The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Enhancement Chamber
71 Comments
The Deadmonster 26 Jul @ 9:36pm 
thanks drarkyel you are awesome!
Gokudera ElPsyCongroo 26 Jul @ 5:43pm 
Thanks a ton!
Drarkyel  [author] 26 Jul @ 5:03pm 
@Gokudera ElPsyCongroo @NotFirstCultist

Both issues are gone, including extra fixes related to FF.

@The Deadmonster

I will separate some of the features into a miscellanious tab later on, including nerfs.
NotFirstCultist 24 Jul @ 7:08am 
If you enter a sacrifice room before discovering the whole floor and use the Red Key or a red key piece to move to a red room, the door to the sacrifice room stays shut and you get softlocked
Gokudera ElPsyCongroo 16 Jul @ 3:59pm 
Seems boss rush rooms are not compatible with some Fiend Folio rooms that add a pit in the middle of the boss rush
The Deadmonster 12 Jul @ 1:42am 
Could you add a list of options for the Sacrifice Room rework? To remove certain modifications, like not taking damage from red hearts? Maybe to balance things out for everyone's taste.
Drarkyel  [author] 1 Jul @ 10:05am 
@Jetrvoox Okay, I changed how config data is saved. Now it'll probably work.
Jetrvoox 30 Jun @ 7:36am 
Still doesnt seem to respect what the settings actually are on. Sorry for all the comments :/
Jetrvoox 30 Jun @ 7:19am 
Neither does the Sacrifice room change if I disable it. even after restarting run etc, so Im going to try to fresh reinstall the mod to see if it gets fixed.
Jetrvoox 30 Jun @ 7:16am 
Okay, it seems that even if I disable things such as curse room enhancement, it doesnt actually disable.
Jetrvoox 30 Jun @ 6:54am 
Ty, you're my goat @Drarkyel
Drarkyel  [author] 29 Jun @ 10:51pm 
@Jetrvoox I changed to save at the moment there is any change in config instead of waiting until exiting the game. Changes will likely persist upon reset.

@Gokudera ElPsyCongroo Last update makes boss rush wave reduction only trigger upon starting a run. It's probably going to work if the mod uses Repentogon as well.
Gokudera ElPsyCongroo 29 Jun @ 7:33am 
Are reduced boss rush waves compatible with Passive Skill Tree's skills that reduces boss waves by 1 and 2?
Jetrvoox 26 Jun @ 3:06am 
Thank you, also, I seem to always have my settings reset/config of the mod reset after a restart, any idea what the issue could be?
Drarkyel  [author] 22 Jun @ 6:27pm 
@Jetrvoox Fixed.
Jetrvoox 22 Jun @ 12:59pm 
""MC_POST_GRID_ENTITY_DOOR_RENDER" from "Enhancement Chamber" failed:
... s/enhancement_chamber_3486533759/scripts/rooms/curse, lua: 21: attempt to
index a nil value (local 'player')
Stack Traceback:
.. s/enhancement_chamber_3486533759/scripts/rooms/curse. lua:21: in
function at line 7"
Gokudera ElPsyCongroo 7 Jun @ 10:18am 
Was doing the same for me, you need to unsubscribe from the mod, launch the game, start a run and quit the game, then resubscribe and relaunch. For some reason steam had difficulties updating the mod? Now appears for me after doing that
i am unsure if this is an issue with the mod or me having too many mods that have mod config menu settings available, but the mentioned support for it doesn't seem to be actually showing up in the menu
Drarkyel  [author] 5 Jun @ 4:06pm 
Added support to Mod Config Menu. Now it's possible to disable special room changes.

@NotFirstCultist Fixed.

@Gokudera ElPsyCongroo It's fixed now, but I can't keep the double trouble mechanic and curse of the labyrinth in that challenge. EC reworks how double trouble works in the game, removing the vanilla rooms, which was the reason for the crash. It was changed because there is no support for boss pools yet.
Gokudera ElPsyCongroo 2 Jun @ 5:33am 
For some reason I can't go to the second chapter of Ultra Hard challenge when this mod is enabled. Log spams "[INFO] - [warn] could not find matching boss room (boss id: -3700) for the current stage
[ASSERT] - failed to generate level too often, giving up"
NotFirstCultist 1 Jun @ 9:04pm 
With this mod turned on, other mods can't recognize when a challenge / ambush room is cleared.
toaster 1 Jun @ 2:32pm 
ok thanks issue on my end
Drarkyel  [author] 1 Jun @ 12:42pm 
@toaster Yes, requires repentogon for Repentance or repentogon+ (nightly build atm) for Repentance+.
toaster 1 Jun @ 7:08am 
hang on- do i need repentogon for this mod?
Drarkyel  [author] 31 May @ 1:47pm 
@toaster What is the issue about these rooms?
toaster 31 May @ 10:36am 
the sacrifice rooms and shops arent working as intended
Drarkyel  [author] 29 May @ 5:50pm 
@NotFirstCultist I forgot about removing the damage immunity debug. It's fixed now.
NotFirstCultist 29 May @ 5:19pm 
Entering a curse room makes you invincible forever
Drarkyel  [author] 29 May @ 2:47pm 
@Ambien @MikoDaBoy Both issues are now fixed.

@JSG Okay, the description is changed with a better explanation.
fly_6 29 May @ 2:46pm 
Thank you for updating disclaimer about Repentogon
MikoDaBoy 29 May @ 10:54am 
hello these curse rooms kill me when i touch the white fire in downpour, is this intended? i feel like the lost should still be able to visit them.
JSG 29 May @ 10:48am 
If you are going to advice people to use RGON nightlies, I'd at least ask you to warn people about the cons of doing so, like not getting autoupdates at all and the releases being indev and potentially unstable...
Ambien 28 May @ 8:56pm 
Bug: Cursed Grail doesn't work with modded sacrifice rooms, making the item unusable
Drarkyel  [author] 28 May @ 7:35pm 
Ambush issue is now fixed, including other ones.
aidan 28 May @ 1:37pm 
love the mod, really like the double troubles and black markets, my only issue is that boss challenge rooms have like 10 waves instead of 2 which i assume is not intentional
Oderr 28 May @ 9:09am 
this is peak dude
absolutely amazing changes to curse and sac. rooms but maybe make that sacs can be like sacrifaced for 1 more time to get sent to dark room or deal dunno
all though this is certified amazing mod
NotFirstCultist 28 May @ 1:56am 
After the update ambush rooms make you fight 10 waves of bosses instead of 2. Besides that, I want to say that you're doing an incredible job with this mod.
Drarkyel  [author] 28 May @ 12:11am 
@onesandalsoldier It automatically disables EID description in the next update.

@Ferpe Some double trouble rooms are currently being nerfed like that one. By nerf I mean giving more space to dodge stuff.
Ferpe 27 May @ 11:13pm 
First double trouble room i found was in 2 red champion ragmen in a very cramped room on basement 1. Diabolical design
onesandalsoldier 27 May @ 9:05pm 
Does the mod disable the eid for sac rooms since they wouldn't make sense with the changes?
Drarkyel  [author] 27 May @ 2:41pm 
@M'aiq the liar You need to be logged into a github account in order to download a build.
Drarkyel  [author] 27 May @ 2:26pm 
@ZeroTwo.exe ( Allkeyshop ) Yes. There will be a setting to remove certain mechanics, including nerfs such as library items.
ZeroTwo.exe ( Allkeyshop ) 27 May @ 2:11pm 
you can add config? there are some things in the mod that I would like to disable, such as changes in the libraries or things like that.
M'aiq the liar 27 May @ 9:58am 
It doesn't give me any way to download from clicking on the "build project and upload artifact"
Drarkyel  [author] 27 May @ 4:32am 
@NotFirstCultist Fixed in the last update.
NotFirstCultist 26 May @ 11:06pm 
Lost and T.Lost can't use sacrifice room altars
Drarkyel  [author] 26 May @ 10:16pm 
@M'aiq the liar Click in the first "Build Project and Upload Artifact", which is the last build. After that, download REPENTOGON-main zip file.
M'aiq the liar 26 May @ 11:34am 
I don't seem to see the nightly builds of repentogon for rep+. How do I get to it from that link?
NotFirstCultist 26 May @ 5:38am 
Both yes.
Drarkyel  [author] 26 May @ 4:11am 
@NotFirstCultist I assume the issue is that sacrifice only priorizes red hearts when you have more than source's damage. For example, if you have only one red heart, it ignores and use soul hearts instead, since altars deal 2 hitpoints damage, which doesn't trigger the red heart damage flag and rerolls T.Eden's items. If that's the problem, it's simple to fix it.

Also, I'm confused about the curse room suggestion. The damage animation already triggers immunity frames. I assume you mean giving player invincibility during the animation before taking damage from the door?