#Codex Arcanum - Alchemical Cards and abilities
1 messages · Page 7 of 1
I'll see if I can make a version for old-calc, but if its too much effort then I'll just recommend waiting for Cryptid to update
Yeah smods-old-calc is 1.0.0~alpha-1304a
Is it crashing on startup? I've managed to load the game on old-calc w/ Arcanum but no Cryptid
you can use cryptid's refactor branch
@ember crag I've made an old-calc branch that you can try out. Works fine with my limited testing
https://github.com/jumbocarrot0/Redux-Arcanum/tree/old-calc
Rewrite of the "Codex Arcanum" Balatro mod. Contribute to jumbocarrot0/Redux-Arcanum development by creating an account on GitHub.
I'll also push for what John said about using the refactor Cryptid branch
In any case old-calc branch won't be kept up to date, just a hotfix measure to be compatible with older mods
Pushed a new prerelease with a small bug fix regarding how it was implementing alchemical boosters. The new implementation should be more compatible with other mods (e.g. previously it wouldn't work with Bunco's ||Domino|| joker).
Hasn't been thoroughly tested, so keep an eye out for booster pack related bugs.
https://github.com/jumbocarrot0/Redux-Arcanum/releases/tag/v2.0.0-prerelease2
Sorry for late answer, if I use old-calc, ofc no no crash, but it missing it's dependencies and the card won't show up
Thanks 👍 lemme try this
Pushed a patch to fix the Card Sleeves, now they should work as intended in BetterCalc
I can't find the stone for some reason
There are some unused assets in the atlas, Stone is one of them
yeah, mod went on Hiatus
and stopped there
a good chunk of alchemy cards were about to be reworked as well iirc
I'm using the current version
Yeah, I dont think there ever was a stone alchemical
@fossil grail hello! is it ok if I use and modify the elemental tag texture for my mod?
lyman made the texture so its prob best to ask them
@obtuse rune ☝️
i think that was itays texture actually
so the prerelease doesn't like card sleeves
I could be dumb
ok I was dumb and I don't pay attention to mod updates
got this when opening a reverie booster with fool metal alchemist
update:it only seems to happen when hovering the mouse over the reverie ticket
Attained after using salt: opening a pack within a blind
Update your steammodded, it'll fix the bug
yes but then i cant play it with cryptid
there is an old-calc branch you can use in the Codex Arcanum fork. Reverie doesn't having a working old-calc version really
you can also use the refactor branch for Cryptid which is compatible with the latest smod, but that's quite experimental from what I know
heyy is there any way I could somehow reduce the chances for alchemy packs to appear, at least through lua? I feel like they appear way too often and kinda ruins my shop a little
Yep. If you go into the mod folder, then into data > boosters.lua, you can modify the weight attribute to your preference\
Currently they're as common as tarot/planet/standard packs
Keep in mind each copy of a pack will effectively 'double' its chance, so 4 normal size packs will automatically be twice as common as 2 jumbo size packs
Here would be the (adjusted) values you need to match other booster types:
Buffoon: Standard/Jumbo = 0.3, Mega = 0.0.15
Spectral: Standard = 0:15, Mega = 0.07
You get this fixed? Exact same problem running the latest steamodded and I've tried every combination to get this working but nothing.
Tysmmm, appreciate it
What version is your steammodded? I'm sure Potato's problem was fixed in SMOD 1409b
so I'm guessing either your SMOD is outdated or you have a different problem
Hey I'm going through and logging a bunch of mods for Skyline's mod manager. Y'all mind if I create an initial link for this just so it's available through it?
Though I guess @idle prism you'd probably be a better person to ask because of Redux lmao
I was wondering if anyone knew why CA causes so many table value errors? It happens with both Cryptid and MoreFluff.
I'm not sure what this means but should be fine
Oh is this that new mod manager?
Itayfeder is inactive at the moment, @obtuse rune might have an opinion on the matter
Could you explain what you mean by initial link?
I just mean having a download available through the mod manager (it links to github so it just grabs the latest zip) even if there's not a fancy page and thumbnail and stuff made up for it on there
That's what I've been trying to do, to help populate the mod manager with as much of the stuff that's out there as possible
oh, go for it then
can't speak for itay but i hardly think there's an issue in just using our github link
crash upon opening the game
The original mod will not work, use one of the working forks instead
Hey, hope this is ok to ask here. I'm trying to use Redux here, and for whatever reason it super crashes to this screen before it even shows any other mods.
Second screenshot is my other mods (ignore Dragonite Card Pack, it's just a suit skin mod to put the Dragonite line on Diamonds)
Not home at the moment to diagnose
Only thing I can see immediately is you’re on lovely 0.7.0 where there’s a 0.7.1 version
But that probably isnt the issue
You are not going to f||unk||ing believe this\
Appreciate it lmao
Ran into a potential issue with the mod. So using Quicksilver, it does the +2 hand size for the blind, but every single blind afterwards now has a -2 hand. It went from the standard 8 to 6
Anyone else run into this issue by chance?
@idle prism Just in case you don't see this ^^
Weird. Do any other alchemical cards have similar issues? E.g. does Ignis take away an extra discard?
not that I've noticed, just Quicksilver as far as I'm aware
I'll keep messing around and see if more of them do anything similar
If it helps to diagnose as well, I'm using the latest smods that was released just a bit ago
Don't know if that helps in the diagnosing process or not, but I figure I make a mention of it
So that's interesting... I'm using the Philospher's deck so I can easily get Alchemical cards to test it out. I tried using Ignis and Aqua and none of them did what Quicksilver did. I also tried to see if I could replicate that issue with Quicksilver, and it didn't do it this time around... which is very strange
Did you use quicksilver multiple times in a run?
Just one time
Uhh how
Uh yeah sorry lmao i read wrong, my bad, the reverie thread somehow dissapeared from my feed. Also sold and bought and reactivated the same ticket and it somehow worked
does 2.0 pre-release 3 of the redux work with latest smods?
@idle prism
cant think of any reasons why it wouldn't
should i get the main branch or the actual prelease build
should be the same
👍
@idle prism a bit of a bug report: the way you're hooking this line prevents other mods from being able to match the same pattern
this negatively impacts my own mod
would it be better if the payload was multiline?
yeah i think that would resolve it
I'll push that then
👍 thanks you
It's pushed now, not a release yet though cause I'll bundle it with other stuff
so download from the repo directly
awesome thanks so much
The game reports an error after using this card
Oops! The game crashed:
card.lua:675: attempt to index a nil value
I think I have diagnosed the issue, I think it specifically breaks in non-english translations which is why you encountered it
will push a fix soon
I've pushed a fix for this, let me know if any other issues arise as I haven't tested non-English versions until now
there may well be other issues
OK, he's not reporting errors.
@idle prism I wanna ask this with the utmost respect, as I'm a big fan of this mod and your fork of it.
How likely is it that you include controller support?
When you open up an Alchemical pack, you can't select from it with a controller
then again, I suppose another mod may be responsible, but I'm not sure
I have a similar issue with blind packs from Bunco
hmm, blind packs and alchemical packs both have a lot of custom stuff going on with them
do other modded booster packs have the issue?
Virtual Packs do not, all the stuff in Reverie seems to work great, like the Tag packs
I'm pretty sure it's just those two, yeah
I only ask because Redux Arcana is like, easily my favorite Balatro mod. It slots in so well, 10/10
@fossil grail did amazing, hopefully I can get my grubby mits on an update of musical suit too
Very strange bug; I've played for a while with Redux, and the Gold alchemical card hasn't shown up yet?
Also the Philospher's Stone spectral card
the gold alchemical I think requires you to have gold in your deck?
lemme check the latest version
yeah its set to require the gold card
as for philo stone, it's just very rare, as rare as the other secret spectrals
Tested now with a 24-item booster pack, confirmed that the gold alchemical will appear if you have gold cards in your deck
so it just means it wont show up early in the game at minimum, which probably contributes to not finding it
also just confirmed philo stone will appear, again via similarly large booster packs
so it can appear in normal gameplay, its just rare
(even with 50-card packs it took a few tries)
Ooh, very fair! Thanks for taking a look, sorry for the bother 🙂
I should have guessed gold would want gold, the Philosopher's Stone thing being super rare occured to me, but I figured i'd find it eventually with all the hex decks I was playing. Guess not!
Im not sure if secret spectrals can appear in shop via hex deck
I dont think I've ever seen it
What other Spectrals are secret? Besides modded ones
I'm refering to soul and black hole
Ooo, gotcha
Yeah Soul doesn't show up often at all. Black Hole at least pops up in the Celestial packs every now and then
I've pushed a fix to this now, was surprisingly easy
@astral summit not sure if you're aware of this issue. It's a pretty trivial fix, you just need to patch G.UIDEF.card_focus_ui as well as G.UIDEF.use_and_sell_buttons
You’re a hero
Trying a new animation
thats so cool wth
thank you for the mod
I've been testing all my mod combinations. And for now, Codex isn't compatible with Bunco, Rift-Raft, and All in Jest
Codex is very dead and has been for some time
But I guess peeps are working to make that not true
So my b
https://github.com/jumbocarrot0/Redux-Arcanum
Have you tried this?
Oh, that is very sad. Because this mod is peak
The fork might work fine though
Let's see
HOWWW???
Are you a magician???
Thank you, thank you, thank you, thank you
Now I can play with a lot of mod, you are my hero
I’ll take the compliment
Finally, after a month of procrastination, I am now confident enough with the stability of Redux Arcanum to move it out of pre-release. Marking the occasion is a handful of small but nice additions to the mod, listed below. You can check out the full balance change on the first pre-release page.
- Added achievements! Only four right now, I want to add a couple more when I think of some good ones. Right now these are mostly silly challenges.
- A Chinese translation by snowylight that covers everything except the achievements that were added this update
- Mutated Joker nerfed to start at +0 chips, mostly to better mirror Fortune Teller rather than a particular balance reason.
- Some small QoL and aesthetic additions: Chain Reaction has a new animation, and you may find something new in the collection.
- Game state should save better upon game reload.
- Variety of bug fixes for various alchemical cards
Thanks for enjoying the mod, and extra thanks to @fossil grail and @obtuse rune for creating the original mod we love!
https://github.com/jumbocarrot0/Redux-Arcanum/releases/tag/v2.0.0
Here's a preview of the new achievements
XD good to see the mod is still alive and kicking
super proud of this community!
no way feder??
feder woke up???
Oh hey you're back, 👋
this might already be a documented issue but I can't pick up Alchemical Cards from the Alchemy Packs
what version of arcanum and steammodded are you using?
Arcanum is 2.0.0 prerelease 5 (couldn't get any other version to work) and steamodded is 1.0.0 beta 0506a (also couldn't get any other to work, setting up mods was a finicky pain)
it's the only issue I've noticed so far
and I definitely had free space to put the cards
My bet right now is on a steammodded issue, but I'll have to check to be sure
are you able to post the lovely log file? Go to your mods folder, then the lovely folder, then logs, then upload the one most recently created
ok sure
(or technically whatever one would correspond to when you were playing with this mod)
here
Awesome, thanks
other than this issue the mod has been awesome otherwise
I cant seem to reproduce this on my end, sorry. Do you have any other mods installed that could mess with this?
3xCredits
Cosmos
Neato Jokers
Prism
Handy
KCVanilla
SDM_0's Stuff
Celeste Card Collection
Too Many Decks
although I didn't have Celeste Card Collection before I noticed the issue
Alright I tried it with these, still doesnt break on my end
sorry I cant diagnose it
for what its worth I just downloaded the latest version of all of these and the latest steamodded, so maybe your solution is to update all the mods?
not just latest releases fyi, like I downloaded the latest version of the repository
Hidden guys in files detected!
those never got added? huh
they've been there forever, dont know if there was ever a plan for them
Will be cool if they do get added. Curious what they do.
so i used cobalt on flush, defeated boss blind with that flush and then i go to run info and see that my flush level is still 3 and not decreased. Isn't it supposed to take poker hand's levels back?
it works in regular blinds too
That’s an old bug that should be fixed
What version of the mod do you have downloaded?
Actually nevermind, I forgot to change the version number so that wont be helpful
Try updating to the version I just pushed
https://github.com/jumbocarrot0/Redux-Arcanum/releases/tag/v2.0.1
It's 01:37 in my country so I'll test it a little bit later, thanks for fix
how? in herbalist deck description there's nothing about negative cards
and i don't have any vouchers except for 1 discard and pestle from deck
if you copy card held by bell with wax, it force selects it too lol
what did you do to cause this crash?
Load the game
Oh I see now, if you're using the version in pins then that has been out of date for a long time
you need to use an updated fork
(if you're not already)
ah
What fork do you suggest, @idle prism?
These are the two I know to be working/have worked. Redux Arcanum is mine, so I can vouch that it works. AirBurn0's hasn't been updated in a bit, but if it works would be more faithful to the original.
https://github.com/jumbocarrot0/Redux-Arcanum
https://github.com/AirBurn0/Codex-Arcanum
@idle prism Would it be easy to add a sleeve of alchemy?
Redux Arcanum already has card sleeves, so I'd say yes
unless you mean something else?
oh yeah I made those lol
if you want I can poke around my conversations with itay and in this thread since I'm pretty sure there were some ideas on how to use these
Oh, absolutely do that! I've been wanting to get insight on those.
Pushed a new update to Redux. Mostly to make the mod compatible with SMODs new probability functionality.
https://github.com/jumbocarrot0/Redux-Arcanum/releases/tag/v2.0.2a
Updates Redux Arcanum to use the new probability functionality, which only affects Shock Humor.
You'll need the relevant SMOD release (https://github.com/Steamodded/smods/releases/tag/1.0.0-bet...
I have a question : why do I get a missing dependency if my SMODS is the latest version
because I messed up lmao
thx
Hi on the latest Redux release and the steamodded you point to this crash happens on startup
saved
do you have any other mods installed?
I have an idea on what might be the issue and have pushed a potential fix. Try updating and see if it helps
why is it doing this
sorry for the delay! sadly the version I think you pushed still causes a crash :/ and yes I have a lot of other mods though this is the only one that causes this crash
Well the error is ever so slightly different, so I think I did something
I messed around with the spritesheet and got the margins wrong, will post the update soon
I'm not sure what could be causing this anymore. If you know how to access your lovely logs I'd appreciate if you would DM me your common_events.lua file there so I can see what exactly is happening with your mods
Make sure to DM a version that has Redux enabled
I'm considering getting into playing with some mods, and this is one of the mods I'm really excited for, but I'd like to also throw in the Extra Credit mod, and I'm wondering if that ruins Codex Arcanum, since Extra Credit adds 45 jokers, while Codex Arcanum adds only 8, making the alchemical cards harder to create synergies for.
Anyone got any experience playing this alongside other mods? Does it detract a lot from the Codex experience?
Also, has anyone made addons for Codex, adding more jokers to counter the dillution from other mods?
That's a problem with a lot of mods that add unique content like this, and it's usually just a compromise people have to put up with
There's no great solution to it unfortunately outside of making addon mods like you said, which I don't think anyone has done
Interestingly there are several mods that add 'alternates' of vanilla jokers (does the same thing, but 'slightly' different) to prevent dillution of vanilla content with too many mods on (Would be nice with one of those with only alternates of some of the most iconic and vital jokers instead of trying to make an upside-down version of the entirety of core game) I'm hoping someone makes an addon for this purpose for Codex. I love the concept, and the visuals are just perfect also.
I can certainly think about it. I've been thinking of doing the same with other mods. Easiest way of doing it would be encouraging cross-mod content, where other large mods add a few extra jokers if played alongside this mod
Got a couple ideas that might work:
Witch's Cauldron (Rare)
Temporary effects of alchemical cards last an additional round.
Homunculus Joker (Common)
Every scored 3 has a 1 in 4 chance of creating an alchemical card.
Philosopher's Stone (Legendary)
When you use an alchemical card that gives a temporary effect; this joker has a 1 in 5 chance of destroying itself and making the effect permanent.
Transmutation Joker (Uncommon)
If hand played contains a Straight with a 2 in it; Create an alchemical card
Accidental discovery Joker (Uncommon)
Create an alchemical card when you discard a viable 5-card hand.
Stargazer Joker (Common)
Using a planet card has a 1 in 3 chance of creating an alchemical card
Fool's gold (Common)
+2 Mult and +6 Chips for each alchemy card used.
-2 Mult and -6 Chips at the end of each round.
I've played Codex Arcanum with Extra Credit before and it played fine together. The new jokers in Codex are good, but the meat of the mod is in the consumables which appear from new booster packs and vouchers. It also has a couple of decks which emphasize the arcanum cards, so I don't think you'll miss out on much if you combine both mods.
I just wanna say that this was the mod that got me interested in Balatro mods, was the first mod I installed, and continues to be one of my favorites 
Also alchemical cards are just really cool
still waiting for the big comeback of this legend
Realness
Same here
(Other than the fact that I haven't actually played any modded Balala yet)
Same.
Btw; aside from Redux, is this mod abandoned?
I think so
Such a shame. Unique concept and beautiful artwork. Would love to see it continued and expanded on.
Redux has expanded it