Caves of Qud

Caves of Qud

Sundry Cybernetics
130 Comments
You know my name. 8 Oct @ 3:26pm 
Organ rack says it gives an additional body implant and 2 more slots for bionic implants. I dont see the body implant and im wonder if thats a bug or it shouldnt even say it gives another body implant. I presumed it would just be more organs anyways but just curious
I did a simple test. Enabled this mod + advanced wishing. Credit cruncher (body), level up 15 times via wish. I got 4 credits. Looks like the credit crunchers work now.
A Simple Pigeon 28 May @ 7:39am 
I don't mind the tumbler bug too much, but I wish the credit cruncher worked properly. It's a great idea for an implant and would be game-changing if it functioned.
Celepito 23 May @ 10:28am 
Also a toggle for Flak Vents to go off automatically, having to manually activate them is a PITA.

Also also, Lithoscope doesnt seem to be working on my end.
Celepito 22 May @ 1:39pm 
Still seems to work atm, for me at least.

Would love an update however, e.g. making the Cistern compatible with autocollection would be great.
Moroi☆Reverie 18 May @ 1:08pm 
works with 1.0?
Doe 14 May @ 1:49am 
Any chance we'd be able to get an update on this? Some of my favorite cybernetics
ZenithTheWolf 17 Mar @ 7:12pm 
Is there a Github or another page I can go to acquire a version of this that works for COQ v2.0.204.118? I kinda need it for my save.
_Cell 12 Mar @ 6:26pm 
Just a few notes about odd behaviour with clones and a couple fairly insignificant issues:

Parallel processor only seems to apply to temporal fugue and evil twin clones of the player. Clones created from the budding effect (cloning draught/clonelings) don't get the "PlayerCopy" string assigned to them, so they don't give or receive the increased quickness or supply 20 extra compute power to the player. You could argue that that's reasonable as clones budded from you might have insufficiently compatible neurology or something.

Clones created by budding will inherit the extra slots from installed cybernetics like cranial dock, arm struts, etc., without having the original implants themselves. This lets them wear extra pieces of gear and install extra cybernetics without the original slots being taken up.

Onboard polishing persists and tumbles gems even after removal of the onboard tumbler. This also applies to and works for budded clones.
thread 8 Feb @ 6:37pm 
the onboard tumbler is still doing its thing even though i removed it days ago - which is nice, but prob not intended!
Boamere 7 Feb @ 10:11pm 
Temporal fugue causes the supernumary limb processor to bug and grant permanent stats
andrewschaefer1237 27 Jan @ 6:12am 
can you add this to a 1.0 save that is already in progress?
Cuck Knight Chivalry Squad 18 Jan @ 1:19pm 
Your opening paragraph in the description is one of the greatest things I've ever read.
AmmoniaM 12 Jan @ 9:13pm 
it seems that any form of timeline alteration permanently bricks credit crunchers in your save. whether thats debug save/load, roleplay loading after death, or even precog/sphinx salt

this behavior ALSO extends to loading a save. so if you want to use a credit cruncher, you'd better do it all in one sitting from starting your game

actually, now that i think about it, its probably more the other way around. loading is what causes the issue, and thats why everything else messes up.
The Doctor MD 11 Jan @ 4:54pm 
Thanks @Gravenwitch
actual gigachad
Gravenwitch 30 Dec, 2024 @ 6:42pm 
@propagate11235 After testing 1, 2, 3, 4, and 5 clones the processor provided 50 quickness as labelled. Please share some more details and I'll find a fix and leave it here for others. I may post a fork of this mod if the author does not return in a month or two to help with some of the issues people are reporting but they seem active enough so I don't want to steal their work.
Gravenwitch 30 Dec, 2024 @ 6:32pm 
@Jetrel the storage shell works, it just needs to move the carry capacity update a bit later, after picking up any item you will see the 75% storage increase. The parallel processor does not allow a second proselytize nor does it say it does.

To fix it move "CarryingCapacityChangedEvent.Send(E.Implantee);" to 1 line above the return statement of implantedevent and unimplantedevent in CyberneticsStorageShell.cs
Gravenwitch 30 Dec, 2024 @ 6:24pm 
The vibrolimb and ceremonial vibrolimb are bugged right now, it sets the number of penetrations equal to the targets AV. This means you will penetrate 15 times on cragsmench and oneshot most enemies. To fix this chance lines 46 and 47 of TempVibro.cs to:

E.StatBonus = E.AV;
E.MaxStatBonus = E.AV;

Which is how 1.0 handles vibro weaponry.
Jetrel 30 Dec, 2024 @ 10:11am 
Though, that was with the cranial dock.. so maybe thats nuking anything attached in its slot? it seems like other people have been having problems with it as well.
Jetrel 30 Dec, 2024 @ 10:09am 
I dont think the storage shell is giving the bonus carry capacity, nor is the parallel processor allowing a second prosletyze?
Zotz 29 Dec, 2024 @ 3:13pm 
a 3cent instead of a 1cent on the miner would feel a lot better as it currently stands
Zotz 29 Dec, 2024 @ 3:10pm 
The Credit Miner does work, at least I have gotten it to drop a credit before, but even decked out in them the chances seem painfully low even when going one level at a time. It would be better if it proc'd each one you have in succession, let them stack, or just install one that has a good chance and no more.

Storage Shell is maybe a little too beefy, though I get wanting to make Back slots good.

Organ Racks do work, but only work for particular cybernetics: Heart, lungs, liver.
Propagate11235 29 Dec, 2024 @ 8:37am 
i installed a parallel processor on myself and 2 clones and it appears the quickness value hasn't gone up
CoffeyDude 26 Dec, 2024 @ 9:40am 
It seems like the internal cistern doesn't work. I can put the liquid into it, but it doesn't seem to reduce my total weight. Is this bug new with 1.0?
tagrimo 23 Dec, 2024 @ 2:02pm 
What are the IDs for each of the cybernetics?
Umbral Reaver 23 Dec, 2024 @ 4:17am 
Bug: The strength and agility bonuses from supernumerary limb processor multiply permanently every time you use temporal fugue, even when the clones are gone.
|_| Clyax 20 Dec, 2024 @ 2:36pm 
@Grub You're not the only one reporting this.
Grub 20 Dec, 2024 @ 2:31pm 
I think im just insanely unlucky with the credit cruncher, ignore my comment.
Grub 20 Dec, 2024 @ 2:19pm 
After 20 levels with the credit cruncher (75% so 3 implants, I was very lucky) I got a total of 0. Pretty sure its the only implant that ive found to not work so far.
Tyrir 19 Dec, 2024 @ 11:23pm 
MODWARN [Sundry Cybernetics] - XmlDataHelper:: C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/3028242334/PopulationTables.xml line 4 char 10
Required attribute "Name" missing
Umbral Reaver 18 Dec, 2024 @ 7:03pm 
It appears that cranial plating installed in a cranial dock has no effect? https://imgur.com/a/5ZvWr8p (this character has it installed in the parietal dock)
ninjanomnom 16 Dec, 2024 @ 1:13pm 
From what I can tell, the organ shelf appears to be pointless since the two organ slots it gives are unused by any cybernetics. So it just consumes a body slot to give one body slot.
ziji_wang 14 Dec, 2024 @ 5:05am 
@Vagaris Aster vanilla implants do already use the modded implant slots! Also I am contacting MAFT for editing/forking permission of the mod. I have some more complicated fixes for stuff that won't fit in a comment.
PapilloNoir 12 Dec, 2024 @ 4:48am 
For anyone installing this mid-run, all cybernetics that were already in your world won't be able to be installed in the new slots. All newly spawned ones will though! You can wish for replacements and they'll have the new install options, and all merchant restocks going forwards will as well. Otherwise works great!
Vagaris Aster 7 Dec, 2024 @ 11:41pm 
Any chance someone could write a patch for this that changes vanilla implants to also use the modded implant slots? ';w;'
ziji_wang 7 Dec, 2024 @ 8:24am 
I might check into that and see what is wrong sometime later. No promises though, since the problems might be with in-game registers of leveling up.
|_| Clyax 7 Dec, 2024 @ 6:25am 
@ziji_want what about the Credit Miner? People are still reporting that to not work.
ziji_wang 6 Dec, 2024 @ 11:26pm 
1. Go to the steam folder for this workshop mod. It should be something like [Steam root folder]\steamapps\workshop\content\333640\3028242334. Consult this page if you don't find the appropriate folder https://wiki.cavesofqud.com/wiki/File_locations

2. Open the CS folder inside and find a file named TempVibro, open with any text editor. I used Atom personally.

3. On Line 46 close to the bottom of the file, there is a line that states E.Penetrations = E.AV; Change it to E.StatBonus = E.AV;

4. Run Qud, re-enable the mod, and reload. It should work as intended now.

Thanks to books(librarianmage) on the CoQ discord for helping me understand the fix!
ziji_wang 6 Dec, 2024 @ 11:26pm 
Just so everybody knows, this mod is still working perfectly in terms of functionality for 1.0.

On a side note, the vibrolimb is bugged and will massively overpenetrate for a number of times equal to the defender's AV, which is unintended. To return it to the intended functionality before MAFT fixes it, you can follow the below instructions:
Smaug 29 Nov, 2024 @ 8:04am 
Replacing your organs with crypto miners is some real water baron grind set.
Although I can confirm what the previous posters have stated, it works, but the chance to get a credit is very low. I have ever mined a single one over two characters both level 14.
Indigo Cactus 8 Nov, 2024 @ 9:56am 
@|_| Clyax I meant turn, apologies. Qud is still new to me. Frames don't matter (in any way I can tell) it's whether you level up multiple times in the same turn.
|_| Clyax 8 Nov, 2024 @ 7:54am 
@Indigo Cactus What do you mean by frame? You're not talking about frame as in FPS, are you?
Indigo Cactus 7 Nov, 2024 @ 5:42pm 
I think I figured out the issue with Credit Cruncher. I think it only attempts to proc once per frame, even if you level up multiple times on the same frame. I do get procs every now and then (though it still feels rarer than it should be) but I don't think I've ever once gotten it to proc more than once in a row, even after many trips to the Stilt at low level (which results in four or five levels)
AmmoniaM 7 Nov, 2024 @ 5:18pm 
credit cruncher simply doesnt work, yeah. you can make a new game with it and wish something like "xp:1000000" to get hundreds of levels and it wont proc once
Indigo Cactus 27 Oct, 2024 @ 8:34pm 
I'm uncertain as to whether it's bugged or if I just have terrifically bad luck, but the Credit Cruncher very rarely seems to work. It's supposed to be a 25% chance per level, but it seems to be way closer to, like, 10%. I usually take it as my starting implant, so as to get the most chances for it to proc, but over dozens of characters it hardly ever seems to work. The luckiest I've ever been with it had me earn two credits total over, like, a dozen levels.
Plaidstone 21 Oct, 2024 @ 1:46pm 
Tested it with debug, then uninstalled all other mods & verified files and tested some more. It seems that quitting the game at any point, both in Classic mode and with Roleplay mode's "quit without saving" option, makes the Credit Cruncher permanently non-functional.
Plaidstone 21 Oct, 2024 @ 12:53pm 
I'm also having issues with the Credit Cruncher. There might be some sort of compatibility problem with other mods I'm running- I'll try to check- but I had it trigger once (in my first new game with the mod) and then never again, across multiple characters.
Jack Niggleson 17 Sep, 2024 @ 10:32am 
The organ rack and cranial dock don't work. For instance you can't install a bionic heart and bionic liver at the same, which I assume was the point of the rack. I think this is because the vanilla cybernetics don't have the "implantslotorgan" body part tag like those added by the mod do. Absolutely stellar idea for a mod and the icons and descriptions all fit in perfectly with vanilla CoQ, but this is a pretty huge oversight.
VoydBoi 6 Aug, 2024 @ 12:10am 
Does it work with spring molting?
Killallzombies 27 Jul, 2024 @ 11:27pm 
I'm absolutely in love with this mod! Do you think you'll add something like the Aetherial Wings from Chazakiel's Implantable Cybernetics? I've been looking for something akin to it for my truekin runs since Chazakiel's broke.