Caves of Qud

Caves of Qud

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Shopping List
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Branch: Stable
Object: Tool
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76.595 KB
2023 年 11 月 22 日 下午 12:47
1 月 4 日 下午 12:47
13 項更新註記 (檢視)

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Shopping List

描述
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
69 則留言
enbyromantic 1 月 19 日 上午 10:08 
Amazing mod. Such a timesaver and perfectly balanced and executed!!
Ceres et al.  [作者] 1 月 19 日 上午 5:37 
you should get an activated ability (like Sprint or Make Camp or etc) to open the shopping list. do you see it?
Splitfinger 1 月 18 日 下午 9:14 
I feel like I'm missing something very obvious, but how do I add things to the list? The mod description mentions a tutorial in "the item select" but I have no idea where that is.

I added the mod and loaded my save, and all I can find are the three items in the settings menu.
Ceres et al.  [作者] 1 月 4 日 下午 12:51 
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 2024 年 12 月 20 日 下午 9:26 
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.  [作者] 2024 年 12 月 20 日 上午 9:05 
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 2024 年 12 月 19 日 下午 8:30 
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 2024 年 12 月 5 日 上午 10:33 
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.  [作者] 2024 年 12 月 5 日 上午 10:09 
(oh, and let me know if you run into any issues)
Ceres et al.  [作者] 2024 年 12 月 5 日 上午 10:09 
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.