Caves of Qud

Caves of Qud

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Hearthpyre
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Branch: Stable, Beta
Object: Artifact, Tool
Character: Skill
Environment: Building, Settlement
Type: Script
File Size
Posted
Updated
4.741 MB
15 Mar, 2019 @ 4:07pm
20 Jun @ 8:35am
62 Change Notes ( view )

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Hearthpyre

Description
Put an end to nomadic living, build your own bungalow.

Use the powerful xyloschemer to plot out blueprints for a cavalcade of structures , furniture and decor .

Learn the forgotten skills of governing and claim your own piece of saltland, corraling hapless settlers into their own homes where they'll go about arduous tasks like sleeping and smoking hookahs.


Version 2.1
  • Secret Xyloschemer
    If you can find it, there is a shiny wand hidden somewhere in the world
  • New Pathfinding
    Settlers will path much more intelligently, and follow roads if they're available
  • Doubled AI Behaviours
    Settlers will interact with more of their environment, and each other
  • 80+ New Blueprints
    Many old blueprints have also been touched up with new behaviours
  • New Token Positions
    The Minstrel and Apothecary join the fray
  • Upgrading Stock
    Settlement merchants will upgrade their stock as time passes and you progress through the game
  • Miscellaneous
    • You can ask settlers to follow you elsewhere in the settlement
    • You can ask settlers if they want to move to another settlement
    • Followers will equip handcarts when they need the carrying capacity
    • You gain [redacted] after resting in a settlement
    • The xyloschemer can [redacted], xylogrifters are better at it
    • Tokens are more easily found from NPCs of their profession
    • Settlers will close doors after themselves
    • ~Hidden stuff~

Direct Download & Old/Beta Versions
NEXUS: https://www.nexusmods.com/cavesofqud/mods/3
GITLAB: https://gitlab.com/Armithaig/hearthpyre

Acquisition
A guaranteed schemer is located somewhere in the world, factions interested in tech, oddities, or snapjaws may know more.

Otherwise, it'll pop up as loot with other artifacts or from vendors, whether it's a new or continued game. Craftable by tinkers if you can find a blueprint.

There's options available to start with a xyloschemer and some tokens if you don't value finding them organically.

Usage
Activate the xyloschemer in your inventory, select 'scheme' to enter the plotting view.
Move the cursor around with your mouse or numpad, hit H for contextual instructions.
When you're satisifed with your scheming, hit escape to end, walk up to your blueprints and interact with them using space.
S' a 'build all' option in there if you use Ctrl + space.

(Possessing a xyloschemer also gives you a key-bindable activated scheming ability)

Credits
Camille_KMS for the tipi and yurt tiles.
lamb for the tent tile.

Issues & Suggestions
Submit an issue on[gitlab.com]
Popular Discussions View All (23)
1
24 Jul @ 10:40pm
about tokens...
Tariq K
3
24 Jul @ 10:35pm
How to make people ACCEPT to join you?
CAPTGecko
14
9 Jun @ 11:34pm
Xyloschemer
Bloodyboo12
381 Comments
fuzzyweapon 3 Aug @ 10:58am 
Never mind, I figured it out. :steamhappy:
fuzzyweapon 3 Aug @ 10:57am 
It's unclear to me how I 'give' a token to someone. I have some merchants I've invited to my settlement already. Can I give them a token?
Inflectus 14 Jul @ 9:38am 
I have no idea what's wrong with my xyloschemer. It was working fine at first, only pencil-ing in stuff one at a time, but now whenever I try to build, it's permanently stuck on bucket. I've hit all the keybinds, even removed some vanilla keybinds from conflicting with the xylo ones, and nothing is working to change modes from bucket to brush.

The ONLY way to change modes is to switch from the furniture scheming mode to terrain scheming- but obviously that's not ideal if I want to do anything other than paint terrain, which is the main point of the mod.

Is there a way to reset the xyloschemer or fix its keybinds other than unloading and reloading the mod, which will just require me to find a new one?
Gor 18 Jun @ 12:11pm 
Just wanted to say that this mod is amazing! Its completely changes the way I look at CoQ, in the best way (I have the town I made in my profile Screenshots). Thanks for the recent bug fixes!
Armithaig  [author] 18 Jun @ 8:52am 
Uploaded V2.1.26 which fixes powered objects being broken and removes villager pilgrim behaviour.

@raanlir Yep your villages will act as a checkpointing area, same as base villages
raanlir 16 Jun @ 7:05pm 
Hello, I have a question: I started using the mod recently and I would like to know if, in a "roleplay" mode game, my settlements work as a checkpoint like the rest of the villages do
thanks!
Does Not Comphoot 16 Jun @ 10:22am 
@Armithaig For additional context: It was not JUST the tool menu that was having such issues, it was just the most severely effected. I noticed that the items that experienced this error also didn't have their look description display in the menu when you pressed L while using the Xyloschemer, which could help speed up the debugging process.
Armithaig  [author] 16 Jun @ 12:08am 
Aha, gonna suppress that behavior for villagers with the next patch
skizordrone 15 Jun @ 11:59pm 
ohh, yea they were an implanted templar and mecanimist convert
Armithaig  [author] 15 Jun @ 11:09pm 
V strange, maybe they're a pilgrim trying to reach the six day stilt, if you want to upload your save somewhere'll be able to debug it and figure out for sure