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Also I'm at loss where to find Tinkerer's Workshop, but I guess that's to be expected with this mod.
(yes, I can see "Compatibility with special world seeds and other mods are untested.", I guess it doesn't work with this one)
VantaLight, that sounds like its working as intended. The randomizer does not affect drops like gel or lenses, only accessories, weapons, and the like.
As for the rest of you, I'm a little hazy on what's going wrong, any errors you're getting, other mods, etc. Any relevant information you can provide is appreciated.
Speaking of debugging, I've created a help server that I linked in the mod description; if you're having technical issues, I can provide live help through there. :)
Don't think item name rando is a thing though? If I were to develop that, it would be a separate mod. Not somethng I plan to do at the moment unfortunately
I ask because the town shop issues seem to be consistent with a world that was generated with the randomizer disabled, and then played with the randomizer enabled.
Just to be clear, to get the mod to work, you need to generate a new world with the mod enabled —there is currently no support for randomizing already existing worlds.
LMK if this fixes the issue for you guys, in the meantime I'll roll out an update that safeguards against joining an unrandomized world with the mod on :)
I've disabled all other mods to check if there's any compatibility issues and nothing has changed. Reloading or resubbing didn't do anything either.
Is there anything that can be done? Hopefully this'll get fixed soon :>
Thank you very much!
If you want more ideas, it'd be great to also mix up the flag checks when killing bosses (when Hardmode starts, when Plantera bulbs start spawning etc...), like the Archipelago randomizer.