Caves of Qud

Caves of Qud

Machines of QUD
26 kommentarer
Mosni  [ophavsmand] 28. aug. kl. 2:02 
options -> automation -> automatically disassemble scrap
Croctus 27. aug. kl. 13:58 
Is there a way to not auto scrap the floppy disks when you have the disassemble skill?
Croctus 25. aug. kl. 15:47 
Nice. Good update so far.
Mosni  [ophavsmand] 25. aug. kl. 14:54 
new update`s here
Mosni  [ophavsmand] 11. aug. kl. 12:22 
Okay, I'll take that into mah mind and think about what can be done with it.
W33D 10. aug. kl. 21:31 
Can you please create a version of this mod that forces the use of power requirements for all the machines you listed? Because it breaks my brain trying to immerse myself in the game rationalizing how a sewing machine, lathe, or radio can work without power found deep inside a random cave. Alchemist station makes sense to me because it's chemistry and magic, but the others don't. Thank you for your hard work on this mod!
Lost ( Kai )  4. aug. kl. 23:34 
I love the new additions, especially the scrolling 'text' for the unicomputer. :steamthumbsup: :steamthumbsup: :steamthumbsup: Thank you for making and sharing this mod.
Mosni  [ophavsmand] 3. aug. kl. 10:58 
Got it, thanx man, will fix it in next update
Lost ( Kai )  3. aug. kl. 7:27 
Yep. Tested it. Added Category="Tools" right after Takeable="true" under Physics, and it shows the correct category. Continues working as a radio, too. Just had to spawn a new one afterwards.
Mosni  [ophavsmand] 3. aug. kl. 4:49 
New update is here! Don’t miss out!

- Now you can build yourself a small shelter in this harsh world during the early game!
- Charge your energy cells from the power grid using the new charger that you can trade for from Tam in Joppa!
- Boil down a dead mimic into Metamorphic Polygel!
- And enjoy the brand-new awesome animation of the unicomputer screen.
Mosni  [ophavsmand] 3. aug. kl. 2:57 
Yesss) Fungi was as neutral as possible, the shout generation doesn't work with non-npc objects... I'll think about what can be done...
Lost ( Kai )  2. aug. kl. 6:45 
the Physics part on the radio xml could use Category="Tools"

Inventory still thinks it's a fungus. :slimehappy:
Mosni  [ophavsmand] 8. juli kl. 13:26 
update soon) the summer, there is hardly any time or energy to deal with this, but it is almost ready...
Tcgirl8 5. juli kl. 8:19 
love this
Loiosh42 2. juli kl. 20:27 
This is AWESOME, please continue.
Flurbel 13. juni kl. 20:15 
How do you stop your character from auto scrapping the floppy disks?
Mosni  [ophavsmand] 4. maj kl. 11:32 
I`ll see about that, nice idea) Thanx)
Scalapher The Artificer 4. maj kl. 11:30 
It's extremely redundant and unnecessary, but could you make the Barathum clock tell you the same time and date information that always shows in the top right of the screen? I guess it'd just be a minor immersion detail.
Radinator9000 28. apr. kl. 16:29 
the cybernetics dumpster seems so so useful and maybe a little strong, but I love the mechanic so its an instant download :3
Mosni  [ophavsmand] 24. apr. kl. 1:04 
Fixed it. Pardon, sweety)
Millie Yvain 23. apr. kl. 20:21 
hey not a big deal + glad u liked my mod but i'm super a girl + would love not be misgendered in your description haha. really cute mod though and i'm deeply in love with the unicomputer/cybernetics terminal. really creative + such a good use for all the random cybernetics you find mid/lategame :)
Chronos 23. apr. kl. 7:42 
This is awesome, and a great help in early game when you might find implants before credit wedges.
Mosni  [ophavsmand] 23. apr. kl. 6:55 
This is mostly for True Kin. The Become Nook machine has an inventory; you open it, put something in, close it, and wait a bit. It will process any cyber implant into 1 credit. It's expensive, but it helps you level up your body license tiers more easily.
Chronos 23. apr. kl. 4:37 
Wait, every useless or duplicate cyber implant I put in the terminal gives me 1 credit?
Where can I find it?
Mosni  [ophavsmand] 23. apr. kl. 1:21 
That's why I didn't even think that these things do anything at all, but then it turned out that a couple of them actually have functionality! Why only two, though?
@kaprikornus 22. apr. kl. 22:27 
always found it weird that so many weird contraptions in Qud have not much practical function, despite sometimes being able to be connected to power sources and wires, and such. great mod!