it'll load if you replace the int(0) with another false parameter for every instance in evolution.cs in the statements for adding liquid i.e: change: this.ParentObject.TakeObject("Tarry Pseudopod", false, new int?(0));
to: this.ParentObject.TakeObject("Tarry Pseudopod", false, false);
and repeat for each liquid.
but no matter what I do I can't get it to generate new pseudopods correctly, it just keeps overwriting the first pseudopod. I even referenced the code for soupy sludges and generating the parts in dotpeek.
Although I have no coding knowledge.
hopefully the nexus author foveros30 can fix it. In Dotpeak a soupysludge's code is located at XLR.World.Parts SoupySludge EvolveSludge()
If you don't want the one that grows psuedopods like a normal soupy sludge, then I guess the less OP "Null" version works fine. Uploaded byfoveros30
I'm still getting the 1 pseudopod issue, even on latest version (204.108). I've even tried on the latest beta branch (205.65). I unfortunately can't force the download on Steam to version 204.82 to confirm that it worked on that version (earliest I can get after the fix was 204.100).
Steps that I'm doing to test this: 1. Uninstall Caves of Qud via Steam 2. Confirm that there's no "Caves of Qud" folder in Steam games 3. Delete the "Freehold Games" folder in C:\Users\<Username>\AppData\LocalLow 4. Re-install via Steam 5. Start Caves of Qud on Steam, then quit out of it (this is to generate AppData) 6. Unzip the folder from Playable Slime Rebalanced 1.1-16-1-1-1678037141 into the "Mods" folder in AppData 7. Start Caves of Qud, enable mod, restart the game 8. Start a new game, creating a character (Classic, Unstable Slime, start in Joppa) 9. Walk into some salty water; get a watery pseudopod 10. Walk into some more salty water; get a salty pseudopod and lose my watery pseudopod (BUG)
Is there something I'm missing? Something I need to enable/disable/do in order to get around this issue?
The slime you play as uses soupysludge as a base, Do soupy sludges/other slimes psuedopods do 4d4 damage? I know you edited it to rebalance them, but I would rather it be accurate to the creature rather than balanced.
Have you figured out why once you get more than 2 liquids, when you spitliquid no pool of mixed liquid appears? Have you considered adding the ability to choose which liquids and/or combination of liquids you spit with a separate command?
18 comments
easily one of my favorites
this.ParentObject.TakeObject("Tarry Pseudopod", false, new int?(0));
to:
this.ParentObject.TakeObject("Tarry Pseudopod", false, false);
and repeat for each liquid.
but no matter what I do I can't get it to generate new pseudopods correctly, it just keeps overwriting the first pseudopod. I even referenced the code for soupy sludges and generating the parts in dotpeek.
Although I have no coding knowledge.
hopefully the nexus author foveros30 can fix it. In Dotpeak a soupysludge's code is located at XLR.World.Parts SoupySludge EvolveSludge()
If you don't want the one that grows psuedopods like a normal soupy sludge, then I guess the less OP "Null" version works fine.
Uploaded byfoveros30
https://drive.google.com/file/d/1Hg7HrkGR4ND7KwdFJ_3nSfZwiJQ700Uu/view?usp=sharing
Steps that I'm doing to test this:
1. Uninstall Caves of Qud via Steam
2. Confirm that there's no "Caves of Qud" folder in Steam games
3. Delete the "Freehold Games" folder in C:\Users\<Username>\AppData\LocalLow
4. Re-install via Steam
5. Start Caves of Qud on Steam, then quit out of it (this is to generate AppData)
6. Unzip the folder from Playable Slime Rebalanced 1.1-16-1-1-1678037141 into the "Mods" folder in AppData
7. Start Caves of Qud, enable mod, restart the game
8. Start a new game, creating a character (Classic, Unstable Slime, start in Joppa)
9. Walk into some salty water; get a watery pseudopod
10. Walk into some more salty water; get a salty pseudopod and lose my watery pseudopod (BUG)
Is there something I'm missing? Something I need to enable/disable/do in order to get around this issue?
If you need any more info, I'm happy to provide!
Have you figured out why once you get more than 2 liquids, when you spitliquid no pool of mixed liquid appears? Have you considered adding the ability to choose which liquids and/or combination of liquids you spit with a separate command?