Caves of Qud

Caves of Qud

Show Weapon, Item Stats
 This topic has been pinned, so it's probably important
biocrystalluminescence  [developer] 10 Jan @ 9:11pm
Issues and Troubleshooting
Due to number of options in this mod, and the amount of modded items out there, it's possible that a specific combination could prevent panels with item names from opening (doesn't freeze, just ignores that button press).
  • If you just changed an option, just adjust that option again until the panel can open.
  • If it's a newly picked up or more unusual/mod item, you'll have to mess with options until it works (try turning off the first option in each section, one at a time), but it might be hard to tell which item is conflicting, especially in an existing mid-game save. If your inventory fails to open, then it's an item in there. If your inventory is fine but a merchant isn't, then it's an item they're selling.
  • If all that fails, you can turn off the mod by setting the first option to 'None', which is probably easier than scrolling through mod list.

Either way, please leave a comment with the buggy combination of options (and/or the item, if possible to find it), so I can test and fix.
Alternately, if you're tech savvy, you also can try to open Player.log at https/wiki.cavesofqud.com/wiki/File_locations, Ctrl-F search "cs:" and if there's a result, comment it's whole line.

If any displays are wrong (and aren't already in the above Planned), please also comment those. Examples: throw range not increasing from Parabolic muscular subroutine, weapon mods not changing PV, liquid coverings or effects like [rusted] not showing in name, any really long decimal numbers, etc.
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Showing 1-6 of 6 comments
biocrystalluminescence  [developer] 11 Jan @ 11:44pm 
Huh, in testing, all the datadisk names are hidden without the disassemble skill, and with it, only datadisk items with liquid volumes are hidden, but only the actual names and not the added stats. The Jan 10th updates shouldn't have touched liquids and turning the mod shortener off didn't do anything...

This one might take a bit to figure out.

Edit: Nevermind, qud just doesn't show the disk's item until you have tinkering, even though you can still read it from Looking. Makes sense since isn't relevant without tinker, but would feel bad if was unknown.
edit 2: removing the liquidvolume.cs fixes it, but I used file comparison and that file has changed only five bytes from a global method rename since Jan 4th... will have to do deeper search in it. not sure what the clock has in common with those datadisks either.
Last edited by biocrystalluminescence; 12 Jan @ 12:56am
devin 12 Jan @ 5:03pm 
Originally posted by biocrystalluminescence:
that file has changed only five bytes from a global method rename since Jan 4th...
it's possible that this issue began on an earlier version, and that i just hadn't encountered it before now.

to try and rule out other mods conflicting, i made a fresh vanilla save and wished in a Q Girl clock and some data disks, which worked just fine. then after loading only this mod, the issue occurred again.

a couple other things i noticed while messing around:

* one Q Girl clock happened to spawn as a graffitied version, where the word "graffitied" stays even when the rest of the name disappears

* on my main save, when a Tinkering recipe is learned, its name in the Tinkering menu seems to get set permanently to whatever it was at the time the recipe was learned - i.e. even if the mod settings are later changed or the mod is uninstalled https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406443090 (screenshot after removing mod) BUT, i was not able to duplicate this behaviour at all on a clean save, so idk

* (unrelated?) with nothing but this mod installed, the message log for passing by a puddle of liquid now shows the amount of liquid but is missing the word "puddle", i.e. "You pass by an of 1 dram of brackish asphalt." i don't see that as a feature of this mod, but could it be causing it somehow?
biocrystalluminescence  [developer] 13 Jan @ 8:24pm 
Some progress: clock, datadisks, puddles should be fixed.
Tinkering still has stuck stats, and doesn't show name for liquid-holding items. Should be possible to make it force update the display name? Though that code looks difficult.

Edit: actually tinkering stuck names is a base game bug.
Datadisks record the name of their item when generated, including current strength penetration, the 'show detailed weapons stats' option, and stats added by this mod. Even if change strength or options before or after learning the disk, that's the name that's stuck showing in the tinkering menu. https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13536

And liquid-holding items in tinker menu... appear to be good in newly generated datadisks?
If so, that's all the issues fixed on my end.
Last edited by biocrystalluminescence; 14 Jan @ 4:21pm
devin 15 Jan @ 10:28am 
lookin' good :steamthumbsup:
devin 17 Jan @ 6:27am 
fairly minor conflict with the Qudmoji mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3398347361 ) where some prefixes are affected by both mods when the prefix shortener is on, showing both versions of the replaced prefix. this is pretty easy to turn off so not a big deal
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