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[INFO] - Lua Debug: [Curse of the Giant!:2]ERROR:...ding of Isaac Rebirth/mods/curse api_3027734642/main.lua:133: attempt to index a number value (local 'c')
@eggviper3 Behold my masterpiece: https://steamcommunity.com/sharedfiles/filedetails/?id=3031744971
The devs wanted to implent something like this, a mechanic where you get punished for staying too long on a floor and an unkillable entity chases you. Edmund was always very fond of the unkillable ghost from Spelunky that shows up when you spend too much time on a floor.
I'm not sure how I'm going to fix this, but for the time being, I would recommend not using the mod unless you're okay with the game occasionally stopping you from continuing for no good reason. Sorry I couldn't find a good solution to the problem, but I'll keep trying solutions for now to see if something sticks.
[INFO] - Level::Init m_Stage 3, m_StageType 1 Seed 3054029224
[INFO] - delete 4 generated rooms.
There are also the warnings regarding the curses animation file, but it doesn't seem to affect anything, since I commented out the onRender callback, the warnings stopped, and it still crashed anyway when going down to the Depths.
Though sadly I am experiencing a crash on when going from Dross 2 to Caves 2. The crash seems to be caused by this mod. I'd like to send you the log if you're interested in helping me figure out what exactly causes the crash. My mod list is Boiler, The Future, Rune Rooms, Tainted Treasure Rooms, Improved Foes, Repentance Champions and that's really it. This complaint is not directed at you as I'm aware that it's very likely that the crash could be caused by an incompatibility issue with another mod. All I'm asking is if you'd be willing to take a look at my log file. I'd maybe be willing to tip you if you can somehow find the exact way to fix this.
The main issue is that the only callback that could potentially influence floor generation, MC_LEVEL_GENERATOR, has been broken since AB+, so I'd need to use a work-around mod like Stage API or MinimAPI to actually generate the custom rooms. Plus, the problems with unfair/broken room layouts would still have to be addressed, and I'm not entirely sure how.
The wiki mentions something about adjusting the fairness of the room by reducing the number of enemies that spawn, but the room generation would still be a problem, and I still can't think of an easy way to combine 1x1 rooms on the fly like the curse would potentially do. Maybe someday I'll revisit this and try to properly implement Curse of the Giant, but for now I guess it's staying in this state.
Really wish it still combined 1x1 rooms but oh well