Noita
Wand Dbg
 This topic has been pinned, so it's probably important
kaliuresis  [developer] 14 Aug, 2021 @ 7:43pm
Feature Requests
Request any changes or additional features here.
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Showing 1-10 of 10 comments
KILL-J0Y 27 Dec, 2021 @ 5:39pm 
So this is prob asking wayyyyy to much and i dont know if it can even be done... But im new to the game and having a hard time building strong wands. My hope was this mod would check inventory or other wands and would list a few ideal options and what order they should go in. When it comes to triggers, timers, multi casts, projectile split / projectile modifiers i get lost with all the options and end up with crap wands compared to what a half decent setup should be..
Im still tryin to fig this mod out and what its capable, anything is better than me slapping some stuff on a wand and shoooting it and slowly moving or tweaking stuff. Takes me hours and hours just for one wand and im not even in new game plus yet LOL. Thanks for your hard work! I absolutely love this game and the mods for it are amaziong~!
stefnotch 20 Sep, 2023 @ 6:09am 
Could you upload this mod on another site as well? That way, people who bought Noita on GOG (like me) can also enjoy it.
kaliuresis  [developer] 21 Sep, 2023 @ 2:24pm 
Originally posted by stefnotch:
Could you upload this mod on another site as well? That way, people who bought Noita on GOG (like me) can also enjoy it.
It is available on github for non-steam users https://github.com/kaliuresis/WandDBG/releases
dwahgon 23 Dec, 2023 @ 10:48pm 
any controller input immediately makes the cursor hover over the dbg button, making gameplay impossible since then pressing interact/confirm opens dbg. could you block controller inputs pretty please?
kaliuresis  [developer] 17 Jan, 2024 @ 9:59pm 
Originally posted by darg:
any controller input immediately makes the cursor hover over the dbg button, making gameplay impossible since then pressing interact/confirm opens dbg. could you block controller inputs pretty please?
The ui buttons should be disabled while playing with a controller now.
Fwiffo 17 Dec, 2024 @ 4:58pm 
Some sort of hotkey support would be nice, so you can open the windows with keyboards and not kill yourself misclicking the wand dbg icons (totally did not happen to me, nope)
Kanaris 6 Apr @ 4:03am 
I'm guessing it's a limitation of mod GUI but it would be great if mouse clicks within the bounds of the GUI windows (like the black background, anywhere within the stretchable borders) did not pass through to the game. I keep accidentally firing my wand by barely misclicking on spell icons in the flowchart. Since I can't view that wand's flowchart without holding the wand, it's quite a nuisance.
Last edited by Kanaris; 6 Apr @ 4:03am
Kanaris 6 Apr @ 4:10am 
Being able to click and drag the GUI canvases around with middle click would be amazing for efficiency. Similar to what you can do in image editors such as aseprite, or how on a phone you can tap and drag to see different parts of a zoomed in image. Clicking and dragging the horizontal and vertical scroll bars to see the next shot state in the viewer is cumbersome.

Also, a way to zoom in/out of the canvas to see more would be great.

I need to say as well, I really appreciate this mod. It's so useful and the deck animation is beautiful! Thank you so much.
Kanaris 6 Apr @ 5:04am 
Because of input passthrough (from keyboard this time), incrementing frame number for seed of RNG spells (like draw three random spells) to try to understand all the outcomes becomes tedious. If I click into field and type a number from 1-4, it swaps wand for 3/4 of those numbers, swapping the flowchart instead of showing me what changed from the seed. Then I have to mouse over my desired wand at the top and click it to swap back because the text field still has focus. Then, for typing numbers 5-8, it swaps to the item slots instead, which hides all of this mod's GUI. I have to press the number for my wand to swap back (or click it).

If blocking passthrough isn't feasible then I would appreciate at least having some buttons to the right of the text field that decrement and increment the frame number with a mouse click instead, since other GUI buttons in your mod successfully block mouse click passthrough.
I've started picking up advanced mechanics and have a suggestion for the Deck Animation. As an example wand build with 1 spell/cast:

Double Cast > Add Trigger > Damage Plus > Chainsaw > Chainsaw > Spark Bolt > Digging Bolt

The dmg+ fails to draw the chainsaw and is discarded, but the modifier will still apply to the entire hand (Chainsaws + Spark Bolt) until the hand is emptied out for the Digging Bolt

As the mod currently is, I can't see which discarded modifiers are affecting the current hand in the Deck Animation. Would it be possible to add this as a feature? Thanks for the work on this mod, deck mechanics have been completely alien to me until now
Last edited by Alfredn't; 11 Apr @ 2:09pm
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