Caves of Qud

Caves of Qud

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obama Feb 21, 2019 @ 6:05pm
wow ♥♥♥♥ golgotha
my best character yet jumped down a chute and got instantly killed in a single turn because there was 9999999999999999999999999999999 billion crabs stacked down there
why the ♥♥♥♥ is this a thing why does it spawn infinite crabs to the point the game slows to a crawl
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Showing 1-7 of 7 comments
Pixel Peeper Feb 21, 2019 @ 6:23pm 
Yeah, that's a known bug. Chute crabs can stack infinitely in a single tile.

I guess the devs just haven't figured out why that happens yet.
Shadowdweller Feb 21, 2019 @ 7:16pm 
Seems to happen a lot less often than it used to at least. Still bloody obnoxious.
obama Feb 22, 2019 @ 8:01am 
it shouldnt spawn infinite crabs in the first place
at least not every like what 3 turns
same goes for pretty much every other spawner, they are extremely obnoxious with the spawn rate
Last edited by obama; Feb 22, 2019 @ 8:02am
Dr.Desty Nova Feb 22, 2019 @ 9:29am 
Originally posted by tito ♥♥♥♥ dickman baby:
same goes for pretty much every other spawner, they are extremely obnoxious with the spawn rate

If you're talking about the like of the beetle (organic^^) and centipede spawner then I don't see the similarity.

Organic beetle, centipede and other spawner I encountered (apart from the chute crabe) all have a shelf life.

AKA, at one point, once they spawn enough, they die.


My understanding was that the chute crab stuff was a feature (albeit not perfectly calibrated ^^) , not a bug in itself.


PS: even the ticking vent seem to stop, or at least slowdown a lot, once you get far enough.
Last edited by Dr.Desty Nova; Feb 22, 2019 @ 9:31am
Aquillion Feb 22, 2019 @ 2:16pm 
The chute crab vents are a feature, sort of, but the fact that they pile up endlessly at the bottom is probably an oversight.

I mean, stop and think about it - it doesn't make sense. The chutes didn't just fire up when you were in the area; they should have been pouring out crabs constantly, meaning Golgotha should have long ago exploded from having too many chute crabs in it. And, for that matter, where are these chute crabs coming from?

Probably what the game should do is:

1. Have a finite (but high) number of crabs that the chutes can produce.

2. When a crab falls into a pit, it is moved back to the pool of crabs that can crawl out of the vents, under the assumption that they're climbing back up (and have been for generations.)

3. A few scattered crabs are placed on the final floor to represent ones that haven't climbed back up yet, but that number doesn't increase based on the time the player spends in Golgotha (after all, the setting shouldn't act like the player's presence is metaphysically important unless there's some justification for it.)

Alternatively, there could be some message indicating that Golgotha cranks up in response to the player's presence when they enter - which could keep the current behavior where taking too long makes the last level a dangerous pile of crabs - but even then, it shouldn't be able to produce infinite crabs. Not unless there's actually some sort of crab-nanoassembler device somewhere in the factory.
Last edited by Aquillion; Feb 22, 2019 @ 2:16pm
obama Feb 22, 2019 @ 8:51pm 
its obnoxious even with permadeath disabled
i got killed 6 times over
Shadowdweller Feb 22, 2019 @ 11:42pm 
Even without the bug, I find the chute crab route so unpleasant that I will resort to sphinx salt (if True Kin), phasing, limited-use teleportation items, or even Skulk-injector burrowing to change routes or get off screen and recoil. Particularly considering I never attempt Golgotha later than level 11.
Last edited by Shadowdweller; Feb 22, 2019 @ 11:43pm
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Date Posted: Feb 21, 2019 @ 6:05pm
Posts: 7