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Currently, the spawn script for potions just stops them from getting damaged by impact (hitting a surface too hard). It does not stop potions from breaking due to damage from spells and enemies.
Shows up when, presumably, the recorded index isn't the same as the ReceivedItems index, then it sends a Sync, which triggers GivePlayerOrbsOnSpawn.
It should be made to count up the number of items in the ReceivedItems message + 1 and set the index to that every time so this doesn't happen.
Maybe a text thing like Noita Together does for their messages?
Maybe cryptic-looking lights in the holy mountain on the left side?
Not sure, just something that I would like to include, would be convenient.
It would be nice to have a chat client directly in-game for sending messages and AP commands.
When another person finishes a run and collects their items to take them away from other games, they still appear in Noita anyway.
The orb on the pyramid spawned with the little trash symbol behind the ap logo instead of in front of it.
Killing Kolmi and completing the work did not register as completing the run when I played a run by myself.
These show up if the flags == 0 print line plays.
Thankfully, the entity picker mod still allows me to check the item out without crashing.
The item had empty item_name and ui_description fields. So we should fill these up with something so that if the error happens again, it doesn't just crash your game.
Ideally, we also make it so this error never happens.
A new game was started and none of the perks were granted nor any items spawned in the mountain hall entrance to the Mines.
Starting a new game again works around the issue.
logger.txt
file here.Yes
Yes
Greed Ending
Main Path
No response
No response
No Orbs
No Bosses
Since we can't carry more than 4 items it makes more sense to limit some to only two or three spawning in the holy mountain.
A way to show message history in-game would be nice.
Suggestion comes from Phar. Doing co-op of a seed typically means having two or more people playing the same slot at the same time.
Currently, when for items that we spawn in the world when they are our own items, when that location is checked we tell the game not to send the item since it is our own item. If playing the seed co-op, this means the other player(s) wouldn't receive the items either when the location is checked. They'll still receive them on new game (the ones that redeliver on new game, anyway).
This should be adjusted so that when you get a check containing your own item that is spawned in the world, that it sends the item to the other players as well without double-sending it to yourself.
If you get disconnected and check a boss, orb, or victory flag then it will try and fail to send it but still clear the flag. This means if you save and restart to reconnect, you won't get credit for it.
Playing only a game with yourself, there are too many spell refreshers in shops. There should be fewer spell refreshers and possibly more wands and potions.
There's no disconnect handling. Need to write some handling to be more robust in maintaining a connection.
i.e. putting PC into sleep mode for a while, extreme case but there are other ways to get disconnected from the Archipelago server.
Orbs that are location checks are supposed to go back to their normal design on subsequent runs (the heart in the orb). They are not doing this.
Trap name showed up as [Name]'s $ap_trapname2
logger.txt
file here.None
Yes
Greed Ending
Main Path
No response
No response
None
None
As noted in the title. The ap logo is about half way behind pedestals most of the time.
Should be fixed by adjusting the offset when another person's item is on the pedestal.
The regular ending sequence gets called before the archipelago checks, so when the archipelago checks happen the orb count gets set to 0, since the peaceful ending removes your orbs.
Changing the file the sampo looks at partially fixes this issue, just it also then spams the hell out of the log and lags the hell out of the game, obviously incorrectly. It seems to try to trigger the ending over and over again.
Picking up or buying your own trap does not do anything.
It's not clear whether the game is connected to Archipelago or not (i.e. when you type incorrect server info), so when a connection failure occurs there should be a permanent red text indicating the major error that is preventing the game from being played.
So it's easy to differentiate between them and non-check items. This is so you don't need to feel like you have to pick up every wand, potion, etc. you see since it might be a check, since that's annoying.
This makes the wands have the same seed. Ideally, we should offset them by at least a pixel or two, just to vary them without moving them too far, since moving them might get them stuck.
When starting a new game, items that are redelivered spawn all in the same spot (or as close to it as they can). For items with physics, this literally buries the player a short way through an AP run, making it a little frustrating to actually leave the spawn position. For items without physics (wands, orbs), it stacks them all in one spot, so getting individual wands is a frustrating experience.
Additionally, since Noita does rng based off of the x and y value of a spawn location, the spawned wands all have the same seed (wands of the same level spawn identically, wands of a different level tend to have similar spells and similar mana/recharge/etc.).
Will investigate later when my head isn't killing me
There's a magic number that can alter the popup size, we can potentially change it via the mod settings.
I'm guessing it's because the "you picked up an orb" message and the subsequent "you picked up a life up heart" message just get in teh way of it getting a chance to show up. It's probably that the life up heart message basically overwrites it.
The check was floating above one of the portals in the mines. I'm assuming the game generates the wang tiles for the mines, then removes anything below a certain point. But, for some reason, the pedestal item was still there, while the pedestal itself was gone.
Very low priority, only happened once so far.
Really I should've seen this coming...
Inspired by Super Mario Bros 35, mode is already implemented in Minecraft as an option (MC35 AKA "Send Defeated Mobs") and Phar was interested in implementing it for Rogue Legacy. It uses a special tag and bounce packets (similar to DeathLink network-wise).
I would like to make it more generic however for future cross-game interactions.
Bounce packet would have:
Name | Type | Notes |
---|---|---|
name | str | Name of this enemy, so that the same game will spawn the exact type. |
power | int | Amount of "power" this enemy has. The higher the number, the stronger the enemy is. |
hints | Optional[List[str]] | Hints that describe the enemy in simple terms, assume not all terms will be understood. For example: ["hound", "dog", "zombie"] |
traits | Optional[List[str]] | Descriptions or modifiers that should be applied to the enemy. For example ["fast"] in one game could indicate a class of enemy type, and in another game could indicate a status effect. |
See this Draft document for more.
EDIT: There's a similar mod in Noita called Noita nemesis which works with Noita Together.
Having to spam backspace is kind of annoying when changing the port, slot, or host. Having an X next to them to clear them would make it better.
Make AP potions out of an indestructible material that looks like glass, that becomes normal potion glass after a timeout or when picked up. Then the potions can spawn and settle without getting shattered, but still shatter later, making the experience more fair for the player.
This is probably because we are modifying the cache files in the mod directory which Noita believes is the mod itself being modified. It would be better if we needed to do this less and could just start a new game without having to close the application.
Currently, when gold is delivered, it is just added directly to your "wallet". It should make the gold pick up sound when you receive it. I don't know how to add the enhancement label to this.
This is, what I'm assuming, is making them very loud when you pick them up.
Gold nuggets meant for yourself from AP will "time out" and disappear.
We should check that item radar works properly with AP items and chests.
Putting this here since we can't really put it in an issue on the AP side, and it's easier to organize my thoughts this way.
The way The Witness does their hint system is by putting the hints on the little "lore" tape recorders (they're just various speeches but idk what else to call them), and we'll probably do it in a similar way except using the emerald tablets (and maybe the non-emerald ones too).
Per Violet, The Witness had 3 types of hints: Always hints, Priority hints, and Randomish hints.
Always Hints go to locations in your game that are very difficult, and so it's nice to have a way to know whether you can avoid them. Always hints are always placed in the game.
For Noita, this could be stuff like Unohdettu, the Hell orb, or Syvaolento.
Priority hints go to locations or items that are less horrible to do/go without, but are still up there a bit. Priority hints each have a chance of showing up in the game. For the Witness, these also always all get placed, but they plan to not have that happen in the future.
Randomish hints pick a random progression item from your world, or picks a random location from your world that is linked to another world's progression item. Pretty self explanatory, these would be the extra filler hints.
So, the things needed to be done for this are:
For example someone's morph ball was supposedly in a Collapsed Mines chest but could not be found because chests in the Collapsed Mines are very rare.
There is a mod called Save Slots Enabler which can be used to have multiple ongoing runs (i.e. big async).
If you continued a run from any slot with AP then it would just connect via whatever settings you have currently, instead of to the server with the last established good connection. We could modify it so that settings are saved to the world, and then the same settings are utilized when reloading from save.
If the server address is no longer working we can make it so clicking the AP logo in the bottom right brings up an input for a new server for that in-progress slot.
If you do Noita + Game A, then Noita + Game B, then Noita + Game A, you no longer have the datapackage for Game A since it was overwritten by Game B, but you still have Game A's checksum so it doesn't try to get it again.
PrintJSON type Countdown value 0
Right now Noita erases and replaces its log files which could lead to some logs for diagnosing issues to be lost. We could probably have a separate AP log file (or just move logger.txt to a logs directory).
Something like "YYYY-MM-DD-hh-mm-ss-logger.txt".
It's also possible to do separate AP in one session, we could have separate AP logs on a per room basis.
When placing the sampo on the floating island altar, it did not release the items even with the pure ending as the goal condition. In the log, it showed the print message I put in for if you get the toxic ending.
I'm assuming this issue is related to the orb issue.
See if it works, see how it works.
Vi had the idea of that, if the starting inventory is sent alongside asynced items in the packet when you first start your game, that could mean you have a way of differentiating between your first time playing and other new-games.
When continuing a game, your orb count is reduced to 0 after receiving AP orbs.
A way to colour the messages from PrintJSON would be nice, since they have a colouring system to highlight player and item names to distinguish them.
Only seeing half of the pedestals have AP items feels like it's taking away from the AP experience.
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