Caves of Qud

Caves of Qud

620 ratings
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
14 Mar @ 11:43am
66 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)

Modding
Should you have the feel to extend Hearthpyre with your own furniture, you only have to create a Hearthpyre.json in your mod directory which lists your new items and under what category they should be displayed. Examine the base mod's Hearthpyre.json for examples.

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 (34)
2
14 Jul @ 8:16pm
Want to make a freshwater reservoir
skipplenanifram
1
11 Jul @ 7:10am
How to spawn Schematic Chips
Trick
3
24 Jul, 2024 @ 10:35pm
How to make people ACCEPT to join you?
CAPTGecko
430 Comments
JAS 15 Jul @ 3:52pm 
Does zone level have any impact on the tier of the shops you can set up? Should I wait to find a high tier zone to kit out, or does anywhere work?
UnderDoug 13 Jun @ 5:10pm 
@skipplenanifram that's the gist as far as I can tell, but there's also an option to "build all" that will go through and one after the other, build all touching blueprints of, I think, the same type.
skipplenanifram 7 Jun @ 12:05pm 
Wait so... You use the mouse and keyboard to create a "blueprint" (which doesn't allow anything like drag and drop creation of a line into a wall, and you actually have to click on each individual square to make that wall) and then after you have created the blueprint with the mouse you have to walk up to each individual square with your character and interact with it to make it real? This feels inefficient and I wonder if I am doing something wrong.
JackeryGraves 25 May @ 1:55am 
Does this work with the latest patch?
Moss 18 May @ 3:45pm 
just found a tent from this mod and its sick. great stuff
skujin 26 Apr @ 5:22pm 
when plants?
Tiareth 10 Apr @ 9:04am 
Does it make any difference where to found a settlement? For example, if I want a higher trader tier?
Mythrrinthael 8 Mar @ 9:41am 
Huh, it WAS installed locally. Didn't even notice, no clue I'd ever done that, it's the ONLY mod that's there.

Thanks!
Armithaig  [author] 8 Mar @ 7:10am 
Is it installed in your local mod folder maybe? Those take precedence over workshop subscriptions.

You should be able to see a relative location in the mod manager, if it says <...>/Mods/Hearthpyre and not <...>/steamapps/... then it's local.
Mythrrinthael 8 Mar @ 6:44am 
@armithaig My first thought on getting the crashes was an outdated version, except I couldn't get an updated version even after unsubscribing/relaunching/closing/resubscribing.

Even just unsubscribing, that version of the mod is still in my modlist. Even deleting it manually from the workshop folder after unsubscribing and then launching the game didn't work, it still shows up as 2.1.0

How do I permanently delete your mod?