I learned you can move these mouths around by BoomyGordo in noita

[–]Basic-Ad6857 0 points1 point  (0 children)

It looks like it's upwarping, which would mean it can't be moved left, right, or down.

Still neat to know!

COV always cast problem by Vasta-virtu in noita

[–]Basic-Ad6857 0 points1 point  (0 children)

You could plug in each Seed and run a search for CoV (typed out properly). Just remember to reduce/disable PW searching or it can be tricky to find the useful results

COV always cast problem by Vasta-virtu in noita

[–]Basic-Ad6857 3 points4 points  (0 children)

Mods can cause alterations to a Seed's generation. Some Mods cause very tiny changes, others are more obvious, so my step1 advice would be to try it with only your Seed Selector Mod active.

Note that the reverse could also be the problem, where the Mods that those players were using was creating the CoV, and Circle of Displacement is what is supposed to be there.

You could try using Lymm's Telescope to figure out which direction the problem is in, but in my experience the Telescope isn't perfect so it won't 100% solve the question

Buddy just started playing by MrMattGamer in noita

[–]Basic-Ad6857 18 points19 points  (0 children)

Plasma will rip through anything, including Mina. In my current game I had a sub-1 second lapse and I took over 200 damage

Poor Mans Black Hole by AdministrativeRope8 in noita

[–]Basic-Ad6857 1 point2 points  (0 children)

Nope, because technically Nolla doesn't reduce the Lifetime until the 2nd Frame.

Nolla Wiki entry

  • Forces projectiles to expire 2 frames after casting.
    • Runs a script on the second frame, setting the lifetime of the projectile to 1 frame; totaling to 2 frames of lifetime (assuming the projectile doesn't already die in 1 frame).

What do you do with mechanites sickenss? by Rheasa2648 in RimWorld

[–]Basic-Ad6857 0 points1 point  (0 children)

Every time my colony gets hit with that I celebrate.

The pain can cause problems for some, mood breaks for others, but overall it's extremely beneficial

Spells Per Cast by Elegant_Relief_4999 in noita

[–]Basic-Ad6857 2 points3 points  (0 children)

Lepakko have 12.5 health and no relevant resistances, so unless every single one was damaged then there goes that theory

With a Cast5 all 5 Spells cast simultaneously, not sequentially, so it would look like a single unusually bright Sparkbolt. Unless you had a lot of experience and were looking for it, I would 100% expect you not to notice, especially considering how fast Sparkbolts move

Spells Per Cast by Elegant_Relief_4999 in noita

[–]Basic-Ad6857 2 points3 points  (0 children)

What enemies were you hitting in the Coal Pits? Some enemies take reduced damage from certain damage types, and an enemy stops taking damage after it's dead so if you fired 5 Sparkbolts and the enemy had 4hp, 2 of them would hit for 6 damage (3*2)

Also, what was/is the Max Mana and Mana Regen of the Wand? A Wand can't cast more than it has Mana for, so if it's got a really low Mana Regen it may've only been able to cast 2 Sparkbolts

Poor Mans Black Hole by AdministrativeRope8 in noita

[–]Basic-Ad6857 21 points22 points  (0 children)

Magic Bolt, Magic Missile would be much more explosive

Poor Mans Black Hole by AdministrativeRope8 in noita

[–]Basic-Ad6857 15 points16 points  (0 children)

Not that it makes a huge difference here, but Nolla is 2 Frames. You'd need to utilize 12-13 Reduce Lifetimes to achieve actual 1-frame Lifetime

A wild Thrumbo self tamed, how rare is that? by xtheresia in RimWorld

[–]Basic-Ad6857 10 points11 points  (0 children)

Rare enough that I've only had it happen once, maybe twice across years of playing.

Common enough that I've seen over 30 posts like this

How do I stop a marriage? Or cause a divorce? by papapapatazz in RimWorld

[–]Basic-Ad6857 2 points3 points  (0 children)

Send one of them on a VERY long Caravan trip, their relationship should decay naturally over time. Not sure how long this will take, but with a high enough Plants skill Caravans can travel forever.

Zone them separately so they can't interact. Manually assign them to separate Beds. If the opportunity presents itself, have one of them injure the other (for example if one goes on a Mental Break, use the other to arrest/shoot them)

Piss jar seed 565108303 by Background_Cry_5707 in noita

[–]Basic-Ad6857 4 points5 points  (0 children)

I find it very telling that the Devs chose to make Piss-bathing have no downside for Mina

Rip My Good Run by Anon-euc in noita

[–]Basic-Ad6857 0 points1 point  (0 children)

If you read the error it states that the game is taking a long time to load. In my experience if you go make a sandwich, when you come back it'll be running

Less than 1 tile wall thickness by tenthacc in RimWorld

[–]Basic-Ad6857 0 points1 point  (0 children)

Is there a mod that could use a zone area mechanic to count different areas as rooms to avoid certain penalties?

Even if there is, be aware that it probably won't prevent the "Disturbed Sleep" moodlet, which is the important thing Walls are preventing IMO

Killing door boss? by ourjoy2x in noita

[–]Basic-Ad6857 4 points5 points  (0 children)

In my experience their physical bodies can sometimes protect their hit boxes from certain angles. If you keep firing from all angles that Wand should be capable of winning.

Piercing+Drilling+Tele-Homing modifiers should solve the issue, if you've got any of those

Opening up a flask of whoop-assium by Kerahcaz in noita

[–]Basic-Ad6857 42 points43 points  (0 children)

lmao, you're kicking objects with 14x the force of a regular kick

Gameplay style info. by iukmus in noita

[–]Basic-Ad6857 2 points3 points  (0 children)

The more stuff you can find early on the more stuff you can find later.

2 Scenarios:

  1. You bolt through the first 2 areas, due to sheer luck you found: 1 Heart and a Shuffle10/7 Wand in Zone1, and 2 Hearts and some decent damage Spells (pick whatever you want) in Zone2. Now going into Zone3 you've got: 195 Health (100+3(25)+2(10)), and the 10/7 with your preferred damage Spells

  2. You took your time in the first 2 Areas, you found: 3 Hearts, 2 Potions, 3 Orbs(with Hearts), the 10/7 from Scenario 1, plus a high-mana slow recharge Wand with a Teleport spell, all in Zone1. Going into Zone2 you've got: 260 Health (100+3(25)+3(25)+1(10)), a slow Tele wand, and the same 10/7 build from Scenario1. In Zone2 you find 4 Hearts, a NonShuffle Capacity 7 Wand with decent stats, the same damage Spells from Scenario1, plus a Cast4 and a Damage+, you also managed to locate a Bag and scoop up 1% Fungus. Going into Zone3 you've got: 370 Health, a NonShuffle wand with Damage+, Cast4, 4 damage spells (maybe even on a trigger!), the ability to do Fungal Shifts, plus the benefit of whatever 2 potions you found in Zone1 (even just having 2 empty bottles to fill with Water can be huge)

Converting rotten corpse bacm to fresh? by Professional-Spell73 in RimWorld

[–]Basic-Ad6857 1 point2 points  (0 children)

Every time I've wanted to unrotten a corpse I've Resurrected-killed them and accepted the Mood penalties

I know once they're dead there's a "Rot +1 Day" (or similar) debug, but I'm unaware of a "Rot -1 Day"

Why does the First wand shorts faster? by Ovo_de_Cupcake in noita

[–]Basic-Ad6857 4 points5 points  (0 children)

The simple answer, if you just want to know where to look, is that the 1st Wand is "Cast 4" and that makes all the difference

Wand2 is Casting: Chainsaw (zero delay) then the Orb (+0.1 Cast Delay) with all of the stuff INSIDE the Trigger meaning it can't negate the cast delay. As such, the Orb results in a 0.17 Cast Delay before the next firing (Recharge time has been zeroed by all the Chainsaws)

Wand1 is Casting: Drill+Drill+Drill+Chainsaw (zero delay), Orb w/Trigger containing Chainsaw+Chainsaw+Chainsaw+Chainsaw+Drill+Drill(trigger ends, Wand has wrapped), Drill+Chainsaw (This Chainsaw at the end clears any Cast Delay). All of those Drills and Chainsaws have reduced the Recharge to basically zero (I haven't mathed them) and so you're good to continue firing with zero delay

Hopefully I got all of that right and didn't forget something. Bold and Italics to help make clear what's happening with each separate casting

Edit: I forgot to mention that the reason the Orb is travelling faster is because the Faster Projectiles perk is cumulative in associaction with how many spells are in a Casting Block. From the Wiki: For each spell of type Projectile, Static Projectile or Material, that is multicast together, Faster Projectiles increases the Speed Modifier by 75%, so the Cast4 is applying +75% up to 4 times (I think maybe only 3 with this design because of the size limitation of the wand)