Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
10/10
Fun fact: this can also happen in non modded isaac. Specifically everytime an ember effect is spawned whilst in burning basement there is a chance it crashes the game.
No, that's not what I meant.
In the modding API there is a function named Isaac.Spawn() which is what allows any mod to spawn an entity
In this game most things are entities: Players, Familiars, Pickups (Coins, Collectibles, Chests, Keys, Bombs, etc.), Enemies, Bosses, Visual Effects, etc.
Whenever a mod tries to spawn one of these in the game they most likely will use the Isaac.Spawn() function (As it was the recommended function in the Documentation, until I discovered the crash).
However this function has a very rare chance of setting the entity's RNG seed to 0, which crashes the game.
So actually this helps if you are using any mod that spawns anything in the game (which will most likely be most mods).
Plays with mods and paused, leaves to continue the run on the later, goes back and the game crashes when i press "continue"