Noita
Persistence
62 Comments
Frostie :3 28 Oct @ 6:05pm 
can you make it so the menu can be opened anywhere not just in lobby or holy mountains? thank you
Old Mad Merlin Murdock 23 Sep @ 9:05pm 
Amazing work!
SolarSupremacy 26 Aug @ 12:33pm 
Fox, you absolute sexy lad!

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.
EVIL Wizard Templar†† 12 Aug @ 4:44pm 
please make it harder to delete the save file 2 clicks is still possible to mistakenly delete the save data maybe a press and hold? or 5 clicks? please and thank you love the mod
K41RY 2 Aug @ 8:38pm 
Sure thing!
Fox  [author] 2 Aug @ 4:35pm 
I legitimately cannot help troubleshoot your game based on this message. Literally the two things I know about your situation are those two messages. Neither of the bugs you've mentioned have been reported by anyone else, and if I can't reproduce it myself I can't troubleshoot it by myself. If you would like more help, give me something more to go by. I'll gladly spend some time on it.
K41RY 2 Aug @ 3:26am 
Why is it that sometimes the game just refuses to load the Persistence in-game menu when I click????
K41RY 29 Jul @ 10:30pm 
Clicking on the Research tab does nothing. It gives zero options to research.
Fox  [author] 29 Jul @ 12:49pm 
@SolarSupremacy -- I'm not sure why it never occurred to me. I have a Steam Deck. The next major release will include full Steam Deck support, if I can figure it out. Thank you for bringing this to my attention.
SolarSupremacy 29 Jul @ 8:58am 
Would have loved to try it out but it doesn't work on Steam Deck or with controller.
Fox  [author] 23 Jul @ 12:30pm 
Also to describe the issue in a bit of detail -- the original persistence tracked a _max and a _min on several values, and at some point I expanded it to track _max and _min on almost all researched values.

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.
Fox  [author] 23 Jul @ 12:19pm 
You guys are great. Thanks @Radio, good find and good job. I've pulled the PR, I've pushed the fix, I still don't understand how I couldn't replicate it, it definitely was an always-broken style logic error.

Sorry for being so absent, real life has been rough lately. I'm still around, but it'll be slow for a bit.
Fryke 22 Jul @ 4:46pm 
Radio was correct with regards to the cause. A user on GitHub has pioneered a PR that fixes the issue https://github.com/codefaux/persistence/pull/14
Erythion 22 Jul @ 12:09am 
Radio's workaround works for me
Radio 19 Jul @ 7:55pm 
I have a similar issue, where the mana charge speed is not updating.

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.
DevilsGoonie 18 Jul @ 9:37pm 
Also stuck on mana charge speed stuck at 2. Brand new game. Just bought it. Your mod is the only one i've installed so far. I haven't changed or modified anything else other than your mod. I edited the settings to only cost 50% for all of the sliders (research and stuff) and maxed the gold amount saved to the max.
Fox  [author] 16 Jul @ 2:59pm 
I cannot replicate the "mana charge speed stuck at 2" bug with a fresh Persistence profile or an old Persistence profile, using main channel (not beta) Noita and no other mods. If you're using other mods, please test without them and report back. If you're not using other mods, please provide more details, see the Discussions thread. I can't fix it if I can't figure out how it's happening, none of my testers have experienced it.
DrCthulhu 15 Jul @ 5:06pm 
i am having the same issue where mana charge speed is not being saved and is stuck at 2.
Mariah Carey (Silvestris) 15 Jul @ 9:37am 
I believe theres another bug, It wont let me increase my mana charge speed when I research.
Fox  [author] 14 Jul @ 10:04am 
It's entirely possible Steam didn't update the mod, and it was still running the old version with the bugs. I started Noita on a different system last morning and the workshop still had v2 installed, lol. Glad it's working, at least!
Mariah Carey (Silvestris) 13 Jul @ 8:39pm 
Scratch that, it randomly decided to work, I probably was outdated. Apologies
Mariah Carey (Silvestris) 13 Jul @ 8:38pm 
Whenever I die, no money gets saved, and when I try to stash money manually, it eats my gold.
Fox  [author] 13 Jul @ 8:30pm 
Stash seems to be working for me. If you mentioned how it wasn't working, what you were trying to do, what your understanding of the stash's function was, or something similar, I could attempt to troubleshoot it. "It isn't working or I don't get it" is super vague. Feel free to start a thread on the Discussion page if you'd like.
Mariah Carey (Silvestris) 13 Jul @ 8:11pm 
I dont think the stash money fix works, that or I just dont understand how to use it-
Fox  [author] 13 Jul @ 3:34pm 
"Teleport back" option was broken because I didn't bother implementing the logic for it. Go me.

Updates pushed. Stash transfers, Always Casts, Play Without, and Teleport Back bugs fixed.

I mean I think they were. Apparently I'm not very good at this. Sorry guys. Ideally you can try to enjoy it now.
Fox  [author] 13 Jul @ 3:21pm 
@ulyssessword -- Always Casts wands were only broken for new profiles. I need to add new profile testing to my list of things to try when I'm about to ship an update, it's just so much to have to keep track of. Ugh.

Sorry everyone!
Fox  [author] 13 Jul @ 2:57pm 
@AlexUnknown -- "Play without Persistence" has been fixed and re-implemented
Fox  [author] 13 Jul @ 1:34pm 
The stash was a logic error because I'm an idiot. I'll look into the rest before leaving anything else on record.
ulyssessword 12 Jul @ 9:44pm 
Two bug reports for v3:

Seconding Alex's bug: The money in the stash never changes. If you "add" money to your stash, it just disappears. If you take money out of the stash, it appears in your character without being removed from your stash

The UI is broken when you have an "always cast" wand. You can't see any of the windows.
AlexUnknown 12 Jul @ 8:49pm 
This mod is now broken with new update. was working fine with my modpack and now I cant stash money and I can collect infinite amount of it. I even turned off a mod giving errors and it still doesn't work.
AlexUnknown 12 Jul @ 6:53pm 
Did you remove the play without save or is my widescreen mod broken now?
AlexUnknown 12 Jul @ 6:51pm 
Dead isn't dead is creating errors
Fox  [author] 12 Jul @ 3:51pm 
Alright! To whom it may concern; V3 is out!

What this means: Your run SHOULD NOT break. It MIGHT, I'm sorry. I tried really hard to make this seamless, but I can only test so many edge cases and I likely forgot something obvious. Future runs should work perfectly.

As always, feedback is welcome here or on Github. Enjoy!
Fox  [author] 9 Jul @ 12:47pm 
Wow, radio silence for almost a month, I apologize -- I'm working on a BIG update with what time I have free. A few days of repaying tech debt and polish and I'll have it up here soon. LOADS of Quality of Life improvements, several new sub-features, and more in the works.
Cr-2-4 30 Jun @ 10:53am 
I went through severtal pages to find the original, and read the comments in hope that someone would have picked it up again (i havnt tried this mod in years). thank you for picking back up
Crimsonblod 15 Jun @ 5:05pm 
(Moved my comment to your new feedback discussion)
Crimsonblod 15 Jun @ 5:03pm 
The updates seem to solve pretty much all of my existing concerns!

One thing I do feel should be tweaked is the max cost for buying spells. And perhaps a way to buy certain spells automatically every time you start a run? (Alt fire teleport bolt from apotheosis goes so hard for early game movement! :-P )

But for the max cost, with how easy it can be to get truly ludicrous amounts of money, being able to increase the max buy cost of spells more would be helpful. Or perhaps an option where the more you buy, the more expensive they get (until they start to get more expensive than the work spells, likely with a configurable cap of say, 2x-6x or something?)

Also, a cap of how much you can earn per run, rather than just a % would be nice.

So if you died, you'd get x% of your gold, up to a configurable max. (So like, 5k-300k ish for the range? This would likely require some balance planning based on other decisions you make if you implement any of these other suggestions)
Fox  [author] 14 Jun @ 5:46pm 
@Monika - Thanks for letting me know, that's great feedback.

Also I forgot to enable Discussions and Issues on the Github repo, that's open now to anyone who needs it!
Monika 13 Jun @ 1:14pm 
i have also tested this with mods that directly interact with spells to cause them to automatically have unlimited charges, and this still causes the spells to be unresearchable, meaning that this isnt an issue with the perk itself, but how the perk effects these spells.
upon removal of the effect, whether it be a mod or perk causing the unlimited charges, as soon as the charge amount shows on the spells again, they become researchable again until the effect is regained.
the problem with the dropper bolt seems to have been anomalous, as even before the update i was unable to repeat the observation.
ill also attempt to post this on the github
Monika 13 Jun @ 1:14pm 
yes, the last part was me noting that buying researched spells works with the unlimited spells perk.
the perk causing issues is the unlimited spells perk, which causes most limited charge spells to no loner have a limited amount of charges, making them look and act like regular spells
when a limited charge spell is being affected by this perk (or any effect which causes it to not have a limited amount of charges) it cannot be researched, as it did not pop up in the spell research tab. after this mods recent update, this changed to it showing up in the spell research tab, but only with the recycle option, despite it not having been researched prior.
Fox  [author] 12 Jun @ 4:43pm 
I'm adding my Github repo link to the description, feel free to report issues there as it's a bit easier to track, but I'll try to keep an eye out here as well.
Fox  [author] 12 Jun @ 4:43pm 
@Monika -- re: removing limited uses, specify which perk? I'm new to Noita, still working on catching perks (like, for example, I know I'm accidentally breaking No Wand Tinkering too, still on the Todo list) -- Dropper Bolt may have been researched but not showing due to an off-by-one error in my code, please let me know. -- Not sure what you mean by the last part, but I think that sounds like expected behavior? Purchased spells are spawned untouched from their base entity, so should be impacted by any perks/etc as any other spell.

@crimsonblod -- Let me know if the update I pushed today (added Search to Buy Spells, among other things) fixes this issue. It sounds likely given how much code I've reworked in that area.

I apologize for my overall "move fast and break things" approach, I'm still getting used to all of this. Thank you so much for bearing with me!
Fox  [author] 12 Jun @ 4:43pm 
Ok - first, thanks all for your reports! Feedback definitely helps keep me motivated, and the detail provided is great.

Bugs with research spells not working/sliding off screen/etc should be resolved, I found a few mistakes in a few places and two players have been play testing it for a few hours now with no weirdness.

I've added filter, search, and sort to the Buy Spells GUI, that should make using them much easier. (I want to add hover-tooltip style infos to spells, but pulling Cast Delay/etc seems to be difficult -- if anyone knows how or knows of a mod which shows spell data in its own UI, please let me know.)

Due to the way the mod loads spells, Persistence will need to be last in the list. I'll add a note in the description about that soon. (I may look into improving this at a later date, once I understand how these things work a bit better. Again, if anyone knows, feel free to let me know.)
Crimsonblod 11 Jun @ 2:09pm 
And to clarify, what is happening is the spell research screen is blank, but it does show up now. And the wand research menu not only works, but is MUCH more intuitive. Thank you!

That said, a search function for buying spells would be helpful. They're very large, and even on a huge screen, you can only see a few at once.
Crimsonblod 11 Jun @ 10:18am 
Monika's solution fixed the two screens yeeting off to the bottom right, however, I cannot research ANY spells now. None of them show up spells I can research even though I definitely don't already have them unlocked. Vanilla and apotheosis alike.
Monika 11 Jun @ 8:59am 
okay so heres what ive tested
cant research spells unless persistance is at the very bottom of the mod list
cant research limited charge spells if you have a perk that removes the limited charges
cant research dropper bolt with or without perk?
can buy limited charge spells that have been researched, and they work with the perk
Monika 11 Jun @ 7:29am 
some spells (modded and non modded) cant be researched, will try to add more info soon
Crimsonblod 10 Jun @ 7:40pm 
Yeah. It's weird.

The research wands you can see sprinting off to the bottom right until it's off screen, but the research spells option just never shows anything, and both of them cause an issue where you can never interact with the bottom left main menu again until you restart your client.
Fox  [author] 9 Jun @ 7:21pm 
@Crimnsonblod -- I don't have a monitor capable of that resolution, but it seems odd a wider monitor would clip vertically. I'm not sure what I can really do, but in case it's a mod-related conflict I'll try adding some explicit Z orders and shuffle the window IDs I'm using. (I really am just guessing though.)
Crimsonblod 9 Jun @ 4:27pm 
I have an absolute NIGHTMARE of a mod list, but at 3440x1440 both the research screens seem to vanish off the bottom left of my screen.

Not sure if resolution is related, but it looks like you've been making some UI changes so I figured I'd mention it!

The money and both the buy screens seem to work though!