Caves of Qud

Caves of Qud

Better Fidget Cells
17 Comments
Gravenwitch  [author] Jan 18 @ 11:47pm 
@Cartographer101 I can confirm after medium-serious testing that fidget cells do recharge while socketed into ulnar stimulators being worn by the player.

In my testing wearing an active pair of ulnar stimulators while walking around charged at exactly 1 per round as the stimulators drain 1 per round and fidget cells recharge 2 energy per round.

Some potential ideas:
High levels of quickness / movespeed? Unsure how this works but it might cause the gloves to drain at higher than 2 / turn
Boot up sequence? Some gadgets drain more than their base drain when booting up. A fidget cell starting at 0 charge will be locked in a cycle of eternally starting up if this is the case.
Mod interaction? Check for any other mods overriding the fidget cell in XML. I will clean up the XML in this mod to reduce this likelihood next time I update it.
Gravenwitch  [author] Jan 17 @ 12:43am 
@Cartographer101 It should work on everything, in my testing it worked on exoskeletons for example. I can re-test it this weekend
Cartographer101 Jan 16 @ 10:41pm 
Does this work on armor as well? It doesn't seem to be recharging when installed on my ulnar stimulators gloves.
Gravenwitch  [author] Dec 22, 2024 @ 4:29pm 
yes, I just changed the rules in XML so it should be evergreen
Chronos Dec 22, 2024 @ 12:51pm 
Is this working for 1.0?
Smaug Nov 27, 2024 @ 8:00am 
The vanilla behavior is rather illogical, so thanks for this mod.
Gravenwitch  [author] Jun 2, 2024 @ 11:19pm 
The game is much more durable than it used to be so I am unsure if you NEED to restart your run to update/add this mod. That said it is ALWAYS a good idea to make all changes to your mod list BEFORE you start a run as many modded things get baked into saves and can cause issues if they are added or removed.

I just updated the mod to ensure it works with the new update, the mod doesn't require any scripting anymore so it should be more stable regarding updates and work on both the beta and stable game. Please let me know if you get any errors or strange behavior.
Gidigy May 31, 2024 @ 3:15pm 
In my fresh game it works at the moment, do mods not work in a running save? Should I have restarted? Sorry if thats the case..
Gravenwitch  [author] May 29, 2024 @ 9:01pm 
Thanks for the heads up. This one should be an easy fix so it'll be updated to the beta within the next few days.
Gidigy May 27, 2024 @ 7:16am 
This mod does not work for me (using UI-beta). The cells do only recharge in the arm slots, inserted in equipped items (tested with weapons and gloves) they don't
Gravenwitch  [author] Mar 11, 2024 @ 4:52pm 
This means 1 of the following is likely happening.
1. Compute power providing items consume power at a faster rate the more gadgets use their compute power. (I am unable to verify that this is true but it appears so)
2. You had a large amount of quickness and EquipCharge uses 'zone' time instead of 'player' time to recharge items.
3. a juice sap drained your power and the calculator shut down because it ran out.
4. Mod conflicts, you can use grep to find any mods that alter 'Fidget Cell' or 'EquipCharge'.
Please share the relevant player.log and provide your mod list and I can help fix the issue. (2/2)
Gravenwitch  [author] Mar 11, 2024 @ 4:52pm 
@Vexic I did some testing and found (what I believe to be) the problem. I did some testing with various worn-on-arm powered items and confirmed they are able to charge while active and while not active. In my testing I had a metered wrist calc on my arm and watched power drain from a chem cell and rise with a fidget cell. This means that power is being consumed at a higher rate than the 2/round you generate. (1/2)
Vexic Mar 10, 2024 @ 9:06pm 
shouldn't this charge something worn on the arm with a fidget cell installed? i have a wrist calc & it does not stay charged, when i believe it should theoretically
Gravenwitch  [author] Feb 20, 2024 @ 4:06am 
@I blame earthshaker, I did strongly consider this. IRL solar panels can have issues charging a device when said device is connected with the power grid and receiving incoming power. Solar cells in-game are able to charge connected devices even when they are using stored charge so I decided in favor of the above method.

My ideal take on fidget cells will be added to my 'beamrifles' mod in which fidget cells have a 'hand crank' or equivalent device allowing a player who is not drawing charge from a device to power said cell via winding the crank, typically when they pass their turn without acting or similar actions or lack thereof.

Thanks for thee feedback everyone! I really appreciate the support, its a lot of fun making mods for Caves of Qud.
I blame Earthshaker Feb 19, 2024 @ 9:13pm 
Cool, although I suspect the lore reason fidget cells only charge when disconnected is 'cuz it doesn't complete a circuit. But then again, for all I know the energy is stored mechanically in spring form and it is powered via that winding a tiny alternator or whatever.
|_| Clyax Feb 19, 2024 @ 7:24pm 
Finally... a useful early-game power cell.
Lekoda Feb 18, 2024 @ 7:32pm 
This was well needed.. Like who the hell is gonna bother to swtich cells in hand from time to time... Fuck that..

Dude you are a good roofing