Noita
The Pholcidae Extravaganza
47 Comments
Bruham  [author] 21 Oct, 2024 @ 5:52am 
Possujuna 20 Oct, 2024 @ 11:08am 
How did you get the gun in the footage (what mod)?
Pthalocy 1 Oct, 2022 @ 7:05pm 
I'm with aymalkin; the perk stacking speed shenanigans would be more manageable if they behaved as many items do in, say, Risk of Rain: diminishing returns but still a gain to grab as many as permitted. REALLY cool concept!
Bruham  [author] 7 Sep, 2022 @ 4:25am 
I will double check the limits for sure next time I'll have a chance to work on this one - it's a bug not a feature :^)
aymalkin 7 Sep, 2022 @ 2:57am 
It would probably still be a good idea to put a ceiling on it. With this mod you'll want multiple levels of Lukki to get the longer legs and that's pretty much a no-go if you already have any levels in the regular Fast Movement perks. It just adds up too quickly to be usable and navigating narrow tunnels is a real pain when you're basically bouncing from wall to wall all the time. Maybe give it diminishing returns on the speed, but not the leg length? So they'd add up to more than just one or the other alone, but not to the point that more Lukki levels would actually slow you down because you can't really control where you're going anymore.
Bruham  [author] 7 Sep, 2022 @ 2:11am 
Yeah, this is the intend, so other movement perks won't get obsolete once you have lukki.
aymalkin 6 Sep, 2022 @ 9:34pm 
Well, whatever those limits are, they seem to be pretty high. Also, the perk does still stack with faster hover and faster movement, so if you have those on top of the Lukki, there's a multiplicative effect going on.
Bruham  [author] 6 Sep, 2022 @ 5:04pm 
Wait, I though I put more than enough limits on speed to be sure something like this would never happen. Huh, guess I've missed some.
aymalkin 6 Sep, 2022 @ 12:58pm 
Additional levels of the Lukki perk make you too fast to be playable, I had to hack that out of the mod to make it usable. Longer legs are fine. Being unable to control your Noita because you go at the speed of light is less so.
CornObjects 28 Aug, 2022 @ 8:57am 
Also, forgot to mention that I like how the character is in idle animation when moving with spider legs with this mod active, rather than pointlessly running/crouching with the human limbs while the spider legs do all the real work like in vanilla. Makes a lot more sense and doesn't look quite so goofy.
CornObjects 28 Aug, 2022 @ 8:47am 
Interesting regarding the feet, a toggle in the future would be nice but not necessary by any means. And I had no idea editing the movement systems for Noita was so complex, but it makes sense given just how many factors there are. Thanks for explaining how it works.
ioana.iacob 28 Aug, 2022 @ 1:38am 
TY
Bruham  [author] 28 Aug, 2022 @ 12:42am 
The blunt "feet" is the relic of the true intent of this system, since it was just ported to fit with vanilla; they can be made properly sharp but I just decided to keep the original look (I might consider adding an option to switch between the types in the future).

The lack of response to external conditions, such as the neglect of stain effects, is the result of the way propulsion is implemented: it can be done either physically (with proper forces but the controllability suffers), through raw velocity alteration (that's the one this mod uses; basically just applies constant speed on the player, so has near to 0 response to environment) or through a bunch of hardcoded checks that kinda simulate physics (the one vanilla uses; way better compatibility with in-game systems but, well, is hardcoded).
CornObjects 28 Aug, 2022 @ 12:05am 
I really like this mod, seeing the actual mechanics in action and also having a nice, speedy spiderwalk are both excellent. It's especially nice that you still move fast when underwater, given how easy it is to get stuck and drown horribly like an actual spider in a filled bathtub otherwise.

One thing I'd like to point out is, with this mod, all the "walking" legs end in blunt cutoffs where they're supposed to touch surfaces with this mod active, rather than being spiked like the "attack" leg still is or all of the vanilla legs. If that's intentional, then neat, but it looks like it could potentially be a bug so I figured I'd mention it just in case.

Also, another thing I noticed is that certain effects like oversatiation, oil stains and slime stains don't seem to affect movement speed at all with these spider legs, rather than impacting it like in vanilla. Like above, if it's intentional then it's all good, but worth noting if not.
Bruham  [author] 27 Aug, 2022 @ 1:19pm 
I made the vid by replacing leggy with lukki in x10 mod; something like this or this will do the trick if you don't prefer messing with lua files
ioana.iacob 27 Aug, 2022 @ 12:43pm 
or ask someone to do it
ioana.iacob 27 Aug, 2022 @ 12:42pm 
cuz rn the vid is makin fun of me
ioana.iacob 27 Aug, 2022 @ 12:40pm 
can u make it so u spawn in as this?
ioana.iacob 27 Aug, 2022 @ 11:42am 
oh
Bruham  [author] 27 Aug, 2022 @ 11:40am 
There're mods that allow you to start with whatever you feel like and this one should be compatible.
Bruham  [author] 27 Aug, 2022 @ 11:40am 
I mean lukki mutation is a vanilla perk, you'll find it in the same place all the other perks usually are and it's not a guarantee character upgrade or something - just a regular vanilla friendly perk override.
ioana.iacob 27 Aug, 2022 @ 11:14am 
CUZ I DONT SEE ANY THING AT START
Bruham  [author] 27 Aug, 2022 @ 11:09am 
Bruham [author] 13 Aug @ 3:46pm
It overrides the lukki mutation
ioana.iacob 27 Aug, 2022 @ 11:05am 
HOW DO U EVEN GET THE LEGS
Bruham  [author] 13 Aug, 2022 @ 5:46am 
It overrides the lukki mutation
Crash_prototype 12 Aug, 2022 @ 9:04pm 
where tf do i find it?
Bruham  [author] 23 Jul, 2022 @ 2:22pm 
Yep, the gun is indeed from G.U.R.A. and the legs are indeed from n40.
Automatic movement is the side effect of how the stun effect works - it disables the ControlsComp preventing button states from being updated. I can check if this comp is actually working to escape that but I think having the player mindlessly continue their futile attempt of surviving the impending doom serves it better.
The method of checking if the anchoring surface is legitimate cannot differentiate between items and just normal ground (or, more specifically, the algorithm already uses the best way of checking this there can be, so if it doesn't work now - it never will (never tested this glitch with this one enabled, so idk)). This exploit should theoretically be harder to pull off now though, cause the surface stability checks are more strict in this implementation.
Copi 23 Jul, 2022 @ 1:25pm 
is this based on the legs in N40k? I noticed the player still moves automatically when hurt, which I think is in N40k. Still feels great to use though. Also, since this is a re-implementation I just wanted to ask if it'd be possible to fix the infinite flight glitch when used alongside the telekinetic kick perk? might be a nice small addition since it's been redone.
Copi 23 Jul, 2022 @ 1:23pm 
@Graug Enjoyer it's from This Mod I think
Average Genestealer 23 Jul, 2022 @ 12:59pm 
Where is the gun from?
Bruham  [author] 23 Jul, 2022 @ 8:46am 
I see, I forgot to change the flight speed, so the game was clamping down the horizontal movement while holding up.
Bruham  [author] 23 Jul, 2022 @ 3:11am 
Hm, I had the feeling that sometimes it gets weirdly slow but thought that this must be me not being accustomed to vanilla speeds. I'll take a look.
Copi 22 Jul, 2022 @ 8:07pm 
diagonal upwards movement feels a bit slow and odd, is this intentional?
Copi 21 Jul, 2022 @ 1:53pm 
ooooh this looks cool, can't wait to give this a go.
hornedkey 19 Jul, 2022 @ 12:31pm 
that's cool thanks for the info :)
Bruham  [author] 19 Jul, 2022 @ 11:29am 
Yeah, they are done entirely through lua. Was trying to get from iterative method, so it's just a bunch of trigonometry essentially.
hornedkey 19 Jul, 2022 @ 11:03am 
hey man, I wanted to ask, are those actually modified ik limbs? or are they completely done through lua?
Bruham  [author] 18 Jul, 2022 @ 2:01pm 
Fair enough, I'll extend the desc.
redandblue101 18 Jul, 2022 @ 2:00pm 
How exactly does this change the perk? Could we please get the technical details please?
Bruham  [author] 18 Jul, 2022 @ 1:52pm 
This mod requires custom remover function to be implemented, cause the vanilla way of removing perks will only work if everything is removed at once (mostly due to how janky some of the perk effect implementations are). Speaking about the jank though - the way I'm editing some of the character's stats is the same as in vanilla, so it literally won't be possible to implement compatibility without getting things unnecessarily messy by leaving a bunch of exploits and value leaks.
It is possible for sure to rewrite the entire thing to be much more clean but this is definitely more than I'm willing to invest in this one.
Herr Sten 18 Jul, 2022 @ 1:39pm 
Too many to count. Some more relevant were bunches of faster levi, stronger levi, faster movement. I used a perk remover mod to remove the lukki, but i assume it copies the altar's behaviour.
Bruham  [author] 18 Jul, 2022 @ 12:33pm 
So, all bugs are slain but I've just done the altar thing and legs were flawlessly removed. Do you remember what perks you had?
Bruham  [author] 18 Jul, 2022 @ 11:53am 
Actually, I lied, turns out faster levitation is literally hardcoded for some reason even though there's literally a way to do this entirely in lua.
Bruham  [author] 18 Jul, 2022 @ 11:47am 
Was about to write that levitation speed increase cannot change the speed of the limbs cause the lukki implementation is entirely independent but I think I know an elegant solution for this and reliable patches for the rest.
Herr Sten 18 Jul, 2022 @ 11:28am 
If you remove the perk, the limbs stay. I discovered this JUST after my previous comment :I
Herr Sten 18 Jul, 2022 @ 11:27am 
Doesn't account for increases in levitation speed :/. Also, if you acquire it far away from world origin (i assume) it takes a while for the limbs to adjust to you position.

(this is SO neat)
Wandering Stars 18 Jul, 2022 @ 8:55am 
neat