u/Darmi1440

Image 1 — Designing a calculator
Image 2 — Designing a calculator
Image 3 — Designing a calculator
Image 4 — Designing a calculator
▲ 69 r/noita

Designing a calculator

It's been a while since I've made an actual post here, which is the main reason I'm doing this, I don't feel like this is actually anything very impressive.

This is a proof of concept 4 bit binary calculator (and for the record, adding more bits would be trivial, I simply didn't do so for this), which only does addition. While the calculator itself isn't especially impressive, due to the new exploit allowing for AC removal with quantum split ( https://www.reddit.com/r/noita/comments/1w7zlpy/a_very_useful_bug/, or the more detailed thread at https://discord.com/channels/453998283174576133/1545691361334788178/1545691361334788178 ), this is now theoretically possible to build this in vanilla (and I in fact already have a run where I've made wands with enough capacity to make it), and so I do plan to make a calculator entirely in vanilla Noita eventually. Don't have much else to say, none of the things here are really new tech compared to what's already been posted.

As for how you should read this, each pollen on top of the counter represents a bit, the least significant of which is on the left (Slee's original 8-bit counter design, which is possible but still impractical to build in vanilla, also had the least significant bit on the left, and so I simply continued that tradition), meaning if there's only one pollen above the top leftmost wisp, it would represent 0001, despite looking like 1000. The 3x3 grid of wisps down below is more aligned with what one would typically expect from a calculator, the bottom row represents +1, +2, +3, the middle row is +4, +5, +6, and the top row is +7, and then where I misfired the wisp that would represent +8 (activating it will activate the wisps for 5, 2, and 3, but owing to poor timing will typically only add 5 and 2, i.e. it's a button for +7 (but sometimes other numbers, having the wrong wisp there really behaves oddly)) and then stopped working on this proof of concept.

As always, you can find more detail on the exact builds used in the Noita Discord, in this case, here: https://discord.com/channels/453998283174576133/1507545644779176107/1555380274521448630

u/Darmi1440 — 13 days ago
▲ 31 r/noita

The wand of multitudes is great, actually

TL;DR: Swiftness only beats multitudes in stats that really don't matter by the time you can pick between them, and the main issue people have with multitudes (high spells/cast) isn't actually an issue but something that actually makes it easier to make builds with it.

Rant incoming:

I have noticed an unfortunately common sentiment here, that the wand of swiftness is good, and wand of multitudes is only for wandcrafting experts, and I am tired of it. So, I'm just going to rant about all the reasons why swiftness sucks, and why multitudes is not actually hard to build with.

First of all, the wand of swiftness actually sucks. For late (and even mid) game builds, the stats that matter most on your wands are no shuffle > capacity > maximum mana > everything else, as everything else can be fixed rather trivially with the right spells. RT too high? Get wand refresh. CD too high? Get chainsaw. Mana regen too low? A single add mana is +1800 mana regen. These 3 spells render the wand's CD/RT/mana regen nearly irrelevant, and those are also the only areas in which swiftness has better stats than multitudes. Meanwhile capacity cannot easily be adjusted, and while you can stack the extra wand capacity perk, that only works up to 25 slots, meaning you would at best need to go out of your way to collect 3 copies of one specific perk just to have swiftness have a capacity stat *almost* as good as multitudes'. (And shuffle has gone unmentioned since neither swiftness or multitudes are shuffle wands, meaning it's irrelevant to this comparison).

And now for the thing that always comes up for some stupid reason when people discuss whether swiftness or multitudes is better: spells/cast. For some reason, people seem to think that high spells/cast is either bad or requires you to be good at wand building to make use of it. It does not. All that spells/cast is is a multicast that a wand automatically puts at the start of each cast, which can't wrap. And you might notice how whenever you build on a wand with 1 spell/cast, you almost always use a multicast at the start of it to fire the whole thing in one shot? Yeah, higher spells/cast just frees up more capacity since you don't have to waste wand space on multicasts, unless it's to put more spells into a trigger's payload. Yes, the spells/cast prevents you from doing something like <chainsaw> <double spell> <spark bolt> to reduce RT more, but by the time you reach the tower, building like this is almost always just halving your dps. Honestly, I believe most of you would actually benefit from multitudes straight up preventing you from wrapping badly and drastically weakening your builds. (And yes, you could do a full wrap with something like <double spell> <spark bolt> <chainsaw> <double> and NOT halve your dps, but also you could just get wand refresh, a spell which is guaranteed every run, and completely mitigate all of the RT that multitudes has by default just by slapping it on there anyway).

Also, while half-wrapping and full-wrapping can't really be done with multitudes (though wand refresh lets you do something almost equivalent to a full wrap, but you get the whole wand twice. Double wrap? anyway whatever), you can still wrap, though this sort of wrapping is a bit more technical than the usual wrapping you see. Assuming you're somewhat familiar with the draw guide, wrapping happens when the deck is empty and a spell tries to draw, which causes the wand to move the discard to the deck (and then put it in order). Usually this is done by splitting a wand into two casts, but as long as a spell has discarded during the cast (such as the divide by, add trigger, or requirement spells), it will be possible to wrap into whatever was discarded earlier, which actually lets you do some really cool stuff. This isn't really relevant to the point I'm trying to make though... Regardless, this form of wrapping is just as possible on swiftness as it is on multitudes, so this doesn't mean multitudes is any more complicated than swiftness, it's just a case of wand building in general going deep. And before you worry about the spells/cast of multitudes wrapping when you don't want it to and complicating things, draw from spells/cast can't wrap, so the only builds that could ever cause multitudes to wrap are builds which would ALSO cause swiftness to wrap.

Ehhh I should probably note that the idea that high spells/cast is bad didn't come out of nowhere, but it is still incorrect. The thing is, when wands generate randomly, they allocate some amount of points to each of their stats, and sometimes almost none of them get allocated to reducing RT. As a sort of compensation for this, wands with RT >= 1 sec are forced to also have > 1 spell/cast, which means that people end up associating high spells/cast = nigh unusable RT = bad wand. And even worse, since these wands have such high RT, it would obviously be helpful to wrap to reduce it, but the spells/cast often gets in the way by making you draw the whole wand. So an unfortunate combination of factors has made it so that high spells/cast = bad wand for most of the game, and then by the time you reach tower this idea pushes you away from picking multitudes. Nonetheless, a high spells/cast stat by itself is actually really good, and mostly just simplifies your builds by making it so you don't need to add any multicasts to the base shotstate.

Anyway this probably was not very comprehensible, I'm just tired of seeing people not understand why multitudes is better and so felt like I had to rant a bit. Maybe I'll make a cleaner post at some point.

u/Darmi1440 — 2 months ago
▲ 15 r/noita

A useless bug

Back when I did the sun quest, I encountered a strange situation where I had 3 permanent stacks of the kills to mana buff, which I did not notice until well after it happened, and so I was left with a few recordings of the run with these broken stacks of the buff, but not the run itself, so I couldn't experiment with it when it had happened. I tried a few things to replicate it after the fact but was ultimately unsuccessful, and eventually wrote it off as probably some bizarre behavior caused by a crash.
More recently, someone else in the noita discord encountered it, and I finally was able to see an explanation for why it happens, since as it turns out, this bug actually happened to Fury a while back and was figured out then.

>So Kills To Mana causes the player's entity id to be saved into other entities. If you save and quit, load the save, and kill one of those entities, and the player's old entity id got assigned to something else, then the mana regen effect is put on that thing.

>In Fury's game that happened to the wand refresh spell which is why the icon appears when that is in his inventory.

>The icon/effect doesn't expire because components on spells in wands get disabled when you switch to/away from that wand. That probably also means that the game effect doesn't actually do anything.

Strange way to program the perk, but it means it's simple enough to replicate this glitch, here's what I did:

  • Start a run, keep going through holy mountains until you get kills to mana, you can take perks along the way to make the process easier if you want
  • Do vulnerability exploit just to make it so losing your immunities isn't a big deal (this is probably excessive paranoia but after long enough playing noita simply becomes the standard), since the next step is to
  • Get rid of your immunities at the null altar (and the rest of your perks), since perks are child entities of the player and could end up taking the entity id which you need one of your wands/spells to get, so you want as few as possible (you can keep a few if you want, just make sure it's not too many)
  • Toss out everything in your item inventory, empty your spell inventory (if you can, put everything into a wand, but if you can't put a spell anywhere in any wand without messing with its functionality, just toss it out) and head to some corner of the map where no entities will be unless you bring them there (the empty space above desert is great for this)
  • Cast summon egg, and hit the "restart with enabled mods active" button in the menu to load everything in again, shuffling which entities have which id
  • Kill the summon from summon egg (you'll want something with friendly fire to do this), and begin rapidly cycling through your wands (I personally had it succeed when I was trying to do it by dropping a wand, picking it back up, and choosing to replace another, though it should be possible to do by just scrolling through them)
  • At this point, you either will have the broken buff and can move on, or won't have it and will have to keep repeating the last two steps until you do
  • Begin dropping wands out of your inventory, after dropping one of them, you should see the buff vanish, this means that either that wand or one of the spells on it got the buff applied to it
  • Drop spells out of the wand one by one, until you see the buff vanish. If none of the spells made it vanish, it means the wand itself has the buff (less likely considering the sheer amount of spells you should have in comparison to wands, but still possible)
  • Now you have a broken kills to mana buff, which does... absolutely nothing! I told you the bug is useless

The buff does not actually benefit you, you can see that in this video, when the travel wand doesn't sustain after I adjusted it to add speed up. If the buff did work, the mana regen of the wand should've been plenty for sustaining the build, but you can see it slowly running out of mana instead.

As an aside, there are also other fun bugs to do with entity id's not remaining the same on restart, which actually do things as opposed to giving you unlimited buff but no buff. Intense concentrated light enables all the components on the entities it targets, which you can use to turn minä into an eldritch abomination by enabling all the sprite transformations, or to enable the wand tinkering from the wand core even while you're not holding the item, and various other things. Quantum split can be used to straight up delete things from existence, which is pretty neat (it can also delete you though, so not really something to mess with carelessly).

Also here's the message in fury's discord explaining it: https://discord.com/channels/363595260321988609/784169281847296010/1272301281343570045
Or if you're not in that discord: https://discord.com/channels/453998283174576133/626180507323072512/1532458409444769933

u/Darmi1440 — 2 months ago
▲ 568 r/noita

Conway's Game of Life in Noita! (now with the logic actually working)

Honestly, this was a huge pain. Go check out the thread "noita circuitry" in the discord for a record of my descent into madness as I made this, or just go there for the builds if that's all you care about (and yes, builds, plural, which means it is somewhat of a pain to set up since you have to load and fire several wands instead of just one, but believe me, editing this all as one wand would've been a ridiculous task. Maybe now that it's done I'll collapse it all into one build at some point, but for now I think I've had enough of working on this project). Anyway, while this is a functional implementation of game of life, it is still very limited, and as such I have only implemented it as a 3x3 grid, and the display is not necessarily synced with the actual state of the circuit (not to mention being pretty hard to parse visually), which honestly does make it nearly useless, but it can probably be made into something better at some point.

the gif attached to this post is of a blinker, a very simple oscillator which can actually function in a 3x3 grid and so is what i used for much of my testing.

builds: https://discord.com/channels/453998283174576133/1507545644779176107/1523801992953200794

estimated time until doom in noita: ∞

u/Darmi1440 — 3 months ago
▲ 207 r/noita

Update on logic gate shenanigans

Thanks to CxRedix on the noita discord, we now have a much less laggy way to keep pollen loops for logic gates active (but they can occasionally fail, as seen in the second gif (and I do not know how to prevent that, or I already would've)). I've also adjusted the 8-bit counter created by Slee into a 3-bit counter, and made some other adjustments to make it more suited for Conway's Game of Life, which I've been spending most of my time playing noita on attempting to recreate, and which you can see the closest recreation I've made so far in the first gif, and yes the logic is completely busted. It should not be, and yet it is. I'm working on it. Still looks cool at least.

Also my previously posted designs were trying to do something which would be theoretically possible in vanilla, do not expect a repeat of that, since I threw the idea of making this in vanilla out right from the start.

What, you want builds?? Fine, here's one (I literally can't post all of them, waaay too many characters to fit)

SLOW_BUT_STEADY,CASTER_CAST,BURST_3,DIVIDE_2,DIVIDE_4,ADD_TRIGGER,IF_HP,LIFETIME_DOWN,DIVIDE_2,ADD_TRIGGER,ORBIT_SHOT,I_SHOT,ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,TENTACLE,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,T_SHAPE,LINE_ARC,

COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,POWERDIGGER,
BURST_2,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_TIMER,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,NOLLA,COLOUR_INVIS,BLOODLUST,BERSERK_FIELD,
ADD_TRIGGER,BLOODLUST,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY,COLOUR_INVIS,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_TRIGGER,PIERCING_SHOT,COLOUR_INVIS,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,GRAVITY_ANTI,GRAVITY_ANTI,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,I_SHAPE,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,HORIZONTAL_ARC,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,POWERDIGGER,

SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,T_SHAPE,LINE_ARC,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
ADD_TRIGGER,BLOODLUST,COLOUR_INVIS,NOLLA,BERSERK_FIELD,BURST_2,BLOODLUST,NOLLA,BERSERK_FIELD,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,GRAVITY,POWERDIGGER,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,ADD_DEATH_TRIGGER,COLOUR_INVIS,POWERDIGGER,BURST_2,TRANSMUTATION,NOLLA,COLOUR_INVIS,PURPLE_EXPLOSION_FIELD,POLLEN,
COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,BURST_2,ADD_DEATH_TRIGGER,POWERDIGGER,
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COLOUR_INVIS,NOLLA,LIGHT_SHOT,LIGHT_SHOT,SUPER_TELEPORT_CAST,ADD_DEATH_TRIGGER,POWERDIGGER,
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POWERDIGGER,POWERDIGGER,POWERDIGGER,
u/Darmi1440 — 4 months ago
▲ 570 r/noita

Logic Gates + half adder (I am not making Doom)

Constructing logic gates with pollen loops has been known to be possible for a long time (the very first designs, as far as I'm aware, were created by Kaliuresis back in 2022), but have not really been used for much. The main reason for this is simply that Noita, as a 32 bit application, doesn't have enough memory to spawn all the entities necessary for any particularly complex designs. In spite of this, I decided to come up with some logic gates and use them to create a half adder (originally wanted to make a full adder but I was getting fed up with crashing all the time), which is shown here. Note that the inputs and output are in binary (and also the carry bits in the half adder are only represented by the plasma beams pointing downward, which was not ideal but still is enough to serve as a proof of concept. These builds, aside from my most recent version of the AND gate, should be fully possible to create in vanilla, and the AND gate is technically possible, but requires a wand with ~30 capacity, which is very uncommon. If you want an explanation as to how to build these, I do not want to type it all out again, so you'll have to check out the discord for it. Ramblings of a madman here: https://discord.com/channels/453998283174576133/626136067707240449/1507089974409957496

Gates shown, in order: NOT gate, OR gate, NOR gate, NAND gate (very old design but I don't have more recent gifs of it apparently), XOR gate, half adder
And then some bonus shenanigans because why not

u/Darmi1440 — 4 months ago