#Component Explorer
1036 messages · Page 2 of 2 (latest)
Component Explorer 1.60.1:
- Entity list optimisations
- For best performance, enable the "Include child entities" option if you have thousands of entities.
Get CE via a direct download or from the Steam workshop.
See the wiki for install instructions and more info: https://noita.wiki.gg/wiki/Mod:Component_Explorer
@sharp schooner
is it possible to have like all entities be spawnable in some global list cuz i was trying to find meat biome wall eyes but i couldn't find them anywher
the game would need to crawl every file to get all the entities afaik, or otherwise hardcode a list of every single entity (which is prone to.. not being every entity) but you can manually load something in via the lua console (ctrl+L) and EntityLoad
it would probably be possible, but just loading them in by code is what I usually do when I need something, might get the job done
oh, yeah
fair enough
i forgot about EntityLoad being a global function
"global" as in i don't need to dofile to call it like when testing null altar
It would help if Nolla were more consistent with where it put its files.
I just pushed a new version (1.60.2) which includes "creatures" in the data/entities/buildings/ folder, including wall eye/mouth, nests, and traps. @obtuse wing
Multiple returns being rendered would be nice
print()?
Though yes it should probably do that for all by default
Doesn't work for all types
isn't print in CE custom
I've been doing return {Bla()} but yeah, this is something CE could just handle for you
CE intercepts print calls so it can put the values in the console. CE's version follows the Lua standard more closely than Noita does. e.g., print(true) errors in Noita but is valid in CE/Lua
But print(table) just gives you table: 0x188a36b8
Just pushed version 1.60.3 which fixes this
Being able to set a script to run every frame in pause menu would be nice
geh computer was being weird
Component Explorer 1.60.4:
- Add types::iaabb support to XML export
- Component fields containing material IDs now have a dedicated input UI
- Magic numbers and debug features now work on both the main and beta branch
Get CE via a direct download or from the Steam workshop.
See the wiki for install instructions and more info: https://noita.wiki.gg/wiki/Mod:Component_Explorer
a way to add a new child entity in the entity viewer would be useful
image exporting would also be useful
can prints made during init be made to work?
Does starting a new game again make it work?
noita_dev once again the goat trust
feature request if this is still remotely worked on, having a window that has every sound effect in the game would be super super lovely and great for testing sounds out 🙏
@lime flax i have 3 features i want in CE, being a menu for playing Audio/Sound effects, a Teleport menu with places, and a Map Loader where you can load a specific biome map with specific pixel scene file
Im assuming you are not interested in implementing these yourself, so if i were to do this, would a PR or a separate addon mod be more desirable?
this mentions CMake, is this necessary to work on this? can you give me a pointer on where to start with all this?
@crimson niche
Assuming the code looks OK, I'd probably accept PRs. I may tweak the code at some point based on personal preference.
Instead of modifying CE it's also possible to make your own mod that uses imgui and then extend CE's menu by appending to component-explorer/menu_extensions.lua. The file contains a guide for how you'd do that.
This is actually how Kaedenn's wonderful teleport mod works. So you might not need to implement a teleport menu yourself. (I'd probably not accept a PR that implements a teleport menu, since I don't really want to compete with this mod without a good reason to.)
What route you choose to use is up to you. Again, I'd definitely consider PRs.
CE uses Python/CMake to build the component UI/XML export features. You'd have to install Python and then run the above commands (with maybe some tweaks if you're on Windows).
Since you're not touching that part of the code, you could also just work directly inside your mods directory and copy over the files you changed to the Git repo when making commits. That way you completely bypass the CMake/Python stuff.