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  • MA = 4 + Willpower Mod + Bonus MA {\displaystyle {\text{Total MA}}=4+{\text{Willpower Mod}}+{\text{Bonus MA}}} , where "Willpower Mod" is the attribute
    2 KB (202 words) - 17:23, 23 August 2023
  • game level, such as AfterPlayerBodyChangeEvent. [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events
    38 KB (5,871 words) - 22:28, 10 May 2024
  • showrandomfaction Display a random faction name showrandomfactionexceptbeasts Display a random faction name, except Beasts showrandomfactionshortname Display a random
    41 KB (4,772 words) - 18:14, 5 April 2024
  • that affects the way the player's hitpoints are displayed. Instead of the player's HP being displayed in the UI as a number out of their maximum health
    2 KB (205 words) - 00:48, 25 April 2024
  • modification apply to both melee and missile weapons and will affect percentages displayed when looking at equipped weapons. They activate whenever the wearer makes
    4 KB (370 words) - 01:46, 19 January 2024
  • Item mods (redirect from Item mod) (section Mod Rarity)
    item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on
    7 KB (548 words) - 07:41, 16 October 2023
  • item and a 30% chance of demanding a particular item mod. Any item with the mod will satisfy an item mod demand. To be eligible to be used in a baetyl quest
    9 KB (1,233 words) - 01:36, 26 February 2024
  • discs can teach a player how to apply the associated item mod to any item that qualifies for that mod. The following complex items are excluded from data disk
    4 KB (611 words) - 02:48, 19 January 2024
  • current state of the boot sequence is sometimes also visible in the item's display name and/or short description. Boot sequences frequently appear to take
    3 KB (153 words) - 19:34, 24 March 2022
  • same type of sap.) The stat sap's \bite always generates with the homing mod, meaning it ignores DV when determining whether it hits. The bite does no
    3 KB (295 words) - 14:06, 18 January 2024
  • reliable as of patch 2.0.202.97. XRL.World.Parts.GlobalModChanceFactorOnPlayerEquip XRL.World.GetModRarityWeightEvent
    5 KB (798 words) - 14:50, 18 January 2024
  • is called after mod assembly compilation, applying all mod-defined harmony patches. We added a new in-progress prerelease UI for the Mod Manager. Added
    220 KB (34,573 words) - 08:35, 26 October 2023
  • related changes. New armor mod: feathered New armor mod: scaled New armor mod: wooly New helmet mod: serene visage New boot mod: spring-loaded Renamed 'spring-loaded
    37 KB (5,921 words) - 23:08, 29 November 2019
  • tuned mod compilation and loading. Compilation now continues even if a mod fails. Mods that failed to compile now display a failed status in the Mod Manager
    148 KB (23,434 words) - 06:27, 31 May 2022
  • unlimited), ChargeDisplayStyle (usual way to display charge level, defaults to none), TechScanChargeDisplayStyle (techscan way to display charge level, defaults
    128 KB (19,947 words) - 23:08, 29 November 2019
  • Flywheel parts' TechScanChargeDisplayStyle field has been replaced with AltChargeDisplayStyle, and the string field AltChargeDisplayProperty has been added.
    84 KB (13,159 words) - 00:02, 1 May 2022
  • [modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that
    100 KB (16,042 words) - 23:08, 29 November 2019
  • recipe disks of the respective tinker tiers TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers ArmorBuildDataDisk
    173 KB (27,079 words) - 23:42, 17 January 2024
  • metered metered is an energy cell mod which will cause a cell's remaining charge to display as a specific percentage rather than one of 6 general descriptions
    1 KB (54 words) - 16:32, 9 October 2021
  • Examiner part has been overhauled. Instead of the fields UnknownDisplayName, AlternateDisplayName, UnknownDescription, AlternateDescription, UnknownTile, AlternateTile
    124 KB (19,743 words) - 16:30, 24 April 2023
  • game level, such as AfterPlayerBodyChangeEvent. [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events
    784 bytes (1,526 words) - 18:17, 26 July 2023
  • parabolic muscular subroutine: Increases maximum throwing range by 2. Airfoil mod: Increases a specific item's throwing range by 4. precision force lathe: Increases
    11 KB (1,349 words) - 19:49, 4 April 2024
  • composed of frosted pillars, glass walls, and a single chrome plaque, which displays the following: The cryochamber will be filled with cryogenic mist, which
    9 KB (1,067 words) - 16:31, 18 January 2024
  • attacker's hit roll is a natural 20 (or if the weapon has the masterwork mod and the Hit Roll is a natural 19 or 20), the attack is considered a critical
    15 KB (2,091 words) - 00:41, 19 January 2024
  • configuration files that can be associated with a mod. They are all placed in the root folder of the mod and are all optional. By convention, all JSON keys
    6 KB (271 words) - 03:26, 29 October 2023
  • %appdata%\Caves of Qud\Mods[your mod name]\modconfig.json enabling truecolor shader mode { "shadermode":"1" } Include a display.txt in your mod's base directory with
    8 KB (1,226 words) - 08:38, 12 October 2023
  • Name="My_TerrainEastJoppa" Inherits="Terrain"> <part Name="Render" DisplayName="your display name here" Tile="Terrain/yourcustomtile.png" ColorString="&amp;G^k"
    6 KB (836 words) - 00:33, 20 March 2024
  • we're going to write for our mod is a manifest file; this contains metadata such as our mod's title, a description of the mod, and its version. Create a
    61 KB (6,640 words) - 12:43, 3 January 2024
  • XML from a mod that creates a fully functional Six Day Stilt vendor using a combination of Load="Merge" tables and new tables defined by the mod. This is
    11 KB (1,326 words) - 21:25, 21 September 2023
  • ID="Option_MyName_MyMod_EnableFoo" DisplayText="Enable Foo" Category="Mods: MyMod" Type="Checkbox" Default="Yes"></option> <option ID="Option_MyName_MyMod_FooSelector"
    4 KB (337 words) - 02:54, 23 April 2024
  • <commands> <command ID="ModName_Cmd_One" DisplayText="My Custom Debug Command" Category="Debug"></command> <command ID="ModName_Cmd_Two" DisplayText="My Custom
    3 KB (415 words) - 22:46, 2 October 2020
  • Class="YourName_YourMod_PitBuilder"></builder> </zone> </cell> </world> </worlds> In each zone, we add a new zone builder, YourName_YourMod_PitBuilder, implemented
    6 KB (716 words) - 05:09, 16 July 2023
  • IsPowerLoadSensitive set to true and ModOverloaded present, the return value of this method will be 2 (because ModOverloaded increases the power load value
    30 KB (1,797 words) - 22:30, 15 September 2022
  • via an ObjectBlueprints.xml file placed in your mod's root directory, %appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml. If an object attribute
    16 KB (429 words) - 07:17, 31 March 2024
  • after JoppaWorld generation. using XRL.World.WorldBuilders; namespace YourMod.YourNamespace { //The game code instantiates an instance of this class during
    9 KB (766 words) - 21:14, 17 March 2024
  • whenever mod configuration changes [ModSensitiveCacheInit] public static void MyModCacheResetCode() { // Called at game startup and whenever mod configuration
    11 KB (1,145 words) - 06:48, 2 April 2022