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
283.616 KB
Apr 22 @ 1:01pm
Sep 3 @ 9:17am
6 Change Notes ( view )

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Machines of QUD

Description
Mod adds functionality for the Sewing Machine, Alchemist Table, Lathe, Unicomputer, Different Creatures and Cybernetics Terminal (see object descriptions), as well as new devices through quests.

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QUEST LIST added by this mod:
- "Fermentissimo!" given by Irudad at Joppa (reward: 5 Starapple Seeds)
- "Electrocharger trading process" given by Tam at Joppa (reward: Electrocharger device)
- "Chip Trip" given by Yurl at Kyakukya (reward: Fluid Carrier and AI chips leftovers for Waydroid taming)
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Sewing Machine (no power required, takeble)
- Creates waterskins, and camel bladders from leather items.
- Creates pigskin tent sections using leather, butcher from boar and pigs corpses.

Alchemist Table (no power required, takeble)
- Creates Fix-It spray foam usin glowpad (you know, gloouepad) corpses or bones (it's scientific!).
- Lead Slugs are melted and cast using bent metal sheet.
- Metamorphic Polygel is made of mimic corpse.

Lathe (no power required, takeble)
- Wooden arrows can be made using thin branches of watervine.
- Metal arrow can be made using bent metal sheet.
- Boomrose arrow can be made using torch.
- Witchwood fence section can be made using witchwood bark.

Radio (no power required, takeble)
- Obtain the item through Argyve`s quest.
- Drop enywhere to listen game hints and fallout references.

Giant Dragonfly (as biomachine)
- Produce healing enzyme via feeding with starapples.

Fluid Carrier (follower container, non takeble)
- Obtain the item through a Yurl`s quest.
- Carries 2000lbs of liquid, follows you around.

Electrocharger (power required, takeble)
- Obtain the item through a Tam`s quest.
- Drop it, connect it to the power grid with wires, activate using the red security card, and insert an energy cell to begin recharging.

Unicomputer (power required, takeble)
- Old Floppy Disk can be found in trash. 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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(update 29/04/2025)
- Receive a radio (can be installed on the ground for listening) as a reward after completing Argive's first quest (over 100 lines of game hints).

(update 03/08/2025)
- Added a new device that can be obtained through a quest from the merchant Tam in Joppa: there is now a full-fledged quest to trade Scorpiock tails for an Electrocharger device.
- Butcher salt dune scorpiock corpses to obtain venomous stingers for the quest.
- Radio now plays random phrases (fix for the previous update).
- Butcher boar corpses to obtain raw boar leather, which can be processed in a Sewing Machine to create pigskin tent sections. These sections can be dropped on the ground to build your first modest shelter in the early game.
- Witchwood bark can now be processed in a Lathe to produce a charming yellow fence with a spicy aroma — perfect for your new boar-hide home.
- Place a mimic corpse on the alchemy table to boil it down into Metamorphic Polygel.
- Added animation for the unicomputer screen!

(update 26/08/2025)
- new Fusion Power Station animation and changing the parameter to takeble.
- new Electic Generator animation and changing the parameter to takeble.
- you can feed dragonfly with starapples to obtain a healing enzyme. It's stronger than witchwood bark and doesn't cause concussion, but it doesn't scale like salve injector, so it sits somewhere between bark and salve in terms of effectiveness.
- new quest to introduce the player to the mechanic of extracting enzyme from dragonflies, given by Elder Irudat.
- moved the radio to the Tools category as requested in the comments - tnx Lost ( Kai ).
- turns out the camel bladder holds less water than the waterskin, so I swapped them: small items now turn into the camel bladder, and larger ones into the waterskin for the sewing machine.
- increased steel arrow output from bent metal sheet from 5 to 10. This gives players a more balanced choice between crafting lead slugs and arrows.
- fire snout can now be butchered for raw boar leather, enabling players to produce tent sections via the sewing machine.
- added the ability to butcher pigs into raw pig leather (and buy it at pig farmer), usable for crafting tent sections at the sewing machine.

(update 03/09/2025)
- added a new device: Fluid Carrier, obtainable via a quest from Yurl at Kyakukya.
- implemented a system to befriend feral dogs (for instructions, talk to Mehmet at Joppa).
- implemented a system to befriend waydroids (for instructions, talk to Yurl at Kyakukya).
- added a reward to the Irudad quest - 5 starapple seeds, so you can grow your own apple trees to feed the dragonflies. This makes more sense when used with Regrowing Plants mod.
- dragonfly enzyme now weighs the same as witchwood bark.
- reworked the pigskin tent setup system - it's now faster and more convenient, using a wire-deploy-style mechanic.
- reworked the witchwood fence deployment system - also now works like wire deploy.
- moved the radio reward further along in Argyve’s questline, to the point when he gives you the recoiler after getting wires from the Rust Wells - this makes more sense progression-wise.
- added brand new animation for the waydroid.
- fixed the missing sprite for the electrocharger (turns out it was stuck in my test branch all this time - why didn’t anyone tell me it wasn’t showing up for you???).

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27 Comments
Mosni  [author] Sep 3 @ 9:27am 
The update has landed!
- A brand-new quest with a cool device as a reward
- New creature-taming mechanic using items
- Waydroid animation
…and much more!

Would really appreciate a tip, folks - a lot of work went into this, and there’s still so much more exciting stuff ahead!
Mosni  [author] Aug 28 @ 2:02am 
options -> automation -> automatically disassemble scrap
Croctus Aug 27 @ 1:58pm 
Is there a way to not auto scrap the floppy disks when you have the disassemble skill?
Croctus Aug 25 @ 3:47pm 
Nice. Good update so far.
Mosni  [author] Aug 25 @ 2:54pm 
new update`s here
Mosni  [author] Aug 11 @ 12:22pm 
Okay, I'll take that into mah mind and think about what can be done with it.
W33D Aug 10 @ 9:31pm 
Can you please create a version of this mod that forces the use of power requirements for all the machines you listed? Because it breaks my brain trying to immerse myself in the game rationalizing how a sewing machine, lathe, or radio can work without power found deep inside a random cave. Alchemist station makes sense to me because it's chemistry and magic, but the others don't. Thank you for your hard work on this mod!
Lost ( Kai )  Aug 4 @ 11:34pm 
I love the new additions, especially the scrolling 'text' for the unicomputer. :steamthumbsup: :steamthumbsup: :steamthumbsup: Thank you for making and sharing this mod.
Mosni  [author] Aug 3 @ 10:58am 
Got it, thanx man, will fix it in next update
Lost ( Kai )  Aug 3 @ 7:27am 
Yep. Tested it. Added Category="Tools" right after Takeable="true" under Physics, and it shows the correct category. Continues working as a radio, too. Just had to spawn a new one afterwards.