Noita
Randomized Alchemy
Evaisa  [developer] Oct 27, 2020 @ 6:37pm
Bug Reports
Post any bug reports here instead of putting them in the comments.
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Showing 1-15 of 21 comments
Clueless Rise Oct 28, 2020 @ 12:24am 
Doing my best here. I couldn't get your mod to work. I think it might be an issue with the config. But I have used it before. It was after the most recent update that I started to have issues
Evaisa  [developer] Oct 28, 2020 @ 4:16am 
Yeah I know, i went to bed after pushing a update yesterday. I'll fix it right now
_krzy_ Oct 29, 2020 @ 4:47am 
Okay, you have a dedicated place for bugs. So here is what I found out so far:

1. Some materials are unsafe, like ice_glass_b2 (mostly box2d or b2 but some are not tagged like that and still are box2d versions). They lag the game because, afaik, they use completely different physics and are not pixel-like materials, which is very CPU intensive, especially if it's slowly spawned pixel by pixel (I have a suspicion that each pixel becomes such object). I have a cherry-picked postfix tags table for them like _LAG, _FADE, _T/O (take-over as in expand over whole map). Do you want me to supply the list for you?

2. Enable chaos mode then lite mode crashes the game (tested with _dev)

3. Alchemical inputs/outputs reduce number of materials. For me it's a bit unclear when I have solid and gasses enabled as well

4. Recipes list could have sane pages display (like split per 15 or 14 and slide through them through << or >>)

Great changes so far! Is it already the best mod for Noita? No, seriously. :)
Evaisa  [developer] Oct 29, 2020 @ 4:58am 
1, yeah if you have a list that would be awesome.
2. That should not be the case, lite mode would simply reduce the reaction count to 1 reaction, nothing more. I have not tested any part of the mod in dev mode since i do not really care about it.
3. Alchemical inputs and outputs actually overwrite solid and gasses, they only allow magic liquids.
4. I'll add this for the GUI rewrite.
_krzy_ Oct 29, 2020 @ 6:37am 
1. Just put it here in the comments as text/table code?
2. Yeah, I noticed it being much more crash-prone.
3. Oh, is it in the manual? :)
4. Sure, I'm already optimizing it again for myself, as browsing it halves my fps, blame me for using many reactions :<
Evaisa  [developer] Oct 29, 2020 @ 8:59am 
uhh if it is a big list just put it on pastebin or something
_krzy_ Oct 29, 2020 @ 12:48pm 
Okay! Here it is: https://github.com/MrKrzYch00/noita_randomized_alchemy_work/blob/master/output_material_not_recommended.lua

of course some of them like Poison also fade, but, well... It's a matter of opinion if it should be "tagged" as FADE or not.
Last edited by _krzy_; Oct 29, 2020 @ 12:49pm
Evaisa  [developer] Oct 29, 2020 @ 12:52pm 
Thanks! I haven't had time to work on the gui system yet because I was fixing my other mods all day but will soon
_krzy_ Oct 30, 2020 @ 12:24pm 
No worries... I'm now doing some tests on my own as well, like finding and replacing duplicates from mod's recipes... first impression? Slow for a lot of reactions... though I'm using small modifications to do this, like two counters and matching both for final decission if really duplicate.
Evaisa  [developer] Oct 30, 2020 @ 12:59pm 
Currently writing a seperate mod to allow for any other mod to easily add a config gui which also will be used by this mod, it is miles ahead in terms of code base.
Also the mod already makes sure not the create reactions that have inputs that already exist in another mod so I am not sure what you mean by that.
_krzy_ Oct 31, 2020 @ 3:54am 
In another mod, yes that I noticed, but does it check for unordered exact match or just if material (or one of them) is in? I'm sorry, my line of though may be different so I may miss something. Not to mention that I code in too many languages to start typing something like {, begin after if or simply try one-liners without then/end, ha ha.

At some point though I got a lot of duplicate recipes, be it even x1 + x2 or x2 + x1 (it's the same, isn't it). Of course I'm now uncertain if it's due to things I changed as well or... Nonetheless, blacklisting a lot of inputs and enabling a lot of reactions caused that. Basically I was worried that they will rule themselves out which is kind of undesired really (which one is really to work?). I don't know if that's the case as I didn't do enough research on that.

For sure we have more complexity going on now. :)
Evaisa  [developer] Oct 31, 2020 @ 7:20am 
Only inputs get checked for duplicates, unordered.
Evaisa  [developer] Oct 31, 2020 @ 7:21am 
(In the rewrite by the way, not the old version you edited at first)
_krzy_ Nov 1, 2020 @ 4:28am 
What if we do:
toxic sludge + water (default)
and
toxic sludge + something_else (not default)
or
something_else + toxic sludge (not default, same as above, switched places)

Will doesReactionExist correctly check both? I think it's overriding the possible false value as I think it should count them and compare instead.
Evaisa  [developer] Nov 1, 2020 @ 7:28pm 
not sure, got a lot of projects and real life stuff going on so it'll take a bit until i update again.
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