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Ive gotten a few from star karkens >.>
the spawn list no longer works thoguh
I use it without issue
Speaking of, I finally decided that I should write up a bug report, even if it might not be a bug, it took me a little bit but here it is:
https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/6143/bug-modding-encountertablesxml-and
Thanks again to everyone for the advice, and hopefully the bug report is sufficient to find the issues in question
I just wanted to give an update of where I'm at, basically.
Hey, thanks smosher! I'll be giving that one a look too, and yeah, I'm still strongly considering sending a bug report, though ironically the only thing keeping me from doing so is the fact that there isn't already a bug report for this, if these files are as broken as I think, then I would be fairly surprised if no-body caught this for what I think has been 10 days now?
I mean this game IS still a roguelike, so I guess it's easy enough for players to normalise the lack of found items as just being luck?
So is it the back-end, or my understanding that's broken? I still have no clue, but I'm working on figuring that one out.
Maybe it's just bad luck on my part, but that's just what I've noticed. I have a legendary gemcutter and his clone in my base, so it's easier for me to check those things.
Looking at the mod's files themselves, the spawning data for the figurines seem to be there in both ObjectBlueprints.xml and PopulationTables.xml, but notably, they aren't in EncounterTables.xml.
Whatever the case is, I'd say this almost entirely proves that EncounterTables.xml isn't working properly for some reason.
1% mod is some solid reference material, it's attempting to spawn items through ObjectBlueprints.xml, PopulationTemplates.xml and even EncounterTables.xml.
ObjectBlueprints.xml is spawning items by adding them to mob inventories, or using "DropOnDamage", sidestepping the the other files' shenanigans entirely.
PopulationTables.xml is spawning 1 item (plastifer flask) inside a trader inventory (inconsistently, regardless of requested amount, i.e. "2d4"), so that's strange. I also did manage to get Numbers="1-7" to work?
EncounterTables.xml is still a mystery though.
I'm definitely making headway though, and I'll probably be looking into Caves of Qud Expanded later on too.
Thanks again!
=/
I know the 1% mod items works. cave of qud expanded also works, i compared that one
Can anyone point me towards a mod with currently working item spawns so I can compare it to my code?
I tried installing Scrolldier's Extra Throwables, but it's looking like its spawns might also be broken too. (that or I was simply very unlucky looking for its items)
I spent several hours trying to get my mod to work, using both EncounterTables.xml and PopulationTables.xml with all kinds of different configurations, all to no avail.
It's starting to feel like EncounterTables.xml and PopulationTables.xml might not be getting properly loaded from mods at all right now?
maybe not merge..
both this and another i have i know is working both have the Load="Merge"
so its soemthing else.
But, just looking at it logically, I think it's the most likely explanation.
All of them have Load="Merge", so maybe Qud changed the way "merging" works? If not, then it might have something to do with the "density" option, as that's the only other thing I can think of that makes it stand out from the vanilla encounter tables.
Wishing one in seems fine.
lvl 38, Im sacrficed polygel into an acid puddle and wished for a baetyl glass..
call it even until i find a fix
So keep checking dromad traders, I guess? Either way, I'm not entirely sure you could find them too easily from exploring alone, if at all.
hhhhmmm
bet its something in the EncounterTables.xml
D:\Program Files (x86)\Steam\steamapps\workshop\content\333640\1560168385
anyone know??
level 37, and i EXPLORE alot. I am mutant with three mumbleing mouths, and often have my choice of ruins to explore lol
I shop often, not seen a one
Just swung in to say the same thing. I have also not seen any =/
Fun fact; the desalination pellet is no more efficient than it normally is, it's just normally SUPER efficient.
The secret is that most people don't experiment in using it outside of their inventory, so they never get to see it's full effect.
Experiment with dropping/throwing desalination pellets into pools of salt water (~400 drams/pellet, use ctrl+space and waterskins to drain pools)
The only thing this mod changes is it lets you take more full advantage of the desal pellet from within your inventory, so it's not technically game balance altering, and still just a QoL change
but my several hours trying definitely makes me more appreciative of the people that got this sort of thing down
you fuckin' smart person you.
Hopes and dreams and ductape?
Took around an hour to find the bug, did rewrites, scoured other mods, and realised that it was literally that I had just straight up misinterpreted what Load="Merge" was supposed to do, so I removed it from my items (because they're unique items, thus have nothing to actually merge into) and the mod seems to be working again.
I frankly don't know how it was even working beforehand, knowing what the bug is now hahahahaha
So one pellet becomes 3+ times more efficient with Steel Jerrycan.
Update should HOPEFULLY make things a bit better.
If things are still too common/weirdness is still being had, please do let me know.
Also; to Desert Rose: Yes. Yes indeed. The steel tank does in fact heat up the nearby area, however the results were unfortunately less horrific than I was hoping for as it seems that it doesn't produce more heat based on amount of fluid contained in it.
Oh well, either way, still enough to light a man on fire.
All in all, I'm happy with that result.
"Containers seem too valuable for how common they are", Yep, going to lower the spawn rate
Desert Rose: I actually don't know, that sounds hilarious! Science must ensue!
Zalpha: "Spawn rate's too high" Yep, will definitely look into lowering it.
"Change Steel Fluid Tanks name", that's fair, I was honestly feeling pretty so-so on the name while I was making it, I just couldn't think of anything better at the time.
I'll try renaming it to something else, though it might be just as bad lol, guess we'll find out!
"Steel wouldn't be able to hold lava" Completely right, I'll change the description (and name) too.
I would like it if you would changed the Steel Fluid Tanks name, it is too similar to Steel Jerrycan in the item list, plus steel wouldn't be able to hold lava. There are other fantasy names you could use its place. Like Adamantium, Vibranium, Carbide, Ursteel, Metametal and Fullerite to name a few.