The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Fair Options at the Start?
141 Comments
кусок бумажки Mar 21 @ 9:49pm 
skill issue
Roland Jul 26, 2024 @ 11:58am 
I have an issue that spawns 5 items in the treasure room at all times and I can pick up up to 2 items
GabxGab May 23, 2024 @ 8:33am 
nothing spawn in my start rooms one day to another
EmeraldzTV Apr 1, 2024 @ 5:02pm 
Spawns 2 items on top of each other, making it hard to get the item you want.
fandelchavo Mar 30, 2024 @ 9:59pm 
mod goty:steamthumbsup:
gabiblac Oct 7, 2023 @ 7:11pm 
The items spawns twice some times
idk why and kinda annoying when there is a good item but you get the bad one
xx2 Apr 18, 2023 @ 1:22pm 
Is it possible that you add an option to get you choose between choose one item or pick multiple if you want to?
K41RY Feb 28, 2023 @ 10:42pm 
For some reason nothing is spawning in my start rooms.
alvaroherrerofernandez Aug 7, 2022 @ 9:36am 
Just one question, how does this mod work in coop?
michal Jun 1, 2022 @ 6:43am 
thanks, this has to be approved
Leftbones Apr 19, 2022 @ 9:44am 
Hey if anyone is interested in getting rid of the obstacles around the items, I forked this into my own mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2796835209
tinfoil hat bird Mar 12, 2022 @ 12:11am 
this isn't fair for judas though
Rekt Nov 14, 2021 @ 10:24pm 
Love this mod! makes the game so much more fun
Ashen Moth Nov 12, 2021 @ 1:37pm 
The mod doesn't funtion correctly with the new buffed tainted Laz. Flip will not grant a second item. Likely a bug with flip.
Doomlord Sep 20, 2021 @ 11:02am 
Nice mod, but you might wanna look into the damage type of the spikes. Just noticed that it counts as hostile damage and will break your devil-deal chance, if you get an XL floor and chose to take the spiked item.
arthyom Aug 11, 2021 @ 12:02pm 
ok
WeRGoN  [author] Aug 11, 2021 @ 2:49am 
@carlosw007, You may have encountered an error while updating the mod. Try to unsubscribe from the mod and subscribe again.

If this doesn't help, then try deleting the mod save files. You can find them here: ...\Steam\SteamApps\common\The Binding of Isaac Rebirth\data\fair_options_at_the_start\

Just delete all .dat files there (save1.dat, save2.dat, save3.dat).

arthyom Aug 10, 2021 @ 6:35pm 
i cant play ofter te update,the game crash :/
WeRGoN  [author] Aug 10, 2021 @ 5:14pm 
@Rokk, This time I was persistent and was able to reproduce this bug 2 times (for 173 treasure rooms :/ ). You were right, the game itself sometimes sets the price to 99 coins (game bug?).

Thank you very much for figuring out the cause of this problem. It would be very painful for me to do this with my chance of finding this bug.

As you suggested, I sets "AutoUpdatePrice" to false. Hope the issue is now resolved.
WeRGoN  [author] Aug 10, 2021 @ 1:01pm 
@Rokk, Thanks for the report. I will try to resolve the issue in the coming days. Good idea with "AutoUpdatePrice", I will definitely try.

P.S. @Jaxx - pshoooo, Sorry, I missed your last message =(
Rokk Aug 10, 2021 @ 7:20am 
I checked my mods folder for any other mods that might change item prices (I searched for "Price ="). No effect with all of them disabled or removed.

Since all other mods that even touch the price are disabled, I can only conclude that the game itself is setting the price back to 99, for some ungodly reason.

Setting the "AutoUpdatePrice" property on the pickup to false and *then* changing the price seems to work, however! You may want to include that into the mod just to be safe.
Rokk Aug 10, 2021 @ 6:31am 
I'm having the same issue with Tainted Keeper. *Most* of the time (not always), all the item pedestals cost 99 cents as tainted keeper.

I tried disabling other mods that may be the culprit, but no luck so far.
Jaxx - pshoooo Jul 21, 2021 @ 4:48pm 
https://steamuserimages-a.akamaihd.net/ugc/1706285985215262341/B21298578A353ACAEAC1CB13F18B8C46F21EB662/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

bug occurs with both Keeper and Miser, it seems unrelated to room layout, it doesn't always happen though. it may be a weird mod interaction with something, but i'm not sure what would even affect that.
WeRGoN  [author] Jul 21, 2021 @ 2:47pm 
@Jaxx - pshoooo, If 15 coins items are cost 99 coins in the first treasure room, then this is a bug. One person has already encountered it, but I haven't been able to reproduce it. Does this bug occur constantly or only in some cases? Could you send me a screenshot?
Jaxx - pshoooo Jul 21, 2021 @ 2:21pm 
i know the coin price for the keeper is intended, but is it intended to be 99c? seems like that's a bug to have all four be that
리셰 Jul 14, 2021 @ 8:38pm 
@WeRGoN Tested so far for D6-related items along with item-spawning items(like Magic Skin), just works with no issues. Not tested D100 though (Who use D100 at the very first treasure room anyway) Thanks for the update.
WeRGoN  [author] Jul 14, 2021 @ 2:58pm 
미카, Implemented! Now you can use this global table:
FairOptionsConfig = {
........[int] RerollCount = 0,
........[int] RerollItemsNumber = 4,
........[bool] DisableReroll = true, -- If false, my mod won't affect reroll
........[func] IsAffectedRoom = IsAffectedRoom(), -- Use to check if my mod affects the current room
}

Hope this helps to solve the problem. Write if you need anything else.
리셰 Jul 13, 2021 @ 6:04pm 
@WeRGoN Just the second option and more additional check(to check first treasure room id which is changed) is enough to try. Thanks for the reply.
WeRGoN  [author] Jul 13, 2021 @ 1:59pm 
@미카, Sounds like a tricky problem. At first glance, I see only 2 ways to solve the problem:

1) I'm trying to separate the normal reroll (like D6) from the use of Game():GetItemPool():GetCollectible(), then I won't increment the reroll counter on GetCollectible(). But this will probably cause conflicts with other mods.

2) I make global access to the reroll counter so that it can be regulated in other mods. For example, such global variables:
{
[int] RerollCount, -- In order to fully control the counter.
[int] ItemsNumber, -- Index = (RerollCount % ItemsNumber) + 1
[bool] Disabled, -- Fully disable/enable reroll blocking functionality.
}
I can add some more variables or functions if needed.

Can the second way solve the problem? Do you have any better suggestions?
리셰 Jul 12, 2021 @ 3:52pm 
It seems this mod is not compatible with the mods which uses Game():GetItemPool():GetCollectible() inside MC_PRE_GET_COLLECTIBLE callback.(for example, constantly rerolls until certain conditions are met)
Someone using my mod reported that two each same items appearing each pedestal after reroll,

the left two appearing are supposed to be appeared in top right item
, and the right two appearing are supposed to be appeared in bottom right item.

I've found that this mod uses its own reroll counter which is not accessible from other mods.
The reroll counter should be 1,2,3,4(for each item) in normal state(only reroll when counter is 1), but it increases each time Game():GetItemPool():GetCollectible() is called. resulting reroll count being 2,4,6,8 for example, which makes all items do not reroll at all.
Yinxoo Jun 28, 2021 @ 11:37am 
@WeRGoN uhh maybe not, the elevated price was more likely to happen when I restarted the game several times
WeRGoN  [author] Jun 27, 2021 @ 11:25pm 
@Yinxoo, Items with T Keeper should cost the same as in the shop. Therefore, some items may cost 99, but most will cost 15 coins. I have now double-checked, everything is working correctly for me. If all your items cost 99, then maybe you have installed some mod that affects the prices in the shop?
Yinxoo Jun 27, 2021 @ 11:07am 
hey @WeRGoN idk if this is a bug or intentional but with T Keeper the price of the four options is always 99 coins .-.
WeRGoN  [author] Jun 26, 2021 @ 5:24pm 
@je suis une pomme de terre, Fixed a victory laps, but couldn't fix rerun. I haven't been able to find any reliable way to determine that the current run is a rerun. Of course, you can make such a condition for example: "if player items number on the start of the run > 10 then isRerun = true". But this and similar conditions are bad and unreliable (custom characters, other mods, etc.).

Since rerun isn't a very important problem (I guess nobody's playing it + wiki still believes reruns count for win streaks), I think that we can leave it like this until normal lua functions appear (GetWinStreak() or IsRerun()).
WeRGoN  [author] Jun 26, 2021 @ 4:29am 
@je suis une pomme de terre, Thanks for the test. I'll try to fix it tonight.
WeRGoN  [author] Jun 26, 2021 @ 4:27am 
@je suis une pomme de terre, After one death or restart, these numbers will become the same. Does it make sense to add the ability to change the win streak counter through the config only for the sake of the initial setup before the first death/restart?
je suis une pomme de terre Jun 26, 2021 @ 4:23am 
Alright I tested a few things this is what i found out:
- Counter works correctly with extra lives (doesnt decrease when losing a life)
- Counter works correctly with challenges (doesnt change when winning or losing a challenge)
- Counter works incorrectly when winning a victory lap after dark room (gets set to 0)
- Counter works incorrectly when winning a rerun (increases by 1 instead of staying the same)
This last one is weird because the wiki says reruns count for win streaks, maybe this changed in repentance? Because the win streak doesnt increase after winning a rerun.

In a nutshell, the counter works quite well but there's a few ways to break it, and it would be nice if you could correct the counter in the menu if it breaks

je suis une pomme de terre Jun 26, 2021 @ 3:55am 
Do you think you could add some arrows to change what the mod thinks the current streak is in the config menu? It was at 0 when i loaded the game up but had a streak of 1, would be nice if you could correct it in the menu
je suis une pomme de terre Jun 26, 2021 @ 3:35am 
@WeRGoN Cool! I'll check it out
WeRGoN  [author] Jun 25, 2021 @ 7:20pm 
@je suis une pomme de terre, I've implemented this feature ("Win Streak Mode" in the config). Also in the config you can see the current win streak counter. Tell me if you notice that it doesn't match the real win streak. I hope this is a temporary solution. When the developers implement the function to get the win streak, I will rewrite this part of the code.
je suis une pomme de terre Jun 25, 2021 @ 6:43am 
I'd appreciate the effort either way! Maybe you can show the current win streak in the config menu and allow people to change the number, so they can match it with the real win streak counter and see if its correct
WeRGoN  [author] Jun 25, 2021 @ 6:09am 
@je suis une pomme de terre, Great idea! Unfortunately, there is no way to get the current win streak with Lua. I can try to simulate the win counter, but I cannot guarantee that it will always count correctly.
je suis une pomme de terre Jun 25, 2021 @ 4:53am 
oi do you think you could make an option to only spawn the 4 item room if the current winstreak is 0 or lower? I like this mod because I sometimes hold r a lot, but I don't when I've got a streak going and it feels less fair with a streak
Aetheriant Jun 24, 2021 @ 10:56pm 
@WeRGoN I see where you're coming from, I guess this version of the concept isn't really for me and I wasn't expecting the config to guarantee breakfast on reroll. I like your idea though :steamthumbsup:
WeRGoN  [author] Jun 24, 2021 @ 10:18pm 
@Yinxoo, I checked this too. Unexpectedly, but the result was quite satisfactory. It duplicates all items, but you can only pick up one of the copied items and one of the original items. Given that it is very difficult to get this item on the first floor, it seems to me that there is no need to change anything.
WeRGoN  [author] Jun 24, 2021 @ 10:11pm 
@Aetheriant, I understand that you want to keep vanilla style in the mod, but I'm guided by a different criterion. I'm trying to balance the mod so that it doesn’t give an unnecessary advantage. Anti-flight is one of the most important balance feature in this mod. Regarding D6, it seems to me that rerolling 4 items is too much of an advantage, but rerolling just one item also gives the slight advantage you mentioned. Therefore, I decided to add the config option that partially corrects this defect.

I understand that this isn't what you expected, but I don't want to make a common "more options" mod. This mod is made for other purposes.
Aetheriant Jun 24, 2021 @ 3:47pm 
@WeRGoN Up to you obviously, but I can say at least I'd definitely use a config option letting us reroll all items in the room, partly because of what I described earlier and partly because it feels strange having this room be the only exception in the game for D6 rolling. It'd be appreciated! :dip:

Edit: Also I just went into a Forgotten run and noticed the rocks, key blocks, and spikes all act as though you aren't flying, killing you or just preventing access. This also doesn't feel very vanilla to me because it makes them the only rocks/spikes/keyblocks that behave this way in the entire game, a change or config to this would be really nice too. The flight characters all have flight for a reason and are made to bypass things like this imo.
Yinxoo Jun 24, 2021 @ 3:08pm 
I actually tested it with the console lmao and as always it lead to a free copy of the item and also only one of the copies can be taken
WeRGoN  [author] Jun 24, 2021 @ 3:12am 
@Yinxoo, I haven't tested the diplopia, so I suspect it will dupe all items. However, it is rather difficult to get this item on the first floor: this item can only be found in the shop, the store must be found before picking up the item in the treasure room, and 15 coins still need to be found. Therefore, if it's difficult to fix, then perhaps I will leave it that way.
WeRGoN  [author] Jun 24, 2021 @ 12:32am 
@Aetheriant, Indeed, I didn't consider it from this point of view. With this mod, I wanted to reduce the chances of getting a useless item in the first treasure room so that I can play without restarts (I usually continue even if I got a bad item from these four). In this situation, it seemed to me that D6 is OP, because in theory it increases the number of items to choose from 4 to 8. But such a concept does provide the slight advantage you are talking about. It seems to me that rerolling 4 items provides more benefits than rerolling 1 item, but this is debatable. If I haven't convinced you, I can add the option to the config.