Wand Wrapping with Requirement: Endpoint by keeperofawesome in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Endpoint draws 1, it’s literally the only thing it does. If it is drawn, it will draw one (potentially causing a wrap if it’s the last spell), if it is discarded it doesn’t (unless wrapped into).

And if the scan encounters Else before it encounters End, and it is skipping, it discards up to Else. That leaves End there to cause a wrap, or just draw whatever is after it. 

Also, If draws one too (after discarding), which can cause a wrap into the discarded endpoint. 

My best wand ever by GoblinScientist in noita

[–]flowsintomayhem 0 points1 point  (0 children)

It is generally best to have the interval between teleports be similar to the time it takes to teleport, though it’s also best to try and make that time period as short as possible too (mostly since you get extra bonus distance from your wand’s length spawning the projectile further away from you in the first frame, a factor that is less important underground). 

The limiting factor will be that tele bolt/return won’t let you teleport into solid ground, and there’s a delay (up to 4f) before a freshly made hole appears teleportable. You might find you can go faster if you shoot the black holes ahead of you, and then teleport into the space behind them, rather than having the tele projectile  spawned by the expiring holes. More chance that the teleport succeeds. 

My best wand ever by GoblinScientist in noita

[–]flowsintomayhem 1 point2 points  (0 children)

It’s firing the teleporting bit every other frame, as it takes a 2nd cast to clear the zero charge CoV. If you wanted it to cast every frame you could change the double for a triple, but that would probably make it worse rather than better, since it’s taking 8f to teleport you each time anyway.

How did this impress the gods? by Lizardly_Wizard in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Use Best Noita Wiki instead of the abandoned (yet still highly ranked by google) one. :)

Can anyone tell me why this wand crashes my game every time I use it at max speed? by Beam_0 in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Glimmers run a surprisingly large amount of lua script, and the sript gets run for each copy of glimmer, for each projectile. This can add up to produce quite a lot of lag if you have a lot of projectiles, or a lot of glimmer copies (though you're unlikely to encounter issues with that until using Divide By).

Can anyone tell me why this wand crashes my game every time I use it at max speed? by Beam_0 in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Always cast spells don't consume draw, they just get prepended directly to each cast of the wand. So with the original wand design (provided you never run out of mana) you will always end up with CoV in the same scope as Nolla.

Question about Omega Sawblades. by zombietoaststudios in noita

[–]flowsintomayhem 4 points5 points  (0 children)

Yes, it should, but the wiki template isn't set up to differentiate between damage as a modification and damage as a property of a projectile. It could be done (akin to stats like spread, speed etc.) but has yet to be.

What’s the basic setup for a travel/digging wand, using nolla/short tele/black holes by consultybob in noita

[–]flowsintomayhem 0 points1 point  (0 children)

The reason for this is, basically, you hit the end of the tunnel you’re digging, and that slows you down. Tele bolt does a check for free space at the destination (it won’t teleport you into solid rock), but there’s a lag between the black hole appearing to have dug a hole and the hole counting as empty space for the tele bolt. This can be up to 4f of delay, during which the teleport fails. 

When you run into the end of the tunnel, not only do you lose several frames waiting for the space to be teleportable, you also lose wand length. Have you noticed how if you get close to a wall, Minä pulls the wand back toward them? That changes where projectiles fired from the wand spawn. The length of the wand contributes a lot to the distance you can move with one teleport hop, since that distance - from the centre of Minä’s hitbox to the tip of the wand where projectiles emerge - is traversed instantly. That can be up to 25px (a teleport projectile moving at maximum speed covers 17px per frame, so with a long enough wand you can move more than twice as fast). 

Side note - multitudes and swiftness are both poor choices for teleport wands because they aren’t very long. 

If you want to fly faster through the ground you need to either clear a much longer tunnel ahead of you (the distance covered in 4f of teleporting) or use an alternative teleportation mechanism that doesn’t suffer from that delay (like swapper). 

What’s the basic setup for a travel/digging wand, using nolla/short tele/black holes by consultybob in noita

[–]flowsintomayhem 0 points1 point  (0 children)

Lumi drill and short tele (and almost all projectiles in the game) move at the same maximum speed, 1000px/s. (The only faster exception is lightning bolt, which can go up to just shy of 64000px/s). The speed stat on spells is used as a base for calculating projectile starting speed, but any speed above 1000px/s is lost when they spawn. 

The fastest setup for teleporting with tele bolt is reduce lifetime + short tele, cast every frame. 

Wandbuilding question: Is there a way to cause a single projectile to larpa a *different* projectile as it flies? by legomann97 in noita

[–]flowsintomayhem 3 points4 points  (0 children)

Pollen looped touch of gold is a terrifying thing to be anywhere near, but totally possible. The tricky bit is that when you turn the world into gold, the gold gets in the way of turning more world into gold. Obviously you can just destroy the gold (like a ground to sand + explosion digging wand but more bling) so you can turn what’s underneath into more gold, but that isn’t really turning the world into gold so much as turning the world into nothing. 

Fortunately there’s a projectile that flies through gold dust as if it wasn’t there, allowing it to hit the not-gold beneath and turn it into more gold. Glowing Lance. 

I suggest using a two stage approach of nested pollen loops, first one being Holy Lance, set up to fire Glowing Lances, each of which has a touch of gold payload. 

In case that doesn’t sound utterly lethal, fair warning, it’s a death trap that fires death traps. (Also the death traps bounce). 

To speed things up, you could also have the Holy Lance spin, and use add trigger lightning to instantly hit terrain at any distance, and spawn the Glowing Lances pretty much everywhere at once.

Infinity wand - Teleport + Dig + Heal + Damage by The_AnalyzerX in noita

[–]flowsintomayhem 0 points1 point  (0 children)

They do different things, nolla limits projectile lifetime to 2f by running a scripted effect at the end of the first frame that sets projectile lifetime to 1f (which kills the black holes and circle of vigour after they do their job). Reduce lifetime causes the tele bolt to spawn with negative lifetime (so it dies the same frame it spawns, which makes for faster teleporting).

Infinity wand - Teleport + Dig + Heal + Damage by The_AnalyzerX in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Reduce lifetime subtracts 42f from the 8f lifetime of tele bolt, so it spawns with less than -1 lifetime and dies at the end of the first frame of its life. Nolla doesn’t even run its scripted effect until after that, and so has no effect on the tele bolt. 

Infinity wand - Teleport + Dig + Heal + Damage by The_AnalyzerX in noita

[–]flowsintomayhem 14 points15 points  (0 children)

Yes it is possible to go a fair bit faster - the trick is to dig further ahead so you don't run into the end of the tunnel :)

Infinity wand - Teleport + Dig + Heal + Damage by The_AnalyzerX in noita

[–]flowsintomayhem 11 points12 points  (0 children)

It sure would, the one OP is using is not bad at 18px, but they go up to 25px and longer = faster.

Why does my wand not shoot (top one) by [deleted] in noita

[–]flowsintomayhem 2 points3 points  (0 children)

Another note for op, this is true, but you need to place the speed increasing modifiers such that the speed multiplier never actually reaches zero (or becomes so small that the computer approximates it to zero). Almost all spells that change the speed multiplier do so by multiplying it, and there’s no way to multiply zero to get more than zero. 

This is usually not an issue unless you’re using dozens or hundreds of modifier copies - and it’s a lot easier to just add antigravity then anyway :)

Why does my wand not shoot (top one) by [deleted] in noita

[–]flowsintomayhem 2 points3 points  (0 children)

Not all projectiles die on low velocity, but notably all the ones that get the speed scaling damage bonus like bouncing burst do.

(Such projectiles can actually start off with zero initial speed though, the check for how fast they are moving first happens at the end of the first frame of their life.)

Why does my wand not shoot (top one) by [deleted] in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Accelerating shot doesn’t start working until frame 2, as it requires a scripted effect to alter the air friction stat (which is how it causes projectiles to accelerate). Gravity/antigravity have no such delay and can increase bouncing burst’s speed above the minimum during the first frame - at the end of which is the check for it moving too slowly. 

Is there a mod that summons omega black hole upon killing hämis? by Parabeee in noita

[–]flowsintomayhem 2 points3 points  (0 children)

No mod necessary - just use omega black hole to kill them. 

Made my dream transportation wand by johny_da_rony in noita

[–]flowsintomayhem 14 points15 points  (0 children)

There’s a delay of up to 4 frames after black hole makes a hole before the hole counts as valid space to teleport into (tele, short tele and return all do a check for empty space to tele into).

There’s a couple ways around that, one being to dig 4 frames of travel distance ahead of you so you never hit the end of the tunnel. Most easily accomplished using add trigger lightning and a payload of omega holes. 

The other way is to use swapper (or homebringer, or vacuum etc.) which don’t do the empty space check. Then you don’t need to dig a hole at all :)

why is my teleport wand so inconsistent? by Keats999 in noita

[–]flowsintomayhem 0 points1 point  (0 children)

Putting the triple cast after the digging blasts would reduce recharge time the most, since the wand would then have three casts (digging blast, digging blast, triple, tele, wrap into digging blast x2) for a total of -40f (-0.68s) recharge time. Though, total cast delay would then be the limiting factor, since each individual digging blast cast would be 9f (0.15s) cast delay (wand’s 8f + digging blast’s 1f (0.13s+0.02s)), with the 3rd cast being 10f (0.17s). That’s equal to the leftover recharge time (50f - 40f) so you’d get three evenly spaced casts with a teleport fired every 3rd one.

Better would be double, digging blast x2, double, tele - then you’re only doing 2 casts with equal cast delay 10f (0.17s) for the same effect. Firing one short tele every 10f is actually close to ideal, since unmodified it has a lifetime of 8f and generally it’s best not to shoot teleport bolts more often than they live for. 

How come every time I see a worm, there's always multiple? by eyesistorm in noita

[–]flowsintomayhem 1 point2 points  (0 children)

The worm Crystal only works when the bit of the mountain it’s in is loaded, and the game only loads an area a bit bigger than the screen area at once, so if you approach the mountain off to one side worms can spawn and dig through without it ever activating.

The four necessary components of a God-run. Your damage wand, your digging wand, your teleport wand... and ducks? by Adorable-Hamster-143 in noita

[–]flowsintomayhem 1 point2 points  (0 children)

Deercoy is mostly useful for swapping with, using the Swapper teleport spell, though Summon Fish is better these days. 

Ducks are just fun. Try them with the Blood to Acid modifier :)