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hopefully I get it fixed sometime soon
" -- 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)"
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
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 :)
the unique wands are the only wands that I’ve done and it’ll likely stay that way
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
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.
:D
where do i put in mod list