Utility Supplies

Utility Supplies

Adds useful items to the game. Currently supported:

  • Single-use infusion patches for healing, detrimental effect removal and temporary speed.
  • Scrolls of phase door, teleportation and controlled phase door.
  • Rods of trap detection and disarming.

[NOTE:   Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.]


Utility Supplies forum discussion thread
Utility Supplies on Steam's Workshop
See addon usage in the character's vault.
3.4
Your rating: None Average: 3.4 (5 votes)

Oh, you're the one who made

Oh, you're the one who made this mod. Probably should have guessed, given how many mods you've made to make life easier when playing. I've definitely taken advantage of the rods on occasion. I love it, and the only thing I'd note is that when a character has picked up a rod that is currently in the transmog chest, if you already have the same rod in Miscellaneous, using the one you already had won't work until you transmog or drop the second rod. Nothing gamebreaking -- you can just drop/transmog the second one without costing a turn -- just seems a little odd and annoying.

[sound F/X: source diving]

You mean activating it with a hotkey? Yeah, object hotkeys key off the object's name, and unlike most activatable tools, rods of the same type all have the same name, so if the code finds the one in the transmo chest first, it'll try to use that one and fail. I might be able to wedge in some code to make that handling a bit smarter, but it would be tricky.

Thanks for checking on it

If it's a difficult fix, I completely understand. Honestly, most of the annoyance is self-inflicted because I will keep tapping the icon or the hotkey, thinking I pressed the wrong key or didn't tap my trackpad hard enough. It usually takes me 3 tries or so before I stop and remember that it doesn't function if there's one in my transmo chest. Just me being stupid. Also, I tend to not look too closely at loot I've picked up because I enjoy the feeling of looking at all my nice goodies once I've cleared a level, so I tend to not know I've picked up a rod until then.

un-useful

The game's initial idea was to do away with tons of scrolls, potions, etc. that adventurers had to carry and grind for. This is what makes the game BETTER than ye olde roguelike. What use is there for a mod to make the game more of a clone of worse ones??? Furthermore, there are already alternative games on this platform, some of them using those tons of potions the author seems to love so...

Not just useful, but frequently necessary

wrana5 wrote:
The game's initial idea was to do away with tons of scrolls, potions, etc. that adventurers had to carry and grind for.

And what the game replaced those with is simply inadequate to the task: they're frequently not available when you need them, you're artificially and pointlessly limited in how many you can have, and some of them (notably detrimental effect removal) don't do their jobs remotely well enough. Frankly, if I were forced to choose between a stack of potions or a wild infusion, I'd take the stack of potions, because the stack of potions works better. [The fix for having to "grind" for them, of course, is simply to make them more easily available in stores.]

(Not that I'm necessarily wedded to the consumables form factor specifically, mind you. If you can suggest a better means of achieving the goal I created this addon to achieve, I'll be happy to look into it.)

meet error in last hope

Store.lua:48 attempt to index local 'e' (a nil value)

maybe add nil check for e is better

Always liked this addon

Having consumables for emergencies has saved me more than once, so I always appreciate this addon. All the rods are too common (I've found three in one high-level zone, but I dunno how the "rarity" number works so I'm loath to tinker) but it's better than having a trap you can't disarm by a pedestal you want to activate and no trap-disarming vanilla rod showing up. The "m" menu gets a little cluttered, too, because apparently an entry for every rod you've ever touched stays there, even if you never moved it out of the chest. Can't see where in the addon that would be fixed, though, so maybe it's just a TE4 engine problem with the way the rods are implemented. Can't fault the addon for that.

Anyhow, definitely a little unbalancing just by its nature, but I still wouldn't like to play without it.

We Apologize for the Delay™

I can now address some of your complaints:

  • As of release 2.11.1, rods will no longer appear in random drops if the player currently has a rod of the same type. (Drops that were "locked in" before you found a rod, like vaults or chests, may still have duplicate rods; We Apologize for the Inconvenience.™)
  • The orphaned talent entries in the Use Talents dialog for transmo'd rods are, as you suspected, a game module bug. Since it's not specific to rods, I've created a separate addon to work around that bug, Activatable Object Cleanup.