A web app for many things Noita.
Helps you get a specific seed for your specific needs.
Current features include:
- Holy mountain info
- Shop type and contents
- Pacifist chest contents
- Perks and perk rerolls
- Starting setup
- Water Cave layout
- Lively Concoction and Alchemic Precursor recipes
- Fungal Shifts
- Live seed checking during play using machine learning computer vision
- Seed search with customizable complexity
- The machine should have node installed (ideally v18.6+) and npm.
- Follow to https://www.noitool.com/?profile=true and link your patreon account. Under your patreon username, there will now be an id like
6456aff2478c4f8f91701018
You can use docker to simply spin up a compute node:
docker pull ghcr.io/twoabove/noitool-console-search:latest && docker run -it -e NOITOOL_USER_ID=xxx ghcr.io/twoabove/noitool-console-search:latest
Or for dev
docker pull ghcr.io/twoabove/noitool-console-search:latest-dev && docker run -it -e NOITOOL_USER_ID=xxx -e NOITOOL_URL=https://dev.noitool.com/ ghcr.io/twoabove/noitool-console-search:latest-dev
To connect to noitool as a compute node, follow these steps:
git clone https://github.com/TwoAbove/noita-tools.git
cd noita-tools
git checkout master # for https://www.noitool.com
# git checkout develop # for https://dev.noitool.com
npm install --frozen-lockfile
npm run console-build
npm run console-search --userId <your id>
console-search args (or env vars):
--url
NOITOOL_URL
: default https://www.noitool.com/. Change to https://dev.noitool.com/ for the dev build--cores
NOITOOL_CORES
: defaultos.cpus()
. The amount of cores to use.--userId
NOITOOL_USER_ID
: The user to connect as.--exit
NOITOOL_EXIT
defaultfalse
. Add if you want the worker to exit if there are no more jobs.--minRunTime
NOITOOL_MIN_RUN_TIME
default0
. This minimum amount of time (in seconds) that the worker will run for. If there are no more jobs, it will exit after this time. A value of 0 means that this is disabled.
WASM is shaping up to be a very interesting technology. In our use-case, the communication overhead of JS <-> WASM is usually worth it, but it's the main vector of performance improvements, since we're constantly bouncing between JS and WASM for noita_random calls.
Many parts of the critical core game functions that are needed to generate everything are written in C++. The c++ code is then compiled to wasm and is run in web workers (and partly in the main thread). The performance improvements are 20-fold by transferring seed functions (like randoms and lc & ap recipes) from a typescript implementation to c++, even with the call overhead from worker -> wasm code.
In Noita, for map generation, wang tiles are used. In lua/xml code, ARGB color formats are used for color targeting. In browsers, in general, RGBA is used. The transformed colors (in data json) use RGBA to homogenize color format.
Credits to the developers of similar tools:
The code for finding LC and AP values was transferred from noita_unicorn's Program.cs
from c# to c++.
Also, I took inspiration from cr4xy for extra features. You rock! <3
I use linux or mac for development, so I can't guarantee that everything works on windows. On windows, you can use WSL2 to run the dev environment.
Prerequisites:
- Docker (for compose)
- Node
chokidar
(npm install -g chokidar-cli
)- emscripten is installed if you want to work with the c++ code
- Nota data if you want to modify the data files
Before running npm run dev
, please copy the .env.example
file to .env.local
and fill in the values. For non-patreon and discord features, you can leave the file as-is.
Also, run docker compose up -d
to easily spin up a local db instance.
You need to clean the Noita data a bit before running dataScripts. After extracting noita wak, in the noita data directory, run
find . -type f -not -path '*/\.*' -exec sed -i 's/----------------------//g' {} +;
find . -type f -not -path '*/\.*' -exec sed -i 's/<!------------ MATERIALS -------------------->/<!-- MATERIALS -->/g' {} +;
find . -type f -not -path '*/\.*' -exec sed -i 's/<!------------ MATERIALS ------------------ -->/<!-- MATERIALS -->/g' {} +;
find . -type f -not -path '*/\.*' -exec sed -i 's/<!-- attack_ranged_min_distance="60" -->//g' {} +;
find . -type f -not -path '*/\.*' -exec sed -i 's/<!---------------- shield ---------------- -->//g' {} +;
find . -type f -not -path '*/\.*' -exec sed -i 's/<!-- fuse_tnt durability is 11 so this is capable of destroying it -->//g' {} +;
tac $NOLLA_PATH/entities/misc/eradicate.xml | sed '0,/<Entity>$/s//<\/Entity>/' | tac >$NOLLA_PATH/entities/misc/eradicate.xml;
to fix comments for the xml parser
For emscripten, some edits need to be done to enable the closure compiler:
I recommend using the git repo to install emsdk. Install the latest version.
Installation (after emscripten): npm i
When running npm run dev
a build script will listen to changes in .cpp
files and rebuild the wasm files.
For vscode to work with the c++ files, install the c++ extension.
Then, go to C/C++: Edit configurations (UI)
and add <emscripten installation path>/upstream/emscripten/cache/**
to Include path
so that vscode can find the emscripten headers.