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.
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...
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 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.
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 !
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.
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.
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
@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
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
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.
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.
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 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"
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.
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
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
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'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.
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
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.”
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.
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.
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
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!
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 !
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
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
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
I can't believe a game like this would ignore such a basic rule of programming: you never use open-ended counters (exactly because they can overflow). One interview problem I use when hiring engineers has a time element in it (it's about transactions that require a number of days to clear) and the first sign of a beginner vs an expert is that they add a current day counter.
After 9942 hours, the game tries to kill you to start a new save XD. If the devs did that intentionally, that is a good way to tell the player to go out and touch grass.
In my 3 years of playing Apex Legends, I’ve accumulated just under 4000 hours of game play. Translating that into a single noita run TWICE baffles me. To the mad lad who makes it first, was it worth it brother?
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.
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.
the liquids wiggling animation issue could very likely be due to floating point precision errors from the looks of it, meaning if you kept going long enough it might actually fix itself. AHA!!! good to see I at least know how to identify such issues should they come up in my own projects.
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
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.
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
As a software developer I can only say: and that's why you take a moment to think about the data types you use. If they instead used an unsigned 32bit int, the issue would simply be, that after 829 days of gameplay, electricity would for one frame suddenly be stopped, and then the game continues normally.
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
Honestly, I hope they don't patch out that lightning overflow problem. In fact, I hope they play into to it and add a time dilation spell to reach it. Make it so some god of beginnings shows up during to wipe out anything that survived so that the world can be remade anew, if you kill them somehow it resets to a positive value again.
Wait, isnt the wand bobbing animation, not an animation, and actually a positional effect, ie. It actually does move? If so, thats a very strange way to animate something in the world for seemingly no gain and Ive only just thought about this, 500 in myself.
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
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.
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.
when the game cant break you so it starts breaking itself
Oneshot be like:
@@ВячеславВихарев-е5й i hear peak...
the game is so advanced it simulated the heat death of it's universe
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.
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...
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 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.
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 !
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.
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.
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
@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
It's kind of fantastic that Noita is so robustly made that even when it breaks, it is still playable.
I can't believe FuryForget was the Bay Harbor Butcher. Thank god Dexter showed his true colors.
Thanks 🙏
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
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.
"Come on ya'll, commence the jigglin" - Liquid at 72 hours in
Liquids later: THE JIGGLING HAS CEASED.
WHERE ART MY JIGGLIN HATH GONE 😭😭😭🦌
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
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 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"
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.
quality assurance can't even spot the 'entire world becomes lightning' bug smh
the world suddenly becoming lightning feels too in-character for this game lmao
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
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
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'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.
ah noita, the only game where you can experience the heat death of the universe
9942 hours is like, 5 years of a full time job.
or less than a year and a half afk
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 😂
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.
I knew you were cooking something seeing you leave noita on for 80 hours straight haha.
They never had to fix these bugs because they kind of just assumed you would have died by then
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
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.”
Now I need to see somebody have 2 Electroshifts in the cauldron.
The liquids went stale lol
It makes sense that the two equivalents of entropy within the world of Noita are floating point errors and integer overflow
This video was shocking
This is truly an amazeballs project, and well done finding these utterly obscure bugs!
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.
Aaah, the joys of integer overflows and float inaccuracies. Classics.
Now im curious to see if you can bug the game hard enough to get lightning in a flask
lightning in a bottle!
Something about games breaking down slowly but not crashing has always been super interesting to me
*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*
Dexter are always Good at finding bugs scary guy
Omg, your dedication to this project is something. Thanks for making our noita's mechanics knowledge even deeper.
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.
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-
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 just think its so fascinating developers create something so deep their code can have such crazy quirks.
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 !
You are a Legend and i appreciate your Noita Videos/Streams so, so much.
Thank you big time !
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
This is a really cool end of the world scenario. Everything ends in lightning.
You made Noita feel Terraria-like and it's fucking awesome.
this is one of those games where such crazy math bugs like that happens just kind of makes sense, honestly a feature
I haven't seen a video of yours in a while and I am glad to see that you are still Noita'ing in Noita.
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
they call it noita because you're noit, uh , ... yeah
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
Ah yes, all matter returned to energy, sounds right.
*gasp*
A FuryForged Alchemy Lab update!
Typical moment when a game becomes an engine, working by itself.
New Fury Squared and Fury Forged video? You truly are spoiling us
The REAL End of Everything.
I can't believe a game like this would ignore such a basic rule of programming: you never use open-ended counters (exactly because they can overflow). One interview problem I use when hiring engineers has a time element in it (it's about transactions that require a number of days to clear) and the first sign of a beginner vs an expert is that they add a current day counter.
After 9942 hours, the game tries to kill you to start a new save XD. If the devs did that intentionally, that is a good way to tell the player to go out and touch grass.
In my 3 years of playing Apex Legends, I’ve accumulated just under 4000 hours of game play. Translating that into a single noita run TWICE baffles me. To the mad lad who makes it first, was it worth it brother?
Oooh I'm very excited for the overview on all the materials and reactions! :D
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.
Ngl 'everything becomes lightning' is a pretty sick apocalypse as far as apocalypses go.
being vaguely familiar with noita but having not actually played it makes this video mindfuckworthy
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.
the liquids wiggling animation issue could very likely be due to floating point precision errors from the looks of it, meaning if you kept going long enough it might actually fix itself.
AHA!!! good to see I at least know how to identify such issues should they come up in my own projects.
Well a year is about 8760 hours so.......I think he's got time lol
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
this video feels like it is full of clues to someting, i think we might be close with our intimate knowledge of the game
close enough welcome back nes tetris
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.
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
I'd like to think that the world turns to lightning due to the parallel worlds being pulled together. Slowly squishing the original world
There are apocalyptic end of the world stories in many mythologies. World getting consumed by lightning seems quite normal
I wish this game was a normal rpg and not a random permadeath roguelike, so you could experience all of this without breaking the game.
As a software developer I can only say: and that's why you take a moment to think about the data types you use. If they instead used an unsigned 32bit int, the issue would simply be, that after 829 days of gameplay, electricity would for one frame suddenly be stopped, and then the game continues normally.
that's the coolest bug wtf
Ngl a story about a world that turns into a ball of lightning evey few years for a few years go’s hard
when bug report for your project gets 150k views lol
So what you're trying to say that no matter what you do, Noita will always find a way to kill you. How poetic
5:55 Even the gods want you to touch grass. In desperation they just smite the entire world with lightning.
jiggle physics!
my money don't jiggle jiggle
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
Entropy be like "surprise!"
Honestly, I hope they don't patch out that lightning overflow problem. In fact, I hope they play into to it and add a time dilation spell to reach it. Make it so some god of beginnings shows up during to wipe out anything that survived so that the world can be remade anew, if you kill them somehow it resets to a positive value again.
Wait, isnt the wand bobbing animation, not an animation, and actually a positional effect, ie. It actually does move?
If so, thats a very strange way to animate something in the world for seemingly no gain and Ive only just thought about this, 500 in myself.