#UserK thread
1 messages · Page 3 of 1
shot scripts? is that a field on luacomps or smth?
yeah something like that
oooo thats very good to know in general
shoteffectcomponent would also work but only for wands, as that interfaces with the gun system
shot script instead directly interfaces with the entity after it has been shot
and can affect non-wand projectiles
oooooooooo i also wanted to do stuff with enemy projectiles so thats good
ill look into that then, and then i assume the function passes the fired projectile eid as a parameter i can modify?
this should be fairly simple to implement then, i just need to get the basic shrink stuff working first
i think my mod is fully complete, all bugs appear to be taken care of, compatibility hooks seem to work and ive written up the documentation about as much as i care to
i think its fully feature complete, scary, i need to make a workshop thumbnail now
scary evil horrid formatting
yo wtf have i been mising??? this looks SICK
return rift for when you accidentally hop into a parallel world
for my finished but unreleased mod Parallel Parity
geh maybe ill make a workshop image for it on the plane and upload it when i land
i wanna make the workshop image myself since this is my first proper mod that im releasing, only real mod ill have pushed out besides CC
and because im the sort of person who procrastinated this month-long project to like 9 months, i havent made it yet lmao
worth noting btw!!!! the visuals for the Rift in the centre are from Evaisa used for the rifts in Fairmod, i just added the purple circle that closes in
-# (also i hop between projects constantly, since yesterday ive been scheming up Multiplayer-exclusive perks and items)
ic! but parallel parity seems to be coming along quite nicely! :)
all the work uve been putting into it is rlly admirable and im proud of u
super excited
fairmod just casually being the pillar for all mods /j
Parallel Parity is feature complete for release entirely as of like a week ago!
genuinely have it pinned in VSC cuz its genuinely an amazing community resource
since its all like shitposts we just can ask to grab each others' work from it whenever, rifts are a very nice mechanic so i wanted to port it into Par for when you enter a portal to main world and want to undo it
yeh
btwwww on the topic of hyperfixations distracting me from Parallel Parity, thoughts?
-# i swear ill release parallel parity before the end of the year i just really wanna work on this too lmao
yes
cool!
just added this, this seems much more interesting than "take less damage when nearby allies"
gah i need to stop adding new perks the pool is starting to become bloated
Have 2 normal perks and 1 multiplayer perk
yeah i use allies to retfer to players who arent the one who picked it up
hmmmm jaybe, but i dont quite have that many perks yet lmao (yet)
Extra perks are random
also some of these play off of regular perks in ways that would be more limited for MP perks
unrelated, but maybe at least for early testing phase could have 1 MP perk spawn for everyone so we can get into figuring out some basic limit testing
i think getting 1 * #players multiplayer perks per HM is a bit much, but maybe every second HM? hmmmm
- perk that gives you more gold earned and gives allies a fraction of it
- perk that gives one buff while near allies and a different one when away
- perk that makes allies immune to your friendly fire and boosts your blast radius
- perk that allows you to revive allies for a bit when they die at the cost of some health
Etc
Last one: you need to go to where they died and interact
perk that allows you to revive allies for a bit when they die at the cost of some health
this is already a mechanic in EW tho?
Does it look like I've played ew
allies turn into zombies and you need to revive them
Yeah I mean like
i dont rly like any of those ideas tbh lmao
They dont turn into a zombie until a delay has passed and you can shortcut it to just revive them
buff for close vs near sounds interesting
oh this isnt bad
10 second grace period for reviving players
Are there any maluses to being revived outside of the zombie?
Could also reduce those if you revive someone in that way
you have very little health, thats a fair point
could increase the % of HP you have when revived
yeah
my main issue also btw was that the MP perks would show up too often and make vanilla perks less common lmao, but ig if all the perks are providing something of value on average it doesnt matter that much
i can just have normal perk spawning rules
Idea for an EW mode, all start in PWs and beating Kolmi at the end unlocks portals to the other worlds’ starting mountains and its pvp
No idea if this would work well I’m just trynna think of ways to make EW more combative in interesting ways
And I wanna add pvp items spells and perks to multiplayer that wouldn’t work as well in a quickmatch style like Arena lmao
had a fun time thinking up feature creep on the plane while i was creating the basic functionality
gambit is too strong
@wheat zenith would you be down to make some perk icons and whatnot for multiplayer perks?
pergaps..
a lot of the time I end up working off of respriting so if you want you could make rough drafts of your ideas of the perk looks and I can go from there
alternatively though I can just make the perk icons if you don't have any particular ideas :p
sure im so down to do that for some of them
okay no im 100% releasing the mod before the year is up, im deathly ill so fuck making a proper workshop thumbnail ill make a temporary one that can stay until i have the time and energy to make the proper one
Ask copi to make one
You will get a banger for sure
that is true, though it would be a temporary thumbnail
@acoustic spruce would you be willing to make a cool thumbnail for Parallel Parity even if its temporary?
and also before the year is up (within the next 3 days after today)
Uhhhh sure how good does it have to be
not super! entirely up to you since i wanna make my own thumbnail later down the line, but also ideally want people to notice my mod existing before then lmao
though when i do add my own thumbnail ill probs still leave your art as one of the screenshots the mod page scrolls through
@raw linden mod is TL ready btw!!! feel free to make a PR, the target files are standard.csv and settings.lua
https://github.com/FatalUserK/parallel_parity
Noita Mod for curing incosistencies with Parallel Worlds in Noita, fully configurable (when it's done) - FatalUserK/parallel_parity
also had a german friend of mine who i got into noita offer to translate it too so uhhh surely no conflicts will arise with the PRs :clueless:
thanku
me when i request a pull
me forgetting to attach images
hmm, for some reason the csv stuff didnt work hold on
ah nvm
i was just stupid and my game went back to english at some point lmao
somehow didnt notice
W, translations merged
fitting in a slight bit more feature creep for settings.lua
before copi or xplosy finish their stuff
@raw linden what colour do you want to be in the credits? can you gimme a hex value or smth?
also could you tell me the translation for Portuguese Brazilian Translation by (your name here)? thx lmao
(aaand maybe translation for Translation Credits, i should have thought about adding this all before asking you to already translate everything sorgy)
aaaand i also need "portuguese brazilian translation" translated too, forgot we're doing translation tags for workshop mods now
Oops my bad, js saw all of this, gimme a sec
ur good 👍
currently just working on implementation of this fancy schmancy new tooltip box
- the hex value could be #e092be
- "Tradução para português brasileiro por Absent Friend"
- "Créditos de Tradução"
- "tradução português brasileiro"
currently what the data looks like lmao
Tradução para português brasileiro por, got it
there we go
this should all be good ty
ill let you know when the mod drops
awesumm
right, i should cull that at some point
there we go that looks nice
just need to dull the yellow a bit
god just remembered im gonna need to account for diff fonts for CC cuz chinese translation, scary
i might further feature creep this later, but i wont fn, it serves its purpose and ive already had a few last-minute translations done for me lmao
this looks good ill leave it like this (though of course with the german translations when he does them, also might swap Translation Credits and [Reset])
i had to add autowrapping to settings because of german
im scared ill have to do the same
thank god this was not the name of any settings
i already have to manage newlines manually for some english descs, german descs shake me to my core
@acoustic spruce coper may i perchance see progress? 👀
i got my new feature creep out of the way so im bored again :devastated:
german translations reportedly nearly finished and likely done tomorrow 🙏
also tried convincing another friend into writing irish/gaelic translations because itd be really funny to support a language for which no translation mod exists making it impossible to actually view in-game (they said no 😔 )
and then copi thumbnail surely done tomorrow or day after, the mod will release
oh yeah, strange thing to look into tomorrow: i cannot put tlcr below reset button
i suspect its my doing as i vaguely recall thinking smth like "oh it doesnt matter reset button should always be at the bottom anyway" or smth but idr what it was about so ill need to investigate what i neglected tomorrow
sorry was in a brief coma after being awake for a few days
uhhhhh
I have some sketching/layouting but nothing like actually usable right now
have a commission I need to do and some other things so I would not bank on me having something done honestly
ah got it, back to plan A of shitty temporary thumbnail
ah @raw linden you seem to have missed my note- thats mb i shouldve removed the translation when i realised the original text was wrong
the translation was changed to ```lua
en = "To Portal Room",
en_desc = "The portal leading to the fast travel room created by Syväolento (Leviathan)\n(Fast Travel portals are already Parallel-World Local)",```
the clarification that the Fast Travel portals are already PW local was the change
my bad i missed that
ur good, just lmk when you have a TL and i can throw it in manually myself 👍
ptbr = "Para a Sala dos Portais",
ptbr_desc = "O portal criado por Syväolento (Leviatã) que leva à sala de viagem rápida\n(Os portais de viagem rápida já são programados para funcionar em Mundos Paralelos)",
this should do, i think
ty 🙏
im back on my computer again finally, back to real modding
geh okay back to looking at the wretched multiplayer nonsense
i ran into an issue with crosscalls in that they dont run on the client that called it, im gonna do some more testing to verify
@tiny ravine does crosscall not occur on the caller's end or am i doing smth wrong?
Crosscalls are entirely unrelated to networking
i cant tell how this works my new thing is not working how i expect at all
They always run locally
okay, so they only run on the person who called it's end?
You probably want rpcs
like if i have 3 players and player 1 runs a crosscall then only player 1 will have the code run
Yes
got it, how would i go about implementing this perk?
i subtract an amount of HP from everyone, multiply the total HP gathered and grant it to a single random player
or ig a simpler perk to get down first would be gold split
func = function(perk, taker, perk_name)
local players = EntityGetWithTag("ew_peer")
local combined_gold = 0
local valid_players = {} --do this in case for some reason someone doesnt have a wallet to prevent me from needing to constantly check
for _, player in ipairs(players) do
local wallet = EntityGetFirstComponent(player, "WalletComponent")
if wallet then
valid_players[#valid_players+1] = player
if ComponentGetValue2(wallet, "mHasReachedInf") then combined_gold = -1 break end --dont bother tallying up any more gold if its gonna be infinite anyway
combined_gold = combined_gold + ComponentGetValue2(wallet, "money")
end
end
if combined_gold == -1 then --if a player has infinite gold, give everyone else infinite gold
for _, player in ipairs(valid_players) do
ComponentSetValue2(EntityGetFirstComponent(player, "WalletComponent"), "mHasReachedInf", true)
return
end
end --im considering making this actually remove inf gold from whomever has it and consider it as 2.1bil, but also removing inf gold might be buggy idk test later
local gold_amount = math.ceil((combined_gold * 1.1) / #valid_players) --increase gold by 10%, divide between the number of targets, round up
for _, player in ipairs(valid_players) do
ComponentSetValue2(EntityGetFirstComponent(player, "WalletComponent"), "money", gold_amount)
end
end```
this is a perk i wanna implement
it gets all the gold from players, adds 10% and then distributes it all evenly between everyone
how would i go about implementing this?
Health would be easier I think
Because it's already synced so you can just do the relevant calculation on every player
oh? i assumed this would be easier since then with health i need to select a specific player
well i cant just run the health one itself cuz it doesnt run at the same time for everyone
You should first do a crosscall to get code running in entangled's lua context instead of whatever is used to run perk code, then call an rpc from here, and in rpc recalculate healt for the current player.
if the code runs on one player's client and does the health calculations and modifications, the health will now be different when it runs on someone else's client- is the issue i ran into
this is sorta what i was doing but clearly i didnt get it lmao
Actually I'm not even sure if you need an rpc here, the perk might be synced on it's own?
repo here in case you wanna take a look
https://github.com/FatalUserK/nld_tweaks
in my experience, the perk seems to run on everyone's clients sequentially
all i know is the perk does not work on its own without any special EW stuff
can i have you try to write the healthy gambit perk? cuz i really just do not get what im doing
i would love to have a clear cut example on how this works
Does it currently work at least for one player?
Who picks it up, I assume
i believe so
yeah though its kinda in a state since i was in the middle of implementing crosscalls
i can return it to the vanilla state rq so you can better understand what its supposed to do
I think you forgot to pass the target argument to both of your rpcs
target is an optional variable
if target is present then it only applies to target, else apply to all players
iirc
util.add_cross_call("nld_player_multiply_health", function(hp, maxhp)
rpc.players_multiply_health(hp, maxhp)
end)
Should probably by
util.add_cross_call("nld_player_multiply_health", function(hp, maxhp, target)
rpc.players_multiply_health(hp, maxhp, target)
end)
seems to work correctly on the client's end, and doesnt seem to run at all on the other players' clients? here ill push the vanilla ver rq
pushed to git
Idk previous version seemed correct
Probably rollback to previous, add third argument again, and add the following:
rpc.opts_everywhere()
rpc.opts_reliable()
before every rpc function definition
So it's
rpc.opts_everywhere()
rpc.opts_reliable()
rpc.players_multiply_health = function ...
and
rpc.opts_everywhere()
rpc.opts_reliable()
rpc.players_modify_health = function ...
everywhere was weird
it sometimes did work on the host and sometimes didn't, lmao
oh wait, it's per function?
Yes
that explains it
It's kinda like a decorator in e.g. python
prior ver was correct? i can give it another go
i just remember i gave up at the time cuz it was what i eventually landed on after nothing worked for ages and i had no idea what i was doing so i decided to handle it when i was home again
and Parallel Parity is out too so i have nothing else urgent to be working on
Yeah I've checked and it seemed to work with these changes
got it ill give it another look later
got PW counter mostly working
has a weird offset from mountain so ill probs fix that later, lemme double check the font looks good
mmmmm 9 looks kinda awkward
oh well this is mostly fine, the offset is still present- whatever its probs intentional
ill investigate if its there in vanilla later, might be just that the mountain isnt in the centre (which would make sense)
Yeah and origin point is to the left of it as well
@wheat zenith thoughts? -123 chrs are vanilla, thoughts on the others?
Flip 6? And hmmm I’ll try alt 7 later
this actually looks cleaner than i though, sure
hmmmm
7 looks better, i dont think i can improve 6 and 9 still annoys me i might tinker with it
just flip 6 to get 9
🤷 looks fine enough after you fixed the 7 slant
sure ill probs leave it since idk how id improve it from here anyway
yeah this feature is basically finished
mmm no the original is directly above the mountain, which now that i think about how i changed the math it makes sense
geh Teleport Anywhere still hasnt been fixed
<3
moon radar fix was also the easiest thing in the world to implement
didnt even need a new setting since i just turn it on if the moons are enabled anyway (having a separate setting would just create clutter imo)
mmmmm i should add Shadow Kolmi
this is surely not ideal
you duplicate that pattern literally everywhere im sure
why not have some
PatchFile("data/scripts/perks/radar_moon.lua", "local moon_x = 0 + 256", "local moon_x = ...")
so you cant mistype the paths one of the times
or forget to update one
or accidentally gsub instead of modify
oh nvm i thought you were saying there was an actual problem with the code
i cant be bothered to replace all the instances across the init
it be very easy
tru but i don wanna
is this like 3rd reinplementation of limitless PW counter?
yes lmao
i was planning on adding it last year and heard QoL mod had one already but decided "idc im making a PW fix mod, im gonna fix PW stuff in it"
and then a standalone released days before i released Parallel Parity lmao
also just checked, the recent mod datafiles
and the dash is weirdly longer despite the vanilla one being 2 pixels wide
or not? the workshop screenshot portrays it as weirdly long but in the files its just 2 pixels i think, bizarre
yeah their implementation is slightly weirder imo, they dont account for some chars being diff sizes and whatnot, havent seen it in game but im glad i made mine from scratch
@jaunty eagle couple Qs, first: apoth adds new orbs, right? does this mean there are new sampo names? second, does apotheosis mess with kolmi? like new/altered/removed attack patterns or anything?
mmm ill probs hold off on adding any of the new stuff im working on to par until i finish shadow kolmi so i can get the translators to translate everything in one go and then push the update out, ill work more on it tomorrow maybe
apoth adds new orbs, right?
Yes, it adds 4 new orbs to the world
does this mean there are new sampo names?
No, it does not, this was going to be a feature but I ultimately decided against implementing it
does apotheosis mess with kolmi? like new/altered/removed attack patterns or anything?
Yes, at 9 orbs he gains the ability to shoot a barrage of water-hex and circle of water-casting projectiles; and at 15 orbs his minions gain the ability to remove the player's shield similar to corrupt grounding mages (though I might buff this to apply vulnerability too, or at the very least give them health scaling to not die instantly)
technically it adds 5 orbs if you count the one thats knowledge is not true, but rather is...
So I don’t need to lift the orb cap for checking the name, but I do need to use Kolmi as a base for shadow Kolmi, got it
amusing statistic of having more faves than likes
totally normal
oh thats surprising lmao
people hate rating
i guess so, i assumed it was gonna get overtaken eventually but ig not lmao
this is my FAVORITE mod!!
...WOULD NOT RECOMMEND
!!
gonna stop spamming mod dev since i fixed my issue
new issue, kolmi spawns the portal in the wrong world lmao
mmmm for some reason shadow kolmi doesnt properly play their music during the fight
but idk how much i can be bothered to fix that rn lmao
do they have the boss centi tag?
I think it's tied to that and picking up the sampo
hmmm
does the sampo need to have the mcguffin comp for the music to work?
or rather
does the sampo need to exist?
idk man..
I mean.. parallel world bosses don't play aanny music.. soo...
oh right i dont delete the sampo atm do i, it just sorta hangs out in your inv invisibly
true but picking up the sampo starts the music lmao
it then just sorta awkwardly fades out
and its a custom script so i could just remove that, but i also just want the music to play lmao
pretty sure it's a hardcoded weirdness thing for the most part
looks for specific stuff to play the music
annoying, bet i could probs find an alternative way to play it tho
ehhh... maayybbe...
ill tinker with stuff tomorrow, if its tied to the sampo then rip me, but i think its probs not so i gotta figure out what else it could be in that case
reminder to that one time I tried setting the miniboss theme to be a biome music, and then ended up with this instead, due to it probably requiring its normal playing circumstances to play properly
#mod-development message
thats funny
ah, got the portal working, but NOTE TO SELF!! the chunks that breka off kolmi are the wrong colour and still need to be affected
yeah this is a sufficient amount of work done today
mmmm slight additional thing, rewrote the setting name and description since kolmi is now properly supported in PWs
or will be in the upcoming update at least
mmm "dark reflection" feels like its implied to be different from regular kolmi, i shall rectify that tomorrow
evil and nefarious
this should work
actually i wanna include mcguffin_14
if i start getting translations for nonstandard languages then ill need to implement custom handling if the translations dont do this random unused line
oh right, i forgot i need to find a way to detect when the mod settings menu is opened since ModSettingsUpdate isnt called more than once after you open the menu for the first time during a game
stupid bs i do for my needless feature creep no one will ever notice
need to cache the original text or else i cant find the thing i need to replace cuz ive already replaced it and data isnt flushed when i reopen settings
chunks coming off kolmi is the only missing thing i think beyond translations, might be annoying tho since ill likely need to modify kolmi's death script based on entity's name
i think this feature is finished
i refactored the location of the shampo, added the new chunks, portal loads
ill wait on my german translator before i pester emi
speaking of which, @abstract basin you should do that
rat
im adding a recommended preset for settings, and its making me wonder if i should recode the reset_button system to instead have a table of presets that mimic the setting structure, but that feels more annoying to maintain- no nvm the current system of storing preset data on settings is fine i dont think ill add any more anyway
huh, fun little fact, the button click cooldown that annoys me? it doesnt exist for multiple choice buttons when right clicking to go back
you are throttled when trying to left click spam on the general options lang setting, but spamming right click lets you skip through settings to your heart's content
new settings feature creep finished
i have an idea for a new one but idk if i actually care enough to add it- holding shift lets you click a category to enable/disable all bool settings in it
feature creep is fulfilled, im bored again german translator get germaning!
this is real and factual (i have no idea what this means)
this seems like a good idea for a feature, ill add this to the settings menu next
thx for the idea 🙏
splendid
if you type the code fuckingkillme while in the settings menu, when you enter the game it spawns 500 nukes on your location and then entitykills you for good measure
RIGHT Kolmi Varjo needs an icon, hold on
I am wondering.. why is parallel kolmi not the consistent color? did you just not want them to be the same?
its kinda consistent colour in thats its purple, beyond that i just felt like doing my own lil touches
well i didnt change the sprite just the colours, but i think it looks nicer
not too strange for a clone of the final boss to be diff from other boss close in a slight manner like this
beyond that i considered removing their eyes (to be more in line with Three-eyes minion) or making them emissive, perhaps ill return for a touch up on the visuals in the future
my first thought would be keeping up the trend (ignoring blindness master lol)
average copi spell when the modpack has psi
yeah but like i said, i wanted to do my own thing- i personally like purple and preferred to make it closer to a colour i liked, plus i dont think i need to follow the preset design 1:1 as the context is different- shadow alchemist and pitboss both are variants that spawn throughout PWs
Kolmi spawns at their usual location in PWs, which for other bosses they keep their textures the same, i just changed it to differentiate it from the original and to theme it as being a shadow kolmi
rgb kolmi
.workshoptags
tags in the workshop.xml file should not have a space after the comma, this makes the workshop fail to recognise those tags as it will read them as having a space before the tag, you can see this in how this steam page displays the first tag separately from the invalid ones, just a heads up o/
to fix you just gotta remove the space after the comma, so something like "quality of life,cheats"
(you can tell if a tag is invalid btw bc invalid tags will say "Tags: " before they're listed)
german moment
yeah, tis fixed- issue was i forgot to account for the thing i made a specific mental note that i should account for when i started writing the code
(i forgot to account for nested setting indentation)
@raw linden first of all, @abstract basin says hi
second, german translations are done and the update with them has a few new things to translate if you're down
thirdly, how often would you like me to bother you about translations? whenever a new feature is added, or only like every once in a while after a few have built up?
heloo @abstract basin
i dont mind the pings for translations ! whenever a new feature is added is cool by me 😎
got it 👍
geh ive been pushed out of the short Most Recent tab on steam workshop main page :devastated:
and thus Parallel Parity was never installed ever again 😔
guh, concerning, apparently something is breaking the pixel scene system (especially concerning since its supposed to be quite robust i think)
ik its not in base mod at least- or it doesnt seem like it
ill always be curious what happened on jan 6th
im heading to bed now, @raw linden i assume the TLs will be done (at some point) tomorrow? or do you think they'll take longer?
im having fun
LMAO stuff like that used to happen to my mods from time to time
yea ill work on them inn a bit ✅
what 'murky' sense are u thinking of @hasty solstice
"the $0 dissolves into a murky shadow[...]"
also whats the context behind "$0" what word would be there? i kinda need to know that since portuguese is a gendered language
nvm im fucking stupid
theres a comment i couldnt see LOL
okay i found a word that works the same way as murky, its all good now
pulled requested sented
geh i went to lie down while eating when i got home 5 hours ago, and my cat came up so i decided to sleep until she was gone and uh- yeah it took 5 hours lmao
lmaoo i was surprised i didnt leave a comment about that since i remembered i did try to leave comments where $0 was used
i know you finished, but sorta like a dark-goopy sense? when you try to pick up the shampo i replace it with a particle emitter that spawns particles in the object's shape and they hang in the air for a moment before falling to the ground
coolio coolio
mmmm thinking i might replace the first word with "But" because the game actually prints that you picked it up before my one plays- but i probs wont think about that rn, lemme look over the translations and merge rq
fuckin german, "Hm? Pyramid Boss? Ohhh you mean the Pyramidenboss"
This bozo doesn't have setting profiles
i do have a recommended settings preset button
"Faithful" for close to vanilla, "Extreme" for memes and shit, "Tourist" to ramp up spawn rates and shit
"Default" etc
"Remix" and whatnot
lmao unfortunately my mod is not varied in its configurations to really earn more than 1 preset
Add more config
basically just Default or Recommended atm
So much config that you can make it a whole ass different mod
what would i even add config for tho
Set spawn rates of things
Set damage mult on things
Enable disable spawns of some fixed stuff
Etc
More gameplay focused change toggles and whatnot to make a more tuned experience
i dont spawn anything
there arent enemies
this is the mod that lets pixel scenes spawn in PWs
theres just toggles for whether X should spawn in a PW
Shadow kolmi looks enemy shaped to me
(Ignore me realizing this after)
its just a copy of main world kolmi
yeah i guessed after seeing the specific stuff you were recommending lmao
Do this for cc
true, though i think itd just be better for CC to have default be recommended settings
and then if you want more chaos you just turn on Terror mode
i might make a mod setting preset saver, that could be fun
glad i put in the time to make the line-break stuff lmao
now its time to- fix a dumb bug i spotted earlier why is my code not working
for some reason my code is failing to remove kolmi from PWs when they're disabled
merged, btw @raw linden the sampo comment was supposed to be for other translators too lmao
ive added it back now, just found it amusing
also apparently i didnt finish typing "Sampo" somehow??? no idea how i managed that lmao
LMFAO
im a dumbass i thinnk i wanted to just delete the needs ptbr update comment
☠️
i am the most reliable mod contributor 🔥
i can be trustedd around comments
hell yeah 🔥
time to go to dev hell for 4 hours so i can find the minor typo thats breaking my mod before release
absolute cinema btw
should really fix this main menu bug at some point...
something something if mouse position is outside of the inner bounding box, assume its position is 0,0, that works
gah wait no
i detect this via guigetprevginfo, so mouse position isnt considered at all
instead ill need to provide a custom check
oh god
oh yeah, a classic "is this within the border" check
how do i get mouse pos in the Gui from the main menu
why do you need it
Gui scale can change so i cant rely on that for a constant
to know if the mouse is inside of the inner bounding box of the mod settings menu
isn't height always the same
?
yeah but like i can only get Gui screen size and absolute mouse pos
how do i know the scale at which to convert absolute mouse pos to gui screen size
so if element's y > max or y < min then not render
but how do i know where that is
guigetprev?
these are both using different scales which can change in ways i cant tell
oh like have one over the entire mod settings bounding box?
that could work, wouldnt need to manually check mouse position
you also gonna need min and max tho
i know the gui min and max its fine
or i can figure it out, that parts easier since i already did stuff similar to this yesterday with the line break stuff
changing rendering stuff while the games open is always amusing lmao
this is apparently the main menu? or mod menu? idk this is what i got after exiting mod settings (mod settings deleted all UI elements except a bunch of text ones, which it overlayed all of them in the top left)
W, this works
also genuinely no idea how i landed on +20 as a magic number
if it creates it from the upper left, then the value should be -170
since the box is 340 wide so if i get the centre and then offset to the left, thats half the screen minus half the box area
and yet 20 works
fuck wait no why
why is it weird :(
GAH i cant figure out how the height works
i also have no idea why the X is off i should investigate that and then bother nathan about the Y positioning for the mod settings
GAH
IM DIVIDING THE SCREEN WIDTH BY 5 NOT 2
@pallid magnet before i pester nather to go into the engine and find out for me, do you happen to know how the Y position of the mods menu works? or do you have experience with finding out stuff like that?
im trynna compare % of the screen down it is but im not really getting anything consistent
i think i have mines hardcoded
fuck
@gray haven natherrrr its been a while, can you do a thing for me? :D
do you have any idea how the Y position of the Options Menu/Mod Settings Menu is decided?
mmmm figuring out the localisation error, it seems to break when modifying multi-line strings of code?
yes, the two errors were from the only targets which are multi-line
for kolmi- it shouldnt have been multiline anyway tbh i fixed that
but the gourd room i would like to fix
It's in lua no?
the window itself is not
what, the settings menu?
trynna figure out the height calculation for the window itself
@gray haven did you figure anything out?
natherrr i fixed the other nonsense that was going on, do you know whats up with the mod settings menu?
mmm ill fix it in a patch whenever you get back to me
i should make it so holding Control replaces the [Reset]/[Recommended] buttons with an [Off] button which just turns off every feature in the mod lmao
love my silly horrid little mod doing silly horrid little things
stupid-ass settings
nothing = default
shift = recommended
ctrl = off
ctrl shift = on
wait okay now i wanna steal- fuck hold on hmm
i wanna make it so you get one of those fairmod steam achievements for doing this, but mod assets aren't available in the mod menu
fuuuck nolla pls just let us access mod assets from main menu, this would surely be easy to implement 🥺
im now adding feature creep wherein the On button increases the internal settings value for orbcount
ive lost the plot at this point
if it makes you feel better, the Off button decreases it
hell yea
i think the fact you can go into a game,
have the mod settings menu in-game react to your orbs when displaying the name of the sampo,
be able to press CTRL and CTRL + SHIFT respectively to reveal the [Off] and [On] buttons
and then clicking them decrement/increment the settings orb count
is really quite dumb lmaoo
i think this is the most absurd feature creep in all of noita modding
verified, there are 0 errors in logs (aside from vanilla _dev being silly)
dats honestly quite amazing
it is quite lovely
i just need to decide on descriptions for the on/off buttons, send it off to you and Xplosy for TLs, and then merge your PRs (i also saw your made a ptbr improvement PR a bit ago, ill merge that after the new TLs o/)
TRUEEEEE
need to make a prompt every time you open a game that advertises for translators to translate it
i can add two translations, but i'm not even doing that for my own mods
chatgpt go brr
would rather not use machine translation lmao
if i did add MTL, i would probs have a setting to change it back to english in case the player doesnt like it
players should play in either english or finnish
yea ive thought abt machine translations but i feel like some of the translations could end up being nonsensical because ai isnt gonna know noita references etc
why english, pure finnish
we need to go back to latin
oh, it does know
and you can add a context for your mod or whatever
yeah MTL is nice in concept but human TL is just better imo, and ive seen really poor MTL for stuff from other langs into english
ehhh i dont like that mindset cuz then id have to learn like 5 other languages to see all the stuff i wanna see
ig yea,
ig it could help somewhat, maybe ud just have to fix the stuff it gets wrong
skill issue
i watch anime in og 🐍
same but with subtitles lmao
yea ive been learning japanese for 2-3 years and i still am nowhere near fluent enough to enjoy everythin i wanna experience
subs were so bad in 2000s
dont wanna learn japanese korean and chinese as well as like whatever additional languages i dont know stuff comes from are in
lmfao yeah i tried finding subs for azumanga daioh and that shit js does not exist
do i hear CC and Par japanese translator in the making?? 👀
i am native japanese btw
hopefully 🔥 lamia can probably already do that tho?
but hell nah
i did not know this loool
brutal...
same lmao
idk, always hated translating stuff
my best is correcting wrong subs for my wife when we watch smth
ive never had to translate so i cant comment lmao
i used to know french, but i havent known a lick of it since i was 3
ive always struggle with translations ngl
smh, englishman
its because youre Bilingual, Mr UserK. /j
how does it feel to use your native language on the internet, huh?
Monolingual**
fucked up the joke
we moved to the UK and i tried speaking french to people, no one understood, and then i just dropped it entirely
i was confused lmao
its okay,, the french dont deserve to be spoken to...
very convenient as opposed to not i imagine
true...
one of my mom's greatest regrets is not trying to keep me speaking french
wouldve been cool to have my own translations i can contribute to my mods (and maybe others), i wanna learn a lang at some point but like- i was using duolingo for a while and the app just changed and got so much worse over time i stopped
i've picked up my second language when i was 12 or 13 i think
english is far harder for me rn, ngl
this seems good i think
oh yeah i think i seem to remember you making a few typos here and there when you were getting into modding maybe?
i still do, lmfao
much less often tho lmao
yeah, i imagine being active here helps polish english skills lmao
actually curious rq hold on
huh, nvm
theres no rule against speaking other langs like how a lot of servers have
i was curious if the rule allowed Finnish but i guess anything goes lmao
added the TLs btw @raw linden, lmk when the PR is ready o/
(coding in a slight bit more feature creep, i might get back to you on translations for this at some point)
polish english...
words should not be allowed to have more than one meaning 😔
I HATE STEAM
WHY DOES OPENING STEAM ON ONE DEVICE CLOSE IT ON THE OTHER IT MESSES WITH MY MODS
evil evil program
steam is silly
time to go manually enable my mods again 😔
it does?
i think i used to have it opened on two pcs
seemingly, since this has been happening to me ocnstantly since i got my laptop
i just couldn't play games simultaneously
ive only been experiencing it for the past few weeks
yeah no when i open noita dev on one device and the other device has a game open, it also fails to prompt me to close the game on the other device cuz i opened noita via exe or smth? but it DOES prompt me to sign in again on the device i opened noita on
clearly it knows smth is going on, it just gives me the wrong thing??
i also only need to complete the sign in to play the game, if i close the game, close steam and reopen steam, i can use it without signing in again
well, yeah
don't open exe manually
ah yes let me go edit my steam launch config every time i want to change between _dev.exe and regular
also GEH this little rat from CE prevent me from clicking with CTRL + SHIFT
tested, my new additional detail is that 14 orb sampo name only shows if you actually have 14 orbs, On/Off buttons just set it to "Amulet of Yendor" if you try
geh @raw linden just realised i didnt push, desc for on should be Turns on all settings!\nSurely how the mod was meant to be played., i pushed it now so you can pull it if need be
yeh thats no problemo
wait new change maybe i should check my current commit before i open my big mouth lmao
pushed fr now
much appreciated 🙏
alr ty i was losing my mind w git
i rlly need to learn how to properly use this thing LMFAO
😭
okay, you are going to hate yourself for not using it sooner
guh...
much
alr ill check it out
to pull the latest ver of stuff, you click the "Fetch origin" button twice and you're done
to commit something, you write a summary, click Commit to main, and then click the Fectch origin button once
(fetch origin button name changes but itll be in the same spot)
i personally find it very convenient to work with
git desktop sucks
i like it, and its good for non-programmers
just use built-in git in vsc
ie someone who just uses git to do translations for mods and whatnot
who uses git for translations tho
i find it very convenient and easy to work with- especially considering i use git for none- vsc stuff, so that wouldnt work for me
all of my translators do 
they make PRs with their translations
you are torturing them
if they wanna just hand me the file idm
but they just naturally gravitate towards git
at least one- maybe two of them didnt even reach out to me, they just made a PR for CC without saying anything lmao
the chinese translator did that at least i think, SingularityNeko i believe
i only noticed cuz i got a notif from my gmail probs lmao
emi typing up a storm
i feel like if i were still truly dedicated to all this programming/coding stuff id probably just use git on the command prompt or whatever like ive always been doin but this seems easier so ill probably switch to it
lmao nahh
git probs is a lot more powerful in the command prompt and if you continue doing programmer stuff its probs the best way to go
but i just love github desktop its just very convenient- it allows for pulling, pushing, forks and merging, and im not so sure ill really ever have a need for anything else
yeppp
it sorta has trouble with submodules which is annoying when im adding a lib like nxml or smth, but its fine cuz you can just open the console from github desktop anyway
so when that happens i can just go figure out what the submodule commands are again and do that
xplosion said he'll do the on off TLs so ill probs release this patch when hes done
also i still need to pester nathan to figure out the options menu height calculation later (he disappeared last night and didnt get back to me 😔 )
hmmmm i guess ill go test my mod while i wait on german translations 😔
someone was reporting the mod not working for them, they had Apotheosis and New Enemies installed (i could see the cause being either of them)
OH RIGHT yeah no it wouldnt work with apoth
mods that add their own biome map need to add it to the list of biome maps in Parallel Parity's init
@jaunty eagle PR to merge and fix Parallel Parity Apotheosis compat
https://github.com/Conga0/Apotheosis/pull/86
i swear i double, triple- maybe even quadruple checked to make sure the PR was sane 🥺
congdead 😔 (i think hes like +6 or +7 from my timezone so that makes sense considering its currently 18:03)
yeah, some hours ahead
conga is surely a morning person and ill get a response back in 8-10 hours trust
also wanted to discuss the topic of translation tags again, they'll have to be english cuz steam tags dont seem to work with characters that arent standard to the english alphabet
i would argue a good approach would be "english translation,russian translation,turkish translation" or "English translation,Russian translation,Turkish translation"
i personally think clarifying them as translation tags is for the best, unsure how capitalisation should be handled tho, since they're proper nouns and they arguably look better, but all workshop tags are lowercase so im not sure
could do local orbs = orbs, not sure why luals has the wrong opinion about shadowing
ill give that a go then
also you never got back to me on the height of the options/mod settings menu
could you perchance go check what the calculation is, either in your Credible Settings thing or via the engine?
NATHER GET BACK HERE! 😭
works, thx
i wonder if i could make an encoded super keybind recogniser that recognises any combination of keys as a keybind, like i encode it via a string or smth
not related to my mod at all but amusing to think about
idk
sounds like a hassle
im touching the core functionality of the scraper, the things i do for stupid feature creep 😔
this shit is like a loadbearing pillar of the mod built up in such a incoherent manner that i can barely understand it
now to see if my modifications actually work
THE MOD STILL WORKS!
🥳
okay so theoretically i can now just use this new function ive made for all 3 4 types of pixel scenes
AND i can add pixel scenes that dont exist in the file here, which is awesome
applying to backgrounds now
FUCK okay it didnt immediately work on backgrounds
AH the attribute name is wrong!
FUCK okay it still isnt working, why?
geh
i think it was another attribute difference
why the fuck do all pixel scenes use pos_x,pos_y but then backgrounds use x,y 😭
but if this was the problem
then the function should be fine- i actually think the function will have worked first try
DAMMIT it doesnt wanna work :(
GAH what am i doing i need to get back to debugging this bullshit
ive just been fucking around for- jesus apparently 2 hours, just running around with a fun blackhole wand killing everything
W fixed it
it was some kind of issue with nils? idk i think thats it, idk why it didnt report errors in logs but whatever, it works now
fuck yeah
i think the minor refactor is p much done
despite how long it looks like it took, it was actually rather quick and simple (i get distracted very easily)
nvm smth's wrong
wait conga never got back to me
was he online today?
it seems not
think about it nather, you could check once and then never again, because youll now know!
double checked, yeah it was me referring to a table var with the wrong key again
and despite that my mod STILL DOESNT WORK GAHHH- oh i only fixed it in one place it should also be broken in the second spot too
yup (should be scene_data.entity, not scene_data.just_load_an_entity)
okay im going to stab someone its still not working what have i forgotten now
im actually losing it ive actually gone crazy i spotted the issue, commented on the issue here, and then forgot to actually fix it oh my god i am actually delirious
FIXED
okay, NOW i can start adding the feature creep :)
i need exact cauldron coordinates now
geh i needed to re-enable nathan's noita patcher cuz of accidentally misclicking the Unsafe mods: Allowed button
Nather you should make it so that your patcher cannot be turned off, its unsafe modding so surely you can implement this somehow :clueless:
oh thats not right
@gray haven i saw these errors, idk what caused them i can look into them later if you want
nvm this seems to be causing the mod to be spiteful and evil and not work
i have teleport to anything and CE enabled in case that helps
and a few safe api mods that i dont think are relevant here
what the fuck okay fuck you steam i guess
what the fuck i like was in the workshop menu in the steam overlay cuz i clicked the workshop button in the noita mods menu
and when i tried closing it, my computer fucking crashed???????
OH MY GOD AND STEAM FORGOT TO OPEN ON BOOT UP AGAIN
i love having my settings menu shuffled up every once in a while :)
i think i have resolved my steam issues for the foreseeable future
anyway. back to what i ORIGINALLY wanted to say
welcome back ole faithful
its still not working idk whatever ill just grab coords from noitamap.com
i got it working!! but then i ran into the bullshit issue i knew i was gonna (lifetime materials are fucking executed by pixel scenes)
@wheat zenith conger appears to be unavailable, would you be down to look over my PR and merge it if it looks okay? (currently my mod doesnt do its pixel scene stuff if apotheosis is on lmao)
well I don't actually have access to merge I just have my own fork that conga merges :p
ye
When you start a new run it forgets the addresses but doesnt remove the patches
So it can't find them
soooo what? is this just a random error it spits out and the mod works fine?
or is this actually breaking stuff
it happens when you start a new run with the mod enabled
it mostly doesnt matter and would be a hassle to fix
okay it doesnt matter, got it
then i need to figure out whats actually causing the cauldron to- oh thatll do it
ill use vanilla then to test this stuff properly
Yeah, sorry, ive just been occupied with non noita stuff lately
ur good 👍
ill take a peek when i can
i assumed you were probs busy with like work or smth
its p short so it shouldnt take up too much of your time o/
Alright
terrible things are happening in Parallel Parity 🔥
this is gonna be the stupidest fucking thing ever lmao
brilliant
make it convert all edr biomes touching a non edr biome into an edr special biome so the map still has an outline?
i did think about this, it would be a very experimental option if i did add it
currently i plan to just have all cutscenes cut through the EDR
the biggest question im running into is how i display the names of biomes in hell/sky, the options ive come up with are the following:
- North/South
- Sky/Hell
- Above/Below
i actually just thought of the last one it was "Up/Down" (which is lame), i actually really like Above/Below
Above/Below definitely
Above The Vault, Below Abandoned Laboratory, Above East Power Plant, Below West Desert
how are you displaying it in spatial awareness
you should use polar coords 
noita players need to do some learning
polar coords? tell me more
display it as distance and angle
send an image example
rather than cartesian
or example if in text
but the world would be set up in a grid like this
would it not make more sense to display your position in grid format?
that is true this is unfortunately why im actually really considering it
ill add a toggle between the two in options lmaoo
writing this all down in my planned features.md rn
is that a space in the filename 😱
KebabsCase?
oh i dislike dashes in my filenames
reasonable
i resolve this by replacing them with spaces
amusing graphic, love the fact theres like, just some guy there lmao
thats pascal
yeah i guessed that part lmao
smh clearly not learned in the ways of history
feature creep todo list:
(reposting as image rq for better readability)
Cauldron is what im doing rn and then i can work on Vertical Parity
i should also do the default handling option, that would be like a 2 minute addition
maybe 5 minutes for the blacklist thingy
what are you doing for the cauldron in decemer on leap years?
i grabbed my script from fairmod that already accounts for this
lemme get it for you rq
images of text :/
why not just push a link to the file in your github repo
more readable than in discord imo
it renders md
tru
or paste the md
is there an option in VSC to get the current file's github link?
maybe an extension
wow im surprised there just isnt natively an option
that seems kinda obvious to have imo
ended up doing that, here
https://github.com/FatalUserK/parallel_parity/blob/main/PLANNED FEATURES.md
Noita Mod for curing incosistencies with Parallel Worlds in Noita, fully configurable - FatalUserK/parallel_parity
oh i wonder if itd be better to format biome names like (East/West) biome (Above/Below)
whatever im going to sleep now
oh yeah heres the script btw
https://github.com/FatalUserK/parallel_parity/blob/main/files/cauldron/cauldron.lua
the void calendar seems accurate
a bigger issue im running into (which i would appreciate your help with perhaps 👀 ) is the fact Void Liquid cannot be spawned via pixel scenes due to how Pixel Scenes fuck with lifetime
im gonna need to add a pseudo void liquid material with increased lifetime that matches the amount pixel scenes offset (im assuming its an offset) the pixels age by in order to properly simulate Void Liquid
im leaving now to sleep fr this time
the tostring is kinda ugly
imo void_day should be a bool
and when you str sub it you should compare to "1"
mmm could actually simplify the logic if i instead tonumber maybe
idk will look at it tomorrow
i just have an allergy to types that dont represent the data
@hasty solstice What does "Should the Statue Room spawn in Parallel Worlds" mean?
In this the room in the lava lake chasm?
I don't see any issues with the PR but one thing worth noting is that upsidedown seeds use a special mods/Apotheosis/files/biomes/special/_pixel_scenes.xml file that moves most major pixelscenes around to match their upsidedown location; you may be interested in that
i wonder how many people experienced it
Gooot it I might add that at some point then
Yes
Just a setting that decides that, you can change the default idr what it was- I just used it to test that the mod compatibility hooks for settings and whatnot works
You can change stuff about the compatibility if you want, I just added the basic map so the mod works normally when playing normal Apotheosis and the statue room was me doing testing
Should mention it was originally a bool, I just reworked it to be more efficient lmao
efficient how?
well i was converting it from string 0 1 to bool value and then checking the bool against whether i should set the material
it makes more sense to just check the 0 1 string and then choose the material based on that
no need for a middleman
moving here to avoid clutter
i got it laggy enough for screenshots to be easier lmao
@wheat zenith would you be down to make a silly sprite for me?
nature of silly sprite?
i need perk sprites for skullfly radar
just the perk sprite and ui sprite
i do not know how this would look but if you can think of a way i trust you o7
this is for my -- add skullflys after this step mod which adds 1-3 skullflys after all those steps
i want to add an option to spawn skullfly radar perk
absolute cinema
i just noticed the game is auto-capitalising my perk >:(
whatever im going to sleep
did not realise where the time went, it is 5am
use some magical chars
true, to the CC russian translations!!
before you say anything i found an actual list lmao
https://gist.github.com/StevenACoffman/a5f6f682d94e38ed804182dc2693ed4b
probably just add a zwsp or something before each word
noita font issue
zwsp.
fuck you're factual- but some of these should exist tho? cuz russian TL uses some of them ik
just browse the font file
unfortunately there are no 0 width chars in the base font
you can ofc add one
geh what is this snailman
zero width space
ahhhh
can i add one without breaking anything for anyone else?
i imagine so
all font changes need data files :/
iirc
most people dont know of fonts so it doesnt really matter
okay thats not really a justification imo
try put an invalid character in your text
mmmm dont think it will play nice but sure
try do \255
how? can i copy paste this from somewhere?
that might do something
this is the invalid char thing you mentioned
shouldve made that clearer
how \255 or \0?
printf '\xff' | xclip -sel clip
elaborate
lua -e "print '\xff'" | xclip -sel clip
find the windows alternative to xclip
its surely built in
is this not just smth you could send or point me to where i could find a link to?
probably theres some website which can do it
what am i looking for
doesnt have a name
the whole point is its invalid
im hoping itll confuse nollas systems
try a null byte
is it one of these?
nollas font doesnt support them
nathan can you please google these and show me where i can get them cuz clearly you know more about this than i do
hmm this doesnt seem to have a copy button
and copying puts some junk in my clipboard
whatever it did give me didnt work
but then only one mod can do it at a time
no
lookalike not new char
oh ig i could override my perk's thingy
my concern is that this is for perk name pickup prompt, which if i were to change the noita font someone else would be unable to add their own characters, no?
char 347 isnt bad
im heading to bed now cuz its like super late
could do underscores instead of spaces
do test these if you can but i gotta go get a bit of sleep tonight lmao, ill send a repo link in case you wanna try these out
ehhh would look weird, original comment has spaces anyway
in general i just dislike most of nolla's autocaps
its the same for material names too
yeah, imo its a mistake
just write the translations correctly
but being a bad designed hasn't stopped nolla before
this is factual
private
fuck
biome names not having capitalised first letters also gets me, they're proper nouns!!!!
try now
broken
???
wait now i did it
appeared
there was a weird authentication thingy i didnt see lmao
there is a big, luanxml submodule name should be -- add nxml after this step
also what is .lua
.lua was a file for looking at modifications to the biome directors file
to make sure i was injecting code properly
mod is still in a very messy state since after i finished experimenting and everything, i mostly dropped the project for a while so i didnt have time to clean it up
especially now that im refactoring aspects of it to be better
just change the translation in the csv file and see if anything works, i spawn the perk with CE
oh youll want immortality from like spell lab shugged or smth
idk if you use spell lab for testing but i do and you will die to skullflies if you dont have invincibility probably
good luck o/
didn't actually read this until now, here ya go
discords scaling is really intelligent
surely pixel art should use the same upscaling as photos
@hasty solstice PR merged on github, I'm assuming you want this compatibility on the steam version too?
Yeah
Thank you very much
Lmk when you’ve done this so I can leave a comment on my mod informing people the mod works with apoth now
where is icon for this perk after this step
?
this is missing after this step suffix
replaces with for this perk
Added to steam
much appreciated 🙏
alsooo on the other topic- translation tags
I think it makes sense for the translation tags to follow the format [language] translation,[language] translation rather than [language],[language], since just being the language name can be vague, especially considering the language name is often just the country's adjective
also i think lowercase makes sense cuz thats the standard the regular steam tags follow
thoughts?
(hoping you're available to talk about this rn based on you existing just now, if not we can do so another time o/)
he arises!
I can see the vagueness in just listing the country's adjective, it feels a little verbose having translation on every entry though
(and doesn't really make sense to call it an "english translation" given english is the native language of the mod)
It's what steam does officially though so I think it's probably fine
yeah the former point i actually was realising
perhaps [language] language for the second point? but that sounds kinda awkward imo
hmmmm
ig the thing to come back to is what these tags are for
imo the benefit of the tags is partially in visibility, but mostly in the fact you can search by custom tags by clicking on them in a workshop item description and it will bring you to a select list of only mods that have that tag
so people could in the future hopefully use this to navigate mods that specifically support their language
i imagine it usually wouldnt be a very long list mods, but it would provide a list of the mods that currently are supported
Yeah
It would be ideal for some kind of standard to be set, so people could click on their given language's tag and see mods that support it
I know other steam workshops have specific support for language tags, noita never got given that though it seems
(or we have no clue how to use it properly)
i imagine nolla ujst never added them, do you have an example?
lemme check terraria workshop rq
Terrari- yeah
oh wow this is neat- though i dont see tags for languages?
More specifically tmodloader
It's probably something nolla would have to set up
oh waow this is fancy
unfortunately the biggest issue i see wish this is its not modular on the community side
ikr
Nolla would need to account for like every language ever or else non-standard languages like Turkish and whatnot wouldnt be a part of this
mmmm im torn cuz having this would greatly benefit standard languages, but could potentially leave lesser known ones to rot even more
i think it would be a positive change overall tho
Yeah
I mean, we could make a list of languages to have be supported on the workshop and then pray nolla returns
yeah, im worried about languages that get added in the future but we can worry about that when it happens
also worth noting, they do use [Language],[Language] as a standard
(though all their tags are capitalised)
out of curiosity, do we know if the unsafe workshop restrictions is due to steam or nolla? like if its a requirement to put safeties like that on mods that are uploaded for steam to allow you to have a workshop or if nolla just was worried about malware (reasonably so)
if its the former, i wonder if smth could be set up with these tags to hide unsafe mods by default, but allow users to choose to view them
i kinda wanna be able to contact and discuss with a tmodloader dev since they'd hopefully be down to discuss this? (and less vacant than the ever-sleeping noita gods)
Probably Nolla, since there's no way for steam to know for every game how much access level they need, what would be unsafe and what wouldn't be
Tmodloader mods can mess with system files I believe
yeah, my thought process for being steam side is nolla needs to say they check and then not have anything big occur
ooooo i see
yeah okay i wanna ask a tModLoader dev if they can like make it so certain tags are hidden or do anything to protect users outside of just blanket not allowing unsafe mods
hmmm
unsure if i should add this to the list of supported translations
https://steamcommunity.com/sharedfiles/filedetails/?id=3330015902
since- oh okay no embed ig
but it hasnt been updated AND the comments appear to be calling it google translate? which seems possible based on the mod desc
im not sure if this is up to standards enough to include as a supported lang
I think tmodloader is community run? It's been a while so I'm not sure
If it is though they should be able to response to any inquiries
community run in what sense? i imagine theres still a limited number of people at the top with access to the steam side of the program
Community mantained would be a better word
And yeah, I don't imagine everyone would have update privileges if it was the case, otherwise that'd be a disaster