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Alchemy Tutor (beta)
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10 Jan, 2022 @ 2:00pm
9 Apr, 2024 @ 2:09pm
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Alchemy Tutor (beta)

Description
Alchemy Tutor - Noita mod

Adds alchemy labs throughout the world. Each lab is set up the materials to perform an alchemical reaction - perhaps useful, perhaps not, but you can mix some things together and see what happens.

Mod status: Beta

Whats in the beta?
  • 13 alchemy labs in all the main track biomes
  • Remote lab teleports findable in many other biomes.
  • Field labs in Overgrowth and Ancient Laboratory
  • Hall of Records, a treecheivment like area that can be found in the world
  • Hall of Masters, vast alchemical playgrounds with multi-step challenges which may be found, or teleported to in place of a remote lab.
  • 45 experiments, from very basic (cleaning toxic) to very obscure (conversion of metals) (New reactions in the Epilogue 2 update are not yet included.)
  • +35 experiments if Alchemical Reactions Expansions is loaded.

What might change during beta?

The main goals at this point are a few more graphical touchups, bug fixes, and addressing major mod compatibility issues. Testing and feedback may still require other changes; I'll try to keep them save-in-progress compatible where possible.

What kind of feedback am I looking for?
  • Is the goal in Hall of Masters discoverable? (doesn't have to be right away - Noita is a game of mystery)
  • Is the material access in Hall of Masters too good?
  • Are there too many Halls of Masters?
  • Are the labs too common or not common enough? (this has a setting,but I want a good default)

Caveats

Enemies, explosions, and physics glitches can and will break all your potions and spill other stuff all over your lab. (But sometimes they also solve it for you.) If you see certain scenes that seem broken more often than not, let me know and I'll see if any adjustments can be made.

Mod Compatibility

Most mods are untested at this point. I'm hoping to have most world changing mods checked out before leaving beta. Mods are tested in isolation, multi-mod combinations could still have issues.

Integrations

  • Alchemical Reactions Expansion
  • Apotheosis - locations adjusted, tested circa 2023-07
  • New Biomes & Secrets - locations adjusted, tested circa 2023-04
  • NG+ - locations overhauled, tested circa 2023-07
  • Noitivania - locations overhauled, tested circa 2023-04

No Observed Incompatibility

  • Alternate Biomes - tested circa 2023-05
  • Anvil of Destiny - Competes for wang pixel scene slots, tested circa 2023-06
  • Flesh Biome - tested circa 2023-05
  • Graham's Things - tested circa 2023-05
  • More Creep and Weirdos - tested circa 2023-03
  • More Stuff - Competes for wang pixel scene slots, tested circa 2023-04
  • Volcano Biome


In-game Options
  • Lab Spawn Chance - Main Areas: weight vs the game's built-in pixel scenes (and perhaps other mods, if they use the same system) Most vanilla scenes are 5 or 10 on this scale, but the number of scene slots, number of possible scenes, and default weight vary per biome. Feedback on a good default level appreciated.
  • Lab Spawn Chance - Remote Areas: chance for a chest spawn location to contain a remote lab teleport in a non-main area without pixel scenes. This partially reduces chest spawns, but every lab can have a chest in it.
  • Fixed Position Pixel Scenes: Hall of Records and Hall of Masters are in places appropriate to the default world layout. You may disable them if this causes problems with mods that change the biome map.
  • Distance Dependent: uses distance from the start to influence experiment choice - this should tend to give more basic recipes in early levels, more appropriate for people only reaching that level. However, there is still randomness and some other factors at involved.
  • Progression Dependent: Formulas will be simplified the first time encountered, and the obscurity will be limited by the total number solved.
  • No Freebies: No materials will be provided unless necessary. Find - or create - them yourself. Disables remote lab portals.
  • Progress Per Run: Operate the progress system based only the current run. Persistent progress is still tracked and not erased.
Popular Discussions View All (1)
2
10 Nov, 2024 @ 2:16pm
Hall of Masters Translation
Stogie
50 Comments
H.S 26 May @ 4:55am 
Hey there, just to let you know that one of the halls of masters has clipping issues with Apotheosis. The specific location is the one next to the Tower. Apotheosis has moved a possible 'Friend' spawn location there that cuts through the top of the hall of masters
TartanRyan 14 Oct, 2024 @ 5:06pm 
Hey I just wanted to say this is probably the best mod for the game. As someone who was really shit at alchemy from EA day 1, this has helped me learn recipes faster while also getting rewarded. Thanks!
Tanelorn 2 Oct, 2024 @ 7:47pm 
Thanks, I appreciate it. None of my mods have the journal in their descriptions, but it's there! Looks like it would be a great companion to your mod. Apparently certain recipes open up as you discover them. It's for the random liquid potions, not the two core recipes.
wondible  [author] 2 Oct, 2024 @ 4:41am 
Nothing called journal, that would be a different mod
Tanelorn 1 Oct, 2024 @ 8:36pm 
My game has an alchemy journal as a pick-uppable item. Is that part of this mod? I don't see it described. I'm trying to figure out how it works...
Zane49er 13 Jul, 2024 @ 6:55pm 
Another player and I didn't realize there were signs in the hall of records since they're invisible and kind of blend into the brickwork totem above them, which we thought was the only thing distinguishing complete/incomplete. If possible, it would be nice if a lectern or engraving or something could appear on completed ones.
Illusia 28 Jun, 2024 @ 10:07am 
Frankly, I got this mod with only the intent of finding the spawns in the natural path. Imagine my surprise when I started finding more and more unique stuff going on with it.
You have a few questions both posed in world and here, I personally think, unless you're gonna make them not spawn in parallel worlds, that there isn't much point in reducing the number of them! Any sophisticated player will be able to navigate and find them whenever they might want if they already know where one is (assuming set spawns) and that'd go for parallel worlds as well.
With that said, the material amount is quite high. However, with my relative lack of expertise in alchemy (in game, and in real life ;-;) I don't know if this really matters 'unless' someone got a lucky Alchemical Precursor or Lively Concoction recipe.
wondible  [author] 28 Mar, 2024 @ 5:10pm 
Hadn't looked at the exact overlap, but the conflict was obvious from what I've seen of the update.
Xenocide 28 Mar, 2024 @ 10:40am 
One of the hall of Masters has been impacted by the new sky islands in the latest Noita Beta (25-Mar-24). Only the Lowest portion of the hall is generated. The other Halls seem to have generated just fine (conducted a map capture pass) I haven't taken time to test any puzzles or remote labs yet. https://i.imgur.com/4Zs7b5x.png
The_enigma3030 26 Dec, 2023 @ 9:20am 
really cool mod, might i recommend a spell lab option so one can just learn the alchemy without needing to be in a run?