Noita
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Chemical Curiosities
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File Size
Posted
Updated
5.239 MB
23 Sep, 2022 @ 12:31pm
7 Jul @ 1:33pm
28 Change Notes ( view )

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Chemical Curiosities

Description
Welcome to Squirrelly's Chemical Curiosities, a massive expansion of the alchemy system, and also a sort of sequel/remastering of Evaisa's Arcane Alchemy!! Comes packed with 80+ materials, 200+ reactions, alchemy-related spells, items, and even an entire ore-generation system!!


Supported Languages
  • Русский (RU) - Last Updated: 07/09/24
  • Português Brasileiro (BR-PT) - Last Updated: 22/05/25
  • Türkçe (TR-TR) - Last Updated: 23/06/25

Wiki here: https://noita.wiki.gg/wiki/Mod:Chemical_Curiosities
bother UserK if something is missing or otherwise lacking in its documentation!

A few of the (very) many things added:


A localized fungal shift spell!


Slicing Liquid, to make the living things stop


you can spread this stuff!!


New gas canisters???


drink potions!!?!?


grow crystals!!?!!?


perform alchemy in a safe environment!

Untested in Entangled Worlds: feel free to let us know about issues you run into


github for those who like that kinda thing -> https://github.com/Squirrelly13/Hydroxide
discord server for those who like that kinda thing -> https://discord.gg/yE8D99PXMp
Feel free to contact us about... anything really! Suggestions are welcome, bug reports are greatly appreciated, we're more than happy to assist in any form of documentation or translation- just ask if you need help or have questions!

Big thanks to copi for some sprite work, Evaisa for allowing me to put arcane alchemy inside this mod, my playtesters for playtesting, and many more!
Popular Discussions View All (3)
2
8 Dec, 2024 @ 8:29pm
PINNED: Issues & Bug Reports
UserK
1
17 Jan, 2024 @ 1:20pm
Some Constructive Criticism
Stogie
0
2 Apr @ 12:51am
Translation
UserK
246 Comments
UserK  [author] 23 Jun @ 11:45am 
Turkish translations have been added, courtesy of Dylan Rhodes!
UserK  [author] 22 May @ 9:39am 
Brazilian Portuguese translations have been added, courtesy of Absent Friend!
UserK  [author] 21 May @ 1:23pm 
added a bandaid fix for methane leaving a permanent slight desaturation effect on the player, will rectify properly when i return with a general stain-shader manager attached to the player
UserK  [author] 12 May @ 8:54am 
To further explain, when materials are compiled into the game, the game has an internal numerical index to refer to materials, air might be 0, water might be 12, fire 4, templebrick 27, etc. The game crashing can sometimes fuck up the order when modded materials enter the mix, an example might be the glass potions are made out of being replaced with Devouring Moss, or- in your case, the material that makes up Emerald Tablets being replaced with Uranium

This is not something that can likely be fixed unless I were to make an unsafe mod to delve into the inner workings on the engine and rewrite how the game handles materials on a fundamental level (I'm not doing that)

The best thing you can do is find a way to resolve the crashes themselves. I would recommend joining the Noita Discord and asking in the #mod-support channel for assistance with your crashes, and provide your mod list
UserK  [author] 12 May @ 8:47am 
@LexiPixel_ this sounds like the game crashing is fucking up the material index and replacing tablet material with Uranium, are you sure its Chemical Curiosities crashing your game? if so can you tell me what mods you are running? CC does not touch Saving Grace at all, Uranium is one of our materials but it isnt related to the issue really at all- its just a side effect of your game crashing
LexiPixeL_ 1 May @ 9:32am 
Heya. So, every once in a long while, the game will crash (somehow only when it's paused). It's infrequent enough to not really bother me much, but the problem happens after restoring from crash. Everything seems fine at first but the moment I throw my tablet (assuming I have one), it hits me with a beam of radiation, doing a tonnn of damage, amd if that doesn't kill me outright, I end up with the Leggy Mutation.

I'm assuming it's a probably a mod compatibility thing, and I'll figure out a way to work around it (maybe give myself Saving Grace and adding perk removal), but I figured I'd mention it in case you happen to be poking around that bit of the code.
The Creep 9 Apr @ 6:28pm 
Totally fine, UserK! You've put a ton of good work into this mod, it really adds to the flavor of my runs.

(just looked at the patch notes and noticed you mentioned divine slime being on hold two days before my comment whoops xD)
UserK  [author] 9 Apr @ 3:41am 
thanks for the feedback on the mod, I will try to address these issues- though keep in mind I have been busy with other stuff and have been enjoying other games, so while I'll fix bugs and work on features here and there, it might be a while before large reworks arrive

currently on the itinerary of large reworks are AoD compat, Alchemy Journal rework, Fluent Fluids content branch, and Materia Mushrooms
UserK  [author] 9 Apr @ 3:41am 
oh wow its really been that long since i read through the comments? mb gimme a sec

@The Creep peculiar, Divine Slime has been put on indefinite hold until AoD compat is functional, but Liberum Magicas is def smth we should fix, I will look into that when I wake up again (it is currently 11:35 in the morning and I have not slept lmao)
If you join the discord or contact me via DMs, we can discuss this much more easily (preferably the former, but idm much~)

@Чек пожалуйста There is no proper way at the moment outside of experimentation. as mentioned, you can indeed go through all of the reactions.xml files for each content branch, in the future I intend to have the recipes be shown to you through pixel scenes and some of the more mechanical ones be explained via the Alchemy Journal whenever I get around to reworking that
The Creep 22 Mar @ 6:14pm 
@Чек пожалуйста if you're willing to spoil yourself, a good amount of them are listed in the reactions.xml file. You can find it inside "steamapps\workshop\content\881100\2866701037\files\chemical_curiosities\append"