Make Perk spawn time customizable #2

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opened 2025-04-01 22:57:18 +02:00 by Steffo · 2 comments
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Do you happen to know if there is a way I can make this work with Perk Banishing? https://steamcommunity.com/sharedfiles/filedetails/?id=3332995416 - No matter what I try with load order changes, banished perks will still pop up in the starting perks :P

---As late as possible
function OnMagicNumbersAndWorldSeedInitialized()
	ModLuaFileAppend("data/scripts/perks/perk_list.lua", "mods/PerkBanishing/banish.lua")
end
> Do you happen to know if there is a way I can make this work with Perk Banishing? https://steamcommunity.com/sharedfiles/filedetails/?id=3332995416 - No matter what I try with load order changes, banished perks will still pop up in the starting perks :P > ```lua > ---As late as possible > function OnMagicNumbersAndWorldSeedInitialized() > ModLuaFileAppend("data/scripts/perks/perk_list.lua", "mods/PerkBanishing/banish.lua") > end > ```
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Owner

doesn't seem like my responsibility

doesn't seem like my responsibility
Steffo reopened this issue 2025-08-11 23:54:04 +02:00
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Owner

@steffo the reason your starting perks ignores perk banishing is because you do dofile("data/scripts/perks/perk.lua") first things in init.lua, so you have perk_list which wasn't modified later
it probably also don't work with modded perks if your mod was loaded first
you can move all the dofiles inside OnPlayerSpawned hook and it will solve everything

> @steffo the reason your starting perks ignores perk banishing is because you do dofile("data/scripts/perks/perk.lua") first things in init.lua, so you have perk_list which wasn't modified later it probably also don't work with modded perks if your mod was loaded first you can move all the dofiles inside OnPlayerSpawned hook and it will solve everything
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steffo/noita-starting-perk#2
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