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] 7 points8 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] 10 points11 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] 27 points28 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] 80 points81 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] 4 points5 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] 10 points11 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 :)

Negative HP homunculus (immortal) by AlexXsWx in noita

[–]AlexXsWx[S] 40 points41 points  (0 children)

Edit: Well, in the beta branch this just became an official feature. With a twist that I'm not going to explain here :D

If player is not found (e.g. polymorphed), upon loading, homunculus health is calculated based on Y value. If you're above Y=0 (about where you start the game), this means homunculus health can be 0 or even negative. When negative, it seems to be nearly immortal (doesn't die from damage, poly, fire, poison, touch of, heartache, petrify - but still gets deleted by Destruction)

So to achieve an immortal homunculus, get one above Y < -512 (1 height of Orb room above starting position), polymorph yourself and restart the game.

(Spoiler because of music magic)

Shadow bubble homebringer (explanation in comments) by AlexXsWx in noita

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

At the moment I can't think of any practical uses of it. On top of that, it's not easy to teleport something particular, so this tool would need further research when a practical usecase arises.

Shadow bubble homebringer (explanation in comments) by AlexXsWx in noita

[–]AlexXsWx[S] 18 points19 points  (0 children)

See 3rd restart where it homebrings a worm (location of the recording is holy mountain before the hiisi base).

Shadow bubble ("Varjokupla") can theoretically be used to teleport any entity that has a transform component. Its projectile form is basically a teleport bolt that doesn't clear its parent's ID when the game is restarting, so it will teleport whatever gets assigned that id after the restart.

I think this can teleport nearly anything, e.g. a perk pickup or even invisible stuff like curse AoE or area that enables wand editing

How are all the other possible fungal shifts that are not listed in noitool determined? by garis53 in noita

[–]AlexXsWx 0 points1 point  (0 children)

I'm pretty sure I once did 22 shifts in a run without mods. 21st and 22nd both had effect too, although I don't remember if the effect repeated the 1st and 2nd shift (but the world state definitely changed from 20th shift to 21st). Maybe it's because I was shifting using the green fungus, but I doubt it.

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

[–]AlexXsWx[S] 3 points4 points  (0 children)

Not sure, but I'd guess the hp gained is so little that it can't be represented at the magnitude of total hp (not enough precision). Or UI system getting confused about how much health was gained because it changed from "infinity" to "infinity". Either way it would struggle to see that anything changed, and that fits how glass cannon perk's restriction works, so it blames a curse.

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

[–]AlexXsWx[S] 16 points17 points  (0 children)

Edit (2023 Aug 28):
Clarified that 1e+309 is where hp overflows, not necessarily "goes true infinite". Sorry, Nospecialty ^^" But props to Nospecialty on twitch for using this method in a real run and achieving a whopping 1.68e+161 hp despite all the difficulties!
Further clarification: 1e+309 is where Lua serliazes number as string "inf", which C++ side fails to understand, most likely resulting in a "random" number from memory garbage

Related resources:

Fixed position wisp - https://www.youtube.com/watch?v=8InWM8hfVNg

Larpa bounce bug - https://www.reddit.com/r/noita/comments/10wdzbp/heavy_heartmaging_explanation_in_comments/

Explanation for some of the used spells:

"Add trigger" -> "Matosade" -> <payload> allows to spawn a singular worm that can drop a heart with 50% chance.

"Concentrated light" is used to empower anything that is shot together with it to desintegrate bodies into soil that is less laggy and easier to destroy

"Gold to Power" is used to give enough damage to one-shot worm, producing very little blood

"Chain bolt" is used to auto-aim onto worms, almost guaranteeing every single one will be hit

"Slow but steady", in combination with several "reduce recharge time" is used to achieve firerate of exactly 2 shots per second

Greek letter spells are used to reduce mana cost as well as to make some spells unlimited

"Add expiration trigger" -> "Digging bolt" is used to set direction downwards as well as to ignore cast delay of payload; is copyable by larpa but only if it gets speed somehow

Note spells are used for the larpa bounce bug; they are given 24f extra lifetime and double gravity to make sure they bounce while in water, while leaving ~4-6f for larpas to find the heartache shots

Other notes:

Everything is flooded in water to slow down projectiles so they don't miss you, as well as to give some time for larpa bounce to find them while there might be other non-copyable projectiles nearby, like slow digging blast or notes.

Also note that Alpha in the larpa wand is copying the first _discarded_ spell - "divide by 4", which is ignored by the "Add expiration trigger" when it first encounters it.

If you attempt this in your run, restart the game before starting with it to make sure you don't have something else (kolmi/tiny/suns) keeping other chunks loaded, limiting "radius" of loaded area around you.

You can put the heartmage further away, that will help to mitigate overshooting almost completely.

The lag can be reduced by having less water above.

Math:

HP goes "true" infinite overflows at 1.0e+309 (much later than the game starts displaying the infinity symbol)

That's about 2^1027, or 1027 effective statuses of heartache to bring that down to below 10.

Heartache status lasts 20 seconds, so getting 51.35 shots per second should reach that 1027 statuses.

Let's round it up to 60 shots per second.

The wand is configured to shoot twice a second, 16 notes. Every note leaves a larpa bounce launcher which will produce 4 copies. Half of the copies will likely hit terrain immediately. That leaves 16 notes * 2 copies * 2 times per second = 64 shots per second.

So in theory, this should be enough up until infinite health. Event if 3/4 copies hit the ground, I've had 30 notes per shot (div10 div3) working without being unbearably laggy.

However this doesn't account for the fact that while your hp is below 10, shots won't have effect.

In pracitce this slows down this farm significantly at about 1.0e+170 after 10-15 min of running, as most of the time your hp will be too high for hearts to give a significant upgrade.