Noita
Ocen: 167
Infinity
2
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Rozmiar pliku
Zamieszczono
Zaktualizowano
2.669 KB
8 sierpnia 2020 o 2:03
14 marca 2021 o 3:16
Listy zmian: 4 ( zobacz )

Zasubskrybuj, aby pobrać
Infinity

Opis
This mod automatically creates infinite-use versions of limited-use spells and adds them to the game alongside the regular ones.

Credit for this mod goes to "King Of Slime" who originally created it, I'm just uploading it to the Steam workshop as I feel it's a really cool idea and deserves to be shared. (And Credit to Horscht on the Noita modding Discord for helping me get the code for adjusting the spawn probability working.)

It's kind of like the Unlimited Spells mod except that it doesn't replace the limited-use versions so you can still start with the regular Bomb spell with 3 uses. You'll simply find both the limited- and infinite-use versions scattered throughout the world. The new versions are created procedurally so it should work with any and all limited-use spells, including modded spells. (It needs to load after any mods which contain spells you want infinite-use versions of, so just make sure it's beneath them in your mods list.) It also works with the base game's Infinite Spells perks, though obviously it makes that perk a bit less useful.

By default, infinite-use versions of spells have the word "Infinite" prepended to their names, cost 50% more gold in shops, and cost 25% more mana to cast. They should also only spawn with a probability of about 25% of their original versions. (As it's all probabilities you might still find a cluster of infinite spells, but on average they should be only about 25% as common as before the latest update.) All these values can be configured using the config file which comes with the mod, in case you feel unlimited-use spells should be more expensive or less rare or whatever.
Komentarzy: 27
Elrad 23 maja o 8:58 
@BigNerd1 I had the same issue, I figured out that it happens when Spell Labs and this mod are enabled at the same time. Disabling Spell Labs results in much faster load times.
BigNerd1 23 października 2023 o 18:25 
please work on optimization... i have around 35 mods and my load time is mere seconds
the second i enable this mod it goes to multiple minutes every time i load my save.
pls fix
sTiKyt 9 lipca 2023 o 10:48 
This mod crashes my game
lasaga 8 października 2022 o 6:06 
it was called config lab i think
lasaga 8 października 2022 o 6:03 
will mod config ever get support to easily change rarity?
WendyZX 17 lipca 2022 o 23:41 
Works really well with the Spell Evolutions mod cuz now you can make stronger versions of finite spells which just stacked
Philadelphus  [autor] 25 listopada 2021 o 22:43 
I saw your suggested improvements there, thanks, and as soon as I get access to my PC with the mod files on it again I will definitely implement them! :steamthumbsup: Looking forward to your new mod. :)
MatoLabu@UkiUkiLab 24 listopada 2021 o 10:04 
Hello! Thank a lot for this awesome mod!
I've encountered some errors: I've posted them on discord > modding-general ;) (search "MatoLabu" today)
I'm creating a mod that create upgraded version of all infinite projectile spells.
So your mod + mine = upgraded version of all previously non-infinite projectile... so it's so coooooool!
Thx again! :steamhappy:
Philadelphus  [autor] 3 marca 2021 o 2:20 
Ok, looks like it works! I've pushed an update with a new config value which lets you adjust the spawn probability of spells. I've set it to a default value of 0.25, meaning infinite versions of spells will now be only 25% as common as their non-infinite versions, to make them somewhat more exciting when they show up. If you want the old behavior where it was basically 50-50 whether you'd get an infinite version or not, set the cfg_rarity_multiplier value in the config to 1.
Philadelphus  [autor] 3 marca 2021 o 0:47 
@ShardFlames16 Possibly; spawn frequency is a universal property of spells like mana cost and max uses so it's theoretically doable, but it'll take a bit of experimentation with my shaky Lua knowledge to figure out how to get it to work. It's a good idea though, I'll look into it.