https://steamcommunity.com/sharedfiles/filedetails/?id=2840072000
https://modworkshop.net/mod/42264
It's here!! The fan-favorite mod that (apparently) just keeps getting bigger has been updated to its biggest and best update yet! The 1.5 update brings the total to 39 new perks and 56 new spells (seriously!), as well as some cool new stuff like brand-new enemies and even more secrets to find than ever before!
Enough talk, go play the update!!
#Graham's Things 1.5
73 messages · Page 1 of 1 (latest)
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That's a nice thumbnail
Yeah, entirely Spoop's work, looks insanely nice
One of my favourite mods ❤️
silly mod
truly
Best defense
awesome mod
are there things?
Graham’s Things
graham's perks.
Allegedly there are things
officially there are perks
I can't locate my location whenever I have Wandering_Eyes.
👁️👁️👁️
Its sprite gets in the way too much.
is it bug?? or you can only get it once??
also looked into your vial, it seems like your vial is just a smaller container? so if we do merge them it seems like the optimal way would be to p much replace instances of your vial with the CC one in the event that both mods are enabled
i dont see anything CC would need to account for, lmk if im missing smth
Noted, thanks
Hi, I've been using your mod and trying out the Lukki Mount perk. It was working fine for quite a while, but while I was riding it through this previously dug tunnel, it sort of yanked itself and me sideways into the rock. Fortunately I had the Breathless perk and an EDR-capable digging tool so I was fine, but in other circumstances that could have been really bad.
Also, in case it's relevant, I was able to get the Lukki Mount perk in a different way than what your mod page on the Wiki describes. I traded a Lovely Die via the "Exchange" hand to get it, and I got that item from using the "Exchange" hand multiple times (it did not destroy or deactivate itself). I don't know if there's a glitch involved or if the mod info on the Noita wiki is just out of date.
Also also, the Lukki mount does not have the complete free movement/"flight" that Lukki have in vanilla Noita; it will slowly fall downward if none of its legs are touching a solid surface. Again I'm not sure if that's significant or related. (And I'm not complaining if it was an intentional change since there's other strategies to get unlimited flight, but if so it makes the wiki info outdated.)
average box2d shenanigans i believe
i think lukkis and lukki mount work with a box2d hitbox, and it just sorta jank'd its way into the wall there, idk how preventable it is but maybe graham could do smth to prevent the player from being affected by it?
Or perhaps simply a "Help I'm stuck in solid rock, please teleport me and this Lukki to the closest empty space" button. Although I guess it would be tough to prevent exploiting that to get out of "legitimate" run enders, for example if powders fall on top of the player or something flash-freezes a liquid that the player and Lukki are swimming in.
imo, run a few checks for empty valid space to warp to, if fail, grant noclip until out of terrain, while rechecking every once in a while
though deciding whether to consider liquid as valid could be dubious, since it might be acid but it might be water
oh, better idea
when you get cliped into a wall for 8 seconds or whatever, warp back to the previous valid location
valid location can be logged when you get on and then every 5 seconds you re in a valid location
As a side effect of experimenting with Lukki Mount and digging, I've found that (a) riding the Lukki seems to nullify all knockback from the player's wand, but (b) the Lukki mount is affected by Black Hole's gravity even while the player is controlling it. I'm wondering if it's possible to make the Lukki mount fly and/or move at high speed using this, but I can't yet make a wand that fires Black Holes fast enough (and I don't actually know if their gravity fields add together). It is a much more interesting perk/creature than I expected!
Lovely Die giving the Mount is intended, yes, though it won't unlock the perk for future runs like the mountain altar method will.
I've gained quite some experience since making the perk, so I should be able to put in better anti-clip methods now... I'll get around to it soon.
The falling was put in place due to being able to fly anywhere with a single perk being not too interesting of balanced in my eyes.
Glad to hear you've been enjoying it, though!
Oh, I've also found out that the Lukki mount will move freely (without needing solid surfaces) when I'm not riding it, and for some reason mine has an unquenchable desire to travel upward and to the East. This leads to weird behavior where it runs away from me and teleports back every so often.
I see.... wonder if I can fix that one with some HomingComponents. I'll tinker with that too, good call
Ok, added some unstuck that should more or less work as intended... and improved the Lukki's pathing a bit on the way
Oh oops, you were in #mod-general just a moment ago
While I do like the Lukki mount overall, sometimes I wish it would not try to attack entities on its own. Sometimes it kills (or at least aggro's) enemies that I would rather not fight/kill, and sometimes it attacks passive creatures. Some mod added a weird "stacked" Hamis (3 Hamis standing on top of each other and moving as one, it was hilarious) that seemed passive on the lake island, but as soon as I dismounted the Lukki, it just murdered it/them. No friendship between spiders I guess...
Also I wish it would not drool...
And by the way, I think your unstuck improvements are working. It clips into terrain much less, and so far never when I'm actually riding it.
feedback received... spider solidarity is a good idea
It occurs to me that most of my issues with the Lukki mount would vanish if there were a way to "recall" it into a dormant/stored state, and summon it when needed. (So that would basically make it a pokemon, I guess). I think this would also help differentiate it more from the Lukki mutation perk, which is always active (and iirc those spider legs will also occasionally attack stuff on their own, right?). If you added a way for the player to resummon it, you would also open up the design space of not needing it to be invincible and untargetable by all enemies/effects, so you could use it as an ally or a distraction in heavy combat encounters (perhaps with a cooldown if it "dies" before you can summon it again) if you wanted to go in that direction... This would make it both more powerful/flexible than Lukki mutation, but also give a vulnerability because a tough enemy might shoot your mount out from under you.
Heh, Lukki Mount Drone. That is a cool idea..... gosh! It could spawn lukki eggs in your inventory that grow into a mount after a while... not sure if it fits best for this perk specifically, but I do like it
So, um, I have to ask ... is ||the Hunger|| meant to have a purpose other than trolling and ending the world?
if only there was some way to ||sate the hunger||
Okay, I did it, and I'm pretty sure I did it the intended way (by finding the books, the perk, and using the anvil to get the thing). This questline was really, really cool! I'm a bit sad that the reward evaporates so quickly, and it would be nice if there were a way to reconstruct the mountain altar afterward, since it seems that even if you act immediately there's no saving it. (It would be interesting if you could somehow keep part of the ||Hunger|| as well as the means to neutralize it for use as a weapon, but I'm sure it would also be absurdly OP and harder to code).
Also, at one point I noticed a perk providing fungal shift immunity, which I did not take (I think it might be an Apotheosis perk but idk). I'm not sure what would have happened if I had taken it, but I may experiment with cheating it in later to see if it's as catastrophic as I fear it would be...
That does sound dangerous...
glad you enjoyed it!
you cant globally block an api function
so it probably wont work
gram man, do you have any interest in writing CC compat yourself? if so lmk so i can remove it on our end and let you handle it yourself
you're good to do compat... i'm sleepy... 
got it, ill leave this alone then 👍
Would it be possible to rebind the "Summon Crystal Ball" action from the Fortune Teller perk away from the "E" key, or at least allow it to be rebound as a setting? There's a lot of vanilla and modded interactions that use "E", and I find that I end up summoning the crystal balls by accident when trying to do something else.
can probs look at fairmod or maybe apoth (i think) for button rebind settings
They can rebind other mods' stuff? That's odd but I'll check.
no like
i was talking to graham, he can take a look at either of those sources to see how they do it
🤦♂️ Of course, that makes far more sense in retrospect...
Yes
This is now a fairmod feature
Changes the keybinds in grahamth
!!!!!!!!!!!
that sounds brilliant
@weary karma let us know when you've implemented this (if you are going to that is)
Oh god what have I done? I somehow made fairmod even more cursed and I'm not even using it!
this would be nothing new, fairmod is already known to be very mod compatible! :D
Hrrrm, this is plausible