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Fluid Dynamics
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29 Sep, 2020 @ 6:18am
27 Feb, 2021 @ 10:22pm
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Fluid Dynamics

Description
This mod adds new fluids and things related to fluids, like reactions and perks. Specifically, it adds:

18 new gasses, one for each of the various magical liquids in the game. I always found it strange that potions couldn't evaporate even if poured directly on lava or fire, so now they can. Gasses give you the same effect as the base potion (flummoxium gas will also give you the "tripping" effect, because breathing that stuff cannot be good for you). If you think liquid polymorphine is bad, just wait until you discover its gaseous form…

New containers holding these new liquids scattered throughout the world. Tanks of compressed potion gasses appear on Hiisi levels; they're color-coded according to their contents, so at least you'll know what you get when you crack them open. In the Underground Jungle and Temple of the Art you'll instead find mystical pots with mysterious contents because I couldn't get colored sprites to work for them because it's more fun that way! (For real though, they can contain dilute mana gas, ambrosia gas, chaotic polymorphine gas, or the extremely rare draft of Midas or healthium gas.

New reactions! Acid gas now slowly corrodes the ground as well (though quite slowly so it should anger the gods a lot less now), though remains non-dangerous to creatures. (Rumors persist of a gas which acts similarly, but turns things to gold as it does so…) Sand turns into glass when exposed to heat, and potions evaporate.

3 new perks:
  • Fluid Transmutation. This causes you to convert nearby fluids (including the new gasses) into safe(r) variants. It's similar to Alchemical Transmutation from Nuke's Perks, but the list of fluid changes is different, it handles acid and lava by default, and the new gasses added by this mod.
  • Heavy Sweater: This causes you to sweat in direct proportion to how much life you've lost. While not much (salt) water in the grand scheme of things, it'll generally keep you wet, which is useful for not catching on fire.
  • Polymorph Immunity: Pretty much what it says on the tin. Makes you immune to polymorphing of all kinds! No more runs ended because of that one drop of polymorphine you didn't see in the pool before jumping in!

Potion powders! New to the 1.1 update, potion powders can be found around the world in flasks and a new pixel scene (and I have lots of ideas for future pixel scenes), and can be turned into their respective potions by mixing with water. (Also blood, slime, and radioactive liquid, but slower.) If you mix them carefully, a flask of powder can get you more than a flask's worth of potion! They can also be activated by walking over them while wet, so just be careful. (The Dissolve Powders perk will dissolve them, too.)

Config options. This is a relatively new addition, but I've added some options to the config file if you want to turn certain parts of this mod on or off. If you don't want potion powder flasks to spawn, or acid gas to corrode terrain, or individual perks to spawn, you can turn them off in the config file located at Steam/steamapps/workshop/content/881100/2242959969/config.lua.

I hope to add more to this mod over time if I get ideas for additional things related to fluids in the future, specifically I'm working on potion ices and have some ideas for more new perks and pixel scenes as I get the time.

Edit (2021/01/19): As of today Fluid Dynamics has exactly 15 thousand subscribers! Thanks, each and every one of you—I had no idea this would turn out to be such a popular mod! :D

Edit (2021/08/22): 20 thousand subscribers exactly! This is probably the most popular thing I've ever done at this point. XD

Credits: Horscht, Archaeopteryx, Coxas, Cerin and others on the Noita modding Discord channels for helping me out with various problems and being all-around encouraging of a new modder.
1313e for discussing various ideas and changes with and suggesting new features.
122 Comments
UserK 10 Jun @ 1:42am 
May I ask which materials you would both like to have compatible with Anvil of Destiny, please name all the liquid materials added by this mod as far as you know
Conecall 6 Mar @ 11:56am 
@deVout, i'd love to see that too, though to be fair, i doubt it will ever happen assuming the modders'd probably need to talk to each other a bunch and half of em left forever :i
DeVout Numelran 6 Mar @ 9:29am 
its not that they are not compatible. they just dont currently do anything lol and was curious if it was possible to make them do something with anvil of destiny.
DeVout Numelran 3 Mar @ 8:25am 
Sorry forgot to check this.
Simply put, a lot of the fluids from this mod (I think its this mod) Just simply dont do anything with anvil of destiny. it will not let you pour the bottle onto the anvil if its anything other than vanilla fluids.
UserK 20 Feb @ 6:29pm 
already had apotheosis? damn rip that theory, but yeah that A B C scenario is something that exists with translations, but that's clearly not what happened here, oh well I may investigate this another time

glad to hear it, I worked hard to refactor it entirely and help tweak some of the less-fun mechanics present (though Methane and Bloomium fixes were Squirrelly and Evaisa respectively)

Also wondering if we should've taken this convo elsewhere earlier, feel free to ping me on Noitacord or Chemical Curiosities discord @UserK lmao


sorry Phil (I saw you respond to a comment a few weeks ago so idk how often you check here) and anyone else who was hoping to read comments more directly related to the mod, feel free to switch to the second page of comments o/
Conecall 20 Feb @ 1:21pm 
@UserK hm.. im pretty sure i installed apotheosis before fluid dynamics and it always having turned on - tho loads before fluid dynamics too.. dnu if that rules it out, or would just mean another mod i added does the same thing too - but yeah, as i said i really dnu shit tbh :D i just noticed the other comment on the anvil mod - of which anvil has always worked in my order, then alternative biomes break it, but now it dont? nothing was updated, just sounded like a file breaking because mod A does this - then mod B does that, now its broken, but then mod C adds this funny line.. and now it works again :D

awesome you got a hold of it fs, i think i had to remove it cause too many mods broke it... but seems to wurk great now, so even more chaos gets to go in my noita :D certainly makes for one of the best mods out there :P
UserK 20 Feb @ 3:08am 
@Conecall material number shouldn't be the cause and I can't think of anything along those lines- *unless* its possible there was an issue with translations. I know some mods handle translations in a way that can make it vulnerable to being broken with other mods, and that there are a few mods like Apotheosis which have a dedicated script to fix this issue, so if Apotheosis is what fixed it, then I would imagine the issue was to do with translation appending being jank

I'm glad to hear you enjoy CC, I personally also always really liked it and am happy I was given permission to work on it after Squirrelly stopped
Conecall 20 Feb @ 1:04am 
@UserK well i do be far from anywhere near knowladgeable bout this kinda stuffs, but given how simply adding more mods solved the issue, i figure it might just be something that hashed bad or something like that? like adding exactly 75 additional matierals could break it, while 74 or 76 is fine? :D

also thats awesome! i remember that being one of the first mods i added.. lord that slicing liquid got me gud .-. 10/10 mod tho :D
UserK 19 Feb @ 8:29am 
@Conecall I'm curious what sort of issue could've caused it, I may go over the code at some point
It's a pretty old mod that hasn't been updated in 4 years as of the day after tomorrow, so breaking with more maintained/modern mods isn't too unsurprising

Idk if this is worth saying since I've been on break from modding for a while, but I did get permission to port some key features of this to Chemical Curiosities a while back, so that should happen eventually and I'll likely leave a note here when I do eventually get around to it

But I would say this mod is still worth using if you can get it to work, its fun and a classic, I'd be happy to look over error logs and look into issues people post here if I happen to see them
Conecall 14 Feb @ 5:33pm 
@UserK that was a pretty idea :D though i forgot the errors, and managed to add another 7 mods to my load order... which funnily enough seems to have fixed whatever issue was happening, and now it dosnt seem to want crash again - which is pretty awesome! but means i lost the logs too :C

but i do assume its fair to say we've gotten a hint an to the issue... cause DeVout couldnt use this+anvil - but ive always used anvil.. very first mod i ever installed, never removed or disabled it, never crashed cause of it, and i been using this mod for a while too now - and now it works fine with alternative biomes? but didnt before?

i havent removed any mods from my load order, only added mods - and 1 mod i added required moving potent potions and modifier madness below alternative biomes - but then moving this mod up or down in the load order dosnt seem to cause any issues :D