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Tainted Job loses 40% of the (number of) items grabbed in the last floor. So if you have 20 items and grab 10 in the current floor, when changing rooms you will only lose 4 items instead of 12. However the lost items can be any item in your inventory that hasn't been safeguarded, not just from the pool of items you grabbed last floor.
This allows for more strategy when playing, since you can choose to stop getting items if you have a good enough run that could be ruined by losing the wrong item at the wrong time. Since losing 40% of 0 items is still 0 items.
That being said I will likely revisit the API at one point since ideally it shouldn't cause conflicts these severe with other mods.
Another mod I use is fok's booster pack. In the mod there's an item called Baal's altar which is an active item. When you use it and collide with an item you pick it up and can place it somewhere else. Kinda like moving box but you can only hold one item and you can also take shop items for free.
Thing is though is that if you're playing as tainted Job and you pick this item up. Everytime you use it and place down an item, you also place down another item. In addition this active item has no cooldown, so you can basically just make infinite items.
This isn't really a bug or even an incompatibility as both mods are doing what they're supposed to but this interaction is really funny.