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Noita Lewd - a porn mod


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Posted

Nearly forgot, don't be shy to tell me if something is wrong. I'm not a master programmer, but I could at least pinpoint a problem and try to fix it.

Posted
On 2/4/2026 at 4:21 PM, Seberious said:

Nearly forgot, don't be shy to tell me if something is wrong. I'm not a master programmer, but I could at least pinpoint a problem and try to fix it.


I'll answer everything here.

Yes, i knew about multiple companion bugs but tried to focus on other things. Unlikely, but maybe i even fixed some of them but didn't upload that raw version. Glad you figured this out. I felt like monkey with a hammer too but for me it was easier to draw animations, not code digging. Having in mind two different things was kinda hard to begin with, then i stuck with third thing - sounds. And gave up.

Posted
On 2/10/2026 at 10:49 AM, Pawarfull said:


I'll answer everything here.

Yes, i knew about multiple companion bugs but tried to focus on other things. Unlikely, but maybe i even fixed some of them but didn't upload that raw version. Glad you figured this out. I felt like monkey with a hammer too but for me it was easier to draw animations, not code digging. Having in mind two different things was kinda hard to begin with, then i stuck with third thing - sounds. And gave up.

Maybe we can share the burden in future? I mean if you, me and other people perhaps did at least something bit by bit we could bring this mod into more working order. After all, apes together strong! XD

Jokes aside, yeah, working with sounds for example was kinda pain, but I've managed to remove all slaps in sex from all companion assault animations (I hope I did at least). My personal next step with mod is learning how to fix remaining enemies and then add all player existing assault animations to companions, then perhaps doing unique colors for companions (three different colors from player's purple) in sprites. At least that's a little plan of mine (don't know when I get to it though). I continue to experiment and if something comes out of it I will share it here for you and others to use. And I hope that you return to creating something new for mod one day too, even though you were overwhelmed by work which must be done in mod.

Man, I wish more people were willful to work with this mod, but we can't force them obviously. I'm still hoping by the way that author will return with update someday or we at least get some guy who knew code better than us to help.

Posted (edited)
3 hours ago, Seberious said:

Maybe we can share the burden in future? I mean if you, me and other people perhaps did at least something bit by bit we could bring this mod into more working order. After all, apes together strong! XD

Jokes aside, yeah, working with sounds for example was kinda pain, but I've managed to remove all slaps in sex from all companion assault animations (I hope I did at least). My personal next step with mod is learning how to fix remaining enemies and then add all player existing assault animations to companions, then perhaps doing unique colors for companions (three different colors from player's purple) in sprites. At least that's a little plan of mine (don't know when I get to it though). I continue to experiment and if something comes out of it I will share it here for you and others to use. And I hope that you return to creating something new for mod one day too, even though you were overwhelmed by work which must be done in mod.

Man, I wish more people were willful to work with this mod, but we can't force them obviously. I'm still hoping by the way that author will return with update someday or we at least get some guy who knew code better than us to help.


I had Eel animation and tried to add underwater ambient and sounds but just added animation and gave up.
 

Almost drew lizard cave. Drew ryona-kind animation for Steve, but never implemented it. Maybe added some ragdolls, but i don't know anymore what exectly i posted and what not.

I think i have some time to draw something, but drawing just to draw and never implement it in code kinda lame.

UPD: Cheked my files, i have barfer animation, don't see it in your files, so i think i never posted it too.

Edited by Pawarfull
Posted
3 hours ago, Pawarfull said:


I had Eel animation and tried to add underwater ambient and sounds but just added animation and gave up.
 

Almost drew lizard cave. Drew ryona-kind animation for Steve, but never implemented it. Maybe added some ragdolls, but i don't know anymore what exectly i posted and what not.

I think i have some time to draw something, but drawing just to draw and never implement it in code kinda lame.

UPD: Cheked my files, i have barfer animation, don't see it in your files, so i think i never posted it too.

Oh, so you're were doing some new things to add? That's great! And no, I didn't seen barfer you were speaking about, so you probably just didn't put this creature into posted files probably.

Posted
12 hours ago, Seberious said:

Oh, so you're were doing some new things to add? That's great! And no, I didn't seen barfer you were speaking about, so you probably just didn't put this creature into posted files probably.

Not so great, because i'll never add them it seems, lol. And yeah, i see there is no barfer, eel and cyan mushroom files in your version, so i never posted them.

I thought about kobold colors, it's not so easy. You can see on picture my idea with kobold classes and their sexes or something like that. Colors united with " [ " are too similar, so i planned to do them in one color. Player color is " ! ".
 

As you can see, it is 7 colors, 3 for males, 4 for females. Classes:
 

Those supposed to spawn together in the world as group.
Red - tank-dps with small shield and sword. Leader, other warkobolds follow him.
Orange - range dps with a sling.
Yellow - melee dps with aztec style sword.
Green - healer.
 

In kobold cave.
Teal - tank with spear and shield.
Blue - i don't remember, spearman obviosly, maybe ranged.
Pink - civilians.
 

Yeah, there are no dynamyte kobolds, i thought they was too "beta-test" thing, to implement them like that. Maybe i overthink everything and there is no reason for such hard-to-add mechanics, but it was my concept thoughts, so i was ready to change them. Anyway, even to draw animations variants for females in 4 colors - i think it is too much work, sadly.

kobold_colors.png

Posted

Okay, I'm not here to make promises or anything. But out of curiosity, how much interest is there for a proper nsfw mod for Noita? I could take the time to make a short rewrite and release the source code, so you guys can do the rest. Because, compared to my other projects, this one feels quite small and manageable to complete in a short period. The game has a few limitations that I think I can overcome.

 

But again, I'm not promising anything, I have some other heavier projects behind my back, and the only reason I am considering this is that it would be a nice break from them. (yeah, I know, I am one of those guys who takes a break from work by working more). It would also be a good practice to learn the ECS mechanics, as I am finding that system being used more as time goes on.

For context, I am an experienced Lua programmer who already worked on some NSFW projects out there. One of which is a halted mod that can be found here.

Posted (edited)
1 hour ago, Timerz said:

Okay, I'm not here to make promises or anything. But out of curiosity, how much interest is there for a proper nsfw mod for Noita? I could take the time to make a short rewrite and release the source code, so you guys can do the rest. Because, compared to my other projects, this one feels quite small and manageable to complete in a short period. The game has a few limitations that I think I can overcome.

 

But again, I'm not promising anything, I have some other heavier projects behind my back, and the only reason I am considering this is that it would be a nice break from them. (yeah, I know, I am one of those guys who takes a break from work by working more). It would also be a good practice to learn the ECS mechanics, as I am finding that system being used more as time goes on.

For context, I am an experienced Lua programmer who already worked on some NSFW projects out there. One of which is a halted mod that can be found here.


For me interest ends when i need to think like "well, i need to add this and add it like that, but can i or i'll never find the code which is responsible for such thing?"
 

It was with debuffs, it was when i thought about kobold-companions AI, it was with sounds, it was with some animations or rules for animation to start - like different projectiles from wizards. Idk for sure, but i don't think you can do something to fix this issue, because mostly it's not problem of the mod scripts, but problem of noita scripts and file structure, where it's hard to find something and be sure that it is working properly, when you found it and added somewhere else.

Edited by Pawarfull
Posted
20 minutes ago, Pawarfull said:


For me interest ends when i need to think like "well, i need to add this and add it like that, but can i or i'll never find the code which is responsible for such thing?"
 

It was with debuffs, it was when i thought about kobold-companions AI, it was with sounds, it was with some animations or rules for animation to start - like different projectiles from wizards. Idk for sure, but i don't think you can do something to fix this issue, because mostly it's not problem of the mod scripts, but problem of noita scripts and file structure, where it's hard to find something and be sure that it is working properly, when you found it and added somewhere else.


Buddy. When you are dealing with such a problem, you're just dealing with a project that simply did not have any plan in its systems whatsoever. I've already seen the code for this mess, and it's basically the sole example of what not to do with a mod. The current mod is just the entire source of noita with many files unchanged. What should've been done is for the mod to only contain files that replace or alias some of the assets. If even I cannot know what the hell is going on here, then this is just a badly engineered mod that only one guy on this planet knows how it works.

What I could do is just simplify things, make things more modular, in a way that you just need to add certain lines in a file, and everything just works. What current resides in the mod is hardcoded things in XMLs that should not have been messed up to begin with. I still get the coal mines errors on my end, and I still do not know where the heck that comes from.

Posted
43 minutes ago, Timerz said:


Buddy. When you are dealing with such a problem, you're just dealing with a project that simply did not have any plan in its systems whatsoever. I've already seen the code for this mess, and it's basically the sole example of what not to do with a mod. The current mod is just the entire source of noita with many files unchanged. What should've been done is for the mod to only contain files that replace or alias some of the assets. If even I cannot know what the hell is going on here, then this is just a badly engineered mod that only one guy on this planet knows how it works.

What I could do is just simplify things, make things more modular, in a way that you just need to add certain lines in a file, and everything just works. What current resides in the mod is hardcoded things in XMLs that should not have been messed up to begin with. I still get the coal mines errors on my end, and I still do not know where the heck that comes from.

Chuckled on coal mines errors.
 

Well, i've seen other big mods for noita when i searched how everything must work and i can say all of them made differently. But i can't say what is right or wrong, i'm not competent for that. I know this mod messes with root files and there is recommendation on noita modding page not to do that, but that's all.
 

But some things are noita issues (or lack of understanble information on noita wiki, for dummies like me), like i never found where steve stores his global knowledge to spawn in all holy mountains, when player angered the gods. Though i found how it works "in moment".
 

I never found how to add debuffs on players properly, i just fed Mina with things like lava. But i can't feed her something electric, so i cant paralyze player after animation with thunder mage. How to paralyze player? Where in noita stored such script to apply debuffs? For me it's a mistery.
 

There was many such things, some of them i abused somehow but it's not right and sometimes it breaks something unexpected. For example, Mina after teleportation in her "afk booth" can destroy something or kill herself. I tried to find something to disable player input or something like that, but i suppose it's hardcoded somewhere. Or i just did't find out. And i never can be sure - i can't do it or i just don't know how to do it.
 

Or sounds - it's just another complex of "how it works?" and I didn't found how to add some sound settings in mod... settings. I don't know where to find example for such code, i suppose it's hardcoded somewhere too but idk.
 

So i think everything will be simplier, if mod will be organized and scripted correctly and i can just add animations without thinking about 9000 small things in 9000 different XML files, but for some things i'm just not competent enough.

 

Sorry for the rant.

Posted
9 minutes ago, Pawarfull said:

Chuckled on coal mines errors.
 

Well, i've seen other big mods for noita when i searched how everything must work and i can say all of them made differently. But i can't say what is right or wrong, i'm not competent for that. I know this mod messes with root files and there is recommendation on noita modding page not to do that, but that's all.
 

But some things are noita issues (or lack of understanble information on noita wiki, for dummies like me), like i never found where steve stores his global knowledge to spawn in all holy mountains, when player angered the gods. Though i found how it works "in moment".
 

I never found how to add debuffs on players properly, i just fed Mina with things like lava. But i can't feed her something electric, so i cant paralyze player after animation with thunder mage. How to paralyze player? Where in noita stored such script to apply debuffs? For me it's a mistery.
 

There was many such things, some of them i abused somehow but it's not right and sometimes it breaks something unexpected. For example, Mina after teleportation in her "afk booth" can destroy something or kill herself. I tried to find something to disable player input or something like that, but i suppose it's hardcoded somewhere. Or i just did't find out. And i never can be sure - i can't do it or i just don't know how to do it.
 

Or sounds - it's just another complex of "how it works?" and I didn't found how to add some sound settings in mod... settings. I don't know where to find example for such code, i suppose it's hardcoded somewhere too but idk.
 

So i think everything will be simplier, if mod will be organized and scripted correctly and i can just add animations without thinking about 9000 small things in 9000 different XML files, but for some things i'm just not competent enough.

 

Sorry for the rant.


It's okay to rant, pal, I'm just taking notes here. Because that's pretty much my job, I solve practical problems.

Posted
3 hours ago, Pawarfull said:

Not so great, because i'll never add them it seems, lol. And yeah, i see there is no barfer, eel and cyan mushroom files in your version, so i never posted them.

I thought about kobold colors, it's not so easy. You can see on picture my idea with kobold classes and their sexes or something like that. Colors united with " [ " are too similar, so i planned to do them in one color. Player color is " ! ".
 

As you can see, it is 7 colors, 3 for males, 4 for females. Classes:
 

Those supposed to spawn together in the world as group.
Red - tank-dps with small shield and sword. Leader, other warkobolds follow him.
Orange - range dps with a sling.
Yellow - melee dps with aztec style sword.
Green - healer.
 

In kobold cave.
Teal - tank with spear and shield.
Blue - i don't remember, spearman obviosly, maybe ranged.
Pink - civilians.
 

Yeah, there are no dynamyte kobolds, i thought they was too "beta-test" thing, to implement them like that. Maybe i overthink everything and there is no reason for such hard-to-add mechanics, but it was my concept thoughts, so i was ready to change them. Anyway, even to draw animations variants for females in 4 colors - i think it is too much work, sadly.

kobold_colors.png

Well, remember when we maked discussion about color and stopped exactly on three colors for kobold NPCs? I thought we going with that ever since, but it's cool that you considered this idea (male and female kobolds with different colors/classes) too, though I agree for now it's very hard to implement. And yeah, I considered dynamite kobolds as placeholder too, I wanted to give them bow for example (we even have arrow projectile already) for combat, because they likely get raped in melee range, duh. On that note we could make male kobolds melee fighters instead of females.

Posted (edited)
3 hours ago, Timerz said:

Okay, I'm not here to make promises or anything. But out of curiosity, how much interest is there for a proper nsfw mod for Noita? I could take the time to make a short rewrite and release the source code, so you guys can do the rest. Because, compared to my other projects, this one feels quite small and manageable to complete in a short period. The game has a few limitations that I think I can overcome.

 

But again, I'm not promising anything, I have some other heavier projects behind my back, and the only reason I am considering this is that it would be a nice break from them. (yeah, I know, I am one of those guys who takes a break from work by working more). It would also be a good practice to learn the ECS mechanics, as I am finding that system being used more as time goes on.

For context, I am an experienced Lua programmer who already worked on some NSFW projects out there. One of which is a halted mod that can be found here.

I'm very interested, because despite rought state of this mod it's managed to realise really good dynamic porn mod for Noita and I clearly want for it to grow. If you could give us something cleaner to work with we will be very grateful (original author maybe too, but he didn't spoke yet). I understand that you don't promise result, but some chance is better than none at all. Plus I'm curious how reworked "skeleton" of mod will look like after your overhaul.

Edited by Seberious
Posted
2 hours ago, Timerz said:


I still get the coal mines errors on my end, and I still do not know where the heck that comes from.

Ha, yeah, ever since I've seen that error in debug mode I was very paranoid about where this comes from XD If the guy with programming knowledge says that even he didn't knows where it comes from then I'm truly scared.

Posted (edited)
1 hour ago, Pawarfull said:

Chuckled on coal mines errors.
 

Well, i've seen other big mods for noita when i searched how everything must work and i can say all of them made differently. But i can't say what is right or wrong, i'm not competent for that. I know this mod messes with root files and there is recommendation on noita modding page not to do that, but that's all.
 

But some things are noita issues (or lack of understanble information on noita wiki, for dummies like me), like i never found where steve stores his global knowledge to spawn in all holy mountains, when player angered the gods. Though i found how it works "in moment".
 

I never found how to add debuffs on players properly, i just fed Mina with things like lava. But i can't feed her something electric, so i cant paralyze player after animation with thunder mage. How to paralyze player? Where in noita stored such script to apply debuffs? For me it's a mistery.
 

There was many such things, some of them i abused somehow but it's not right and sometimes it breaks something unexpected. For example, Mina after teleportation in her "afk booth" can destroy something or kill herself. I tried to find something to disable player input or something like that, but i suppose it's hardcoded somewhere. Or i just did't find out. And i never can be sure - i can't do it or i just don't know how to do it.
 

Or sounds - it's just another complex of "how it works?" and I didn't found how to add some sound settings in mod... settings. I don't know where to find example for such code, i suppose it's hardcoded somewhere too but idk.
 

So i think everything will be simplier, if mod will be organized and scripted correctly and i can just add animations without thinking about 9000 small things in 9000 different XML files, but for some things i'm just not competent enough.

 

Sorry for the rant.

I agree with Timerz here, it's okay to rant and that there is just practical problem which needs solution.

And honestly about rant, I have the same feelings, I wish to add something (perhaps even do some fixing), but can't understand how code fully works because of structure + there is many things + I'm not a programmer guy either. All of this frustrates me to no end, if Timerz give us something cleaner it's really will be a miracle, lol.

And about working on the mod, you mentioned that you like to draw sprites and animations more? What if you do the sprites and animations while I do bug hunting, testing and helping implement animations into mod (I still need to understand how to add new animations properly, but I could manage) and digging the code for possible typos/errors and fix them? That way we can ease each other burden, though constant communication is needed lol.

Edit: Plus if sprites will be too much I can help with them also. But, well, you have seen how a little bit troublesome for me to sit and draw XD

Edited by Seberious
Posted
20 hours ago, Pawarfull said:

Drew ryona-kind animation for Steve, but never implemented it.

Also forgor to joke about this mentioned part (yeah, I'm slowpoke) by you Pawarfull. In short, safe word "police brutality" X)

Posted (edited)
1 hour ago, Seberious said:

Well, remember when we maked discussion about color and stopped exactly on three colors for kobold NPCs? I thought we going with that ever since, but it's cool that you considered this idea (male and female kobolds with different colors/classes) too, though I agree for now it's very hard to implement. And yeah, I considered dynamite kobolds as placeholder too, I wanted to give them bow for example (we even have arrow projectile already) for combat, because they likely get raped in melee range, duh. On that note we could make male kobolds melee fighters instead of females.


As you can see, all females are ranged in my "color concept" and all males are melee. So i suppose i thought about it in same way. And i didn't want to add bow kobolds, cause it's lame, so came up with slings and spears. It's same but different. Now i think it's enough just to have basically 3 classes - melee-tank-leader, sling-ranger, healer. Maybe with color diffirences inside same class. But anyway, before we do that we need to:
 

- Draw every animation.
- Make kobold cave with working global aggro system, like in holy mountains.
- Make quest places with random generation.
- Make few props, for quest and just for decorative purposes.
- Some of props need to work with anvil.
 

Only after that we can add:
 

- Dragon boss with quest.
- More "kobold-cages" with button to free them - i found how to do that in another mod, at least button part.
- Kobolds with classes and AI.
- Their cave and quest places spawn rules.
- Their random spawn rate (and for cages too)
- Attach to everything some scripts (like global aggro system).
- Somewhere here we can add animations for kobolds.
 

And only then we can to add some hard stuff, like exiled enemy kobolds with magic wands.
 

It's not so hard. If i found out script with boss (mother) hiisi (small hiisi are following him), so... Let's say there are many things in game that i thought to just copy-paste. Kobold "team", for example - idea was to find script where i can add another species (or whatever it's called in game files). So i tried not to add something, that don't exist in game already, only things that is theoretically possible to copy-paste.
 

Hard part is to find things in noita game files, not to implement them through copy-pasting, even in this spagetti scripts.

Edited by Pawarfull
Posted (edited)
28 minutes ago, Seberious said:

I agree with Timerz here, it's okay to rant and that there is just practical problem which needs solution.

And honestly about rant, I have the same feelings, I wish to add something (perhaps even do some fixing), but can't understand how code fully works because of structure + there is many things + I'm not a programmer guy either. All of this frustrates me to no end, if Timerz give us something cleaner it's really will be a miracle, lol.

And about working on the mod, you mentioned that you like to draw sprites and animations more? What if you do the sprites and animations while I do bug hunting, testing and helping implement animations into mod (I still need to understand how to add new animations properly, but I could manage) and digging the code for possible typos/errors and fix them? That way we can ease each other burden, though constant communication is needed lol.

Edit: Plus if sprites will be too much I can help with them also. But, well, you have seen how a little bit troublesome for me to sit and draw XD

 

We can want something, but it's his time and i can't be sure that it will be so useful, so even if i too want to see how proper code looks and works, i must say that there are problems not only with mod scripts, but misterious game scripts and rules too.
 

I thought about work with someone on different things, but yes, it's needs constant communication. And i don't know if it even help, cause animations and scripts for them need constant testing before i can do next animation, so anyway i have to add scripts same time when i draw them, jumping from one type of work to another. It is such thing where Timerz's "clean code" will help much more than another guy who works on another thing. But help always helps, lol.

UPD: for short, i don't know how to organize teamwork on mod, but if we can - it will be good. But i'm not native or fluent english speaker, so it's anyway hard for me.
 

20 minutes ago, Seberious said:

Also forgor to joke about this mentioned part (yeah, I'm slowpoke) by you Pawarfull. In short, safe word "police brutality" X)


I thought to add 2-3 "brutal" animations with just negative outcomes - one which i added (with black clouds), one with steve and one with rocket crab. Not too many, just to spice up things a little bit.

Edited by Pawarfull
Posted (edited)

Well I was planning to finish another anim or two before showing up here with my mid quality goods. I have dabbled toying in lua mods for various games and by mere chance of a reddit post to a R34 post to a google search for something else I came across this wonderfully unoptimized gem and taking my crack at adding things to it. I am rather novice at coding a sprite making but enjoy both anyway as a sort of practice. While I was digging around in Pawarfull's last update and saw Seberious posted his companion fix so I integrated that in. Unlike a smart person who uses debugging like a real coder I kept testing stuff raw on some saves and found my ears were assaulted by the 501st sex legion's ceaseless moans so I went through and commented out nearly all the sound file calls for companions (probably missed some). Was plannin to sift through and try an clean up the code that calls to multiple files just to get through animations as coding practice over the next month or two but it looks like the pros are on the scene so I'm not needed there.

Anyway, for those who wish it here's what I have cobbled. Also tried to make a sort of update version notes to help with organization of whos what is in it?
 

1.06 (tim update)
- added spider larva spawned from sexing web spider, sex the larva to make more web spiders
- added firebug larva spawned from sexing big firebug, seg the larva to make more firebugs 30% chance for bigs
- added gold firebug larva, 20% chance from sexing big firebug, bleeds and cums molten gold (more planned)
- added enlightened alchemist fem model and assault. (bug: randomizes their spell after because it spawns a new one. gonna figure it out later)
- tweaked mini blob anim to have a wiggle before it crawls in
- added lewd model for big mushroom (the red ones)
- added lewd model for giant mushroom (tall teal ones, more to come for both)
- added 2 chest mimic anims, the rarer one gives random t2 spell that doesnt require unlock 1 chest mimic anim that has a chance to give a spell, didnt get to the second anim by the time I saw the current conversation

-(undocumented) increased the assault cooldown on player from 60 to 200 (ms?) Roughly giving a quarter or half second between anims so player can somewhat escape piles (perhaps of spiders)

includes Serberious companion fix, but the noise drove me to madness so I have commented out companion audios til local sound fix. Likely will be solved by tying them to assault entity like damage sounds instead of just playing file in localized area.

 

I used some placeholder models (recolored white maggots) for the larva and was going to make new ones later. Had just opened aseprite and was learning its features with the plan to return to them. I know there was the not-quite-functional birth and preg stuff in the base mod but I understood how to do it similar to the blobs better as it was already somewhat laid out. So their spawns are just part of the animation.

polyclaws_test v1.06.7z

Edited by TimODeath
Posted
1 hour ago, TimODeath said:

Well I was planning to finish another anim or two before showing up here with my mid quality goods. I have dabbled toying in lua mods for various games and by mere chance of a reddit post to a R34 post to a google search for something else I came across this wonderfully unoptimized gem and taking my crack at adding things to it. I am rather novice at coding a sprite making but enjoy both anyway as a sort of practice. While I was digging around in Pawarfull's last update and saw Seberious posted his companion fix so I integrated that in. Unlike a smart person who uses debugging like a real coder I kept testing stuff raw on some saves and found my ears were assaulted by the 501st sex legion's ceaseless moans so I went through and commented out nearly all the sound file calls for companions (probably missed some). Was plannin to sift through and try an clean up the code that calls to multiple files just to get through animations as coding practice over the next month or two but it looks like the pros are on the scene so I'm not needed there.

Anyway, for those who wish it here's what I have cobbled. Also tried to make a sort of update version notes to help with organization of whos what is in it?
 

1.06 (tim update)
- added spider larva spawned from sexing web spider, sex the larva to make more web spiders
- added firebug larva spawned from sexing big firebug, seg the larva to make more firebugs 30% chance for bigs
- added gold firebug larva, 20% chance from sexing big firebug, bleeds and cums molten gold (more planned)
- added enlightened alchemist fem model and assault. (bug: randomizes their spell after because it spawns a new one. gonna figure it out later)
- tweaked mini blob anim to have a wiggle before it crawls in
- added lewd model for big mushroom (the red ones)
- added lewd model for giant mushroom (tall teal ones, more to come for both)
- added 2 chest mimic anims, the rarer one gives random t2 spell that doesnt require unlock 1 chest mimic anim that has a chance to give a spell, didnt get to the second anim by the time I saw the current conversation

includes Serberious companion fix, but the noise drove me to madness so I have commented out companion audios til local sound fix. Likely will be solved by tying them to assault entity like damage sounds instead of just playing file in localized area.

 

I used some placeholder models (recolored white maggots) for the larva and was going to make new ones later. Had just opened aseprite and was learning its features with the plan to return to them. I know there was the not-quite-functional birth and preg stuff in the base mod but I understood how to do it similar to the blobs better as it was already somewhat laid out. So their spawns are just part of the animation.

polyclaws_test v1.06.7z 2.17 MB · 1 download


Sound in this mod needs full overhaul, its unfixable at this point. And it looks like if everyone will add new thing here and there, Timerz's idea to redo the mod will help a lot. Cause now checking files of other people is kinda hard + everyone add things how they can, cause in this code we can't do better.
 

I checked your additions, and have to say, there is a reason why i don't change default sprites on creatures with assault animations planned - it can mess with other people work. Except adding dicks, cause they will be used anyway, lol. And they are easy to redraw. But changing "main body" is a no no, at least for me. We can add few animations on same enemy, but we can't make new enemies with same abilities for every sprite variant, it will be bloat.
 

For animations, i didn't seen them in game, but sprites looks decent. You doubled some lines in Test.lua, cause i already had few commented lines for enlightened alchemist, but it's no big deal i think.

Posted
1 hour ago, Pawarfull said:


Sound in this mod needs full overhaul, its unfixable at this point. And it looks like if everyone will add new thing here and there, Timerz's idea to redo the mod will help a lot. Cause now checking files of other people is kinda hard + everyone add things how they can, cause in this code we can't do better.
 

I checked your additions, and have to say, there is a reason why i don't change default sprites on creatures with assault animations planned - it can mess with other people work. Except adding dicks, cause they will be used anyway, lol. And they are easy to redraw. But changing "main body" is a no no, at least for me. We can add few animations on same enemy, but we can't make new enemies with same abilities for every sprite variant, it will be bloat.
 

For animations, i didn't seen them in game, but sprites looks decent. You doubled some lines in Test.lua, cause i already had few commented lines for enlightened alchemist, but it's no big deal i think.

 

Yea, i was working out my own plans of what to do and where my ideas were. I saw the high alchemist sprite and went "why not the smaller ones?" So i started working on them bout 2 or 3 weeks ago when some of your later posts talked about not working on it. The seberious jumped in.

 

Was making new enemies n such as practice, grabbing from other sources and learning how noita code is handled. I understand a bunch of what i see but since im near entirely self taught as an infrequent hobby so im not quick or skilled at it. Would like to change that. But since you three are much more proficient i should step back n let yall work at it instead of getting in the way.

 

As far as sound, i imagine if it was written to be tied to entities like most other sounds it wouldnt be omnipresent. Currently it plays a sound with no distance fade from a point.

Posted
8 hours ago, TimODeath said:

 

Yea, i was working out my own plans of what to do and where my ideas were. I saw the high alchemist sprite and went "why not the smaller ones?" So i started working on them bout 2 or 3 weeks ago when some of your later posts talked about not working on it. The seberious jumped in.

 

Was making new enemies n such as practice, grabbing from other sources and learning how noita code is handled. I understand a bunch of what i see but since im near entirely self taught as an infrequent hobby so im not quick or skilled at it. Would like to change that. But since you three are much more proficient i should step back n let yall work at it instead of getting in the way.

 

As far as sound, i imagine if it was written to be tied to entities like most other sounds it wouldnt be omnipresent. Currently it plays a sound with no distance fade from a point.


I don't want to talk about sounds. They scare me. So many things with them are not working, that it's easier to list what is working.
 

I'm not against the idea of multiple random people working on same project, but i think we need some "work etics" to do that effective. Like:
 

- Telling other people "i'm working on it" 
- Not doing something that might interfere with other people work (like new idle-walk sprites for default enemies)
- Not changing things without real need for it. For example, adding changelog file is good - it helps tracking things without need to search them here. But changing mod description in files or merging addon and main files together isn't good - no meaningful use for it, just changes for changes and sometimes it changes something unpredictable.
 

Sadly, i didn't thought about it when i worked alone.

Posted
1 hour ago, Pawarfull said:


I don't want to talk about sounds. They scare me. So many things with them are not working, that it's easier to list what is working.
 

I'm not against the idea of multiple random people working on same project, but i think we need some "work etics" to do that effective. Like:
 

- Telling other people "i'm working on it" 
- Not doing something that might interfere with other people work (like new idle-walk sprites for default enemies)
- Not changing things without real need for it. For example, adding changelog file is good - it helps tracking things without need to search them here. But changing mod description in files or merging addon and main files together isn't good - no meaningful use for it, just changes for changes and sometimes it changes something unpredictable.
 

Sadly, i didn't thought about it when i worked alone.

 

I don't know where I merged addon and main files but i had the intention of adding description to the mod for knowing what version of the mod you have as I have had other mods that don't update any of that and when I come back to it I'm left wondering "do I have the latest version still? has this been updated?" Of course i had recounted the updates others performed and forgot to go back and update the description change I had made so I failed that anyway.

Irrelevant, I see I probably caused more harm than help with what I posted and it will become obsolete with any rewrite to the code. I apologize.

Posted
1 hour ago, TimODeath said:

 

I don't know where I merged addon and main files but i had the intention of adding description to the mod for knowing what version of the mod you have as I have had other mods that don't update any of that and when I come back to it I'm left wondering "do I have the latest version still? has this been updated?" Of course i had recounted the updates others performed and forgot to go back and update the description change I had made so I failed that anyway.

Irrelevant, I see I probably caused more harm than help with what I posted and it will become obsolete with any rewrite to the code. I apologize.


Oh, sorry, it seems i misread something about addon.
 

No need for apologies, i'm just suggesting some rules to work together, without clashing on same issue or animation. There's no harm cause anyway we need to fix some issues with scripts even without Timerz's help. Idk how we'll do it tho, but some troubles that generated by this script is a crime against humankind, no less. So i'll try to implement your animations one way or another and clean some code bits if needed to.

Posted
On 2/12/2026 at 12:08 PM, Pawarfull said:

 

We can want something, but it's his time and i can't be sure that it will be so useful, so even if i too want to see how proper code looks and works, i must say that there are problems not only with mod scripts, but misterious game scripts and rules too.
 

I thought about work with someone on different things, but yes, it's needs constant communication. And i don't know if it even help, cause animations and scripts for them need constant testing before i can do next animation, so anyway i have to add scripts same time when i draw them, jumping from one type of work to another. It is such thing where Timerz's "clean code" will help much more than another guy who works on another thing. But help always helps, lol.

UPD: for short, i don't know how to organize teamwork on mod, but if we can - it will be good. But i'm not native or fluent english speaker, so it's anyway hard for me.

Well, for now I decided to wait Timerz create overhaul and just experimenting with my "dumb things" on this mod. If I decide to add something concrete I will post full list of what changes I did and of course tell you/others what I have added.

As for not being native-english speaker, this is funny, I'm not native-english speaker either XD So, here we are, speaking in language which is different from our own and somehow communicating X)

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