Noita
Modifier Modules
27 Comments
Conga Lyne 23 Oct, 2022 @ 10:38pm 
This looks sick
[DMN N!] DamnitEbby 21 Sep, 2021 @ 4:02pm 
Yeah, looks like the way the unreleased "Ninja" loadout's "Knife" wand is written is causing problems. Wish I knew enough about how Noita functions under the hood to either fix it or strip it out cleanly without breaking Thematic.

Wasn't able to pin down the Varia error since the file location in that error is truncated, looks like one of the "unique" special wands though.
Evaisa  [author] 21 Sep, 2021 @ 3:47pm 
Both Thematic Random Starts and Varia Addons are causing errors but I suspect Thematic Random Starts
[DMN N!] DamnitEbby 21 Sep, 2021 @ 1:50pm 
Alright, here's the proper log, pastebin's "SMART" filters were mad at... something? Who knows.

https://justpaste.it/7m82t
[DMN N!] DamnitEbby 20 Sep, 2021 @ 11:28pm 
Oh, I got it: the link in your comment is the Twitch Extended one, which I thought was weird.
Evaisa  [author] 20 Sep, 2021 @ 10:59pm 
this is not the full log or you do not have the logger mod enabled.
[DMN N!] DamnitEbby 20 Sep, 2021 @ 4:31pm 
Alright, here's the logger from a fresh run (looks to be the same as when I booted up the old run as well, other than the timestamp):

https://pastebin.com/QwxaEDv0
Evaisa  [author] 17 Sep, 2021 @ 7:23pm 
Install this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2258441901
Do a run, it should generate a logger.txt file in your noita folder. This will contain errors and such. drop the content in pastebin or something and send it here.
[DMN N!] DamnitEbby 17 Sep, 2021 @ 6:33pm 
Well damn. Finally found another empty module, produced another blank object with no name that costs 10 mana and does nothing.
[DMN N!] DamnitEbby 14 Sep, 2021 @ 6:37pm 
Currently doing a run without Ommel, will report if I spot any of those blanks again.
Evaisa  [author] 14 Sep, 2021 @ 5:49pm 
ommel definitely doesn't work properly anymore btw
Evaisa  [author] 14 Sep, 2021 @ 5:48pm 
Well first of all ommel has been outdated for more than a year now, other than that idk what would cause it
[DMN N!] DamnitEbby 14 Sep, 2021 @ 3:20pm 

Alternate Biomes
Konna Perks
Modifier Modules
Procedural Projectiles
Wand Dbg
Entry Hall Objects
Items work in inventory
Adjustable Inventory Size
Bottled Reactions
Anvil of Destiny
Cheaper Reroll Prices
Removable perks
Arcane Reliquary
More Radar Perks
Midas Suite
Infinity
Path of Noita
Binding of Noita
Respawn+
Blaseball Weather
Player ghost
Inventory Bags
Thematic Random Starts
Varia Addons
Noitavania
New Enemies and Bosses Mod
Edit Wands Always
Health Containers
Risk of Items
Arcane Alchemy
Randomized Alchemy
Config Lib
Spellbound Bundle



I'm also using Ommel Mod Stitcher, though I'm starting to wonder whether it's working as intended given how long ago the last updates to it were.
Evaisa  [author] 14 Sep, 2021 @ 1:59pm 
Never had that issue, probably a mod compatibility issue. What mods are you running?
[DMN N!] DamnitEbby 14 Sep, 2021 @ 12:43pm 
I'm seeing a lot of blank modifiers/items generated with this mod, and the only time I've encountered and empty module, filling it up also generated a blank wand component that did nothing.
SolarDragon 5 Sep, 2021 @ 6:10pm 
Could you add an option that makes them replace normal projectile mods?
Mageblood 31 Aug, 2021 @ 4:25am 
I know the mod is based on world seed, so you can't quite control how it generates the modules, but I've noticed that some generate the same modifier twice (possibly more). While I know most, if not all, can stack repeatedly, it kinda sucks when it picks relatively useless modifiers such as color changers. Also, the randomization on restart bug brought up, maybe you could keep that as an option in its own mod settings, enable and disable when the player feels like if they don't care for how the modules were generated. I don't know how that bug actually functioned, if it used the same seed at a different starting value for iteration, but I think it sounded useful. Additionally, if you add mod settings, can we set how many modules this generates? Between 10 and 200? The player could control how many they want. I know one could just edit the config file, but not everyone wants to dig into those, in-game makes it easier for the players but I'm not sure how difficult that makes it for you.
RebelNightOwl 30 Aug, 2021 @ 3:03am 
Is there any way to make piercing modifier more expansive when its in a module as having it way more expensiive would be a bit more balanced.

Also thanks for fixing it so quickly!
Evaisa  [author] 29 Aug, 2021 @ 6:34am 
@RebelNightOwl The saving and quiting thing should be fixed, but the piercing modifier is not something i can fix.
Evaisa  [author] 29 Aug, 2021 @ 4:10am 
You're right and I don't know what causes the randomization on restart, that is weird
Evaisa  [author] 29 Aug, 2021 @ 4:03am 
@被遗忘的开始 That is the fun of it!
RebelNightOwl 28 Aug, 2021 @ 2:22pm 
I have found two weird bugs, having piercing spell modifier in a module causes it to lose its ability to hurt the player and sometimes saving and quitting regenerates the modules and randomizes them.
wx 28 Aug, 2021 @ 8:43am 
Randomly generated spells are a mess, and most of them are hard to use
RebelNightOwl 27 Aug, 2021 @ 12:09pm 
Gotta try this this seems too fun to not try it.
Evaisa  [author] 26 Aug, 2021 @ 8:32am 
That was my original intention, allowing players to compress modifiers together by putting them in modules, however that can not be done the same way I did this since I would have to generate every single possible combination when the run starts. I might look into a different way to accomplish that at some point but right now it is out of my scope
Mageblood 26 Aug, 2021 @ 8:12am 
Both this and your procedural projectiles sound crazy, I'll definitely use them some time. I am curious though if alternate versions of, or even settings for, these could be made where the player can craft their own modifiers/projectiles at some secret spell forge. Would be cool to make a bunch of things myself.
Monkeygogobeans 26 Aug, 2021 @ 7:50am 
two amazing mods in a row!