Expert Guide: Long Distance Travel
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.
Methods have been invented, initially by Kaliuresis, for using spell combinations to travel long distances.
Summary
Long Distance Travel wands come in three forms, Timer-Homebringer, Inner-Homebringer and Deer-Swapper.
Deer-Swapper
These builds are best in all aspects, they can be built to be fast and accurate and to travel very large distances. The required mana and wand capacity are also lower compared to Timer-Homebringer builds. The teleportation is automatic after firing.
These are affected by Projectile Repulsion Fields, however it is possible to mitigate this with a Long-Distance Cast at the start of the wand.
With these builds the direction which you have to aim/fire the wand varies.
- Builds using both Boomerang and Decelerating Shot modifiers travel in the fired direction
- Builds using only Boomerang travel in the direction opposite of where you aim
- Builds which use neither of these 2 modifiers travel in the fired direction
These two forms use the same delivery mechanism, only differing in teleportation direction. Deer-Swapper builds will leave behind deer corpses.
Fish-Swapper
Mostly same as deer-swapper, but fish do not explode and are an alternative to deercoy.
Timer-Homebringer
These are an older form of LDT before alternatives were discovered, they are often slower and less accurate. Projectiles do a round trip in this type of build.
They require you to precisely jump into the returning Homebringer Teleport Bolt projectile, which can be difficult (the projectile is there only for a few frames) and unintuitive.
These builds are naturally unaffected by Repulsion Fields.
With all Timer-Homebringer builds you fire the wand in the opposite direction you want to travel.
Inner-Homebringer
Builds which use Inner Spell and Homebringer Teleport Bolt for teleportation can utilize the delivery systems from Deer-Swapper or Timer-Homebringer setups for getting the teleport to the destination point. When used with a Timer reliant system, it avoids most of the downsides those come with.
It is usually used with Glittering Field or Summon Tentacle with Timer, which can reduce the speed of the Homebringer Teleport Bolt to 0 in order to let it hit you. You can also use Projectile Area Teleport while carring Charmed Henkevä potu.
True Orbit - Homebringer
True Orbit can be used with Homebringer Teleport Bolt to keep it around you.
It is usually used with Vacuum Field to let the Homebringer Teleport Bolt hit you.
Accurate NG travel wand builds
Cap | Mana | Wand |
---|---|---|
20 | 319 |
Deer-Swapper with All-Seeing EyeBy Haiku |
19 | 245 |
Deer-Swapper with All-Seeing Eye & Every Other |
15 | # |
Deer-Swapper with Explosive Detonator
|
13 | 335 |
Deer-Swapper with Copy Trail
|
20 | 798 |
Timer-Homebringer with Spitter BoltNote that the multicast is mandatory since it's used by the trigger. A naturally multicasting wand will still need that. |
25/26 | 1282 |
Timer-Homebringer - Kaliuresis' originalThe Rainbow Glimmer is not required. |
13 | 710 |
Budget Build
|
18 | 277 |
Delayed Spellcast without Copy Trail
|
19 | 612 |
Warp/Teleporting Cast without Copy Trail
|
11 | 150 |
Simple Energy Orb with Timer
|
15 | 340 |
Deer-Swapper Energy Orb with Timer
|
16 |
Speed Based Tentacle with Inner Spell | |
24 |
Speed Based Tentacle with Swapper |
Accurate NG+ travel wand builds
Cap | Mana | Wand |
---|---|---|
18 | 196 |
NG+ Deer-Swapper with All-Seeing EyeBy Haiku
|
19 | 938 |
NG+ Deer-Swapper with All-Seeing Eye & Every Other
|
19 | # |
NG+ Deer-Swapper with Explosive Detonator
|
21 | 1178 |
NG+ Timer-Homebringer with Spitter Bolt |
24 | 696 |
NG+ Timer-Homebringer - Kaliuresis' original |
14 | 237 |
NG+ Budget Build
|
14 |
NG+ Speed Based Tentacle with Inner-Homebriger |
Inaccurate budget builds
Cap | Mana | Wand |
---|---|---|
8 | 150 |
Deer-Swapper with LightningA quick and dirty long distance teleport wand which requires relatively few resources compared to most other parallel world travel wands.
|
15 | 664 |
Timer-Homebringer with Energy Orb
|
9 | 262 |
No Add Trigger
|
10 |
No Phasing Arc
| |
9 |
Inaccurate budget build with tower wand
|
Letaali's adaptable travel wands
Wand builds designed for orb gathering in deep NG+ runs. Works with Repulsion Fields due to LDC.
Y🍵's adjustable distance travel & entity duplication wand
Wand builds designed to be capable of teleporting anywhere between 448px and 20 NG worlds without fail. All wand versions require 18 wand slots minimum and teleport opposite to the fired direction.
This wand can teleport sufficiently far in a single cast (10 PWs) to be used for Entity Duplication.
To perform entity duplication, stand near the entities (spells/wands/orbs/enemies/whatever) you want to duplicate, teleport twice to the east or west with the 5 parallel world wand, then teleport once with the 10 parallel world wand back to where you started. This will cause the chunk and all entities in it to load twice and thus duplicate.
Cap | Mana | Wand |
---|---|---|
18 | 532 |
Deer-Swapper for 5/10 Parallel WorldsTravels 5 PWs (179 200px). Travels 10 PWs (358 400px). |
19 | 362 |
Deer-Swapper for 10 Parallel Worlds (Gamma)There are significant mana savings with Gamma replacing Divide By 10[1] at the expense of one slot. |
18 | 525 |
Inner-Homebringer for 10 Parallel WorldsTravels 358 400px. |
18 | 525 |
Deer-Swapper for 5 Parallel WorldsTravels 179 200px. |
- Digging Blast can be replaced by All-Seeing Eye, costing an additional 100 mana.
- Bloodlust can be replaced by Heavy Shot.
Cap | Mana | Wand |
---|---|---|
19 | 692 |
Adjustable Deer-Swapper with Delayed Spellcast |
19 | 685 |
Adjustable Inner-Homebringer with Delayed Spellcast |
21 | ? |
Adjustable Inner-Homebringer without Explosions
|
- It is possible to configure these wands to teleport any distance one wants, calculated with:
pixelsMoved = 448 * allDivisionsMultiplied
- Digging Blast can be replaced by any spell which doesn't have draw.
- 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.
Travel wands for other distances
Cap | Mana | Wand |
---|---|---|
20 | 728 |
Timer-Homebringer from Spawn to Moon |
20 | 728 |
Timer-Homebringer from Spawn to Hell |
Understanding Long Distance Travel Wands
Long Distance Travel wands work by sending a projectile very far away either by firing extremely fast projectiles or by teleporting them with Phasing Arcs and then having the projectile release a payload intended to teleport you to the trigger point. With Phasing Arcs, every 12 frames for every Phasing Arc the projectile jumps exactly 28 pixels (so with 10 Phasing Arcs the projectile would jump 280 pixels every 12 frames).
This projectile cannot just be a Teleport Bolt, as they do not work in unloaded chunks because it attempts to only teleport you to a free space, and as the chunks do not exist this check fails. Different LDT wand builds take advantage of certain mechanisms that do work in unloaded chunks:
- Homebringer based wands work because homebringer teleports you to where it was cast and does not perform a free space check.
- Deer and Fish Swapper wands use a Deer or a Fish to provide a Swapper target for Swapper to hit. This works because Swapper also does not have a free space check. Deer-Swapper relies on (i) an interaction between Expiration Triggers and alternative component's lifetime or lightning spells, and (ii) Swapper projectiles. They can also be used with timer delivery setups by using (i) inside the timer payload. This is because on natural lifetime expiration Swapper will miss a Deer. Fish-Swapper wands can use any form of release because Swapper will always hit the Fish, [2]
- Inner-Homebringer wands can use any form of release mechanism, though some release mechanisms impart initial speed which needs to be removed in order for the Homebringer to hit. Inner Spell is more like a modifier than a trigger in that it teleports a projectile to the caster after it spawned, so Homebringer was cast where the projectile expired or the timer ended.
Calculating Phasing Arcs
The amount of jumps performed by the Phasing Arcs is determined by either the timer length in Timer reliant builds, or the lifetime enforced by any alternative lifetime component. All-Seeing Eye has a MagicXrayComponent with a lifetime of 64, allowing the Phasing Arcs to jump 5 times, while Copy Trail will jump 16 times. Spitter Bolt with Timer releases it's payload on the 40th frame, allowing for 3 jumps.
By knowing how many pixels one wants to travel, it is then possible to calculate how many Phasing Arcs are needed to travel the desired distance with the given setup.
One Noita chunk is 512 pixels wide and high, the world width for NG is 70 chunks, and for NG+ and Nightmare mode it is 64 chunks.
The formula for calculating the distance traveled or Phasing Arcs needed goes as follows:
pixelsMoved / ( 28 * (ceiling( Time_To_Release / 12 )-1 ) ) = PhasingArcs
- 512*70 = 35 840px, NG
35 840/(28*(ceiling( 64/12)-1)) = 256
35 840/(28*(ceiling(200/12)-1)) = 80
- 512*64 = 32 768px, NG+/Nightmare mode
32 768/(28*(ceiling( 64/12)-1)) = 234.06
32 768/(28*(ceiling(200/12)-1)) = 73.14
Using Divide chains and Add Triggers, it is then possible to copy the Phasing Arc and other required modifiers a precise number of times in few spells.
For example, to get 73 copies of Phasing Arc as in one of the above calculations, one can calculate the following solutions:
4*3*3*2 + 1 = 73
Blood magic is to fail the add trigger, so if this is placed at the end of the wand it is not needed as the end of the wand will fail add trigger, though in that case the wand will wrap which might not be desired.
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 Phasing Arcs, 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 Arc can improve the situation, allowing up to 557 casts. Adding a Light Shot instead works because 7.5 * 0.33 > 1 so repeated copying will increase the speed to the normal speed cap of 20x. At 20x speed your projectiles will travel a fair distance naturally, so it is necessary to account for
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. This is ideal because you don't have to account for a projectile natural speed, which can be interfered with by a wands base speed multiplier.
Deer-Swapper theory
List of alternative lifetime spells: Spells with alternative component lifetime
Summon spells, Material type spells and Other type spells cannot be moved, making them unviable for teleportation. This leaves Projectile Modifiers (notably Larpas and Copy Trail), Circle of (Static Projectile) spells, Projectile Field spells and All-Seeing Eye as viable options.
Alternative lifetime is given to a projectile, or a projectile which naturally has one is used. The projectile is transported to the destination, where upon expiration, the projectile releases its payload.
In Deer-Swapper builds, a deer and a swapper with a damage modifier are released. The damage modifier enables the Swapper Bolt to hit the deer, causing you to swap places with the deer, which teleports you 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 you. A huge number of Decelerating Shots can then be used to make the projectile travel backwards away from you, rather than towards.
Timer-Homebringer theory
The following is the base of any Timer-Homebringer build:
Unwrapped the cast looks like this:
The idea behind Timer-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 in the opposite direction, the second one forward (Energy Orb). Wand Refresh and Divides do not count as valid targets and do not affect the angle.
You then have to jump into the returning Homebringer projectile, to be teleported to where it was cast 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 |
Inner-Homebringer theory
Inner-Homebringer builds work with either of the two delivery methods explained above (Timer reliant and AC-Lifetime reliant).
In Inner-Homebringer builds, a Homebringer Teleport Bolt is released, whose position is immediately set to your position, while its spawn position is at the destination. Any entity hit by it will teleport to the destination. An additional mechanism is needed to ensure the teleport hits you. Glittering Field is often used for this.
Inner-Homebringer payload in a AC-Lifetime reliant build:
A working Timer reliant build[3]:
Speed Based LDT
It is possible to build LDT without Phasing Arc. The distance of LDT simply equals to the lifetime multiply the speed of projectile. #Deer-Swapper with Lightning is inacurate due to Lightning is uncontrollable. #No Phasing Arc uses a lot more time than others due to its low speed. Summon Tentacle with Fly Upwards or Fly Downwards can excceed speed cap. This allows you to control the speed precisely without the disadvantage like the two builds above.
Entity Duplication via Long Distance Travel
Using LDT wands can cause entity duplication. More can be read at Glitch: Entity Duplication.
Videos
References
- ↑ 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.
- ↑ Comment noting this distinction by Ko0bEy on Discord.
- ↑ Payload in Energy Orb With A Timer success its speed (which is heavily reduced by Phasing Arc) is no need to use Glitter Field. Other projectiles with no gravity seems to have the same effect.