's Okay with ver0.9.5
翠玉琴弦 5 Aug @ 7:58pm 
Also, after closing the game and reading the save, some equipment attribute bonuses may disappear
翠玉琴弦 5 Aug @ 7:53pm 
I'm using AI translation. Sometimes there may be blank spaces in the spaceship inventory. If you click on automatic sorting, you won't be able to exit the inventory anymore. I'm not sure if it's a POQ issue or a conflict with other mods
bubs 5 Aug @ 11:33am 
импланты и аугменты поддерживаются полностью, либо только какая-то часть?
А, окей
amazonochka utyty  [author] 5 Aug @ 9:17am 
Цвета можно изменять в конфиге и описание будет расходится с тем что у игрока реально настроено.
Я имею ввиду на страничке мода в воркшопе
amazonochka utyty  [author] 5 Aug @ 8:04am 
В сравнении предмета в тултипе уже пишется рарность нужным цветом.
Можно в описании добавить какой цвет принадлежит какому качеству?
Beheltegaze 4 Aug @ 12:59am 
Благодарю, очень хороший мод. Желаю дальнейшего его продвижения и развития. Ну а с квартирой....Знаешь....с иронией сказал бы я.....но не буду, потому, что ты знаешь)
amazonochka utyty  [author] 3 Aug @ 9:23am 
No, some in the code, some traits are taken straight from the game.
If there is no text = then nothing was added.
Rai "Apex Legends" Taki 3 Aug @ 9:06am 
Is there a list of equipment traits added by this mod somewhere? Pressing Alt to view more detailed tooltip doesn't work (the tooltip becomes a small box with no text).
dr.AngAusOsten 2 Aug @ 9:17pm 
ну есть меню с кнопками активации имплантов, и чтоб точно также активировались скилы тригеры. (открыл меню, нажал в скил "ампутирование при ранении", на следующем ходу при ранении врага срабатывает скил как обычно.) А если не нажать, то из-за "условия включеной кнопки" скил тригер не активируется когда ему вздумается и не уходит в кулдаун просто так в пустом корридоре
amazonochka utyty  [author] 2 Aug @ 3:24pm 
Непоняла, т.е. запретить их активацию по триггеру пока условно зажата кнопка? А смысл в них тогда?
dr.AngAusOsten 2 Aug @ 12:52pm 
amazonochka utyty!
меня к вам отправили) есть идея как сделать "скилы тригеры" контролируемо играбельными !
прошу в виде отдельного мода реализовать, а можете еще и к себе имплентировать тоже, фичу: прикрутить к скилам тригерам "условие" включенной кнопки в меню активации имплантов (так меньше работы будет)... и получится что нажал кнопку, и со следующего хода скилы тригеры срабатывают как обычно. и не надо менять ни условий срабатывания ни откатов.
ну пажалста.
DMoney527 1 Aug @ 3:27pm 
No se si le ah pasado a otro pero las heridas se me ponen en un cuadrado blanco y no puedo curarme a menos que use botiquín :steamthumbsdown: o algo que auto aplique a la herida.
amazonochka utyty  [author] 1 Aug @ 7:22am 
Should be good now with 1.8.2.
It happened if you save quit during mission game mode, items were in memory but were not actualized for the save game as it was for space game mode.
Thanks for
Strider 1 Aug @ 4:26am 
This is such a cool mod. I noticed switching between SteamDeck and PC (cloudsave) caused the items to reset to default. Not sure if related to the below?

1.8.1 (6202d68)

Fix: some items were reset to default if you switch saves without restarting the game
amazonochka utyty  [author] 31 Jul @ 3:23am 
My bad, I did everything except the apply colors part :D
Fixed.
23n1nbb 30 Jul @ 11:58pm 
+1 modifying the rarity colors has no effect
Hedrox 30 Jul @ 6:32pm 
modifying the rarity colors has no effect (at least for me)
23n1nbb 30 Jul @ 10:01am 
COOOOOOOOOOOOL
amazonochka utyty  [author] 30 Jul @ 6:28am 
1.8 is out, backup your savefiles just in case
amazonochka utyty  [author] 30 Jul @ 4:06am 
@23n1nbb Im thinking of adding tier weights to rarity.csv file so you can define which traits are like to appear and the ones are rare to roll.
Plus if weight is "-1" it will be blacklisted from the rolls completely.
Also items don't have to always be benefitical, when item is generated there is a percentage that parameter will be hindered instead of providing boosts.
Just like in any ARPG when a top tier item have just one affix/suffix that turns it into trash.

@Chimni: Thank you, I found the issue.

I guess I'll push a new release with impants and augments support this week.
23n1nbb 30 Jul @ 3:52am 
I mean, a minigun with single load trait is too much for me
Chimni 29 Jul @ 1:27pm 
With this mod installed, every peice of armor or weapon chip i have projects to upgrade is capped at 10 levels (20 with upgrade). When i uninstall this mod, only items from tier 1 chips have that limit, and medium/high/faction tier chips have higher upgrade limits.
23n1nbb 29 Jul @ 8:01am 
do you have plan to add a configurable blacklist to the random traits, due to some traits are really overpowered(e.g. overclocked) or completely useless(e.g. fragile)?
amazonochka utyty  [author] 27 Jul @ 10:08am 
New version 1.6-pre is available on GitHub for testing. Supports augmentation and implants.
If no serious bugs found, it will be released in workshop.
amazonochka utyty  [author] 26 Jul @ 11:47pm 
Wdym?
Chimni 26 Jul @ 5:39pm 
FYI - This sets the base cap for project levels for every item type to 10, instead of the amount set via rarity level. Not sure if this is a bug or intentional.
amazonochka utyty  [author] 25 Jul @ 12:55pm 
keybinds? you can ask in modding channel on discord, there are people using this mod, maybe some mods conflicting...
OverTheWave 25 Jul @ 12:47pm 
Okay so the shift hotkey doesn't work while in a mission, but it does work while in ship cargo. Might be something to look into?
amazonochka utyty  [author] 25 Jul @ 12:44pm 
maybe just a bad luck, you can compare found items with their generic counterparts using shift hotkey, there is a tip downbelow
OverTheWave 25 Jul @ 12:39pm 
Wait so have I just not found any? I'm not seeing a rarity or color at all, other than like the background color. And even then, then I must have been finding lots of really crazy stuff but the stats are garbage? I'm sure I have it installed right, subscribed and Im on beta, as well as I can see the mod in the main menu and config.
amazonochka utyty  [author] 25 Jul @ 12:32pm 
tooltip shows the item rarity with color

Standard - #FFFFFF - White
Enhanced - #8888FF - Blue
Advanced - #FFFF77 - Gold
Premium - #AF6025 - Brown
Prototype - #800080 - Purple
Quantum - #FF0000 - Red
OverTheWave 25 Jul @ 11:50am 
Hey so what are the rarity colors?
amazonochka utyty  [author] 25 Jul @ 2:00am 
there is no stable as of 0.9.3, stable is 0.9, other part is revision
beta is 0.9.5.revision
Radekplug 24 Jul @ 3:53pm 
mod works on new 0,9,5 dont work on stable 0.9.3
amazonochka utyty  [author] 24 Jul @ 12:10am 
The problem is that weapon stats from rarity need to either be:
1) added on top of project stats (skipping ones that are modified by project) and all of them randomized as required by rarity (possible way)
2) apply rarity as is and summing both craft and rarity results (balance issue)

Plus such items won't be affected by magnum projects anymore if you change project stats i.e. changing stats in project won't reflect changes on already existing ones as it's a brand new item with unique id.

Also there won't be option if you want to craft just weapon as is without rarity mods.

Coding wise - possible. I got plans for augments and implants RnD division that will generate rarity items, but it's not planned in near future anyway.

If somebody want's to add that option, they can fork the repository, implement the feature and make pull request.
Chimni 23 Jul @ 11:53pm 
I'm guessing that giving conveyor crafted weapons a chance for rarity was a balance problem? Any chance for an MCM option to enable that for maximum gacha?