Kartan1 Posted Sunday at 03:30 AM Posted Sunday at 03:30 AM 6 minutes ago, Bingusasdf said: So when somebody posts sex_gfx is that just for development purposes or can i replace the file in the mod with that? It wouldnt have the logic to go with it right? You can, just drop those files in your mod folder and it will work. 1
kobold tinkerer Posted Sunday at 06:11 AM Posted Sunday at 06:11 AM (edited) 3 hours ago, Bingusasdf said: So when somebody posts sex_gfx is that just for development purposes or can i replace the file in the mod with that? It wouldnt have the logic to go with it right? in sex_scene.lua you replace the line number 1168 local sex_effect_entity = EntityLoad("mods/lewd_noita_redux/files/status_effects/" .. sd[scene].xml_sex_effect .. ".xml") with this local sex_effect_entity = EntityLoad(sd[scene].xml_sex_effect) replace next line ComponentSetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames", Random(5, 10) * 60) with local frames = ComponentGetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames") ComponentSetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames", math.floor(frames * Randomf(1.0, 1.5))) it randomizes effect but still keeps close to original value. i set it to 50%, you can change 1.5 to any value you want, like 1.3 or 2.0 Edited Sunday at 07:06 AM by kobold tinkerer
kobold tinkerer Posted Sunday at 10:10 AM Posted Sunday at 10:10 AM (edited) fungus_giga has modified sprite with booba but sex scene shows vanilla sprite with no booba its possible to have a script that randomly genderswaps enemies with modded sprites so you will see both variants. for example spearbot, left is vanilla, right is modded sex scene only happens for vanilla sprite, modded version can get close to you with no sex the thing we need to decide is whether we want to have different sex scenes for BOTH variants, or we only need one scene and only modded enemy with no random genderswap. right now modded sprites are spearbot, fungus_big, fungus_giga and enlightened_alchemist. all of those have booba in modified sprites. i think sex for each variant would be better but that would create more work for artists. but imagine the possibilites, how many enemies with booba we can have. all the hiisi, masters, mages (ukko et al). they can all potentially have booba and have different sex scenes like facesitting or scissors. what do you think. edit: this also gave me idea for one or two new materials that genderswap enemies to opposite sex we can call it estrogenium i guess or genderswapium edit2: material that would swap female to male may be called "podcastium" 🤣🤣🤣 Edited Sunday at 11:02 AM by kobold tinkerer
kobold tinkerer Posted Sunday at 12:24 PM Posted Sunday at 12:24 PM (edited) @Vitalie @Ranot wtf why mod folder has /entites/animals/ folder with EVERY enemy in game with _init.lua files inside the folders that change to alt sprites? the snippet in that file should be in main init.lua yet it somehow is a separate file copied dozens of times. can you explain how it happened? it is impossible for human to create this atrocity, was this done by ai? Edited Sunday at 12:45 PM by kobold tinkerer
kobold tinkerer Posted Sunday at 12:35 PM Posted Sunday at 12:35 PM 10 minutes ago, kobold tinkerer said: @Vitalie @Ranot wtf why mod folder has /entites/animals/ folder with EVERY enemy in game with _init.lua files inside the folders that change to alt sprites? the snippet in that file should be in main init.lua yet it somehow is a separate file copied dozens of times. can you explain how it happened? it is impossible for human to create this atrocity, was this done by ai? ironically this reminded me of original mod from zerguroth that had to be rewritten because of shit like this
it456 Posted Sunday at 05:17 PM Posted Sunday at 05:17 PM (edited) I found a possible softlock: if the player kills every fly in The Hive area and then gets captured, its impossible to get out since there's nobody to complete the fly guardian quests. Edited Sunday at 05:18 PM by it456
Bingusasdf Posted Sunday at 06:54 PM Posted Sunday at 06:54 PM 12 hours ago, kobold tinkerer said: in sex_scene.lua you replace the line number 1168 local sex_effect_entity = EntityLoad("mods/lewd_noita_redux/files/status_effects/" .. sd[scene].xml_sex_effect .. ".xml") with this local sex_effect_entity = EntityLoad(sd[scene].xml_sex_effect) replace next line ComponentSetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames", Random(5, 10) * 60) with local frames = ComponentGetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames") ComponentSetValue2(EntityGetFirstComponent(sex_effect_entity, "GameEffectComponent"), "frames", math.floor(frames * Randomf(1.0, 1.5))) it randomizes effect but still keeps close to original value. i set it to 50%, you can change 1.5 to any value you want, like 1.3 or 2.0 lewd_noita_redux.rar
kobold tinkerer Posted Sunday at 07:30 PM Posted Sunday at 07:30 PM 35 minutes ago, Bingusasdf said: lewd_noita_redux.rar 16.41 MB · 0 downloads you could have only sent a single file...
Ranot Posted Sunday at 10:50 PM Posted Sunday at 10:50 PM 10 hours ago, kobold tinkerer said: @Vitalie @Ranot wtf why mod folder has /entites/animals/ folder with EVERY enemy in game with _init.lua files inside the folders that change to alt sprites? the snippet in that file should be in main init.lua yet it somehow is a separate file copied dozens of times. can you explain how it happened? it is impossible for human to create this atrocity, was this done by ai? I explained this quite some time ago, and those files may have the same name but they're not copies. Those _init files are an extension of init, and the entire purpose is so you don't do something stupid like putting ALL OF YOUR CODE in a single file (init.lua). This allows each entity to have their own space and keeps them organized. And no, it's not AI. I'm simply OCD and hate spaghetti code. Stop your pretentious crap and attacking everything you don't understand.
kobold tinkerer Posted Monday at 01:28 AM Posted Monday at 01:28 AM 2 hours ago, Ranot said: Stop your pretentious crap and attacking everything you don't understand what problem you solved by taking code from where it belonged in init.lua and instead creating 108 subfolders and 96 almost identical files, including for those entities this mod doesnt even touch?
kobold tinkerer Posted Monday at 01:38 AM Posted Monday at 01:38 AM 2 hours ago, Ranot said: And no, it's not AI btw, i thought it was ai because at first glance it looked like something ai would do, and its a fact ai is used in this mod, vitalie himself said it multiple times. no wonder its so buggy
Ranot Posted Monday at 02:17 AM Posted Monday at 02:17 AM 24 minutes ago, kobold tinkerer said: what problem you solved by taking code from where it belonged in init.lua and instead creating 108 subfolders and 96 almost identical files, including for those entities this mod doesnt even touch? I've explained it sooooo many times already. You're seriously upset that I added extentions to init? You're whining that I'm thinking ahead about enemies that we haven't gotten around to yet? And it "belongs" in init.lua? Does the code not still execute correctly? Do spearbots not get their alt-sprites? Is the code not found in "entities/animals/spearbot/_init.lua", where it'd make sense for initialization code relevant to spearbot to be? You don't even know how the code works, do you? If you did, you wouldn't be crying about it. Keep your mess of a init.lua file to yourself in your own project.
kobold tinkerer Posted Monday at 02:43 AM Posted Monday at 02:43 AM 12 minutes ago, Ranot said: mess 108 folders and 96 files is a mess, 30 lines of code isnt. i thought vibecoding was a problem of this mode, but you made it worse somehow. i wonder if vitalie included your "spaghetti" solution because he doesnt read the code himself and lets ai do it instead so he doesnt have to care about how the code looks. 17 minutes ago, Ranot said: You don't even know how the code works, do you? if we are getting personal here, i'm gonna brag and remind you this entire thing is made possible thanks to me personally. i remade the original zerguroth's mod from scratch and redux version is based on my code, so i might know a thing or two about how code works. unfortunately it gradually becomes more shit because of solutions for problems that dont exist and no quality control. 1
Samekichi Posted Monday at 03:03 AM Posted Monday at 03:03 AM 10 minutes ago, kobold tinkerer said: i'm gonna brag and remind you this entire thing is made possible thanks to me personally. God you're insufferable. Different offshoots of the original mod would have still popped up sooner or later even without your version. 17 minutes ago, kobold tinkerer said: so i might know a thing or two about how code works. I won't take away that your remake of the mod was some really nice work, but you're horribly pretentious to come and bash someone else's code just because it's not how you would have coded it. 1
Ranot Posted Monday at 03:10 AM Posted Monday at 03:10 AM 4 minutes ago, kobold tinkerer said: 108 folders and 96 files is a mess, 30 lines of code isnt. i thought vibecoding was a problem of this mode, but you made it worse somehow. i wonder if vitalie included your "spaghetti" solution because he doesnt read the code himself and lets ai do it instead so he doesnt have to care about how the code looks. Oh, I'm sorry. I didn't realize that the mod was finished, and we have no more reason to add anything else to init.lua. No, let's just keep adding crap into init.lua until it's 10k lines long, that makes total sense. And quit your BS about the AI code. The only code that Vitalie stated that had AI assistance was the biome code. You just assumed it for everything else. 4 minutes ago, kobold tinkerer said: if we are getting personal here, i'm gonna brag and remind you this entire thing is made possible thanks to me personally. i remade the original zerguroth's mod from scratch and redux version is based on my code, so i might know a thing or two about how code works. unfortunately it gradually becomes more shit because of solutions for problems that dont exist and no quality control. That's nice, good for you. All of us here appreciate what you've done. But I wasn't referring to your code. Part of the problem is that you whine and complain about absolutely everything that anyone else does. Timerz couldn't do anything because "you couldn't understand it". If an artist does something even slightly wrong you feel the need to blast them for it. It's incredibly toxic.
kobold tinkerer Posted Monday at 03:36 AM Posted Monday at 03:36 AM 2 minutes ago, Ranot said: If an artist does something even slightly wrong you feel the need to blast them for it i "complain" about this because it was explained multiple times how to do animations correctly so they dont have to be fixed later. if you repeatedly create animations that float ten pixels above ground or have the frame cut in half or just show nothing for the entire stage that means you either dont bother to test it or you just dont care, both cases mean you did a bad job which should be pointed out. for some reason you dont mention that whenever i "complain" about animations i always tell people what to do exactly to make it better so they dont have to spend more time than needed. actually they dont even have to do anything since by the time i post about it i have already fixed it. and its always me who has to fix the animations, because no one else does, new versions are being released with broken animations, which means devs also dont care about this, yet it was you who said earlier "let artists be artists, we developers will fix it" but for some reason you fixed nothing. i wonder if you would be so polite if it was you who had to spend time counting pixels on each new animation because they are always broken. for example fungus_giga had no last stage, ghost was repeating the animation that should have only played once and was wildly offset to top left corner, dozens of animations had artifacts and broken offsets, some were showing only half frames because of wrong width and height values. i dont even have to mention all this, you asked me yourself to upload the stuff i fixed. and "developer" part related to those animations also wasnt fixed, like ghost damage, which is a problem that becomes obvious the second you start an animation. which again proves no one tests shit or doesnt care. and somehow i'm bad for "complaining" about this. 8 minutes ago, Ranot said: Timerz couldn't do anything because "you couldn't understand it". i have no idea what you mean by this. timerz did animation prototype way back before the mod was remade and then said he wont continue because no free time. what does it have to do with me? 1
Ranot Posted Monday at 03:50 AM Posted Monday at 03:50 AM 1 minute ago, kobold tinkerer said: and its always me who has to fix the animations, because no one else does, new versions are being released with broken animations, which means devs also dont care about this, yet it was you who said earlier "let artists be artists, we developers will fix it" but for some reason you fixed nothing. i wonder if you would be so polite if it was you who had to spend time counting pixels on each new animation because they are always broken. Yeah, I stopped trying to fix any animations since you always inevitably complain about it. No one can meet your standards except for you, so I just slap them in there since it's a waste of my time since you'll "fix" them anyway. 5 minutes ago, kobold tinkerer said: i have no idea what you mean by this. timerz did animation prototype way back before the mod was remade and then said he wont continue because no free time. what does it have to do with me? On 7/25/2026 at 5:57 AM, Timerz said: Anyhow, I saw that you kind of wish to make thing more modular and organized instead of growing the init.lua exponentially. I think one suggestion is for you to look at one of my previous attempts at rewriting the whole mod, it's completely broken to what it is, but it has some neat stuff like a more modular scene system with custom events on animations. The reason it didn't make it to the REDUX version was because most people contributing to the mod didn't understand the code, and I don't blame them! This thing is a poorly documented puzzle piece with too many workaround just to make things satisfactory. Not to mention that it breaks the current gameplay of the game. I would try myself implementing these in the current version, but well... I am having a giant chain attached to my free time right now, and can do nothin about it. So, maybe you can get a few ideas looking at that repository. (Sorry if this turns out an invitation to hell) I'll admit I assumed that you were part of the "most people" when he said that. Apologies if you're not.
kobold tinkerer Posted Monday at 04:00 AM Posted Monday at 04:00 AM Just now, Ranot said: Yeah, I stopped trying to fix any animations since you always inevitably complain about it. No one can meet your standards except for you, so I just slap them in there since it's a waste of my time since you'll "fix" them anyway. you admitted you dont bother to do it right, which proves my point. my only standards are correct offsets and no artifacts, its not fucking los pollos hermanos standards. the only thing you need to do is start the animation in the holy mountain to see if its above/below surface and adjust offset_y value. cannot you do even that? actually i wanna say thanks to @Seisont because he actually fixed his animations himself and later there were no problems p.s. i just launched the mod to see if some of the stuff i was talking about was fixed and it always greets me with this when i start a new game i just want to understand what happens inside of the mind of people that allow this to happen. they see something that obviously broken and just "yeah lmao fuck it let it stay broken" or what? how? 1
kobold tinkerer Posted Monday at 04:15 AM Posted Monday at 04:15 AM 23 minutes ago, Ranot said: I'll admit I assumed that you were part of the "most people" when he said that i dont know if i am or not, we tried to talk about the thing he mentioned but none of us understood what we were talking about
Seisont Posted Monday at 04:15 AM Posted Monday at 04:15 AM can y'all like chill seriously idk what's going on in people's personal lives but there is no way arguing about the level of polish of a work in progress noita sex mod is worth anyone's time or energy like, yeah there's gonna be weird bugs or animation artifacts or inefficient code structure. but like, who cares? the mod isn't finished. Ive noticed a lot of weirdness / jank as I've been actively playing and at most its a "huh, that's weird / doesnt look right" and then i move on with my life and keep playing the game shit'll be ironed out and refined. none of it has to be perfect yet and even then it won't ever be perfect because that just isnt how shit works. like, c'mon y'all 3
kobold tinkerer Posted Monday at 04:22 AM Posted Monday at 04:22 AM 5 minutes ago, Seisont said: arguing about the level of polish of a work in progress noita sex mod is worth anyone's time or energy why not? what is the purpose of life if not to care about things you enjoy? how is "touching grass" which you, i think, tried to imply with that personal lives remark any different than touching noita mod? 5 minutes ago, Seisont said: it won't ever be perfect because because with that attitude it wont
kobold tinkerer Posted Monday at 04:26 AM Posted Monday at 04:26 AM 9 minutes ago, Seisont said: Ive noticed a lot of weirdness / jank as I've been actively playing you should report it here so i can fix it 🤣🤣🤣
Ranot Posted Monday at 04:34 AM Posted Monday at 04:34 AM 2 minutes ago, kobold tinkerer said: you admitted you dont bother to do it right, which proves my point. Yep, I don't. I let you do it instead. When I said "developers develop", I wasn't referring to every single developer. I was referring to you when I said that, since you're listed as an animations developer. It's one of the few things that you're actually supposed to do, but instead you whine when artists don't do your job for you. 2 minutes ago, kobold tinkerer said: my only standards are correct offsets and no artifacts, its not fucking los pollos hermanos standards. the only thing you need to do is start the animation in the holy mountain to see if its above/below surface and adjust offset_y value. cannot you do even that? actually i wanna say thanks to @Seisont because he actually fixed his animations himself and later there were no problems I can, I don't because of all your condescending remarks. If you don't want others to treat you like crap, than stop treating others like crap. 2 minutes ago, kobold tinkerer said: i just want to understand what happens inside of the mind of people that allow this to happen. they see something that obviously broken and just "yeah lmao fuck it let it stay broken" or what? how? And this is exactly what I mean. Why would anyone try to make you happy if this is the way you always react? You were doing this to Vitalie long before I ever showed up, and it seems to be only getting worse. I'm going to stop responding here, there really isn't a point in continuing. Feel free to make a response, but I've said my piece. 2
Seisont Posted Monday at 04:39 AM Posted Monday at 04:39 AM 11 minutes ago, kobold tinkerer said: why not? what is the purpose of life if not to care about things you enjoy? how is "touching grass" which you, i think, tried to imply with that personal lives remark any different than touching noita mod? i really can hardly follow what you're on about at this point man fuckin, I hope you're able to find some level of chill in your life though, cortisol this high over a noita mod can't be good for the mind 1
kobold tinkerer Posted Monday at 04:49 AM Posted Monday at 04:49 AM 1 minute ago, Ranot said: you're listed as an animations developer. It's one of the few things that you're actually supposed to do, but instead you whine when artists don't do your job for you who decided i'm supposed to do it? i didnt ask to be credited in the mod description in general and to have a title of animations developer in particular. its vitalie who decided to call me that. 2 minutes ago, Ranot said: treating others like crap i dont treat "others" like crap, i treat their work like crap if and when it is, look for concrete examples above. treating people and treating what they do are different things. as for myself, i dont care how people treat me, i care about quality. you can call me an absolute fucking ape when i did a bad job and i will still thank you for helping me improve and make things better for everyone. you only seem to bother about the presentation of my words and not the substance. i'm sure if i would wrap everything into polite shit like "wow amazing work but could you please adjust this and that, thank you, btw amazing work!" you would have direct opposite opinion about this.
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