Trigger Loop

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Terminology

Usually, when a 'trigger projectile' (one with a Trigger or Timer) hits an entity it releases the payload it is carrying and then dies. Projectiles which Pierce (either naturally, or via the modification of Piercing Shot) do not die on impact, and can release a payload multiple times while in contact with the same entity. Projectiles that Penetrate entities can only hit a given entity once, but also do not die on impact, and so remain able to hit other entities (once each) as well.

If the trigger projectile's payload contains a projectile which the trigger projectile can hit, a loop can be created. This costs nothing beyond the initial cost of the spells used to create it, but can produce hundreds of copies of the payload - autonomously over time - for free. This obviously has huge destructive potential, but also enables the creation of some very useful wands for things like automated farming of wands/hearts.

Basic Theory

  1. Projectiles can have (or be given) a trigger, which has a payload which is released...
    • Spell trigger.png ...upon collision with terrain, or entities (this can happen multiple times).
    • Spell timer.png ...upon collision with terrain, or entities (this can happen multiple times), and/or once after the timer duration elapses.
    • Spell death trigger.png ...when the trigger projectile expires (never more than once).
  2. Most projectiles die on impact, those that don't are said to have the property of either Piercing or Penetrating
    • Piercing projectiles can hit multiple times on multiple entities.
    • Penetrating projectiles can hit multiple entities, but only exactly once on each.
  3. Some projectiles are also entities, and some of those can be hit by other projectiles.
  4. Some projectiles (those that have Friendly Fire enabled) can hit and cause damage to entities aligned with your faction, including your projectiles.

So if you have a friendly-fire projectile with a Timer or Trigger (Projectile A), and a projectile that is an entity that can be hit (Projectile B), you can fire A at B, and trigger A's payload release.

If A is piercing, or penetrating, then it can hit multiple Bs before dying, releasing the payload each time.

If A's payload contains B, then A releases B (and anything else in the payload) every time A hits B, creating a loop.

Piercing Trigger payload

While not a loop, this is a very powerful and simple technique.

If you either:

then you can create multiple copies of the payload by simply shooting an enemy with the projectile.

Example 1:
Multiple chainsaws from multiple hits on the same entity
Wand 0821.png
Inventory Icon gun shuffle.png Shuffle
No
Inventory Icon gun actions per round.png Spells/Cast
1
Inventory Icon fire rate wait.png Cast delay
0.17 s
Inventory Icon gun reload time.png Rechrg. Time
0.48 s
Inventory Icon mana max.png Mana max
900
Inventory Icon mana charge speed.png Mana chg. Spd
700
Inventory Icon gun capacity.png Capacity
8
Inventory Icon spread degrees.png Spread
-2.0 DEG
Inventory Icon speed multiplier.png Speed
× 1.00
Piercing Shot
Piercing Shot
Makes a projectile fly through enemies, but harmful to the caster
Type
Projectile modifier
Mana drain
Piercing Shot
Spark Bolt With Trigger
Spark Bolt With Trigger
A spark bolt that casts another spell upon collision
Type
Projectile
Mana drain
Spark Bolt With Trigger
Chainsaw
Chainsaw
A good tool for cutting meat. Also has some magical properties...
Type
Projectile
Mana drain
Chainsaw
Wand 0821.png
Inventory Icon gun shuffle.png Shuffle
No
Inventory Icon gun actions per round.png Spells/Cast
1
Inventory Icon fire rate wait.png Cast delay
0.17 s
Inventory Icon gun reload time.png Rechrg. Time
0.48 s
Inventory Icon mana max.png Mana max
900
Inventory Icon mana charge speed.png Mana chg. Spd
700
Inventory Icon gun capacity.png Capacity
8
Inventory Icon spread degrees.png Spread
-2.0 DEG
Inventory Icon speed multiplier.png Speed
× 1.00
Add Trigger
Add Trigger
Makes a projectile cast another spell upon collision
Type
Other
Mana drain
Add Trigger
Pinpoint Of Light
Pinpoint Of Light
An extremely concentrated point of light that explodes after a moment
Type
Projectile
Mana drain
Pinpoint Of Light
Chainsaw
Chainsaw
A good tool for cutting meat. Also has some magical properties...
Type
Projectile
Mana drain
Chainsaw

Creating a loop

A full loop created with only one Pollen, it has to hit an enemy or another Pollen previously cast to start looping.

By adding a spell to the payload which can itself be hit by the trigger projectile, a closed loop is created. The reliability of this effect depends on the interaction between the release of the hittable projectile and the trajectory of the trigger projectile, and can be improved by adjusting the timings involved.

The most basic form of this is not self-starting, i.e. it needs to hit an entity to begin the loop.


Self-starting loop

A full loop created with Orbit Arc, Add Trigger, Pinpoint of Light and Pollen.
Loops don't have to have a circular path, this is the same minus Orbit Arc.

The loop effect only begins when the trigger projectile hits for the first time. By releasing it together with an entity to hit (e.g. another Pollen) you can make the loop begin immediately.


Example 2:
Wand 0821.png
Shuffle
no
Spells/Cast
1
Double Spell
Pollen
Add Trigger
Pinpoint Of Light
Pollen
Example 3:

A two cast wrapping setup can be used on a budget. This only uses 1 pollen spell and does not need a spacing spell, but it does require two separate casts.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Pollen
Piercing Shot
Spark Bolt With Trigger
Double Spell
Death Cross


Example 4:

Pinpoint of Light works especially well, but can be replaced with other piercing/penetrating projectiles:

Wand 0821.png
Shuffle
no
Spells/Cast
1
Double Spell
Long-Distance Cast
Pollen
Piercing Shot
Spark Bolt With Trigger
Pollen

The Long-Distance Cast adds spacing to prevent the spark bolt from hitting the pollen on the first frame before piercing applies. A Luminous Drill Timer also works well for this.

A two cast wrapping setup can be used on a budget. This only uses 1 pollen spell and does not need a spacing spell, but it does require two separate casts.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Pollen
Piercing Shot
Spark Bolt With Trigger
Double Spell
Death Cross

More spells can then be added to the trigger to make, for example, a travel wand:

Wand 0821.png
Shuffle
no
Spells/Cast
1
Double Spell
Pollen
Add Trigger
Pinpoint Of Light
Nolla
Double Spell
Pollen
Return

Exponential loops

If one loop creates a single new hittable projectile, it is self-sustaining and will continue until the trigger projectile expires.

If one loop creates more than one hittable projectile, it has positive growth, and can potentially spawn new projectiles exponentially. This can be very laggy, and often leads to runaway looping that crashes the game.

Tick Rate, Timing & Delays

The speed at which payload release (and looping) happens depends on the 'tick rate' of the trigger projectile. Some projectiles do damage every frame (typically 60 times a second), others less frequently. The higher the tick rate, the higher the potential damage output. This is set via the ProjectileComponent value damage_every_x_frames, and defaults to 1.

Nested loops

By nesting loops, you can create a lot of projectiles.

One Pollen loop can be used to trigger another. This very quickly produces a lot of spell copies. It is quite easy to crash the game this way

Note: It is impossible to duplicate the trigger chain more than once (using Wand Refresh) so the degree of nesting is limited by available wand space.

Example 5:
Safety tips - avoid accidental nesting

When using wands with high spells/cast (e.g. Multitudes) you can use this combo on the end of the wand to ensure it cannot wrap, and thus cannot create accidental nesting:

Wand 0821.png
Shuffle
no
Spells/Cast
8
Blood Magic
Divide By 2
Wand Refresh
Example 6:
Safety tips - abort wand

You can also have an 'abort' wand on hand to kill the loops if they start to lag heavily. Spells To Power (or the other 'Spells To' variants) and Explosive Detonator both work for this.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Blood Magic
Explosive Detonator
Wand Refresh

Modifier Synergies

Pinpont of Light benefits from reduced projectile speed - which results in a denser payload distribution. Projectile Energy Shield is good for this - although it also limits the lifetime of the projectile. Heavy Shot is also good, albeit more risky on a Friendly Fire enabled projectile. Lifetime can also be increased, which produces more copies overall. Path modifiers (particularly Orbiting Arc) keep the loop in one place, or (particularly Spiral Arc, Chaotic Path) ensure wide area of effect coverage.

While not strictly necessary, stray pollen stragglers not destroyed by the projectile can be eliminated using Nolla. A death trigger attached to the Pollen can then spawn the payload. This introduces a 2-frame delay (due to Nolla taking one frame to be cast and one to take effect) - this can be very useful.

Lumi Drill Timer, Long Distance Cast, Delayed Spellcast (& Add Timer) etc. can all be used (optionally with Nolla or Lifetime modifiers) to adjust how the payload spells are distributed. By giving the intermediary spell an increased lifetime you can generate a large number of projectiles-in-waiting, to be released together in a devastating swarm using Explosive Detonator.

Spells to Power

Spells To Power harvests spells you have cast for their damage, and applies it to another projectile. You can use this with a trigger loop as an accumulator, the loop creates long-lived projectiles over a few seconds, all of which are then harvested by Spells To Power into a single, high damage projectile. This is usually not particularly efficient, but can look really cool.

Pollen alternatives

Some other spells can be used in the same way as Pollen to produce loops. These tend to have drawbacks compared to Pollen (e.g. they explode, or bleed, or won't sit still).

Loopy spells
Acid Ball
Acid Ball
A terrifying acidic projectile
Acid Ball
Pollen
Pollen
A small, floating projectile that homes towards nearby creatures
Pollen
Summon Deercoy
Summon Deercoy
Summons a seemingly-innocuous deer
Summon Deercoy
Summon Fish
Summon Fish
FISH!
Summon Fish
Summon Rock Spirit
Summon Rock Spirit
Summons an autonomous rock ally
Summon Rock Spirit
Summon Fly Swarm
Summon Fly Swarm
Summons five flies to aid you in battle
Summon Fly Swarm
Summon Firebug Swarm
Summon Firebug Swarm
Summons four fire bugs to aid you in battle
Summon Firebug Swarm
Summon Wasp Swarm
Summon Wasp Swarm
Summon six wasps to aid you in battle
Summon Wasp Swarm

Another alternative is... shoot yourself. A projectile with Piercing/Friendly Fire enabled will happily hit you, and in doing so fire off the trigger payload as long as the projectile remains in contact - which adding Boomerang will help with. If you ensure the projectile doesn't actually cause you any damage this can be very effective.

No Pollen? No Problem.

Tentacle Synergy

Summon Tentacle is another spell with lots of weird properties. Tentacle can be used in the payload of a Pollen loop to:

  • repeatedly cast spells which originate from you, or
  • attach multiple copies of certain modifiers to the piercing trigger,
  • ... among other things.

Summon Tentacle wisps also work great as the trigger spell to create stationary loops that don't unload with distance.

Technical Info

Penetration & Piercing - Config Flags

Penetration & piercing behaviours are controlled by two configuration flags.

penetrate_entities on_collision_die Effect
No Yes Can hit once
No No Piercing Can hit multiple entities, each one multiple times
Yes Yes Penetrating Can hit multiple entities, but only once per entity
Yes No

Gallery