Ranot Posted July 18 Posted July 18 15 hours ago, FGOmk11 said: err is it means it's not compatible?? 13 hours ago, Vitalie said: no, im not sure how to remove that flag from the mod but I assure you it works just fine xD From the looks of it, you just need to add the "compatibility.xml" file to the mod's main folder. Mod's that come with the game don't seem to need that file, but user created ones do. You can copy and paste it from another mod that has it pretty easily. Just in case, the only contents in the "compatibility.xml" file is: <Mod _format_version="0" version_built_with="12"></Mod> It's a harmless error, but I can see it being a frequently asked question.
kobold tinkerer Posted July 18 Posted July 18 2 hours ago, veryShadyLurker said: Alright, here's a fringe case that none may ever see but happened at least once. Gamble perk gave teleportitis, and a raukka summoned a spider directly on top which triggered both an animation and a teleport. "Teleport nearby" turned into inside the ground near spawn which I dug out of. Then subsequent teleports from dodging projectiles returned to the same place as I tried to travel back to the vault before deciding to end it all. will investigate
kobold tinkerer Posted July 18 Posted July 18 32 minutes ago, Ranot said: From the looks of it, you just need to add the "compatibility.xml" file to the mod's main folder. Mod's that come with the game don't seem to need that file, but user created ones do. You can copy and paste it from another mod that has it pretty easily. Just in case, the only contents in the "compatibility.xml" file is: <Mod _format_version="0" version_built_with="12"></Mod> It's a harmless error, but I can see it being a frequently asked question. fixed
FGOmk11 Posted July 18 Posted July 18 2 hours ago, Ranot said: From the looks of it, you just need to add the "compatibility.xml" file to the mod's main folder. Mod's that come with the game don't seem to need that file, but user created ones do. You can copy and paste it from another mod that has it pretty easily. Just in case, the only contents in the "compatibility.xml" file is: <Mod _format_version="0" version_built_with="12"></Mod> It's a harmless error, but I can see it being a frequently asked question. "another mod" time to search for another one that has this mod ...
zeik95 Posted July 18 Posted July 18 What's the chance that y'all could make it so that Iron Womb perk makes it so that you stop exploding at 200% inflation similar to how Iron Stomach does for satiation?
The Gaming Fungus Posted July 19 Posted July 19 Is there any way to retrieve your equipment after the hive quest? Or is it supposed to be gone permanently?
Ranot Posted July 19 Posted July 19 1 hour ago, The Gaming Fungus said: Is there any way to retrieve your equipment after the hive quest? Or is it supposed to be gone permanently? Right behind the Guardian Fly at the exit is a Silk Cocoon. Your stuff should hopefully be inside it.
veryShadyLurker Posted Monday at 10:17 PM Posted Monday at 10:17 PM Kobolds selling bottles of teleportatium will drop empty bottles when bought
maiscanaroxa Posted Tuesday at 12:02 AM Posted Tuesday at 12:02 AM It would be cool if there were a male player x. female monster version.
veryShadyLurker Posted Tuesday at 06:18 AM Posted Tuesday at 06:18 AM 7 hours ago, veryShadyLurker said: Kobolds selling bottles of teleportatium will drop empty bottles when bought Also when conversating and the target dies, the window closes and the player is frozen
Vitalie Posted Tuesday at 06:02 PM Author Posted Tuesday at 06:02 PM 11 hours ago, veryShadyLurker said: Also when conversating and the target dies, the window closes and the player is frozen This will be solved in the next update as I removed the player freeze when in the dialogue window, was getting people killed so I changed it
Ranot Posted Thursday at 01:48 AM Posted Thursday at 01:48 AM I've been working on a revision of sorts to separate the various entities to make it easier to work on each of them individually. It works well, but I'm pretty sure there's more work that has already been done (bugfixes and such), and I'd prefer to get input on what could be more beneficial for the project. I tried messaging Vitalie a few days ago, but haven't received a response yet. Thanks!
kobold tinkerer Posted Thursday at 05:01 AM Posted Thursday at 05:01 AM 3 hours ago, Ranot said: separate the various entities can you tell exactly what you did?
Ranot Posted Thursday at 05:45 AM Posted Thursday at 05:45 AM 19 minutes ago, kobold tinkerer said: can you tell exactly what you did? Sure. Each entity is given a folder somewhere within the "data/entities/" folder. The files from the "files/enemies/" folder are migrated to their folder they were given in "data/entities/". (I'd like to move other things like dialogue and sex_gfx there too, but am undecided on the folder hierarchy) Init.lua in the mod folder is given a recursive function that checks each entity folder for a "patch.lua" (or w/e you want to call it) to execute during the "mod installation" phase. This enables each entity to have it's own lua file to set themselves up, and other things can be done while going through the recursive function. Most of the code in Init.lua can be moved to each entity's "patch.lua" file that it applies to, which I feel makes things easier to manage. I think I read something about a developer's club, or some other way to discuss development. I asked about that in my message to Vitalie, but I'm not sure on the rules of things.
kobold tinkerer Posted Thursday at 11:04 AM Posted Thursday at 11:04 AM 5 hours ago, Ranot said: Sure. Each entity is given a folder somewhere within the "data/entities/" folder. The files from the "files/enemies/" folder are migrated to their folder they were given in "data/entities/". (I'd like to move other things like dialogue and sex_gfx there too, but am undecided on the folder hierarchy) Init.lua in the mod folder is given a recursive function that checks each entity folder for a "patch.lua" (or w/e you want to call it) to execute during the "mod installation" phase. This enables each entity to have it's own lua file to set themselves up, and other things can be done while going through the recursive function. Most of the code in Init.lua can be moved to each entity's "patch.lua" file that it applies to, which I feel makes things easier to manage. I think I read something about a developer's club, or some other way to discuss development. I asked about that in my message to Vitalie, but I'm not sure on the rules of things. what problem would all that solve?
Qtaro Posted Thursday at 06:16 PM Posted Thursday at 06:16 PM Didn't see anything about a zoom feature on the mod, vibe-coded a zoom in mod, it's very messy but it works. Press_Zoom_Noita_v0.1.zip Might be useful for those wanting to... I dunno, jack off to this mod and not have to squint their eyes or get very close to the screen. Or those with eye problems like me.
kobold tinkerer Posted Thursday at 10:01 PM Posted Thursday at 10:01 PM 3 hours ago, Qtaro said: Didn't see anything about a zoom feature on the mod, vibe-coded a zoom in mod, it's very messy but it works. Press_Zoom_Noita_v0.1.zip Might be useful for those wanting to... I dunno, jack off to this mod and not have to squint their eyes or get very close to the screen. Or those with eye problems like me. see how new enemies and bosses mod does zooming in when shrinking wizard hits you
Ranot Posted Thursday at 11:20 PM Posted Thursday at 11:20 PM 11 hours ago, kobold tinkerer said: what problem would all that solve? Less messy code, easier to manage files mainly. There's a few files (Like init.lua) that's doing a lot of heavy lifting, and is going to get bigger and bigger as more stuff is added. If a Fly is doing something weird, I would know exactly where to look, for example. Moving the files around is more personal preference, admittedly. It keeps more with how the files are in the main game and has files that are related to each other grouped together. Again, personal preference on that one. So...this is essentially a fix to a problem that's likely to occur as the project gets bigger. If you don't think it's necessary or wise to do, that's cool. That's why I was hoping for an opinion. It's just an issue I was having while trying to make a mod of my own.
Unsafer Posted Friday at 04:05 AM Posted Friday at 04:05 AM (edited) I have some more animations to offer, I worked to make this drop a little more sizeable. This zip includes new animations for mätänevä pää and peitsivartija, as well as doubles for several hiisi soldier variants, including grenadier, glue, mine thrower, gunner, shield, and stealth. Unzip the sex_gfx folder into the usual file path \mods\lewd_noita_redux\files to add them in your game. The double hurtta anims from my previous post are also included in here as well. unsafer_anims_patch.zip Edited Friday at 04:07 AM by Unsafer restored xml file 4
kobold tinkerer Posted Friday at 06:58 AM Posted Friday at 06:58 AM 7 hours ago, Ranot said: Less messy code, easier to manage files mainly. There's a few files (Like init.lua) that's doing a lot of heavy lifting, and is going to get bigger and bigger as more stuff is added. If a Fly is doing something weird, I would know exactly where to look, for example. Moving the files around is more personal preference, admittedly. It keeps more with how the files are in the main game and has files that are related to each other grouped together. Again, personal preference on that one. So...this is essentially a fix to a problem that's likely to occur as the project gets bigger. If you don't think it's necessary or wise to do, that's cool. That's why I was hoping for an opinion. It's just an issue I was having while trying to make a mod of my own. can you upload what you did? i want to see how it improves the code
GrenkaVTanke1 Posted Friday at 05:17 PM Posted Friday at 05:17 PM I wonder: will this mod have it's own discord server? I'm asking this cause recent NSFW mods (like Needs of Nature in Minecraft and even a Terraria sex mod) all have their own servers. This will also be an easy way to communicate with anyone who's interested in development of this mod
kobold tinkerer Posted Friday at 07:04 PM Posted Friday at 07:04 PM 1 hour ago, GrenkaVTanke1 said: discord age verification
Ranot Posted Friday at 08:55 PM Posted Friday at 08:55 PM 1 hour ago, kobold tinkerer said: age verification I've seen discord servers that require you to agree that you're old enough to view adult material before you're given access to the rest of the server. Doesn't stop people from lying, but there's not much that can be done about that. I'll see about whipping up an example of what I'm talking about in a bit, either later today or tomorrow hopefully. I'll put it in the club chat so that it's not mistaken as an update or a mod or something. I'm pretty sure I've figured out what's happening with that hive duplication glitch, so I want to stick with that atm.
kobold tinkerer Posted Friday at 09:17 PM Posted Friday at 09:17 PM 22 minutes ago, Ranot said: I've seen discord servers that require you to agree that you're old enough to view adult material before you're given access to the rest of the server. Doesn't stop people from lying, but there's not much that can be done about that. discord will require you to show id eventually
z3r0theshadowblade Posted 18 hours ago Posted 18 hours ago On 7/24/2026 at 6:17 PM, kobold tinkerer said: discord will require you to show id eventually theres always matrix you just need a client like element
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