The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Quarry
Piber 8 Jan, 2018 @ 3:07pm
You should make your mod compatible with Revelations.
People seem to insist on using your mod with Revelations, which can result in a broken mess as Quarry stuff will sortof intrude into the Glacier floor.

The issue here is that Glacier is a caves/catacombs floor, which results in your stuff appearing in Glacier.

These if checks should be able to detect if the current stage is Glacier, and shouldnt cause an error if Revelations isn't activated:
if _G.revel then if StageSystem.GetCurrentStage() == REVEL.STAGE.Glacier.Id then --do stuff here end end

You could probably make that code block change some local variable to disable Quarry features.
Last edited by Piber; 17 Jan, 2018 @ 11:00am
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Showing 1-8 of 8 comments
JR3DFUL 9 Jan, 2018 @ 5:35pm 
Quarry in the Glacier is so much fun though! If anything, they should make skins that embrace the glacier level, like ice flies and ice monsters instead of rocks.
Is the quarry mixing with the glacier area common? or is it a rare bug that occurs?
Piber 11 Jan, 2018 @ 3:57pm 
I'd make a small mod to try to fix this myself, but Quarry seems to have next to no global variables, so I can't really mess with it much unless I manually remove every quarry entity that appears in Glacier, which would be a pain.

Quarry's code also seems pretty messy (as suspected), almost every function checks if the floor is caves/catacombs/flooded caves, there's no real variable that controls if the mod is active or not, so it probably wouldn't be as simple as just using the code block I posted in the op here unfortunately.
COOLSKELETON95 16 Jan, 2018 @ 8:24am 
one issue that resulted from this for me is that the boss intro screen kinda...broke. Boss screen for Glacier boss showed up, I tapped to get past it and started the battle, but then the right half of the screen was blocked by the right half of the intro screen for A Rock? while the gameplay was still going.
Tapping a button made it go away but the boss got a cheap hit in while I was confused, then it proceeded like a normal Glacier boss fight. Very silly compatibility error there.
I wouldn't at all expect every mod to be compatible with every other one but it would be very cool if the offer could work up a fix for this so my runs could have that much more variety.
Maddogs  [developer] 17 Jan, 2018 @ 10:57am 
I already contacted the Revelations dev team just under a week ago in order to sort out bugs, but I have yet to hear back from them, I think they have other priorities atm, but it's up to them at this point.
Piber 19 Jun, 2018 @ 1:41pm 
Butting in here again to show off some updated code:
local inGlacier = false if REVEL then if StageSystem then if StageSystem.GetCurrentStage() == REVEL.STAGE.Glacier.Id then inGlacier = true end end if StageAPI then if REVEL.STAGE.Glacier:IsStage() then inGlacier = true end end end
This one will also be compatible with Chapter 2 once it is released. Check the inGlacier local variable to see if the player is in glacier.



Originally posted by Maddogs:
it's up to them at this point.
How so? I've used this code many times and I've been able to easily make my mods know if revelations is active and if the player is in glacier, I've even added unique synergies for some things. What do they need to do to "fix" this? You can just use the code above to check if they're in glacier, and either disable the enemies from spawning or just add unique sprites or whatever.
MaxAstro 14 Oct, 2018 @ 4:22pm 
I'd like to pipe in here as well. I really like the Quarry mod, but the Quarry stuff spawning in the Glacier is just too brutal for me. Especially with Revelations Ch2, the Glacier is a hard floor, and adding the extra difficulty from the quarry stuff just kinda kills it.

It's a shame because I love Quarry and I want to keep it for when I'm not running Glacier...
JR3DFUL 12 Jun, 2019 @ 9:35pm 
You got the code to fix the glacier bug, I'd love to see this become a popular mod again
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