Noita
Chemical Curiosities
256 Comments
UserK  [author] 23 Aug @ 10:02am 
Translation update! Chinese added, courtesy of @Singularity Neko, much appreciated!
UserK  [author] 23 Aug @ 10:01am 
@The Creep is correct, wand liquid is courtesy of Apotheosis

@SuG can you elaborate? if you are asking if seed-based shift predictors, then no they will not work with Chemical Curiosities enabled as we modify the shift pool

@leandro can you elaborate what exactly you are talking about?
leandro 22 Aug @ 10:37am 
those liquid shot spells can u make them work with modded liquid pls?
Also materials like blood don't work
SuG 22 Aug @ 9:04am 
Is there a way to predict the fungal shift like in the base game?
The Creep 18 Aug @ 8:33pm 
@Owo Foxo That sounds like a secret liquid from Apotheosis, Magus Elixis . It's designed to be super hard to find naturally, so there might be a weird mod interaction causing it spawn? Or you got super lucky, one of the two.
OwO Foxo 18 Aug @ 12:01pm 
hey i cant find a wiki for this mod but i have a question. a potion room spawned and a bunch of them got destroyed. then they looked like they mixed into like a neon pink liquid that spawned a ton of wands?? anyone know what that was?
UserK  [author] 13 Aug @ 6:44am 
perhaps I could do something as a part of the Fluent Fluids branch
UserK  [author] 13 Aug @ 6:42am 
@Sloup Unfortunately I believe you have the wrong mod, are you perhaps thinking of the Balloons from Graham's Things?
Adding gas containers is something I have considered for CC, but unfortunately it's already been done by other mods, so I would need to put an interesting spin on it if I were to add it
Sloup 12 Aug @ 9:41am 
i cant find a container that can store gasses mod anywhere else, but i also like vanilla..
do you think you could make a seperate modd that adds the gas container?
Ore_44 30 Jul @ 11:04am 
awesome mod:tobdog:
UserK  [author] 23 Jun @ 11:45am 
Turkish translations have been added, courtesy of Dylan Rhodes!
UserK  [author] 22 May @ 9:39am 
Brazilian Portuguese translations have been added, courtesy of Absent Friend!
UserK  [author] 21 May @ 1:23pm 
added a bandaid fix for methane leaving a permanent slight desaturation effect on the player, will rectify properly when i return with a general stain-shader manager attached to the player
UserK  [author] 12 May @ 8:54am 
To further explain, when materials are compiled into the game, the game has an internal numerical index to refer to materials, air might be 0, water might be 12, fire 4, templebrick 27, etc. The game crashing can sometimes fuck up the order when modded materials enter the mix, an example might be the glass potions are made out of being replaced with Devouring Moss, or- in your case, the material that makes up Emerald Tablets being replaced with Uranium

This is not something that can likely be fixed unless I were to make an unsafe mod to delve into the inner workings on the engine and rewrite how the game handles materials on a fundamental level (I'm not doing that)

The best thing you can do is find a way to resolve the crashes themselves. I would recommend joining the Noita Discord and asking in the #mod-support channel for assistance with your crashes, and provide your mod list
UserK  [author] 12 May @ 8:47am 
@LexiPixel_ this sounds like the game crashing is fucking up the material index and replacing tablet material with Uranium, are you sure its Chemical Curiosities crashing your game? if so can you tell me what mods you are running? CC does not touch Saving Grace at all, Uranium is one of our materials but it isnt related to the issue really at all- its just a side effect of your game crashing
LexiPixeL_ 1 May @ 9:32am 
Heya. So, every once in a long while, the game will crash (somehow only when it's paused). It's infrequent enough to not really bother me much, but the problem happens after restoring from crash. Everything seems fine at first but the moment I throw my tablet (assuming I have one), it hits me with a beam of radiation, doing a tonnn of damage, amd if that doesn't kill me outright, I end up with the Leggy Mutation.

I'm assuming it's a probably a mod compatibility thing, and I'll figure out a way to work around it (maybe give myself Saving Grace and adding perk removal), but I figured I'd mention it in case you happen to be poking around that bit of the code.
The Creep 9 Apr @ 6:28pm 
Totally fine, UserK! You've put a ton of good work into this mod, it really adds to the flavor of my runs.

(just looked at the patch notes and noticed you mentioned divine slime being on hold two days before my comment whoops xD)
UserK  [author] 9 Apr @ 3:41am 
thanks for the feedback on the mod, I will try to address these issues- though keep in mind I have been busy with other stuff and have been enjoying other games, so while I'll fix bugs and work on features here and there, it might be a while before large reworks arrive

currently on the itinerary of large reworks are AoD compat, Alchemy Journal rework, Fluent Fluids content branch, and Materia Mushrooms
UserK  [author] 9 Apr @ 3:41am 
oh wow its really been that long since i read through the comments? mb gimme a sec

@The Creep peculiar, Divine Slime has been put on indefinite hold until AoD compat is functional, but Liberum Magicas is def smth we should fix, I will look into that when I wake up again (it is currently 11:35 in the morning and I have not slept lmao)
If you join the discord or contact me via DMs, we can discuss this much more easily (preferably the former, but idm much~)

@Чек пожалуйста There is no proper way at the moment outside of experimentation. as mentioned, you can indeed go through all of the reactions.xml files for each content branch, in the future I intend to have the recipes be shown to you through pixel scenes and some of the more mechanical ones be explained via the Alchemy Journal whenever I get around to reworking that
The Creep 22 Mar @ 6:14pm 
@Чек пожалуйста if you're willing to spoil yourself, a good amount of them are listed in the reactions.xml file. You can find it inside "steamapps\workshop\content\881100\2866701037\files\chemical_curiosities\append"
Чек пожалуйста 22 Mar @ 9:35am 
how do I find out all the recipes in this mod?
The Creep 18 Mar @ 2:14pm 
Hiya. Just wanted to confirm, is the divine slime/Liberum Magicas ingestion effect working properly for everyone else? I noticed it stopped working in my last run, and I'm not sure it's my mods or a recent change that may have broke it.

Specifically, the tinker with wands everywhere effect is applied with a tooltip and music effects, but I cannot edit my wands outside of holy mountains.
UserK  [author] 15 Mar @ 8:35am 
new update with some bug fixes, Hydroxide Ice, and Dull Fungus
UserK  [author] 3 Feb @ 11:20pm 
clarification for people who are having a similar issue (already had contact with DarkNexus around the time of their comment on the Noitacord iirc)
This is not an incompatibility with Apotheosis, it is an incompatibility with Noita- rather a normal crash bug, there is a crash that occasionally occurs in the Ancient Laboratory and I believe I have it resolved in a development build of the mod, but I have not yet pushed it since there's some other incomplete stuff that I need to finish getting working before pushing to experimental/main
Sorry that I've been slow on this, I basically took a couple months off modding, I think i might be getting back into the swing of things soon, just a small update o/
DarkNexus 6 Jan @ 9:52am 
Heyo, just out of curiosity, I assume this mod is compatible with Apotheosis?

Wondering cause I've found my run crashing instantly around the spawn area for the Greek spell boss :(, and this and apotheosis are the biggest mods I have installed (it could be load order I need to fix). Not throwing any blame, just wondering if its compatible or not, trying to figure out why that crash occurs as it wont produce a log (I dont think I can easily reproduce it either as it was rather random, and seemed to occur specifically when a certain material type was formed and interacted with)
UserK  [author] 4 Dec, 2024 @ 9:14pm 
@The Creep That is a concerning bug, ill look into that this afternoon (in about 12 hours), thanks for the report! intended behaviour should be multiplying resistances by .75- not setting them
The Creep 4 Dec, 2024 @ 5:51pm 
Small bug, ingesting persistine sets all resistances to 0.75, regardless of any other sources of damage reduction, causing you to actually take *more* damage if you had stacked resists to get below that threshold. An example that's available from the beginning of the game is explosion resist, which changes to 0.75 from the base 0.35 damage taken. How there could be a fix for this without opening up potential for exploits involving weakening mages or the like, I'm unsure. But an minimum, a change making explosion damage go from 0.35 to 0.26ish would be appreciated.
UserK  [author] 1 Dec, 2024 @ 4:51pm 
lil devouring moss change pushed cuz some people were unhappy (and also it should NOT be able to consume Dense Rock imo)
UserK  [author] 15 Nov, 2024 @ 2:58pm 
I have successfully deceived Squirrelly into giving me collaborator status (i asked nicely)
Hotfixes should be able to arrive faster and i should be able to do smaller updates more frequently without having to worry about harassing her to update the mod lmao
UserK  [author] 11 Nov, 2024 @ 5:32pm 
as for the bug fix for the game print, yeah ill likely get a fix out around the same time then, since thats not a major issue like the agitine crash was, many thanks for letting me know about that
UserK  [author] 11 Nov, 2024 @ 5:31pm 
@TheWiznard oh fuck, mb
@Jimmy Hunter @Tanelorn aaaaaaaa i dont wanna work on the wiki but i need to work on the wiki because the mod needs it
yeah wiki content is coming... at some point, i might allocate some time this weekend to just sit down and document every single non-secret reaction
Tanelorn 11 Nov, 2024 @ 12:34pm 
@Jimmy I'm with you. We need that info in the description here or in a subforum or via in game means.
Jimmy Hunter 11 Nov, 2024 @ 8:28am 
Is there a spreadsheet or wiki somewhere with an alchemy table that lists out the chemical reactions?
TheWiznard 7 Nov, 2024 @ 4:05pm 
is it normal when you fungal shift hydroxide for it to constantly spam a chat message like "Hydroxide: 0.005"? cuz like everytime I fungal shift something into hydroxide this happens
UserK  [author] 6 Nov, 2024 @ 8:42pm 
I would be absolutely happy to look into the issue if I can understand what could be causing it
UserK  [author] 6 Nov, 2024 @ 8:42pm 
@Mono-Si Sorry, but I know practically nothing about entangled worlds or noita multiplayer in general, perhaps you could describe exactly how its corrupted to IQuant (EW creator) and ask him what could possibly lead CC to create such an error
UserK  [author] 6 Nov, 2024 @ 8:40pm 
@Mrchache I'm glad to hear it, that bug was caused by me overlooking the fact min particles could be larger than max particles at low values- which nolla promptly crashes on lmao
Mono-Si 2 Nov, 2024 @ 6:45pm 
This mod causes vast world corruption when used with the Noita Entangled Worlds mod.
Mrchache 2 Nov, 2024 @ 4:33pm 
Thanks for the update. Agitine crash made me think my mod order was conflicting. Glad it got fixed =)
UserK  [author] 1 Nov, 2024 @ 3:28pm 
anyway, small patch today, agitine crash should be fixed and pixel scenes/props should spawn correctly once again
UserK  [author] 1 Nov, 2024 @ 3:28pm 
@kittyboy are you sure you are up to date? dedicated material and spell settings have been removed in favour of entire branch settings for simplicity
kittyboi 29 Oct, 2024 @ 8:11am 
because sure you can disable all spells from CC but there are some that dont spawn materials
kittyboi 29 Oct, 2024 @ 8:11am 
when materials from mod are disabled, casting stuff like "personal antimatter field" causes game to crash because it still calls for the antimatter material. i'd suggest that turning off the option 'chemical curiosities materials' will aslo turn off the spells that spawn materials
UserK  [author] 29 Oct, 2024 @ 5:39am 
@TheEmeraldAxolotl Actually, I did some digging and asked Eva about it, apparently she *did* write stuff for it, apparently I accidentally lost it at some point and forgot it existed to begin with, eventually leading to me putting in those placeholders. Original text has been restored on github branch and will be available in the next steam push
UserK  [author] 28 Oct, 2024 @ 4:57pm 
Reminder that I am much more responsive and able to help on either the Noita Discord or Chemical Curiosities Discord, ping me @UserK if you have queries or bug reports
And if you are unable or otherwise uncomfortable with going on discord, I will still check in here every once in a while- even if not quite as frequently
UserK  [author] 28 Oct, 2024 @ 4:56pm 
@Biopsysyhozis I'm sorry but I don't quite fully understand? Could you please provide more information, thank you

@TheEmeraldAxolotl vials and flasks containing modded materials- that doesn't sound like our fault, however I may be incorrect! Please give more details if possible. And about the MM "reac_replicating_agent", yes unfortunately I'm not sure if Evaisa ever wrote stuff for that (or if she did, I somehow lost it). To avoid missing translation key errors, I opted to set the translation to the key, so that instance is semi-intentional

@Wishin' I was fishin' the alchemy journal pages are randomly found in unexplored chunks
Wishin' I was fishin' 28 Oct, 2024 @ 4:01am 
So where do I find pages of alchemy journal?
TheEmeraldAxolotl 20 Oct, 2024 @ 3:41pm 
not sure why but some of the journal entries are showing up as their raw variable name, for example, i found one called "reac_replicating_agent", its actual text was also bugged. similar things have happened with vials/flasks containing modded materials.
Biopsyhozis 20 Oct, 2024 @ 3:25am 
I don't know if it's related to this mod, but I've had some liquids start turning into wood when frozen
UserK  [author] 12 Oct, 2024 @ 7:34am 
Update shouldn't be too far off, I think I'll just finish up the Uranium rework, do a bit more cleanup and then have Squirrelly push the update to steam