#Codex Arcanum - Alchemical Cards and abilities
1 messages · Page 6 of 1
What do you mean but that?
stone and maybe exchange
We have art for some other stuff as well, we might use it in the future
Interesting
An alchemical food (herbs?) joker would be nice
myst what if "the monster" boss blind was added to codex directly and it auto turned off in 1 of the 2 mods if the other was loaded
doable
decent idea or no
I mentioned earlier that the number of jokers that care solely about alch cards already outnumbered the base game jokers that care about the other consumables. I would be careful not to add too many in the future
like. a codex boss that is mutually exclusive with Monster?
yeah one that has the same effect but possibly different visuals and name
yeah i can just check if that boss exists in smods maybe
and you'd be down for that to be added to codex?
if feder wants
cool
Maybe jokers the blur the lines between consumables or interact with each other
Reminds me what the boss does?
destroy all consumables when selected, set consumable slots to 0 during the blind
Oh it’s modded right?
spectral spoiler again. are we sure this thing has the right odds?
I've opened a good number of packs and have yet to find one. I think you're just lucky.
this is a bit much but i guess i did get 2 souls in one run pretty soon after release so maybe
what version of Codex are you running?
where do i find it's version number?
i'll just uninstall and reinstall the most recent
i want a card that generates alchemy cards based on either playing a specific hand or a specific rank and i would also like support for morefluff colors, maybe also another way to increase hand size for holding both alchemy and color cards?
an alchemy card that proliferates your color cards by 2 rounds would be cool, but i dont know if its possible to restrict stuff based on what mods are installed
It is possible
what about a voucher that only shows up if you have two other vouchers
Tier 3 vouchers is a mod someone is working on
Ruby Stake
Shops can have Risky Jokers (Increases required Blind score by 20% but have a 1 in 4 chance to retrigger).
Tan Stake
Big Blinds are replaced with Mini-boss Blinds which require only x1.0 blind score but have special abilities.
Mini-boss Blinds:
Ignis
• Discarded cards have 1 in 7 chance to be destroyed.
Aqua
• Played cards have 1 in 7 chance to be destroyed.
Terra
• Increase required Blind score by 20% for each Joker you have (up to 100%).
Aero
• Drawn cards must always be selected for your next hand. Resets after each card draw.
Quicksilver
• Playing a hand gives -1 hand size this round.
Salt (can only appear if you have at least 1 tag)
• When round starts, double your tags. 1 in 2 chance to lose them instead.
Gold
• Lose 2$ for each held in hand card at the end of round.
Phosphorous
• When round starts, discard half of your deck.
(some examples)
That's a pretty good idea. The value would be tweaked but.. Alchemical blind incoming? I think we're going to run out of base game feature to include in the mod sooner than later lol
sry if the ideas are a bit rough
Coming up with mini-boss blinds effects was actually quite hard ngl
risky jokers are really funny
rebalance ideas
oil: all played cards are scored for the rest of the blind (basically 1 blind splash)
soap: disables boss blind effect for and until the next hand (unflips and undebuffs cards and jokers if they had already been debuffed or flipped) (it washes the debuffs from the cards)
acid: no idea
phosphorous: return the cards in the most recently played hand to deck (this will help if you have some really good cards and you want to be able to draw them again but not redilute your deck with other cards)
alchemical ideas
iron: enhances up to 4-5(?) selected cards into mult cards
tin: enhances up to 4-5(?) selected cards into bonus cards
copper: adds +15(?) mult to the base value of the next played hand
lead: adds +50(?) chips to the base value of the next played hand
phlogiston: gives up to 4-3(?) selected cards foil, holo or poly (randomized per card)
oxygen: balance the next played hand (like plasma deck)
oil - adds a ton more synergies while retaining its original effect, i like it
soap - cool effect, but maybe a different alchemical? original soap is a little weak though so maybe 1 extra card to it is needed
acid - includes the rank directly above and below it as well maybe? since acid can spill sometimes
phosphorous - original is very weak, this would help with that (but maybe change it to "5 most recently discarded cards" for extra utility)
iron, tin, copper, lead, oxygen - nice in general, even if slightly unoriginal (except oxygen)
phlogiston - i would suggest 3 since 4 would be almost always better than bismuth
hmm
im trying to figure out how to make acid good
im thinking of destroying cards
but i have no idea how that would even work
the way it is now makes it very niche
and you can only select cards once you draw them
so that wouldnt work if you want to clear up your deck before drawing anything
i mean the soap effect is basically just what oil is now but better
and the current soap effect is just like a worse aero/quicksilver
isnt it an extra semi-discard?
from the way this is worded i believe it puts the cards you select back into your deck and swaps them with different cards
yeah that seems useful
which isnt good since normally when you get rid of cards you dont want to draw them again
basically its very niche
and only useful in the earlygame since you can use whatever hands
and having those cards back in the deck could help you make a hand later on
that isnt a problem if it has good enough synergies, and it does
def weak rn though
im not really seeing the synergies
cool
an example of soap synergy would be any joker that doesnt like discards being used
aye, thats a point for soaps design
its supposed to be a psuedo discard/draw 3 as a peg between ignis and aero
yea
the issue is that both of those are also weak
hopefully some of the new joker designs will help supplement some of the cards
(including the legendary)
i personally think those two are fine because discards have a ton of synergies and drawing 4 cards is a very good utility
oi oi aero is very good
ignis is eh though
ngl i'd prefer aqua and ignis to just become the enhance 4 into bonus and mult respectively, still weak but fine
what if aqua converted to bonus and also buffed bonus cards for the blind
make em give 50 extra chips instead of 30
otherwise that effect seems very weak
it would fit
also i think that arsenic would be better as +1 hand and +1 discard
if that change was a thing
sure that seems reasonable
nooooo
maybe then earth could be the stone equivalent because stone is earth? and then air
stone is a different card
?
i don't really think that converting cards to stone would be a very useful effect
you're saying terra would be for converting cards to stone yeah?
well yeah thats why theyre then buffed
i think that terra should stay as is
there is a separate alchemical element named "stone" that would make more sense for that effect
personally i think it would be cool to have the 4 elements have related but distinct effects but ok sure
i also remember seeing someone suggesting cement as a stone card thing
where it adds 1 stone card if a hand has room
I noticed that this mod automatically unlocks all of the base game cards and decks, which I find odd since it's the only mod in my modlist that does that. Is there an easy way to disable those automatic unlocks? I tried messing with the mod's code myself, but the closest I got to it was preventing the cards from being unlocked entirely. With that said, I would appreciate it if anyone has any insights or answers for this.
Oh I have a big suggestion
Blacklist the eternal tag on the 🤓 joker
I literally only see it with eternal tags
spitballing an idea here rq
make bismuth give cards temp holographic, and make soap give cards temp polychrome
the polychrome rainbow effect reminds me of how bubbles also kind of look like that (bubbles are somewhat reflective and have sort of a rainbow look to them), and bubbles can come from soap
i like poly for bismuth a lot. what if soap was sort of like antimony but it was "add polychrome to a base edition joker for one blind"?
you're def right on the rainbow effect bubble thing but bismuth feels like it takes priority for that
i don't know the alchemy elements very well, but i did get that bismuth was some kind of power-up card and wanted to still keep that somehow
i think some kind of polychrome effect (or at least something that makes enhanced cards more powerful) would fit soap pretty well
ah
i can see it now lol
another idea i had for soap was that it'd remove all non-enhanced/sealed cards to some extent (ex: for one blind, in your hand, etc), but i like the polychrome joker idea
it'd have to do something more tho for sure since x1.5 Mult isn't that much compared to glass for example
maybe it'd apply to all non-editioned jokers or something?
Not to mention the whole 'looks like a paradox mined up from another planet' formations it shows up in
It's basically a physical paradox we came across, and I love it
https://gyazo.com/f07f78daf0a49e7a40007b50da22c8b4.mp4
Collabs are fun, and here's the first one from Codex: a new alchemical that only appears with @nova whale's MoreFluff on: Ink!
Heh there's a color that interacts with alchemy and now an alchemy that interacts with colors
Tan!
What other mods do you wanna see compat with?
Reverie if it's not already a thing
I discussed it with the developer before, we will see if we make something
-2
why is this -2
rank
ohh
Joke mod
-2
jerma mod when
suspicious joker
Balatrostuck compat incoming perchance..?
(When its done)
Aspect of creation for alchemicals?
is this alchemical taken yet or
universal seed works well for uh, one of the most important components of Homestuck's Alchemy
Grist
i dont think it is
It’s not taken
can it be Balatrostuck compat perhaps
Yeah probably
What is grist?
Wtf is homestuck
oh you sweet summer child
Every time I see something about it I get even more confused
to save you a lot of time
grist would be an excellent representation of interacting with balatrostuck
same lmao
think of it like EMC from equivalent exchange mod i guess sorta
We already have one compat, why not another?
Ohhh I see
Also, I might go ahead and make some cine textures for compat with reverie
what mod is that
oh as in the minecraft mod
oh
oh worm you mean like custom cine cards?
i thought you were talking about a balatro mod
Yeah
wew
i assume one would be like the tarot/planet/spectral one but for alchemicals
The best mod I created for Minecraft was created cause I wanted to have a ton of conpat
Yessss
what
?
cool
amazing
Maybe some reverie compat....?
What would the unlock con be
Side note, why has discord UI changed again
using alchemy cards, opening alchemy packs or skipping alchemy packs probably
currently either like 5 or 7
cool
probably 5
The other one is already green plus the vouchers that care about their consumables are their corresponding colors I'm pretty sure
I believe Studious Joker used to create an Alchemical offscreen before it was dragged onscreen. I liked that effect a lot! Do you have the code that made it happen?
Also, prototyping a new legendary: Merlin!
https://gyazo.com/95311abbfdfe81fdb185b0970a1ef6f5.mp4
All held cards gain +10 chips when you use an alchemical (We might make it stronger or weaker, based on feedback)
sounds like it should be stronger
seems neat, not a real famous clown, but it fits for alchemical cards
oh that's fun
10 seems very fair for this effect
40 chips on 10 cards per blind for a high end use example just doesn't seem very good to me
hiker nearly reaches that with 1 retrigger joker
wait is hiker +5 now? i forget
maybe +20 chips and +5 mult?
Merlin gets better if you increase your hand size or have additional consumable slots. You could easily pop off two Alchemical cards per blind.
yeah i'm saying with both consumable slot vouchers and both handsize vouchers that version of him will be roughly equal to hiker + a retrigger joker
40 chips = 4 alchs. 10 handsize = +2 handsize
Oh yeah
oh hiker is +5 now yeah that is the same as hiker + a retrigger joker
but hiker scales better cause you can get more than 1 retrigger and you can't get more than 4 alchs per blind without some insane stuff going on
all in all yeah this seems fine more or less
You could easily pop off two Alchemical cards per blind.
could you really?
assuming that alchemical packs have a 20% chance to appear in shop per booster slot and that packs have a roughly 15% chance to be mega packs, you would still need to fish for an extra card around 70% of the time to even get two a round. (without other jokers that is)
Some runs. absolutely.
Especially if you're playing a mod that gives you additional booster packs
my analysis was made without other mods in mind.
current version link?
After thinking about it, I think Merlin should give +5 mult instead of chips. Legendaries are quite rare and they should feel strong
held in hand cards*
incorrect wording
effect is cool!
That would be super cool
Plus, a legendary that adds mult rather multiplier would be really cool
We don’t have anything like that … yet
I agree
it's like a Legendary version of Hiker
but with a respectively harder condition to fulfill to get a buff
but payoff is significantly better (cuz legendary obviously)
+5 Mult is a bit too much imo
Should be 3 or 4
needs testing
Probably 3 because 8x3 (average handsize) is effectively +21 Mult for 1 played Alchemic card
Also, @fossil grail provide us with a seed that starts/has new Legendary joker
if that's possible
why not just use debug mode
merlin should give like +10 chips and +5 mult or smth like that to all cards in hand when an alchemical is used
it is a legendary after all and legendaries are meant to be powerful
^
I’ll see how we do extra mult
But currently we might change it to +20 chips or something
could also make it xmult
i'm pretty sure mika's mod has a joker that adds mult
to cards permanently
what's that?
a mod that adds debug features like "win current blind" or "+$20" or the ability to spawn a selected joker from the collection
you can also spawn consumables and change editions and debug plus lets you spawn tags and vouchers and change enhancements and seals too
thanks!
is blueprint/brainstorm on chain reaction not supposed to work?
it says 'compatible' on brainstorm, but chain reaction didn't gimme 2 negative alchemy cards :(
i see
It's because chain reaction can only trigger once. It's that limitation that's preventing the other cards from triggering it twice.
I tried removing that line of code and it'll make the Jokers work with it but it then becomes very busted because it can just be used an infinite amount of times in a blind
up to feder on how they wanna fix it, cuz it def feels like a bug imo
Yeah. Or just make it non-compatible. I think getting even one extra alchemical card is very strong.. even if you don't have Merlin or Catalyst Joker.
getting a crash through codex arcanum, not sure why though
this is the hand i have played that causes it, tried it a few other ways and it did not work either
What version of codex do you use?
Did you download the repo or the actual release?
Cause I think you didn’t download the release
got it, probably my fault there then. Thanks
All good, hope you enjoy the mod!
Been enjoying, finally updated it yesterday from an older version and think it still looks great
@fossil grail made this lil logo for when you eventually move over to smods 1.0
its the Quintessence
cool!
here it is in the new UI mockup that i made
what is jimbo dating sim
you have to make jimbo dating sim now
not at all
i want jimbo dating sim
well too bad
i thought that was that one fan made jonkler where the jimbo requests thingies
i think that one specifically is visual novel joker
ohhh that one
Old man joker yuri when
joker yuri noway
we need rn
says the talented artist
aight
ill do it
based
Odd Todd X Even Steven
ive done yuri b4 and i scroll wholesome yuri regularly
shouldnt be a problem to do
But what about
so true
Old man yuri 🤔
but why
what
also do you recognize that yuri = lesbian
yea it would be old man yaoi or BL
most important codex arcanum discussion of all time
That’s the joke
Or maybe it’s two butch lesbians
Idk maybe it wasn’t a good joke
shinku x perkeo is gonna be real
Shinku?
could be, could be
Maybe Merlin
lesbians are REAL in BALATRO????
i'd ship it
I found a way to generate infinite: tags, jokers, money, hand size, cards, hands and discards
all thanks to shock humor
also got the true infinity score god knows how
oh and i cannot load back bc it crashes
💀
imma do it again but with steel this time
Has this mod been updated recently just checking to make sure I’m up to date?
It was updated not too long ago, there are 24 alchemicals now
feder when is CA moving to smods 1.0
Soon
I still haven’t got a good look at smods 1.0 (also it’s not out yet)
But at the weekend will take a deeper look at it
Are there any codex add-ons? Totally should have more jokers
Non that I know of, but if someone makes one, I would love to hear them!
There are some mods that add compat with Codex though
i run like eight mods so i rarely see arcanum jokers
id be willing to start a project, art wise
i mean, i can make art assets but i dont wanna reset the password for my github account
also if i update my mod then i dont get four free polychrome vouchers...
I don't think that's a feature of this mod.
I see nothing wrong with that
you can edit your save file to increase your joker slots
or uh
just start a new run? idk how you managed to have that happen
I'm gonna do that
prob gonna be at -20 after this
getting -4 joker slots is the least wierd thing about this run my guy
yep that's about right
ugh
-9
whenever i use the philosopher's stone while opening a pack of cards, it gets returned to my consumable slots like any other alchemical card which is fair enough, it kind of has to do that
that being said, one of pampa's jokers gives more X mult as more spectral cards are used, and 'using' the philosopher's stone during pack opening increments it
its really fucked up but i dont blame anyone for not seeing this coming
ensuring every mod works fine with every other mod is a headache
but at least this was messed up in a funny way
i have seen talks of this trick or treat effect being a placeholder for the time being so they will probably end up inadvertently patching it up on their end as time goes on
one of my jokers has the wrong card back
its the virtual insanity joker from more fluff but its a codex card
That's normal and can happen in the base game without any mods.
I shouldn't say normal.. but yeah it can happen if you copy Jokers with Invisible Joker or Ankh in the base game. It leads to Jokers typically having the Red Deck back.
i did use that, thanks
also breaking bozo fucked me over, i wish it gave permanant hand size like hall of mirrors...
Thorium: +1 hand for each unique hand you've played this round
bug: copying negative jokers results in broken joker slots btw
that’s a really cool idea
I really liked the dropkick card from more fluff, after you play a straight get 1 hand
Porting to 1.0 is wild
:0
is there a booster pack api in the base loader?
i dont think so
I don’t remember seeing it no
you should put the codex arcanum pack api into steamodded
if we will, there are a ton of things that need changing
and i have become quite busy lately
I need to port it still
I'll try figure out booster packs as well, but might not be for 1.0 depending on timing
download the latest version of codex
i downloaded the mod for the first time today
download it from the releases instead of just the repo itself
aaah
did that and the errors gone, thanks!
i always download the wrong thing off github lol
can never remeber where to get to releases
it seems like using Codex Arcanum unlocks all decks, vouchers and jokers for me
not sure why this is happening
doesn't seem to be caused by any other mod
That’s very odd, are you sure you haven’t used the unlock all option, right?
In all of my testing, I never encountered that
nope, reset profiles several times to check
Very interesting
it doesn't show what the cards are, but it shows them all as available to appear
these were locked before installing CA
i second this. it unlocked erratic deck for me and i havent beat anything on orange stake.... the only thing that didnt get everything unlocked were challenges. all my jokers and vouchers appear to be unlocked like theirs too
i think i know the issue, will look deeper into that
very cool
1.0 will fix it 100%
ive done a thinghttps://discord.com/channels/1116389027176787968/1230436943846703234
Interesting.
this says a lot about our society 😔
Cobalt is just so good though
i am so glad someone told me to add this screen XD
i play around with black holes alot so cobalt is my fav
it can even help you destroy cards you dont want
Perhaps Glass, Gold, and other such Alchemical cards sharing a name with basegame enhancements should use the Latin name?
e.g. Tarots convert cards into Glass and Gold, but Alchemical packs contain Vitrum and Aurum
no you should replace the names of the base game enhancements obviously
I suppose that if the bug that unlock everything happens, they will not lock themselve back when I download the fixed version 😥 ?
i don't think they will
but the locking issue will be fixed in 1.2
which is the next update
which will come with Steamodded 1.0
(and will also remove the locking on Uranium)
Fusion Joker
Alchemical flask and campfire
After selling 12 alchemical cards, get a soul card
wrong place
go to https://discord.com/channels/1116389027176787968/1231665856619086005 for modded fusion ideas
you should tell me when you get it going on 1.0 👀
just found out the 1.1.4 update didnt get synced to the github repo i thought i was tripping
i cant believe im going to take salt over philosopher's stone
yep
||i should probably start chatting about stuff that happens in runs in the modding-chat channel ._.||
||salt op||
salt op indeed
porting to 1.0 goes super nicely
i only need the decks and we are done
(and also Ink)
and im done with the decks XD
this ain't the fusion jokers thread
wait shit

comically large spoon:
2 in 5 chance to create an Alchemical card when an Alchemical card is used
if you have 2 oops I Do Not Care
having issues with codex arcanum, any ideas?
Is it crashing, are things not loading in game
@fossil grail Thoughts on splitting Codex into an API and a Content part or allowing for an API part?
I think it'd be helpful for mod compats if you were to do something like that
That and/or Fusion
The api part is located within the mod itself. Could you explain your reasoning as to why we should split the api out of the mod into its own seperate thing?
It's primarily a mod compat thing, ie. having a required dependency of the core itself rather than a required dependency of the whole thing would be a useful option
So like, for example, say someone wants to add the mechanic of fusing Jokers, but doesn't necessarily want to make it a requirement that you have to add all the other Fusion Jokers
It might be a niche use though
I think for fusion jokers that could be the case (although I could also add a config to disable the current jokers), but I don’t see it applicable for codex.
Fusing jokers is a mechanic that could be used in multiple mods, even without mine, but the alchemicals are the whole basis of the mod itself, while in fusion the basis are the jokers
I could add a configuration option for codex that lets you enable/disable specific alchemicals
I can see a future where that is happening
make sense, fusion jokers, base pack
did youi download the latest version?
yeah
odd, this error seems very much like it's the one i patched in 1.1.4
areyou sure you didn't download the repo itself by accident?
i will just redownload
it is not ms paint joker causing the issue i think
it's spawned by Betma's target voucher
i fixed that issue, that's odd
did you download the main repo, or the release
i don't see any reason why it would crash
it'd be pretty cool if Fool could copy alchemicals. would open the door for some extra strats
could also be its own thing, say either an alchemical or a spectral that spawns your last used alchemical
if it's an alchemical it could just immediately use the last used alchemical
what if fool copying alchemicals was folded into the vouchers
a separate spectral or alchemical both feel slightly pool diluting to me but idk
what if steamodded api for fool working on new consumables with a boolean setting?
new consumable types*
if adding them works how i (clueless person) am guessing
Feder work update:
Since I’m very happy with the current states of Codex Arcanum and Fusion Jokers for 1.0 (which will release as soon as 1.0 comes out), I will putting them on a back burner for a bit, while focusing on some newer projects. They are not abandoned.
The new projects are:
A remake of the progress I did on Fool’s Fables,
Jimbo’s Garden,
Helping other people with migrating to 1.0 or adding new features (like autumn’s stamps),
Making random cursed additions (xchips, half ranks, ore of a kind)
I'll do an implementation of a spectral fool as an example mod, but I'm not too keen on changing vanilla behavior as part of steamodded
make some new jokers that have the same sprites as default jokers but without the joker text, as part of the cursed additions
fair enough
or better idea: make a soul-blackhole like spectral for spectral packs, standard packs and buffoon packs
spectral spectral
What's next for Codex? What do you wanna see?
Food joker. Elixir of life or some kind of herb.
Other than that, I am clueless.
what about a new card related to fusion? Give you a random negative joker which can be fused, remove at the end of the round (if you successfully fuse them, then it' wont be removed)
Hmm... Or maybe a Joker that could turn held Alchemy cards in other Alchemy cards a la transmutation?
"you can now pay $1 to transmute a held consumable into a random consumable of the same type"?
Yeah, that's what I was thinking!
yeah that would be cool
Heck, maybe it could vary in cost for what type of card is being transmutated, with Alchemy or Tarot being the cheapest and Spectral (of course) being the most expensive
A joker with a use button to incorporate such a feature would be interesting.
I'm not at the house right now so I don't deliberately know off the top of my head, but you can't select both a consumable and a joker at the same time can you?
you can
Bodacious.
I know this isn't really in codex's wheelhouse, but incorporating a pack of Jokers with a use function in the form of permanent reusable consumables would be interesting..
could probably even be a general mod api thing tbh
pretty sure that that is a thing that can be done
because of the fuse button from the fusions mod
yea
That's what I was originally thinking about. If adding a fuse button was possible of course a simple use button could also be added. I'm sure someone else has at least thought of this idea before.
considering reverie has a alchemy cine perhaps an alchemy card based on cines would be cool
mostly rebalancing/reworks
and new stake if that's even possible
new difficulty can really change the gameplay
It is possible
🔥🔥🔥
aether stake - everything in the shop has a 1 in 2 chance of being replaced with a random alchemical
tan stake: -1 consumable slot
i like that more, maybe aether stake could be a challenge instead then
forgive me for being the typical idea guy but
alchemy as i understand it has always involved using multiple ingredients to create something
as far as i could tell
you could possibly implement some sort of system for using two specific alchemical cards in one blind?
ive had a lot of dopamine when i saw the other half that i needed to get a fusion joker, maybe this would have the same effect
there doesnt need to be an interaction for every possible combination
Mb just simple synergies?
yes thats what i mean
Like Sulfur + Aqua for example
not this
that's not what I mean
synergies not fusions or something else
thats what i meant yes
not fusions i was just relating it to that cuz its cool suddenly finding the other piece for something
you get a small hard coded extra thing if you use silver + gold for example
that's not what I meant, again
._.
synergies in a sense of combining 2 effects in a creative way but not slapping an extra effect on top
there arent very many of those between 2 alchemicals at the moment
Which is unfortunate
but don't get me wrong, I'm not against your idea
what if it was an actual fusion alchemical? and there were 12 of them with no overlap in reagents
any kind of result would be cool tbh
would just like to see something happening when using 2 alchemicals cuz its cool
maybe it would
bloat the mod a bit?
but theres no reason not to playtest something
i kind of want this because there are certain alchemicals like phosphorous that i never use
what if instead of using two alchemicals it was just holding two alchemicals and they would combine into the product automatically
but also you could just balance it to be better
that would be alright
some sort of thing you can do with them outside of blinds is an option
its fine, the things we wanted werent all that different
nah that feels like it removes the need for consumable slots
the resson not to is the extra effort required for the code and art
how?
its not like the product would have the same effects as the two reagents, that would be boring
2 alchemicals = 2 consumable slots
2 alchemicals combined into 1 = 1 consumable slot
if i don't need to actively hold my combo of 2 alchemicals then why would i care about having a 3rd slot
also this sounds like it'd block a lot of the existing synergies
because consumable slots are in general nice to have, but other than that i dont get your point
well then two alchemicals with synergy wouldnt be able to combine, simple
thats unintuitive
if you half the required consumable slots needed for any combo then you half the need for consumable slots
i dont think you understand what im talking about
???
"just holding two alchemicals and they would combine into the product automatically"
change the losing condition to include having no discards, i just lost a run because i was trying to use arsenic to scale a joker which procs on playing hands
A stake revolving around consumables can be fun
This mod is fun
I did experience a crash recently with this, morefluff, and fusion cards, but I didn’t save the crash log last night
should studious joker be able to spawn as eternal?
holy shit this is so funny XD
ill change it so that it wont be able to
but i love this XD
Studious Joker: Has Rental
College debt
college debt indeed
It's even Eternal, too, somehow... Even more accurate to real life
Imagine paying for university 
just pay with the lead you turned to gold 4head
Ah, yes, using alchemy to pay for college debt- next level payment plans
blueprinting essence of comedy makes it go up by x0.2 instead of x0.1 when using an alchemical card
it probably does similar things with extra blueprints or brainstorms
weird
alright so
i was on a high card build where i was sure to win against the cerulean bell, because i was able to score over 400,000 points regularly
then
i use the Salt alchemical card which usually gives me a pretty good tag
but then it gives me the boss reroll tag
and then
using the Salt card actually killed me
it KILLED
me
i dont really care that much because i already did gold stake on this deck and didnt have any jokers in my set that needed the sticker
but still
thats simultaneously fucked up and hilarious
alchemical card that kills you when you use it
i love alchemy!
I hope that didn’t make you too salty
badum tssss
Eyyyyyyyy



the first guy who died of sodium overdose:
Does this mod work with 1.0?
when 1.0 releases, i will release the 1.0 patch
fusion jam
more content
what content are you looking for?
i didn't get that far
DX alchemical cards
More DX synergy would be sick
I want DX philosopher stone that just uses one of each alchemical card
what mod adds the DX stuff? I'll take a look at it
what about a seal that does something related to alchemicals?
"if a card with this seal is played and scored on the last hand of the round, gain 2 alchemical cards"
If held in hand at the end of round 1 in 13 chance to create a alchemical tag
wait hold on what if
when a card with [alchemic] seal is played, it has a 1/2 chance of granting your last used alchemical card
i could see some fun strategies with that
1 in 6
if it needs to be played it already has lowish odds unless you have a ton of them, 1 in 6 basically means it'll almost never happen, 1 in 2 or 3 makes more sense
It's 1 in 6 that way it's not broken unless you have oops all sixes I could understand 1 in 4
The fact it could repeatedly copy cobalt, salt, or Philo stone is kinda nuts
Also Bronze tags?
Or Chem tags?
copper maybe?
i don't think that's an element for any of the cards yet, and it'd kinda fit with the gold seal
maybe you could put a shiny overlay on it to make it look like a penny
What's a metal that's a prime in alchemy
philo is a spectral
I would probably make the tag a tan color
If there was a seal that is Alchemical related it would make most sense to activate when an Alchemical card is used on it.
Goes in line with the majority of the Alchemical cards affecting playing cards.
Tan Seal: When you use an Alchemical card, this card is also affected if applicable, regardless of the amount of cards selected
Sand Seal: When using an alchemical card this card is also effected by it's effects or when played has a 1 in 4 chance to trigger a held alchemical card
i saw "oops i do not care" and it made me think of a consumable that acts like omamori from slay the spire
When you say tag.. you mean seal correct?
would assume so looking at what comes after
Are Caput Mortuum and Equvivalent Exchange still on the table?
Why not have it be a Lead Seal?
Because it’s colours
Sand Seal: has a 1 in 4 chance to trigger a held alchemical card when played
I think this is not an idea for alchemical as there are some cards to choose cards. I think it was better "Sand Seal: Spawn alchemical card If played in [poker hand] (Poker hand change every round)"
is this mod compatible with 1.0?
there is a version ready for release the moment 1.0 is created
been getting alot of the same error
why does Mortar and pestle exist when crystal ball does
i get they prob have different 2nd tier vouchers but still
yeah
Hello everyone
I have a bug and I think maybe this mod could be related
I'm not sure if it comes from this mod or morefluff
how could this be fixed?
thank you very much
I would like to continue my current game
what-?
“How is this going?” maybe
Just a lil' bump, to make sure this alchemical masterpiece doesn't spoil.
@fossil grail How is things going?
Honestly how is any porting for mods going along? I feel like a lot has slowed down over the last few months
There is a bug right now that is unlocking everything when this mod is installed
my mod list
is it on github ? Can we download it from source ?
its not
you can use it on 1.0.0 now however
but you gotta roll back to an older commit of bunco if you have it too
Can you point out exactly what is the issue?
Like what Bunco added makes codex not compatible
I wanna use the most recent and compatible build
the new tags
actually i wanna test out of renaming the api can really work, and deal with the pool issue (if any)
I already have it working. just rename all instances of SMODS.Tag/SMODS.Tags
you don't actually need to worry about pools
dayum
Rename to WHAT
anything. like CATag/Tags
I actually can't tell if that's a joke or not, if not I am very sorry.
Wait you mean by doing this to manually disable tags and let other codes run?
just do it it doesnt seem to be changing anything
It's SMOD.Tag OR SMOD.Tags right
both yes
also if ur using d6 jokers do it to SMODS.Booster(s) too
moreover if you aallssoo have dx tarots dont forget the alchem compat
credits to myst for lighting a bulb
if ur sure youve changed each and every SMODS.Tag and SMODS.Tags to a new one theres no way it'll crash like this. search in the whole folder, double check everything
You mean not just Bunco but all mods need to do this?
Maybe even steammodded itself?
Oh it's codex I need change
yes
Will try
the only thing you need to change outside of CA is d6 jokers and dx tarots if you have them
for them its not tag but booster
Duh I am just dumb. Seeing CA AND can't think of codex
wait hold on im tripping
🤪
change SMODS.Tag(s) and Booster(s) in CA and change booster in DX Tarots
keep d6 jokers away it doesnt need changes
fml
SMODS.Booster(s) ?
There's no SMODS.Booster(s) in TarotDx.lua only in codex compat
Scratching...
Still doesn't want to be working
Tried with only above-mentioned mods, also I altered SMODS.Booster(s) in D6 joker tooo
I know why. They need to be same name!
As in all CATag(s) or CABooster(s)
I think it's because CA declared these functions but somehow conflicting with others so by renaming it solved the problem
Correct me if I am wrong or used wrong jargon
ofc you cant name it CATag and name that TAGGYTag
Yeah I am just dumb
Can I use your mods (codex and fusion) in my modpack? @fossil grail
Is this being supported anymore?
Like the 1.0.0 version is ready, just yet to be released
ignore lmao
Christ I'm dumb
no

so does this work with 1.0.0 or no? sorry I'm a bit confused
Nope, the mod maker is waiting till 1.0 goes Stable/Full before they port this and Fusion Jokers to 1.0.
only with 1.0 backporting which crashes sometimes
Hey all. I really love this mod, so I've made a video spotlight of it, with some impressions and feedback, in hopes that more people give it a go. Lemme know if this is not ok to post here.
Take your Balatro runs to the next level with the Codex Arcanum mod! This exciting mod introduces a new type of consumable: Alchemical Cards! These potent, one-shot Consumable Cards offer a variety of game-changing abilities you can unleash during the blind, from boosting your hand size and discarding unwanted cards to drawing fresh options and ...
ive been using this mod since the game came out, it doesnt mess with your game in any way, if something happens its not this mod. great mods, and works fine.
I'm pretty sure it's known to be incompatible with steamodded 1.0
its SMODS.Booster and SMODS.Tag override the 1.0.0 APIs, that's all. You can just rename them
ah makes sense
I wonder if something like that is also why some other mods that mess with boosters keep acting funny
But iirc after the modification it still crash on boot, don't know what causes the crash tho
it runs fine for me, I just can't look at the alchemicals collection
it crashes because there's no UndiscoveredSprite
i simply unlock all but more mods start to implement their own unlock quests so its a loss
should i be worried?
Probably
eh, doesn't matter i just got invis
like 5 secs and a reroll later
DANGIT
didn't draw any jacks until i was out of discards
would have prob won if i stuck with the flush i drew and didn't try to fish for them
rerolling for rare tags my beloved
update on that run:
i should prob move to another channel
oh it just died because i couldn't draw a straight
oops
I was told to post this here:
I used a philosopher's stone(Codex Arcanum) with Candle service (TWEWJ) and two pair of 2s and 3s
Do ya think that this mod is causing crashes on 0.9.8 (stable)? Given how much I've been crashing, I might need to uninstall this mod (which is unfortunate, as it's AMAZING).
I'm gonna finally do it, I'm making the switch to 1.0.
Is this mod working on here, or no?
no
🗿
at least I think it's been crashing for a while
long answer basically is I know Itayfeder is just waiting for a non-alpha release of Steamodded
Like I was trying to do?
Noted, I already uninstalled CA for now thanks to some issues, but I hope it does get updated soon.
I mean
nobody's developing mods for 0.9.8 anymore actively I think beyond one or two exceptions, waiting for a stable release is gonna take a while too
I think it's happening sooner rather then later but rolling updates seem to be the basis as it's still relatively newish
ngl, I think labeling it as an alpha/not a stable release is doing a fair bit to stagnate the community
Mods are waiting for the "stable" release, and people are waiting for the mods
and based on what I hear the devs saying, it's already as stable as 0.98 ever was supposedly
I think changing it from alpha to rolling would be better if there is a way to auto update it on launch
¯_(ツ)_/¯
i'm pretty sure the version we had written for the SMODS 1.0.0 releasewould require some reformating at this point
I still don't fully get the reasoning behind leaving that unreleased
shrug, i cant speak for itay
pretty sure that at this point it just needs to be refactored again since this was about the time all the major refactors were starting to hit

Almost ready to hatch and give us tons of goodies, just gotta wait a few more rounds...just a few more...
is there a 1.0 alpha version yet?
no
:(
Huh, why was it added to the Dim. Modpack then?
I'm the problem, it's me.
It's not a full port, just fixes to get everything working
Feder would have said something but for all we know they could be 6 feet underneath the brooklyn bridge in concrete shoes
The hell
Any update on bringing it to 1.0.0? 🙏🏽🙏🏽
whatever happened to this
oh where the time has gone
apologies for the necro i'm just here to pick something up
yes
got a link?
no
damn
elbe the goat strikes again
Updated for 1.0.0?? 😳😳
Oh damn a fork version? The fun has been DOUBLE !
Thanks a lot! I adore this mod so much.
why is everyone popping off about this this was always here
I also just recently realized the 1.0.0 update was made, shrug
can't trust those losers who spend their time porting old stuff
Old stuff is good stuff
it should still work right?
The fork of it should
yea i crashed
What's your crash?
crashed when I beat the blind
are you using the version here? https://github.com/lshtech/Codex-Arcanum
Got this crash
When trying to use this Uranium unto that 9 hearts glass red seal polychrome
Hello, does anyone know how to unlock chain reaction?
can't find anyone having the same problem
probably bugged, press 2 while hovering over it with the DebugPlus mod to unlock it manually
Two things I noticed,
- this mod doesn't list the alchemy cards under additions
- Breaking bozo only gives half of every effect stated
the first is because it's not a proper 1.0 port but just getting it to work. I can look at the second.
so, yeah, the reduce blind one is correct but the others are 2 cards and $5 respectably. I'm wondering if it was lowered for balancing reasons but the text wasn't updated. I'm leaning towards just updating the description over the values, but I am open to taking opinions.
I personally think it's more balanced at least for the 5$ option
I pushed a version that corrects the description
in hindsight i should have made breaking bozo just be the first alchemical card used each blind
What do you think?
Felt bad that such great art went unused
You cooked with this one
Each round? lmao
I think it's just meant to be like Hieroglyph, but it's worded weirdly.
Yea, I can see that now, just never realized hieroglyph was worded weirdly like that
is the newest release 1.1.4?
CodexArcanum was the first mod adding new type of consumables I've tried, and I like it, but since my game was in my native language and the mod was in english - I deleted the mod.
But then I wanted to spice up vanilla Balatro, so I changed the language of my game to english and started download all the cool mods. And turned out "CodexArcanum" for some reason conflicting with other consumables mods - Balatro Plus, Donut Mod, Dread Jokers, Bettma Spells, Bunco, More Fluff etc.
Having like seven other types of consumables seems more fun than only having alchemy cards, but I wonder if mod's author could somehow fix it to not cause conflicts anymore?
This is the working version of the mod. It shouldn't conflict with other mods that add consumables
Thanks, man. I was using a version 1.1.4, it was shown as latest release
Yea, it's cause the original creator hasn't been active, so other people have been maintaining the mod
So the original message and the 'latest release' on the og github can't be updated
Got it. Kudos to those other people
hi, this mod has compatibility issues with cryptids new cards and booster packs. i cant use code cards or code/meme booster packs
this is something i noticed when making my mod too. i was able to fix it by changing codex arcanum's priority to be after everything else
also, catalyst joker is really buggy lol, i have it and baseball card, and every uncommon card is also getting the x7 mult from catalyst as well as the x1.5 from baseball
how do i do this ?
💔
you can go into the main lua script for the mod and change the comment near the top that says priority
i will have a look
When trying to open the skill tree for Grim while having Codex Arcanum, the game crashes. This is relating to specifically the updated version.
it has been thoroughly tested in the Grim thread to be a Codex Arcanum issue
and it does not happen when you have everything unlocked
I think this mod is unlocking all the jokes when it's loaded on my game
Yep I unload the mod and reset a save and everything is locked, load it, and everything unlocks.
This is genuinely frustrating because I was enjoying the challenge of going for the unlocks and I don't see a way to relock the jokers this unlocked on my main save with out resetting the whole thing.
something in ALCHEMICAL_SAVE_UNLOCKS()
in CodexArcanum.lua is doing it
I commented that out and things stayed locked this time
does it not let you disable this in config?
this was not my art, actually, i just did some touch ups
this isnt my touched up version actually
the spectral is a funny idea tohugh
Really? Cuz this is the one you made after I've shared the base concept
Your touch ups made my piece glow up so hard that I think it can absolutely be considered your art as well :D
Particles and traces look amazing
thanks, I've been cooking this concept for quite a while
is cryptid and tailsman compat with codex?
\
Codex currently might not even work on the latest steammodded
I have a problem with this Joker:
It's counting mult for nothing and crashes the game
When I try to sell it:
see the message right above yours
Noted one bug (probably). I get Alchemical cards in the shop even without the voucher
mod conflict perhaps
I've actually been experincing that as well, and I dunno why.
is this a bug or intended? Because if it's not a bug it should be clearly stated that it will do it to your save file
Its a bug, result of outdated code I think
You can use a save editor to relock the jokers, its stored in meta.jkr, but it’s a bit tedious
I could find a save editor that does that could you point me in the right direction
also heres like the latest version, add this one
i think the one you used was my original version @oblique heart
wait i cant tell if you mean his touched up version after you shared mine or you genuinely think hes the one that made the revamped version
YOOOO
how tf did u manage to make it look even better
thanks
wait answer my question im just curious
I was using the one he shared with me
thats all I know personally
oh yeah but thats my original revamped version
so if you ever release the mod you would have to credit lyman and me
Ic ic
I always thought Lyman was the only artist on Codex Arcanuum
why didnt I ever heard anything from you?
okay so ive went back a bit and i think you just forgot lol
huh
ok its seems like I need to check for demetia
my bad Gappie
Ok one more question: did Lyman made any touch ups to the art at all?
yea, like, lol
i have worse dementia anyways
yeah, a tiny bit
not in the version you used originally
but the one i gave you just now, did have some contributions from him
his version on the left vs mine on the right
which is his touch up of mine
#1221916334372290620 message
and then this is a touch up of his touch up
also, btw, he is the only one, so thats a thing you got right :3
So this one right?
I'll credit you both, thanks for clarifying!
yep
thats the latest one
i mean you too for the skull lol
but yea i was wondering why theres this person using my art, and turns out it was you
Yeah, I was kinda sad that such banger art went unused
I noticed some people had found this on GitHub, so I figured I'd finally clean it up and properly post it here.
I have been working on completely re-writing Codex Arcanum from the ground up, using the now expected methods within Steammodded. The current release on GitHub has a number of critical bugs, and none of the other forks I saw were perfect either.
So, because this fork overhauls the codebase completely, it should be relatively free of bugs and jank. You can download it from here, it is compatible with the latest Steammodded post-BetterCalc:
https://github.com/jumbocarrot0/Redux-Arcanum/releases/tag/v2.0.0-prerelease1
Initial (pre)release of the Codex Arcanum rewrite.
Keeping in pre-release for now to test compatibility with large mod-packs and any mod that uses the Alchemical API.
Bug Fixes
Because of the scale...
Currently a pre-release since I want to test the API to make sure it works with any other mods that add onto Codex Arcanum, plus if anyone finds bugs with it
Plus, as well as just fixing bugs, the fork also introduces some new stuff and balance tweaks to the mod, mostly because I felt like it. You can disable these from the mod settings if you want to remain 100% faithful to the official mod.
one of my favourite modded consumables 💚 you're doing a great job bro
Does anyone know why the my game could be crashing every time I try to include this mod? I have the latest release of this and of smod
Nevermind, i just found it was incompatible with a few other mods
Does anyone know why when i tried to load the mod it says saving unlock at the last moment before it crashes?
does that mean its imcompatible with some of the mods i have
?
Are you able to post the error log?
Uh, Had to remove it but lemme reinstall and post the error log
I do have a lot of mods installed, it might be a compatiable issue
Seems like it might be one of the mods, lemme remove it real quick
New message after i removed the mod
So, I removed the mods related to unstable but now it just crashes without the logs, saying saving unlock
it crashed too quick, couldn't ss it
The log before I removed any mods
the original codex is incompatible with pretty much everything
you should use this fork
the one they replied to
This?
yes
I tried it with: Betmma, Reverie, Pokemon and Kcvanilla. Is fully playable with no issues as long everything is updated to latest.
Good to hear!
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(on the other hand, still some bugginess with reverie...)
It looks like both Reverie and your steammodded are older versions atm (current Reverie is 1.4.0 on my fork, SMOD on 1404g)
Wait nevermind I put the wrong version number in Reverie's metadata lmao, it's the correct version
Try updating steammodded, because I've been using Reverie a lot and there hasnt been an issue for me
I'm assuming it was just crashing on startup?
Nope. Crashes when trying to display the description for Fool Metal Alchemist.
Or, at least when I hover over it.
Oh interesting
My current local version has fixes for similar issues, let me see if it crashes for me
Huh okay this is a very weird bug
If I have the original Codex Arcanum mod installed (but not enabled) the game doesnt crash
which is why I havent experienced this yet, since its just been sitting in my mods folder
but once I remove it, it will crash
and I have a suspicion as to why, but will try to add a fix
@thick cliff as a hotfix, install the original codex arcanum mod, but disable it
that should, weirdly enough, fix it
I think this is something on steammodded's end, but will investigate
Yeah I got a fix for SMOD's end, I'll submit an issue and it should be fixed soonish
for now use the hotfix I said
The hotfix works!!!
Regular arcanum causes a lot of crashes with other mods on startup, but luckily that doesn't happen when it's disabled. Thank you!!!
Does it compatible with smods-old-calc?
It has not been tested with it, so Im not sure
I'd assume not but you're welcome to try
So it's not then, I use cryptid and cryptid need smods-old-calc, but the redux mod says it's need a smods alpha
yeah that's something I put on manually
But I don't see the consumable
Mods wont load if they are missing dependencies
you can open the mod's folder and edit ReduxArcanum.json to remove that, but again it may not work
Lemme try