Going a little further, No gold run is even more interesting in terms of gameplay of speedrunning.
Unlike traditional speedruns where the shop is very important, you have to clear the game solely by finding the good teleporters and boss killers from wands in the dungeon... and ofc avoiding invisible single gold pixels!
I mean, when it comes to true pacifist%, WR will end up with 'Ice Charge x Black Hole combination.
(Note that the pacifist achievement must requires that you reach The Work, so the sky Altar isn't valid.)
On the other hand, the 'almost a pacifist' run is not much different from the common run: "Any% - Circle of Displacement".
And I think the former is much interesting, category diversity wisely.
Ultimately, in order to prevent cheating as much as possible in games that rely heavily on randomness like roguelikes, we need to set paper-level rules and proofs like Minecraft.
However, even this is not foolproof and is an unnecessary measure in a minor game like Noita.
I still don't have a good answer to the question of whether it's right to not allow any mods for the sake of minimal precautions, but there's no doubt that many speedrunners would be happy to use it if it were allowed.
I'm afraid of the potential threat that the mod may pose, but at least I might come back to speedrunning if the mod is allowed.
The problem with the mod that I can think of is that people can manipulate the script of the mod so that it always shows acceleration and circle of displacement at a same time.
However, these can be implemented perfectly without mods afaik
Tbh I don't know why this category was named Low% as well. Given that Noita has progression like perks, enemies, and spells, low% could be formally clearing the game without unlocking any of these things. In any case, these title is so strange and constantly cause confusion. If mods plan to change the name, I'll support it
About how to check if mods have been used in the current rule :
The current rule is you don't need to show the mod list or press esc unless the run is seeded iirc.
Of course, the status about Mods Enabled appears on the final screen, but the problem here is that if you start a new game with mods on, turn off mods, and then restart to the game, the final screen will not show the status for Mods Enabled.
By exploiting this, you can fake it as a random run by loading a seed you want, then disabling the mod and restarting the game.
If you press ESC even once, you'll still see a small message at the bottom of the screen saying 'Mods used', but there's no guidance on this in the current ruleset, so the potential for abuse exists.
Is there a way to check if a mod is enabled on a random seed without pressing esc other than the way I know? If not, are moderators willing to change the rules a bit?
The current rule is you don't need to show the mod list or press esc unless the run is seeded.
Of course, the status about Mods Enabled appears on the final screen, but the problem here is that if you start a new game with mods on, turn off mods, and then restart to the game, the final screen will not show the status for Mods Enabled.
By exploiting this, you can fake it as a random run by loading a seed you want, then disabling the mod and restarting the game.
If you press ESC even once, you'll still see a small message at the bottom of the screen saying 'Mods used', but there's no guidance on this in the current ruleset, so the potential for abuse exists.
Is there a way to check if a mod is enabled on a random seed without pressing esc other than the way I know? If not, are moderators willing to change the rules a bit?
Also in the Low% seeded category, would it be okay to submit exactly the same video as the Teleportless seeded run?
-About the hitless rule- Does breaking into the holy mountain without going through a portal count as an "intended" gameplay path? I wonder if it doesn't matter if I just destroy everything and go down as long as I can visit only essential areas
The question here is if you include the previous run time, are mods allowed for that run?