Caves of Qud

Caves of Qud

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Machines of QUD
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Branch: Stable
Object: Book, Cybernetic, Item, Tool
File Size
Posted
Updated
78.194 KB
22 Apr @ 1:01pm
29 Apr @ 11:58am
3 Change Notes ( view )

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Machines of QUD

Description
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UPDATE
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During the modding process, new items constantly appear, and it's not always clear where to place them.
So instead of making separate mods for each one, I decided to add this radio here (since it's a machine too).
- Argive, somewhere unknown, bought himself a small radio and managed to catch the broadcast of one of the distant radio stations. A voice of an unknown DJ, the only radio station in this wierd world; is giving you those newbie tips and hints you were always redit and wiki for. (read those with Mr.NewVegas in your head)
- Receive a radio as a reward after completing Argaiv's first quest.
- Over 100 lines of radio hints.
- It`s takeble so you can bring it closer to your campsite.
- It`s destroyable in case it`s too noisy.

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This girl`s mod opened my eyes! (hay Millie)
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3460169320&searchtext=

Thanks to her, I found out that stones can be processed in a special machine!
That's also where I learned that by putting copper nuggets into the Wire Extruder, you can produce WIRES!

And it became so clear that all the other machines need to be made functional! (Each machine now has a description listing the items it can process).
Most of them are pretty takeable, even though they’re quite heavy. This is so you can set up a workshop somewhere in a cave-home hollowed out there in a canyon.

I tried to ensure that this has a functional purpose, rather than just existing for the sake of it, and let's not forget about balance!
I also tried to use vanilla items as much as possible while avoiding the addition of new ones (there are plenty of mods with new items without my contribution).
So, here we go:
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- Sewing Machine (no power required, takeble)
- Creates waterskins, and camel bladders from leather items by ripping them into scraps and sewing them back together into a water bags. (I don’t know about you, but I constantly run out of waterskins, while leather armor from Snapjaws loses its usefulness at some point so it's not worth lugging it around to sell for pennies anymore.)

- Alchemist Table (no power required, takeble)
- Creates Fix-It spray foam. Now you can have plenty of this adhesive liquid for repairs, making it an alternative repair source without relying on skills or help from a tinker. It's made from bones (it's scientific!) and glowpad corpses (you know, gloouepad, those guys have been peacefully floating around the outskirts of Joppa for too long; it's time for them to serve the nation.) (yes, I know bones are already used in my Undertaker mod, so... you'll have to choose where to spend them)
- Lead Slugs are melted and cast using bent metal sheet. From one such sheet, you get 5 Lead Slugs!

- Lathe (no power required, takeble)
- Now it helps work with different solid materials. Wooden Arrows are crafted from thin branches of watervine (finally, it actually makes sense to "pass by a watervine"). For early gameplay, wooden arrows can be useful, whereas watervine has always been useless! Until now! 1 branch equals 1 arrow, fair enough, have you seen how much of this plant is around?
- Metal Arrows can be crafted from bent metal sheet, which can be found in any pile of useless junk (yes, the same stuff that melts into lead slugs at the alchemical table). For one piece of bend metal, you immediately get 5 metal arrows. Simply because it's harder to find or buy than watervine, and a metal sheet seems to be a larger material overall. So yeah, 5!
- Boomrose Arrow have always been rare and not widely used because of this. Good news for you, archer! Simply place your old torch in a vice and saw it into 3 pieces, so that the viscous burning substance remains on the tip of each arrow. Voilà!

- Unicomputer (power required, takeble)
- Now in the trash, you can find an old floppy disk (it's like a flash drive, but worse—I’m old, so I know). You can insert it into a computer and print information from it, receiving a random book.

- Cybernetics Terminal (no power required yet not takeble)
- Corporations have found another way to scam you! The terminal comes with a built-in compartment for nullifying licenses of unnecessary cyber implants. For your efforts, you’ll be generously rewarded — 1 cyber credit for each.
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14 Comments
Mosni  [author] 8 Jul @ 1:26pm 
update soon) the summer, there is hardly any time or energy to deal with this, but it is almost ready...
Tcgirl8 5 Jul @ 8:19am 
love this
Loiosh42 2 Jul @ 8:27pm 
This is AWESOME, please continue.
Flurbel 13 Jun @ 8:15pm 
How do you stop your character from auto scrapping the floppy disks?
Mosni  [author] 4 May @ 11:32am 
I`ll see about that, nice idea) Thanx)
Scalapher The Artificer 4 May @ 11:30am 
It's extremely redundant and unnecessary, but could you make the Barathum clock tell you the same time and date information that always shows in the top right of the screen? I guess it'd just be a minor immersion detail.
Radinator9000 28 Apr @ 4:29pm 
the cybernetics dumpster seems so so useful and maybe a little strong, but I love the mechanic so its an instant download :3
Mosni  [author] 24 Apr @ 1:04am 
Fixed it. Pardon, sweety)
Millie Yvain 23 Apr @ 8:21pm 
hey not a big deal + glad u liked my mod but i'm super a girl + would love not be misgendered in your description haha. really cute mod though and i'm deeply in love with the unicomputer/cybernetics terminal. really creative + such a good use for all the random cybernetics you find mid/lategame :)
Chronos 23 Apr @ 7:42am 
This is awesome, and a great help in early game when you might find implants before credit wedges.