Modding: Fog of War
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|Basics • Data.wak • Getting started • Lua Scripting • Useful Tools|
|Audio • Enemies • Environments (Fog of War) • Image Emitters • Materials • Perks • Spells • Steam Workshop • Spritesheets • Using CMake|
|Component Documentation • Enums • List of all tags • Special Tags|
|Lua API • Utility Scripts|
|Enemy Information Table • Magic Numbers • Sound Events • Spell IDs • Perk IDs • Material IDs|
Noita's fog of war is implemented in the engine, and it isn't always clear how to work with it using the modding interface. This page is for documenting some of the features, techniques, and quirks that are good to know about when your mod needs to do something with the fog of war.
Player Fog of War Clearing
For an entity to permanently create holes in the fog of war, like the default player entity does, it needs to have the following components:
It is possible to have multiple entities clear the fog of war in this way, but it may cause issues since the game probably doesn't expect multiple entities to simultaneously exist with these components.
Components That Work With the Fog of War
Feel free to expand these items into their own section.
- Documentation: FogOfWarRadiusComponent
- Documentation: FogOfWarRemoverComponent
- Documentation: SpriteComponent (Using the
- Documentation: WorldStateComponent (Using the
- Documentation: MusicEnergyAffectorComponent (Using the
- Documentation: AudioComponent (Using the