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Rapporter et oversættelsesproblem
Left that room by going DOWN, which put me in a duplicated secret room and it ONLY opened a hole on the BOTTOM of it. Went DOWN and it put me in a normal room below the secret room (hole stayed open). Went back into the secret room and how it has 2 holes, one on the BOTTOM and one on the TOP.
Probably working as intended i think.
Sadly the patch notes don't say which is the latest, but you should at the very least be on 2.0
Nice.
I wish I could send a picture here because the diagram explains it pretty well, just imagine something like.
Room 1 ---> Room 2
. . . . . . . .L> Alt Room
It's a branching path is what I'm trying to say, and that's by design.
Also Black markets and progression rooms should be blacklisted
When you take a trapdoor in Copied Black Market it will crash
if door ~= nil then
door:Destroy(false)
--door:Open()
Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.IMPACT , 0, door.Position, Vector(0, 0), Isaac.GetPlayer(0))
Now everything work fine.
instead, i fought dark one and the adversary, the chest spawned, and the game crashed when i entered it
because it does not open the wall on its own, you think you can fix that?