Caves of Qud

Caves of Qud

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Caricifus Jun 18, 2024 @ 12:14pm
Question about making a slight tweak to "jacked"
I am looking to allow for energy cells to be recharged using jacked - as in, I want to allow the cells to charge off the power provided via electrical generation or the like. Overarching goal would be that if you mod the cell to include "jacked" and then held the cell in your hand it would fill it with power over time based on charging amount.

In order to make this change, would the only thing I need to change would be to change line 79 of the base "Mods" table from:
<mod Part="ModJacked" Tables="CommonMods" Rarity="R" NativeTier="0" TinkerTier="4" CanAutoTinker="false" TinkerDisplayName="jacked" Value="1.3" TinkerCategory="utility" />
to:
<mod Part="ModJacked" Tables="CommonMods,EnergyCellMods" Rarity="R" NativeTier="0" TinkerTier="4" CanAutoTinker="false" TinkerDisplayName="jacked" Value="1.3" TinkerCategory="utility" />

Thoughts? Next steps would be making something people can use in the workshop, but I wanted to start here and see if this is feasible at all.

I requested access to the discord and will be getting access in a day, but I wanted to post here while I'm waiting.
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glass zebra Jun 18, 2024 @ 12:24pm 
No, that would not be enough since jacked interacts with charge usage and cells do not use any charge. Simply for being applicable it already checks for several things and none of them is applicable to cells, so even if you do add that, you can not even add the mod to cells. You would need some C# code to achieve both the effect that you want and even being able to apply it to a chem cell.
Caricifus Jun 18, 2024 @ 8:57pm 
Yeah, that all makes sense. I was sure I was missing greater context. Thanks for the input. Guess I'm off to learn some C!
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