Caves of Qud

Caves of Qud

Tinkering Bytes
 This topic has been pinned, so it's probably important
UnderDoug  [developer] 16 Sep @ 7:53pm
Find a Bug, Post a Bug
Dump your logs here.

If the issue is particularly strange, or you can reliably reproduce it, please

1. go into the debug settings in-game,
2. scroll near the bottom of the category till you find "Debug: UD Modding Toolbox", and
3. turn the debug verbosity slider up to 4.
4. Reproduce the issue and dump the logs here.

Make sure you turn the slider back down before continuing to play, the excessively verbose logging can sometimes cause lagginess if there's a lot being logged at once.
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Showing 1-11 of 11 comments
spriily 16 Sep @ 11:25pm 
playing with a variety of mods (will include the player.log), had an issue where world-gen hitches majorly because of something called "Lengian Whip" not being able to implement. not sure if it's solvable by you but figured i'd mention it... https://pastebin.com/kMEWByAj (player log included)
UnderDoug  [developer] 17 Sep @ 2:51am 
Originally posted by spriily:
playing with a variety of mods (will include the player.log), had an issue where world-gen hitches majorly because of something called "Lengian Whip" not being able to implement. not sure if it's solvable by you but figured i'd mention it... https://pastebin.com/kMEWByAj (player log included)
I've double checked whether or not it's something this mod is doing, but best I can tell the issue is upstream of the base-game method I'm using to fetch all the blueprints that inherit from a specific other one.

This line is the first mention of the Whip blueprint in question:
MODERROR [Eule`s Unseen Adversary: Sprite Update] - blueprint "Lengian Whip" inherited by Lengian Whip2 not found
so I imagine there's something going on in "Eule`s Unseen Adversary".

Workshop mods can sometimes be a bit funny about updating their files when they're updated, and I know Eule has done a few updates recently. My suggestion would be to unsubscribe from their mod (if the files are relatively accessible, too, delete them), and then subscribe to it again. That's about as much as you can do to ensure that you've got the most recent version.

I'll reach out to them on discord too, since it's in a cross-section between both our mods.
Redundo 18 Sep @ 7:26am 
I ran into a couple of bugs

Unable to see item menu options while in merchant inventory
Unable to generate new world (May not be some this mod specifically. But certainly this or one of the modding library)
It is worth noting I have a lot of mods, so it may very well be an incompatibility

https://github.com/UnderDoug/UD_Vendor_Actions/issues/1
UnderDoug  [developer] 18 Sep @ 4:46pm 
Originally posted by Redundo:
I ran into a couple of bugs

Unable to see item menu options while in merchant inventory
Unable to generate new world (May not be some this mod specifically. But certainly this or one of the modding library)
It is worth noting I have a lot of mods, so it may very well be an incompatibility

https://github.com/UnderDoug/UD_Vendor_Actions/issues/1
Legend, I've made a couple of edits to the issue, and created some sub-issues for the two things going on.

I think the game failing to load is a conflict based on an inheritance issue another mod has (I've commented about this on the issue you created). I might be able to fix the loading issue on my end but it won't fix the inheritance issue with the other mod.

I'll need to investigate the other issue when I get a chance.
Klomn 18 Sep @ 6:46pm 
In regards to "Unable to see item menu options" I can confirm the Vendor Action not showing any options bug, but I sadly cannot tell you what mod is causing this incompatibility. I can say this bug doesn't occur at all from a new character, so it may be something that happens partway into the game via a certain perk or flag but again I can only get this bug to occur when I add the mods to an existing character (my testing was not extensive, sorry I couldn't narrow it down any).
UnderDoug  [developer] 18 Sep @ 7:08pm 
Originally posted by Klomn:
In regards to "Unable to see item menu options" I can confirm the Vendor Action not showing any options bug, but I sadly cannot tell you what mod is causing this incompatibility. I can say this bug doesn't occur at all from a new character, so it may be something that happens partway into the game via a certain perk or flag but again I can only get this bug to occur when I add the mods to an existing character (my testing was not extensive, sorry I couldn't narrow it down any).
Okay, yeah. Adding to an existing save is probably gonna cause some issues, but not any issues I can't fix with some sneaky C#.

Currently, the handler for inventory actions is added to the root most physical object that most items, objects, creatures, and semi- or potentially- alive things inherit from. Because it's an xml blueprint addition, it only counts for things created after the mod was enabled, but I can add some code that will add the part before it attempts to get any actions in the event the part is missing.

I'm midway through adding some log output that will spit out a "generated xml" of the trader's blueprint, and the item's blueprint if the returned actions list is empty, to help with diagnosing without me having to have all the same mods installed to check for myself.

I also found that the actions handler part wasn't serialising its registration of handling the vendor actions, which may or may not be contributing, but which I'll correct and see if it abates some of those cases.
UnderDoug  [developer] 19 Sep @ 8:13pm 
So, it seems the issue was not with any of these mods, per se, but with a base game method one of these mods uses entirely appropriately, and which responds poorly to inheritance errors.

Fully tested and pushed now. It'll complain about inheritance issues but won't prevent the game loading.

I've also addressed traders not having any inventory actions if the mod is added mid-save. The mod will try and attach the handling parts before trade and failing that, or failing to collect any vendor actions, will fall back to the base game's implementation with an error in the log about it.
Redundo 20 Sep @ 7:15am 
I've given it ago and both issues are resolved. Thank you, great work!
Occasionally im seeing some of the 8 bit cost recipes suddenly take 2 of the lower tier and 7 of the correct tier, as in the 4 byte will take 334444444. when this happens the 4 bytes description will show the text from the 3 byte one.

Also it seems like vendors are gaining another set of the byte recipes every restock, jacobo and sparf have 3 each of all the byte recipes and my starting village tinkers has 6 of each.
The Tinker Recipes section doesnt seem to be restocking, more like the restock is just adding a new set of things including item mods to the stock so it just keep bloating up.

I have quite a few mods installed so conflicts may be happening i dont know. thanks for the mod!
Last edited by Etherios; 9 Oct @ 5:22pm
UnderDoug  [developer] 10 Oct @ 6:27am 
Originally posted by Etherios:
Occasionally im seeing some of the 8 bit cost recipes suddenly take 2 of the lower tier and 7 of the correct tier, as in the 4 byte will take 334444444. when this happens the 4 bytes description will show the text from the 3 byte one.

Also it seems like vendors are gaining another set of the byte recipes every restock, jacobo and sparf have 3 each of all the byte recipes and my starting village tinkers has 6 of each.
The Tinker Recipes section doesnt seem to be restocking, more like the restock is just adding a new set of things including item mods to the stock so it just keep bloating up.

I have quite a few mods installed so conflicts may be happening i dont know. thanks for the mod!
I appreciate the thanks! It's always nice to hear when people are enjoying my mods, even if they're sometimes a little buggy.

The first one is actually a base game mechanic that I forgot to account for when I first created the bytes. I've fixed it in the "yet to be uploaded" update that I'm hoping isn't more than a couple of days away. I actually had it happen in a save of mine and made sure not to delete it before I had the opportunity to test out a fix. The chance is normally pretty low to happen.

The tinkering recipes doubling up should be fixed in the same update. I think the issue was the logic I used to "learn" recipes for NPC's wasn't always respecting the presence of a given recipe when attempting to add a new one resulting in it being added again, but I've taken steps to address this.

The tinkering recipes section won't restock. It's recipes the vendor "knows" (like, in their brain), so it'll be largely static on a per-vendor basis, except I have tinkers "learning" a bunch of the data disks they restock and that's blowing it out pretty quickly. New update will see those grow much less quickly, with a chance per restock (defaults to 35%, but I'm gonna adjust it at the blueprint level) that they consume a single data disk they would have stocked to learn it, if it's a recipe they don't know. I might even go a step further and limit this to something like 2 per tinkering skill they have, or reducing the chance down to a floor each time they learn one. I want them to feel alive and kinda dynamic. Maybe they should start to "forget" recipes when they learn a new one if they know more than a threshold (based on the number of tinkering skills they have).

RE the compatibility, I tend to raw-dog the modding process with upwards 30 mods installed at any given time, so, especially if they're relatively up to date, I'll often catch compatibility issues early enough to address them. If, after the update, you're still having these issues, I might ask for a player log and a mod list so I can investigate :oboroqoru:

Slightly unrelated, but they also have a chance (15% default) to scribe a data disk they know the recipe for when they restock, so if you know a tinker that knows a recipe you want, you can restock them until they scribe it, then buy it. You can recruit them (via the usual means of making merchants your ally), and, like with handing over their inventory, they'll do most things for free.

I've been doing some pretty intense testing of the bugs I've found, which I think covers the ones you mentioned, and across probably 30-40 game reloads and maybe 10 restocks, I haven't run into the doubled up bytes or the "two of the bit lower" for bytes issues since I first found them. Hopefully I've actually squashed them.

I'll try and fast-track the remainder of the testing/polish so I can get it uploaded quicker. There was some refactoring I wanted to do, but I think it'll have to wait.

Game will probably complain about build/load errors for old saves the first time you visit each already existing tinker after the update, but I'll do my best to make sure they're only superficial and that anything that failed to load is accounted for in another way in order to preserve the save as much as possible.
Etherios 10 Oct @ 4:39pm 
awesome stuff, thanks for the hard work!
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