#Graham's Things 1.5

73 messages · Page 1 of 1 (latest)

weary karma
worldly cove
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entity_hamis 👍

spark copper
raw lodge
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That's a nice thumbnail

worldly cove
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I think spoop worked on it?

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it's really neat yeah

weary karma
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Yeah, entirely Spoop's work, looks insanely nice

lost lintel
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One of my favourite mods ❤️

azure cypress
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silly mod

vocal olive
weary karma
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Best defense

velvet crane
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awesome mod

topaz sonnet
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are there things?

fading sage
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Graham’s Things

topaz sonnet
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graham's perks.

weary karma
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Allegedly there are things

tacit isle
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officially there are perks

weary veldt
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I can't locate my location whenever I have Wandering_Eyes.
👁️👁️👁️
Its sprite gets in the way too much.

tacit isle
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iirc it stops all projectiles that enter that radius

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also isnt that apoth

daring eagle
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damn u right my bad

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sorry guys

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thanks btw

daring eagle
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is it bug?? or you can only get it once??

rose knot
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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

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i dont see anything CC would need to account for, lmk if im missing smth

versed condor
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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.)

rose knot
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average box2d shenanigans i believe

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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?

versed condor
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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.

rose knot
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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

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though deciding whether to consider liquid as valid could be dubious, since it might be acid but it might be water

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oh, better idea

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when you get cliped into a wall for 8 seconds or whatever, warp back to the previous valid location

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valid location can be logged when you get on and then every 5 seconds you re in a valid location

versed condor
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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!

weary karma
# versed condor Hi, I've been using your mod and trying out the Lukki Mount perk. It was working...

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!

versed condor
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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.

weary karma
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I see.... wonder if I can fix that one with some HomingComponents. I'll tinker with that too, good call

weary karma
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Oh oops, you were in #mod-general just a moment ago

versed condor
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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...

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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.

weary karma
versed condor
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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.

weary karma
versed condor
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So, um, I have to ask ... is ||the Hunger|| meant to have a purpose other than trolling and ending the world?

weary karma
tacit isle
versed condor
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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...

weary karma
tacit isle
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so it probably wont work

rose knot
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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

weary karma
rose knot
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got it, ill leave this alone then 👍

versed condor
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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.

rose knot
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can probs look at fairmod or maybe apoth (i think) for button rebind settings

versed condor
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They can rebind other mods' stuff? That's odd but I'll check.

rose knot
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no like

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i was talking to graham, he can take a look at either of those sources to see how they do it

versed condor
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🤦‍♂️ Of course, that makes far more sense in retrospect...

worldly cove
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Changes the keybinds in grahamth

rose knot
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!!!!!!!!!!!

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that sounds brilliant

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@weary karma let us know when you've implemented this (if you are going to that is)

versed condor
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Oh god what have I done? I somehow made fairmod even more cursed and I'm not even using it!

rose knot
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this would be nothing new, fairmod is already known to be very mod compatible! :D

weary karma
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Hrrrm, this is plausible