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idk why and kinda annoying when there is a good item but you get the bad one
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).
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.
P.S. @Jaxx - pshoooo, Sorry, I missed your last message =(
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.
I tried disabling other mods that may be the culprit, but no luck so far.
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.
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.
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?
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.
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()).
- 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
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.
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.