Caves of Qud

Caves of Qud

Rogue Robots of Qud
232 Comments
QWERTYww  [author] 24 Aug @ 5:14pm 
@Shrip Rust can be repaired with the Repair tinker skill unless you've taken the Rusted Hulk ability which constantly reapplies it (which I am considering removing since it's kind of pointless since there's an anti-rust module).

@Obsidious Thanks for the feedback! I wanted it to be a little bit unique but still close to the base-game gameplay so I'm glad you thought it was good! I will say there's some work that still needs to be done on it though, especially for gameplay variety.
Obsidious 24 Aug @ 11:04am 
I want you to know that the first book I found while using this mod was Corpus Choliys.

Also, this mod is so cool, just from character creation and a few minutes of play. The photosights of a freshly-awakened turret robbed of their high-power armaments and draped in a [delightful] [magnificent] local banner (of all things, their profanity filter is still functioning) are novel eyes through which to view the Salt!

Also, I like the no-healing optional flaw. It's keeping me on my toes. Er - that is, malfunctioning positional hydraulic clamps.
Shrip 23 Aug @ 4:42pm 
how do you un-rust yourself?
QWERTYww  [author] 19 Aug @ 4:25pm 
Not a bad idea actually. I'll see what I can do about that.
Tolta 19 Aug @ 2:25pm 
Haha, no worries. Thank you for the tip about the XML files. Perhaps a middle ground could be a discussion page on this mod that lists the various robot chassis options, the robot mutations, etc? For other peoples sake.
QWERTYww  [author] 19 Aug @ 1:29pm 
No wiki unfortunately, I'm a mod developer not a web designer (and like hell am I using a Fandom wiki). The stat modules are in Items.xml in the mod's directory though, there's some comments in the XML so it should be fairly readable.
Tolta 19 Aug @ 1:23pm 
Love this mod! Is there a lil wiki or list available that details what all is in it? I'm having a blast discovering things but id love to see, say, a list of the stat upgrade modules I can buy from traders
QWERTYww  [author] 15 Aug @ 3:18pm 
It's most likely a UI issue. It should be working fine internally. I'll look into that though.
Ersatz 15 Aug @ 11:10am 
Been seeing a weird bug with capacitors where it always shows me storing 100 units of charge even when the mutation is up to 300 or 400. all of my jacked items still seem to be working fine (vibro weapons eigenrifle and force bracelet) so maybe it's just a UI thing?
Digishade 12 Jul @ 1:39pm 
Ah, good to know. Thanks QWERTY!
QWERTYww  [author] 8 Jul @ 3:00pm 
To clarify, armature drones will work for melee weapons and not for missile ones. The only reason the game lets you equip missile weapons to them is that they can be used as melee weapons like most items in the game.

Most robots equip missile weapons to their left and right hardpoints. The middle hardpoint, if present, is for throwing weapons. This is not something specific to this mod - robots in the base game have the same body plan.
Digishade 8 Jul @ 2:03pm 
Any reason why the game doesn't register missile weapons as equipped when handled by Armature Drones?
QWERTYww  [author] 18 Jun @ 10:40am 
Most likely, I also might be overestimating the amount of charge by default since I'm currently away from the computer I use for programming

Also, force bracelets in particular appear to use slightly more power than advertised - whenever it pushes things it uses a bit of extra power iirc.
The Wombat of Combat 14 Jun @ 4:43pm 
I see, I was trying to power a force bracelet. that needs 500 so maybe it didn't work when it was right at the maximum?
QWERTYww  [author] 14 Jun @ 4:35pm 
But yes, there's a lot of jank in this mod. This is definitely because I wanted to keep it consistent with the base-game and there are no reasons for it involving me being bad at programming
QWERTYww  [author] 14 Jun @ 4:34pm 
The improved reactor will help, yes. The default power you get is around 500units per turn, which doesn't carry over between turns without capacitors. So some higher-power items will not be able to draw enough power and thus fail to activate.
The Wombat of Combat 14 Jun @ 2:47pm 
according to the description robot characters can power jacked items but that isn't working. Is this no longer true? was this functionality moved to improved reactor or capacitors?
RadLad 9 Jun @ 1:43am 
Pretty dang good man
StandAlloy 19 May @ 5:56am 
I literally figured out how to repair right after hitting Send on my comment lol
QWERTYww  [author] 18 May @ 11:17am 
Also, to the person with skull emojis as their username, this mod is not compatible with Hexagun and it will cause things like that to happen.
QWERTYww  [author] 18 May @ 11:17am 
Yeah, sorry, it's not super intuitive. I think maybe I could make it easier maybe, but I'm still testing things out. Works the same as it does for furniture, if that helps?
StandAlloy 18 May @ 6:56am 
Nevermind, i just figured out how. You just need to interact with yourself with the Look command:SpectreSmile:
StandAlloy 18 May @ 6:53am 
Hey, i was wondering how to heal when you have faulty auto-repair. The defect says you can use the Tinker ability to repair lost HP, but i can't seem to figure out how.
THE MIMIC 14 May @ 4:56pm 
its so good!!!!!
Essence of magic 14 May @ 8:46am 
EIG pancube have three ranged slots instead of promised four. LITERALLY UNPLAYEBLE.
twitch.tv/infinity_hs0 13 May @ 2:24pm 
I'm gonna try this ,and see how things go
QWERTYww  [author] 26 Apr @ 2:35pm 
* Small correction, it IS intended for player use via ganglionic teleprojector, but it's not BALANCED for player use.
QWERTYww  [author] 26 Apr @ 2:35pm 
Rushdown protocol is a base-game NPC-only ability which I have kind of hacked together into a usable mutation. It has some issues since it was never intended for player use, or to even have a cooldown for that matter.
That said, I have learned a lot more about how abilities work since I made it, so I may be able to fix that.
OverZhorman 26 Apr @ 1:48pm 
man why does rushdown protocol go on cooldown when I cancel it :steamsad:
QWERTYww  [author] 17 Apr @ 6:54pm 
(tl;dr normally you can install a ton of upgrades after the 'limit' so long as you have the health for it but it seems to be broken atm)
QWERTYww  [author] 17 Apr @ 6:50pm 
There also MAY be a bug preventing you from going over the soft-cap for upgrades currently, fix incoming as soon as I figure out why that happens
QWERTYww  [author] 17 Apr @ 6:34pm 
You can input more hardware if you have health. You can't remove upgrades but the 'rare' modules aren't significantly better than the common ones, just for stats which are harder to raise like AV or DV (unless you get really lucky with an entropic module).
Tomos 17 Apr @ 10:15am 
Is there a way to remove modules? Accidentally filled up on piddly little commons.
jacksonpetermurphy 11 Apr @ 9:16am 
how can i input more hardware after i reach a certain limit?
Doe W 5 Apr @ 9:36pm 
Nevermind... I didn't notice the absorb option :(
Doe W 5 Apr @ 9:28pm 
I got a robot to the Pax Klanq quest. I only know how to find him by eating the flesh and following the road to them. How would I do this as a robot?
Mosni 1 Apr @ 2:29am 
one of my favorites, sweet tin cans
QWERTYww  [author] 31 Mar @ 9:13pm 
I meant to say frame in that last sentence, my bad.
QWERTYww  [author] 31 Mar @ 9:12pm 
Okay, to clarify.

An internal counter keeps track of how many upgrades you have. I believe you can install ~10 for free, maybe less, don't remember off the top of my head, but it's configurable anyways.

Each time you try to upgrade AFTER that, you'll take damage as a result of the invasive hardware work you have to do. This scales quadratically. Think of it being the result of attempting to do robo-surgery in an already crowded frame.

In practice, this means your total possible upgrade count is limited by your max HP and so depends on anything that affects it (level, fame, etc.)
Doe W 31 Mar @ 8:18pm 
Ah so core health scales with player health? I assume core hp doesn't regen though. Thanks!
QWERTYww  [author] 31 Mar @ 7:30pm 
Upgrade capacity can be changed in the settings, but it's also possible to install more if you just get more health so you can tank the damage.
Doe W 29 Mar @ 9:16pm 
Is there a way to increase the capacity for more upgrade modules (・・ ) ?
QWERTYww  [author] 25 Mar @ 5:40pm 
Thanks! Always happy to see people enjoying my work
Kynick2501 24 Mar @ 10:15pm 
This... is really cool
SealYouInHell 23 Mar @ 8:12pm 
Thank you very much, the mod is fantastic btw. Love the flavouring and the mutations and defects system.
QWERTYww  [author] 23 Mar @ 5:42pm 
Also increasing their drop variety to include some of the weird semirare modules
QWERTYww  [author] 23 Mar @ 5:34pm 
Upon further inspection, I appear to have made a mistake in the item weights which makes them only drop density modules. Bugfix incoming
QWERTYww  [author] 23 Mar @ 5:33pm 
The Chrome Pyramids drop a random high tier module. There's currently two at the top tier, a dodge and a density module. You appear to have just lost 6 coinflips in a row.
SealYouInHell 22 Mar @ 9:32pm 
Are the Chrome Pyramid modules all meant to be density? Ive killed roughly 5-6 so far and theyve all been density.
QWERTYww  [author] 19 Mar @ 5:19pm 
Hm, weird. I couldn't figure out the issue in my testing either. It might be a mod conflict, maybe? Or possibly a saving/loading issue, those seem to plague me in developing this mod.

Keep me updated if that happens again, though.