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Perhaps a small bonus for each item Raptured is in order?
About the pools: There are many minor pools in the game, that many people forget. I'll list what pools to which items I'd like to add:
Scratched Coin: Beggar maybe, Crane-Game
Unstable Bombs: Bomb Beggar
Comet: Not nessesary, but could be added to Boss and Greed Boss(Aka Grey Treasure Room)
Restraining Order: I'd like to move it to Secret room, cause it's too powerful item to be 2Q Shop Item
Bread Basket: Beggar, tho it's really powerful item, so probably should make it 0,2 weight
Technology -1: Crane-Game
Woolen Socks: Boss and Greed Boss, Golden Chest
Tech Omega: Crane-Game, Ultra Secret (Cause like, It's Orange/Red)
Tech Omega seems to work for me. How exactly is it not working for you? Does it happen if this is the only mod enabled? Could be a mod compatibility issue. (if it is, I wouldn't mind fixing it if I knew what I needed to make it compatible with)
And what pools do you think are missing? Looking through I can't see any that are missing.
I have rep+, some visual mods, few other collections. And also mod config 1+2, and mod compatibility hack.
Am I the only one with a bug and what it can be?
Game():GetHUD():ShowItemText("Title","Subtitle")
If you specifically want to edit what shows when you pick up an item there isn't a shortcut unfortunately. You'll have to detect when you've picked up the item and then use the above function to overwrite what message displays. You could reference this mod which does exactly that.
I did try testing it in-game and things seemed normal there too.
That should be fixed now, as well as the C Section + Technology -1 synergy being improved a bit.
When Tainted Forgotten gets C Section it seems to be activating the Tech -1 effect.
Technology -1 doesn't appear in the list of items, but the fetus tears gain the laser aura.
Oh. Yeah that would do it. This mod doesn't modify the Forget Me Now code, but it runs it in order to get Universe working. Meanwhile that other mod blocks uses of the item, so you'd end up stuck at the end of the trapdoor animation.
Annoyingly there is a better way to reload the floor that doesn't use the item directly, but it's broken right now. So it's not really fixable until the patch comes. Frustrating.
Thanks a ton for locating the error, though! I've edited the description to let people know about that.
It's pretty obvious now that the crash is from both of them modifying the Forget Me Now code, but I don't know enough about mod coding to say whether the conflict can be resolved.
For anyone else experiencing the Universe crash, this might be your fix.
The crash wasn't something I could replicate, and is the one thing that might have been a conflict issue, but it could just as easily be a problem with my mod. There have been other reports with the item causing crashes, and though I haven't been able to find the issue myself I'm confident it's there. I had to mess with dangerous forces to get that item working so it's sort of expected. Still wish I could find what's wrong though.
On the other issues: the modding tools have a bug that means if you try continuing a run that was in a custom room the game will crash. No way to avoid that, just cross your fingers it'll get fixed in a patch some day. The debug 'stage' command not working well is a bug I noticed but couldn't figure out how to fix.
Actually, typing this up I think I've figured out how to fix that last one, so I might patch that soon. Thanks for the reminder!
What other mods do you have installed? Or you could figure out the precise culprit by disabling other mods one at a time if you feel helpful. Should(?) be easy to fix if I know what it's clashing with.
That was more my fault than it was a compatibility issue. I've fixed the problem, and have tested to confirm it works on Tainted Job properly now.