Noita
SpicyTP:Core
40 Comments
SpicySpaceSnake  [author] 10 Sep, 2024 @ 1:35pm 
<3
hopefully I get it fixed sometime soon
Conga Lyne 10 Sep, 2024 @ 8:09am 
Still pure art
Kapsaysin 1 Sep, 2024 @ 10:40am 
A fantastic mod made by a fantastic lady :necroheart:
Shahelion 7 May, 2024 @ 4:52pm 
The option to turn off the spell icon textures doesn't work, they are enabled no matter what.
King 27 Apr, 2024 @ 5:18am 
mimics having the original textures makes them really easy to see with this mod installed
Q Pop 24 Jan, 2024 @ 2:09pm 
I disabled this mod to see if it was conflicting with Particle Life Mod (still not certain if it is or not) and saw my average FPS go up by about 20. As others have said, there's a lot going on with this mod at this point and many of us only want a small portion of it, please consider parting it out into multiple mods or adding toggles for things, as for right now I'm going to have to stop using it.
darkvulpine 4 Jan, 2024 @ 3:26pm 
Ideally I just want the icons without the changes to the environment. I don't think I can use it with any special maps like Noitavania. It crashes, and when I reload, some of the environment is different. Likely a conflict.
Q Pop 30 Dec, 2023 @ 9:57am 
In the meantime what I've done is edited the locations of the reroll in every HM from Shop Machines to be to the right of the spells instead of to the left, so everything is now functional for me. Anyone looking to use the mods Shop Machines and Wand Workshop with this mod, you can remove the "PIXEL SCENES" entry from SpicyTP in the init.lua file, and you can then move the spell reroll machine in Shop Machines by editing the files in 881100\2613590897\files\biomes\ and changing the reroll X value from +100 to +228. Works for me even if it's not the most elegant solution.
SpicySpaceSnake  [author] 30 Dec, 2023 @ 9:06am 
That’s fine, I’ll take a look and hopefully have fixes out soon. Thanks for the info
Q Pop 30 Dec, 2023 @ 8:27am 
I think I've checked every text file and cannot find where the additional changes are. :steamsad:
Q Pop 30 Dec, 2023 @ 8:19am 
I'm using Wand Workshop which adds pedestals to the left of HM, and I'm using Shop Machines which adds a refresher for the shop and a spot to sell wands but the refresher is now behind wands to purchase with Spicy enabled and Wand Workshop is gone completely. With my last comment I got WW back, but the area to buy wands is still messed up.
Q Pop 30 Dec, 2023 @ 8:12am 
Partially fixed by removing the following from init.lua, but not completely fixed for some reason there's still stuff changed with this mod to HM somewhere else:
" -- Holy Mountain (shifting spawn offset of center anger checks)
local file_path = "data/scripts/biomes/temple_altar.lua"
local file_path_contents = ModTextFileGetContent(file_path)
file_path_contents = file_path_contents:gsub(
"x %+ 180, y %- 65 %- 16 %- 20",
(...)
file_path_contents = file_path_contents:gsub(
'height="52"',
'height="31"'
)
ModTextFileSetContent(file_path, file_path_contents)"
SpicySpaceSnake  [author] 30 Dec, 2023 @ 8:07am 
@Q Pop what mods are you using that are conflicting?
SpicySpaceSnake  [author] 30 Dec, 2023 @ 8:05am 
No way to disable them currently, I’ll be addressing the conflicts as soon as I can
Q Pop 30 Dec, 2023 @ 7:54am 
How do I disable only the changes to the holy mountain? It breaks a few mods of mine that worked fine with this mod before the changes.
SpicySpaceSnake  [author] 23 Dec, 2023 @ 5:19pm 
@Larandar it’s been teetering more and more in the direction of a resource pack more than strictly a texture pack as of late, which is also why I refer to it as such in the description now
I’m not sure about the H. Mountain, though. There were weird inconsistencies that messed with attempts at symmetry and consistent measurements, and some parts of it just didn’t make a lot of sense to me, so I figured that I’d also make a new layout while making its background. It’s something I give thought to from time to time, but I can’t guarantee much in the way of change atm since I’d rather not have to make two HM backgrounds while dealing with the weirdness of the structure. I will address cross-mod fixes though, since I actually have heard about some conflicts already
Larandar 3 Dec, 2023 @ 3:45am 
Hey, as always great work, but I'm a little reticent about the new update... As always your textures are top notch, but the fact that it alter the biomes (in particular the holy mountains) doesn't fit the "texture pack core" description. In particular it does change the way steve combat goes, and may comfict with other mods easier.

I would really appreciate if you put the biomes changes into another mod, or maybe a more modular approach with smaller mods (spell + perks, biomes texture only, biomes + edits, ...)?

Anyway thanks as always :)
Biopsyhozis 20 Nov, 2023 @ 9:04am 
Can you tell me more, the health bar of bosses constantly blinks when damaged, can this be fixed?
Biopsyhozis 14 Nov, 2023 @ 2:05pm 
Yes? They look so identical I thought there were 10-20 of them :resmile:
SpicySpaceSnake  [author] 14 Nov, 2023 @ 12:03pm 
the game has over 1000 wand sprites, last I checked… probably not lol
the unique wands are the only wands that I’ve done and it’ll likely stay that way
Biopsyhozis 14 Nov, 2023 @ 5:22am 
Do you plan to change all the wands in the game?
Joyeuse 15 Mar, 2023 @ 9:55pm 
thank you for your work ❤
文顂 8 Mar, 2023 @ 11:30am 
好棒:LetiHeart:
ClockWyrk 20 Dec, 2022 @ 10:02am 
This is awesome! I love all the work that you do when it comes to pixel art, keep it up!
PinkyPie 22 Nov, 2022 @ 8:32am 
Great mod! :steamhappy:
SpicySpaceSnake  [author] 2 Oct, 2022 @ 2:13pm 
ae, ty ;]

I want to try and tackle the projectiles themselves at some point, since they'll probably just be very similar to the icons but animated. My main concern is not being familiar with Noita's programming language, since a lot of projectiles use particles - and some are literally only particles
CornObjects 30 Sep, 2022 @ 12:12am 
I really like your new textures for the spell icons. The original ones worked fine, but they had a strong "programmer art" vibe, made quickly and loosely while developing other things to give a basic idea of what their spells do and nothing more. These icons look much nicer and have a unified art style to them, while still showing what a spell is and does just as well as the originals, if not even better in some cases.

Looking forward to seeing what the rest of the icons look like when you get to them, and it's always nice to boot the game and see that a new batch has been done seemingly out of nowhere. Not sure if you'd be interested in it, but I'd love to see what retextures for the spells themselves would look like if done by you too.
SpicySpaceSnake  [author] 20 Sep, 2022 @ 7:57pm 
ayy, ty lol. Some of the retextures are such radical shifts from the originals that I wouldn't be surprised if they are mistaken for modded spells, even if they relay the same concept
Larandar 19 Sep, 2022 @ 8:30am 
I love your retextures continue the good work my brother in alchemy :D Can't wait for people to ask me again what is "spicyTP" when playing NT or why I have so much modded spells :rofl:
SpicySpaceSnake  [author] 16 Sep, 2022 @ 2:02am 
Definitely another mod .-. This pack doesn't touch any code at all
NathanSnail 15 Sep, 2022 @ 11:46pm 
Is it just my mod list or does this break all spell progress unlocks?
Copi 11 Sep, 2022 @ 11:30am 
Awesome sprites! I love how they look.
PumpkinWaffles 11 Sep, 2022 @ 6:01am 
Wow, so great, you should be very proud!
hmidoui 10 Sep, 2022 @ 3:17pm 
that looks very gud
:D
SpicySpaceSnake  [author] 8 Sep, 2022 @ 2:38pm 
ty! much appreciated
joey12313 8 Sep, 2022 @ 1:48pm 
you make good mod
SpicySpaceSnake  [author] 8 Sep, 2022 @ 12:33pm 
You can put it anywhere in the mod list, just keep in mind that any given sprite will always be the one in the pack that's the furthest down the list
joey12313 8 Sep, 2022 @ 11:43am 
what do i put this on the list
where do i put in mod list
joey12313 8 Sep, 2022 @ 11:43am 
based
redandblue101 7 Sep, 2022 @ 12:42pm 
amazing