安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I'm pretty sure the issue with the free self-damage machines is caused by the Neutralize Spawns option in the config. Machine spawns and such can actually hit you before any of their data is initialized (so there's no way to tell what it is). The only thing I could find that worked fast enough was to check if the damaging entity was less than 1 second old, and was within a certain radius of a machine. The issue lies in the machine itself also triggering that check and getting neutralized (most entities are deleted and respawned on changing rooms, which also resets their ages).
I'm stupid busy right now so I have no idea when i'll come back to this (I want to add Sacrifice Rooms if I can), but just disabling Neutralize Spawns in the config *should* fix it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3365657936&searchtext=smart
This is error from Repentogon console:
"TM+_REQUEST_COMPATIBILITY_DATA" from "timemachinePLUS" failed: ...f Isaac Rebirth/mods/timemachineplus_3371830680/main.lua:145: bad argument #1 to 'for iterator' (table expected, got nil)
Stack Traceback:
in method for iterator
...f Isaac Rebirth/mods/timemachineplus_3371830680/main.lua:145: in function 'addConfigMenuItems'
...f Isaac Rebirth/mods/timemachineplus_3371830680/main.lua:105: in function 'AddCompatibility'
.../timemachineplus_3371830680/TM+_builtincompatibility.lua:90: in function at line 81
This can also prevent movement lag caused by accidental contact
As for the lag, some amount of lag is unavoidable when you're updating things several extra times per frame. I'm making a few small changes to the way the mod applies friction which should trim down some unnecessary decimals, but it's never going to be perfect.
I've had confirmation from another subscriber that this version runs significantly faster than the original Time Machine. Unless you can run the original Time Machine without it lagging the same or worse, then I think it's probably a hardware issue.
I'll see what I can do about the clipping. The one advantage of the original's homebrew collision detection is that it can predict future collisions. Going without it will take some extra code, but it should be fixable.
If the resting against a beggar and not moving thing is still a problem, I'll add a requirement for players to be holding down a movement button to activate the mod's effect.
As for the trouble staying still, I didn't notice that when I was testing it. I guess I only ever ran into the full machines from the top or bottom, and only with 1.0 speed. I'll try to add a configurable "stickiness" to machines, maybe bound to the Drop key or something. In the meantime, have you tried increasing the decWait setting in the config? That'll make it easier to not lose your speed even if you briefly slip off.