Caves of Qud

Caves of Qud

Auto-Tracking Journal!
Mods failing whenever I activate or deactivate other mods.
All your mods I use ("Auto-tracking journal", "Bulk trader services", "Did it rust?", "More modding goodies", "Shotguns", "Skill Potpourri" and "Undeploy Turrets") get an error whenever I enable or disable other mods on the Mods screen and press Save and Reload.

This is the error message I got on my clipboard:

=== Auto-Tracking Journal! 1.4.0 Errors ===
<...>\steamapps\workshop\content\333640\3446526580\Patches.cs(41,13): error CS0234: The type or namespace name 'lib' does not exist in the namespace 'tyrir' (are you missing an assembly reference?)
<...>\steamapps\workshop\content\333640\3446526580\Patches.cs(87,17): error CS0103: The name 'MoreOutput' does not exist in the current context
<...>\steamapps\workshop\content\333640\3446526580\Patches.cs(88,17): error CS0103: The name 'MoreOutput' does not exist in the current context
<...>\steamapps\workshop\content\333640\3446526580\Patches.cs(123,13): error CS0103: The name 'MoreOptions' does not exist in the current context
<...>\steamapps\workshop\content\333640\3446526580\Patches.cs(130,13): error CS0103: The name 'MoreOptions' does not exist in the current context
== Warnings ==
None

@Edit: correction, not all your mods. "Stance dance", "Tidy ability bar", "Smart cookies are skillful", "Not nailed down", "Keep important items" and "Hot 's Spicy History" don't get errors.
Last edited by Chronos; 25 Mar @ 7:07am
< >
Showing 1-3 of 3 comments
Chronos 25 Mar @ 7:30am 
And it's strange because the errors won't go away if I try to recompile the mods. But if I just restart the game, they disappear.
Tyrir  [developer] 26 Mar @ 3:12am 
Oh, steam didn't give me a notification for this.

The tl;dr is reloading/modifying mods is broken in Qud's stable branch. So you have to restart Qud after making changes to your mod list (or, since the beta branch has fixed this bug, you could use that if you want to switch to using Qud's beta).


That error you pasted simply means that "More Modding Goodies" isn't loaded, and that's because Qud fails to reload or recompile some mods like it that have scripting or harmony patch components.

Qud's mod reloading functionality has a number of issues that cause mods to fail in interesting ways, sometimes crash at world gen, sometimes outright crash while reloading. That's why you see the error after reloading, but not when loading mods the first time (after restarting Qud).

This issue occurs specifically with mods that have scripting and/or harmony patches. Simpler mods (like those you listed at the end) don't have this issue.

https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13355/the-game-just-crashed-on-me-while-starting
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/13318/bugs-also-unrelated-making-a-new-world
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/12331/modding-bug-when-i-reload-mods-from-the
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/12746/bugs-hey-there-so-since-i-started-adding

These are some of the mod reload problems, crashes, failing to recompile (note they say they are changed in beta).

This problem is fixed in the beta branch. There, it has been fixed by forcing the game to relaunch after enabling/disabling any of your mods. So if you're using the stable branch, manually restarting Qud after changing your modlist is really the only workaround available unfortunately.
Last edited by Tyrir; 26 Mar @ 3:14am
Chronos 26 Mar @ 6:24am 
Strange, but glad to know a fix is incoming.
And thanks for the response. I love your mods, it would be a shame to not be able to run them.
< >
Showing 1-3 of 3 comments
Per page: 1530 50