#Divvy's Real-Time Score Preview
1 messages · Page 2 of 1
I had downloaded them when I took that screenshot, but when it crashed I redownloaded from the github and it hasn't happened since, so it's possible I just didn't install it after downloading the first time
Got a crash when selecting a hand with a +0 Fortune Teller joker
I was using the plasma deck, in case that matters
I fixed this, but not sure if it's in the latest release. Can you check your mod version? Have a look in the mod's description in the mod menu
@buoyant orbit
It says V2.2. I downloaded it a few hours ago, so I thought that was the latest
Okay, I downloaded the lua file directly (as opposed to the release zip) and that seems to have fixed it
Well, at least a fix does exist, so that's good. Thanks for the quick response!
Release updated, everyone get the NEW_DOWNLOAD.zip
Fuck it, new release: https://github.com/DivvyCr/Balatro-Preview/releases/tag/v2.2.1
XD
you ready for things to break soon when new balatro patch drops
Actually, v2.x is kinda safe from updates
it probably will work fine, but maybe break on the joker patches
The only problem is that joker reworks will have to be rewritten
but that's not too bad
Windows 10 is struggling opening steamodded injector, any tips?
trying to run the python file, do i just give the path of the balatro exe as an arg
steamodded doesn't have a python file to use as an injector
you should just be able to download steamodded_injector.exe from the releases page and drag balatro.exe onto it
I get windows compatibility issues when I try this
Not to mention the file frequently gets deleted for malware
maybe try using lovely
has anyone tested the new balatro patch with this mod yet
It runs, but I assume it will be wrong for any of the changed jokers
I'm loading it now, so far so good I think
The only joker simulations affected by the new balance update are:
• Midas Mask
• Vampire
• Hanging Chad
• Flower Pot
• Yorick
I have fixes in-place, publishing a pre-release later today. Everything else should be good to go, as is 👍
oh that's awesome, I assumed that the patch just wouldn't be supported until it was stable
yeah so far what I've seen has been fine, like sin jokers, swashbuckle, etc.
what about odd todd
All other jokers are handled automatically, because the balance changes just affect the configuration variables not the mechanics, if that makes sense
I guess it makes sense, maybe
All you need to know is 'it just works' lol
XD fair enough
does the mod pull those values straight from the game files then?
or I guess just from the current state actually?
not sure why yorick would need to be handled differently unless it's just to handle the hook discarding and increasing the mult
actually that's probably exactly it 😄
I think I forgot to put the files in the latest release..? Should be there now: https://github.com/DivvyCr/Balatro-Preview/releases/tag/v2.3
Now with the added benefit of another bug fix!
hooray!
patch notes says flower pot works with debuffed cards
did they change seeing double too?
Nah, seeing double is the same as it was
Does the new release sim ALL the patch changes?
Yeah, should do
it's a tiny thing that doesn't really matter but...the version in the front matter is wrong
it looks correct to me
it's version 2.3
Yeah, hopefully will remember to update for full release
definitely should have remembered to save the details but I'm like 99% sure I had an incorrect sim last night on a random hand
was several runs ago so don't even remember which jokers I was using but yeah I guess be on the lookout?
it was off by multiples so might've been an xmult
Were there lucky cards potentially?
possibly
I actually don’t know how this mod does misprint either since I never take it
I assumed the mod knows the seed values so it cheats and forecasts the rng?
Oh lol
it does do that, but there's an option to only show a range of possible scores
oh how do I enable that
In the settings menu there's a couple checkboxes
awesome thanks
on boss The Arm, sim gave ~2k score but it was actually 12.8k
played 1 hand, was lvl 13 high card
what did misprint hit
don't remember
Hanging chad completely messes up the scoring for some reason
But, it's only off by a small %
had that issue on the arm too, seems like it's calculating a lvl 1 hand?
https://github.com/DivvyCr/Balatro-Preview/blob/v2.3/Mods/DVSimulate.lua#L348
Doesn't look like it does
the arm is definitely not simming correctly, it may somehow be miscalculating the level though it isn't obvious how from the code
not sure if this is vanilla, haven't tested yet, but it let me play this stoned Jack in a straight
dont think vanilla allows that cuz shortcut doesn't exist
it shouldn't, but technically it might
I wonder if some mod is mesisng with the check and forgeting the stone check
stones have aa hidden rank in them in case they get unenhanced but they aren't used in calculation for a hand type cuz they don't have a rank
so def some mod or something
Do you have any other mods active here?
This mod can't affect anything with the vanilla scoring
Will be looking into it
Oh, yeah, fixed The Arm
Can't reproduce, what other jokers did you have?
So how accurate is it for certain builds, for example like steel joker and having specifically 4 steel cards in deck ?
I’m very interested in how people make these calculators as balatro has like trillions of different scenarios you can find yourself into
What about boss blinds like the flint as well
It should be able to calculate everything that the vanilla game calculates
but obviously I've made some typos or forgot to add some minor things
You can just get the mod and see for yourself - majority of cases are already covered
Currently the arm is miscalculated because of a small typo, I'll update today/tmrw
Awesome, I’ll check it out
You won’t believe the amount of runs I lost cuz I couldn’t tell if my hand was gonna make score or not
@drowsy gyro have you found a way to fix the deck preview? it shows the incorrect card total when you hover over the deck (ex. 5 kings in deck, the K shows 4 instead)
Are you on the latest Steamodded version?
and the latest version of this mod, too?
checking 🙂
downloaded both at the same time last week, checking if there is anything new
github doesnt say what version steamodded is at? or at least i cant find it
will do thanks for the quick response!!
You caught me at the right time 🙂
Is the arm fix pushed yet? Or tell us where the typo is 😛
iirc I was on 0.9.7 and got the same deck preview error, try updating to 0.9.8
is there a simple way to uninstall it? or will the new version overwrite the previous?
I think I just uninstalled on steam and then reinstalled the same way I did the original
your save data SHOULD be preserved, but I'm not responsible if something goes wrong
mine was preserved, is what I'll say
no worries, appreciate the help!
Oh, not pushed yet sorry. On lines 349 and 350 change s_mult to mult and s_chips to chips
I think that should fix but haven't tested lol
That's why not yet pushed
Bell selected the glass Ace, and it's not factoring the order into the range caluclation. Idk if it's because of bell but this is what it shows
or is this the selection order bug
Probably an issue with Lucky cards, will be looking into it
Do you prefer issues on the repo or here?
https://github.com/DivvyCr/Balatro-Preview/issues/23
Weird, your code comments say they do sim but I just experienced losing steel cards that ended up losing me the run (dropping me from 32k to 20k). The sim predicted 32k and did not display a min/max range.
I see. I'm currently away from home, so will take a couple days for all these issues, sorry
oops I got a crash
loaded a save with a blind needing nan to beat
chances are the game itself would've crahses someway anyaways
Hi i have submitted a PR for fixing the Amber Acorn not hiding the score when the hide score option is selected.
How do you test the mod without playing from scratch ?
There is a debug mode that can help a lot with getting the game into the right state to test stuff
There's a mod to enable it here https://discord.com/channels/1116389027176787968/1209857245316255744 or if you want there's DebugPlus which I made and adds a few other useful things on top of the standard debug mode https://discord.com/channels/1116389027176787968/1228149931257237664
Hey, I don't know if it's been mentioned but in the beta hanging chad now retriggers the card twice, but it's showing the score for if it only retriggered once
At least I think that's the issue, I haven't done the maths to confirm, but the only runs I've noticed the score being wrong are runs where I require hanging chad
bug: the mark calculates face down face cards correctly if they are kings and you have baron
i don think experimental are being supported rn
yes it is
not sure if this was reported already but the Plant interaction with Matador isn't registering on Gold preview, you can see it does display for the gold seal but not for the +8 on matador (which is weird because it was displaying accurately earlier in the fight)
crash bug: when selecting cards against hook such that there is 1 card remaining in hand (hand of 6, select 5 1 left) nil value error in game screenshot 1 card before error
bug, score preview does not account for obelisk resetting if the hand you played was your highest played hand
Hey everyone, thanks for the reports! I'm currently really quite busy, as you might have gathered by my absence, so I can't really give any ETAs
The bugs don't seem too bad (many of them are familiar even), so once I find a free day, everything should be fixed 🤞
This could be tomorrow or in a week's time, sorry 😭
Quick answer to your testing question: I usually set every run to have the bugged jokers/blinds, and then play some hands to test. Biggest delay is restarting the game every time 😅
someone introduced me to the debug mode enable mod
My pr is ready to be merged now
man...
I switched methods, you can see it in my 3deck video where I have it horizontal and on top so it doesn't block anything (and it looks really nice as well imo)
I see, that looks clean
I know when I’ve been running with Ankh and LiveSplit, I’ve just turned Ankh’s timer off so it only appears in LiveSplit and the win screen
???
He’s agreeing with your criticism…
the only other mod I use is ankh
At some point I want to add a mode that gives the timer splits and stuff, and that will be on the right hand side so hopefully it works better with the score preview UI
I’ve been focusing a lot recently on the seed analysis and searching tools but will pivot more towards Ankh after 1.0.1’s release
oh ok
@steep wing if you turn on the range, it fits well
I have to update for the next version of Lovely when that releases; I’ll add a toggle to move the timer to the top right below the consumable slots. Seems like a good spot?
in theory 0.5.0 is stable and ready to go
just giving it a couple more days to be sure though
if that's what you're referring to
Yep, I’ll probably push an update to Ankh on the same day
sounds good. are you using the regex patch?
I might try it out. What I have works though
The main thing will be testing out the new dumps system for detecting a modded game
It would require at least Lovely 0.5.0 to use Official Mode so that needs to actually be released first lol
If game updates start to break some of the functions I override I’ll definitely look into that, even though I don’t know regex lmao
it's an inevitability really :-/
regex isn't that hard, just use an online tool like regexr
the syntax is just obtuse
This mod crashes my game every now and then, very randomly, but its replicated in the same specific hand that it crashed on.
When I click the 10 of spades it will crash.
It also seems to only happen if I have stuntman.
It also crashes when I select the Queen of spades. Maybe it has to do with the boss then?
--- MOD_NAME: Divvy's Simulation
--- MOD_ID: dvsimulate
--- MOD_AUTHOR: [Divvy C.]
--- MOD_DESCRIPTION: A utility mod to simulate selected hand. v2.2.1
--- PRIORITY: -80``` thats the version I am running.
Oh. I found the place to get the updated code.
i think this issue was the game trying to calculate 2 cards getting discarded when you only had 1 card left in hand
Yeah, I kinda figured as much when I realized that it only happened with stuntman and that boss.
Just to confirm, when you use that version, is the crash solved?
I was hoping to update the release when the new Balatro version is released out of experimental. This hasn't happend yet has it?
No it hasn't yet
I dont crash anymore after updating that one specific line of code. I have been playing on 1.0.1 since I started playing the game. The only issues I see right now are just that the mod isnt updated to the card changes of Yorick, Hanging Chad, and maybe a couple of others.
Oh, there's a pre-release for experimental
Just use that, let me link
Oh, I have just been dealing with it lol.
That fixes the crash too
this mod can use with beta?
(yes it can)
The new build is stable now
Changed pre-release to latest release.
Lmk if any jokers are not calculating correctly. It doesn't look like he's changed anything else not updated in this release
midas mask + bonus cards not calcing correctly
I have good news for those people who noted that Divvy's Score Preview and Ankh had incompatible UI
also it is me or shouldn't this display +$6 for the gold card?
divvy.... divvy..... it's been a week or two... wake up....
pretty fun run
probably won't use this mod much more since I like not knowing my exact score, but wanted to see how it was working with Ankh
Hmm, do you mean that bonus chips are calculated when Midas Mask would replace the enhancement?
Huh? Is there a bug you'd like fixed?
Gold cards not being calculated I think
Is the bug they’re referring to
Gold cards are not being calculated, because they're at the end of the round. It's possible but would require some finagling
You could probably check if the predicted score would win the round and then do gold card calcs
Fair enough, the next month is full exams for me, so zero time
Nah, it's simpler, there's an evaluate round function that I could put advice on 😀
it is calcing using the bonus cards instead of the lower gold cards, ie i turn a bonus card into a gold card, and i score lower than the predictor
im just messing around about what you said abt mod compat on the latest release :P
Oh, I see
I actually made a start on a couple mods, but yeah.. didn't pan out in time 😕
i saw bug. flush calculate missing.
you mean second joker? it's not misprint. it's smeared.
Yeah sorry I remembered the name wrong
bugged vs arm, score preview was massively off,
Do you remember which jokers you had? Are you sure it's specifically the Arm causing errors?
Thanks, will test and fix ASAP
it was working on the previous round, i cant remember jokers but i dont think i changed them. was like lv 17 flush 5 showing as massively underscoring
I see, just to confirm: you are on the latest version?
2.2.1
Hmm, this looks like a bug I fixed where the Arm always calculated lvl. 0 hands. I'll look into it. In the meantime, try upgrading to this version.
oh also, for midas mask, it doesnt calculate bonus cards getting golded correctly, probably because the chips for the card is changed directly, so you need to check directly if the card is a bonus card in that case (not sure if you figured that out yet/had report on it)
i had some weird calculations today where it was showing negative numbers or just various small numbers nowhere near my score
this was obviously going to score a lot higher than 16,410
perhaps it was calculating erosion as negative mult because you have more than 52 cards
although even then your score would be magnitudes higher
I've noticed that happen specifically on The Arm, although reading the above messages it appears it may be fixed in a newer version
I have the same issue. By my calculation, the bug seems to be, in The Arm, base chip from hand is calculated as level 0, then cap to 0 minimum
i dont understand the bug, can you elaborate more on this ?
if your cards are bonus cards (the ones that give 30 extra chips), and you have midas mask, the calculator will consider the cards to have the 30 extra chips, instead of them being removed. this is because the calculator is getting the chips value of the card, which is directly changed by the bonus card. this is unlike mult, glass or lucky cards which add a different value and are correctly removed by the calculator
oh
thanks i will take a look at it
the same applies to vampire as well
i submitted a pr for this issue, along with the arm blind and the erosion giving negative mult
Wasn't able to get a clip of the game crashing, but with a max hand of 5, selecting a fourth card would crash
Hey everyone, just a PSA: I've got exams until 3rd June with all time going to revision, heading for top grades. I might have time on the 21st May to have a look into these issues, hopefully get the PR merged.
So sorry for radio silence and no progress, it's an unfortunate timing with graduation exams. Much love ❤️
You're already doing god's work making the mod to begin with, we appreciate you and will be patient 💕
Best of luck king!
this is fixed in the updated version
Yeah, I figured out how to update it an hour ago, thanks
Does score preview work for 1.0.0 alpha?
It does for me
wait yeah this doesn't actually depend on steamodded functionality
something that occurred to me; would it be possible to make a "best hand" button using this mod's simulator calculations?
like, you press the button, the game iterates over every possible hand you could play, simulates all of them, and then selects the highest-scoring one for you
possibly also with "best minimum" and "best maximum" buttons when playing on min/max score preview
sure it'd be possible, just really computationally expensive if your hand size is big enough
it's basically factorial complexity
I think the only cases where that would cause major issues would be if you picked up the hand size skip tag with a couple of double tags
aside from that tag, the highest possible hand size is typically 18
which yes, does require processing an extremely large amount of hands; but getting there requires 2 vouchers and 3 specific jokers, which is rare and generally makes for a bad build that people wouldn't use anyways
and while it is computationally expensive, it's an algorithm that would run exactly once, and only when the user requests it. lag would be annoying, but not prohibitively so
It's possible, and it can be done (somewhat) efficiently
I gave it a lot of thought before exams, and I have a few optimisation ideas, but would need time to find the best approaches
I could also just implement it as a button to run on users request, which would make run time less relevant as you mentioned as well
However, I'm not sure this is something I'll commit to
No promises 😜
Question, why can't you use the actual game calculator as a proxy and just use its result as the preview?
Then you'd be guaranteed no bugs in calculations too.
@quiet niche it actually introduces more bugs because the game mixes a lot of logic, especially related to animations and card creation (eg. DNA)
that's without any other mods though
mods can introduce all sorts of ways to gain hand size
that's fair
a decent stopgap could be disallowing use of the button for high hand sizes
possibly with a config toggle to allow it
I mean, as it stands, this mod already requires extra code to support other mods, so I'd just have to implement optimisations for each mod (if necessary)
now, would I do that? that's a whole other question
Hey everyone, I've finished my exams today! Looking good 👀
To celebrate, I've finally put all the small bug fixes that came up in the past month in a new release:
https://github.com/DivvyCr/Balatro-Preview/releases/tag/v2.4
It's a pre-release currently, because I'm not sure if I made small errors, so please test this out. It should be good, but you know how it goes with my releases lol
Just looking to get back into the swing of things rn 😄
Congrats on finishing your exams.
real question is how did the exams go
Should be top marks 🤞
very nice
Can't get it to work with cryptids, not sure if its been addressed or not, just letting you know
“CURRENTLY INCOMPATIBLE WITH OTHER MODS”
is it fixed as of now?
Seems to show incorrect scores when versing that one guy that lowers level of poker hand
wanted to report the calculator doesn't factor in when Obelisk breaks and displays the projected score for if you continued avoiding your most played hand 🫡
Divvy C. mod update ping, my beloved
lol i was looking around and im like "this is source code"
and my appreciation for your efforts remains unrivaled
Hmm, I might look into it
Talisman already done it so the place to look is there
Not hard to do two in one…
Welp math x divvy collab when
to_big: exists
What's that
the function to use BigNum and OmegaNum
Oh yeah, reporting that the score preview still tells whether The Hook will discard club/spades or not when using Blackboard
despite being the same score wise, the preview predicts that when the right 6 is played, the remaining 9 of diamonds will be discarded
As in, it's always correct? and not giving a range?
That's right
I looked into it, and currently can't see a satisfactory way to make The Hook account for all discard scenarios
All in hand and none in hand might work, but sometimes that’s still inaccurate
Really what you’d have to do is try every combination, but that takes a long time
It's not about time, it's about having to use sub-simulations for each combination, which are annoying to fit into the relatively clean code rn
I think in general the preference would just be to obscure non-deterministic previews
#⚙・modding-general message
the repo appears to be down right now
the entire github account is gone... hacked?
yeah yo what
Here's the latest releases until the github is back up
and the history mod cuz idk
@drowsy gyro
https://github.com/DivvyCr/ is you right?
rn it leads to a 404 page for me
searching for the mod github from google gives the same page
oh dang :(
lame, wonder why
DMCA?
I think I know why, hopefully it gets cleared quick
I think it's all good now
can we ask what was the reason? im interested now
Just a mistake
hooray!
now that it's back, can i ask what the difference is between the readme example and what i should do to add joker support in the new system?
Imagine Cryptid support…
(Although not sure how that would work with new operations)
Personally, I don't think preview support for Cryptid is needed nor fully doable
It's leaning fully into the 'fun' aspect of Balatro - never fully knowing how it's gonna play out
(but usually knowing that it's enough, lmao)
Not any different implementation-wise, but I'm restructuring the whole mod
Imma push the update in the coming week, which would allow mod support to be within this mod, rather than across the other mods, if that makes sense
fair
Unrelated, but I really want to find or build a good testing suite for this mod - just don't know enough about Lua and LÖVE yet
the best way might end up being savestate loading
loading a bunch of save.jkrs, playing a specific hand automatically and seeing if the score matches the prediction
oh i see!
@brazen night have you looked into how the mod's working rn?
I think my approach is great, except for requiring duplicated code essentially..
not yet
In short, I'm rewriting each joker without any visual mechanics
along with simplified and better organised scoring mechanics (that exactly mirror the game)
it looks pretty good at a glance
I wish I could ditch Steamodded, but it's required for other mod support (to check which mods are active)
Relying solely on Lovely would be ideal to my tastes
you could check for it conditionally
joker calculation generally is a mess tbh, which I would like to see addressed in steamodded
unfortunately all we have for that is a stale outdated branch
for mod support you could probably do something like what JokerDisplay does
save the calculate score function in the joker itself
Wdym?
and then if that function exists then call it
elseif tower of doom
the real issue is, how do you fix such a core issue?
I think retrigger API adding callbacks is already a big step up
Ah yes, very familiar
that's the neat part, you don't
at least not without being broken by every future game update
I'm not sure about what specifically you're looking for, but I'm generally very happy with what I wrote for this mod
Again, the only issue is duplicating each joker's code
I think that's not really avoidable though because of elseif towers
Yeah, exactly
I have a boss that copies other boss abilities in Cryptid.
Every vanilla boss is hardcoded.
The game's not really written to a high quality standard, in my opinion
then again I don't see rationalizing all centers as realistic for steamodded because at that point I have the entire game to maintain
does it need to though? eg. Undertale
I think for what it is, it's fine
I don't blame game creators for the code quality, because it takes way more than code to make a game as great as Balatro
Although having to ctrl+f source code and write hooks or lovely patches or anything complicated isn't fun
but it works
for the most part, I haven't had issues programming complex effects in Cryptid
(although much of it isn't pretty)
like in general the code for Double Scale, which has to track if any value in any joker's ability table changes, isn't pretty
Reporting that Acrobat doesn't seem to calculate on the final hand, even though it is active
Oh hey! I'd also report something minor but would be a very easy thing (I think and I hope) to add to help with the Archipelago (randomizer) mod: the preview thinks debuffed jokers still do their thing. I assume it's as easy as handling debuffed cards, but I have no knowledge of the internals of the game/modding frameworks (yet). Hope it's not too big an ask!
hmm, probably a bug in the pre-release
can you drop a link to the mod?
Hey! Quick update on that thing I flagged in the mod; turns out that's also a vanilla behavior. One of the final blinds disables a joker at random (Crimson Heart?) and Score Preview straight up fails to take that into account. So, turns out it's not a mod incompatibility necessarily.
Heya Divvy, is this a good way to add support for my Plasma sleeve?
if DV and DV.SIM then
local old_DV_SIM_simulate_deck_effects = DV.SIM.simulate_deck_effects
function DV.SIM.simulate_deck_effects()
old_DV_SIM_simulate_deck_effects()
if G.GAME.selected_sleeve == "sleeve_casl_plasma" then -- Plasma sleeve key
local function plasma(data)
local sum = data.chips + data.mult
local half_sum = math.floor(sum/2)
data.chips = mod_chips(half_sum)
data.mult = mod_mult(half_sum)
end
plasma(DV.SIM.running.min)
plasma(DV.SIM.running.exact)
plasma(DV.SIM.running.max)
end
end
end
(a sleeve is basically the effects of a deck, but can be combined with another deck)
Hey, sorry for a late reply (on holiday).
Is it meant to replicate Plasma deck, or are you going to change the effect?* Otherwise, it looks fine. I'm not sure that the sleeve deck key is appropriate - you might need to use it's in-game name (just test whether the preview is accurate).
* In any case, it's good practice to change the local function name, especially because you're advising a function. Although, I don't think there should be any trouble 🤷♂️
All good, enjoy your holiday!
Yes, the sleeve replicates plasma deck exactly. Using the key works fine, and the preview seems to work.
My biggest question really was whether you had some sort of API in place for deck effects or not, but it didn't seem like you did, so this was my best option.
Nah, not yet. I'm test running a big restructuring which might include API-like stuff, but no timeline. It won't interfere with your implemention above tho
Oh, will look into it
Ah, alright. Good luck with that :)
If it includes anything I might be able to use, just let me know, shouldn't be too hard to implement.
The expected money displayed on The Tooth is basing it off scored cards, rather than played cards. This should read "-4" but instead reads "-2"
what's the mod you're using in this screenshot to show the stuff at the top like +168?
thanks!
@drowsy gyro You're the best. You made this game playable!
this thread has been silent but just want to say thank you based @drowsy gyro , i have been playing with your mod every day for months. it's goated
Whenever I have this mod displaying score preview it somehow sets all hands to 0x0 for value, am I doing something wrong?
This mod doesn't work with other mods
Im not using any content mods
Lmk what you're using
Unfortunately im not at my computer rn, but the only things I could see affecting it would be Saturn or Cardomancy, all the rest are ui or animation tweaks. And your other history mod.
I see..
I really need to do some testing with all other QoL mods, but idk when I'll find the time
@drowsy gyro
I really love your mod, but I was wishing it could work with other mods... so... I did a thing:
https://github.com/DivvyCr/Balatro-Simulation/pull/1
Basically, found a way to run the evaluate_play and revert the game
Haven't tested it too much, but I'll update the PR, if I find issues.
Oooh, this could be big
I had a suspicion there was a way to copy tables better - my original approach to simulation simply did deep table copies
the deep copies still failed because of nested tables (I believe?), like you point out
I'll see how your approach works in practice, hopefully it does solve modding (and long-term maintenance)
I was able to get it working with bunco and paperback, but I haven't tested it much. Gonna spend the weekend just having fun.
If you have any questions, I'll try to throw together a commented version for you.
Im thinking I'll merge your PR into a new branch and go from there
The whole idea is familiar to me, so I just need to go through the details
It helped me a lot when I saw someone using __index as "default values", which is what I think it was meant to be
I've been calling the tables "pseduo tables" or "Mirror Universe", but if there's a term that makes more sense to me, I can do a refactor
I would probably call them sim tables in this context tbh
I was planning on refactoring anyway, after the merge, so we can discuss my changes then
Sounds good to me. I think I found a bug with dollar sims, so I'll have a fix ready once the dust settles
epic
i am literally not using other (content) mods just so that i can use this mod
this mod is that important
There's a draft version that works with most mods, and with the "exact" version it will work with almost all.
If you want, I can pass you the beta version, and you can test for me!
Relevant to experimental version below:
If you try it and then wish to go back to the vanilla-only (but stable) version, just redownload the official release from https://github.com/DivvyCr/Balatro-Preview/
Got the experimental version mostly complete (it should be close to the final version):
Hey everyone, if you're interested in using the Preview mod with other content mods then you should give this experimental version a go.
@serene ingot seems to have accomplished a true simulation of the game, which I gave up on a while ago lol.
There are some known bugs with min/max calculations and some (hopefully minor) performance issues; as always, let us know if you find any bugs!
Lastly, remember that you can re-download the vanilla-only version of this mod from GitHub.
Oh, and I will be looking to create an official release based on this experimental version in the near future!
This is taking us to the space age
Got this crash when I attempted to use a hanged man on a couple of 3s, it crashed right after the card "pop" sound effect happened
And I removed the mod and it worked, so I can confirm it's the score preview doing it
on the experimental patch, I haven't encountered any actual modded jokers in the run I tested it in yet
Toggle this during a run crashes the game (I guess you are not supposed to be doing that)
Factorio reference?! 👀
100% score preview and not history mod? That error is very odd for experimental preview mod..
Actually, ig preview could somehow interfere with history..??
Oh also the mod does not like Fibonacci mod
It crash
I had history mod installed and it didn't happen
Do they use the same DVSettings folder?
Yeah, that's the idea, should be fine
I think Kek got a fix
I promise nothing
I am about to drop a fixed zip
But that's for a separate reason
Main changes are slight optimizations and fixing issues that occur when simulation is triggered in the middle of an event stack.
I believe this will fix your issue @cosmic smelt, but if you could pass me your save.jkr, I would love to make sure.
Where is that file typically, just the common/Steamapps balatro folder or under Appdata?
oh also, I'm sure this is just cuz it's still in testing but it is still actively logging to console the calc time
No crash tho! It hanged my 3s just fine
*\AppData\Roaming\Balatro\1 is what it looks like
there's both a 1 and a 2 folder, the 2 folder was updated more recently than last year so I'm assuming that's the correct one
This save is after I won the round and went to the shop
@serene ingot
Sorry about slow response. I realized I didn't fix the reason it crashes, I just hid it, 😄
I'm gonna see if I can break down why it's breaking.
The Balatro\# are your profiles. So you probably have a 2nd one that's not been touched in a while.
All good
Yeah that's probably my vanilla profile
I've been on an Unlocked profile while playing with content mods
What mods do you have on?
That explains why it crashes immediately when I load it, XD
I probably found it. Got the github link and downloading the branch right now
nice
https://discord.com/channels/1116389027176787968/1224730080056573972
Also, over on this mod I think more appropriately, but...
Yeah... I don't know a good way to prevent that currently, but I'll try it later, 😄
lol, yeah not the highest priority
AHA! Found the error.
Basically, the card getting played is moving to the "play" field, and then I'm trying to calculate how many coins/mult it's worth, which is nil
ah
Yeah, it's a very brute force approach. I'm going to look into ways to speed it up once I work out all the bugs.
Thank you for your patience
@tight rain Got a slightly modified one that will output the simulation times (It also has some bugfixes). I'd like to know what your simulation speed is running at, so I can know how deep of an optimization I'll need to do.
Also, if you're running any mods, I'd like to grab them for "testing purposes" (totally not because I am still learning about all the cool mods out there, and just want to play with them)
Would you prefer an option to manually trigger a preview/simulation? so that it doesn't get triggered so often?
that would definitely help
I am using https://discordapp.com/channels/1116389027176787968/1255696773599592458 with full pack minus love for fibonacci
simulation time is about 200ms
Do you really need preview for Cryptid?
I don't thing is possible to truly simulate Cryptid and preview score, because of how abusive it is to the game's basic mechanics lol
Maybe in the modest gameset…
I think compatibility with it would be nice, if possible, although performance would definitely take a big hit
It should probably use its own thread like Talisman does, or maybe auto-disable if it takes too long, for those cases
I think Cryptid specifically requires some kind of disable mechanism for auto preview yeah, not sure when I'll get around to making it tho
Got a new version with a lot of optimizations and fixes. There's still a couple weird issues in some blinds and cards, but the majority are fixed. Also, Divvy added in a setting to stop auto simulations, and you'll be able to hit the "Preview Score" button to run the simulation:
i like this mod, i hope that final release won't be laggy 😇 (or maybe it depends of the amount of mods, idk)
is this with cryptid?
No, I don't have it. Instead I have other mods
Of course, there's plenty of it
like Pokermon, SDM_0's stuff, Ceres
Celeste Card Collection, Jank Jonklers, Maximus, Pampa Joker Pack, Reverie, Unstable are also mods that I can recommend
Also I'd recommend this:
https://discord.com/channels/1116389027176787968/1255696773599592458
thank you
you're welcome
trying both the newer, experimental version as well as the 3.2 version on github either makes all my hands just. be 0x0 by default, or it crashes the game, and this is on a new run with no content mods, so i'm not really sure what's going on
nevermind, disabling talisman worked LMAO
I'm running into some crashes with this mod, using both the version on github and the v3 experimental version posted above. Removing the mod makes the crashes go away, so it definitely seems to be this mod causing it. Here are the mods I'm using (with Score Preview removed)
Testing this a bit further, it looks like I get a crash reliably whenever a Diet Cola joker comes across my shop. Captured a few crash logs I can share if needed.
Scratch the above, the Diet Cola crash seems to be caused by Tag Preview, which is unfortunate. I will keep testing to see if I run into crashes elsewhere.
I have a boss blind that is supposed to check for is_face for all the cards, but with this mod installed something that isn't playing cards is most likely passed to the cards field of debuff_hand of the blind functions, resulting in game crash:
The releases page says to not report incompatibilities of Jokers not working, but this one is a crash and not even Joker related, so figured it'd be worth reporting
Anyone know why I'm getting a lovely injector crash that seems linked to this mod?
Which version you are using?
of this mod? The latest one on it's github I believe.
Try this one
good call! the experimental one with DV settings, simulate, and preview gets the game to load! I have other mod crash issues but this one aint it now thanks
Does anyone know how to change it to the button as described? ^^ Found it, lol
I'm hoping it will fix some freezes and crashes I've been having on the experimental when selecting cards in my hand under certain circumstances.
I.e. 2s when owning Wee Joker or Lucky cards when owning Lucky cat
Okay, something about Deluxe Tarots isnt playing nice with this mod.
When not running the experimental, selecting any card in my hand would cause it to crash. With the experimental, its mostly playable except for circumstances similar to my examples above.
Could there be an option to obfuscate the score on the hook to make it less cheaty?
I know there's been an issue about previewing min/max scores on hook but I'm honestly fine with completely hiding it
hello every time i intstall this mod and t ry to run it i get a crash. even if trying to run it alone. any ideas why?
you have to use releases instead of direct download/git clone
also another thing is that face down cards with held in hand effects do not hide the score
i did that and get the 3 files. but it always just crashes immediately
please help this mod is so helpful. it was working earlier today and then i fiddled with things now i cant get it to cooperate at all
here is the error:
@deep halo do you know what the error is here?
can anyone pls help???
sorted. downgraded v. of smod
@obtuse sandalhey bro. i met the same problem like u. then i try the EXPERIMENTAL-V2.5 and finally work! but the v3 cant work .its weird
#1221215713910325330 message
what version of steamodded do you have ?
1.0.0~BETA-0320a-STEAMODDED
u remind me to update the smod releases version(1.0.0 beta (0312b)) and perview mod v3.2 is work! is me used the wrong version. so sry😭
Nice! No worries
Started getting this crash recently, disabled all other mods but no luck.
turns out issue is from the smod update released recently.
Anyone know why the V3 experimental of Preview and the latest Steamodded leads to this crash upon selecting cards? Actually even the stable 3.2 on github version of preview causes the same crash...
Just a heads up that the experimental v2.5 here doesn't cause this crash!
I should, but no idea when I'll get to it
Could be this weekend could be in a month xd
anyone can do it, actually, doesn't have to be the mod's developer
Hey just thought i should mention this here, the mod is no longer compatible with the latest release of SMODS
used this on version 0315b, upgraded today to 0323b and causes the game to crash with this error
I checked each mod one by one, its when i enabled this mod that i got this crash
@drowsy gyro
I saw a similar error earlier today with a different setup
I also had that error
someone posted what appears to be a fix - I tried it last week and haven't noticed any issues since
https://github.com/DivvyCr/Balatro-Preview/issues/47#issuecomment-2780635152
thank you
the fix for those who wander into here later witth the same issue
Hey everyone, long time 👋 I'm back and I just updated the mod to v4.0, which doesn't have that many features, but there was a big restructure. Now instead of essentially downloading three mods in one, there's only one mod folder! Some of you might already see that this sholud be compatible with BMM now, sooo... we'll see if/when that happens.
It's been a while since the last release, so please report any bugs here. I'll try to be on top of them.
Please read the updated installation instructions
https://github.com/DivvyCr/Balatro-Preview/releases/tag/v4.0
Is the previous bug fixed in this version?
I think so, yeah
Awesome!
anyone else getting crashes with dvhistory now? it happened post-upgrade when I opened the menu on a run I had started the other day
I'll probably do some testing later by disabling everything else when I can get back to my PC again, but I figured I'd check in
is it possible to reduce the timer before it shows ur score or? like 1 second or maybe even no countdown
Yes, you can set it to 0,3,5,10,20,30 sec
Go to settings and look in the 'Other' tab
@carmine turret
Did you re-install the history mod?
See here: https://discord.com/channels/1116389027176787968/1224730080056573972
Yeah, I can see how that's confusing. I'm just not using Steamodded for my mod so I can't put settings there
oop I'll move my comment over there
You installed the MP version. That one disables customisations because it's meant for use in Multiplayer
ah i c
Go to the link again and download DVPreview_v4-0 (not DVPreview_MP_v4-0)
ayt np, il have both cuz i play mp time t time
i thought i could just disable the sp version when im not playing mp
Unfortunately the whole point is to have them separate, so you'll have to switch them every time
(ie. move one mod out of the Mods folder to use the other)
i c
If you could just disable the MP version, then we can't check for 'cheating' 😕
Bit annoying ye
Your opponent will see that you're using non-MP and can complain
But I think there might be better checks in place too
Oh, and for the time being, the mod isn't officially approved lol
ah i c, so ig non mp just has no timer
We need to wait for them to have a look 🤞
i c
Bumping this message so people don't have to scroll.
(New release v4.0 🎉)
You can still use config tabs when steamodded is present and just fallback to the games settings when it's not (see what DebugPlus and Talisman do)
Sure, but I don't want to tangle with Smods at all because that would increase the amount of maintenance I'll have to do
imma be honest I touched my config once sicne I set it up and that was to rework it to have mutliple tabs. You can use the same code for generating the config tab
and it's a muture api so it hasn't changed in any way
reported a problem earlier today; talisman no workie with this mod right now
also score colors are off when you have manual toggle on
no longer golden when your score exceeds blind requirement
v4.0 is goated you rule Divvy ❤️
I got this error when I pressed the Preiew Score button, idk if it's a mod conflict tho cuz I have a handful of others installed
it says trying to compare to nil, and I hadn't played a hand that round yet, but idk what it's meant to do instead
regular "always shown" preview is fine
Hey everyone, long time (again) 👋 I've just updated the mod to v4.1 and I might've cooked... because we should have Talisman compatibility?!, as well as latest SMODS compatibility and hopefully fewer crashes as a result of this.
Reminder that there's a new structure, so as I said for v4.0: "Now instead of essentially downloading three mods in one, there's only one mod folder! Some of you might already see that this should be compatible with BMM now, sooo... we'll see if/when that happens."
As always, report any crashes and bugs here, but no guarantees that I'll get to fixing them in any sort of timely manner.
Disclaimer: I've literally done zero play-testing, so there might be a lot of crashes. The fixes I did just feel like they should allow Talisman and SMODS compatibility.
Please read the updated installation instructions
https://github.com/DivvyCr/Balatro-Preview/releases/tag/v4.1
YES
Infinite thanks once more 🙏🙏💕
I can't believe you're still active here 😂 Sorry for the really slow fixes/updates 🙏
literally apologizing for raining in the desert
Question, where do I go for the settings/config for the mod? I have installed the latest release (both regular and BMM version) and the basic Settings menu is empty, as well as the mod menu screen under it
Should be the in-game settings in the new "Other" tab?
Scroll left/right on the bottom there
I should make the left/right thing a different colour maybe
I think it's just not clear that thing is switching between menus for each different mod
Yeah agreed
like if it had the name of the mod that would be clearer I think
My main goal with my settings was to make them fit in with the game's settings seamlessly.
Hence no nested windows and varying window sizes, so I think a different left/right scroll colour makes the most sense with that approach. (And maybe an extra label or some spacing)
I'll need to have a look at what colour the game uses for alternative actions...
fit in with the game's settings seamlessly.
When everyone tries to do that you end up with settings window wider than the entire screen
there isn't really an easy solution for this though
I made my settings tab just an icon so it's more compact
Yeah, that's why I tried to make my settings implementation a separate mod/library that's easy to integrate into other mods.
I just then proceeded to move on from Balatro modding for the most part, so I never went ahead with integrating/promoting it xd
I think the smods approach is great tbh, but I just don't need nor want that dependency. If I had to rely on smods then I'd happily use their menu.
I assume DebugPlus is in the same boat as me so ideally we use the same settings tab. I'm not suggesting to use mine since I'm mostly inactive, but I think we'll all agree that the idea makes sense.
Mine dynamically goes to eeither the settings menu or smods
talisman does the same too
smod's api is basically the same as the vanilla one
if you only have one tab you can just set config_tab to a function
Sure, my point was about avoiding smods altogether and more generally unifying non-smods settings.
Again, not my place to make any headway on this, just clarifying my original idea.
I see
Generally I don't think many people play without smods. I've never gotten a bug report from someone with DebugPlus without vanilla, although maybe score preivew is used a but more without it
True, but also I'm thinking if you do non-smods settings then you might as well keep your settings there always for UX consistency lol
(but then again, since most people use smods then in your case consistent UX is the smods settings)
yeah that and also if eveyr mod kept it's tab in there it would get quite large in cases where it doesn't need to be
