#⚙・modding-general
1 messages · Page 1465 of 1
why cant i?
I decided to go that route just because it'd be a lot more complicated and prone to breaking if I tried to do it with a shader, since you can typically use only one shader per card due to Love2D limitations and I didn't want to replace any vanilla shader effects
is it not on github anymore
it never was in github in a first place
i saw some dude do it on the jens almanac discord but i cant find the link
its removed
yeah the download isnt in the discord anymor
and that was the only place where you can download it
not like it would work anyway unless you downgrade all the other mods you have to really old versions
where do people keep discovering abt jens
How the
Jen's almanac is dead, for months
The download link is gone and it's cancelled
I had a screenshot of the announcement but I lost it
dang
probably really old youtube videos
if i had to guess
even then, you arent meant to
oh shucks
okay i think we got the point across
my bad
Yeah
The owner does not like it if somebody found or shared a link
Okay woop
Anyways
Uhh
why's that?
I should start working on a mod
balatro
I'm gonna take that to DMs
the creator burnt out and stuff and left the community and got rid of his mod everywhere
because of a lot of controversy
apparently not really old, some are straight up recent (like days ago)
if anything, this guy made like three downloads wherein he fixed major bugs in almanac
i am not planning to dig up almanac's grave just for mod c ontent
I dont think you should anyway 😭
also thinking of making the shop do smtn like niko's dealmaker present from stocking stuffer
Wardrobe
Sell this Joker to change your deck to another random deck.
ok guys I need help
I am trying to move the version.dll file of Lovely to the balatro folder
But it tells me I need permission from administrator
And idk how to do that
Cause like, am I not the administrator
shh, hes sleeping
do you not have admin on your own pc
I do that's why I'm confused af
Sorry my bad
you guys woke him up
AAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
WAKE UP
hes already awake
I was only lurking.
yeah
that is
hey guys how do i add bignum to lua love2d?
quite strange
it is indeed
in what sense exactly
like talisman exists for balatro
but if you want to do it for something seperate then the balatro modding chat is probably isnt a great place to start
oh
theres so many bignum-like lua libraries
since youll mostly be porting the existing bignum from js to lua
or just referencing talisman i guess
also true yeah
i'd say it isn't a good idea to yoink talisman due to licensing
well im not really talking about balatro so yeah
unless you are okay with the license it is under
referencing
not
copy pasting
ill need to find a server i can discuss this in
ha, jonh balala
because its not really balatro related
im just trying to add bignum to my lua love2d project
you can google it
i know theres a bunch
though check the licenses
ive found a bignum library (bundled with bigrat) however it does not seem to work
Are cat ears a Nitro thing?
not really
nope you can get them with orbs for free
Cost few bucks
or this
talisman has own bignum implementation in own file which in theory you can use
just make sure to not install spyware on your pc even though its sponsored by discord themselves
the humble license
so you must be okay with the terms to use it
you can use it
but if you (re)distribute it you must license it under gpl3 and share the source code and credit talisman
this is an actual game so it is a little more important
do you think i can use the ennorehling bignum library?
if you want simple bignum (up to ee308) you can try using https://github.com/veprogames/lua-big-number
.....huh
chilling with a nice MIT
My game is now crashing on launch inconsistently
I think I'm genuinely running up to a memory issue here
And it's just automatically stopping
I can't find a consistent repro for it. I guess I could try to restart my computer
Sometimes I pass it, sometimes it just closes without a log
will this be safe to install/put in my game? (yes i know thats a stupid question but i'd better want to be safe than sorry)
lmao its like 1000 lines total
just look at it
...
i started lua programming like 9 days ago i cannot read shit bro
but well im gonna trust crust
what kind of projet you making which needs such big numbers from the start
even though the noise is a nefarious character i think he's telling the truth
a clicker/merging/incremental game
Makes sense
fair enough
Good luck then
probably stack overflow somewhere and there's no room to initialize the error handler
Share your progress
And one day someone will implement this in balatro because why not
went in here cuz balatro uses love2d and the numbersloppy balatro mods also use bignum
Okay computer restarted....... and still nothing
ong where else would you go lmao
genuine question
incremental game inspired by cryptid, that's crazy
maybe the love2d discord if one even exists???
other than the goofy love2d forums
Hmmm okay yeah
not all incremental games are inspired by cryptid bro 😭
but this one will 
I stashed my changes, and now it's fine. The main change that I made here is that I split up the atlas for suits into four separate atlases
i love numberslop and all of the omeganum-breaking mods that make numbers go shaboing
So the only thing I can really point to is that it now it's using more memory on load
I decided not to; I look fabulous already.
These are some really big tables it's pre-caching I suppose
all atlases are loaded on startup
Completely unrelated to what I'm doing
When I see some sort of numberslop mods or games like Revolution Idle I'm curious how such insane amount of calculation even handled, not even including updating and rendering UI for all this infinitely changing numbers
I'm looking on it from web perspective where updating values in DOM kinda expensive
Okay this is insane I think I've genuinely hit some kind of resource ceiling already 😭
i need to actually implement that factory game where you are helping launder and embezzle money
It is entirely possible I'm hitting that
Replace this one in your debugplus:
DebugPlus/lovely/debug-enhancements.toml:133
[[patches]]
[patches.pattern]
target = "game.lua"
match_indent = true
pattern = 'love.graphics.print("Current FPS: "..fps, 10, 10)'
position = "at"
payload = '''
do
local otherSize = 0
for k,v in pairs(G.E_MANAGER.queues or {}) do
if k ~= 'base' then
otherSize = otherSize + #v
end
end
if otherSize ~= 0 then
love.graphics.print(string.format("Current FPS: %d\nBase event queue: %d\nOther event queues: %d\nMoveables: %d\nGarbage collector: %s", fps, #(G.E_MANAGER.queues and G.E_MANAGER.queues.base or {}), otherSize, #G.MOVEABLES, math.floor(collectgarbage("count"))), 10, 10)
else
love.graphics.print(string.format("Current FPS: %d\nBase event queue: %d\nMoveables: %d\nGarbage collector: %s", fps, #(G.E_MANAGER.queues and G.E_MANAGER.queues.base or {}), #G.MOVEABLES, math.floor(collectgarbage("count"))), 10, 10)
end
end
'''
what the hell is this. i feel like im reading enchanting table
Well that's odd.
Its a "patch"
UnStable started acting unstable.
|| a ||
We're selecting part of code from vanilla, and adjusting it depends on our needs
Shark.
In this case - instead of just displaying FPS we added more debug info such as UI elements count, event queue size, and memory usage
I'm not even getting to the point of displaying this
your game cant even load?
Nope
I think it's a rare case where you're cooked
clearly the solution is to garbage collect like a maniac
For reference, here's three loads in a row
surely that ram isn't being used
The third one fails inexplicably

70k memory in main menu is wild
Chances are, that's the pre-cached palette tables
I'm gonna revert some changes I made previously and do more math later when palettes are applied
That said, this has pretty bad implications for doing this at any reasonable scale with more mods
I am. All my atlases are combined
If possible of course
The only reason I had to split them up this time was for the way palette sets work
Not this one, I mean did you seen how stickers implemented?
The thing is, this sytem has nothing to do with actual rendering or drawing sprites
You have 1 sprite object stored in memory and in every draw call it sets draw_major and draws sticker, and goes to next
I don't think this is crashing when even a single draw call has occurred
you're not seen libs, that's a place where magic happens
I have 0 clue what spells a casted in them, but they works somehow
Like wtf is even this
c of course
Let me just get rid of the gradient calculation entirely and
Uh oh
75000 -> 15000

*the evil john balatro plus appears
magic
Hmm no it's still crashing sometimes despite that
Oughhhhhhh
This is hilarious but also saddening
dear god did i actually start this mayhem
not really
If I can get it to load I'm curious if part of the issue is double sprite scaling
Since it's not currently doing any specific thing to account for it, it's just outright doubling the sprites
is that john balatro
random idea that i will not edit because i will be at school soon
this price is so ass
hmmm
yes i am the real john balatro and i made Poker itself
What is this info button tho
😐
i was going to add that to MY mod as a crossmod joker but balatro plus is not released yet, as far i know
its kinda weird
Originally, i had the ui for the enchantment infotips appear when hovering over the deck
But no matter where I put the UI, it would overlap with something in an ugly manner
Because hovering over the deck also shows a summary of the remaining cards in deck in the middle of the screen
So i decided to make it so that when hovering over the info button (which is not in a place such that hovering over the button counts as hovering over deck), the deck enchantment infotips show up
devourer of croutons tomorrow
it tells you about the fitness gram pacer test
oh god not the pacer test
but this button placed on a place where skip tags should be no?
...
ah shit ur right
time to relocate the button
@flat crow
So yeah before adding these additional atlases, I seem to be able to get a consistent load
However, this is still resources in use
Good night.
joker which permanently deletes another from the save file until you reset it
numberslop joker that has a 1 in 15 chance of deleting itself from the code of the mod and marking the save file and the game directory so that the joker is immediately deleted again if you reinstall the mod
and maybe registry if love2d can touch that
which i am unsure of
Basically I now just have to decide what I can most effectively offload to palette calculation on the CPU, since pre-caching a lot of this information is now unfeasible
But it's also possible it's not just correctly freeing some of the resources used to calculate the gradients at runtime since it doesn't need to keep those
I don't think is manual GC call for my ffi pointers is working as intended
don't ffi.gc it, it gcs itself when no longer used
Mmm, okay
Is it normal to crash while playing cryptid mod?
and make sure to keep the reference to the bytedata
Why specifically? I thought it had to be set to nil to be garbage collected?
Because i keep crashing
Regardless, I'm not seeing any meaningful change in the readout of the garbage collector
it crashes on latest steamodded
what i meant is that if the bytedata is no longer reachable, assume it is already gced and the created pointer must no longer be used
you could try running balatro from cmd, and when it crashed try echo %errorlevel%
Originally I was storing the index, and then the calculated x and y coordinates for each pixel
Cutting it back down to the single pixel index as I had originally does cut down the GC by about 5x
hi chat
no vro what is that 😭
Which I'm fairly certain just means an incorrect command
yeah
looks great
eatlooks gr
sunhere comes the
Do you know how to get a correct result from this?
maybe try Balatro.exe
No I mean I did that
I ran it from cmd, but the echo command seemingly isn't giving me a meaningful error code
nd it nowok i can vaguely understa
Even after the crash
hmm weird
I wonder if using an FFI cast to a c structure would actually help maintain the memory. Because I assume (though I don't know for sure) that Lua tables are inherently gonna be less efficient due to the abstraction
someun help this is happening for like all my mods, its saying they all call table values related to boosters I think? Im very new to modding also sorry if this is wrong place to post crashes
i have a few but theyre not great
no prob
im intrested
what is the most needed mod to add to balatro, I got clowned in the multiplayer chat for talking about the mod manager
for content or for QoL
QoL for now. Im not too experienced I beat a few decks but no where ready for pvp
if this channel was more active you would be getting clowned here too
lol I got into the game cuz of bean I didnt know much better
blame it on my ignorance
JokerDisplay is the best one, but I also recommend Handy, Galdur, Flower Pot and tailsman
tailsman is banned in multiplayer i think tho
im gonna stay away from everything banned in mp bc I may delve into it one day once I know what im doing
I just loaded Cryptid, and apparently I have nothing unlocked. Is that normal or did I lose all my progress in Vanilla Balatro 💀
why
it creates a new profile (M1 instead of P1)
Oh okay ty
imma check brb
talisman completely changes how numbers are stored and as such i imagine stupid bugs from attempting to transfer score over will ensue
(since it is under a completely different format)
what does jokerdisplay do?
and the person on the other side may not have it, causing giant fuck off bug
@pastel surge how do you like those
"In general, any mods that increase game speed above 4x (Ex. GameSpeed, Nopeus, Saturn, Talisman)"
display what the jokers are doing / are going to do
they're good
lmao
displays what jokers do
example:
where is the safest place to find these mods and how does one add them to balatro
is there a video I can go off of
the offical githubs for the mod and go to steammodded for a installation tutorial
for a video format
Get everything you need to know about installing Balatro mods in today's guide. Installing Balatro mods should only take a few minutes & the first thing you will need to do is download and install lovely Injector and then steammodded as shown in the video.
Path for mod directory: %AppData%/Balatro/
Lovely Discussion: https://discord.com/chann...
In this video I am going to cover how to Download pretty much any Balatro mod including how to setup cryptid as it has recently gotten much easier.
THE MULTIPLAYER MOD HAS BEEN REMOVED FROM THE MOD MANAGER AND NOW USES ITS OWN LAUNCHER
Mod Manager - https://balatro-mod-manager.dasguney.com/
Multiplayer Launcher (if you want to play multiplay...
Github
#1209506514763522108
Balatro Modding Wiki
is the mod manager that bad?
its not needed at all and it causes various issues you just wouldn't get otherwise
ok apparently cmd doesnt wait for balatro so need to use start /w Balatro.exe
idk if the issue has been resolved yet
for all the visual learners out there :D
im just a chill guy
i should not be allowed to mod textures
what the peak
they truly are stone cards
Hmm, even cutting down the pre-cached information is resulting in still crashing on load
Oh! Thanks. Sorry it hasn't been resolved yet
Use after free?
I removed all my own manual GC calls
I realize I'm probably asking a lot, but would you be willing to look through this to help me diagnose the issue?
sure
though mostly i hunt bugs with trying to replicate
ill try this one
This is the specific commit that's causing this crash. The primary change was splitting this atlas into four separate ones, and otherwise there's not a lot in this commit that actually changes the logic of how this system works
Otherwise, this is the file where all the main logic happens: https://github.com/Kekulism/Arrow/blob/main/api/colors.lua
And I've narrowed it down to the setup_palettes() function at least
if I remove the one call to it on the splash screen, it passes without any issues
yo crust since you're still here, how do i import that bignum library you earlier sent me?
copy the file and require it
like if you put it in bignum.lua then use it with local Big = require("bignum")
like the whole folder?
im new to this bro please help me
so i copy the 'lua-big-number-0.3.1' folder and paste it where?
in my game's files?
yeah
Wait a minute...
Based on the error code suggesting crashes due to system permissions, it is basically just suggesting it doesn't have read/write permissions for the working directory??
and what require function do i write then?
name the folder bignum and write require("bignum")
Oh! Yeah, I could never get a trace at all
thoughts on these 10 joker ideas? trying for a vanilla feel
depends on what you didi but so far looks like its wrong place
alright. thanks
I originally had a manual call to stop automatic garbage collection during this collect_image_data function, since you suggested it's trying to access deallocated memory?
But readding those doesn't solve it
ok so it wasnt that, but rather the index tries to access beyond whats allocated
beyond what's allocated?
you can try adding this here
if true_idx + 3 > image_data:getSize() then error(string.format("bad access index %d on max %d", true_idx+3, image_data:getSize())) end
i got the lovely injector set up and smods set up and confirmed they work. What are some QOL mods I can install that wont get me in trouble with multiplayer
Go to MP server and you'll find document with all allowed mods
basically, you can't access memory outside the program. when using ffi, it doesn't have memory protection, so it crashes instead of returning nil
sorry if it got too technical 😅
No I do get the specifics even if I'm not used to low level programming
But also.... that allocation is for 6175 pixels at most (or somewhere close to that, because I'm sure it also stores some format data)
A single one of these atlases is about 107k pixels
It's just outright not allocating anywhere close for some reason....?
And it's never failed on any of my other atlases or the original combined one even if it's notably larger
Is there some weird FFI thing for files that have a lot of transparency...?
oh my god bruh
What about the chosen triangle
Nope
Not manually rendered thing
It's drawn directly
I've actually done a bunch of similar things to this
If you need a reference
Wait.... it's crashing on a completely unrelated atlas?
so theres an error that keeps popping up when i try to love.graphics.print(tostring(Notations.Standard(number))) that says bignum/init.lua:88: attempt to index local 'self' (a number value)
And yeah that's the exact image size of the pointer
Huh????
Okay well thank you very much Crust you've helped me immensely already
can you show the code?
you probably need to wrap a number in Big:new(number) but yea show the code
dw the love.graphics is in the love.draw function
So something about this index calculation here is ending up circumstantially wrong
yeah
I did recently add those multipliers for texture size based on the texture scaling setting, but removing those doesn't change it seemingly
here's my trace. the object dump is in there too if you want to look around
Okay huh yeah the index is way too big
I guess the simplest solution is maybe the px and py for the image atlas are wrong?
how does SMODS.DeckSkin work? does it override the default deck skin or does it add itself the skin/FoJ list?
because it seems like it has overwritten every skin with the default ones
But that doesn't explain why sometimes it would work and other times not
i did wrap the number in Big:new()
the values was
atlas.py 95
G.SETTINGS.GRAPHICS.texture_scaling 2
pos.y 3
color_width 9088
multiply those all and the index is out of bound
this is from (atlas.py * G.SETTINGS.GRAPHICS.texture_scaling * pos.y) * color_width + ...
||
||
Egg
i just dont have any idea why it wont just print out
-# (Well, there is a man here. He offered you something.)
Says the pos is correct, the atlas is correct....
The main thing I can point out is that I think this is the first atlas it's trying to load that is only a single sprite per atlas
are you doung any math operations with number?
yea
Specifically it crashes on multiplication
Show what exactly youre doing
multiplication
are you loading the file
lovely is saying its skipping it
if you're doing smth like number * 3 then it should be fine
idk how it can simultaneously not load the file and overwrite all friends of jimbo skins
oh youre also supposed to call atlas directly
WAIT
If number.mul(3) then it's wrong, you need to do number:mul(3) instead
and not assign it to a var
is this really just an issue with this not being correctly scaled to 2x...?
that wasn't on the template damn
i know this is rookie code i began coding like 9 days ago
just put the atlas as a string
you have too much end tho
wait lmao
i was rewriting my code to make it more readable lol
yeah okay fixed that
atlas = "LBPHC"
but i know this cant be the main issue
and LBPLC
thank u
yea
try doing it verbosely, the bignum library doesnt support automatic number to bignum conversion for math operations
i'll just post it here
is it?
Is this like feature exclusive to talisman some sort?
uhh you need to set atlasStyle
talisman has some modifications
Big.__mul = Big.mul
---@param b Big
as in this?
yea
so like scrap:mul(3) ?
uhh check the possible options there
scrap:mul(Big:new(3))
Okay @dusty token I figured it out
then why it works for power tho
nice
should i put the path to assets/2x/??
pow accepts number ---@param pow number
what a library omg
😭
Basically, because the single atlases now only have effective y sprite positions of 0, all of the playing cards like the 6 of Spades here that it crashes on are trying to access pixels way out of bounds
I'll need to add some proper error checking for it
However, trying to adjust these is annoying
no it resolves the path based on if the user has pixel smoothing on
gl on fixing it 👍 dealing with indexes are hard sometimes
I mean it makes sense now that I've seen it esp since I'm working with low level data, I'm just kinda surprised ive never run into this before?
i put a legacy header and this printed out
update your smods
it's like ancient or smth
fuck i think i'll just stop using r2modman all together
smods is so ancient on there
the balatro world website is giving freedom motif
when i try to run the project love returns an error on this exact line
is the line above and line below the same thing? or am i butchering some syntax?
i see
you have to bignum everything
you can't :pow normal numbers like that
have i already bignummed everything or am i still missing something?
the number 3
you probably need to make it like ```lua
scrap = scrap:add(Big:new(3 ^ (space[i].tier - 1) * 3))
That's assuming space[i].tier is not bignum
You need convert to bignumb parts which actually interact with bignums
ok now the mod loads, but it crashed when i tried selecting the skin
Outside of that you can use old math
send the crashlog
colors_per_unit = math.min(image_data:getSize(), width_per_unit * atlas.py) for now I'll just cap the colors at the image's size otherwise if I happen to do this kind of thing again so I can at least see that it's doing weird things to the atlas
rather than crashing
if i want to replace the * 3 with a number variable "scrapboost" do i put a big:new around it too
depends is it a bignum
scrap = scrap:add(Big:new(3 ^ (space[i].tier - 1)):mul(scrapboost))
oki i fixed it
Or, if simplify
local factor = 3 ^ (space[i].tier - 1)
scrap = scrap:add(Big:new(factor):mul(scrapboost))
so the general thing im getting from bignum is:
if a number is a Big:new(), then i use the :add(), :mul(), :pow() etc. functions
if a number isn't a Big:new(), then i use normal lua arithmetic
am i correct?
Indeed
try forwarding to #💻・modding-dev
In Balatro tho this barries is mostly removed so you can do math operations with bignum and numbers
With one exception with causes a ton of problems
also what kind of number system did localthunk use for balatro?
because its not bignum, but its also not the 64bit integer limit lua gives us
what's an acceptable ammount of jokers for a mod?
it's default lua number double floating point
its just stock love2d lmao
its the same as you get
1e308 limit
score capped in e308
arabic
you might be thinking of bit integers
wait so you're telling me love2d had an increased limit already?
no
it's double floating point
......yeah
thats how every double precision works, it limits at e308
you wouldn't be able to have 0.5 Mult if it was an integer anyways
In JS Number.MAX_VALUE have same value of e308
It's decent number but for incremental numberslop is definitely not enough
And depends on your ambitions bignum may be not enough too
Unless you take the Doom route with FUs.
teeeeechnically
i saw your talisman pr
i wanted you to take a look at it
i never asked for some reason
but do you have thoughts
who?
you
1.8e308 going hard
you can still score like 1.6e308 and not get naneinf
1.78
i have no thoughts
round up to 1.8
head empty
yeah
is there any way you can see this being like a bad thing or having bugs or regressions or things
maybe other than "but why though"
look like we both wrong
being able to treat numbers as bignumbers can be handy
i have seen
1.79 rounds up to 1.8
its really funny that you can do that actually
hmm
it's nice to be able to call like, variable:pow(10) even if you're not sure whether variable is a big
alot of math nerds in here
indeed
also stuff like variable:max(other)
remember, math is fun
also, it could potentially enable faster math because you wouldn't always need to return a big from functions on Big
since numbers can be treated as bigs in every way
but i didn't implement that
"Unexpected error: attempt to compare number with table"
🔁 translating 🔁
"Talisman can't to the thing it's designed to do"
it ain't actually
it just makes a bigger number
it just would be convenient if the bigger number was interoperable with the smaller one
a problem that has already been solved
can i eat one of your guys table i ran out
amulet
it can be great, i guess
idk, head is still empty 😭
now that i think about it that could make a couple things incorrect
huh
all worked fine for me
it would need to run the __index on the number when doing .array
idk if amulet does weird stuff
me too (i'm currently screwing around with it)
Is it just me or does buskin look like sock is giving him some straight teeth
im a complete noob at this but id figure id come here
Im trying to add a custom joker through the source code that basically acts as a opposite to oops all sixes, so that it halves all probabilities.
do I have to manually go through every listed probability and edit them or am I being stupid
Nah, check Entropy's code @light flame (entropy on modded balatro wiki)
SMODS has a context for probabilities where you can double the denominator, thus halving all probabilities. it's easy as hell
I think it’s a bit different in this case since they’re adding thru source code interestingly
Yes like I said complete noob
theres G.GAME.probabilities.normal
multiply it by 2 to double probs, or 0.5 to halven
Why through the source code...
Can't you just use lua files with SMOD?
im not well-versed with lua and am just learned about SMOD as you tell me about it
ohhh steamodded
Look into SMODs first, VanillaRemade has good examples
Check the structure of the files, how they add the Jokers in.
i think originally this was by n
What is this fork?
example for oops is in here https://github.com/nh6574/VanillaRemade/blob/main/src/jokers.lua#L3845
god why are making seal localizations so damn CONFUSING
I highly recommend this thread since you’re starting out #1349064230825103441 message
@novel heron's fork idk what they are for
thank you
vencord my beloved
wait i thought that said oops
It's not that hard once you read the code and learn how to navigate the files
lua is an ez language
It just takes a few weeks/months to get the hang of it. I started off knowing nothing and struggling to make a single Joker, now I'm making some of the weirdest Jokers ever
works now for amulet?
evil spotify or kung fu man
SMODS.pseudorandom_probability or good career
at this point I'm gonna stop learning how to code and practice black magic
ok nvm i need to also override get_array
i guess ill j add self = Big.ensureBig(self)
but later
do you have a certain software that you code inside of? I code minecraft skript and I use a software for that so I doubt balatro doesnt have something similar
Kate (Steam Deck, Linux) and Visual Studio Code (Windows)
chat should i highlight smth else in this
I dont think so, maybe retriggers?
Knight noises
what the fuck am I looking at
sure
is that blind reskins
yup, Project Moon reskins
-# is the boss blind just the fish or smth 💀
from what i can see it's the fish or smth
oh
the eye 😭
my opp
wonder what the plant is reskinned into
the encounter of doom and despair
ah it's just ramen
yea that is a bit weird
Aiko
A balanced vanilla+ mod for Balatro
Get the mod here: https://www.nexusmods.com/balatro/mods/347?tab=files
this reminds me of that one anime girl everyone was going crazy about
started with a T
TETO
fuck you
oh so its beta arm
Lobotomy Corporation Mod (a seperate mod)
ok that is not the arm
wip
mitosis is scary
alright time to work on this
me when my sprite sheet is misaligned
not really
really proud of this effect
no they did that to the sprites intentionally
its worded awkwardly
my b
I'm tired
it is that way
what
gives +11 mult for each hand size
below or above 6
(currently +22)
oh boy when my update comes out im gonna make compat for this gimmick LOL
it took me a second to realize that those sprites were intentionally edited to look like that
no it's fixed like that
5 = +11 mult
4 = +22 mult
and so on...
oh wait PLAYED hand
ye
thats gains, not gives
it's fixed so it does not scale
i said gives
best you can do with it is high card with +55 mult
I think gives would be correct
unlimited deck
shoutout to 11 * abs(6-x)
gives +11 mult for each card below or above a 6 card hand
also is this played hand size or scored hand size
i assume played
oh yeah it does say played
ah yes balancing
interesting effect
-# yes it is at X0.5 :walcomebuck:
hm
what does it start at
any suggestions to the localization
imo it should be "this card has no rank and suit, but always scores0
by "always" does this also score from the deck
how does stone card word it actually
it's a seal tho, so it just nullifies the card's rank and suit
i assume its like how stone card works
yep
ah
"{C:chips}+#1#{} Chips",
"no rank or suit",
photochad + paredolia goes crazy with this
ok hm
cant wait to showcase my personal favorite (the water)
"seal nullifies rank and suit"
"always scores"
imagine a card that has an effect whether you play it, hold it in your hand, or even haven't drawn it yet
that would be silly
I think its been done before
so wait if i hanging chad this will it give X0.5 then X0.75
CASH MONE
it's after scoring
I dont remember the mod name but theres one thats basically a juiced up steel card that always activates no matter where it is
evil :(
so you gain it after all cards are scored
balancing :walcomebuck:
im totally gonna death/cryptid this AFTER its scaled lol
lmaoer
Woke joker
X1.5 mult for each unique suit scored, flushes can't be played because that's racist
woker
woker
They HATE blackboard
why so queerious
Wait no
see if I made a woker I'd say you can't play straights
me installing the uhhh 60 suits mod
No that's just mha, not being able to play flushes is more accurate
#HighContrastBlackboard
ah yes space joker seal
yeah where is blackboard for red suits
instead it starts at X0 lmao
My joker academia
Can't play straights, no positive effect
If you play a straight you lose the run
old pillar but joker
My Joker Academia:
Straights instead count as Flushes
-# nvm it's worse
I'm sorry I refuse to watch mha
for a version you could want ever
smae
How does heterosexuality connect to monoethnicity
pride
Mmm I'm definitely having trouble with the palette for gluttonous joker I think
Kinda weird that people just mutually agree that the flush is the most homosexual poker hand ever
its the opposite of straight
No it ain't
valid based recolor for high contrast
flash
it's all part of my master plan
straight: five ordered (and different) ranks
flush: five of the same suit
literal opposites
how do u explain straight flush
bisexual
The opposite of a straight would be like, random ranks with no correlation
obviously
clusterfk

I made a custom high contrast spade suit once upon a time
rin penrose
John VTuber
Jack looks like a fall guys guy
my personal favorite
it's the skrunkly
burgler
The crinkly??!?!?!!?
what
burgmelar
But now I've completely recreated the High Contrast Palettes, and now it's time for, uhh, all the rest of it
Perhaps deciding to make Flower Pot use the Diamond palette was an odd choice
However!
Bizarro flower pot
blue diamonds is disorienting
burglar but its just the needle
Cardsauce has blue diamonds, I don't make the rules
Seven university
most diamonds are blue
so does inscryption
Diamonds are clear
I'm just used to red/yellow diamond high contrast
but... but minecraft
mine rail
blue diamonds...
oh hey pocket snek
ok the real reason I don't like this is because the clubs were also a shade of blue
why not green
was just about to suggest that lol
If you put the serpent's icon in the greek alphabet I wouldn't question it being there
I feel like I've seen a green clubs mod before somewhere too
what if this is discarded or played
might have been a vocaloid deck reskin
you dont draw 3 cards anymore duh
what is this
Gang your suggestions are irrelevant here, Cardsauce already has Green clubs
Crash screen
I was showing you the default high contrast vanilla palette for the Clubs and then the cardsauce palette for the diamonds
grubs
good
wdym a bad lovely patch has resulted in this crash?? how do i fix it?
Delete system 32
replace the bad lovely patch with a good one
be lovelier
how do i update my lovely????????
i want a valid solution 😭
please 😭
That said I do have to actively finish the procedural implementation of the Cardsauce Clubs and Spades
chat i need help coming up for a localization for this effect
play this card this ante, then the next time it scores this ante, X5 mult, resets after activation/ante up
I think it saw that the line of the crash was a target of a lovely patch? that is my best guess. So if you can track down which patch edited that line
this is acceptable
?????????????
because they are all different colors
idk how to fix this without looking at the dump files and trying to isolate which mod caused this
i install stocking stuffer and now it's broken
lovely patches search to match a pattern in the original game files, and then either replace the line with custom code, or insert something before or after it
the error log tells you which file the syntax error is in, so you could look at the lovely file in the mod to see which patch targets that file
also hello sky
it may also just be an error in the mod, or colliding with a different mod you have installed
hello!
i have handy and stocking stuffer v1.0.2
thats it
man i play mods not make them
-# I make mods not play them (and I hardly do that anymore)
yeah so some patch broke a function
so the route I was going would require fixing the patch yourself in the .toml
that's kind of the only way to fix the crash aside from uninstalling the mod
unless someone else knows a better way
im so confused..
so when you set up mods for balatro, you had to install both smods and lovely, correct?
Delete lovely, download balatro mod manager, then download lovely from there
It's the most straightforward way I can think of
it appears I am behind the times, I do not use the mod manager lol
well, I uploaded my mod to it but I don't use it to download mods
All this jargon about injectors or whatnot people don't understand, all they know is that they need it to play a lot of mods
fair
Outside of that they couldn't care less about it, so downloading and updating it at the click of a button is the best way to go about it
my coding brain trying to figure out how to fix the code rather than just fresh install 💀 I may be cooked
It's only worth it when there's considerable enough progress to lose
In lovely's case there's nothing to consider worth not losing
fair
Go talk to d
and
Or f
or g or h?
their on my kill list
We don't talk about g
f is fine but im too shy to talk to them, theyre beyond my league
but d and f, their heads are on the chopping block
are there actually other people here with single letter usernames or is this a bit
this is real
I see I see
at least you see
🐎
not again....
🌯
there was a bit like a year ago when someone would react to every message with a horse emoji
idk if it's resurfaced or not
🧬
shoutout deoxyribonucleic acid

blue prince...
🎎
🪺
🐦
🥹
🥀
😔
👉 👈
please
please what
you need to be bucklemaxxing
surely
I have absolutely no poker hand levels
because that would be detrimental to the current challenge
what does this error mean and how can i fix it

reverse idol lmao
Blueprint saves the da- wait, that's not Blueprint
yea, emult is cracked when you stack enough of it
cool SUAS-like glitch with inversion
play all cards before running out of hands and shoot my Egg to the moon
hey guys enhancement idea
holepunch card (enhancement)
no rank or suit
always scores
X0 mult
X0 chips
+1 hand
all other played cards are returned to hand```
"x0 mult, x0 chips" 😱
ok but look at the upsides
no none of them would
time waster
all other cards are returned
also what is the point
nothing says it can't return itself (the enhancement)
yeah this would be the only good way to play it lol
all non holepunch cards
well its good for literally every scaling joker
or chance joker
also due to how it works
the hand would still score
if you had a +chips and a +mult
you score
ok hang on
(X0 Chips & Mult is NOT the same thing as hand doesn't provide score)
If the role I'm supposed to be playing in the fight with the Roaring Knight is "The Victim" then I'm playing it well.
alr, I gotta say Dinah is a bit too strong, especially with proper support
might have to nerf it to 0.05 or 0.02 instead of 0.1
😭
there goes balancing again
holepunch card
no rank, no suit
always scores
X0 Chips and Mult after scoring
+1 hand if played hand contains a Holepunch card
Return all non holepunch cards to hand```
you know what would be less struggle
