Caves of Qud

Caves of Qud

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Shopping List
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Branch: Stable
Object: Tool
File Size
Posted
Updated
76.595 KB
22 Nov, 2023 @ 12:47pm
4 Jan @ 12:47pm
13 Change Notes ( view )

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Shopping List

Description
Last tested on game version: 1.0 (build 2.0.209.43)

This mod adds a character-specific shopping list that you can add things to. Whenever you load into a zone, if any merchants in that zone are stocking something from the list, you'll get a notification about it.

You can search for specific item types, data disks for item mods or blueprints, items with a certain mod (like snail-encrusted), and pure liquids. Everything is internally documented through a little in-game tutorial prompt you can access by typing "help" into the item select, so you won't need to figure it out blind!

You can also export and import codes from a list, allowing you to set up configurations and use them across saves. Imports are done additively, so you can import multiple codes at once (like one for every run and one for True Kin only that has specific cybernetics) and they'll merge gracefully together.

Some quirks to remember:
  • Merchants with items from your shopping list will be highlighted in flashing pink and purple. You can disable this in the game settings.
  • Once you acquire a data disk from your shopping list, it'll be automatically removed. You can disable this in the game settings.
  • Only items you can understand (i.e. by identifying them or having techscanning) will be picked up by the list; you can have polygel on your list, but even if a merchant has some, the list won't recognize it if you only see it as a weird artifact.
  • The list is checked each time you enter a zone. You can also run a manual scan from the main interface.
  • You can add this mod to existing saves. As of Spring Molting, you should also be able to remove it from existing saves, although you'll get a harmless error message when you do.

You can find this mod's source code on GitHub[github.com], under the GPL v3 license.

Donations
I am not in this for the cash and I am never going to stop maintaining things even if I don't earn from them, but if you feel like giving support, you can use my Ko-fi link: https://ko-fi.com/ceresetal
66 Comments
Ceres et al.  [author] 4 Jan @ 12:51pm 
version 1.3 has been pushed with a new option (check the settings menu) that alerts you when unidentified artifacts are present, including how many of them there are. this isn't the cleanest way to handle this, but it's what's most feasible given my old code. I also included what should hopefully be a bugfix for the issue Lustrecia mentioned! please post if there are any issues.
Lustrecia 20 Dec, 2024 @ 9:26pm 
Not exactly, I want an option that would literally tell "XXX is selling a weird artifact" regardless of what the item actually is.
Ceres et al.  [author] 20 Dec, 2024 @ 9:05am 
oh, thanks for the report. I don't have access to my PC at the moment (thanks, UPS) but once it arrives I'll throw together a fix.

as for the feature request -- are you meaning an option to highlight items even if they aren't identified/recognized? i.e. if you have polygel on the list but you don't recognize it, it'll still highlight the merchant? I could do that. I'll have it be off by default since I prefer it being a consistency thing in line with the rest of the game's balance, but as a setting, I don't see why not! can't give you an ETA though, I'm sorry :n
Lustrecia 19 Dec, 2024 @ 8:30pm 
Found a sneaky bug: when I have both faction-specific and nonspecific Schrödinger pages in the list and a merchant stock both, there is an exception and merchant is not highlighted or reported in player messages.
Traceback here: https://pastebin.com/egZB3RrT
I guess adding " && !stockedObjects.ContainsKey(goName)" to the condition should to the trick here?
Also, a feature request: can we have an option to highlight merchants selling unrecognized items, please? It would be of great help to early game characters without technoscanning.
Pizzarugi 5 Dec, 2024 @ 10:33am 
Yeah I'm honestly surprised all of the mods I have installed didn't get disabled when 1.0 launched. Then again, they are all incredibly small, or at least smaller than this mod anyway. No issues discovered so far at least.
Ceres et al.  [author] 5 Dec, 2024 @ 10:09am 
(oh, and let me know if you run into any issues)
Ceres et al.  [author] 5 Dec, 2024 @ 10:09am 
I haven't tested it extensively, but it looks like this mod works with 1.0 out of the box! feel free to bring it along during your playthroughs, if that's your sort of thing.
Ceres et al.  [author] 1 Dec, 2024 @ 11:57am 
just a heads-up: I'd expect a few days' wait after 1.0 drops before this updates. it's possible it might update same-day, but chances are I'll wanna just dive in and take a few days to play the game unmodded. libndink
Pizzarugi 25 Sep, 2024 @ 1:05pm 
Just tested. It works now. Thanks for being so quick to respond!
Ceres et al.  [author] 25 Sep, 2024 @ 12:34pm 
quick fix pushed after what was a very thoroughly unpleasant debugging process. I've found what's causing it (a string event registration related to the feature that removes data disks from the list once you get them in item form) but I'm not sure yet how to resolve it, so for the time being I've just disabled the feature so that regular play can keep going. thanks for the heads up