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Add more game modification options
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@ -93,6 +93,11 @@ function Modification.RequiredChanges()
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-- Capturing will not work in fullscreen.
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config["fullscreen"] = "0"
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magic["DRAW_PARALLAX_BACKGROUND"] = ModSettingGet("noita-mapcap.disable-background") and "0" or "1"
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magic["DEBUG_PAUSE_GRID_UPDATE"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "0"
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magic["DEBUG_PAUSE_BOX2D"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "0"
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magic["DEBUG_DISABLE_POSTFX_DITHERING"] = ModSettingGet("noita-mapcap.disable-postfx") and "1" or "0"
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return config, magic
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end
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24
settings.lua
24
settings.lua
@ -262,9 +262,31 @@ modSettings = {
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ui_name = "Game modifications:",
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not_setting = true,
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},
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{
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id = "disable-background",
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ui_name = " Disable parallax background",
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ui_description = "Turns the world background black.",
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value_default = DebugAPI.IsDevBuild(), -- Defaults to true in dev build, false in regular Noita.
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scope = MOD_SETTING_SCOPE_RUNTIME_RESTART,
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},
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{
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id = "disable-physics",
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ui_name = " Disable pixel and entity physics",
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ui_description = "Will freeze all pixel simulations and rigid body dynamics.",
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value_default = DebugAPI.IsDevBuild(), -- Defaults to true in dev build, false in regular Noita.
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scope = MOD_SETTING_SCOPE_RUNTIME_RESTART,
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show_fn = function() return DebugAPI.IsDevBuild() end,
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},
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{
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id = "disable-postfx",
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ui_name = " Disable post FX",
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ui_description = "Will disable the following postprocessing:\n- Dithering",
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value_default = DebugAPI.IsDevBuild(), -- Defaults to true in dev build, false in regular Noita.
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scope = MOD_SETTING_SCOPE_RUNTIME_RESTART,
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},
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{
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id = "modify-entities",
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ui_name = " Modify entities",
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ui_name = " Disable entity logic",
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ui_description = "If enabled, the mod will disable some components of all encountered entities.\nThis will:\n- Disable AI\n- Disable falling\n- Disable hovering and rotation animations\n- Reduce explosions\n \nThis may slow down things a bit.\nAnd it may make Noita more likely to crash.\nUse at your own risk.",
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value_default = false,
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scope = MOD_SETTING_SCOPE_RUNTIME,
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