Expert Guide: Understanding Long Distance Travel
Methods have been invented, initially by Kaliuresis, for using spell combinations to travel very long distances.
INFO: This page explains the theory and technical details behind Long Distance Travel. If you are looking for a finished build to copy, refer to Expert Guide: Long Distance Travel
Introduction
We call any teleport into an unloaded chunk Long Distance Travel. Only Homebringer Teleport Bolt and Swapper are able to perform LDT. Other teleport spells check for open space around the target, to put the player in, which fails in unloaded chunks.
Every LDT-Wand has two main components: A delivery method, and a payload.
Delivery Methods
A Projectile with a timer or expiration trigger is transported to the target position, where it releases the payload.
There are three commonly used forms of delivery:
Phasing Arc-based
A precise number of phasing modifiers on a projectile, in combination with a specific lifetime or timer delay can be used to accurately deliver the Payload. While many Projectiles can be used for this type of delivery, some properties are crucial: 0 gravity, and the ability to survive low speeds, most prominently. A projectile with a natural expiration trigger, or timer is convenient, but Add Expiration Trigger or Add Timer can be used. Common choices are:
- Black Hole with Death Trigger: If you have Access to unlimited Black Holes, they are one of the best choices: no gravity, a natural expiration trigger and no unwanted interactions when hitting the ground. It also works with many different types of payloads. One of the Spells with alternative component lifetime is needed, to limit lifetime.
- Delayed Spellcast: Also a good choice, with no gravity, a natural expiration Trigger and built-in multicast, and a wide choice of payloads. One of the Spells with alternative component lifetime is usually needed, to limit lifetime.
- Energy Orb with Timer: A convenient Timer to use, since the 100-frame Timer it has plays nicely with commonly traveled distances, and it is a fairly common Spell to find. Spells with alternative component lifetime are not needed, but still recommended, to limit lifetime. It pairs particularly well with Inner-Homebringer Payloads.
- All-Seeing Eye: All-Seeing Eye naturally has a component limiting its lifetime, that is well suited for Deer-Swapper payloads, and delivers quickly, but it needs Add Expiration Trigger, and has no starting speed, which comes with its own complications. Adding Boomerang can provide the necessary speed for example, but reverses the direction of travel.
Lightning Bolt-based
Lightning Bolt's maximum speed is not capped at the usual 1000px/s, but at a much higher value of 61440px/s, that can be reached using Accelerating Shot. Increasing Lifetime and Speed on Lightning Bolt allows it to travel massive distances quickly, as long as it has a long enough start-up distance with no terrain to collide with. Conveniently, Lightning Bolt has a Component that allows Deer-Swapper to work, when released from an Expiration Trigger. This allows for the cheapest builds, that come with only a slight compromise to accuracy and user-friendliness.
Tentacle and Fly Up-/Downwards-based
The most recently invented form of Long-Distance Travel uses a bug/feature introduced with the Epilogue 2 Update. Fly Upwards and Fly Downwards have received a buff, now granting 1.2x Projectile Speed. These spells do not cap the speed at the usual 20x, like all other spells do. Therefore, applying many copies of Fly Upwards or Downwards exponentially increases the Projectile Speed Multiplier. Most projectiles are still capped by the usual 1000px/s starting speed, but Tentacle can both travel at those high speeds, and behave consistently. Inner-Homebringer payloads are a perfect fit for these builds, since when using Tentacle with Timer, no additional slowdown is needed, but most types of payloads can be used.
These builds are the fastest method of delivery - usually taking less than half a second or potentially only a handful of frames, regardless of distance - and scale well to extremely large distances. They are also fairly easy to build but are the most complex type to design. They use a combination of Speed Modifiers, including many copies of Fly Upwards/Downwards to precisely set tentacles' speed multiplier.
Other Forms of Delivery have been used, like Gravity, Projectile Gravity Field, Chain Bolt and others. These are not widely applicable though.
Payloads
Either Swapper or Homebringer are released at the target position, and hit an entity (in the case of Swapper), or the player (in the case of Homebringer) to perform the teleport.
Swapper Payloads
Commonly used targets for Swapper are:
- Summon Deercoy ("Deer-Swapper")
The original Swapper target. It is easier to find than fish, but requires the Delivery Method to die to a specific Component. Lightning Bolt, and Spells with alternative component lifetime satisfy this condition.
- Summon Fish: ("Fish-Swapper")
Summon Fish is in many ways superior to Deer, requiring only an expiration trigger, no special components, and leaving no explosion and a smaller corpse. Fish-swapper builds are the fastest and most reliable method to teleport.
A rare, but otherwise convenient Swapper-Target, that requires friendly fire to hit.
Swapper Payloads, in most cases, work only with expiration Triggers, not Timers. You can find details in the section detailing Swapper Payloads. Note, that Swapper needs some damage modifier, positive or negative, in order to hit Deer/Fish. Other possible targets exist, like Matosade's related projectile, but those come with downsides, and are rarely used.
Homebringer Payloads
Homebringer's target in LDT-wands is the player, so a way is needed to bring Homebringer from its point of release to the player. Commonly used ways to do so are:
- Inner Spell ("Inner-Homebringer"):
Inner Spell is very convenient, since it teleports Homebringer right on top of the player. Since Homebringer can not hit the player in the first 4 frames of its existence, slowdown or a strong boomerang effect are required to ensure the hit. Glittering Field is commonly used in combination with Inner Spell, to reduce Homebringers' speed to 0. This method of teleportation works with all Delivery Methods.
True Orbit teleports Homebringer near the player, but an additional method is required, to hit the player. Usually Vacuum Field is used for this. Similar to Inner spell, this works with all types of delivery-methods.
- Phasing Arc: ("Timer-Homebringer")
The original method, which works only with Timers, and Phasing-based Delivery methods. Homebringer takes the same path back to the player, as the delivery method did in the other direction. These are typically slower, and require the player to jump into the returning Homebringer, which can be tricky. The newer alternatives of Inner Spell and True Orbit are more user-friendly and more flexible.
Understanding Phasing-based Delivery
Phasing-based builds work by sending a projectile very far away by teleporting them with Phasing Arcs and then release a payload intended to teleport you.
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. This enforced lifetime is often crucially important, since each Phasing Arc adds 80 frames of lifetime. Besides Spells with alternative component lifetime, other methods can be used to control the projectiles lifetime. By carefully adjusting the Lifetime of the delivery method, we can offset, or use the added lifetime introduced by phasing to achieve the desired results. A related concept uses Quantum Split, limiting the projectile's lifetime to its natural, unmodified value.
For Example, 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, while a Cursed Sphere with Quantum Split jumps 10 times.
The following lists all available Timer-Delays:
Spell | Projectile Lifetime |
Timer Duration | ||
---|---|---|---|---|
Frames | Seconds | % of Lifetime | ||
2 | 4 | ~0.07s | 200% | |
40 | 10 | ~0.17s | 25% | |
40 | 25% | |||
30 | 33% | |||
n/a | 20 | ~0.33s | n/a | |
60 | 33% | |||
25 | 40 | ~0.67s | 160% | |
30 | 133% | |||
35 | 114% | |||
50 | 100 | ~1.67s | 200% | |
750 | 200 | ~3.33s | 26% |
Calculating Phasing Arcs
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.
Phasing teleports the projectile 28 pixels every 12 frames in its direction of travel. This scales linearly, so 5 copies of Phasing teleport every 12 frames.
The formula for calculating the distance traveled or Phasing Arcs needed goes as follows: means rounding down to an integer.
Here are some examples for commonly used Delays and Distances:
Example 1: , the width of a NG Parallel World
for All-Seeing-Eye:
for Copy Trail:
Example 2: , NG+/Nightmare mode
for All-Seeing-Eye:
for Copy Trail:
If the delay is exactly divisible by 12, one of two cases can happen:
- If regular Lifetime is the cause of expiration, the last jump happens on the last frame of existence.
(Quantum Split on Cursed Sphere with 120 unmodified lifetime)
- If a LifetimeComponent is the cause of expiration, the last jump is skipped:
(Rain Cloud with a 600 frame LifetimeComponent)
There is no such Timer Delay available in the game, and even for expiration triggers, this is very rare, but it has to be considered in the formulae above. They assume regular Lifetime for simplicity.
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:
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.
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
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 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.
Understanding Tentacle and Fly Up-/Downwards based delivery
This type of delivery works, by shooting a tentacle at very high speeds, covering arbitrarily long distances in a single frame.
Fly Upwards increases the projectile speed multiplier by 1.2x, without applying a cap of 20x, as other spells do. If many copies of Fly Upwards are applied to a cast state (after other speed modifiers), this value exponentially increases.
This can easily increase the speed of projectiles to values much higher than the game can handle, potentially reaching "infinity". With careful calculation however, the speed multiplier can be manipulated to high, sub-infinite values, to instantaneously, and accurately travel any distance.
Tentacle is the most viable Projectile to use for this form of delivery, since most other projectiles are capped at 1000px/s. When using Tentacle for delivery, it is most convenient, to use its natural Timer-variant, and an Inner-Homebringer payload. A quirk about tentacle causes it to release Timer-Payloads at 0 starting speed, which means, that Inner Spell and Homebringer are enough for a successful teleport, no slowdown or boomerang effect is needed. This often saves many wand slots.
Swapper payloads can also be used, but with additional requirements: See the section on Swapper Payloads for more details.
You might wonder, whether the hidden speed stat of wands influences these builds. While this is indeed the case, we can avoid the issues that arise from this, by releasing tentacle from an Expiration Trigger. Those release their payload at a normalized speed, unaffected by the hidden speed multiplier of the wand. To design a wand using Tentacle and Fly Upwards, there are two options:
- Release Tentacle from an Expiration Trigger. Do not use stationary projectiles for this, as they release their payload in random directions.
- Know the speed multiplier of your wand, for example by using a wand with pre-determined speed stat.
Usually, the method involving an Expiration Trigger is preferred. Not only since they work on any wand, but also because some desired modifiers, like Linear Arc or Horizontal Path do not work on Tentacle, but Tentacle inherits the triggers direction of travel. In this way we can kill two birds with one stone: remove the unwanted influence of the wand and align tentacle with the coordinate grid.
Looking at two finished builds, we can identify all of the components for an accurate build:
- An Expiration Trigger for alignment
- Tentacle, modified by a combination of Speed Modifiers, releasing
- A payload
(all builds in this section are intended for a non-shuffle, 1 Spells per Cast wand, unless explicitly stated otherwise)
In this example, Warp Cast is used for alignment and Tentacle is modified by 1 Accelerating shot, 1 Explosive Projectile and 54 Fly Upwards. An Inner-Homebringer Payload is used, since it works well with Tentacle-based Delivery.
Here, we use Black Hole for alignment, which negates any terrain-interaction, even allowing you to teleport while fully surrounded by solid material. We use Wand Refresh to make it infinite, and Nolla to remove the delay. Tentacle is Modified by 2 Decelerating shots and 40 Fly Upwards, which results in a slightly lower distance traveled than the build above. See the next section for calculating the traveled distance.
Mostly for purposes of demonstration, we also use a Swapper Payload this time. To make this work, Reduce Lifetime and Unstable Crystal are used. More Details on why this is necessary in the Swapper-Payloads section. As you can see, Inner-Homebringer Payloads fit much more elegantly in this type of build, than swapper payloads. However, swapper can not miss, and is a bit faster.
Note:
- Tentacle does not interact with the ground if it is going fast enough
- Tentacle with Timer has a 20 frame timer delay. This is the same as Add Timer, therefore a Tentacle with an added Timer acts the same as a natural Tentacle with Timer.
- The distance is covered in a 1-frame jump on the third frame of tentacles existence, after which it immediately comes to a halt. For the fastest possible teleport, use a fish-swapper payload (fish has fewer requirements than deer), and reduce the lifetime of Tentacle to 3 frames.
- If there is no need for very high accuracy, the expiration trigger used for alignment can be left out, and replaced by careful aiming. These builds will be influenced by the Speed-stat of your wand, so it is essential to know it in advance. This allows for very compact builds, like this one for New Game PW Travel (by shmam)
Calculating Modifiers
Tentacle travels at a base speed of 7.92 (this is the exact value: a speed of 8, and a constant damping factor of 0.99). To travel a specific distance, we can divide that distance (in pixels) by 7.92, and find a combination of speed modifiers that set our projectile speed multiplier to match the result.
Since, depending on the required accuracy, this can require a lot of computation, that mostly relies on guesswork, a small command line application was created, to find solutions quickly: Speed Calculator
The following modifiers can be used to modify the projectile speed multiplier:
Speed Down | Speed Up | ||||
---|---|---|---|---|---|
Modifier | Speed Multiplier | Modifier | Speed Multiplier | ||
Heavy Shot | 0.3 | Decelerating Shot | 1.68 | ||
Accelerating Shot | 0.32 | Chaotic Path | 2.0 | ||
Phasing Arc | 0.33 | Slithering Path | 2.0 | ||
Explosive Projectile | 0.75 | Speed Up | 2.5 | ||
Light Shot | 7.5 |
And, the only ones to increase past the cap of 20x:
Modifier | Speed Multiplier | |
---|---|---|
Fly Upwards | 1.2 | |
Fly Downwards | 1.2 |
Note:
- Other ways to increase speed past the cap exist, like the Faster Projectiles-Perk. This guide will cover only Fly Upwards as the source of past-cap speed, but all the same concepts apply.
- Perks that affect Projectile Speed, notably Faster Projectiles and Pinpointer affect these builds and require the wands to be designed for a particular combination of perks. it is best to avoid those perks, in case you want to use this type of delivery.
- Fly Upwards and Fly Downwards behave identically for our purpose, and are fully interchangeable in all builds.
- The scripts implementing the behaviour of Chaotic Path, Slithering Path, Fly Upwards and others have no effect on Tentacle, and do not interfere with accuracy.
- All other speed modifiers cap the speed at a maximum of 20x. This means, that every increase past that value must be made using Fly Up-/Downwards. Usually, all other modifications are applied first.
- Projectile Energy Shield modifies Speed by 0.4x but can not be used for tentacle-based LDT, due to an interaction with tentacle. Glittering Field can modify the projectile Speed by subtracting 2 from it, but no useful application of this has been implemented yet. Some Projectiles also modify this value, but those are harder to build around. See the Spell Information Table for a complete list.
- Some of the Speed Modifiers increase Recoil. When using Inner-Homebringer as the payload, this can cause it to miss. you can add Recoil Damper, press your back against a wall or use a different type of payload, to avoid the issue.
- There are different kinds of speed caps in the game: A 20x cap on Projectile Speed Multiplier, applied by all Spells except Fly Up-/Downwards. A 1000px/s terminal velocity for Projectile Speed. And a 61440px/s cap, that still applies, when apply_terminal_velocity=0. However, none of these apply to ultra-fast tentacles.
Example:
As seen in the guide on phasing-based delivery above, the NG world is 35840px wide. To achieve this distance with tentacle, we need a speed multiplier of approximately:
Using only Fly Upwards as our speed modifier, the best we can do, is:
This means, that a tentacle, modified by 46 Fly Upwards will travel roughly
pixels, undershooting by about .
If we had instead used 47 copies of Fly Upwards, we would be traveling
pixels, overshooting by almost .
Here is a build implementing the 46 FlyUpwards solution:
Introducing other Speed Modifiers, we can get more accurate results. For example, we could first use 1 Accelerating Shot and 1 Explosive Projectile, and then apply 54 copies of Fly Upwards to achieve a speed multiplier of
, traveling
pixels.
Off by less than 30px!
Here is this solution again, we also used it in an earlier example:
Should you require even more precision, finding suitable solutions can be hard. Here is a solution, that is accurate enough to hit the right pixel:
corresponding to 12 Explosive Projectile, 2 Light Shots, and 43 copies of Fly Upwards.
Do keep in mind, that this is one of the rare cases where the order of modifiers being applied is important. Not only is it important to consider, that at no point except for the very end, the speed multiplier can exceed 20, but some modifiers, most notably Phasing Arc apply the speed cap late during their evaluation, causing it to be delayed until the draw from Phasing Arc is consumed. It is advised to apply Phasing Arc before Tentacle, and after any multicast, if it is part of your solution.
if we look at that last example, we can understand the impact of the 20x cap better:
If we ordered the modifiers like this, the traveled distance would be completely off. When applying 2 light shots first, we would (temporarily) get a Speed Multiplier of 56.25, which gets capped to 20. We will then apply 12 copies of Explosive Projectile and 43 Fly Upwards, ending up with only:
A bit more than a third of the intended multiplier.
The order in the first example works, since 12 copies of Explosive Projectile reduce the speed enough, that applying 2 Light Shots afterwards stays below the cap of 20. Generally speaking, you should apply slowing modifiers first, then those that speed up, since hitting the lower speed cap of 0 is much less of a concern, than hitting the upper cap of 20.
As you can imagine, finding combinations like this by hand is a tedious, and time-consuming process. If you need to cover custom distances at high accuracy, it is highly recommended to automate the search. A tool such as the Speed Calculator can find solutions quickly.
Understanding Lightning Bolt-based Delivery
Lightning-based delivery relies on the fact, that Lightning Bolt has the unique quirk of not being limited by the regular terminal velocity of 1000px/second. It has apply_terminal_velocity=0, and is only limited by a a speed cap of 61440 px/s enforced by the engine. Unless you use Fly Upwards, this can not be your starting speed, due to the 20x cap other spells use. Accelerating shot however can quickly accelerate Lightning Bolt to that speed. The Lifetime and Speed of Lightning Bolt determines the distance it travels. It is commonly used for its simplicity, and the fact that it works with Deer-Swapper Payloads, which are among the easiest to find.
There is no easy and accurate formula, like there is for the other methods of delivery, since it depends on many factors. For a rough estimate, the following formula can be used:
This gives lifetime in seconds, and assumes that you have at least a few copies of Accelerating shot, and other Speed Modifiers, to offset their reduction of starting speed, so that you reach the cap of 61440 px/s quickly. Using both Accelerating Shot, and Light Shot, possibly several of each, is a common way to do this.
Note, that the game runs at 60 frames per second, and refer to Guide: Infinite Lifetime Spells for lifetime manipulation.
Understanding Swapper Payloads
In order for Swapper to hit its target, some things are required.
Swapper needs a non-zero damage value, positive or negative, to allow it to hit summoned creatures. Any Damage modifier can be used for this.
Some Targets also require Self-Damage
Furthermore, the Delivery Method needs to be prevented from killing the target. This is not an issue when using Expiration Triggers, but is important for builds that release from a Timer. Null Shot and Remove Explosion can help with this, or reducing the timers lifetime below its delay.
Depending on the target, there are additional requirements:
Deer-Swapper
Deer has a CameraBoundComponent, causing it to die instantly, when too far away from the camera. To achieve the right order of events allowing Swapper to hit the deer at the right moment, we have to use an expiration Trigger, and let the delivery method die to one of the following Components. A projectile dying to any of these Components will allow Deer-Swapper payloads to work:
- LifetimeComponent
- MagicXrayComponent
- CameraBoundComponent
- LightningComponent
- PhysicsBodyComponent in some circumstances
The most common way to use Deer-Swapper payloads is via a LifetimeComponent spell: 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 for a direct delivery mechanism. 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.
Deer-swapper-incompatible delivery mechanism that moves the correct distance can be combined with a secondary deer-swapper-compatible expiration trigger that doesn't move much or at all before releasing the Deer swapper. For example, spells with CameraBoundComponent, like Unstable Crystal With Trigger, or Add Expiration Trigger + Summon Deercoy are two such secondary delivery mechanisms. Add Expiration Trigger + Fly Upwards + Horizontal Path + Summon Rock is another. Spells like All-Seeing Eye and Lightning Bolt can also be used as secondary delivery mechanisms if you don't have the right spells to turn them into direct delivery mechanisms.
Fish-Swapper
Fish can more easily be integrated into most builds. It still needs to survive any potential interactions with the Delivery Method of course, but it can survive far from the player and camera just fine. Using any Expiration Trigger for release is enough.
However, it was experimentally shown, that in case of release from a timer, it is also required to release the payload at sufficiently low speeds. This is likely similar to how slowdown is needed for Homebringer to hit the player in Inner-Homebringer Payloads.
Summon Taikasauva
Similar to Summon Fish, Taikasauva can be swapped with. It has no requirement for special components, but friendly-fire is required, so bloodlust or piercing are usually the damage modifiers used.
Understanding Homebringer Payloads
When using Homebringer Payloads, Homebringer is released at the target position, and then returns, to hit the player. A mechanism is needed to ensure, that the Homebringer connects with the player's hitbox. Depending on the type of Homebringer-Payload used, this has some requirements to work properly.
Inner-Homebringer
Inner Spell Teleports a projectile from the point of release directly on top of the player. This is obviously excellent for our purpose.
Since Homebringer has a short delay, during which it can not hit the player, we need to slow the projectile down, or add a Boomerang effect. The unique property of Glittering Field - reducing the speed multiplier by 2 - is very well suited for this:
In case, you want to avoid spawning in a massive amount of explosions each time you teleport, a spell, that prevents projectiles to be added to the cast state can be used. Summon Portal is a common choice, since it has minimal side-effects, aside from a well-fitting animation.
it is also possible to use speed modifiers to slow down Homebringer, or add boomerang, but one copy will likely not be enough. Be careful when using Divide-By Spells to divide modifiers directly, and refer to Expert Guide: Divide By Spells.
These Payloads all work regardless of the delivery method used.
Under some circumstances, like when using Tentacle with a Timer, or a slow-moving timer for delivery, the modifications are not needed, and simply Inner Spell + Homebringer are enough. This is the case, since Timer Payloads inherit the Timers' speed. Tentacle is special, in that it does not move regularly, but is passively moved by its Verlet Physics Component. Therefore the Projectile of Tentacle is always considered stationary, and releases Timer-payloads at 0 speed.
True-Orbit Homebringer
True Orbit alone is not enough to hit the player, even at the minimum orbit distance, however, we can use Vacuum Field. This method can miss the player, but works most of the time. Note that Vacuum Field can also be cast from a different wand.
It is also possible to interrupt True Orbit's execution using Chaotic Transmutation, and then manually catch the Homebringer Teleport Bolt. Horizontal Path makes Homebringer very easy to catch. The order of modifiers matters here.
An interaction between True Orbit and Decelerating shot can be used for a guaranteed hit, but it is less than ideal:
Glittering Field slows Homebringer down to 0, achieving the minimal orbit distance. A sufficiently large amount of Decelerating Shots is used, to allow Homebringer to collide with the players' hitbox.
True-Orbit Homebringer Payloads work with any form of delivery, but Vacuum Field is rare to find, and the Decelerating Shot method requires large amounts of slots, making these rarely used in practice.
Timer-Homebringer
This is the original method used. It relies on a Phasing-Based Delivery Method using a Timer.
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.
Entity Duplication via Long Distance Travel
Using LDT wands can cause entity duplication. More can be read at Glitch: Entity Duplication.
Perks and other interferences
Some Perks have negative, or rarely some positive influence on Long-Distance Travel:
- Projectile Repulsion Field / Sector: These can interfere with both Delivery, and Payload in some cases. These Perks can influence the direction of your Delivery-Projectile, messing with accuracy. Or they can prevent some Homebringer-Payloads to hit you. Adding Long-Distance Cast or similar at the start of a build can usually overcome all issues regarding delivery. If you struggle to hit yourself with Homebringer, a stronger Boomerang effect, or Vacuum Field are needed. Swapper Payloads are unaffected.
- Projectile Eater can destroy Homebringer -Payloads and, very rarely, your delivery method.
- Faster Projectiles/Pinpointer and other Perks that affect Projectile Speed will influence FlyUp-based builds heavily, and need to be considered. They can potentially be a replacement for FlyUpwards in those types of delivery. They also impact Lightning-based builds, while Phasing-based methods usually still work, but can suffer from Perks reducing Projectile Speed, like Low Recoil, potentially causing rounding to 0.
- Boomerang Spells will influence the direction of Phasing-based methods, and increases lifetime, which can have impact on some builds.
- Bouncing Spells adds lifetime, which can impact some builds.
- Homing Shots is fine in most cases, but you should be careful, as nearby enemies can influence the direction of your delivery method.
- Phasing can sometimes prevent Homebringer from hitting you, or displace your Delivery Method.
- Projectile Duplication this perk does not only interfere with LDT, but with any sort of advanced wand crafting. Avoid it.
- Projectile Slower is less of an issue than Repulsion field, and can sometimes help with Homebringer Payloads, but it also has the potential to influence your delivery method. The combination with repulsion field can make Homebringer Payloads very challenging.
- Spatial Awareness is strictly beneficial, and recommended when doing LDT, to confirm the travel direction, or find your way back after a failed teleport.
- Unlimited Spells is strictly beneficial, as it allows for more options when designing wands.
Other commonly encountered issues can include:
- Terrain collisions:
- Collisions between one of your projectiles, and the ground almost always have bad consequences. The payload firing too early, or the direction of travel getting completely changed are common occurrences in that case. Always make sure, that you have enough open space to teleport. The amount of space required can vary drastically between builds.
- Player Movement:
- Some builds expect you to stand still while shooting. This is recommended for most builds, unless otherwise noted. An exception are Timer-Homebringer builds, where the player often needs to actively jump into the returning projectile. If you want to fire your shot in mid-air, avoid builds that use Boomerang, and prefer Swapper payloads to avoid any issues.
- Spell choices:
- This page tries to cover the interactions, and requirements for many common builds. However, there are hundreds of spells in Noita, and the details can be complicated, and confusing. It is not possible to list every possible interaction, so there are plenty of other spells, that his page does not cover, but can be use to achieve similar effects. When replacing spells from builds you find, make sure that the spell is suited for the task. A common mistake would be to use Long-Distance Cast for delivery, since Warp Cast, Teleporting Cast and Delayed Spellcast are all viable choices, and seemingly very similar. However it is easy to miss, that LDC, unlike the others, is affected by gravity, and will tilt your shot downwards, potentially all the way. If you are unsure about certain replacements, re-visit the corresponding section on this page, or ask in the official discord for help.
- Instability issues
- Some areas of the game are more prone to lag, when teleporting there. The Vault is a particularly laggy example. Additionally, any teleport that covers more than ~250,000 pixels of distance should be avoided in most cases, as instability and crashes become increasingly likely. To prevent crashes, it is recommended to restart your game frequently when traveling a lot.