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翻訳の問題を報告






Maybe you could change this mod to simply "fix" that, rather than essentially obsoleting the mod?
Is there any possibility to do this? Thank you very much for all your work! I love this mod!
I will probably try repurposing the elements of this mod that are not yet ingame (like the ability to do flips without the animation).
I'm super excited that the added rework is similar to the mod in some aspects, it means more people get to experience the whole item flipping mechanic.
Congratulations!
I think that the two characters of Tainted Lazarus can each generate their own props. Using Flip or cleaning the room will cause the props to be mirrored and flipped (in other words, the things generated by the dead Lazarus and the living Lazarus cannot be obtained by each other and will not affect each other. The opponent spawns this item again)
I think I have the same problem as Lalhs, it's almost always in a choice room or devil/angel, but it also tends to just crash out of the blue!
[ASSERT] - Entity Teleport Detected! Type: 17, Variant: 69420, Subtype: 8; Pos: 320.607422, 162.353699; Size: 0.000000, 0.000000[Reworked Tainted Lazarus] Error in "PostPlayerUpdate" call: ... Rebirth/mods/reworkedtaintedlazarus_2488222765/main.lua:746: attempt to index a nil value (field 'alt')
[ASSERT] - Entity Teleport Detected! Type: 17, Variant: 69420, Subtype: 8; Pos: 320.607422, 162.353699; Size: 0.000000, 0.000000Entity Teleport Detected! Type: 17, Variant: 69420, Subtype: 8; Pos: 320.607422, 162.353699; Size: 0.000000, 0.000000Lua Debug: Test 1
[INFO] - Lua Debug: Test 1
[INFO] - Caught exception, writing minidump...
was the dump, the dump file says the thread tried to write when it didn't have access but doesn't specify further
There will however be occasional cases where the generated item doesn't respect these quality rules. I currently only try rolling 20 times for an item with the desired quality to avoid the game stuttering while trying to find the desired quality (or freezing if it's not there). However, most of the time the generated quality will be correct.
I'm still looking into a way to prevent rerolls from generating new ghost items, I hope I'll be able to figure something out eventually.
this is my current solution for it if you wanna fix it in everyone's mod
if game:IsGreedMode() then
local door = Game():GetRoom():GetDoor( 1 )
if door and door.TargetRoomType == ROOM_TREASURE then
pool = ItemPoolType.POOL_GREED_BOSS
end
end
i added this to your getPool function as a general override. Basically i check if a treasure room exists tothe south in greed mode, literally the only way ive found to solve this dumbass problem
thanks for the mod besides this minor hiccup, its been working great
Reinstalled the game, disabled every mod except for this one, compatibility hack, mod config and external descriptions and still nothing
Any thoughts on what the hell is happening? Planetarium chance and familiar counter don't work too