Object Modding

Object Definitions

The game's object definitions live in %game directory\CoQ_Data\StreamingAssets\Base\ObjectBlueprints.xml

These object definitions may be extended or replaced via an ObjectBlueprints.xml file placed in your mod's root directory.

 

%appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml

 

If an object tag Load="Merge" is supplied, the data will merge with any existing definition, otherwise the object definition will replace the named object entirely.

Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.
<?xml version="1.0" encoding="utf-8"?>
<objects>
    <object Name="Ctesiphus" Load="Merge">
		<part Name="Render" ColorString="&amp;B"></part>		
    </object>
</objects>

Component System

For an introduction to the component system used to define objects in Caves of Qud, check out this introductory presentation Brian Bucklew did at IRDC 2015:.

Adding the object to encounter

Once you've created your item check out this page for information on how to introduce it to dynamic encounters: Encounter and Population Modding

Detailed Topics