#UserK thread

3536 messages · Page 4 of 4 (latest)

jaunty eagle
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That's a big if though, I don't know if it is community maintained or if relogic officially handles it

hasty solstice
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yeah, ill go over there and ask around

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#mod-development jumpscare 😨

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ive fired my shot so ig ill see if i can talk to someone with mod knowledge

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also imo a "Translation Open" channel could be good? so mods can easily label themselves as being translatable

jaunty eagle
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I suppose so

hasty solstice
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threw this on the wishlist

jaunty eagle
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Perfect

hasty solstice
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ive sent a msg to the guy who reportedly set up the workshop
heres hoping there will be a solution that lets us have safety stuff for unsafe mods on the workshop 🙏

gray haven
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in order for this to actually do something it would need to be possible to check if a workshop item is meant to be hidden once its downloaded

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and then youd have the issues of people manually uploading an unsafe mod publicly then hiding it later so anyone who downloaded it can run it

hasty solstice
gray haven
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idk if theres any way to make this safe easily

gray haven
hasty solstice
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cant you just check if the mod requests lifted restrictions?

gray haven
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thats not enough information

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if you add this feature then workshop mods with unsafe permissions will sometimes be allowed to run and sometimes not

hasty solstice
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how? isnt that what the whole system is based on? if the mod.xml requests lifting the safe api, then its unsafe

gray haven
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yes?

hasty solstice
gray haven
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people cant read

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hence why they arent allowed to be on the workshop

hasty solstice
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or bypass the check of "does the mod request listed API restrictions"

hasty solstice
gray haven
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yes?

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your suggestion is to allow them on the workshop if they are hidden by default right?

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and im saying theres no way to enforce this

hasty solstice
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oh yeah no i agree

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i dont think its that big an issue cuz mods that attempt to bypass this can be spotted and reported to steam or smth probs
im saying that i dont think its a big enough issue considering (afaik) there have been no malware controversies in the modding community

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out of curiosity, if steam does have this supposed default-hidden option for specific tags, how would uploaders bypass it?

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i didnt understand when you explained it cuz i didnt realise we were talking about false upload not download

gray haven
gray haven
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whats the difference from steams perspective whether a mod is uploaded via the games uploader or manually

hasty solstice
hasty solstice
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oh right you can interfere with the upload process

gray haven
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downloads plummet when a mod requires external dependencies

acoustic spruce
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downloads don't happen when a mod is external

gray haven
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so saying download malware dependency from elsewhere is just not worth it

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users cannot be bothered

hasty solstice
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surely theres some kind of thing that can be implemented beyond the local side that we cant access

gray haven
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or routing every upload through nollas servers

hasty solstice
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also yes im aware downloads from external sites are far lesser, im just pointing out that youd think thered be at least one or two people who try it anyway

hasty solstice
gray haven
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the benefit of being a mod is you get to use the safe and trustworthy looking steam workshop to infect users

hasty solstice
gray haven
gray haven
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however this still has issues with you adding / removing the tags to farm downloads

hasty solstice
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?

gray haven
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whats to stop conga from hiding apoth and uploading a new update with malware which gets autodownloaded by steam?

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fixing the exploits around this seems like an awful lot of work

hasty solstice
gray haven
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people ignore warnings

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i think you just need to kill the mod if it does that

hasty solstice
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mmmm fair, make mods disallowed from changing their unsafe state

gray haven
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yeah, but then you need to uninstall it

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it could be nice if implemented properly, but it really doesnt seem simple

hasty solstice
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mmmm i mean there might just be a steam API thing that lets you force uninstall a mod?
also it seems like you cant force-hide steam workshop items without the user being able to make them public again, so this idea is p much dead i think

gray haven
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maybe im just looking in the wrong place

hasty solstice
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im back now

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basically we agreed that checking unsafe mod stuff on the workshop would be impossible without the devs doing a bit of legwork to make it work on Noita's end (which is unlikely)

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BUT they also mentioned there was a malware controversy just last saturday and that steam might implement some kind of solution at some point assuming this becomes a problem

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which if a solution is made on steam's side that resembles any kind of solution to noita Unsafe Mods on the workshop, that would be super super awesome

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oh and aside from that IM FUCKING BLIND YOU CAN CHANGE WORKSHOP DESCRIPTIONS BASED ON LANGUAGE

hasty solstice
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i might immediately put the skullflys project on hold while i reassess current mod project priorities

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Parallel Parity too

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i might pivot to finishing the QoL mod PR as that has a closer end to it imo, its mostly simple, has a clear goal and will be another thing off my checklist

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from there, i would like to work on CC on another new patch, i need to look into if my planned implementation of Fungal Curse fungamentally works, since i couldnt figure out if i could make it

hasty solstice
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@jaunty eagle i think if we're gonna ask for a language dropdown menu if and when the devs come back, then we might as well use a tag standard that makes sense for it- having every tag in the menu followed by "translation" would be weird for the menu, especially for longer languages like Brazilian Portuguese, also i think using caps looks nicer in that menu
so im suggestiong [Language],[Language], thoughts?

jaunty eagle
hasty solstice
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sure, i thought youd probably be satisfied with it since Apoth almost follows it already lmao

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ill go update CC and Parallel Parity's tags then

hasty solstice
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oh... thats, recursion...

pallid magnet
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lava_lake

hasty solstice
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i actually dont know why the previous ver broke but i do know what was wrong, works now

jaunty eagle
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New desktop background dropped

acoustic spruce
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my desktop wallpaper is still fucking covered in

hasty solstice
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I remember that lmao

hasty solstice
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unsure for spatial awareness coordinates if bottom left should be the origin or if i should be in-line with Noita coordinates

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i think id like to make Above +1 and Below -1

hasty solstice
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i should make a post in #1361811774634201318, will need more testing before i actually do it tho

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might compile info on a wiki page somewhere relevant so i can more easily aggregate info on the phenomenon

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and i just realised i didnt clarify im talking about pixel scenes and material lifetime

hasty solstice
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i have been entirely sidetracked from Vertical Parity in order to add scope-warnings

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i have also made it so the mod properly utilises scope to apply settings when relevant (previously theyd mostly just be immediately applied)

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ill likely package scoping and vertical parity in the same update for the convenience of the translators- and in case i have any changes to make partway through while im finishing the other half

hasty solstice
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recache tooltip data for extra lines

hasty solstice
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i love it when im reorganising my code for modulation or something and it just occasionally leaves a massive fucking void while im working lmao

hasty solstice
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okay how the fuck do the NextValue functions work for mod settings????

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hold on lemme go pester moddev

hasty solstice
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scoping is so nearly done 🙏

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everything should theoretically scope correctly, i just need to finish coding the system that gives you a warning if the setting cannot be changed under the current scope

hasty solstice
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okay so i need to have setting.description and setting.extra_line for when i have an additional note to display
i should then run both into generate_tooltip_data() to split into individual lines while also creating line breaks to prevent it from breaching the screen end
it is because of the line breaker that i cannot simply pass the entire thing to get the width and height
if theres a line break, i need to get the data back somehow, perhaps desc_data should have extra_line packaged in it, it should also be renamed to tooltip_data if so
from there, i can also have the colour table stored under tooltip_data.extra_lines
then have DrawTooltip() check for data.extra_lines and if it exists, add lines for data.extra_lines.lines and if data.extra_lines.c then use as colour table

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i actually am already packaging extra_lines under the returned tooltip data so thats actually not a problem

hasty solstice
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oh right i forgot to divide the colour values by 255 lmao

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W it displays in-game now

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unfortunately im doing scope wrong somehow

hasty solstice
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fuck these changes broke the orb stuff

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*broke

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not fixed

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fixed i just made the UpdateModSettings script call my (newly renamed) update_orb_count() script while not modifying the value of the orbs, rather than having its own incomplete implementation that doesnt do the extra stuff it previously didnt need to

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lovely little function, just as a side note

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hm, is scoping entirely done? ig i need to do testing now

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oh right i need to finish dependent scoping and also fix the options for options settings not translate properly

gray haven
hasty solstice
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cuz if the max_orbs is 36, then modulating while at 36 will equal 0

gray haven
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also ew globals

hasty solstice
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its not a literal global

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just a value i have at a higher level

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outside the func so its persistent and used by other stuff

gray haven
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yeah, but the upvalues here make it impossible to reason about the function locally

hasty solstice
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?

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upvalues?

gray haven
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the function alone doesnt describe what it does

gray haven
hasty solstice
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it updates the desc for kolmi based on orbs

gray haven
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but not introduced as arguments

hasty solstice
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lambda?

gray haven
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function

hasty solstice
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ah, i mean its used by other stuff and needs to be persistent

gray haven
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id stick it in an object

hasty solstice
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its clear what it does by looking at it

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?

gray haven
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that way its at least somewhat clear what modifies it where

hasty solstice
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object?

gray haven
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table with some methods which you interact with without caring about the internal state

hasty solstice
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like how i store everything under the ps table?

gray haven
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well idk what ps is

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the name is garbage

hasty solstice
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its what i store global data under- i use ps name cuz its short and i grab global info from it in a few places that id rather not have be too long

gray haven
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why not call it settings or something

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also why prefix it with modid, within this context its surely the only settings

hasty solstice
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cuz thats where i store my settings?

hasty solstice
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and ive already made apoth compat with this global name

gray haven
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is this your init context?

hasty solstice
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this is settings.lua

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im unsure if other mods here share a global context in any way so i thought better safe than sorry

gray haven
hasty solstice
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?

gray haven
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how are mods appending if this is settings

hasty solstice
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very easily, the system works and ive tested it

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hold on

gray haven
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do all settings.lua share a context?

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no that cant be correct

hasty solstice
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i mean honestly mods can just append settings.lua, so i add a hooke that makes it so if they do, i list them

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DOES NOT WORK IN MENU

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should clarify

gray haven
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oh

hasty solstice
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i just have a note here

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sorry i realised the confusion partway through lmao

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wish i found weird haxx that allowed mod settings appending within main menu, but alas, telling the player to enter a run first is the best i can do

gray haven
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good warning text

hasty solstice
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👍

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wuh- i hate mod settings so much, just an unrelated thing
the second value is the current scope, it changed after i modified a setting lmao

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gehhhh i need to figure out options setting type now

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it basically works i just need to set up proper preset values and fix the option names not being translated

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and then test :(

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I LOVE WORKING ON settings.lua!!!!!

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"hm yes, looks like you had an error around line 42908759802"
- Noita

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also fun fact cuz i left the new options type setting on the vertical parity branch and then needed it for main branch, i had to also merge the settings lmao

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472 are from the translations table i think

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huh, amusing, exactly 333 lines of translateable text

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OHHHHH i was trynna figure out why the numbers felt off

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its cuz im counting every individual translation, not translatable text

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actual numbers, okay yeah thats way more sane

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(final correction)

hasty solstice
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.help faq

dusky mistBOT
# hasty solstice .help faq
Faq

FAQ commands

Usage:

.faq list
List all FAQ commands.

.faq add [name] [content]
Add a new FAQ command. You can attach files, if you attach a image it will be inserted in the embed. Note that additional images will be sent as files.

.faq toggleembed [name]
Toggle whether or not a command should be displayed as an embed.

.faq remove [name]
Removes a FAQ command.

Aliases:

hasty solstice
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.faq add 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)

dusky mistBOT
# hasty solstice .faq add tags in the workshop.xml file should not have a space after the comma, ...
Added new FAQ command

FAQ: tags (Creator: userk)
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)

hasty solstice
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just wanted to make the thingy clearer, and its my copypasta soooo

hasty solstice
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man i actually hate these nextvalue funcs they dont seem to work consistently whatsoever lmao

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i got a random-ass error earlier, and when i threw in some stuff to check why it happened, it disappeared

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and i dont know how the error happened nor how to reproduce it

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only that it randomly happened on init earlier

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and for some fucking reason settings fundamentally arent being saved to the correct values

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let me inject ModSettingSet to tell me what the setting is being changed to

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fascinating

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something is force-setting the NextValues

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perhaps related to why scope is considered unavailable (this should be impossible in the main menu, which is where im testing this)

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oh no nvm

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my test is stupid and so am i

hasty solstice
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i think i fully fixed this

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i fixed it by purging what is i believe the majority of the remaining Nolla code (the set_defaults and save_setting functions)

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the only remaining bugs in the main menu now are

  • the scope warning does not show up the first time
  • option names are not translated
  • and scope warnings dont show up for options setting type
  • scope warnings dont show up if a setting doesnt have a natural description
hasty solstice
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i should reignite the thermodynamics debate again at some point

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see if infernum has grown and changed as a person (no longer believes a thin layer of water will be insulating)

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gahhh ill fix the stupid option names next

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im procrastinating cuz im getting sick of dealing with settings.lua, or i was earlier

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but im getting the itch to work on it again, the middle two issues- related to options setting type, those are likely simpler fixes, the translation is a weird bug that i can probs fix without too much trouble cuz ik i had it working at one point, and the scope warning thing i probs need to do some kind of special handling for it to work

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then the not working if it doesnt have a natural description, thats weird but should be simple to debug

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the main annoying bug here is the first one, scope warnings do not properly display the first time it should, im going to need to investigate why that is

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oh right and i still havent even implemented dependent scoping

hasty solstice
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okay, rewrite tooltip data again

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change desc_data.lines from a table of strings into a table of tables and store all data in there, such as line colour and position
DrawTooltip no longer order the stuff itself, the offset is defined by generate_tooltip_data and DrawTooltip just reads from that
this makes the colour and offset of everything prebaked

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need to do this to support having dynamic text- i need to create custom rendering for θ as it is not a standard part of the Noita font, i will likely need to render it by overlaying a - over O

hasty solstice
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fuck pairs() doesnt retain numbered order

hasty solstice
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fuck this shit-ass language why the fuck is θ split into ╬©, i thought this was the windows console sucking but like, no its just Lua or smth

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I- HUH????????

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WDYMMMMMM

hasty solstice
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i have nailed down which font GuiText uses (its font_pixel_noshadow)

hasty solstice
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  • the scope warning does not show up the first time
  • option names are not translated
  • and scope warnings dont show up for options setting type
  • scope warnings dont show up if a setting doesnt have a natural description
  • scoping is completely broken on my laptop, due to NextValue being nil or smth maybe?
hasty solstice
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my settings.lua but if i removed every character standard to the english alphabet

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i crashed vsc trying to undo.

hasty solstice
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i mightve fixed scoping issues i think, asuming i did i will probs go straight into scope warnings showing up for the options setting type

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motivation to work on this is waning, i might just push out the settings update and take a break once these bugs are fixed

hasty solstice
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geh okay something makes my mod VERY upset when opening mod settings in a run

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?????????????????????????? why are fonts weird

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do i need to do something special to fonts when in a game? both instances are in the mod settings menu
when testing "mods/parallel_parity/fonts/":

  • in Main Menu, it works fine
  • in Run, game crashes
    i thought vanilla had issues as well but i was mistaken i put in the filepath wrong is all
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the msgs make me think the game is maybe having trouble due to the font being loaded before the game even exists? ill test

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okay, fascinating.

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i have come to the conclusion if you load a font before the game refreshes all its assets, the game fucking kills itself when you try to use it again

hasty solstice
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etching closer and closer to 2k lines

hasty solstice
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this update has added 464 lines to my settings.lua alone 😔

hasty solstice
hasty solstice
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guhhh was there anything else i needed to do

gray haven
hasty solstice
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ig test to make sure the scopes work

hasty solstice
gray haven
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just mark it as a defined global

hasty solstice
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last 7 lines of my code

hasty solstice
gray haven
hasty solstice
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is there a way i can define it in the file using smth like the ---@ stuff?

gray haven
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luals doesnt support multiple lua contexts

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so currently its just defining everything globally but worse

gray haven
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the real solution is probably to rewrite settings.lua to not use any vanilla code

hasty solstice
gray haven
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why not define them yourself?

hasty solstice
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its not harmful yet so its fine

gray haven
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that way you can have nicer types

hasty solstice
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i dont wanna define gui_option and if im having that i might as well keep around the scopes cuz theres no real point in redefining them if i have to call the file they're from anyway

gray haven
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do you actually like using the vanilla settings system?

hasty solstice
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so that i dont have to call gui_option myself

hasty solstice
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i ONLY CALL THE FILE, for GUI_OPTION

gray haven
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so you dont use any other vanilla settings features?

hasty solstice
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and then at that point since im calling the file i dont really need to redefine the scopes myself since they're already done

hasty solstice
gray haven
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you still get all of utilities.lua dragged in if you just dofile that

hasty solstice
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i dont think i call on anything from the file ill check rq

gray haven
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like do you dofile mod_settings.lua

hasty solstice
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? mod settings interferes with callbacks? elaborate

gray haven
hasty solstice
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what, dofiling mod_settings.lua? yeah i know

gray haven
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so do you do it?

hasty solstice
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yes

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i dont use any of its functions, but i do dofile the script

gray haven
hasty solstice
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cuz it then dofiles utilities.lua

hasty solstice
gray haven
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why not just dofile utilties.lua then

hasty solstice
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GUI_OPTION is in utilities.lua

gray haven
hasty solstice
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taking a detour to slide into mod_settings.lua doesnt cause any issues

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i just drop by to pick up the scopes

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while im omw to my destination (utilities GUI_OPTIONS)

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mmmm ig i need to just test to see if scoping works in-game now

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nvm new bug

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maaaaan

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hate this fuck-ass mod 😔

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FUCK YOUUUU ITS THE SAME BUG AGAIN THAT DISAPPEARS WHEN I RESTART!!!!!

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gah i cant recreate it, whatever

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and now the scope desc i literally just got working broke again

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fixed, it was caused by a single minor change i made earlier today when i thought i fixed smth

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wow okay i got the error from before where my settings are corrupted

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need to screenshot so i dont lose it this time

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my guess is invalid scope parameter

gray haven
hasty solstice
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HATE BUGS THAT DISAPPEAR WHILE IM TRYING TO DEBUG THIS

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fuck this next time im gonna remember to make a copy of my mod settings .bin file

hasty solstice
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weird rare esoteric bug resolved, scope was messed up cuz i forgot to make main menu an exception

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perhaps i should just set scope to 0 if in main menu, or -1

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mmmm is this fully finished? i think so

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ive thought so every single time so far but genuinely what am i supposed to do

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oh right i should test scoping ig

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and make "Missing X translation" into an extra_line

hasty solstice
gray haven
hasty solstice
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sorry youll have to consult the manager about that

gray haven
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try type GUI_OPTION in another file

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you will see

hasty solstice
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i did

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i already saw

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horrid.

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geh?? i cant pin in here???

hasty solstice
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@gray haven what is a gradian

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and is this another format for the angle i can use

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for polar coordinates in spatial awareness

gray haven
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100 grad = π/2 rad

hasty solstice
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that sounds great

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oh wow

gray haven
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base 10 angle system

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400 grad in a circle

hasty solstice
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yeah okay im fucking 1000% including this

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thats so fucking dumb

hasty solstice
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its beautiful

gray haven
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why no revolutions?

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they are an actually good unit

hasty solstice
# gray haven why no revolutions?

i actually was thinking of just adding loads of different measurement options here, and then also having a "Random" option which picks a random one every time you restart your game

gray haven
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rad, deg, rev are actually good

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grad is garbage

hasty solstice
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i was also thinking of making some up cuz like who the fuck is gonna notice

hasty solstice
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i would like to point out

gray haven
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seconds

hasty solstice
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ALL OF THESE ARE GARBAGE

gray haven
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minutes?

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if you can do trig in your head rad is good

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you can ldt to spawn easily

hasty solstice
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because these are supposed to indicate position ON A CARTESIAN GRID

hasty solstice
gray haven
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what is a cartesian grid if not a polar grid but they drew the grid lines really curvy for some reason?

hasty solstice
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note that it will provide the coordinate of the parallel world, not the player

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so it wont be like precise position within the PW

gray haven
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close enough is good enough

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dont measure cut twice as they say or something

hasty solstice
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also i will probably release the spatial awareness pw counter stuff as a standalone mod as well

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i need to head to bed soon lmao ill probs have this update out tomorrow

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geh thats enough from me for today

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managed to cut 44 lines removing Vertical Parity content from main branch (dont want translators to translate it until its actually a part of the mod)

novel plinth
hasty solstice
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🙏

hasty solstice
#

.workshoptags

dusky mistBOT
#
**FAQ: workshop_tags (Creator: nathansnail)**

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)

hasty solstice
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@acoustic spruce may i have some assistance?

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working with some silly spell stuff

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to reduce spell bloat, would it be a good idea to make note instruments individually be their own notes and from there the pitch is determined based on stuff stored on the spell card's entity itself? determined by custom xml picking a random note value on spawn

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im sorta concerned specifically about the action function

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idrk know how spells work tbh

acoustic spruce
hasty solstice
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W

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that'll help ill nab that

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whats current_action?

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is it just a global that will alway exist in the context of a spell or smth?

acoustic spruce
hasty solstice
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got it

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forgor theres a bunch of global stuff explained in there

hasty solstice
hasty solstice
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@left pumice question, how feasible do you think it would be to reimplement the Fog of War mechanic to Noita with shaders?

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Fog of War is just fundamentally limited by the fact if you go too far out, Fog of War disappears- theres just a fundamental size limit to the Fog of War area

hasty solstice
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todo: test critical_damage_resistance=0 on the player dmc at some point

acoustic spruce
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that is why we had to reimplement crits in the first place among other things

hasty solstice
acoustic spruce
#

I remember trying to do some funny shit with urine and it did not work

hasty solstice
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Huh rip

left pumice
# hasty solstice <@332404454274105344> question, how feasible do you think it would be to reimple...

Sorry for the late reply, I check Discord infrequently.
Implementing fog of war is totally doable. If you can keep track of the explored areas in Lua, then the most effective way would be to update a small fog of war texture (10x20 would be plenty) each frame with a mask of the current on-screen area, and then use that just like the game already does.
The mask is small enough to pack into a single uniform as a bitfield, if you wanted to get really efficient.

hasty solstice
#

Got it, would you be happy to assist me with that at some point? I have no idea what I’m doing in this domain lma

left pumice
#

Sure, the shader side of things should be simple

hasty solstice
#

@hot rose how dialogue system work?

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the dialog box kinda opens but immediately disappears, like i see a bit of it for 1 frame

hasty solstice
#

@vague orbit you made Bags of Many, right? currently trynna debug an issue between it and CC that prevents your bags from spawning
it appears you do some strange stuff reading a table that we override in CC, can you explain exactly what im looking at to better find a way to resolve this?

hot rose
hasty solstice
#

oooooooooo didnt know that was required

#

ill do that, that makes sense in hindsight 👍

hasty solstice
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this is noita related trust i just need to post it in a server with boosts so i can favourite it

wheat zenith
#

obviously Noita related, the disc-shaped object is spell_accelerating_shotspell_omega_disc_sawblade of course!

gray haven
#

i love singletons

hasty solstice
#

wdym?

gray haven
#

gameglobalget

hasty solstice
#

i meant just like on the player, i heard from copi it doesnt work so i wanted to verify it since i thought i remembered hearing piss lets the player be crit

gray haven
#

make the player a boss dragon and it will work entity_hamis

hasty solstice
#

oh you meant make the player valid for crits?

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i thought you meant like, valid in general lmao

#

thats funny

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i wouldve thought DMC would be all thats needed for crits

hasty solstice
#

okay so i need to make a slider

#

things i need

  • current value
  • width of the bar
  • display function
  • save function
  • snap to integer
  • input
hasty solstice
#

.tags

dusky mistBOT
#
**FAQ: workshop_tags (Creator: userk)**

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)

hasty solstice
#

.moddev

dusky mistBOT
#
**FAQ: moddev (Creator: nathansnail)**

Introduction to mod development

Various tools for mod development

Mods for mod development

Various libraries which are often useful

hasty solstice
#

.tags

dusky mistBOT
#
**FAQ: workshop_tags (Creator: userk)**

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)

hasty solstice
#

.mods

dusky mistBOT
#
**FAQ: mods (Creator: nathanskimscam)**

Some things are disabled if you have any mods enabled during a run. (The daily practice mode and nightmare mode count as mods for this purpose.) Notably, you can still get unlocks and ||achievement pillars|| during modded runs. Generally, the only things that are disabled by mods are:

hasty solstice
#

i think to ease back into noita modding im gonna tackle Vertical Parity a little bit

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i had to remind myself how math worked, i felt very stupid for needing to test drive this in desmos

hasty solstice
#

i think my approach will be having vertical scenes handled by a separate script append from PW scenes

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this avoids running too much unnecessary logic when vertical parity is disabled

#

so when scraping, i attach 2 additional entries per scene to a table under the main data table indexed by the top and bottom biome at that chunk's X location on the biome map

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from there i handle everything similarly to the PW append but vertically, and then throw in some PW checks alongside it to work properly

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this also means its less of a headache to get non-static pixel scenes like Holy Mountains to spawn as i desire

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i definitely dont intend to modify the pixel scene functions, so im really curious what sort of nonsense the custom pixel scenes will spit out- probs nothing that interesting but who knows

gray haven
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at least name the constant

hasty solstice
#

its 14 in relation to biome map math, i know what it is

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i probs will make a comment explaining it tho

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but comments come after i get it working

gray haven
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comment just does the job of naming the constant but worse

gray haven
hasty solstice
#

i prefer comment, they're easier to ignore when i dont need them and easy to check if i do

gray haven
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them being easy to ignore is exactly why they are kind of bad

#

if the comment gets outdated your program still runs fine

hasty solstice
# gray haven would anyone else

maybe, i actually dont care much about how my code appears to other people unless i have a specific reason i need people to understand it

gray haven
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its now just harder to understand

#

if you use a constant its very obvious that you need to update the name if you change the value

hasty solstice
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why would 14 need to change? if 14 was changed then holy fuck so much of the game would be fucked

gray haven
#

what even is 14 from

hasty solstice
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realistically changing that number would fuck up so much with modding and how the game's coded

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origin of the world

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origin relative to the biome map is middle of the X 14 pixels from the top

gray haven
hasty solstice
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i dont think so?

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i never saw it in magic numbers or anything ever

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i found it out by manually counting and testing

gray haven
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or learn from what you are doing

hasty solstice
#

if someone wants to contribute they'll need to figure it out themselves or ask me for guidance, if someone wants to learn then they can decipher the code themselves

#

like i said, there will be comments

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i hate changing how i write code itself to be convenient for others, but i dont mind putting in comments if i think they're helpful to myself/others

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a comment here works, easy to ignore if you dont need it, easy to read if you do

gray haven
hasty solstice
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but i would rather have comments

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i dont dislike comments, i actually quite like comments actually

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it allows me to express my thoughts and intent in ways code cannot, i enjoy writing comments explaining my thought process or weird oddities about why im doing things the way i do

tiny ravine
gray haven
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other than for function doc comments and performance / other weird nonsense you dont need comments imo

tiny ravine
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True

hasty solstice
hasty solstice
#

.tags

dusky mistBOT
#
**FAQ: workshop_tags (Creator: userk)**

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)

hasty solstice
#

@jaunty eagle how do you add custom orbs to noita? is it as simple as just "here's orb id, it detects whether its west or east by itself and updates stuff accordingly"?

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basically im going to be making orbs spawn in above/below parallel worlds as well, multiplying the number of orbs in a world by 3, again, bringing total possible orbs from 36 -> 108

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is there any special handling i need to do? or can i just put my own special orbs at the top and bottom of the world with their extended IDs?

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also might be good to create a standard for mods to communicate extended orb counts

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since Apotheosis adds orbs, so as is id need to do custom support- which im happy to do, but im worried about if other mods add their own orbs at some point

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i just see some evil orb witchery here and im not sure if this is required to add new orbs or if its just unrelated stuff

jaunty eagle
hasty solstice
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gooot it

jaunty eagle
hasty solstice
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okay, im wondering if i should add 512(?) to the orbs i add

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hmmm well itd be 512 and 1024

jaunty eagle
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You could

hasty solstice
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is there a good way to identify orbs and orb rooms? wondering how id need to work out correctling cloning orbs up and down

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ig orb rooms would have to be manual anyway now that i think about it, since i need to be cloning them up and down

jaunty eagle
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Is this for parallel parity?

hasty solstice
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gooot it, yeah ill probs just make a table of orb rom- oh im now realising ill need some level of interference since pixel scenes wont naturally spawn the correct orb, ill need to add the orbs separately from their scenes as entities

hasty solstice
jaunty eagle
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Hmm

#

If you want the orbs to be pickable then, they'd just need a unique id

#

Something akin to bit shifting is probably the best way to go about it

jaunty eagle
# hasty solstice bit shifting?

Bit tracking/flagging is what I should say,
but for example, you could do something like having four 'bits'

0000
0001 being an orb is inside a left PW
0010 being an orb is inside a right PW
0100 being an orb is inside an above PW
and 1000 being an orb is inside a below PW

Left would be +128 to the current orb ID, right would be +256 to the current orb ID,
above would be +512 to the current orb ID and below would be +1024 to the current orb ID.
Then you could do something like 1001, or +640 (128 + 512) for a left & below PW orb ID

hasty solstice
hasty solstice
jaunty eagle
#

ah yeah

hasty solstice
#

i assume this means btw base game generally supports up to 128 base orbs?

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0-127, and then +128 for east and +512 for west

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or whichever

#

oh i wonder how negative IDs work?

#

really curious about limit testing orb IDs lmao

hasty solstice
#

i could not imagine coding with all my silly comments its one of my favourite parts about coding

hasty solstice
#

okay so

#

i need to loop over biome maps, then from there decide on a path of logic and assign stuff to target biome based on that
-# jarvis, throw up the wojaks, circle that in red and put "pathologic" on screen in a red circle

hasty solstice
#

.workshoptags

#

what

#

.tags

dusky mistBOT
#
**FAQ: workshop_tags (Creator: userk)**

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)

hasty solstice
#

oh

#

.faq alias add workshop_tags workshoptags

dusky mistBOT
hasty solstice
hasty solstice
gray haven
#

😡 negative lookahead

hasty solstice
gray haven
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your regular expression is not regular

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also you don't need to write it in such a way

hasty solstice
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idk how to write it in a way that works i just mishmashed junk i found online and it worked

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i just wanted ui_names which didnt start with $

gray haven
#

Ui_name="[^$]

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Faster

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You have a negative looakahead assertion for no reason

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Might need a \

pallid magnet
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but what if it doesn't have a newline at the end

hasty solstice
#

new script for spawning all orbs

local function create_orb(id, x, y)
    --print(("Creating orb %s at (%s, %s)"):format(id, x, y))
    local orb = EntityLoad("data/entities/items/orbs/orb_base.xml", x, y)
    local orbcomp = EntityGetFirstComponent(orb, "OrbComponent")
    if orbcomp then ComponentSetValue2(orbcomp, "orb_id", id) end
    local remove_comps = {
        "AudioLoopComponent",
        "CameraBoundComponent"
    }
    for _,targetcomp in ipairs(remove_comps) do
        for _,comp in ipairs(EntityGetComponent(orb, targetcomp) or {}) do
            EntityRemoveComponent(orb, comp)
        end
    end
end
local x,y = GameGetCameraPos()
local player = EntityGetClosestWithTag(x, y, "player_unit")
if player then x,y = EntityGetTransform(player) end
local orbcount = tonumber(MagicNumbersGetValue("NUM_ORBS_TOTAL"))
for i = 1, orbcount do
    create_orb(i-1, x + (i*10), y + 10)
    create_orb(i-1+128, x + (orbcount * 10) + (i*10), y + 10)
    create_orb(i-1+256, x + (orbcount * 20) + (i*10), y + 10)
end```
hasty solstice
#

hate nolla's pec animation system for not working on a per-frame basis so im gonna make my own that just generates a script that runs every frame to do stuff on the proper frames

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so i will probably have to iterate over every G value and split them accordingly

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gonna be using image functions, so to save on space- wait hold on

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what if i use a script to fuck with this? ill give it a go

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fuck yeah this works

hasty solstice
gray haven
#

The orbs that are used have silly ids

hasty solstice
#

oh really?

gray haven
#

Quite famously

#

.faq search orb

dusky mistBOT
#
Selected FAQ: Orbs

Creator: newalexgamer
All the Orbs in the game have a unique ID, going from ||0 to 10||, and you can't pick up multiple Orbs with the same ID. All the Orbs in ||West Parallel Worlds|| will have their IDs changed by +128, and the ones in ||East Parallel Worlds|| will be changed by +256.

Example: the Orb ||on top of the Pyramid has ID 1, meaning all Pyramid Orbs in West will have ID 1 + 128 = 129, and in East 1 + 256 = 257.||

hasty solstice
#

?

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this seems to be what im already doing

gray haven
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Smh this faq sucks

hasty solstice
#

it says 0-10

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is FAQ wrong?

gray haven
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Where is the id table

gray haven
hasty solstice
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yeah, cuz theres orb 11

gray haven
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.data

dusky mistBOT
#
**FAQ: data (Creator: nathanskimscam)**
gray haven
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0..=11 and 13

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13 being unused

hasty solstice
#

0-11 and 13?

gray haven
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Also you can't trust mods to use sane orb ids

hasty solstice
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arent i already doing all that except for 13?

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true but like what am i supposed to do

gray haven
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Yes, 13 is sort of bad

hasty solstice
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13 is unused tho no?