Noita
60 个评价
Persistence
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
3.968 MB
2024 年 5 月 23 日 下午 8:43
8 月 10 日 下午 3:53
43 项改动说明 ( 查看 )

订阅以下载
Persistence

描述
Add some Lite to your Rogue

Credit to the original author; https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2144130266
The mod has undergone a near full rewrite, but without their work this wouldn't have existed.
The original author wishes to thank the great modding community on the official Noita Discord server https://discord.com/invite/SZtrP2r.
Without them they would not been able to create this mod.
I consider Discord an ephemeral information source, which is wasteful of the human resources supporting it. I used the wiki, github, and mods (example and otherwise) to acquire my knowledge.
Informational efforts would be better suited on a wiki or other quasi-permanent platform than a user-required chat which by necessity fades to history and is fully lost.

I'm happy to share any and all of my modding knowledge to anyone who asks.


Finally, my github repo can be found at https://github.com/codefaux/persistence

Now, on with the details:

Persistence has configurable options in the Mod Options menu. Browse this menu to tune difficulty to your tastes, but defaults are a good starting point.

There are five player profile slots. (Slot 5 is only accessible via Mod Options menu)

'Persistence areas' have been added. Persistence areas count as the player's spawn location and Holy Mountains. The Persistence features described below will only work inside a Persistence Area.

'Amnesiac Mode' has been added. This makes Persistence forget all changes upon the death of your character, to give a less Rogue-Lite experience, or to allow expensive testing/experimentation.

Money:
- An ingame money stash has been added. Each profile stores a separate money stash.
- Mod Options can lock the stash, only allow deposits, or allow deposits and withdrawals.
- Mod Options can assign a money payout from stash upon New Game, and upon reaching a Holy Mountain.
- Mod Options configure how much money is kept on death. Default is 25%.
- Persistence tracks your last known gold; polymorphed deaths still bank money properly.
- Transfers into stash or player exceeding a specific balance will be skipped. This is intentional, to avoid overflows.

Spells:
- Spells can be researched using gold, to be permanently added to your profile's spell list.
- Researched spells can be purchased for gold. Partially used spells with limited uses cannot be researched.
- Spells can be recycled if not needed anymore. Recycled spells are simply deleted, there is no cost or benefit.
- Mod Options can be used to scale spell research and purchase costs.
- Spell 'Loadouts' can be stored from existing wands in your inventory, or cleared. Loadouts are shared across all profiles.
- Loadouts must be named. Names must be 1-32 characters. Names do not need to be unique.
- Stored Loadouts can be purchased. Purchased loadouts will fill your inventory.
- KNOWN ISSUE: Due to an in-game bug, it requires -extensive- checking to avoid spells overlapping occasionally in inventory. Occasionally, spells will overlap until moved. Nothing will be lost.
- KNOWN ISSUE: Due to limitations in string length, and how I must store spells, Spell Loadouts have a limited size which is difficult to predict.

Wands:
- Wands can be researched, storing the best stats you've researched in your profile.
- Spells on a wand are destroyed when the wand is researched. Unresearched spells will not be automatically researched.
- Wands can be created using researched stats from your profile.
- Wands can be recycled if not needed. Recycled wands are simply deleted, there is no cost or benefit.
- Unique wands cannot be fully researched. Their Type (special shape, name) will not be usable. Their stats will. This is intentional.
- Wand Templates can be stored or updated during wand creation, or cleared.
- Wand Templates can be purchased. Purchased wands drop at your location.
- Wands created using Persistence can be modified.
- KNOWN ISSUE: Sometimes when researching/recycling/purchasing a wand, the Inventory screen will show spells on the wrong wand, or on nothing at all. Close and re-open the Inventory window.


A scanner runs while you explore the world. The scanner is a quality of life feature for Persistence, which can be disabled in Mod Options.
- If you're standing on or immediately beside a spell or wand in the world, Persistence will indicate if it is unresearched.
- Wands will indicate wether researched or not.
- Spells will indicate wether researched or not.
- Spells ON wands will only show if NOT researched.
- Wands which only provide a new Type (graphic) will indicate separately.



Many thanks to everyone using the mod, and doubly so to anyone who reports an issue, suggests a feature, or just says thanks.
I'd like to thank people directly, but I don't want to violate anyone's privacy.
If you've made a suggestion I've implemented or reported an issue and would like credit, contact me and tell me how to address you.
热门讨论 查看全部(2)
27
7 月 10 日 上午 9:12
置顶: Comments / Requests / Reports / Questions WELCOME!
Fox
6
4 小时以前
Troubleshooting and Issues Assistance
Fox
89 条留言
Fox  [作者] 10 月 31 日 下午 1:16 
(Sorry for split, Steam limits comment length.)
Fox  [作者] 10 月 31 日 下午 1:15 
If I'm wrong, please by all means correct me, but I cannot see how to attach ZeroBrane to a running normal process.

The next problem beyond even that is, in Linux, Noita runs inside Proton..so whichever debugger would have to attach to Proton, hunt out Wine, hunt out Noita, hunt out Lua, and then hook to the Windows version of the Lua engine....while running on Linux.

I'm very frustrated, and I really appreciate any attempts to help.
Fox  [作者] 10 月 31 日 下午 1:15 
Specifically for Noita, on Windows, the game runs in the Falling Everything engine, which runs a Lua engine, which runs mods. Decoda, on Windows, is able to hunt through (supposedly) ANY game engine, and connect with (in this case) the Lua INSIDE inside Noita's Falling Everything engine.

From what I understand/see/can find, ZeroBrane Studio can debug specifically a Lua script running as its own process inside a Lua engine acting standalone. It seems to be built to debug Lua-as-an-application, not lua-as-a-subprocess.
Fox  [作者] 10 月 31 日 下午 1:15 
@Ghosticus - Thank you for reaching out. I had not heard of ZeroBrane Studio, so I did check it out just now. I was very excited because it seemed to have all of the right features, but unless I misunderstand, it won't quote work. I'll explain;

Decoda has a unique feature. It can debug the Lua code running inside a captive Lua engine running inside ANY* game. From within Decoda, the main executable for the game/program/whatever is selected and launched, and when Decoda finds a Lua engine running as a subprocess, it connects to it as a debugger, and creates a UI entry for every script which the engine loads and runs, allowing breakpoints, inspection of local and global variables, and even runtime code modification on some engines. I don't really understand HOW it does so, but it works with any game which runs Lua inside itself.
Ghosticus 10 月 30 日 上午 10:17 
@Fox - Have you looked into ZeroBrane Studio? It supports Linux.
Fox  [作者] 10 月 23 日 下午 12:33 
@Anothername - Every time I think I've fixed that bug, I stop hearing about it for just long enough to think it's really gone. Unfortunately, it's incredibly difficult to reproduce for me, for whatever reason, and I don't know how to restore function to a save once it happens because I haven't been able to reproduce it. Closing and restarting the game should rebuild the internal information Persistence uses to handle this stuff, but I'm obviously missing something. Updates are slow because debugging running Lua in Linux is apparently not a thing (someone help?) like it was in Windows with Decoda. I'm still interested in maintaining it, but it is very difficult for me. This is literally the one thing I had in Windows that I can't solve in Linux.
Anothername 10 月 21 日 上午 10:48 
I'm not sure if this mod is still getting updates, but for some reason later into one of my runs (dunno if i can see how long but def a few hours in) the wand menu is broken, displaying a single wand i dont in fact have, that i cant research, and not showing the two persistence-created wands and the one i picked up and wanted to research. All attempts to resolve this in-game failed
Exovi 10 月 16 日 下午 12:08 
It is a really cool mod, has allowed me to get a lot of irl friends to try Noita. Its a tough game to get into

Plus the absolute chaos that can happen in a run is great on voice call! Lots of careful preparation interspersed with "oh $#%^" moments

Sent the friend request; on the off chance you need testing hit me up. Persistence would be a pretty cool integration in multiplayer given how long a run can go, and how quickly you get sent back to zero
Fox  [作者] 9 月 15 日 下午 1:53 
@Exovi -- I'd not heard of that mod before, sounds wild. This seems like a cool mod to support, but I have no idea where to even start.

I'll see what I can do, when I have time. It will likely require changes to my handling of lots of things, so it won't be by accident and it's unlikely to have an easy workaround. If you'd like, send a friend request and I'll make a note to ping you if/when I manage it. Debugging code in Noita has become near impossible since Microsoft convinced me to stop using Windows, but Noita is still frequently on my mind.
Exovi 9 月 14 日 下午 8:18 
Has anyone had this working in Entangled Worlds? It doesn't seem to allow us to research / purchase spells properly. I was able to research a spell in my friend's inventory, but neither of us would get a copy when I went to purchase