Caves of Qud

Caves of Qud

Jademouth
I blame Earthshaker (Banned) 1 Mar, 2023 @ 6:19pm
Possible mid-game addition method suggestion depending on your maths and coding ability
Really interesting, although I have yet to give it a try since I haven't managed to kill myself yet on my current run. But a few questions/comments/ideas:
1) Can you release a separate (lighter weight) gem prospector mod that generates prospectors using the same generation code that is used for dromad merchants (since I'm assuming they are more merchants than arconauts or tomb robbers)? Plus also generate jade, but that's really a non-issue. I ask since that would allow for at least some part of this mod can be added mid-game...

2) Depending on your personal capacity for coding, can the code that is used to generate cryotubes underground be adapted to generate this settlement rather than during world-building? I understand that the cave generation portion of the game's code is mostly a separate system (I guess it only really connects via parasang tier and depth, everything after that is just the normal zone memory system). As far as I know, the game code limits cryotubes from generating on the surface by limiting them from generating in a zone tagged as a "surface" zone. However, adapting this generation method to instead occur in zones/parasangs tagged "surface" would still have some further issues to fix:
A) It would need to be hooked into the secrets/settlements system somehow, since this can give locations based on initial world generation (so if the "secret" location is found, it would need to be sure to generate where the given location is once a player arrives there; this is so since it technically won't exist until arrival).
B) It can't just generate based on a % chance per parasang tier and/or parasang type mid-game, since there is a small but non-trivial chance of it never generating (whereas it is guaranteed to generate somewhere on the surface during world-building, and then can be hooked into the secrets system). This would necessitate some sort of logarithmic progression code to guarantee eventual generation (so that over time, the chances of it being generated will increase). Put more succintly, just look at a graph of a sigmoid curve, or more probably its inverse, the logit curve; the Y eventually maxes out over the X axis (X is time for the purposes of this example), but it isn't linear progression.
C) Location generating chance and secret reveal system need to interact both directions (so doesn't matter which comes first, the chicken or the egg).
D) The location wouldn't be guaranteed (although this could have been the case anyways).

3) Curious why this mod can't include stairs down (ie, mine shafts).

4) Is it always visible when mod is loaded (like asphalt mines), or is it not revealed until arrival (like generated villages)?

Suggestion #1 is probably doable, but suggestion #2 just as likely not (even assuming you possess the sufficient coding and maths to do it). But I'm quite interested in #2's possible success, since I'm considering adding something similar once the game's code is somewhat stable (ie, 1.0 release). Food for thought!!
Last edited by I blame Earthshaker; 1 Mar, 2023 @ 6:28pm
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Showing 1-3 of 3 comments
Ceres et al.  [developer] 4 Mar, 2023 @ 2:01pm 
in order:
  1. I'm not sure; I think it'd have to be separate minimod since right now prospectors have the jademouth faction. they're more analogous to banana ranchers than dromads, but it *could* theoretically be done. for what it's worth, gem prospectors can appear in dynamic encounters if installed mid-save, such as being village residents or mechanimist converts.
  2. this is theoretically pretty doable but in practice is way beyond me ;P. jademouth's layout is entirely authored/handmade, with the random elements being done through population groups. it's definitely plausible to have a secret underground settlement somewhere in the world (we already see it happen with things like the ape-god's lair), but at least for right now it's beyond my ability, as I've always struggled to make c#-based mapgen work for myself.
  3. it can! I ran into a few issues with some things, but if I wanted to make underground layers, it's totally possible. specifically, I bumped into problems getting random-gen "caves" underneath the town to look nice and make sense within the context of the settlement, but any kind of authored mine shafts or so on could definitely be done - we can look to yd freehold for in-game examples of underground areas in settlements. I mostly figured that it could be safely excluded from the first release since they didn't offer anything beyond fluff areas to explore your first time through, but it's very doable.
  4. it shows up on the map in a static spot like most static vanilla settlements.

thank you :>
Last edited by Ceres et al.; 4 Mar, 2023 @ 2:03pm
I blame Earthshaker (Banned) 5 Mar, 2023 @ 4:25pm 
Originally posted by Ava:
I'm not sure; I think it'd have to be separate minimod since right now prospectors have the jademouth faction. they're more analogous to banana ranchers than dromads, but it *could* theoretically be done. for what it's worth, gem prospectors can appear in dynamic encounters if installed mid-save, such as being village residents or mechanimist converts.
Yes, I meant as a separate mod, since I can't be certain that a sub-mod would properly load/work.

Originally posted by Ava:
this is theoretically pretty doable but in practice is way beyond me ;P. jademouth's layout is entirely authored/handmade, with the random elements being done through population groups. it's definitely plausible to have a secret underground settlement somewhere in the world (we already see it happen with things like the ape-god's lair), but at least for right now it's beyond my ability, as I've always struggled to make c#-based mapgen work for myself.
Yeah, quite frankly this is the sort of code that is prolly better handled by the game's actual devs. Pester them or not as you please.
I blame Earthshaker (Banned) 15 Nov, 2023 @ 1:09pm 
With regard to the 7th plague update's addition to Z-level interactions, curious to see if this mod will attempt to add a large hole or two instead of single tile elevator shafts!
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