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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.
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.
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.
It's a shame because I love Quarry and I want to keep it for when I'm not running Glacier...