Noita
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Realistic Particles Fix
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16 Dec, 2024 @ 11:26pm
24 Dec, 2024 @ 12:49am
10 Change Notes ( view )

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Realistic Particles Fix

Description
This mod does not require the original mod to work.
Changelog
Source code[github.com]

This mod is a continuation of the Noita Realistic Particles Behaviour mod.
It has been fully rewritten to avoid gameplay changes and to keep it as a purely graphical mod.
You can check out the original here.

Projectiles are now edited instead of replaced. This ensures that future updates of Noita or other mods can freely change projectile damage and other attributes, as long as they still emit the particles.

Features
  • Over 40 spells reworked to feature a much nicer looking particle effects.
  • Add wind effects to most of the spells, making the decorative particles blow around in the wind.
  • Increased life time on the particle effects so they can linger in the air for a longer duration of time.

Fixes since the old mod
  • Projectiles now deal their most up-to-date damage
  • The spread of projectiles is now back in sync with Noita
  • Dynamite is no longer unusually heavy
  • Dynamite now no longer lingers around too long
  • Bombs are no longer unusually light
  • Friendly fire projectiles are now in sync with Noita
  • Projectile count has been reduced in a few places to avoid bright white glares


If you do not like a specific particle change, you can disable that projectile/prop in the Mod Settings.

Q&A

Will this mod count as cheating?
This mod only edits visual parameters of projectiles. It no longer has an effect on gameplay.
If you notice something that changes gameplay, let me know and I will fix it.

Will this mod work with other mods?
This mod was rewritten to be as compatible as possible. If you encounter errors when using it with other mods, let me know so I can fix it!

Will you update this mod in the future?
The previous workshop submission hasn't been updated in over a year. While I cannot guarantee that new projectiles will be added onto this mod, I will try to fix any issues you may encounter.

Do the new particles change gameplay?
No. Noita has two different kinds of particles, one that interacts with the surrounding enemies and materials, and purely visual particles. This mod only uses the visual variety. As example, while toxic explosions have more particles, they do not actually coat more of the environment in toxic sludge. You may have more trouble differentiating which particles are 'real' and which ones are visual. Make sure to use the mod settings to configure the mod to your liking.
Popular Discussions View All (1)
11
2 Jan @ 8:41am
Suggestions & Bugs
LeCarbonator
24 Comments
microwave 24 Mar @ 11:17am 
crazy
LeCarbonator  [author] 22 Feb @ 7:09am 
In short, no, I will not reclassify the mod. The mod is open source, and if you find something that (accidentally!) changes gameplay, I will implement a fix for it.
LeCarbonator  [author] 22 Feb @ 7:07am 
Heya! The claim of it being visual only is because visual particles do not act the same as real particles. There's settings for that. If you do not like a particular **visual** change, feel free to disable that prop / enemy in the settings.

The game is inevitably going to be more cluttered with particles, as it was with the original mod. I do not recommend this mod if you want visual clarity or performance over the looks.
22 Feb @ 4:21am 
THIS MOD IS NOT VISUAL ONLY - it totally impacts game-play in multiple ways - more fire / oil from oil barrels = more burning and explosion damage, water is burnt / evaporated by fire at a faster rate, larger explosions, more toxic liquid released from explosions, more trail particles on spells (fire, water, toxic etc.), it also slows down the speed of liquids in the air when you are trying to coat yourself when on fire etc. / makes it difficult to coat enemies in pheromone. The list goes on and on, essentially there are more particles created, so in most cases makes the game harder / more dangerous and chaotic. Please rename and reclassify this mod.
Phytopticain 19 Jan @ 2:20am 
Absolutely! I think it's working for now, i will update as needed
LeCarbonator  [author] 4 Jan @ 11:50pm 
Hey OxidizeDilemma! Could you elaborate what mod list you use and in what order?

You can also use the Discussion section so we can talk about the crash more thoroughly.
Phytopticain 4 Jan @ 9:11pm 
crashes ?
Cielo 1 Jan @ 8:53am 
Hello, developer. You're a smart guy with dynamite, you've fixed everything." And maybe I was wrong with the rockets." Now I checked, nothing emits fire. I'm following you, developer. I'M WATCHING...
Luc- 31 Dec, 2024 @ 8:26am 
The old version of this mod had an odd addition that basically nerfed and changed how explosives work
LeCarbonator  [author] 31 Dec, 2024 @ 7:54am 
The mod is a continuation of the old mod, so it does the same things. I've copied part of the description over to this one so it's more easily accessible.