Noita
Material Randomizer
48 Comments
Horscht  [author] 15 Apr, 2024 @ 1:22am 
Hmm could be some new material or property that when it gets randomized causes problems. And since it's a randomizer it might not happen every run. Hard to say though without being able to replicate it. If you run into this problem again and more often, try installing the "Enable Logger" mod and after then once it's enabled and my mod stops working again, look into the logger.txt in the Noita directory and look for "Material Randomizer Seed:" and give me the number after it, then I might be able to replicate it. Or look for errors directly in the logger.txt right below where it says "Calling init.lua material_randomizer"
Catapult 15 Apr, 2024 @ 12:09am 
Seems to be working today so not sure what it was
Horscht  [author] 14 Apr, 2024 @ 3:20am 
Hmm it seems to work fine for me, what other mods do you have active?
Catapult 14 Apr, 2024 @ 3:12am 
Nothing randomizes without changing the appearance, whatever you did 2 years ago fixed it "Ahh yes I see it now, it's a bug with the names. Apparently there are materials in the game which don't have a UI name set, which causes an error and stops the randomizer script from running. Thanks for bringing this to my attention, I'll work on a fix :):
Horscht  [author] 14 Apr, 2024 @ 3:07am 
Which problem would that be? :O
I'll definitely look at it, I love this mod and wish more people would play it :)
Catapult 14 Apr, 2024 @ 2:54am 
Having that same problem I from a few years ago, dunno if you would even bother to look at it but thought I'd try and see
Catapult 28 Oct, 2022 @ 2:09pm 
That did it, silly of me to think Steam would handle that :2016imnotcrying:again thank you for taking care of this, makes the games replay-ability go up a thousandfold for me
Horscht  [author] 28 Oct, 2022 @ 5:59am 
Maybe you didn't get the new update yet? Try un- and resubscribing.
Catapult 27 Oct, 2022 @ 2:11pm 
Thanks for the quick response and update. Unfortunately it still isn't working without selecting all names and visual options :tcry: don't know if there's anything I can check on my end but again thanks for looking at the issue
Horscht  [author] 27 Oct, 2022 @ 5:46am 
Should be fixed in the new update.
Horscht  [author] 27 Oct, 2022 @ 3:54am 
Ahh yes I see it now, it's a bug with the names. Apparently there are materials in the game which don't have a UI name set, which causes an error and stops the randomizer script from running. Thanks for bringing this to my attention, I'll work on a fix :)
Catapult 26 Oct, 2022 @ 9:27pm 
Took a picture of the setting I have. The names and visuals randomization are turned off, properties, stains, and ingestion are on. None of the changes work like this. Everything remains as it would in a default game with no mods. Here is the gyazo https://gyazo.com/cf1aceba73c3dae4d32886ab230392f8
Horscht  [author] 26 Oct, 2022 @ 5:35am 
Are you sure? It seems to be working fine for me. Looking at the code I can't imagine how that would happen.
Catapult 26 Oct, 2022 @ 12:29am 
Having an issue where things wont randomize if you dont randomize appearance. Used to be you could leave everything looking normal but randomize the properties of it by unchecking the boxes for it in settings. Won't so that anymore.
Horscht  [author] 28 Sep, 2022 @ 8:01am 
It's in Noita's mod menu where you enable/disable mods, on the right side under the red "Unsafe mods: Disabled" text. You have to be in a game for my settings to work though, because before you enter a game mods aren't loaded yet and so it can't display images from mod folders.
60J 28 Sep, 2022 @ 7:01am 
cool mod !but idk how to open the mod config menu.some stains makes game harder. I want to turn it off.:)
panguino 3 Jul, 2022 @ 11:51am 
Thank you for trying!
I don't know how this game handles all of this but reactions causing problems in this case sounds odd to me. As far as I know it generates biomes and their chunks using predetermined materials and scenes, but materials are being defined before the level generation happens, right? With this being said if you'd make an array and just store all possible material entries there (so their properties are unchanged), and make them be chosen during generation to be used in place of the original material, it shouldn't affect reactions or their tags? Because the materials remain unchanged, it's just that they're used in a custom order during mapgen. But I suppose it's more about modifying level generation and not the materials themselves so probably out of the scope for this mod. But as I said I have no idea and I'm not trying to act like I do, just wondering.
And again, thanks for answering and trying :)
Horscht  [author] 3 Jul, 2022 @ 6:35am 
It's much harder than you think and wouldn't change that much anyway. Not much difference between rock and brickwork for example, it would just look different and be harder to explode.

I tried coming up with something today but nothing really worked nicely. First I tried just changing the ids of the materials, such that when the game picks "water" it actually picks lava etc, which creates lots of errors because they're used in reactions and have inheritance chains, so those would also have to be changed and then I tried simply swapping out the properties between two similar materials, (like liquid with liquid) but the problem with that is that it's hard to classify materials into a category and even then, some things don't work because of reactions and tags.

So, I tried but I don't think it's feasible.
panguino 30 Jun, 2022 @ 1:42am 
Are you still interested in improving this mod? It's quite some time since the last update but let me suggest something anyway: it would be great if there was a setting to make materials just swap and not randomize their properties. I really like the randomization it currently offers but it's too much to my liking, all I need is materials changing their locations and maybe their textures. It would make an illusion that each run you experience different biomes and not completely chaotic stuff, e.g. dirt and stone in first biome turning to metal and ice, water being replaced with wood, etc. Unless it's already possible to achieve this and I'm just being dumb?
Horscht  [author] 16 Sep, 2021 @ 3:33pm 
You can now turn off the randomization of material properties, so if you just want to randomize the effects, tick everything else off in the new and improved mod settings (they're in the menu now) :)
Horscht  [author] 13 Sep, 2021 @ 12:52pm 
Maybe, depends on whether I can find time for it or not. I wanted to update the GUI anyways and move it to the mod settings panel.
Sw∀wƧ 12 Sep, 2021 @ 5:46pm 
will there be any way to turn off the material randomization but keep effects for stains and ingestion?
Celes 10 May, 2021 @ 7:51pm 
This is a fantastic mod that has results that blew my mind. One of the most fun (and challenging) Noita mods in the workshop
Horscht  [author] 29 Jan, 2021 @ 5:31am 
Yeah probably, I tried it just now because I thought it would be simple but it turns out there are a lot of side effects that I would have to re-balance first. Like for instance I always apply the lava/acid reactions and random material damage to some of the randomized materials but when there is only one material that gets randomized, that one will always get the acid and lava reactions applied etc.

I'm currently still busy working on my minimap so this will have to wait.
Gandy Whiskers The Wise 29 Jan, 2021 @ 4:11am 
Really love this mod! but i was just wondering: you have a option to blacklist blood, water and toxic sludge but the ironi is that i would love to have the complete opposite with a setting that ONLY randomize blood, water and toxic sludge, would this be possible to add?
Doggo_the_3nd 25 Jan, 2021 @ 8:03pm 
i thought the tripping balls effect was crazy
Horscht  [author] 9 Jan, 2021 @ 11:06am 
It was just a stupid little oversight, apparently I overwrote a file with an empty one for testing and forgot to change it back. It's fixed now, including biome modifiers and weather not working.
Horscht  [author] 9 Jan, 2021 @ 9:25am 
Yeah I'll definitely update it once I find out why this happens, thanks for the report, first time hearing about that bug.
The GoldenOne 9 Jan, 2021 @ 8:19am 
hey idk if u are gonna update this again but I found a bug when I use this mod, anytime I die the game over screen never shows up.
boxcarz 17 Nov, 2020 @ 10:42am 
Addendum: Maybe I'll throw in Rat Attack too...
boxcarz 17 Nov, 2020 @ 10:40am 
This seems like it'd be Very, very Interesting with Useless Perks. I'll try it out.
Horscht  [author] 30 Aug, 2020 @ 10:52am 
Oops, thanks for the info, I forgot to take out some debug stuff when I was testing a bug regarding the lose levitation effect. It's fixed.
♦ Jules ♦ 30 Aug, 2020 @ 9:43am 
As of the Aug 27 update, EVERY liquid stain is Levitation Down in every session, regardless of whether that effect is enabled, of seed, or of other mods. What could be causing this?
Darthzz 29 Jul, 2020 @ 1:14pm 
Thanks!
Horscht  [author] 29 Jul, 2020 @ 1:06pm 
Fixed! It happened when an enemy got the effect before the player did.
Darthzz 28 Jul, 2020 @ 6:10pm 
There's a bug I keep getting where, sometimes if you get stained with the status effect that cancels out levitation regen, the effect will remain forever for the rest of the time in your save even if you're no longer stained, and it will never regenerate ever again no matter what. I've found zero consistency to it, it's always random and it ruins some of my runs because it can get to the point where I'm unable to progress.
Sink Licker 30 Jun, 2020 @ 5:50pm 
i had to award this (i have no idea what it does)
Meat Man (Alfons) 14 Jun, 2020 @ 6:09am 
I got a run where blood inflicted blindness, and another where water gave Resist All. 10/10, the true Noita experience
Horscht  [author] 10 Jun, 2020 @ 3:34am 
Sounds like it would be better off in a separate mod. There is the Biome Randomizer by Evaisa that shuffles the biomes around. But in case you mean dynamically changing the world beyond that, that is currently hard to do, since Noita uses PNG images to read out what should be placed where. But we cannot currently read/write PNG images without using unrestrict mode. In restriced mode (what steam mods use) there is no file access allowed. Except for text files and only at the start of the game (that's the new beta feature this mod uses).
Gold Spin 9 Jun, 2020 @ 10:16pm 
this is rad as hell but is there any way that this could eventualy randomise the terrain aside from just visual changes?
Tank Commander 7 Jun, 2020 @ 10:05pm 
DUDE THIS IS LITERALLY THE MINECRAFT RANDOMIZER
GtownCalvin 5 Jun, 2020 @ 12:31pm 
For some reason it wont let me start the game now... Well, i guess I have to wait :(
GtownCalvin 5 Jun, 2020 @ 12:28pm 
Thanks!
Horscht  [author] 5 Jun, 2020 @ 9:57am 
Yes, this mod uses a new feature that's currently only available on the beta branch.

Right click Noita in your library, Properties -> Betas and select "noitabeta - Beta branch", make sure it actually downloads it, if not, try Properties -> Local files -> Verify integrity of game files, this should force a re-download of the games files.
GtownCalvin 5 Jun, 2020 @ 9:48am 
How do I get this to work? Do I have to be in a beta, and if so, which one?
Willow 5 Jun, 2020 @ 8:37am 
Thanks man! The mod is cool, btw. I'm enjoying just how silly it makes things.
Horscht  [author] 5 Jun, 2020 @ 7:58am 
There is now, check the config menu.
Willow 4 Jun, 2020 @ 3:21pm 
is there a way to turn off the low gravity?