Noita
Play As Polymorph
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Update: 21 Jul, 2023 @ 2:34pm

attempt bugfix
thanks haramey(76561198359717396) for notifying
entityaddtag "player_unit" attached to inventory causes fungus to freak out, attaching to different component appears to fix it for the time being
from
--EntityAddTag(inventory_quick_entity,"player_unit")
changed to
EntityAddTag(polymorphed_entity,"player_unit")

Update: 15 Dec, 2020 @ 5:47pm

bugfix,vanity,small
just made the bottom-left log output less double text
updated polymorph list

$animal_acidshooter
$animal_alchemist
$animal_ant
$animal_assassin
$animal_barfer
$animal_bat
$animal_bigbat
$animal_bigfirebug
$animal_bigzombie
$animal_blob
$animal_bloom
$animal_chest_mimic
$animal_cook
$animal_coward
$animal_deer
$animal_drone_lasership
$animal_drone_physics
$animal_drone_shield
$animal_duck
$animal_elk
$animal_enlightened_alchemist
$animal_ethereal_being
$animal_failed_alchemist
$animal_failed_alchemist_b
$animal_firebug
$animal_firemage
$animal_firemage_weak
$animal_fireskull
$animal_fish
$animal_fish_large
$animal_flamer
$animal_fly
$animal_frog
$animal_frog_big
$animal_fungus
$animal_fungus_big
$animal_fungus_giga
$animal_fungus_tiny
$animal_gazer
$animal_ghoul
$animal_giant
$animal_giantshooter
$animal_giantshooter_weak
$animal_goblin_bomb
$animal_hidden
$animal_icemage
$animal_icer
$animal_iceskull
$animal_lasershooter
$animal_longleg
$animal_lukki
$animal_lurker
$animal_maggot
$animal_miner
$animal_miner_fire
$animal_miniblob
$animal_missilecrab
$animal_necromancer
$animal_necromancer_shop
$animal_necromancer_super
$animal_neutralizer
$animal_phantom_a
$animal_phantom_b
$animal_piranha
$animal_rat
$animal_roboguard
$animal_scavenger_clusterbomb
$animal_scavenger_glue
$animal_scavenger_grenade
$animal_scavenger_heal
$animal_scavenger_invis
$animal_scavenger_leader
$animal_scavenger_mine
$animal_scavenger_poison
$animal_scavenger_shield
$animal_scavenger_smg
$animal_scorpion
$animal_sentry
$animal_shaman
$animal_sheep
$animal_sheep_bat
$animal_sheep_fly
$animal_shooterflower
$animal_shotgunner
$animal_skullfly
$animal_skullrat
$animal_skygazer
$animal_slimeshooter
$animal_sniper
$animal_soldier
$animal_spearbot
$animal_spitmonster
$animal_statue
$animal_tank
$animal_tank_rocket
$animal_tentacler
$animal_tentacler_small
$animal_thundermage
$animal_thundermage_big
$animal_thunderskull
$animal_turret
$animal_ultimate_killer
$animal_wizard_dark
$animal_wizard_hearty
$animal_wizard_homing
$animal_wizard_neutral
$animal_wizard_poly
$animal_wizard_returner
$animal_wizard_swapper
$animal_wizard_tele
$animal_wizard_twitchy
$animal_wizard_weaken
$animal_wizard_wither
$animal_wolf
$animal_worm
$animal_worm_big
$animal_worm_end
$animal_worm_skull
$animal_worm_tiny
$animal_wraith
$animal_wraith_glowing
$animal_wraith_storm
$animal_zombie

Update: 15 Dec, 2020 @ 4:51am

bugfix,small
i forgot to update the original polymorph experience with the stunlock fix,now they should work again

Update: 15 Dec, 2020 @ 3:26am

notice
small update that adds a setting under experiments just to make the in-game log a bit more outputty to try and keep the spawnable creature name on screen longer or more visible

Update: 14 Dec, 2020 @ 8:07am

bugfix
attempted to fix the custom flight stunlock,but now we cant get stunned anymore,oh well,question mark
liquids are still a pain

Update: 14 Dec, 2020 @ 2:48am

bugfix,cleanup,update
fix and cleanup more stuff a baked brain caused
added experimental custom flying concept,you can hover,up and down serve as a throttle and speed is configurable,you can hold spacebar/jump to 'boost' in all directions,despite levitation requirements
it uses gravity instead of physics components because those went haywire,and transform wasnt smart
this feature is available for both experiences so original morphs can at least try to fly too
was desgined with flyable creatures in mind,but you can try to use it for any creature
some creatures that dont work are obviously worms,i would NOT disable morph mode and try to fly a worm,it wont end well,and fish it seems act weird,and some creatures like frogs,enlightened alchemist,and a few others dont have the ability to walk or fly weird so they have to jump/fly constantly
getting stuck in water can be a problem,but ive noticed creatures naturally seem to get stuck as well in liquids
there is a slight bug/oddity when getting stunlocked,just land on the ground and you should recover,if you dont die first that is

Update: 12 Dec, 2020 @ 3:43am

bugfix
feeling ashamed i glossed over some original code,but glad i kept it around,ingestion component was never the culprit for the stunlock bug,when you got stunlocked ControlsComponent disables 'enabled' causing the creature to not be controllable anymore
since ingestion was never a problem,and tons of stunlock testing later,eating and drinking is now always enabled if morph mode is on since it actually doesnt seem to conflict...yet

Update: 11 Dec, 2020 @ 8:23pm

update
addition custom hp/max_hp components if you didnt want the creature health,they would be sliders but im not going try and restrict boundaries and users can set them to what they want

Update: 11 Dec, 2020 @ 1:34pm

bugfix,but depressing
add toggle to ingestion component, but brings back crash when trying to eat without a stomach
if ingestion component attached,morphs can eat, but brings a stunlock bug if they can also use wands

Update: 11 Dec, 2020 @ 5:58am

update
spruced up modsettings menu