Over time, liquids and objects lose motion, stars freeze forever, and even the most agile of creatures are frozen in place. The world is on the last stage of its path. In another ten thousand y̶e̶a̶r̶s hours everything will finally collapse, turned to lightnings, and even the Eternal Sorcerer's body will twist into an immovable line. Now it is clear what the Sorcerer is looking for in the endless dungeons - a way to stop the end of all time... Or at least to leave with dignity.
@@metholuscaedes6794 Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl we shouldn't have known about this
*Standing outside looking at the night sky* "What's wrong?" "The stars.. they're not moving" *Laughs* "what do you mean they're not moving?" *Points at the sky* "It's been hours.." *Actually looks at the sky. At a glance it appears normal, pinpricks of light in the inky darkness, but. No.. something seems wrong.* "They aren't moving!" "What do we do?" "Why aren't they moving?" "It's 8AM.."
@@calciumcrisis5902 I love how having thousands of hours in the game means nothing. I have around 2k hours total and still have only mastered about 5-15% percent of the wand mechanics down and 10% of the secrets. Let alone memorize the alchemy combos.
@@nathanpfirman625 "I love how having thousands of hours in the game means nothing." That just depends on how you spent the time. If you actively try to learn the mechanics it will not take multiple hundred hours.
@@Tokmurok Yeah no - we are talking about hundreds or thousands of hours. There is no "discovery as intended" going on anymore. Not even if you are braindamaged would you take that long.
A little part of me dies inside every time I see someone using a floating-point number to count frames and other integer units, especially for purposes where what they really needed was a modulus operation to make something cycle periodically. Like the spikes in Celeste and the liquid animations in Noita. It's not hard to make sure that sort of thing works _forever_ instead of breaking as soon as a number gets too big.
yeah but at the same time, that's not really necessary, and a general rule is to only add something if you need it. Considering how it only causes extremely minor visual bugs for the most part until you get into the hundreds of hours, I see literally no problem with it tbh
@@jonaut5705 I might have an uncommon perspective, given that I make programs and embedded microkernels designed to run for years at a time between reboots. In that context, anything which causes degradation over time is completely unacceptable, even if it's slow.
I think the explanation at 5:00 is not correct. Floating point numbers do not overflow like integers do, and will not wrap around or round to 0 no matter how many numbers you add. What is true about floating point numbers is that they are less precise the further you are away from 0. If you repeatedly add the same number to a floating point number (for example, the amount of time since the last frame), then eventually the number will get large enough that the number you're adding is smaller than the precision of the floating point number, and it will round down to the same number it started at. I think this is what the explanation was meant to be, but that got lost in translation at some point.
I guess electricity charge is stored in integer and it overflows, 2^31-1 is exactly limit for integers, but why it is connected with frames passed is mystery
@@qsfff5099 Would expect it being related to the electrified metal that pulse electricity over time, but most things are not suppose to have that property enabled.
@@davidmcgill1000 it's likely a universal property, but in a normal game the electricity will check what material the tile is before propagating but the overflow doesn't check that, because it's not supposed to happen in the first place
@@qsfff5099 Not a mystery from a dev standpoint - you store the frame when the material was last electrically charged, so that you can always easily compute how much the charge has dissipated since that moment without having to check and decrement the charge value on every single pixel every single frame. The default value is then often set to something like -1 to mean "has never been electrified". So when the charge value is -1 and the frame counter loops back to -2,147,483,648...
For someone like me who loves this game but does not have the patience to seek the crazy secrets, this channel is a gold mine. Please continue this world and your discoveries, you're insane !
If you freeze material when time is negative, move away from it but don't unload it, then wait another 10k hours the freeze animation will break and the materials get rainbow patterns.
I was very confused as to what is happening with the time bugs at 72 hours and 145 hours, but I figured it out. For anyone interested in precisely what's happening, read here. The timer in question is a 32-bit floating point number representing seconds passed. But it's not being incremented by whole seconds. It's being incremented by fractions of a second every frame, which they are using to pace the animations each frame. Having fractions of a second drastically changes the range of numbers that can be represented. The distance from zero has virtually nothing to do with floating point precision (you can represent 2^80 perfectly - that's...something in the septillions?), what matters is the WIDTH of your number, both whole and fractional parts combined. Think significant figures from science class. Here's a quick breakdown: 524,288 (2^19) seconds, or ~145 hours, is significant, but not because it rounds to zero. 32-bit floats can represent the INTEGER 524,288 just fine, but once it adds 0.016 (1 frame/60 frames per second) the float no longer have the necessary precision to represent a number that wide. So 524,288 + 0.016 = 524,288 when it should equal 524,288.016. Hence time effectively stops moving, at least for the animations in question. Clearly the game can still be played, so they must have other timers for other animations. But fluids (and a few other things) seem relying on the "total play time" timer. As for animations moving twice as fast starting at 72 hours: At 262,144 (2^18) seconds, you just BARELY have enough precision to see any change in that addition. But you DON'T have the precision to get reasonable results. The addition rounds very high, effectively doubling how fast time appears to be moving to the game. You actually don't have enough precision to perfectly represent the addition for quite a while beforehand, but leading up to 262,144 seconds, it averages out just fine. For instance, 1 second prior, the time increments look like this: 262,143.00 + 0.016 = 262,143.02 (a little high - should be .016) 262,143.02 + 0.016 = 262,143.03 (a little low - should be .032) 262,143.03 + 0.016 = 262,143.05 (a little high - should be .048) 262,143.05 + 0.016 = 262,143.06 (a little low - should be .064) So while the addition isn't perfect, you have enough precision that you're VERY close to the right time, close enough that it's not perceivable to us. The recorded time jumps a little high, then a little low, around the ACTUAL time. In contrast, one second later, you get the following: 262,144.00 + 0.016 = 262,144.03 (high - should be .016) 262,144.03 + 0.016 = 262,144.06 (high - should be .032) 262,144.06 + 0.016 = 262,144.10 (high - should be .048) 262,144.10 + 0.016 = 262,144.13 (high - should be .064) And this exact pattern of effectively adding 2x the actual elapsed time continues, all the way through 524,287 seconds, until it hits 524,288. While the game file might SAY 145 hours, this will actually occur after ~109 hours of real world time, due to the fact that the last 72 hours of recorded time were twice as fast as real world time.
Dexter and You are like the mad wizards at the top of the food chain that rips apart noita worlds across time and space and several dimensions in your thirst for knowledge.
Could you imagine if something actually did happen when you were in the cauldron when the world turned to lightning? That would mean that the developers wanted the players to discover this glitch, either manually adjust the in-game timer or, god forbid, wait for ten thousand hours, only to die/soft-lock in the cauldron to get a new part of the puzzle. That would be insane
Fun fact: If everything irl suddenly became positively charged, everything would violently explode as each and every atom in you, the earth, the stars in the sky and the dust between is ripped apart by the Coulomb force
I knew about the water entities, but did you know what there are toxic sludge entities in the vault? And three flammable gas entities at the gas pipe structure in the frozen caves, one of which has more hp than the other two
Something cool occurs to me; an update in which instead of simply fixing the bugs they put enemy bosses that appear along with the bugs , and the game notifies you that they are entities from another dimensión that are distorting reality and you have to defeat them so that things return to normal.
Theory: this is all intentional. The universe of noita is being destroyed by a great cosmic being and the good ending isn't actually the good ending, because after 9999 hours it will all turned to lightning anyway, we are just trying to make our last 9993 hours nice and peaceful. If we spend enough time in a world, the 35th orb will appear and give you the super secret eyes in a cauldron ending. (I'm saying this half unironically)
My theory is that none of this is intentional but it COULD become a feature and not a bug if they add bosses that appear along with these distortions of reality and when you defeat them everything returns to normal. or and they drop ridiculously powerful wands ( it just occurred to me just now )
I would have been surprised if a game as complex as this didn't have any memory overflow or similar mathematic edge cases unaccounted for. This goes as a remainder for any game developer, that you should not tie the time based calculations on perpetually incrementing values that has no checks in place to reset the value at some point. Also, at you last alchemy video I said jokingly that you're insane. Now I'm convinced that you actually are. But please, do not seek help yet. I'm too intrigued to see how this story continues. Besides, who needs therapy when we got Noita.
nothing insane about it, in the words of the secretorum hermetis "the sacrifice of oneself to the pursuit of knowledge Is the highest tribute to the gods"
oo, I know one of these, at least partially; at ~3:25, the water dripping entities are definitely duped, and it often happens when performing a lot of high speed travel, and or when experiencing loading errors or delays.
imagine world turning into a lightning was a reference to heat death theory. namely, it predicts that final state of the Universe is a stationary photon mess.
I imagine some of these bug’s can be seen as the gods messing with the world because you took too long. Effectively “we’re bored im gonna mess around.”
Love this! great to see how the world starts to unravel... One strange one i ran into after a long time. I went parallel world hopping, and my base i had built at the pyramid had copied to the parallel i was in. all the objects and everything. except i couldn't pick anything up. When returning to base i noticed it had "moved" the chunk that had copied to the parallel
I know of two bugs (or features) which I have never heard of, but you might be interested in pushing them to the limits, as one of them seems pretty useful (at least for a project like the alcemy lab). The first, not so explitable one is that the nest on the big tree can be kicked many times from any distance, as long as it did not hit the ground. So you kick it, and then while it is mid-air, you can simply target it with the mouse and kick again, and again, and again, no matter how far you are from the nest. This can sometimes cause the nest spinning so fast that the phisycs completely bugs out, and it either got stuck in some solid material or just rocketing itself to outer space. The second one, which I noticed today, is that you can "fill" dead bodies with any substance, and it seems like this storage capacity has no limit. Everything you pour into a body will remain here until you kick or otherwise move it. To execute this you only need to make sure that the mouth of the flask is behind a ragdoll, and then spray it.
I'm curious if the water drip entities are duped by you travelling around so much to parallel worlds with your travel wand, maybe they somehow got brought with you.
Honestly, I didn't TRY to cauldron clickbait. It was just the most interesting screenshot for the vid. But, if people get awngry with me, then I might swap it for like the pyramid or something.
@@FuryForged Honestly i just had a good laugh - Noita community found a new rare bug? Of course they've tried if it has something to do with the cauldron mystery somehow! But i'm also not super obsessed with Noita research, just a casual viewer.
@@blackcatpirates8134 Not for the main channel, no. I actually make videos on here because I very much enjoy making videos - researching, writing, editing, etc. But I might be looking for someone to cut shorts for the other channel.
holy shit so if you think about it, the world of Noita exists like antartica and seasons: every 10000 hours the world brings lightning season, and the population must hibernate until it's over, in this eternal cycle neat
I've never seen anything about noita ever. this video autoplayed. I'm flabbergasted. "All of my mecha-colmis in all of my parallels worlds have lost their legs" is the craziest sentence ever what the FUCK is going on in this game. I want to play it immediately
@7:13 craziest bug ever. But what's even crazier to me is seeing your 29,119 total deaths in the game. WHEW! I just started playing this game a week ago. lol
Ive seen the game,never played it, but this looks fascinating. I cant tell how much of this was a planned failure mode, if at all. I just love the easter egg theme of the world itself breaking down around you.
So if you wait for 18000 hours, it reverses. Cool! As a programmer, it's definitely possible to add failsafes to avoid this,and Nolla probably will hotfix it.
2:00 Either its floating point accuracy used in calculating time, or they're using a flow fractal that uses time as a variable whose pattern changes in quality as the time value scales up. Its probably the first. Either way, they could make an effective enough fix by not using the time lapsed in the playthrough as a variable, but a different value, like... how long since the game was loaded, (in which case, you probably won't notice anything unless you idle the game for a very long time or something.) There's probably something slightly fancy they could do if they use a formula with a cyclical pattern, and then have some counter variable they use that resets at a specific value, and you use that, divided by that specific value, to determine where you are in the cycle.
I noticed some of these when using a respawn mod. I figured it was the mod, but I noticed some times other enemies will act odd. Like part of the triangle guard was just missing or liquids in parallel worlds being way more then normal
As someone who is a newbie in coding games and apps, I never thought that I would learn something new related to coding in this video, it is quite fun and informative, thank you !
So after an unfathomable amount of time, the universe is consumed in the light of a black hole and you're spaghettified. Seems to check out with real life solid simulation.
I had something happen in one of my Noita saves that I couldn't find any info/research on, but I really want to be able to replicate it. The first holy mountain was bleeding infinite blood from the fish tank, it filled up the entire mountain and started leaking out. Has this happened to anyone before? Do they have any information?
The wand rise and fall animations do actually have a slight gameplay effect! You can grab a wand through the ground at the hight of that animation. Now the likelihood of not being able to dig after 140 hours is low, but it is an effect!
I personally wouldn't like that because I like to work for it. I enjoy the challenge of getting to this point in a rogue-like, and then going through the process of defying the odds in order to build a lab and then experiment, knowing each moment could be the last before I either die or destroy the world somehow. But, for the people who *would* like that, there *are* mods that help cut down on the work.
@FuryForged for some reason my PC just won't correctly display particles sometimes I found that it is related to my GPU and floating point precision ironically
1:49 that thing is because floting point inprecision errors. The animation in the shader probably uses a sine function and a timer probably and once that timer is too big the floating point precision breaks. Floating point numbers can either store small numbers or big numbers but the bigger the number gets you get less decimal point precision untill you get none, so the timer starts moving 2 times as fast and at some point I guess the number is very big and the sine finction breaks as well or just animates extremely slowly because of how the frequencies interact the same for the wands bobbing up and down, exactly the same thing
It's as if dementia itself kicked in for the wizard we were playing. It starts out small, things looking different from how we remember, then it stops looking familiar entirely... then everythings just static
Liquids ceasing all internal movement and the stars freezing in place sounds straight out of some eldritch horror end-of-the-world scenario; it's like the earth if not the universe itself somehow died then and there. not to mention the fact that all turns to ash and all life ceases as lightning wreathes the world... it's as if that dead world, dead universe even, combusted into oblivion
Apparently the water drip thing was intended in early dev as a way to make the starter zone slowly flood, but it went undeveloped and now this is the only remnant still remaining
I know the devs for Minecraft originally had the same issue with distance in Minecraft (which gave birth to the Far Lands), so I'm curious as to what they did to fix it.
i always love seeing how games react to intiger overflow's and things simlilar to that, like for example my fav thing is going so far oob that the polygons break
Is a good general rule to never use infinite counters for any sort of computation unless directly using the time since start. Instead, use smaller timers, or things that count down instead of up. Instead of comparing all charges to the frame counter, compare all charges to 0 and decrement by 1
Just wondering, do you plan on sharing this save file eventually? Would be cool for those of us that don't have the dedication to make our own alchemy lab, but still be able to play with everything and discover new things ourselves with one.
@FuryForged Happy to hear! Will also be nice when seeing the different ways Fungal Shift chains break, especially on seeds that hit the same chain repeatedly.
gotta survive another 10000 hours after the first lightning world to unlightning it. i mean like what would you even do in a world made of lightning for 10000 hours
Skipped touching grass and went straight to electro-shock therapy
It gave you the opportunity to touch grass, but when that failed, electo-shock therapy.
Electro-convulsive, electro-shock would be in this case redundant
@@melody3741 Anyone searching EST will get ECT. Your comment is redundant.
oh the delta timer broke.
@@benjackson7690 that's kinda hot.
It's very fitting that if you wait long enough, the game simply Noitas itself.
it's not a bug, it's a feature.
All matter will return back to energy, seems fitting
What is this supposed to mean
@@emil871w3 in the community, getting "noita'd" is just a term for a sudden death
@@Theaeroportunderwater A sudden, and usually unfair death
Over time, liquids and objects lose motion, stars freeze forever, and even the most agile of creatures are frozen in place. The world is on the last stage of its path. In another ten thousand y̶e̶a̶r̶s hours everything will finally collapse, turned to lightnings, and even the Eternal Sorcerer's body will twist into an immovable line.
Now it is clear what the Sorcerer is looking for in the endless dungeons - a way to stop the end of all time... Or at least to leave with dignity.
Sounds like the plot of Loop Hero.
That is not dead which can eternal lie, And with strange aeons even death may die!
Except in another 10k hours the electricity will go away.....
I wonder if the game would be playable then
@@5uperM even there your ancestors pissed off (the gods) god by killing him so he said fuck it death is badass and started to disassemble reality
@@metholuscaedes6794 Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl
we shouldn't have known about this
when the game cant break you so it starts breaking itself
Oneshot be like:
@@ВячеславВихарев-е5й i hear peak...
For anyone curious that's 414 days and 6 hours of gameplay
To make it turn into Lightning and back again it's 828, which is 2 years and 4 months of STRAIGHT NOITA
@@bbittercoffee normally sane noita player playing for 2 years and 4 months straight
1000h is about a months of gaming
It's those last six hours that really start to drag.
@@ngwoo I remember you in particular. I don't know why.
the game is so advanced it simulated the heat death of it's universe
4:03 Seeing the stars stop blinking is some extreme cosmic horror, perfect for noita
*Standing outside looking at the night sky*
"What's wrong?"
"The stars.. they're not moving"
*Laughs* "what do you mean they're not moving?"
*Points at the sky* "It's been hours.."
*Actually looks at the sky. At a glance it appears normal, pinpricks of light in the inky darkness, but. No.. something seems wrong.*
"They aren't moving!"
"What do we do?"
"Why aren't they moving?"
"It's 8AM.."
i have never seen noita apart from a few clips and this video, so it doesnt even seem wrong to me
what is noita anyways
@@Terratomere game
@@timwithfriends7582 *stars stop blinking*
"The gods are growing impatient"
@@Terratomere to describe it briefly, crackhead wizard simulator.
POV: You have been on a study binge for 9942 hours straight, and have become enlightninged. It's like becoming enlightened, but with more sparks.
MMO player: 2,845 hrs playtime (total playtime)
Noita player: 9,942 hrs playtime (one run, still going)
Damn I’m addicted to this game
@@calciumcrisis5902 I love how having thousands of hours in the game means nothing. I have around 2k hours total and still have only mastered about 5-15% percent of the wand mechanics down and 10% of the secrets. Let alone memorize the alchemy combos.
@@nathanpfirman625 "I love how having thousands of hours in the game means nothing."
That just depends on how you spent the time. If you actively try to learn the mechanics it will not take multiple hundred hours.
@@ABaumstumpf you mean spoiling the sense of discovery from just playing the game as intended.
@@Tokmurok Yeah no - we are talking about hundreds or thousands of hours.
There is no "discovery as intended" going on anymore. Not even if you are braindamaged would you take that long.
A little part of me dies inside every time I see someone using a floating-point number to count frames and other integer units, especially for purposes where what they really needed was a modulus operation to make something cycle periodically. Like the spikes in Celeste and the liquid animations in Noita. It's not hard to make sure that sort of thing works _forever_ instead of breaking as soon as a number gets too big.
Something similar happens in serious sam
yeah but at the same time, that's not really necessary, and a general rule is to only add something if you need it. Considering how it only causes extremely minor visual bugs for the most part until you get into the hundreds of hours, I see literally no problem with it tbh
@@jonaut5705 I might have an uncommon perspective, given that I make programs and embedded microkernels designed to run for years at a time between reboots. In that context, anything which causes degradation over time is completely unacceptable, even if it's slow.
@@jonaut5705it isn't really adding something though, it's just doing the same thing in a different, better way, with no extra cost.
Why change something that 99.99% of players will never notice? You are absolutely not supposed to stay in one run for a thousand hours
I think the explanation at 5:00 is not correct. Floating point numbers do not overflow like integers do, and will not wrap around or round to 0 no matter how many numbers you add.
What is true about floating point numbers is that they are less precise the further you are away from 0. If you repeatedly add the same number to a floating point number (for example, the amount of time since the last frame), then eventually the number will get large enough that the number you're adding is smaller than the precision of the floating point number, and it will round down to the same number it started at.
I think this is what the explanation was meant to be, but that got lost in translation at some point.
I think he just got mistaken halfway through lol. The explanation started correctly, anyway!
I guess electricity charge is stored in integer and it overflows, 2^31-1 is exactly limit for integers, but why it is connected with frames passed is mystery
@@qsfff5099 Would expect it being related to the electrified metal that pulse electricity over time, but most things are not suppose to have that property enabled.
@@davidmcgill1000 it's likely a universal property, but in a normal game the electricity will check what material the tile is before propagating
but the overflow doesn't check that, because it's not supposed to happen in the first place
@@qsfff5099 Not a mystery from a dev standpoint - you store the frame when the material was last electrically charged, so that you can always easily compute how much the charge has dissipated since that moment without having to check and decrement the charge value on every single pixel every single frame. The default value is then often set to something like -1 to mean "has never been electrified".
So when the charge value is -1 and the frame counter loops back to -2,147,483,648...
I can't believe FuryForget was the Bay Harbor Butcher. Thank god Dexter showed his true colors.
Thanks 🙏
For someone like me who loves this game but does not have the patience to seek the crazy secrets, this channel is a gold mine. Please continue this world and your discoveries, you're insane !
If you freeze material when time is negative, move away from it but don't unload it, then wait another 10k hours the freeze animation will break and the materials get rainbow patterns.
I was very confused as to what is happening with the time bugs at 72 hours and 145 hours, but I figured it out. For anyone interested in precisely what's happening, read here.
The timer in question is a 32-bit floating point number representing seconds passed. But it's not being incremented by whole seconds. It's being incremented by fractions of a second every frame, which they are using to pace the animations each frame. Having fractions of a second drastically changes the range of numbers that can be represented. The distance from zero has virtually nothing to do with floating point precision (you can represent 2^80 perfectly - that's...something in the septillions?), what matters is the WIDTH of your number, both whole and fractional parts combined. Think significant figures from science class. Here's a quick breakdown:
524,288 (2^19) seconds, or ~145 hours, is significant, but not because it rounds to zero. 32-bit floats can represent the INTEGER 524,288 just fine, but once it adds 0.016 (1 frame/60 frames per second) the float no longer have the necessary precision to represent a number that wide. So 524,288 + 0.016 = 524,288 when it should equal 524,288.016. Hence time effectively stops moving, at least for the animations in question. Clearly the game can still be played, so they must have other timers for other animations. But fluids (and a few other things) seem relying on the "total play time" timer.
As for animations moving twice as fast starting at 72 hours: At 262,144 (2^18) seconds, you just BARELY have enough precision to see any change in that addition. But you DON'T have the precision to get reasonable results. The addition rounds very high, effectively doubling how fast time appears to be moving to the game. You actually don't have enough precision to perfectly represent the addition for quite a while beforehand, but leading up to 262,144 seconds, it averages out just fine. For instance, 1 second prior, the time increments look like this:
262,143.00 + 0.016 = 262,143.02 (a little high - should be .016)
262,143.02 + 0.016 = 262,143.03 (a little low - should be .032)
262,143.03 + 0.016 = 262,143.05 (a little high - should be .048)
262,143.05 + 0.016 = 262,143.06 (a little low - should be .064)
So while the addition isn't perfect, you have enough precision that you're VERY close to the right time, close enough that it's not perceivable to us. The recorded time jumps a little high, then a little low, around the ACTUAL time. In contrast, one second later, you get the following:
262,144.00 + 0.016 = 262,144.03 (high - should be .016)
262,144.03 + 0.016 = 262,144.06 (high - should be .032)
262,144.06 + 0.016 = 262,144.10 (high - should be .048)
262,144.10 + 0.016 = 262,144.13 (high - should be .064)
And this exact pattern of effectively adding 2x the actual elapsed time continues, all the way through 524,287 seconds, until it hits 524,288. While the game file might SAY 145 hours, this will actually occur after ~109 hours of real world time, due to the fact that the last 72 hours of recorded time were twice as fast as real world time.
Dexter and You are like the mad wizards at the top of the food chain that rips apart noita worlds across time and space and several dimensions in your thirst for knowledge.
Could you imagine if something actually did happen when you were in the cauldron when the world turned to lightning? That would mean that the developers wanted the players to discover this glitch, either manually adjust the in-game timer or, god forbid, wait for ten thousand hours, only to die/soft-lock in the cauldron to get a new part of the puzzle. That would be insane
It's kind of fantastic that Noita is so robustly made that even when it breaks, it is still playable.
Fun fact: If everything irl suddenly became positively charged, everything would violently explode as each and every atom in you, the earth, the stars in the sky and the dust between is ripped apart by the Coulomb force
"Come on ya'll, commence the jigglin" - Liquid at 72 hours in
Liquids later: THE JIGGLING HAS CEASED.
WHERE ART MY JIGGLIN HATH GONE 😭😭😭🦌
I knew about the water entities, but did you know what there are toxic sludge entities in the vault? And three flammable gas entities at the gas pipe structure in the frozen caves, one of which has more hp than the other two
Let's call them spirits and it would be interesting if they added an ítem that would let you see them
@@juancarlosparejaosorio5342 they are meant to be just places where materials are leaking from. Making them visible would be a dev tool
Something cool occurs to me; an update in which instead of simply fixing the bugs they put enemy bosses that appear along with the bugs , and the game notifies you that they are entities from another dimensión that are distorting reality and you have to defeat them so that things return to normal.
like this 3:40
the world suddenly becoming lightning feels too in-character for this game lmao
Theory: this is all intentional. The universe of noita is being destroyed by a great cosmic being and the good ending isn't actually the good ending, because after 9999 hours it will all turned to lightning anyway, we are just trying to make our last 9993 hours nice and peaceful. If we spend enough time in a world, the 35th orb will appear and give you the super secret eyes in a cauldron ending. (I'm saying this half unironically)
This is simply how entropy works in the Noita universe.
My theory is that none of this is intentional but it COULD become a feature and not a bug if they add bosses that appear along with these distortions of reality and when you defeat them everything returns to normal.
or and they drop ridiculously powerful wands ( it just occurred to me just now )
I would have been surprised if a game as complex as this didn't have any memory overflow or similar mathematic edge cases unaccounted for.
This goes as a remainder for any game developer, that you should not tie the time based calculations on perpetually incrementing values that has no checks in place to reset the value at some point.
Also, at you last alchemy video I said jokingly that you're insane. Now I'm convinced that you actually are. But please, do not seek help yet. I'm too intrigued to see how this story continues. Besides, who needs therapy when we got Noita.
We're all insane, the only question is how self aware we are, and whether we can channel that insanity in a safe direction.
my therapist legit told me about Noita in the first place, so I say it's therapeutic! :D
nothing insane about it, in the words of the secretorum hermetis "the sacrifice of oneself to the pursuit of knowledge
Is the highest tribute to the gods"
"We could fix him, but whatever's wrong with him is way more interesting"
oo, I know one of these, at least partially; at ~3:25, the water dripping entities are definitely duped, and it often happens when performing a lot of high speed travel, and or when experiencing loading errors or delays.
I knew you were cooking something seeing you leave noita on for 80 hours straight haha.
imagine world turning into a lightning was a reference to heat death theory. namely, it predicts that final state of the Universe is a stationary photon mess.
I imagine some of these bug’s can be seen as the gods messing with the world because you took too long.
Effectively “we’re bored im gonna mess around.”
Love this! great to see how the world starts to unravel...
One strange one i ran into after a long time.
I went parallel world hopping, and my base i had built at the pyramid had copied to the parallel i was in. all the objects and everything. except i couldn't pick anything up.
When returning to base i noticed it had "moved" the chunk that had copied to the parallel
I know of two bugs (or features) which I have never heard of, but you might be interested in pushing them to the limits, as one of them seems pretty useful (at least for a project like the alcemy lab). The first, not so explitable one is that the nest on the big tree can be kicked many times from any distance, as long as it did not hit the ground. So you kick it, and then while it is mid-air, you can simply target it with the mouse and kick again, and again, and again, no matter how far you are from the nest. This can sometimes cause the nest spinning so fast that the phisycs completely bugs out, and it either got stuck in some solid material or just rocketing itself to outer space. The second one, which I noticed today, is that you can "fill" dead bodies with any substance, and it seems like this storage capacity has no limit. Everything you pour into a body will remain here until you kick or otherwise move it. To execute this you only need to make sure that the mouth of the flask is behind a ragdoll, and then spray it.
They never had to fix these bugs because they kind of just assumed you would have died by then
Bruh. I don't think that's a bug. That's the developers telling you you're playing way too much.
The Gods are concerned
"Even the Gods grow weary"
Death is inevitable. Our fear of it makes us play safe, blocks out emotion. It's a losing game. Without passion you are already dead.
@@Chroma710 The passion is why I still live.
Its the dev equivalent of the Restaurant wiping tables and putting the chairs up. Its time to leave 😂
9942 hours is like, 5 years of a full time job.
or less than a year and a half afk
I'm curious if the water drip entities are duped by you travelling around so much to parallel worlds with your travel wand, maybe they somehow got brought with you.
I don't think they are being duped, it's just another periodic process that's ticking faster.
Think it's more that starts adding less than x, so less time is required for the event to trigger again.
This is truly an amazeballs project, and well done finding these utterly obscure bugs!
Now I need to see somebody have 2 Electroshifts in the cauldron.
w cauldron clickbait
Honestly, I didn't TRY to cauldron clickbait. It was just the most interesting screenshot for the vid. But, if people get awngry with me, then I might swap it for like the pyramid or something.
@@FuryForged I think it's fine. I figured it something big had happened the title would be different... sigh
@@FuryForged Honestly i just had a good laugh - Noita community found a new rare bug? Of course they've tried if it has something to do with the cauldron mystery somehow! But i'm also not super obsessed with Noita research, just a casual viewer.
@@FuryForged Yo Fury do you need a video editor?
@@blackcatpirates8134 Not for the main channel, no. I actually make videos on here because I very much enjoy making videos - researching, writing, editing, etc.
But I might be looking for someone to cut shorts for the other channel.
quality assurance can't even spot the 'entire world becomes lightning' bug smh
The liquids went stale lol
You are a Legend and i appreciate your Noita Videos/Streams so, so much.
Thank you big time !
ah noita, the only game where you can experience the heat death of the universe
Omg, your dedication to this project is something. Thanks for making our noita's mechanics knowledge even deeper.
holy shit so if you think about it, the world of Noita exists like antartica and seasons: every 10000 hours the world brings lightning season, and the population must hibernate until it's over, in this eternal cycle
neat
-Rain- Plasma World
@@ZarHakkari was just about to say that-
I've never seen anything about noita ever. this video autoplayed. I'm flabbergasted.
"All of my mecha-colmis in all of my parallels worlds have lost their legs" is the craziest sentence ever what the FUCK is going on in this game. I want to play it immediately
@7:13 craziest bug ever. But what's even crazier to me is seeing your 29,119 total deaths in the game. WHEW! I just started playing this game a week ago. lol
Ive seen the game,never played it, but this looks fascinating. I cant tell how much of this was a planned failure mode, if at all. I just love the easter egg theme of the world itself breaking down around you.
Now im curious to see if you can bug the game hard enough to get lightning in a flask
lightning in a bottle!
So if you wait for 18000 hours, it reverses. Cool!
As a programmer, it's definitely possible to add failsafes to avoid this,and Nolla probably will hotfix it.
@@hamzamotara4304 who in their right mind would spend over 9000 hours on one run
@@des4929 FuryForged? Wait, he's not in his right mind, he's possessed by Kummitus.
Believe the best solution is to count down instead of up. Every pixel is being checked for electrical charge anyway.
2:00 Either its floating point accuracy used in calculating time, or they're using a flow fractal that uses time as a variable whose pattern changes in quality as the time value scales up. Its probably the first. Either way, they could make an effective enough fix by not using the time lapsed in the playthrough as a variable, but a different value, like... how long since the game was loaded, (in which case, you probably won't notice anything unless you idle the game for a very long time or something.) There's probably something slightly fancy they could do if they use a formula with a cyclical pattern, and then have some counter variable they use that resets at a specific value, and you use that, divided by that specific value, to determine where you are in the cycle.
Oooh I'm very excited for the overview on all the materials and reactions! :D
*me in my lab watching the world turn into lightning and deciding to just afk for a year to wait for it to pass over*
knowing absolutely nothing about this game and seeing a video like this at 4 in the morning is such a unique experience
they call it noita because you're noit, uh , ... yeah
This video was shocking
I noticed some of these when using a respawn mod. I figured it was the mod, but I noticed some times other enemies will act odd. Like part of the triangle guard was just missing or liquids in parallel worlds being way more then normal
As someone who is a newbie in coding games and apps, I never thought that I would learn something new related to coding in this video, it is quite fun and informative, thank you !
New Fury Squared and Fury Forged video? You truly are spoiling us
Typical moment when a game becomes an engine, working by itself.
It makes sense that the two equivalents of entropy within the world of Noita are floating point errors and integer overflow
So after an unfathomable amount of time, the universe is consumed in the light of a black hole and you're spaghettified. Seems to check out with real life solid simulation.
So what you're trying to say that no matter what you do, Noita will always find a way to kill you. How poetic
I have never been so disappointed in the lack of jiggling and bouncing in my entire life.
the slow flooding is so cool
so is ascending and teleporting around a lightning world
I had something happen in one of my Noita saves that I couldn't find any info/research on, but I really want to be able to replicate it.
The first holy mountain was bleeding infinite blood from the fish tank, it filled up the entire mountain and started leaking out. Has this happened to anyone before? Do they have any information?
This is a really cool end of the world scenario. Everything ends in lightning.
being vaguely familiar with noita but having not actually played it makes this video mindfuckworthy
yay, spaghetti code that no one in their right mind would have come across unless some madlad stayed alive in this game for longer then 100+ hours.
Aaah, the joys of integer overflows and float inaccuracies. Classics.
jiggle physics!
my money don't jiggle jiggle
The wand rise and fall animations do actually have a slight gameplay effect! You can grab a wand through the ground at the hight of that animation. Now the likelihood of not being able to dig after 140 hours is low, but it is an effect!
Ah yes, all matter returned to energy, sounds right.
Well a year is about 8760 hours so.......I think he's got time lol
They should just should make a "experiment" mode where you can select elements and like experiment with them
I personally wouldn't like that because I like to work for it. I enjoy the challenge of getting to this point in a rogue-like, and then going through the process of defying the odds in order to build a lab and then experiment, knowing each moment could be the last before I either die or destroy the world somehow.
But, for the people who *would* like that, there *are* mods that help cut down on the work.
@FuryForged for some reason my PC just won't correctly display particles sometimes I found that it is related to my GPU and floating point precision ironically
1:49 that thing is because floting point inprecision errors. The animation in the shader probably uses a sine function and a timer probably and once that timer is too big the floating point precision breaks. Floating point numbers can either store small numbers or big numbers but the bigger the number gets you get less decimal point precision untill you get none, so the timer starts moving 2 times as fast and at some point I guess the number is very big and the sine finction breaks as well or just animates extremely slowly because of how the frequencies interact
the same for the wands bobbing up and down, exactly the same thing
Me: 0.1% win rate, sometimes can't get past the first area
This man: "6 months later, the world is collapsing upon itself."
It's as if dementia itself kicked in for the wizard we were playing. It starts out small, things looking different from how we remember, then it stops looking familiar entirely... then everythings just static
Liquids ceasing all internal movement and the stars freezing in place sounds straight out of some eldritch horror end-of-the-world scenario; it's like the earth if not the universe itself somehow died then and there.
not to mention the fact that all turns to ash and all life ceases as lightning wreathes the world... it's as if that dead world, dead universe even, combusted into oblivion
Dexter are always Good at finding bugs scary guy
Something about games breaking down slowly but not crashing has always been super interesting to me
The world becomes another star!!
Entropy be like "surprise!"
You made Noita feel Terraria-like and it's fucking awesome.
Its clearly because you've angered the gods, that's why everything turns into electricity
Apparently the water drip thing was intended in early dev as a way to make the starter zone slowly flood, but it went undeveloped and now this is the only remnant still remaining
Noita is one of those games where you need to get every item in the game just to figure out some secrets
I know the devs for Minecraft originally had the same issue with distance in Minecraft (which gave birth to the Far Lands), so I'm curious as to what they did to fix it.
when bug report for your project gets 150k views lol
I'd like to think that the world turns to lightning due to the parallel worlds being pulled together. Slowly squishing the original world
this is one of those games where such crazy math bugs like that happens just kind of makes sense, honestly a feature
I thought it was gona be like “the longer you go the more visible the cauldron tablet becomes”
i always love seeing how games react to intiger overflow's and things simlilar to that, like for example my fav thing is going so far oob that the polygons break
It would probably be the best mystery in any videogame if the cauldron did something at 9942 hours which would solve the eyes.
Knowing that your game world will become mostly destroyed, even if in an absurd amount of time, is a special kind of existential dread
Is a good general rule to never use infinite counters for any sort of computation unless directly using the time since start.
Instead, use smaller timers, or things that count down instead of up.
Instead of comparing all charges to the frame counter, compare all charges to 0 and decrement by 1
Just wondering, do you plan on sharing this save file eventually? Would be cool for those of us that don't have the dedication to make our own alchemy lab, but still be able to play with everything and discover new things ourselves with one.
Yup. I will be soon enough.
@FuryForged Happy to hear! Will also be nice when seeing the different ways Fungal Shift chains break, especially on seeds that hit the same chain repeatedly.
gotta survive another 10000 hours after the first lightning world to unlightning it. i mean like what would you even do in a world made of lightning for 10000 hours
that's the coolest bug wtf
Ngl 'everything becomes lightning' is a pretty sick apocalypse as far as apocalypses go.
I just think its so fascinating developers create something so deep their code can have such crazy quirks.