Noita
Spells Evolutions
MatoLabu@UkiUkiLab  [developer] Feb 3, 2022 @ 10:47am
[Bug Reports]
A discussion to report bugs you encounter.
< >
Showing 1-15 of 38 comments
It seems that it doesn't work with the mod "More Loadouts" (more starting loadouts) from Claus.
Doesn't appear to be compatible with the Megumin - explosion mod.
MatoLabu@UkiUkiLab  [developer] Feb 5, 2022 @ 1:38pm 
Originally posted by Tenebruce Fogoster:
It seems that it doesn't work with the mod "More Loadouts" (more starting loadouts) from Claus.

Thx a lot! I'll try if I can make it compatible with. :)

Originally posted by Samsung Smart Fridge:
Doesn't appear to be compatible with the Megumin - explosion mod.

Same, thx!
Mageblood Feb 5, 2022 @ 3:31pm 
I can't get this to work with every mod I have, not really a bug or incompatibility, it's just a load order issue. I wish load order was easier to manage, the main issue for me is the New Enemies Mod, moving it down too far messes with other mods' spells or functions, too high and Spells Evolutions generates blank spells (border only, no stats, no projectiles) for New Enemies. Guess I like too many mods.
MatoLabu@UkiUkiLab  [developer] Feb 6, 2022 @ 3:40am 
Originally posted by Mageblood:
I can't get this to work with every mod I have, not really a bug or incompatibility, it's just a load order issue.

I would be very curious to know with which mod it is not compatible. Because I don't see what could block for now... Unless the loading time is too long, and it crashes the game? But that would be weird, because on my computer, the loading of the new game lasts about 2 minutes (so it's very long) but it loads fine anyway.

Originally posted by Mageblood:
the main issue for me is the New Enemies Mod, moving it down too far messes with other mods' spells or functions, too high and Spells Evolutions generates blank spells
I'm not sure to understand why can't you let "New Enemies Mod" at the very top? (see my modlist below).

Indeed: "New Enemies Mod" should be absolutely above "Monsters! Drop your guns!", because "Monsters! Drop your guns!" uses directly the projectiles/sprites/sounds of "New Enemies Mod". ;)

For information, here is my current list of mods, and the order in which I recommend to place them:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - Mods that add monsters
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
new_enemies
new_enemy_variants
blessed_beasts
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - Mods that add content (spell/perks/items/wands)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
variaAddons
ratcoons
nature_magic
object_polymorph
regenperk
spell_pyro
superlanding
toastline_pack
lavacurseimmunity
sliceacidimmunity
blood_perk_rework
Binding-of-Noita
pathofnoita
dsspell
nukes_perks
nukes_more_stones
nukes_elemental_spells
spellbound_bundle
voracious_appetite
great_chest_radar
Better Necromancy
more_radar_perks
more_inventory_perk
two_part_return_bolt
nukes_spells
risk_of_items
risk_of_drones
arcane_alchemy
TheArmory
Ground two_part_return_bolt
konna_perks
potion_inventory_perk
MRplus
MRplus2
Fungal_Curse
fluid_dynamics
alchemical_reactions_expansion
config_lib
spell_randomizer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - Mods that add gameplay features
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Duck_With_Knife
explosive_detonator_fix
rainHpUp
removable_perks
health_gauge
hover_gauge
oxygen_gauge
nukes_ice_collision_fix
nukes_angry_god_bounty
lmn_lukki
edit_wands_always
Lightup
drink_inv_amb
enemy_kill_insults
starting_waterflask
Item_ability_enabled_in_inventory
gold_is_forever_is_forever
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - Mods that modify the world
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
noitavania
aura
sellhole
nukes_altars
biome-plus
commonifier
neatstuffmod
anvil_of_destiny
alchemy_tutor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - Mods that must be at the end
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
modifier_potions
enemy_modifiers
monsters_drop_your_guns
Infinity
spells_evolutions



PS: We never like too many mods! ;P
bandikotik Feb 6, 2022 @ 5:45am 
After restarting the game, the mod stopped working, or not at all. I still have the icons of the legendary spell, but the spell itself is not displayed and does not work, and spells are not displayed in SpellLab, although the mod is installed and it is active. I tried to reload active mods and the game, but that didn't help. I don’t know if this is a bug, or I personally have problem with it, but I decided to write here.
bandikotik Feb 6, 2022 @ 6:31am 
Originally posted by bandikotik:
After restarting the game, the mod stopped working, or not at all. I still have the icons of the legendary spell, but the spell itself is not displayed and does not work, and spells are not displayed in SpellLab, although the mod is installed and it is active. I tried to reload active mods and the game, but that didn't help. I don’t know if this is a bug, or I personally have problem with it, but I decided to write here.

It seems that for some reason the mod does not want to work with the Megumin Explosion mod
Last edited by bandikotik; Feb 6, 2022 @ 6:35am
MatoLabu@UkiUkiLab  [developer] Feb 6, 2022 @ 10:31am 
Update 1.2 is live! ;)

Originally posted by Tenebruce Fogoster:
It seems that it doesn't work with the mod "More Loadouts" (more starting loadouts) from Claus.

Done: Spells Evolutions is now compatible with "More Loadout" by Claus. (This allowed me to correct a particular case that will avoid future errors with all other mods! Thanks to you!)

Originally posted by Samsung Smart Fridge:
Doesn't appear to be compatible with the Megumin - explosion mod.
Originally posted by bandikotik:
It seems that for some reason the mod does not want to work with the Megumin Explosion mod

Done: Spells Evolutions is now compatible with "Megumin Explosion Spell". :D (I let your discover the "Legenday Explosion!"... ^^)
MatoLabu@UkiUkiLab  [developer] Feb 6, 2022 @ 10:50am 
Originally posted by bandikotik:
I don’t know if this is a bug, or I personally have problem with it
Don't hesitate to tell me if you still have this bug with the 1.2! ;)
Thx for your feedback!
bandikotik Feb 6, 2022 @ 1:48pm 
Originally posted by MatoLabu@ConcreteGames:
Originally posted by bandikotik:
I don’t know if this is a bug, or I personally have problem with it
Don't hesitate to tell me if you still have this bug with the 1.2! ;)
Thx for your feedback!

Thanks for the reply and for the quick fix. Great mod, glad I stumbled upon it)
Larry Feb 6, 2022 @ 8:51pm 
The Hyper Energy Orb w/Timer crashes the game upon exploding
Mageblood Feb 6, 2022 @ 10:08pm 
Originally posted by MatoLabu@ConcreteGames:
Originally posted by Mageblood:
I can't get this to work with every mod I have, not really a bug or incompatibility, it's just a load order issue.
I would be very curious to know with which mod it is not compatible. Because I don't see what could block for now... Unless the loading time is too long, and it crashes the game? But that would be weird, because on my computer, the loading of the new game lasts about 2 minutes (so it's very long) but it loads fine anyway.

Originally posted by Mageblood:
the main issue for me is the New Enemies Mod, moving it down too far messes with other mods' spells or functions, too high and Spells Evolutions generates blank spells
I'm not sure to understand why can't you let "New Enemies Mod" at the very top?

PS: We never like too many mods! ;P
Some mods require very specific positions, I don't know why. I just know I sorted my mods very similarly to your list, but my skins are at the very top (New Enemies is just under the skins). If I placed, for example, Megumin lower in the list, her explosion spell turned up blank, middle of the list Megumin worked but another mod would have blank spells, Megumin at the top and everything would be fine.
Gokis Things (old outdated, I know, but many functions in there still work and reduce the number of mods, just a glance through your list, Goki's shaves off 10 mods easily, easier to order things then and I still get more features from it that I've yet to see as individual mods uploaded anywhere), if I put that higher or lower in the list, multiple mods' spells go blank.
Spell Lab, similar to Gokis, put it below Goki and things go blank, put it above something that adds spells, it messes up.
Risk of Noita, too low/high and its spells go blank. And so on.
I have no idea why things are so particular for me, such a specific order to the mods that I worked hours on personally to get everything working for me. Maybe Goki's is the problem, but I would rather deal with a temperamental modlist than adding another 10+ mods to get SOME of the features Goki's adds and have to tap "move up/down" an extra 10+x times to organize.

I think I might have gotten distracted when I was typing my previous message, because looking back at it, I'm confused what I meant lol. New Enemies has been near the top since I last sorted my mods months ago (when I last played too). It's other mods that mess up when positioned elsewhere or something else moves or is added to the list. Enemies Drop Your Guns (Spell Evolutions specifically) just wasn't working properly with New Enemies, but changing anything would mess up other mods, as I mentioned examples above. New Enemies' spells from your mods started working when I disabled Megumin to play as Cirno, but I couldn't utilize Spell Evolution with the New Enemies' spells, they would not merge. Maybe your updates will fix some problems I had, I do love playing as Megumin. I still believe it's more of a load order issue than incompatibility, because almost everything works until I add something, then spells turn up blank until I find the right spot for new mods.

Another tiny issue but not deal breaking, sellhole won't work on evolved spells. Not sure how you have them programmed that sellhole doesn't recognize anything from Spell Evolutions, or Drop Your Guns either. Maybe it's a sellhole problem. Oh well, just thought I'd mention.

If you need more info, just let me know, I can copy my mod list next time I'm at my computer if necessary.

My Skyrim modlist would disagree lol, it doesn't like as many mods as I have. Around 240 (max is I think 253), numerous problems and random crashes because too much stuff added.
MatoLabu@UkiUkiLab  [developer] Feb 7, 2022 @ 4:10am 
@Mageblood
Thx a lot for all these informations and the time it took you to test and explain it all to me! :O

Originally posted by Mageblood:
Some mods require very specific positions, I don't know why.

Dealing with mods incompatibility is so hard and often mysterious. ^^
Indeed: the mod development tools that the Noita developers have made available for the community are definitely double-edged: at the same time they allow you to do a crazy lot of things, at the same time they allow you to create a crazey lot of possible bugs(and lag, and crashes... ^^).
It's the price of the balance: Freedom vs. Reliability. ^^
On my side: I just started to learn lua & xml coding language this summer (I was bored when I got covid and couldn't leave my house xD anyway), so it's sure that my code is not perfect (and dirty in many ways) but I am learning to do things more and more cleanly every day and it's a pleasure to make this mod as compatible and bubfree as possible so that everyone can enjoy it! :D Thx for helping me in this way! :)

Originally posted by Mageblood:
New Enemies' spells from your mods started working when I disabled Megumin

Did you try with the update 1.2 from yesterday? Since "Megumin Explosion Spell" mod is now compatible, I do'nt have any bug on my side. I'm very curious to know if you still have some problem with it!

Originally posted by Mageblood:
sellhole won't work on evolved spells

Do you refer to this mod: https://modworkshop.net/mod/32009 ?
I'm using it but I don't remember this issue. I'll look at it! Thx a lot!

Originally posted by Mageblood:
I can copy my mod list next time I'm at my computer if necessary.

It would be very cool! Thx a lot! :D
I'm curious about how to replicate the problems you had on Risk of Noita and New Enemies Mod, as I can't seem to replicate them on my end. The order of the mods might help me to find out where the problems come from!

Originally posted by Mageblood:
Maybe Goki's is the problem

I add Goki's Things to the "incompatible list" for now, because it seems to create more problems than just not being compatible... I'm looking into trying to make it fully and cleanly compatible with SEvolutions in a future update.

Originally posted by Mageblood:
Spell Lab
I never tried Spell Lab (last time I installed it, the game never load... xD). I'll try it and see if I can fix potential incompatibility bugs!

- - - - - - -

Originally posted by Crowbar (Controller):
The Hyper Energy Orb w/Timer crashes the game upon exploding
Thx for the feedback! I'll look at it!
Mageblood Feb 7, 2022 @ 12:44pm 
Originally posted by MatoLabu@ConcreteGames:
Did you try with the update 1.2 from yesterday? Since "Megumin Explosion Spell" mod is now compatible, I do'nt have any bug on my side. I'm very curious to know if you still have some problem with it!

Originally posted by Mageblood:
sellhole won't work on evolved spells
Do you refer to this mod: https://modworkshop.net/mod/32009 ?
I'm using it but I don't remember this issue. I'll look at it! Thx a lot!

Originally posted by Mageblood:
Maybe Goki's is the problem
I add Goki's Things to the "incompatible list" for now, because it seems to create more problems than just not being compatible... I'm looking into trying to make it fully and cleanly compatible with SEvolutions in a future update.

Originally posted by Mageblood:
Spell Lab
I never tried Spell Lab (last time I installed it, the game never load... xD). I'll try it and see if I can fix potential incompatibility bugs!
I was playing with your mod before you updated it for Megumin. I'm not getting the blank spells any more, but I don't think I can merge the Explosion spell or any of the Drop Your Guns spells. They all still have their default red border.

Yes, that sellhole mod. If the spell is Super, Hyper, Ultra, or Legendary, I can't sell it, just hovers around the hole. Screenshot, a shotgun is hovering over the sellhole but it's easy to miss with it lining up with the border of the banana spell: https://steamcommunity.com/sharedfiles/filedetails/?id=2746487691

Goki's was more of a general problem than New Enemies, Drop Your Guns, or Evolutions. I don't see any direct issues, no blank spells, but it could be causing spells to not be included in the Evolutions. It's just such an old mod, the guy that made it has since quit developing the mod and left everything in the hands of everyone else to do with however they want, so it may not be fully compatible with Noita as a whole, without causing severe game-breaking issues.

Spell Lab was an example, again not directly an issue with Evolutions etc, just showing that the tiniest shift in load order causes multiple other mods, seemingly at random, various issues.

It's a possibility that my computer is a bit too old to be playing most games these days, I think it's getting ready to kick the bucket, but I can't replace it for a while either... Had it since 2012, give or take, and it was a high end gaming laptop for the time, now it would be just about average or below average, and this likely contributes to lag and crashes I randomly have, old outdated hardware. Still runs most games though, so I'm ok for now.

Give me some time to figure out how to get a quick copy-paste of my active mod list.
Mageblood Feb 7, 2022 @ 4:01pm 
So I started disabling various mods, a couple at a time, and it turns out that Goki's Things is the only thing making Evolutions work for me lol... Makes absolutely no sense.

EDIT: Seems Steam didn't update your mod for me, had to unsubscribe and resubscribe to get the Megumin update. With her and Gokis enabled, Evolutions partially worked, with only 1 of them, it stopped working, with neither, it worked fully. After the update, both active, it works again, not sure if 100% though. Still going through my mod list.

EDIT 2: I tested a bunch of different mods in my list, nothing is causing problems any more. It seems it was Megumin the entire time, even when disabled before the update, which is odd. Everything is working, though I didn't test the sellhole, I'll get back to you on that, with a mod list (since I have to type each one, not up for that at the moment).
Last edited by Mageblood; Feb 7, 2022 @ 5:10pm
< >
Showing 1-15 of 38 comments
Per page: 1530 50