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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.
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.
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.
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
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.
Once. One time, in around ten minutes of just mashing on the menu key constantly while playing. I tried to replicate it for around an hour, I only got it to happen once. BUT, I saw what caused it.
I've added an additional safety check which should tackle this one. Please let me know if it's still a problem.
I decided to take a swing at enabling Amnesiac Mode, which was an old request.
I've also added a Holy Mountain Reward (Bonus) payout which can be enabled as a free payout when the player reaches the Holy Mountain, to go alongside the other Holy Mountain Reward (Stash) which is more intended to give the player money from their own stash, for example when disabling manual stash withdrawals as a challenge option.
And if this does not happen, then the research tab does not see the inventory, and the purchased spells do not enter the inventory, after that, turning the mod on or off does not fix the situation, the save just seems to break.
Added gamepad input.
Added option for Persistence menu access anywhere.
Visual bug fixes, functional bug fixes.
Not a big one, bug a significant one. Sorry it took so long, life has been ... a lot, lately.
NOTE: I did not author the controller input handling, I just enabled Noita's built-in handling. Some inputs are weird. Vertical movements will scroll every scrollable window on the screen. Scrolling via controller is weird. Selecting items can be a little unintuitive -- must move odd direction to reach some controls, etc. Nothing I can do about most of it.
Note 2: This is a relatively untested build, I don't play lots anymore and my cat died while I was working on the update, so I kinda lost wind.
Finally, I'm on Linux now, on all of my systems. Uploading this is turning out to be tricky. Apologies if I nuke the comments or description or images or whatever, I'll try to fix it.
I realized controllers (and by extension, the Steam Deck) isn't supported much in the Noita community because most players are likely just on PC and adding controller support may be a pain in the ass.
But if you do add controller support, I will give you a virtual hug. That would be hella skibidi bussin no cap skull emoji.
During the v3 rework, I decided restricting a player to a researched minimum instead of just "the minimum" felt pedantic, so I ditched the _min/_max where it made sense to only track _max and MOSTLY renamed them.
'mana_max' is what it's actually called in the game's component system, so I didn't prune _max from 'mana_max' and I just flat missed that one reference when renaming mana_charge_speed.
Thanks for picking up the slack, folks.
Sorry for being so absent, real life has been rough lately. I'm still around, but it'll be slow for a bit.
I took a look at the script - I think the problem is on line 658 of data_store.lua. It looks like you're checking _research.b_mana_charge_speed_max to determine whether to save the mana charge speed. That property does not exist - remove the _max from the end of the property and it should work.