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Add Lab Power Safety Adjustments#185

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Jarno458 merged 4 commits intoJarno458:masterfrom
TriumphantBass:feature/lab-power-logic
Sep 25, 2025
Merged

Add Lab Power Safety Adjustments#185
Jarno458 merged 4 commits intoJarno458:masterfrom
TriumphantBass:feature/lab-power-logic

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Adds "safety" options for the four checks affected by the lab's power state.

Before, we had to make the logic for them restrictive to require infinite vertical, despite all four being reachable with just timestop and double jump when the lab is powered.

This PR makes it so that alternative routes that only need double jump and not infinite are available after shutting off power.

  1. The two checks in upper trash have starship engineers manually throwing trash.
  2. The one check in lower trash right has laser gates around the wall, and the wall is destroyed when power is cut off.
  3. The dynamo shaft has handholds.

Note that none of the above changes apply when the lab is powered, which also means they will never apply in LockKeyAmadeus.

Videos are too large to attach here and are provided in the discord.

Add(new ItemKey(11, 23, 280, 169), "Lab: Spider Hell Entrance Lantern 2", null, LabResearchWing & R.CardA & LanternCube);
Add(new ItemKey(11, 3, 1448, 489), "Lab: Lower Trash Lantern 1", null, MainLab & (FloodsFlags.Lab ? R.Free : (SeedOptions.LockKeyAmadeus ? DoubleJumpOfNpc : R.UpwardDash)) & LanternCube);
Add(new ItemKey(11, 3, 152, 489), "Lab: Lower Trash Lantern 2", null, MainLab & (FloodsFlags.Lab ? R.Free : (SeedOptions.LockKeyAmadeus ? DoubleJumpOfNpc : R.UpwardDash)) & LanternCube);
Add(new ItemKey(11, 3, 1448, 489), "Lab: Lower Trash Lantern 1", null, MainLab & NeedSwimming(FloodsFlags.Lab) & LanternCube);
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turns out both of these lanterns were on the ground and did not need any vertical

@Jarno458 Jarno458 merged commit e38afca into Jarno458:master Sep 25, 2025
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2 participants