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Teleport Start
   
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8.197 KB
10 月 10 日 上午 5:52
10 月 13 日 下午 7:59
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Teleport Start

描述
TL;DR — Start with a teleport-focused wand. Includes extra spells and randomization settings.

TELEPORT START
Begin every run with a handy Teleport wand — tuned the way you like it.

Features
  • Always start prepared — Extra wand with Teleport so you can route safely from minute one.
  • Teleport choice — Pick Small or Normal Teleport Bolt.
  • Helpful add-ons (optional) — Enable/disable curated utility spells (e.g., distance cast, drillers, etc.).
  • Smart chance slider — 0% = only Teleport; 100% = add all enabled spells; 1–99% = each rolls independently at that %.
  • Better wand order — Improved logic to keep Teleport at (or pushed toward) the last slot so modifiers affect it.

Mod Options
  • Teleport Spell — Small / Normal
  • Randomize “ON” spells by % — 0–100 (see behavior above)
  • Per-spell toggles — Turn specific helpers on/off

Recommended Defaults
  • Teleport: Small
  • ON spells: all enabled
  • Chance slider: 30%

Tips
  • Want a pure mobility start? Set chance to 0% and keep only Teleport.
  • Want a busy toolbelt? Set chance to 100% with your favorite helpers toggled on. (for wands that have not enough slots, they overlap, meaning they will work and be able to be unattached by tinkering)

Changelog
  • v2
    • Added Small/Normal Teleport option.
    • Added optional helpful spells (per-spell toggles).
    • Added % slider to randomize enabled spells.
    • Improved odds for Teleport to land in the last slot.
  • v1
    • Initial release — spawns a wand with Small Teleport Bolt.

Compatibility
  • Lightweight and self-contained. Other mods that heavily alter starting wands or wand spawn scripts may conflict.
  • Tested working with my other mod "Wand Fusion".
4 条留言
CristoElMago  [作者] 11 月 8 日 下午 10:26 
@bluegreen1024 oh, thanks for the feedback.
I'm gonna look a it, try to fix the wand respawn on crash recovery, even it's not a big deal but probably easy to evade.
bluegreen1024 11 月 8 日 上午 10:16 
I'm liking this mod so far, but I wanted to let you know that, when the game crashes and you choose to recover from the auto-save, your mod seems to spawn a new teleport wand and spells (as though it were the start of a new run). This can mess with the UI if the player is already carrying four wands, in which case your wand is not visible or selectable in the top-left wand slots, but it is visible and selectable/editable as a 5th wand when the inventory is open. I would say this is not a really big or high priority problem, since many things both vanilla and modded commonly break when recovering from a crash which often makes it impossible to continue anyway, but it might be good to drop the wand and spells on the ground in the event that the inventories are full.
CristoElMago  [作者] 10 月 17 日 上午 11:32 
@UserK thank you! I'll watch that on next update
UserK 10 月 17 日 上午 11:26 
your workshop tags are broken, dont need to use underscores in tags
spaces between each word will work just fine o/