The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

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Tags: Floors, Tweaks
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117.073 KB
25 Feb, 2024 @ 11:54am
5 Apr, 2024 @ 10:59pm
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Any Floor Completion

Description
Are you tried of unlocking things with control? Do you wish you can see all the game has to offer while still getting those sweet completion marks

Utilizing the work of Nato Potato's Every Floor https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2415073660 behold Any Floor Completion.

What does that actually mean?

With this mod all alt paths are mixed into the main path. For example you can start out in Downpour 1 head to Basement 2 then see Mines 1 all while still falling down the main pathway. In addition the moral choice of Cathedral or Sheol is instead left to fate with the Chest/Dark Room also being chosen randomly. No need for any silly photographs. Even entering a random ending void will randomly choose between Delirium/Mother/The Beast.



Notes: You can still choose to enter the Hush fight. Going down an alt path will still randomize where you are going. Won't work with Custom Floors. Starting Downpour/Dross 1 is treated as being on floor 2 so they have Deals and added Planetarium chances somewhat offsetting the harder floor. Now featuring modded support. See discussion for full list.
Popular Discussions View All (1)
2
17 Feb @ 12:51pm
Mod Compatiability
Meman82
36 Comments
Gokudera ElPsyCongroo 31 Mar, 2024 @ 1:49am 
Understandable
Meman82  [author] 31 Mar, 2024 @ 12:07am 
@Gokudera EIPSYCongroo Not going to lie if I had seen their mod before wouldn't of made any of this. Your right that I'm not going to refactor the entire mod to do it the same way they do.
Gokudera ElPsyCongroo 30 Mar, 2024 @ 5:31pm 
Would it be feasible to borrow the trap door activation system from Coin Flip? . I used that mod previously and never got it deactivate mid run (just got the bug again, walking very carefully next to the trap door didn't do much, it just was a regular trapdoor).

Coin Flip doesn't touch Void Portals though iirc, and I assume I'd be super time consuming for you to basically refactor the entire mod to use their method :'(
Meman82  [author] 29 Mar, 2024 @ 11:18pm 
@Gokudera EIPSYCongroo Yeah that activation range thing is something that I knew about but it comes from the base everyfloor mod. If you finish that floor and try to go down the next trapdoor it can push you back a floor but it doesn't usually rubberband you from the same one twice since it is using the base games floor logic. Approaching the trapdoor kinda slow like can avoid the issue.
Gokudera ElPsyCongroo 29 Mar, 2024 @ 12:08pm 
May have found a clue as to why I had this happen: seems sometimes trapdoors completely cease to get the larger range of activation, which would mean that the mod sometimes cease to be active in a run?
I have no idea why it happens though, could be a mod interaction but no idea how I can conveniently verify that
Gokudera ElPsyCongroo 26 Mar, 2024 @ 11:31am 
Got Ashpit I twice (not II), but then Depths I and Necropolis II like normal 🤔 I don't know wtf lol
Gokudera ElPsyCongroo 26 Mar, 2024 @ 11:17am 
Alright, it seems to have started happening again (the floor bug), right after I disabled a mod and started a run. Could be caused by a mod, will investigate further after this run
Gokudera ElPsyCongroo 24 Mar, 2024 @ 12:18pm 
Something that could be added for Revelations floors (Glacier and Tomb): more chance to continue to Glacier II or Tomb II after having been to Glacier I/Tomb I, since both floors have interactions with the previous one (shrines, special shops etc.). Sometimes sucks to take Glacier I shrine challenges to not get the Glacier II rewards for it
Gokudera ElPsyCongroo 21 Mar, 2024 @ 6:05pm 
Unrelated weird stuff I noticed is that custom stages' floating text (that appears when you enter the stage) are all named "Catacombs" or "Necropolis". I think it was an old bug with Custom stage API, where floors that it internally replaces would still display their old name, but that should have gotten fixed last year iirc. Iirc they use a shader or something like that to display the name seamlessly on top of the original hud...

I tested by trying to enter Boiler with Any Floor Completion disabled (using the regular downpour exit): this time the text was "Boiler".
But with your mod enabled: "Catacombs".

No idea why the mod would do that. Maybe there's a missing argument to a stageAPI function call for loading the next floor that results in it defaulting to the regular name - Catacombs.
Gokudera ElPsyCongroo 21 Mar, 2024 @ 6:05pm 
Alright, tested in every way I could think of, with mods, without, with beating bosses, with floor skips... and it did happen - but only once - then didn't happen again.
So you're right, it probably was a random occurrence. Occurrence seems high tbh, but that's indeed possible.