Noita
Fluid Dynamics
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
UserK 14 Feb @ 4:58am 
@Conecall you could make a pastebin and link it
Conecall 12 Feb @ 7:00pm 
lord these comments suck.. wont let me type anything with this 1000 char limit.. the tiny ass log takes up 50% of it :'D TLDR version; idk shit, i think it might be cause this mod changes a file or something, cause adding alternative biomes to my 46 modlist makes 10 different errors on a bunch of mods - turning them all off dosnt change anything except the error - but turning off this mod, or alternative biomes fixes it entirely, even with all the other mods on - want the detailed version i guess u gotta add me xd
UserK 11 Feb @ 6:54pm 
also yeah @DeVout Numelran and anyone else with questions about compatibility, Noita mods are generally compatible by default so if there are issues, you should probably explain what they are
UserK 11 Feb @ 6:51pm 
@Cynical Nerdist I would hazard to guess it was Flammable Gas that was the culprit, as it burns through ceilings similarly to acid (albeit more slowly).
Also @cenfre old-ass message but this mod doesn't add many volatile liquids, *Chemical Curiosities however does and may have also been the cause (though again, Flammable Gas is the main culprit)
Cynical Nerdist 8 Feb @ 8:22pm 
I always seem to anger the Gods in the Holy Mountain just before entering the jungle. Is this something this mod is causing?
Philadelphus  [author] 29 Jan @ 4:35pm 
@DeVout Numelran: what issues are you seeing? I've run this alongside Anvil of Destiny in the past without obvious issues, but something may have changed.
DeVout Numelran 2 Jan @ 11:49am 
Any hope of getting these to work in tandem with Anvil of Destiny?
Baleur 20 May, 2024 @ 5:11pm 
@cenfre if i were you i'd check if another mod is adding / using void liquid in their enemy types. I know i had to disable "void liquid trail" as a trait on "Champion" enemies from Goku's Things, or the world would just be a wreck randomly.
cenfre 2 Oct, 2023 @ 1:58am 
Either this or alchemical curiosities.
cenfre 2 Oct, 2023 @ 1:58am 
I believe it's this mod that's causing it, but something keeps damaging the holy mountain, angering the gods quite often after I got my mod list all set up. It's a coin toss as to weather I'll get beat down every time I enter it.

Reason why it makes me suspect it's this mod is all the volatile liquids leave me seeing a bunch of areas that's been just chewed through by various fluids, including sections of the holy mountain gate.
Kac646 18 Sep, 2023 @ 4:07pm 
I've been looking for a mod that could mix potions inside the bottles, or is that not possible? (If it is maybe add to this?)
Jen-ka [UKR] 6 May, 2023 @ 4:50am 
Make an option that would allow you to disable barrels, exclude them from the game.
UserK 17 Mar, 2023 @ 10:15am 
Do you have any intent to update/fix your mod in the future? I noticed it seems to cause issues with some other mods and it doesn't seem to have been updated in over a year
Philadelphus  [author] 16 Jan, 2023 @ 11:32pm 
@TheSanctifier: I don't think so, but I don't actually know off-hand I'm afraid.
TheSanctifier 16 Jan, 2023 @ 5:22pm 
Does the Polymorph Immunity get disabled if you get hit with the Vulnerable debuff?
berry 19 Oct, 2022 @ 7:00am 
can you add translation file for your mod?
Konflusius Katsuo 25 Sep, 2022 @ 9:02am 
@WendyZX arcane alchemy was compatible but the mod itself is outdated, the "new" arcane alchemy is "chemical curiosities", but i will test the compatibility
WendyZX 20 Jul, 2022 @ 4:06pm 
Is this mod compatible with arcane alchemy?
Philadelphus  [author] 16 May, 2022 @ 8:17pm 
@GO Skill Yourself: I was testing it last year before I had to take a break from modding, but looking at the files it's possible to enable it, and I think it might actually work mechanically (though the description text isn't correct at the moment). Look for the line that mentions "cold_blodded.lua" in init.lua and remove the two hyphens at the beginning and it should be included in the perk pool. At the moment it makes you immune to freezing vapor and liquid, turns your jetpack particles and blood to freezing liquid, and makes you take 20% less fire damage. I can't guarantee it won't be broken somehow, though.

Now that I'm finally back to a place where I can start thinking about modding again, I should see about finishing up and releasing some of that in-progress stuff…
G0 Skill Yourself 16 May, 2022 @ 10:55am 
you have a perk in your files named cold blooded, is there a way to turn that perk on?
redandblue101 4 May, 2022 @ 4:12pm 
okay thanks a lot. thats really helpful
Philadelphus  [author] 30 Apr, 2022 @ 11:42am 
@redandblue101: You can turn any perks you don't want off in the config. Though I do agree, now, that Polymorph Immunity is only tangentially related at best, and since there are other mods that add such a perk I might remove it in future.
redandblue101 27 Apr, 2022 @ 2:29am 
Great mod, but those perks are kinda feature creep. Especially poly immunity, it has nothing to do with this mod at all and should be separate. Not all of us want that in our game
♠ℜΘß♠๖ÿáĥèll™(H3LL) 5 Apr, 2022 @ 10:16pm 
None of these perks are at the starting point. I've tried repositioning the mod, completely restarted, I dunno
Philadelphus  [author] 30 Mar, 2022 @ 9:36pm 
@Titanium Jesus: Wow, I haven't been playing in a while and don't actually know what the null altar is. I'll have to look into that, thanks for the bug report!
Titanium Jesus 30 Mar, 2022 @ 1:25pm 
bug here. After taking the dynamics perk and then using the null altar and NOT picking up the dynamics perk again after that the game still acts like I have it.
RoXeUr-KaMiKaZe 19 Mar, 2022 @ 11:07am 
The mod don't work as a stand-alone mod or in group mod, it's so sad I LOVE TO PLAY WITH POWDER POTION plz fix this, this is geniously invented
Philadelphus  [author] 28 Feb, 2022 @ 8:14pm 
@Peni4: I actually got my computer back recently, so I'm hoping to get back to modding and release a new update before too long. I'll check Heavy Sweater, it's always possible some game update broke it, so thanks for the report. I do still like the idea of the inverse "Self-Cleaning" robes, I'll see if I can work that in. (Call it "Sponge Robes" or something.)
Peni4 28 Feb, 2022 @ 6:02pm 
I don't think "Heavy Sweater" works. Maybe it's because I'm using a regeneration mod, but even so, no matter how little HP I have left, the sweater doesn't get wet.

Perhaps, if you're still open to suggestions, you should change the mechanics of the perk so that the pawn is always about 30-50% wet.... Or go back to my suggestion by making the Sweater the opposite of the "Self-Cleaning Cape" - so that liquids stay there longer.
Philadelphus  [author] 23 Feb, 2022 @ 8:12pm 
Last I checked it did, but let me know if you find anything not working.
Stogie 23 Feb, 2022 @ 12:35pm 
Does this mod still work?
Philadelphus  [author] 20 Nov, 2021 @ 10:25pm 
I'd have to look at the code to say for sure, but that seems like it should be possible, and not too difficult. I unfortunately won't have access to my computer to try it for a few weeks at least, but I like the idea and I'll give it a shot.
Peni4 20 Nov, 2021 @ 4:36am 
Ah, hello again! I recently had an idea, so I would like to put it here (otherwise I will just forget it!). This mod already has a perk that makes us always wet. But I wondered: Could there be a perk that is completely opposite to the cleansing cloak? Like, so that any liquids are cleaned not faster, but slower? It's even balanced in and of itself! Slime or poison will become a real pain in the ass, but something like invisible or ambrosia? Oh boy!

ps, I hope I'm not too annoying with my statements?))
Sneck 5 Nov, 2021 @ 2:59am 
Great mod man. If we ever meet have a chocco milk on me :steamthumbsup:
Philadelphus  [author] 4 Nov, 2021 @ 11:26pm 
@Peni4 Nice, I haven't had a chance to play in a few months so I'm not up on the latest update. Glad the mod still works anyway! Condensation mechanics aren't too difficult—I think it's in the unreleased stuff I did, but I remember making it so that freezing vapor mixing with other gasses causes them to condense. Hopefully I'll have my computer back before too long so I can get that stuff tidied up and released.
Peni4 4 Nov, 2021 @ 7:04am 
Of course! With the latest update, this mod plays with even brighter colors. There are many possibilities to conveniently move and mix materials, which makes alchemy more effective! So, I will look forward to it)))
Although, I will not lie that although the mechanics of gases, etc. interesting, sometimes I just want to fool around by taking a shower of ambrosia and enjoy impunity)))
Oh, speaking of gases! How difficult is the implementation of condensation mechanics? For example, by firing a projectile with a cold modifier at the gas, you can turn it back into liquid.
Philadelphus  [author] 3 Nov, 2021 @ 11:39pm 
@Peni4 Glad you're enjoying Fluid Dynamics! The version up now doesn't have any spells in it, though I've been thinking about adding some. (I've actually got a set of spells that create potions made, but unreleased.) Unfortunately my computer is in a move at the moment, so it might be a month or more before I can get back to working on it, but if there's interest I could see about adding some that create powders or other liquids. It's mostly copy'n'paste to make spells that create materials, but I was worried they would end up being quantity over quality, so knowing there's some interest is helpful.
Peni4 3 Nov, 2021 @ 9:27pm 
Hi. I have been using this mod for a long time and am very pleased with the increase in the amount of madness happening)
I recently returned to the game and was surprised by the many changes. But I also noticed that some of the spells were missing. I don't remember if they were added by this mod or were in the base assembly, but I still want to ask: is it possible to add spells to create powders and liquids, such as copper, diamonds, mushrooms, ragweed drops, fire, etc. to the mod. ?
Eisenhor 19 Sep, 2021 @ 3:58am 
This is a great idea! I expected that the game should have such a thing, but I didn't see it (...Thanks to the author for such a mod, I think that everything should be the same in the Noita release as in this mod
Philadelphus  [author] 8 Sep, 2021 @ 4:09am 
I've been meaning to add some options for a while now, and while I can't promise anything as I'm moving internationally in less than two weeks I'll try to see if I can release a small update before then.