Noita
233 ratings
Spell Lab Shugged
3
4
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
425.777 KB
Jul 7, 2024 @ 8:36am
Jun 3 @ 6:17am
58 Change Notes ( view )

Subscribe to download
Spell Lab Shugged

Description
Spell Lab Shugged is a direct successor and competitor to the abandoned Spell Lab. Spell Lab Shugged is devoted to providing modernized, convenient, and hopefully comprehensive assistance for making wand setups.

This mod is based on Spell Lab, but almost every side of it is changed.
The wand edit panel can display multiple rows of wand slots, with up to 5 rows displayed at once.
When there are more than 5 rows, you can page through the remaining rows.
Automatic Capacity (Option): When enabled, the wand edit panel displays the maximum number of rows and the wand capacity will be automatically adjusted to just the right amount to hold your spell setup.
Undo/Redo Operations: You can undo/redo any change you have made to your wand setup at any time. This feature is available for the last 30 operations. Operation history survives game restarting.
Moreover, the wand edit panel has a set of rich and modernized shortcuts:


The spell picker no longer lists spells in alphabetical order, and you can switch if locked spells should be shown.
Spell Replacement Mode: When enabled, all picking operations are performed as replacements for the original spells in the wand; when disabled, all pickings are performed as insertions between the original spells in the wand.

Superflight (Option): When enabled, you can fly as in Minecraft creative mode.
This feature is intended to take place of the stacked Lukki Mutations, providing a convenient way of moving and hovering to make experimenting your wands easier.

A button to reload the spell lab terrain has been added to the spell lab terrain so that players can restore the spell lab terrain after destroying it.

Protection From All (Option): Replaces the No Death option to address the issue where players will still take holy damage and die while No Death is enabled.

Polymorphing Immunity (Option): Addresses the issue that players using Spell Lab can often die from polymorphing.

Now you can press E near a target dummy to remove it.
Creature to Target Dummy: Transforms a creature into a target dummy leaving its damage multipliers, immunity, etc. unchanged so that you can easily test the damage performance of your setup against different enemies.

No Toxic Statuses (Option): When enabled, makes you immune to Blinded, Teleportitis, Twitchy, Slower Movement, Confusion, Neutralized Spells, Frozen, Shocked and Glued to reduce the pain of testing your wands against certain enemies.

The wand box is now stored on a page-by-page basis and can hold up to 100 wands per page.
The wand box automatically inherits data from Spell Lab and WandsConn.
Now the Load Selected Wand Into Held Wand button of the Wand Box and the Update Held Wand button of Wand Picker will not overwrite the appearance of special wands.

A new Spell Group Box feature has been added, which allows you to save a number of spells in the wand edit panel as a spell group.
Spell groups can be loaded directly into wands, allowing you to quickly recall commonly used but lengthy spell combinations, such as permanent tentacle self-trigger.
The spell group box can also be used as a clipboard, making it possible to quickly move large numbers of spells between wands.

No Shooting (Option): Replaces the No Projectiles option that make no sense from Spell Lab. When enabled, player can't shoot their wands. This might be useful when you are holding a wand with an extremely dangerous setup.

The following features from Spell Lab have been removed:
Spell Logging and Solver: they have been completely replaced by Wand DBG.
No Particles: Ineffective and confusing. For example, the luminous drill get completely invisible when it's enabled.
Challenges: Badly out of date.

There are too many changes to list in detail, so please check them out in gameplay.
Popular Discussions View All (2)
12
Jul 16 @ 7:02am
Suggestions!
Sub to coolmen4302
0
Jun 1 @ 10:02pm
YOU DID IT!
Sub to coolmen4302
201 Comments
EpicMadness Aug 1 @ 6:22am 
could you please add the "fix spell lab" to the HUD buttons too?
seems like if Noita crashes that button in the Lab disappears.
Sub to coolmen4302 Jul 16 @ 7:03am 
Or else I'll destroy the entire planet!!!!!
Sub to coolmen4302 Jul 16 @ 7:03am 
Add the challengessssss
PrimePowerOn Jul 16 @ 4:30am 
It's working quite well for me!
I miss the challenges from the old Spell Lab (tho that one seems broken due to, probably, changes in the game AND the mod interface.) There's a suggestions area, so I'll go check there..
Squigdude Jun 30 @ 7:04pm 
Yeahh I just had to restart my pc and then the game a couple times for it to work, steam workshop jank
Shug  [author] Jun 30 @ 6:40pm 
It's working, for sure a mod that was updated less than a month ago is working. Looks I should update the compatibility.xml as well, to get rid of that warning stuff.
Sub to coolmen4302 Jun 30 @ 5:07pm 
This mod is working yes, :)
Squigdude Jun 29 @ 10:25pm 
Does this mod still work or did it also get broken. The mod manager menu doesnt say it hasnt been tested with the current mod interface or whatever
Sub to coolmen4302 Jun 18 @ 3:24pm 
Oh, alright :)
Shug  [author] Jun 18 @ 1:17am 
I'm just very busy.