Noita
Blaseball Weather
37 Comments
NotThePinkKirby 9 Apr, 2024 @ 11:30am 
I love blaseball (riv) so so much, my first concern when I found out the game updated today was honestly whether it broke this mod instead of the new content FGHGH It's been a while but thank you for making this!!
Guda 11 Aug, 2021 @ 11:41pm 
添加的“天气”列表:

日食

花生

很多鸟

反馈

混响

放血

黑洞

太阳2号

泛滥的

咖啡

咖啡2

咖啡3

鲑鱼

闪烁

极性

这些修改器提供了独特的游戏机制和挑战,忠实于Blaseball的原始天气效果。我计划在Blaseball中添加更多的修改器(可能还有额外的特效)。

这些生物群落改良剂的作用包括:;

2个新敌人(+1个无辜生物)

4新液体和状态效应

花生

4种Perk-like生物群落改性剂

5种不同的酷圈

向裁判员投掷空心球的能力

时间旅行

酷棒

热棒

此外,国防部还包括4项新的特权:

辛辣的

食火者

聚会时间

沉船

如果您希望在启用默认biome修改器的情况下使用mod,可以在mod的安装文件夹中修改config.lua文件。
fart 23 Jul, 2021 @ 3:11pm 
IM GAY:steamsad:
Tap.Water 3 Jul, 2021 @ 8:24pm 
The Breath Mints.
ljiyin 21 Jun, 2021 @ 2:53am 
salmon weather constantly teleport you to the same position,it is annoying
TheTrueFinalBoss 17 Jun, 2021 @ 5:26pm 
Party Time perk sounds a bit harmful in long runs, where you might end up with too much movement speed.
Pumpkin-Spiced Robot 24 May, 2021 @ 6:12pm 
(Wish you could edit comments) Disregard previous comment, I just saw the bit in the Mod settings that instructs you to go to the config.lua. Reading is a skill I posses yes hello. Still a fantastic mod.
Pumpkin-Spiced Robot 24 May, 2021 @ 5:45pm 
Absolutely killer mod! Is it possible to reduce the chances of getting a Weather effect? I kind of liked how in vanilla Noita when you entered the mines you would occasionally get mysterious messages, and I would love an option to play with this mod while retaining that feel of added effects being something special.
Lunahere  [author] 21 May, 2021 @ 7:13am 
added polarity weather to the mod, which occasionally grants a one-time-use field to creatures, that either attracts or repels projectiles
Mt_Quinn 10 May, 2021 @ 5:27pm 
hey this absolutely slaps top to bottom
Lunahere  [author] 7 May, 2021 @ 1:15pm 
the mod now has glitter weather, which spawns elemental wands. i'll most likely expand glitter a bit in the future, when i figure out how to make temporary perks.
MacDoodle 6 May, 2021 @ 6:01am 
Uppy Downy
[95th] Commander Rod 5 May, 2021 @ 7:21pm 
MANY STRIPES
Lunahere  [author] 5 May, 2021 @ 2:33pm 
most of the weathers have the the same probability of appearing, but sun 2 and black hole appear slightly less because they can be quite destructive. that goes for the different coffee weathers as well, since i felt having all 3 of them appear as often as the other weathers resulted in too much coffee.

the preset probabilities don't really hold true all of the time though, since not every weather can appear in every biome.
bool 5 May, 2021 @ 2:10pm 
Super cool mod! I love the ways you've made the effects work for Noita, while keeping them faithful to the way they work in Blaseball!

Do the different weathers have different probabilities, or are they equal chances?
ArrisTheRound 5 May, 2021 @ 11:02am 
TACO BACO
Lunahere  [author] 7 Apr, 2021 @ 2:00am 
The mod now features salmon weather, which was just introduced to Blaseball this season.
Lunahere  [author] 1 Apr, 2021 @ 9:28am 
The mod has a few perks now, you can view what they do in the 'change notes' section of the workshop page.
FlyingFinn 27 Mar, 2021 @ 2:52pm 
Really cool, thanks! The guides in Noita's mod settings menu seem clear enough as well.

I've yet to try this, gotta finish my old run first, but can't wait to.
Lunahere  [author] 27 Mar, 2021 @ 6:50am 
i implemented the config.lua file, and included a guide on how to modify it in the mod settings. i also provided some default value sets in the file itself, just to make it a bit easier to use
Lunahere  [author] 26 Mar, 2021 @ 4:33pm 
i'm thinking of making a settings.lua file using the "not_setting" option, and have the instructions to change the settings there, so that it'd be a bit easier to discover
FlyingFinn 26 Mar, 2021 @ 4:04pm 
Whoa alright thanks for the details.

Using a config file is the old-fashioned way but it should work. The config file only gets overridden to the default values if you push an update that changes the config file.

The main problem with using a config file is the low discoverability.
Lunahere  [author] 26 Mar, 2021 @ 2:58pm 
unfortunately due to how noita handles world generation, biome modifiers are partly initialized before mods, so my mod has to completely copy and replace the biome_modifiers.lua file, and because the modding api isn't properly initialized before that file is called, i can't use ModSettingGet to retrieve settings from settings.lua. i could make mod settings changeable through a config file, but you'd have to modify it manually, with a text editor, and i'm unsure if it'd get reset to the default values whenever i push an update.

so it's doable, just not as user friendly as i'd like. i'll look into implementing it once i have a better grasp on how it'd interact with me updating mod (i.e. will it reset to default settings on every update)
FlyingFinn 26 Mar, 2021 @ 1:51pm 
As someone who barely understands what Blaseball is, I'm not particularly attached to making Noita more like that game, but I appreciate the work you've put to this mod and the modifiers look wacky. This is a unique mod and the kind of content that there's never too much of.

Thus I ask, could you add an option that still preserves the vanilla modifiers and adds these new ones as extras?

I do like that you made every main biome have a modifier, but perhaps disabling that feature could be an option to make the experience even closer to vanilla Noita.

The settings menu provided by Noita works really well. You can check my Modifier Madness mod if you need a rudimentary reference of its use.
Act_One 26 Mar, 2021 @ 7:28am 
And yeah, i do know that the aggressiveness of some creatures is different, as when i use the Hatred perk not all the enemies attack each other, whereas when i use More love perk, some creatures stop attacking me, but it's not every creature, it's different for each one, even if they're the same.... species.
Act_One 26 Mar, 2021 @ 7:27am 
Thank you, this is honestly going to be very helpful.
Lunahere  [author] 26 Mar, 2021 @ 5:56am 
i updated the mod to add a small icon that appears above friendly enemies' heads during feedback weather, it should start appearing in game once you update the mod (may not work in runs started before the update).
Lunahere  [author] 25 Mar, 2021 @ 11:02am 
ah that's because not all enemies are hostile to each other, and that's determined by the different relations between the different teams *and* partly randomly by creature by creature basis (all creatures have an aggressive value that's randomly generated). i could probably make a small icon appear above enemies that are allied with you by checking the relation you have with nearby enemies. i'll try and make your idea work first since honestly it sounds like a great addition, but if it doesn't work out ill just make it print what team you've been swapped to.
Act_One 25 Mar, 2021 @ 10:33am 
I do know the enemy i just hit would be in my team, as well as all the others of it's type, but sometimes there's other creatures that also become friendly to me, even if i only hit 1 enemy. Though, i was thinking you could add like a status effect. As in, something beside the stains that shows this is a friendly, such as a positive marker. Though, that may be tedious, so, if you can just somewhat identify what team you're on, that would be sufficiently helpful in my opinion.
Lunahere  [author] 25 Mar, 2021 @ 10:24am 
you swap teams with whichever enemy you just swapped positions with, and it only triggers when you hit an enemy. i'll look into making your new team more clearly stated however, does making it print something like "your new team is [new team here]" on the bottom left of the the screen sound like it'd be helpful?
Act_One 25 Mar, 2021 @ 10:10am 
Actually, i have encountered 1 slight... inconvenience, when it changes my team, i don't actually know what team i'm on, or who's friendly to me or not, i usually have to find out by letting the creature attack me, which makes it very hard to know if something's helping me, or fighting me.
Act_One 25 Mar, 2021 @ 9:20am 
Alright, though for now, it seems to be compatible with all my other mods as well, so that's good.
Lunahere  [author] 25 Mar, 2021 @ 8:26am 
from a quick glance a the surface weather mod, it should work just fine with this one, since this mod only affects the file that assigns the modifiers to each biome, which the surface weather mod doesn't actually modify. though if you run into any issues with running the mod, be it compatibility issues or something else, just leave a comment and i'll have a look at the problem
Act_One 25 Mar, 2021 @ 7:47am 
Actually, i'll just install in and find out xd
Much faster
And might be fun afterall, lol
Act_One 25 Mar, 2021 @ 7:46am 
Does this mod work with the Weathers mod? (the one with all the surface weathers like acid rain and all that)
MakerIris 25 Mar, 2021 @ 6:32am 
YES YES YES YES YES YES YES YES
Storm 24 Mar, 2021 @ 5:02pm 
another great mod from this cute modder<3<3<3 :Blessing: