#Component Explorer

1036 messages · Page 2 of 2 (latest)

lime flax
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It works fine for me, so I think it's a bit of a skill issue problem, but maybe the new shortcut setting helps. I may add a full keybind system at some point.

lime flax
primal gull
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@sharp schooner

obtuse wing
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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

peak nebula
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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

obtuse wing
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oh, yeah

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fair enough

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i forgot about EntityLoad being a global function

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"global" as in i don't need to dofile to call it like when testing null altar

lime flax
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It would help if Nolla were more consistent with where it put its files. entity_ghost_tiny 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

sleek ember
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Multiple returns being rendered would be nice

peak nebula
sleek ember
primal gull
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isn't print in CE custom

lime flax
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I've been doing return {Bla()} but yeah, this is something CE could just handle for you

lime flax
# primal gull isn't print in CE custom

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

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But print(table) just gives you table: 0x188a36b8

lime flax
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Just pushed version 1.60.3 which fixes this

sleek ember
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Being able to set a script to run every frame in pause menu would be nice

crimson niche
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geh computer was being weird

lime flax
sleek ember
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a way to add a new child entity in the entity viewer would be useful

sleek ember
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some way to pan the image preview would be nice

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i cant fit my whole font on here

sleek ember
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image exporting would also be useful

sleek ember
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can prints made during init be made to work?

agile sun
sleek ember
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game loves to restart due to mod changes

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i think it does

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but its inconvenient

crimson niche
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noita_dev once again the goat trust

crimson niche
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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 🙏

crimson niche
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@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?

crimson niche
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this mentions CMake, is this necessary to work on this? can you give me a pointer on where to start with all this?

lime flax
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@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.