The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Any Floor Completion
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.
Gokudera ElPsyCongroo 20 Mar, 2024 @ 11:02pm 
Ok will test more this afternoon. Will also test it with and without mods
Meman82  [author] 20 Mar, 2024 @ 10:41pm 
@Gokudera EIPsyCongroo You said earlier that you used console commands could you test a few more times with We need to go deeper. I'm not experiencing what your describing so it could theoretically be random chance otherwise I'm really not sure why it is working for me but not you.
Gokudera ElPsyCongroo 20 Mar, 2024 @ 3:18pm 
Bug: since latest update I always stay on the same floor for a chapter. For example if I get Caves I I'm guaranteed to get Caves II. Utero I, I'll get Utero II, etc. Did three runs and noticed it happens consistently
Gokudera ElPsyCongroo 19 Mar, 2024 @ 8:31pm 
Thank you very much!
Meman82  [author] 19 Mar, 2024 @ 7:52pm 
@Gokudera EIPsyCongroo I've added compatibility for those floor mods and I don't think I saw any others on the workshop so it should be good.
Gokudera ElPsyCongroo 19 Mar, 2024 @ 2:25pm 
Testing after reinstalling both, could confirm I can't spawn Boiler
Not sure if The Future can spawn, still trying to find the guy that spawns it

I could swear I've seen them before, with the mod enabled, but now I'm having doubts lol
Meman82  [author] 19 Mar, 2024 @ 12:57pm 
@Gokudera EIPsyCongroo If they were compatible before the update nothing I did should of touched them. Might be a load order thing so you could try un-subscribing to Boiler than re-subscribing otherwise I would have to add some more logic for it.
Gokudera ElPsyCongroo 19 Mar, 2024 @ 11:47am 
I also have Future and Boiler. Both seemed to be compatible before the update, but seem to not appear anymore since? Boiler has a chance to replace Downpour or Dross, and Future appears in Caves.

I think Future works actually, since it's not based on trapdoors, but couldn't confirm. Setting Boiler chance to 100% to test doesn't work
Meman82  [author] 19 Mar, 2024 @ 11:21am 
Alright I pushed it thank you
Gokudera ElPsyCongroo 19 Mar, 2024 @ 10:44am 
foughtmegasatan variable assignments need to stay uncommented since I realized Any Floor use them to know which chapter it should warp to
Gokudera ElPsyCongroo 19 Mar, 2024 @ 10:43am 
I commented out the code that warps to next floor like this:

--dont let random chance end the run at beating mega satan
elseif roomID == -7 then
if curroom:GetAliveBossesCount() > 0 then
foughtmegasatan = true
elseif foughtmegasatan then
local nextindex = mymod:getnextsetfloorindex(currentfloor)
-- if nextindex > currentfloor then
-- local player = Isaac.GetPlayer(0)
-- shifted = true
-- player.Velocity = Vector(0,0)
-- player:UseActiveItem(127, false, false, false, false)
-- player:AnimateTrapdoor()
-- end
foughtmegasatan = false
end


Without it, beating to Mega Satan instantly warps you to next floor. You can test (without the "fix" first) by:

- Install anyvoid or other guaranteed void portals.
- Start a run with a completed character
- Console give yourself 2 key pieces, polydactyly, 2 chaos cards
- Console warp to Chest
- Beat Mega Satan.
Without the fix you'll be warped, no void portal will spawn
Meman82  [author] 19 Mar, 2024 @ 10:39am 
@Gokudera EIPsyCongroo As I wasn't exactly sure what you did I didn't apply it. That bit of code is from the original Every Floor and I'm not exactly sure what or how it does things.
Gokudera ElPsyCongroo 19 Mar, 2024 @ 10:21am 
Thank you!
Did you apply the Mega Satan fix I mentioned below or should I reapply it after update?
Meman82  [author] 19 Mar, 2024 @ 10:19am 
@Gokudera EIPsyCongroo Revelations floors should be added now.
Gokudera ElPsyCongroo 18 Mar, 2024 @ 9:23pm 
Yup, just tested, that fixes it :)
Gokudera ElPsyCongroo 18 Mar, 2024 @ 6:44pm 
Oh, instead of commenting the entire section I let the parts about the foughmegasatan variable uncommented. That was probably what caused the looping. Will test that soon
Gokudera ElPsyCongroo 18 Mar, 2024 @ 12:11pm 
Seems Lamb/Blue Baby's Void portal looping is due to me commenting out the "don't let random chance end the run at beating Mega Satan"? No idea how I can fix it without provoking Mega Satan skip again
Gokudera ElPsyCongroo 17 Mar, 2024 @ 11:47am 
Tomb maps best to Catacombs and I'd put Glacier to Caves just because it's too challenging for Chapter 1.

Thank you so much btw man :) Take your time
Meman82  [author] 17 Mar, 2024 @ 11:42am 
@Gokudera EIPsyCongroo I've not done Revelations or the Stage API stuff before so it may take a bit a longer to do but I can look into. Where would you say the Glacier and Tomb map best to(Basement,Cave,Catacombs)?
Gokudera ElPsyCongroo 17 Mar, 2024 @ 12:50am 
If it's not too annoying to add: could it be possible to support Revelations floors?
Gokudera ElPsyCongroo 12 Mar, 2024 @ 7:20pm 
You're right I forgot about that :)
But tried it again and unfortunately taking the void portal after the Lamb put me back at the void instead of one of the ending bosses. Taking Mega Satan portals works
Meman82  [author] 10 Mar, 2024 @ 6:05pm 
@Gokudera ElPsyCongroo Corpse 2 comes at the end of the game as a finial boss. Can be gotten through the random void portal after chest/dark room. Use a mod that guarantee void access if you want to guarantee it. Corpse 1 can replace womb 2 which is what sounds like happened to you.
Gokudera ElPsyCongroo 10 Mar, 2024 @ 3:26pm 
Seems I got Corpse I twice, then Sheol, preventing me from getting the Mother completion mark?
Gokudera ElPsyCongroo 29 Feb, 2024 @ 5:53pm 
I "fixed" it by commenting out the "don't let random chance end the run at beating Mega Satan" section since I use guaranteed void portals now.
Gokudera ElPsyCongroo 28 Feb, 2024 @ 7:12am 
Bug: After beating Mega Satan (on a modded character from Retribution), I got immediately teleported to Corpse II without gaining a completion mark to my knowledge. I have a mod that adds a Void portal after Lamb/Blue Baby but leaves Mega Satan untouched. Log only says:

TriggerBossDeath: 0 bosses remaining.
[INFO] - deathspawn_boss, color idx -1
[INFO] - [warn] no music for ID 83 ().
[INFO] - Boss 55 added to SaveState

Which looks normal. But using the Completion Marks for ALL Modded Characters mod, I don't see the Mega Satan completion mark
EsauEnjoyer 26 Feb, 2024 @ 1:44pm 
Trap door activation distance is too large, it sometimes prevents entry into devil/angels deals.
Changing if distance < 50 on line 730 to if distance < 30 prevents this problem.