(added link to enemy info table. rearranged links a little.) |
Quiddity-wp (talk | contribs) (Add linux details (I think accurate?)) Tag: Visual edit |
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+ | {{Modding Navigation}} |
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− | ! name subject to change |
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+ | '''Notice: This page is written for aspiring modders. For installing mods, see the page [[How to install mods]].''' |
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− | (Introduction) |
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+ | |||
+ | Modding Noita is quite straightforward and '''''fun''''', but can still hide many implementation details in itself. These pages hope to lower the barrier of entry and address any common pitfalls. |
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+ | |||
+ | All the tools you need to get started are: |
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+ | |||
+ | # a proper text editor <small>(eg. VSCode, Notepad++, Sublime, Vim)</small> |
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+ | # a proper image editor <small>(eg. Aseprite, Gimp, Paint.net, Photoshop)</small> |
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+ | |||
+ | Noita gameplay logic is mostly implemented in [https://www.lua.org/about.html Lua] and [[wikipedia:XML|XML]], as an [[wikipedia:Entity_component_system|Entity Component system (ECS)]]. Every separate "thing" in the game (enemies, bullets, wands, items, even the player) are just entities, composed of different components. A good understanding of Lua is recommended, but a lot can be done without any programming knowledge at all, simply by editing the entity XMLs or associated spritesheets. |
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==Getting Started== |
==Getting Started== |
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− | ? list the most important ones, then link to category |
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+ | === Extracting data files === |
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⚫ | |||
+ | All of Noita's base assets (spritesheets, scripts, entity definitions) are packed inside <code>[[Data.wak|Noita\data\data.wak]]</code>. It is not ''technically required'' to have these extracted, but seeing the file structure and any example code is immensely helpful. |
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+ | ==== On Windows ==== |
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− | You can find the resources later in <code>%UserProfile%\AppData\LocalLow\Nolla_Games_Noita</code>. |
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+ | #Bookmark or copy this folder somewhere for easy later access. |
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+ | Now you have plain access to all of Noita's Lua code, entity XML definitions and spritesheets. You can now literally go and check out any gameplay secrets, so keep a spoiler alert in mind aswell. |
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− | Most of the scripts are written in [https://www.lua.org/about.html Lua], while simpler variables, entities, and configuration are stored in [[wikipedia:XML|XML]]. A thorough understanding of Lua is required to create new scripts. |
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+ | ==== On Linux ==== |
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− | [[:Category:Modding_Basic_Guides|link]] |
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+ | # Start Noita on Steam, once, using <code>-wizard_unpak</code> as a launch parameter. (I.e. Right-click, Properties, General, Launch options) |
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− | ! add Category:Modding_Basic_Guides to all pages you wish to be included |
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+ | # This will extract the data files into <code>.steam/steam/steamapps/compatdata/881100/pfx/drive_c/users/steamuser/AppData/LocalLow/Nolla_Games_Noita/</code> |
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+ | # Remove the launch parameter again. |
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+ | # Bookmark or copy this folder somewhere for easy later access. |
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+ | === Next steps === |
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− | ==Advanced Guides== |
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+ | Good starting points and further reading: |
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− | ^ same as above |
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+ | * Go through [[Modding: Basics|Modding basics, debugging & best practices]] |
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− | [[:Category:Modding_Advanced_Guides|link for Category:Modding_Advanced_Guides]] |
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+ | *Make a copy of the mod <code>mods\example</code> and make some changes to it, familiarize yourself with the file structure. |
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+ | * Familiarize yourself with the '''documentation''' under <code>tools_modding\</code>: |
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+ | **<code>component_documentation.txt</code> |
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+ | ** <code>lua_api_documentation.txt</code> |
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+ | ** These are always the most up-to-date documentation you can find. They are your best friends now. |
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+ | *Download and see what other modders have done, edit their mods, get a feeling for what is going on. |
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+ | **https://modworkshop.net/game/noita |
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+ | **https://steamcommunity.com/workshop/browse/?appid=881100& |
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− | == |
+ | == Need help? == |
+ | [https://discord.gg/SZtrP2r Noita Discord server] has an active and friendly modding community on <code>#modding-general</code> and <code>#modding-support</code>. Don't be afraid to join and ask questions! |
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− | [[:Category:Modding_Resources|link for Category:Modding_Resources]] |
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+ | == Related == |
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− | * [[ID|List of spell and perk IDs]] |
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− | * [[:Category:Lua global functions|List of Lua global functions]] |
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− | * [[Enemy Information Table|Enemy Information Table with ID listing]] |
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+ | * [[How to install mods]] |
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− | ==Other== |
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+ | *[[data.wak]] |
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− | If there's anything to note that cannot be made into a proper page or you'd like noted, dump it on this page: [[Modding Miscellaneous]] |
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[[Category:Modding]] |
[[Category:Modding]] |
Revision as of 02:53, 3 February 2021
Getting started • Basics • Lua Scripting • Data.wak • Useful Tools |
Audio • Enemies • Environments • Perks • Spells • Spritesheets • Materials • Image Emitters |
Lua API • Enums • Special Tags • List of all tags • Utility Scripts • Sound Events • Enemy Information Table • Spell and Perk IDs |
Notice: This page is written for aspiring modders. For installing mods, see the page How to install mods.
Modding Noita is quite straightforward and fun, but can still hide many implementation details in itself. These pages hope to lower the barrier of entry and address any common pitfalls.
All the tools you need to get started are:
- a proper text editor (eg. VSCode, Notepad++, Sublime, Vim)
- a proper image editor (eg. Aseprite, Gimp, Paint.net, Photoshop)
Noita gameplay logic is mostly implemented in Lua and XML, as an Entity Component system (ECS). Every separate "thing" in the game (enemies, bullets, wands, items, even the player) are just entities, composed of different components. A good understanding of Lua is recommended, but a lot can be done without any programming knowledge at all, simply by editing the entity XMLs or associated spritesheets.
Getting Started
First step before moving on, is to find the Noita base folder (most likely in C:\Program Files (x86)\Steam\steamapps\common\Noita
) then go and read the tools_modding\READ_ME_FIRST.txt
.
Extracting data files
All of Noita's base assets (spritesheets, scripts, entity definitions) are packed inside Noita\data\data.wak
. It is not technically required to have these extracted, but seeing the file structure and any example code is immensely helpful.
On Windows
To access Noita's data files, do the following:
- Copy all of the files inside of the
tools_modding\
folder into Noita's root folder. - Run
data_wak_unpack.bat
. A terminal window should open. - A File Explorer window opened to Noita's resources should appear: (
%UserProfile%\AppData\LocalLow\Nolla_Games_Noita
). - Bookmark or copy this folder somewhere for easy later access.
- Many of the resources might be hidden. Click the "View" button and check "Hidden items" to see all them.
Now you have plain access to all of Noita's Lua code, entity XML definitions and spritesheets. You can now literally go and check out any gameplay secrets, so keep a spoiler alert in mind aswell.
On Linux
- Start Noita on Steam, once, using
-wizard_unpak
as a launch parameter. (I.e. Right-click, Properties, General, Launch options) - This will extract the data files into
.steam/steam/steamapps/compatdata/881100/pfx/drive_c/users/steamuser/AppData/LocalLow/Nolla_Games_Noita/
- Remove the launch parameter again.
- Bookmark or copy this folder somewhere for easy later access.
Next steps
Good starting points and further reading:
- Go through Modding basics, debugging & best practices
- Make a copy of the mod
mods\example
and make some changes to it, familiarize yourself with the file structure. - Familiarize yourself with the documentation under
tools_modding\
:component_documentation.txt
lua_api_documentation.txt
- These are always the most up-to-date documentation you can find. They are your best friends now.
- Download and see what other modders have done, edit their mods, get a feeling for what is going on.
Need help?
Noita Discord server has an active and friendly modding community on #modding-general
and #modding-support
. Don't be afraid to join and ask questions!