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wigglercola

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A member registered Jun 06, 2020 · View creator page →

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I don't play with it so I haven't tested it, but it probably works

thank u for the feedback im glad you enjoyed the mod, to answer a few things:

  • voltergeists possessing enemies increases their attack rate and movement speed
  • I'll take a look at seeing if I can make the robotics center (and powderfish) enemies more visible while still looking good
  • ideally at some point there will be pirate variants for every basegame weapon, I decided it wouldn't be worth delaying the mod to finish adding them all (also the next minor content update actually does already include variants for the toxic weapons, at least the toxbow will have one, the launcher isn't currently in a state im happy with)
  • for graveyard enemies being easier it's something I wasn't ever sure about, I've put too many hours into the game to be able to properly tell if something is too hard/difficult easily. also I have actually been considering making the alt mode for labs areas the default, but I figured it might be a bit too intrusive and a little awkward with a lack of alt areas for other basegame areas
  • empowering beacons speed up your firerate (iirc its a flat increase of 0.5 so you'd have 1.5x speed if you had the default firerate), increase your ammo gain by a bit, and add +1 health to medkits that enter it's area. I made it a while ago and looking at it again its kinda weird and I forgot to have it change the medkit sprites. I'll probably rework it's effects at some point and make it clearer what its actually doing
  • the bloodlust and lucky shot augments essentially just remove the random factor of the original mutations, with them proccing every 13 kills instead of every kill having a 1/13 chance. they're not very interesting but I figured I might as well include them anyways since I could rework them if I get ideas I like more
  • I was gonna say I phrased it like that since it's based off corpse objects spawning (which some other mods have some interesting interactions with (corpse needle from defpack)) but apparently I made it based off of kills instead, so it really should just say kills instead of corpses, not sure how that happened
  • augment descriptions being a bit vague is semi-intentional since I prefer the short mutation descriptions like the basegame ones opposed to a wall of text. I figured it would be fine since at the time I was planning on getting more work done on the ntt mods wiki so more detailed information would be there anyways (I probably still will, at some point)
  • nighttime events are mostly just cosmetic, they mainly exist due to another mod that was going to include nighttime events, albeit implemented differently, that the main dev suddenly canceled despite splattie and others making content for it, pretty much they exist since I wanted her music tracks to still go somewhere ingame and I liked the variety even if Its just cosmetic. there may be more to them gameplay-wise at some point but don't count on it
  • crown of storms mostly exists just because it can. there wasn't really much thought put into it since I don't really like how crowns work for the mostpart, but I figured someone may want to have the new event content show up more frequently. I may change it eventually to make it actually interesting but it'll probably just stay as is
  • the dangerous weather events aren't really intended to give a reward since most gameplay events are meant to make levels harder. I think the blackout and blizzard are awesome but I understand why some would really dislike playing them, I may tune them down a bit later. if you want to disable them u can go into Frontier_Events and have blackout_chance and blizzard_chance return as just 0. also eyes' passive works on them
  • paintors are a similar case, I like them a lot but I figured they'd also be a controversial one. part of the intent was trying to make them a 'priority target' kind of enemy where you'll want to get rid of them as soon as possible before it becomes a problem. like above u can disable them by setting PaintorCamp_chance to 0. eyes' active works on the paint gas, eyes remains the supreme champion of being able to see. i might put in a setting to disable visual obscuring stuff but idk.
  • Palace having as many difficulty additions as it has was mostly unintentional at first but I kinda leaned into making it so palace can sometimes be a difficult gauntlet (you can blame spelunky). crush traps get destroyed if you stand by them for like 30 seconds to prevent softlocks. it isnt really communicated in game at all and I should probably add a visual for it or something. hammerhead causes them to be destroyed instantly upon touching your hammer shaped head

thank you again for the feedback on the mod, if you have more you'd like to say i'd be interesting in reading it, I've liked seeing the different perspectives/opinions people have had on it's features. It may be a bit before I actually do any (minor) updates since I've been busy + I've been taking a bit of a break from nuclear throne stuff, I'd like to get 1.0.2 out somewhat soon though

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Most of the weapons are obtainable preloop, just via different methods than normal. The setting was made mostly for alt gamemodes like pvp and because I figured some people would prefer it if they just appeared in the weapon pool normally. Their spawnareas should probably be fine, but since I don't play with the setting on myself I haven't done much testing with it so some weapons may drop a bit earlier or later than they probably should.

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not really. I might make pages for it on the mods wiki at some point but I need to get the wiki in proper working order first before frontier stuff can be added properly I think.
some important things include:

  • 4 (and a half) new areas
  • 13+ new events that happen in basegame areas
  • A set of alternate mutations u can get from the IDPD HQ (theres 16 atm, not including the one for ntte's compassion mutation)
  • around 50 weapons that are obtained outside the normal spawn pool (unless enable the setting that makes them drop like normal too)
  • A new playable character
  • A new passive for Robot
  • lots of miscellaneous extra stuff (idpd airstrikes, more chests, etc)

I'd like every weapon to have a pirate variant at some point, but I didn't want to stall release for it. the reason the chicken cutlasses and the corsair cutlass (upgraded plastic cutlass) aren't in yet is because I haven't come up with a good mechanic for cutlasses as a weapon set. i gotta do the black cutlass justice it can't be lame

next patch includes an option to add indicators on weapons that can be traded which should hopefully help out a bit for now while theres still a bunch of variants missing

i've posted a new patch that reverts custom options back to the previous version, I've reported the bug to squiddy and will reupdate it when the issue is fixed

which version of NTT are you using? iirc this issue occurs on NTT v9940 which isn't supported. use ntt v9944 or v10000 instead

NTT v10000+ is a beta branch on steam (ntt_development), u just install that branch then launch via the steam play button.

the sound being messed up in v9944 is something that happens when it's installed incorrectly (it's a weird setup process), id recommend looking at the setup video thats in the nt discord.

both v9944 and v10000 are supported, u should use whatever runs better for you (or v9944 if u wanna play alongside NTTE)

I can't seem to replicate the music bug in any area (night desert -> oasis doesn't cause the issue on my end, for example), what version of NTT are you on? 

The floors and walls in cove (4-?) being hard to see has been a pretty common piece of feedback, I'll be looking into adjusting it soon, after some of the more critical bugs have been fixed

I can't seem to be able to replicate this, is this an issue that happens every time, or was it specific instances? (also what NTT version are you on?)

if things are written to the console it means some kind of error is occurring, you can use /ignoremod to ignore the mod file thats printing errors, but if they have any gameplay impact those issues would still occur. If the game continues to print errors could you send a screenshot of them?

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NTT v9940 IS NOT SUPPORTED BY FRONTIER. USE NTT V9944 or V10000+

If you're having issues when trying to load the mod, please try this patch before reporting your problem.

when reporting bugs please mention what version of NTT you're using, what other mods you have on if any. Please try to include a screenshot of the issue if possible.

If available to you it's preferable to report bugs to me in the Nuclear Throne discord server, as I will see them much quicker than reports made via itch.io.

CURRENTLY KNOWN ISSUES (not including loading error):

* Could not convert [area] to float is an error on v9944 that happens when a mimic spawns in a custom area, and is not on frontier's end.

* Selecting the new character in v100 doesn't pan the camera to their campfire character, this is a bug with the campfire loader, and is not something I can fix on my end.

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Below is a list of mods that Uncharted Frontier has specific compatibility built into, or has additional features available when Frontier is loaded alongside them. 

By default Frontier will not be compatible with Popo, but this can be easily fixed, please see the Custom IDPD Handler page for more details.

As far as I am aware, Frontier should not be incompatible with any other NTT mods.


Territorial Expansion

  • An augment for Compassion mutation is available.
  • Special skin applied to Slaughter Pet while using Bubbles' b-skin.
  • Guardian Pet support for Frontier's characters.
  • Nighttime support for NT:TE props/decals.
  • Nighttime event for NT:TE's Coast area.
  • Augment coloration for applicable projectiles/weapons.
  • Pelagic Predicament rework with NT:TE's ocean enemies.
  • Unstable Wormhole support for applicable projectiles.
  • Bonus Robot Skin support for Robot's System Reboot.
  • NT:TE chests spawning in most applicable situations.
  • NT:TE enemies spawning in most applicable situations.
  • Various miscellaneous fixes with conflicting features.

Defpack

  • Prismatic Iris support for applicable weapons.
  • Augment coloration for applicable projectiles/weapons.
  • Sodas can spawn on the Casino Counter (including NT:TE's Pheromone Fizz)
  • Unstable Wormhole support for applicable projectiles.

The Undergrowth

  • Augment coloration for applicable projectiles (and enemies).
  • Undergrowth enemies spawning in most applicable situations.

Wasteland Vagabonds

  • Nighttime support for various vagabonds objects.

Reviveable Enemy Mutants

  • New REMs for Frontier's characters.

Details+

  • Nighttime support for Details+ decals/effects.
  • Unique scorchmarks for applicable Frontier areas.
  • Unique proto statue decals for applicable Frontier areas.

Blaac's Hardmode

  • Applicable events able to occur in hardmode's reworked areas.
  • Disabled night desert in favor of Hardmode's desert sunset.
  • Various fixes with conflicting content.

Blaac's 4-Player Skinpack

  • Turret Skin support for Robot's System Reboot.


Various fixes or self-explanatory support are in place for other mods, including:

please put any feedback for reworks/balancing or future content here.

one of the best garn-type games ive played. garn/5 stars!

theres no reason it shouldn't. v100 is still pretty finnicky atm so there may be weird bugs but I doubt it

nuclear throne is finally good

revolutionizes the Nuclear Throne experience 5/5 stars

I think you the uploaded the wrong file

I love dog tools!!! I love dog tools!!!

the peak of the beluga-squishing genre

thank you, dogspin