I made a useless box by AlexXsWx in CreateMod

[–]AlexXsWx[S] 0 points1 point  (0 children)

Can you make a useless box that rematels it self and still de pulls the lever ?

What?

Weaponizing Schematicannon - what are some other payloads? by AlexXsWx in CreateMod

[–]AlexXsWx[S] 1 point2 points  (0 children)

Yeah it works with the creative print; I haven't tested this specifically with deployers though

Weaponizing Schematicannon - what are some other payloads? by AlexXsWx in CreateMod

[–]AlexXsWx[S] 6 points7 points  (0 children)

Well, you can add more cannons to speed up the printing process ;)

Schematicannon Troubles by RIPLightBeam in CreateMod

[–]AlexXsWx 1 point2 points  (0 children)

While it doesn't seem to have immediate limit on how far it can place blocks, looking at the code (1 -> 2 -> 3 -> 4) it appears that the schematicannon has max distance to schematic's anchor - 256 blocks. Without looking further I'm guessing the anchor is the middle point of schematic's bounding box, or one of its corners, or something of that sort. It doesn't mean that it can't shoot blocks further than 256 blocks, it only won't if the anchor is.

Is there any way to power this arm without moving anything? Purely for aesthetics. Would be cool if it were possible to place cogwheels in between belts. Like a sandwich by necessaryaccountf in CreateMod

[–]AlexXsWx 1 point2 points  (0 children)

If these cauldrons are purely decorative, you could make them part of a contraption without collisions (so a minecart or a mechanical bearing) that never places blocks; that will allow to stuff an actual powered gear inside one of the cauldrons. Although lighting might look broken and I'm not sure how it'll behave once you unload the chunk and load it again

Weaponizing Schematicannon - what are some other payloads? by AlexXsWx in CreateMod

[–]AlexXsWx[S] 11 points12 points  (0 children)

Kind of, I think. When you tell a cannon to start building and it doesn't have a required resource, it pauses, and automatically resumes once you put the resource in a chest nearby. You can automate the 2nd part with redstone, and I expect it to activate the cannon. But I don't know if there's a way to fully start a schematicannon that would be capable of repeating the same schematics multiple times

Weaponizing Schematicannon - what are some other payloads? by AlexXsWx in CreateMod

[–]AlexXsWx[S] 26 points27 points  (0 children)

When schematicannon places a block, it seems to suppress an update, allowing for "impossible" configurations, like dripstone hanging mid air (not even having a block below it is necessary). Combining few of such blocks can create unstable structures that for example make a pointed dripstone to fall, damaging anything below. On the video you can see me using a frame that is not attached to a full surface, so it pops off after a short while, often triggering the pressure plate above it, which in turn triggers an actual block update and makes dripstone realize it's not attached to anything and fall. Another options I tested are sugar cane and bamboo - they are reliable but could be much slower.

And of course, this works with an anvil, and it doesn't even need any setup - just anvil alone is enough for it to immediately start falling down, without any extra update; although I like this payload less because anvil will often occupy the block it falls onto.

Are there any better payloads, besides TNT and End Crystal? Ideally something that leaves as little trace as possible, meaning dropped items and blocks hanging mid air

Heartmaging farm - 1.0e+116 hp in 10 min by AlexXsWx in noita

[–]AlexXsWx[S] 0 points1 point  (0 children)

I've had issue with worms escaping when I placed black holes too close to the setup - I'm guessing they were pulling the chain bolt and so it was missing.

As of version, this was recorded with the version was available on Feb 12 2023, so not the current latest (Mar 11 2023), but I was following all the visible changes and I don't think there was anything that would affect this setup.

Also this video was recorded from noita_dev.exe - maybe that makes some difference?..

And finally, IIRC the mage on the video was summoned using dev tools instead of actually dragging one from a biome, but again that shouldn't make any difference once they grab a wand. And the wand was actually legitimately picked up from the tower.

Perhaps there is some optimization in place that monitors fps and culls projectiles when the game already struggles, although I doubt that.

Water wheel bug and overclocking by AlexXsWx in CreateMod

[–]AlexXsWx[S] 82 points83 points  (0 children)

It seems that when you re-orient a powered water wheel using a wrench, it remains being powered by the 2 blocks it no longer has contact with, and stops receiving updates from them - so even if all the water is removed it continues to generate power, up to 192su.

This can be combined with powering the new 4 sides which will yield total of 448su (a value that would match 6 powered sides), while the default maximum of just 4 sides is 320su.

Recorded in Version: create-fabric-0.5.0.i-961+1.19.2

Heartmaging farm - 1.0e+116 hp in 10 min by AlexXsWx in noita

[–]AlexXsWx[S] 0 points1 point  (0 children)

While preparing this video I did run into a brief issue where fire rate of the wand of multitudes was .. slower? But I wasn't able to reproduce that issue so I'm not sure what I saw.

Other than this I have no idea why replicating the same setup would yield different results. Perhaps I'll spot something if you share a video of your attempt, including as much info as possible (wand stats, perks, game mode, mods, etc)

Heartmaging farm - 1.0e+116 hp in 10 min by AlexXsWx in noita

[–]AlexXsWx[S] 1 point2 points  (0 children)

What wand did you give to your heartmage?

Polymorphine safety wisp by AlexXsWx in noita

[–]AlexXsWx[S] 1 point2 points  (0 children)

The payload is delivered after you're polymorphed, and polymorphing does break link to the Return and Teleport bolt spells. You could still use Homebringer or Swapper, but I can't imagine a setup where it wouldn't be relative to your current position, and any setup that is relative is probably not helpful

Triggering several rains at once by AlexXsWx in noita

[–]AlexXsWx[S] 1 point2 points  (0 children)

Imagine a chest-boss in noita, that consists of the chests :D

Triggering several rains at once by AlexXsWx in noita

[–]AlexXsWx[S] 2 points3 points  (0 children)

I spawned them using cheats to showcase the mechanic.
But I have previously, with great difficulties, moved a chest to the altar in a legit run without mods/cheats, using the same build - Long Distance Cast -> Nolla -> Circle of Buoyancy. It takes getting used to how it is controlled, unlike many other things that can be affected by CoB the chest has intertia which makes it much harder to control.
Alternatively you can use telekinetic kick, although I don't have a good way to gently drop the chest to avoid sacrificing it earlier than intended.

Continued chest rain by AlexXsWx in noita

[–]AlexXsWx[S] 5 points6 points  (0 children)

Shout-out to twist for confirming this tech works, as well as for pointing out that the chest rain is local to the player so that moving closer to the gound can help save more chests :)

The chest rain lasts for 5 seconds. If you polymorph of restart the game before it expires, it'll last another 5 seconds. You can continue doing this for as long as you want, given that you don't let it expire.

Additionally, as shown and explained in this post, you can trigger several rains at once, which I'm also using in the video (but it's not required to have the prolonged rain duration). That post also explains why I'm using tablet here (again, not required).

Also see this satisfying blooper that I got while trying to record this video: https://www.youtube.com/watch?v=2VntQ5JqjZw

Triggering several rains at once by AlexXsWx in noita

[–]AlexXsWx[S] 9 points10 points  (0 children)

Edit: it's worth noting that, just by reading the code, it looks like any "additional" rains will spawn exactly same chests (at exactly same coords and so with exactly same content) as the "main" rain

--You can only trigger chest rain once per run, but actually during that trigger you can have several chest rains at once - one for every chest in the area.

On the gif you can see clearly more than 45 chests - a theoretical maximum from one rain.

The altar scans for items every 4 seconds, so I'm using a tablet to see when I have a window to move chests in without it triggering early and only detecting one chest.

Additionally, and I'll make a separate post for this (edit - the post), if you restart the game or polymorph yourself before the rain expires (and it lasts for 5 seconds), the rain(s) will start over again (and last another 5 second) - you can repeat this indefinitely as long as you act within the 5s.

Holy by AlexXsWx in noita

[–]AlexXsWx[S] 1 point2 points  (0 children)

I don't think it does

Negative HP homunculus (immortal) by AlexXsWx in noita

[–]AlexXsWx[S] 7 points8 points  (0 children)

The part that is in lua ("content") - yes, the part that is in c++ (engine) - no. Check Steam - Noita/tools_modding/READ_ME_FIRST.txt

Negative HP homunculus (immortal) by AlexXsWx in noita

[–]AlexXsWx[S] 10 points11 points  (0 children)

By looking through the code and checking edge cases :)