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Spell Lab Shugged
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7 Jul, 2024 @ 8:36am
3 Jun @ 6:17am
58 Change Notes ( view )

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Spell Lab Shugged

Description
Spell Lab Shugged is a direct successor and competitor to the abandoned Spell Lab. Spell Lab Shugged is devoted to providing modernized, convenient, and hopefully comprehensive assistance for making wand setups.

This mod is based on Spell Lab, but almost every side of it is changed.
The wand edit panel can display multiple rows of wand slots, with up to 5 rows displayed at once.
When there are more than 5 rows, you can page through the remaining rows.
Automatic Capacity (Option): When enabled, the wand edit panel displays the maximum number of rows and the wand capacity will be automatically adjusted to just the right amount to hold your spell setup.
Undo/Redo Operations: You can undo/redo any change you have made to your wand setup at any time. This feature is available for the last 30 operations. Operation history survives game restarting.
Moreover, the wand edit panel has a set of rich and modernized shortcuts:


The spell picker no longer lists spells in alphabetical order, and you can switch if locked spells should be shown.
Spell Replacement Mode: When enabled, all picking operations are performed as replacements for the original spells in the wand; when disabled, all pickings are performed as insertions between the original spells in the wand.

Superflight (Option): When enabled, you can fly as in Minecraft creative mode.
This feature is intended to take place of the stacked Lukki Mutations, providing a convenient way of moving and hovering to make experimenting your wands easier.

A button to reload the spell lab terrain has been added to the spell lab terrain so that players can restore the spell lab terrain after destroying it.

Protection From All (Option): Replaces the No Death option to address the issue where players will still take holy damage and die while No Death is enabled.

Polymorphing Immunity (Option): Addresses the issue that players using Spell Lab can often die from polymorphing.

Now you can press E near a target dummy to remove it.
Creature to Target Dummy: Transforms a creature into a target dummy leaving its damage multipliers, immunity, etc. unchanged so that you can easily test the damage performance of your setup against different enemies.

No Toxic Statuses (Option): When enabled, makes you immune to Blinded, Teleportitis, Twitchy, Slower Movement, Confusion, Neutralized Spells, Frozen, Shocked and Glued to reduce the pain of testing your wands against certain enemies.

The wand box is now stored on a page-by-page basis and can hold up to 100 wands per page.
The wand box automatically inherits data from Spell Lab and WandsConn.
Now the Load Selected Wand Into Held Wand button of the Wand Box and the Update Held Wand button of Wand Picker will not overwrite the appearance of special wands.

A new Spell Group Box feature has been added, which allows you to save a number of spells in the wand edit panel as a spell group.
Spell groups can be loaded directly into wands, allowing you to quickly recall commonly used but lengthy spell combinations, such as permanent tentacle self-trigger.
The spell group box can also be used as a clipboard, making it possible to quickly move large numbers of spells between wands.

No Shooting (Option): Replaces the No Projectiles option that make no sense from Spell Lab. When enabled, player can't shoot their wands. This might be useful when you are holding a wand with an extremely dangerous setup.

The following features from Spell Lab have been removed:
Spell Logging and Solver: they have been completely replaced by Wand DBG.
No Particles: Ineffective and confusing. For example, the luminous drill get completely invisible when it's enabled.
Challenges: Badly out of date.

There are too many changes to list in detail, so please check them out in gameplay.
Popular Discussions View All (3)
12
16 Jul @ 7:02am
Suggestions!
Sub to coolmen4302
0
6 Oct @ 1:05pm
How to spawn in potions?
Snale man
0
1 Jun @ 10:02pm
YOU DID IT!
Sub to coolmen4302
206 Comments
EternalDream 11 Oct @ 3:54pm 
@Assad Kekretary
There is a small icon in the upper right corner, press it and all the mod options will appear.
AssadKekretary 16 Sep @ 11:35am 
I am new to this, I was wondering how you actually start up the spell lab-map? Or have I misunderstood how this works?
Shug  [author] 3 Sep @ 2:10am 
@Inflo Ask goki about that. I believe it's the recent updates of gokith that have broken something.
Inflo 19 Aug @ 7:46am 
Great mod, thanks
Could there be a way to conveniently move the top-right menu button? Goki's one perfectly overlaps and it's a chore to double-click hoping either one fails to open
ElAguss17 12 Aug @ 4:07am 
Can add the challenges, or something to new people.
Anyone has any advice for me, to build wands ?
EpicMadness 1 Aug @ 6:22am 
could you please add the "fix spell lab" to the HUD buttons too?
seems like if Noita crashes that button in the Lab disappears.
Sub to coolmen4302 16 Jul @ 7:03am 
Or else I'll destroy the entire planet!!!!!
Sub to coolmen4302 16 Jul @ 7:03am 
Add the challengessssss
PrimePowerOn 16 Jul @ 4:30am 
It's working quite well for me!
I miss the challenges from the old Spell Lab (tho that one seems broken due to, probably, changes in the game AND the mod interface.) There's a suggestions area, so I'll go check there..
Squigdude 30 Jun @ 7:04pm 
Yeahh I just had to restart my pc and then the game a couple times for it to work, steam workshop jank