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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. :)
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.
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 :<
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.
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.
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. :)
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.