Expert Guide: Long Distance Travel
A few methods have been invented, initially by Kaliuresis, for using spell combinations to travel long distances.
WARNING: Teleporting to a location that is in the middle of unloading can delete the player character. Reduce the amount of backtracking you need or wait longer between teleports to avoid this.
Key notes
Long Distance Travel wands come in two forms, Deer-Swapper and Homebringer, each have their pros and cons.
Homebringer builds are generally slower, they also require the player to precisely jump into the returning projectile, which can be unintuitive. However, these builds are unaffected by Repulsion Fields.
Deer-Swapper builds exist in varying speeds, the teleportation is automatic after firing. These builds are affected by Repulsion Fields, however this can be fixed with a Long-Distance Cast. They also use less mana and wand capacity.
With all Homebringer builds you fire the wand in the direction you want to go. However, with Deer-Swapper builds the direction which you have to aim/fire the wand depends on it's modifiers. If the wand divides Decelerating Shot and a Boomerang modifier, or if neither of these two spells are on the wand, you travel in the direction you fire the wand. If the wand divides Decelerating Shot, but there is no Boomerang spell however, you will travel in the opposite direction of where you are aiming.
Accurate NG travel wand builds
Deerswapper ASE (NG, 20 slots, # mana/shot)
By Haiku
Deerswapper ASE with Every Other (NG, 19 slots, # mana/shot)
Deerswapper Black Hole (14 slots, # mana/shot)
- Divide by 3 can be replaced by Divide by 4, Divide by 10, or any of the add trigger spells.
- Alpha can be replaced by Gamma, with the black hole being moved to the end of the wand.
Deerswapper Delayed Spellcast (13 slots, # mana/shot)
Homebringer Spitter Bolt (20 slots, 798 mana/shot)
Kaliuresis' alternative version (26 slots, 1596 mana/shot)
The Rainbow Glimmer is not required.
Accurate NG+ travel wand builds
Deerswapper ASE (18 slots, # mana/shot)
By Haiku
Deerswapper Explosive Detonator (15 slots, # mana/shot)
Deerswapper ASE with Every Other (19 slots, # mana/shot)
Homebringer Spitter Bolt (21 slots, 1178 mana/shot)
Kaliuresis' alternative version (24 slots, 700 mana/shot)
Inaccurate budget builds
Lightning Deerswapper (8 slots, 150 mana/shot)
A quick and dirty long distance teleport wand which requires relatively few resources compared to most other parallel world travel wands.
- Requires open space to use (lightning stops if it hits a wall, even with drilling shot)
- Damage plus can be swapped out for any damage spell
- No immunities required
- Teleports the player ~36700px (i.e. overshoots exact parallel world distance by ~900px) for a wand with a hidden speed stat of 1.0. On the low end, a wand with speed 0.8 will teleport ~29400 px, on the high end at 1.2 it will teleport ~44000 px.
- Costs 150 mana to cast (or 145 with a 0 cost damage replacement such as horizontal path)
- Horizontal Path or Linear Arc on the lightning bolt will make it much easier to aim and get a consistent travel distance
Energy Orb Homebringer (15 slots, 664 mana/shot)
Uses 664 mana/shot.
- Matter Eater can be skipped at the cost of game performance in a pinch.
- Gold to Power can be used instead of Blood Magic in a pinch as well.
- Add Timer or Add Expiration Trigger can be used instead of Add Trigger.
- Changing the number of Divide By spells will change how far the player travels (unsafe but potentially useful). For example, removing one of the divide by four spells would allow from traveling from the entrance on the surface down to the Vault.
- This wand overshoots slightly. Adding a non-fulfilling Requirement spell (such as Requirement - Low Health) before the Phasing Arc will make it more accurate.
Letaali's adaptable travel wands
Deerswapper variant (22 slots)
A wand build designed for orb gathering in deep NG+ runs. Works with Repulsion Fields due to LDC.
Teleports into the direction aimed/fired at.
Travels the following distances, based on which Divide By spell is discarded by the Requirement spell:
- 32760px (234 phasings), the width of a single world in NG+ and Nightmare mode
- 13160px (94 phasings), the distance between Surface and the last Holy Mountain/Laboratory
Homebringer variant (24 slots)
- Have both marked (above) spell slots empty (as below). Mana/shot: 638.
- For parallel world travel, add green (Divide by 4). Mana/shot: 778.
- For teleporting from surface to final holy mountain, add red (Divide by 2). Mana/shot: 708.
The mana costs above do not count the 200 mana added from blood magic. The wand below uses gamma to cast Divide by 10s to save 340 mana.
Yđ”'s adjustable distance travel & entity duplication wand
A wand build designed to be capable of teleporting anywhere between 448px and 20 NG worlds without fail. All wand versions require 18 wand slots minimum.
Teleports into the opposite direction aimed/fired at.
This wand can teleport sufficiently far in a single cast (10 PWs), to be used for Entity Duplication. To abuse this wand to duplicate entities, stand in the chunk your entities are in (spells/wands/orbs/enemies/whatever), then teleport 5 parallel worlds to east or west twice. Configure the wand to 10 PW and teleport back to the starting chunk, which will cause the chunk and all entities in it to load twice.
It is possible to configure the wand to teleport any distance one wants, this can be calculated with: pixelsMoved = 448 * allDivisionsMultiplied
- Digging Blast can be replaced by All-Seeing Eye costing an additional 100 mana.
- Bloodlust can be replaced by Heavy Shot.
- Drilling Shot should be added before the divide by spells or before the Delayed Spellcast, when teleporting distances shorter than 1 PW. Otherwise the Delayed Spellcast may end up colliding with a wall, which will force it to travel east.
10 Parallel World config (18 slots, 532 mana/shot)
Travels 358 400px. With Gamma in place of Divide By 10[1], the wand uses 362 mana/shot.
5 Parallel World config (18 slots, 532 mana/shot)
Travels 179 200px. With Gamma in place of Divide By 10[1], the wand uses 362 mana/shot.
Single Parallel World config (18 slots, 692 mana/shot)
Travels 35 840px. With Gamma in place of Divide By 10[1], the wand uses 522 mana/shot.
Travel wands for other distances
Homebringer Spawn to Moon (20 slots, 728 mana/shot)
Homebringer Spawn to Hell (20 slots, 728 mana/shot)
Understanding Long Distance Travel Wands
Homebringer theory
The following is the base of any Homebringer build:
Unwrapped the cast looks like this:
The idea behind Homebringer variants, is that you fire a timer spell to the destination point, where the timer expires.
Then the Behind Your Back formation finds two valid target spells, the first projectile (Homebringer) is fired to the opposite direction, the second one forward (Energy Orb). Wand Refresh, Divides do not count as valid targets and do not affect the angle.
The player then has to jump into the returning Homebringer projectile, to be teleported to where it was casted from.
Timer spell | Timer (frames) |
---|---|
Luminous Drill With Timer | 4 |
Magic Arrow With Timer | 10 |
Magic Bolt With Timer | 10 |
Spark Bolt With Timer | 10 |
Add Timer | 20 |
Summon Tentacle With Timer | 20 |
(Large/Giant) Spitter Bolt With Timer | 40 |
Energy Orb With A Timer | 100 |
Energy Sphere With Timer | 200 |
Deerswapper theory
Deerswapper builds rely on LifetimeComponent's lifetime. This lifetime value is distinct from the lifetime that is usually referred to elsewhere (which is part of the ProjectileComponent). LC-Lifetime sets the maximum lifetime of the projectile, and only a few modifiers set it. Most other spells which have it set either cannot be moved, or are otherwise unviable for teleportation.
Spell/Modifier | LC-Lifetime (frames) |
---|---|
Copy Trail | 200 |
Upwards/Downwards/Chaos Larpa | 300 |
Projectile Energy Shield/Matter Eater | 150-250 |
All-Seeing Eye | 64 |
Eldritch Portal | 800 |
Cloud of Water/Thunder/Oil/Blood | 600 |
Cloud of Acid | 400 |
A LC-Lifetime is given to a projectile, or a projectile with natural LC-Lifetime is used. The projectile is transported to the destination, where upon expiration, the projectile releases it's payload, a deer and a swapper with a damage modifier. The damage modifier enables the swapper bolt to hit the deer, causing the player to swap places with the deer, teleporting the player to the destination.
If the projectile naturally has no speed, it needs to be given some to enable it to travel, this is the case with All-Seeing Eye spell. The only means of giving a projectile speed is through using the Boomerang spell, pulling it towards the player. A huge number of Decelerating Shots can then be used to make the projectile travel backwards away from the player, rather than towards.
Significance of lifetime and phasings
A phasing arc modifier causes a projectile to jump exactly 28 pixels every 12 frames. When multiple are cast at the same time their effects combine. For example two phasings the projectile would jump 56 pixels, twice the distance.
The lifetime of the projectile limits the amount of these jumps, ASE would only jump 5 times, while Copy Trail would jump 16 times.
Knowing the desired amount of pixels it will then become possible to calculate how many phasings are needed to travel the desired distance with the given projectile and/or modifier. One Noita chunk is 512*512 pixels, the world width for NG is 70 chunks, while for NG+ and Nightmare mode, it is 64 chunks. We get the following:
The general formula goes as follows:
pixelsMoved / ( 28 * floor( LC_lifetime / 12 ) ) = Phasings
- 512*70 = 35 840px, NG
35 840/(28*floor( 64/12)) = 256
35 840/(28*floor(200/12)) = 80
- 512*64 = 32 768px, NG+/Nightmare mode
32 768/(28*floor( 64/12)) = 234.06
32 768/(28*floor(200/12)) = 73.14
Using Divide chains, Add Triggers and/or an Utility spell, it is then possible to copy the Phasing Arc and other required modifiers without spell wrapping. For example, to get 73 copies of Phasing Arc, one can calculate the following solutions:
4*3*3*2 + 1 = 73
4*10 + 2*4*4 + 1 = 73
2*10*3 + 3*4 + 1 = 73
10*4 + 10*3 + 2 + 1 = 73
Phasing Arcs also have a 0.33x speed modifier, this ends up posing a problem if you have to divide the modifier too many times.
As an example, Delayed Spellcast has a speed of 26. If you were to cast 97 phasings, you would end up with a speed of 26 * 0.33^97 = 5.13e-46
This number ends up being too small to be representable by a floating point number, so the game sees the speed as 0. Whenever a projectiles speed is 0, it automatically faces to the right (east). Any wand build which doesn't solve this problem will thus only be able to travel east.
Adding a Speed Up to also be divided with the phasing can improve the situation, allowing up to 557 casts. Attempting to use a Light Shot instead, runs into the opposite issue where the speed quickly becomes too great, allowing up to 94 casts before breaking.
The best results are achieved by having a Phasing Arc, Decelerating Shot, and a Speed Up all inside the triggers being divided. This combination works with any projectile regardless of its speed,
Glitch: Entity Duplication
Entity duplication via long distance travel occurs when the player teleports over or somewhere around 250k pixels into a chunk, that had already been generated before but wasn't already loaded in memory.
This type of LDT causes the chunk to load twice, once by the player entity and once by the camera entity. This will duplicate all the entities within said chunk will be duplicated, while all the terrain and liquid will simply overlap, negating any duplication effects.
It is possible to cause this type of duplication by using any portal (except Leviathan portals) in a parallel world sufficiently far away (over 10 PWs), the destination chunk will be duplicated. It is also possible to duplicate any chunk on demand with a sufficiently long range LDT wand.
Duplication behaviour to keep in mind:
- All physics objects, items (flasks, tablets, etc), wands, spells, enemies, are entities
- Anything that runs Lua is an entity, and can be duplicated
- The Holy Mountain wand cast display eventually causes huge lag inside Holy Mountains
- Trigger zones such as the one in Avarice Diamond will duplicate
- Vines cause rope physics lag, it is not possible to erase them from the world by any means, and they keep resetting their position if they move too far from their anchor point. This will quickly get out of control
- The portals cause unchecked particle lag, if duplicating Holy Mountains, one should drain the teleportatium to close the portals
- Chests (including Greater Chests) will keep their RNG seeds, so all of them will contain the same loot
- Orb of True Knowledge can be duplicated, as they create huge amounts of unchecked particles, one should be vary of freezing their game
- Orbs brought outside the bounds of the main world (
X-17920,Y-7166
toX+17920,Y+17408
) will become West or East Orbs of Corrupted Knowledge depending on whether it's X coordinate is negative or positive. Similarly Orbs brought from parallel worlds to main world will become regular orbs. The Orb's ID will change to match that of the world it belongs to, though the orb cannot change it's ID while in render range. This can be abused to duplicate the lava lake orb, making 36 orb run possible without entering NG+
- Orbs brought outside the bounds of the main world (
Videos
References
- â 1.0 1.1 1.2 Divide By 10 can be replaced by Gamma, if the wand has a Wand Refresh and the Divide By 10 is moved to the last slot of the wand. This saves 170 mana in all builds.