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I've lost count of how many straight up won runs have gone from a glorified victory lap to coming down to nail-biting finishes because I chose to rid myself of some of my best items, and of how many mediocre or outright terrible runs have scraped by to a victory because of a well timed ender chest, with either one becoming that much more engaging as a result. I genuinely think this is a better game for this mod's inclusion. It isn't imbalanced at all; it simply alters the balance on a fundamental level. I'd argue it's actually more balanced than the original game.
not sure whats up with the 2 items thing though. ill have a look at it later since it seems to be fairly common
One "bug" I have noticed is that using the Glowing Hour Glass does not restore any items you took out of the Ender Chest.
I am also experiencing an issue where due to my putting more than 1 of an item in the ender chests (i.e. I put 2 Steam Sales in), now the item displayed vs the item I receive is wrong (i.e. I receive a stored Tech X instead of a Steam Sale).
Another issue I experience is that on runs with a TON of items, the UI for "giving" items seems to break. Sometimes it shows nothing until I go over to the "take" tab, then if I move back to the "give" tab it shows some items. Once I give an item, the UI for giving items stays on screen for the rest of the run, even if I save and exit then continue. The only solution I have found so far is completely closing Isaac and reopening it, but even then this is only a temporary solution as it comes back the next ender chest I open during that run.
anyways all bugs mentioned in the comments should now be completely gone. Isaac.GetPlayer(0) has bit me in the ass, it was inevitable that it was gonna happen one day
the mod also had memory leak issues. im not sure if anyone noticed, but thats gone too now
@author try asking around modding forums, I'm sure someone has a solution for you.
it uses whatever keys you have binded for shoot left, shoot right, shoot up, shoot down and menu confirm
ill see if i can do anything about jera/dark room though
will do it in the next update
there's a slight issue with the player then instantly touching the item but im sure i can sort it out
Very fun risk reward play that rewards forethought. Love it!
Another idea would be that you can put your active item in the chest, and when you find it again on another run, it will be a random item from the same item pool as the active item you put in. For Repentance you could also have it be an item of the same quality value. For items that appear in multiple item pools, you could have it pick one at random, or have an internal hierarchy that favors the better item pool. I think the chest should start off empty. Once you've left an item in it, the next time you can take an item out, but if you don't have an active item to put into it again, it will be empty every following time you see it until you put in another active.