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Noita mods spawn anything
Noita mods spawn anything






noita mods spawn anything

I waited until I got to the Holy Temple and edited out some of the more insane spells, but even so it caused a hell of a mess, enough of a mess that it inevitably angered the gods and mister floaty force field skeleton turned up. And this seemed essentially obligatory when I made the mistake of test-firing a mega-wand I'd picked up, a huge one the size of a staff that had about 11 random spells in it. "repelling cape" and could guarantee invisibility in all but the worst situations.īy level 4 my shotgun was seeming a bit less awesome as the enemies got tougher and more numerous, but now I could just keep clean and sneak around pretty much anything. "invisible when stain-free", which was useless to start with (never seemed to shake the last few % of anything, and on the ice level I was always a little bit dipped in snowmelt), but became totally awesome when I also picked up

noita mods spawn anything

"explosion immunity" which is amazing for the cack-handed and against the scarier baddies, and "melee immunity", which came in very handy with the bastard wasp things in the jungle level, oh and about 5 enormous terrifying spider things which impotently waved their nasty legs at before I flew up and exploded them en masse This basically one-shotted almost anything for the first handful of levels, albeit with a hefty reload time if I missed. Started unremarkably, but with a nice early find of a "6 spells at once" wand, resulting in a very handy shotgun shooting 6 sparks and arrows in one go. MODDING/BUGFIX: Lua - EntityHasTag() - adds the queried tag to entity MODDING: Lua - removed GameDirector (breaking change)

#Noita mods spawn anything mod#

MODDING: Lua - basic lua sandboxing and mod privilege system (breaking change) MODDING: Lua - added GamePickUpInventoryItem( owner_entity_id, item_entity_id ), added GameKillInventoryItem( owner_entity_id, item_entity_id ) MODDING: Lua - added EntityRemoveTag( entity_id, tag ), EntityGetClosest( pos_x, pos_y ), EntityGetWithName(entity_id) (note: slow!) MODDING: Lua - added PhysicsApplyTorqueToComponent( entity_id, component_id, float torque ), PhysicsApplyTorque( entity_id, float torque ) MODDING: Lua - added OnWorldInitialized(), OnWorldPreUpdate(), OnWorldPostUpdate(), OnPlayerSpawned() hooks (accessible via a)

noita mods spawn anything

MODDING: Lua - added DebugGetIsDevBuild(), GameGetRealWorldTimeSinceStarted() MODDING: Reports mod init errors on game start UPDATE: Holy mountain guardian now takes few seconds to spawnīUGFIX: 'Perk lottery' added invisible items into inventoryīUGFIX: Added some missing enemy/creature icons to the progress menuīUGFIX: Alt tabbing when teleporting killed youīUGFIX: Teleport projectile could kill you if you teleported too farīUGFIX: Tiny physics bodies shouldn't do as much damage to the playerīUGFIX: Sometimes angering the Gods spawned two guardsīUGFIX: Crash - when generating potion nameīUGFIX: Gunpowder explosions now more accurately represent the actual explosion radius MODDING: Custom audio bank support (see Noita/tools_modding/noita-fmod-project) UPDATE: Touch of X -spells are now more consistent and have more maximum uses, circle of X -spells have more uses To get started with making mods, see Noita/tools_modding folderįEATURE: Added 12 new spells, 2 new enemies and 3 new perks FEATURE: Added experimental mod support (Pause->Mods).








Noita mods spawn anything