#Divvy's History

192 messages · Page 1 of 1 (latest)

mental sentinel
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View all of your played hands during the run!
DOWNLOAD: https://github.com/DivvyCr/Balatro-History/

Installation instructions and more demos are available at the link above.

FUTURE FEATURES:

  • Shop history (ie. what you bought before each round)
  • View held cards and consumables for each hand, too
  • What else would you like to see?

KNOWN BUGS:

  • None, let me know if you find any!
GitHub

View all played hands during your last run! Contribute to DivvyCr/Balatro-History development by creating an account on GitHub.

daring sundial
#

Ok that's fire, really great work man!

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I'll test it later

stark tide
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I see Divvy pumping out mods like a machine

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looks good

thin stump
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should be called deja vu to match with immolate and ankh

mental sentinel
pale marsh
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oh this is a banger

stark tide
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Reading the code for the UI in this game hurts my eyes after half an hour

mental sentinel
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It's not that bad tbh

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I have abbrevs/macros for the {n=??, config={??}, nodes={}} and the like

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It's just a matter of filling in the blanks 🤷

stark tide
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I agree, but the first 2 hours i saw it it kinda was hard to read, now its a lot easier.

mental sentinel
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Oh yeah, but learning curves are everywhere

stark tide
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Yesss

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Though i still dont know all the args i can put in the config, i just discover them slowly though i think i know most of them

mental sentinel
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I was thinking about making a guide about the UI, but I'm not sure if it's even allowed given there's a rule about not discussing the game's source

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I have notes on the UI 😆

stark tide
terse pier
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This is awesome

stark tide
terse pier
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Whenever I do UI I just try and base it off something from the game code

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But also haven’t done anything extremely complex

mental sentinel
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That's how I started but for this mod I had to write a custom tooltip and custom navigation

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to make it look nice

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You can have a look at the code, it's quite clear I think. There's not much to it once you see the 'thread'

finite marsh
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ui is impossible for me

crimson cliff
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Suggestion: Keep chosen on poker hands or allow the default selection to be configured from the mods menu

limber kindle
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is there a way to view the history after the game over screen ?

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also i want to view history from past runs as well

mental sentinel
jagged viper
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It's mildly inconvenient that I can't just clone the repository and have the mod folders already set up

mental sentinel
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the only benefit of cloning is for future updates, but there shouldn't be that many once it's stable (which it seems pretty good rn tbh)

livid fox
paper matrix
#

heh, I think I got the exact same error lol

Thread error (Thread: 0x0201a5827910)

engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)
stack traceback:
engine/save_manager.lua:86: in main chunk

Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1217c-STEAMODDED
Love2D Version: 11.5.0
Lovely Version: 0.6.0
Steamodded Mods:
Lovely Mods:
    1: DVSettings
    2: DVHistory

Stack Traceback
===============
(3) upvalue C function 'error'
(4) Love2D function at file 'callbacks.lua:181' (best guess)
Local variables:
 t = Thread: 0x0201a5827910
 err = string: "engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)\
stack traceback:\
\9engine/save_manager.lua:86: in main chunk"
(5) Lua function '?' at file 'main.lua:919' (best guess)
Local variables:
 _n = nil
 _a = nil
 _b = nil
 _c = nil
 _d = nil
 _e = nil
 _f = nil
 touched = nil
 (for generator) = C function: 0x1e89aca8
 (for state) = nil
 (for control) = string: "threaderror"
 name = string: "threaderror"
 a = Thread: 0x0201a5827910
 b = string: "engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)\
stack traceback:\
\9engine/save_manager.lua:86: in main chunk"
 c = nil
 d = nil
 e = nil
 f = nil
(6) global C function 'xpcall'
(7) Love2D function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '?' (defined at line 902 of chunk main.lua)
 inerror = boolean: true
 deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
mental sentinel
#

curious

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I cannot get this to happen

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oh nvm, it only happens on latest Lovely version

paper matrix
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so it seems that the shop crash is gone, but I am getting a different crash when I do run info -> history

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also unrelated issue,
there seems to be some beef between this mod and debugplus(by wilsonthewolf)

the game crashes on the first shop purchase when DVHistory and DVSettings and DebugPlus is enabled,
but it doesnt crash when only DVHistory and DVSettings are enabled, or when only DebugPlus is enabled

here's the log:

main.lua:1426: attempt to index a nil value

Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1217c-STEAMODDED
Love2D Version: 11.5.0
Lovely Version: 0.6.0
Steamodded Mods:
    1: DebugPlus by WilsontheWolf [ID: DebugPlus, Version: 1.0.0, Uses Lovely]
Lovely Mods:
    1: DVSettings
    2: DVHistory

Stack Traceback
===============
(3) Lua field 'get_shop_entry' at file 'main.lua:1426'
Local variables:
 new_entry = nil
 hist_entry = table: 0x3eb3ca70  {}
 (*temporary) = nil
 (*temporary) = table: 0x3eb732b0  {x:14.225833333333, w:0.3, y:11.7175, h:0.3, scale:1, r:0}
 (*temporary) = table: 0x3e9c9590  {x:-0.7, w:5.25, y:-9.33, h:30.16, scale:1, r:0}
 (*temporary) = table: 0x3f1f6e80  {y:11.023352333676, x:12.756640116798}
 (*temporary) = string: "attempt to index a nil value"
(4) Lua function '?' at file 'main.lua:1468' (best guess)
Local variables:
 e = table: 0x3f2588c8  {pixellated_rect:table: 0x3eb63610, click_offset:table: 0x3ebf8b40, children:table: 0x3f2588f0 (more...)}
 mute = nil
 nosave = nil
 card = table: 0x3ed52d90  {pinch:table: 0x3e991f60, click_offset:table: 0x3ed5e9f0, under_overlay:false (more...)}
(5) Lua method 'click' at file 'engine/ui.lua:981'
Local variables:
 self = table: 0x3f2588c8  {pixellated_rect:table: 0x3eb63610, click_offset:table: 0x3ebf8b40, children:table: 0x3f2588f0 (more...)}
(6) Lua method 'update' at file 'engine/controller.lua:375'
Local variables:
 self = table: 0x3e866f80  {held_button_times:table: 0x3e774798, focus_cursor_stack_level:1, snap_cursor_to:table: 0x3f0a4d80 (more...)}
 dt = number: 0.0268498
(7) Lua upvalue 'gameUpdateRef' at file 'game.lua:2652'
Local variables:
 self = table: 0x3e6747e0  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x3ee022e8 (more...)}
 dt = number: 0.0268498
(8) Lua method 'update' at Steamodded file 'src/ui.lua:81' 
Local variables:
 self = table: 0x3e6747e0  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x3ee022e8 (more...)}
 dt = number: 0.0268498
(9) Lua field 'update' at file 'main.lua:991'
Local variables:
 dt = number: 0.0268498
(10) Lua function '?' at file 'main.lua:935' (best guess)
(11) global C function 'xpcall'
(12) Love2D function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '?' (defined at line 906 of chunk main.lua)
 inerror = boolean: true
 deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
sharp mantle
#

I'm so silly I didn't even see you updated this :O

sharp mantle
#

Okay confirming it's incompatibility with Steamodded causing the crash

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as when I removed steamodded this worked

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also thank you for moving the history tab off the default view lol, i like checking my poker hands quick

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I think it would be nice to add a scroll bar if you have a really long round, currently it cuts off the screen if you don't resize the window

void falcon
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should just have pages like everything else

sharp mantle
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Well it's already sorted into pages by round, so I think layering pages on pages is less untuitive than just scrolling

onyx pecan
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haha

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scroll bars

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torture to implement

sharp mantle
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Or well I'm getting a different crash with steamodded

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whenever I select a card it crashes

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but the history viewer crash was fixed when I removed steamodded

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okay looks like i hadn't updated JokerDisplay and that was causing my other crash, nothing to do with this mod

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of course if I want to use JokerDisplay, I still run into the steamodded History menu crash

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but I can sorta go back and forth if I'm committed

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Also crashed when I hovered over a planet card in my consumables with Steamodded active, still unsure if it's incompat or just steamodded side

void falcon
#

steamodded version?

sharp mantle
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good god, also noticed a bug, when you go into the past run viewer from the new run screen, if you hover over a run you won with editioned jokers, it plays all the edition application sound effects one after another every time you hover over it, which gets really annoying really fast

sharp mantle
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I did already try redownloading in case I wasn't up to date but that didn't fix it

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Alpha 1226b

void falcon
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mkay I'm not aware of such an issue on base steamodded

sharp mantle
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Notably it wasn't crashing at first and then at some point in the run, idk where it felt arbitrary, it started crashing when I select a card

void falcon
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got me a crash log?

sharp mantle
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unfortunately it crashes with no log display, does it still store it somewhere?

void falcon
#

were you running other mods?

sharp mantle
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I was but it happened even when I disabled every other mod

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the only remaining mods were this one and just lovely

void falcon
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The only recent crash I know of that does this occurs with a specific combination of cryptid and talisman versions, haven't seen something of the sorts reported with base smods

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if it's just steamodded and this mod, there might be a conflict

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like a patch conflict or whatever

sharp mantle
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Mhm, yeah and I wasn't using either cryptid or talisman

mental sentinel
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Need to investigate the Steamodded crashes ig..

mental sentinel
#

Sorry took this long to reply, it's holiday season lol

sharp mantle
#

Oh of course! holiday's are holi days

sharp mantle
sharp mantle
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Nope

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Never used Cryptid actually

mental sentinel
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how do you get that many hands/discards lol?

sharp mantle
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Oh I was using a debug mod for testing

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I was already playtesting the Pokermon and Extra Credits mods recently so I just have it on sometimes

mental sentinel
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I see, so I still believe that that UI problem only affects cryptid

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realistically

sharp mantle
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Fair enough

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Well there's also blueprint + burglar

mental sentinel
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I just don't know of any better solution than scroll bars, which would basically require me to write a whole new UI element

sharp mantle
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which isn't that common but fully available in the base game

mental sentinel
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which is a lot of work

sharp mantle
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And yeah that's fair

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Maybe it could make the components thinner after a certain amount?

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Or just like smaller all around?

mental sentinel
mental sentinel
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it's been a while since I thought about it

sharp mantle
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Otherwise it's like 6 hands and maybe 7 discards with Merry Andy

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some edge cases to be sure but again I don't think negligible

mental sentinel
#

multiple columns would probably be best

sharp mantle
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I like columns

mental sentinel
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I might do it

sharp mantle
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You probably don't need to account for 20+ actions

mental sentinel
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just seems there is not much demand for this mod

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so it's lowest on my hobby list xd

sharp mantle
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lol fair enough, sadge but understandable

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I'm honestly surprised the history mod isn't more popular, I feel like reviewing past runs would be a really valuable thing

mental sentinel
sharp mantle
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this ain't the spire community I suppose

mental sentinel
mental sentinel
#

like by stake, etc.

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but that's a couple days work that currently doesn't seem worthwhile

sharp mantle
#

Mhm

sharp mantle
#

Mmmm tried using a Hermit in the shop

mental sentinel
#

looks like the DebugPlus error from earlier

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smh

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cooked this in the meantime tho

mental sentinel
#

I cannot replicate the crash currently...

sharp mantle
#

Mmmmm I'm fairly certain I started it fresh

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yeah I just bought a chariot this time

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Am I using something out of date? I just downloaded your latest patch

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Mmm I might be using outdated debug

mental sentinel
#

Can you briefly explain what you do to get to the crash?

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Start run, beat first blind, buy in shop?

sharp mantle
#

exactly yes

mental sentinel
#

I'm so confused

sharp mantle
#

same deal, start run, win blind, buy Fool, crash

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and that was after making sure i have latest debug mod

mental sentinel
#

Would it be possible to get the file .../Mods/lovely/dump/main.lua ?

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DM it to me, if possible

sharp mantle
#

Okay I literally just started another run, no changes, and I bought a joker first, and now it isn't crashing

mental sentinel
#

I wish it would just crash for me lol

mental sentinel
#

kk, it only crashes if you use DebugPlus (or anything else) to win a blind without playing/discarding cards

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I think it's fixed now

lusty pivot
#

Cool

sharp mantle
#

holy shit this mod just saved me when I accidentally pressed the reset button 😅

mental sentinel
#

(selfishly, for myself)

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Also to share runs to a couple friends who play

sharp mantle
#

nice lol

icy sigil
#

Seems to crash with Talisman installed, not sure why. Playing a winning hand crashes the game

sharp mantle
#

is that Hand greater than E308? Cause it's possible that it just doesn't understand outside the number limit.

icy sigil
#

nope, was at the start of a run. not even over 1000

sharp mantle
#

huh

hasty condor
#

I get this crash when clicking the button "history"

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after reading the chat above, I tried disabling talisman too and now it works

mental sentinel
#

kk, will look into it this week

green frost
# mental sentinel kk, will look into it this week

yeah Im getting the same:
Oops! The game crashed:
globals.lua:607: Divvy's History requires Divvy's Setting tools; re-install Divvy's History mod and double-check that there is a 'DVSettings' folder

Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1303a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Steamodded Mods:
1: Cosmos by Cosmos [ID: Cosmos, Version: 0.0.3, Uses Lovely]
Lovely Mods:
1: DVPreview
2: DVSimulate
3: DVHistory

Stack Traceback

(3) global C function 'error'
(4) Lua field '_start_up' at file 'globals.lua:607'
Local variables:
self = table: 0x219d69a0 {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, F_ENGLISH_ONLY:false (more...)}
(5) Lua method 'start_up' at file 'globals.lua:662'
Local variables:
self = table: 0x219d69a0 {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, F_ENGLISH_ONLY:false (more...)}
(6) Lua field 'load' at file 'main.lua:945'
(7) Lua function '?' at file 'main.lua:892' (best guess)
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:368' (best guess)
Local variables:
result = boolean: true
main = nil
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])

mental sentinel
# hasty condor I get this crash when clicking the button "history"

This seems to be a bug with Talisman moreso than my history mod. @terse pier do you have any idea why the following line would cause the error (in the message I'm replying to) ?
local tx = self.font.FONT:getWidth(c)*self.scale*part_scale*G.TILESCALE*self.font.FONTSCALE + 2.7*(self.config.spacing or 0)*G.TILESCALE*self.font.FONTSCALE

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I'm generally not sure what I should do to make Talisman compatible with a utility mod like this, tbh

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I don't remember dealing with numbers directly - this mod is just moving/copying information around - so any number-related adjustments by Talisman should just be propagated.

terse pier
#

Yeah this is purely Talisman’s fault

mental sentinel
#

I suspect the nature of what Talisman does makes it particularly finicky (based on a brief look at its codebase). Just looking for some thoughts @MathIsFun

mental sentinel
terse pier
#

I’m not sure exactly why Talisman’s numbers even get in this utility function, but it should be as easy as a lovely patch to fix

mental sentinel
#

I figured, good to know

jagged nova
#

Not sure if this is the same issue as what you guys were talking about, but I'm getting this crash @mental sentinel. I do have Talisman installed and the game works when removing the cryptid pack, but I wanted to give you the logs just in case.

mental sentinel
#

Yeah, at a glance looks like Talisman interference again

sharp mantle
#

testing with the score preview and I think it's logging every time I select cards as a played hand

mental sentinel
#

Oh.. yeah that would happen on experimental lmao

sharp mantle
#

lol

wary karma
#

hi, is there any way to fix the conflict that this mod has with Talisman? it'd be really helpful for trying to route a hiscore run

terse shuttle
#

TL:DR: My mods/dvhistory mod worked flawlessly for days then suddenly crashed out and won't come back.

The real haunting bit is, it sometimes works. DVhistory, full stacks, manual and new mods. Like for half a day it runs as normal, I can't even force it to error out.

Then it goes ballistic and no saving it.

https://www.reddit.com/r/balatro/comments/1izrf2b/anybody_good_at_debugging_mod_errors/

I don't understand logs and my PC ability is suspect but I did reinstall and update both lovely and steammodded (to SMOD iirc) and it seems to be a-ok until DVhistory gets into the mix in any way.

Sorry to be dense but I could use some help. Home sick and stuck through the weekend so Balatro is helping me through.

And the on again/off again working of the mods is messing with my mentals.

I know this is somehow your work Jimbo. Lol

Reddit

Explore this post and more from the balatro community

terse shuttle
# onyx pecan post the log

Thanks for this. Weirdly, I'm in a golden era and my Balatro leveled itself out and hasn't had a hint of an issue since. If/when it starts failing again, I can post.

onyx pecan
#

ah okay cool

mental sentinel
#

Hey everyone, long time 👋 I'm back and I just updated the mod to v3.0, which doesn't add any new features, but you should download it for compatibility with v4.0 of my Preview mod.

Please read the updated installation instructions
https://github.com/DivvyCr/Balatro-History/releases/tag/v3.0

GitHub

Installation Details

Install Lovely (v0.6.0+)
Do you have Steamodded? Then, you probably already have Lovely!
Download DOWNLOAD.zip under the Assets heading below
Unzip DOWNLOAD.zip
Move the unzip...

gleaming oxide
#

after upgrading the mod (and removing the old one, and all folders involved), latest steamodded, lovely, etc - I found that the game crashed when I went to the menu during the middle of a round

I didn't have time to try disabling other plugins when I did so, but I plan to when I get a chance again

has anyone else had that happen?

#

also tysm for updating everything!

mental sentinel
#

Hmm, I didn't test this mod as much. I'll have a look tomorrow.

gleaming oxide
#

ok, i got a chance to check rq. here's the log

Thread error (Thread: 0x016e8a5fdf50)

engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)
stack traceback:
engine/save_manager.lua:86: in main chunk

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0323b-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
Lovely Mods:
    1: DVPreview
    2: DVHistory

Stack Traceback
===============
(3) upvalue C function 'error'
(4) LÖVE function at file 'callbacks.lua:181' (best guess)
Local variables:
 t = Thread: 0x016e8a5fdf50
 err = string: "engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)\
stack traceback:\
\9engine/save_manager.lua:86: in main chunk"
(5) Lua function '?' at file 'main.lua:922' (best guess)
Local variables:
 _n = nil
 _a = nil
 _b = nil
 _c = nil
 _d = nil
 _e = nil
 _f = nil
 touched = nil
 (for generator) = C function: 0x2c019740
 (for state) = nil
 (for control) = string: "threaderror"
 name = string: "threaderror"
 a = Thread: 0x016e8a5fdf50
 b = string: "engine/save_manager.lua:86: attempt to index global 'DV' (a nil value)\
stack traceback:\
\9engine/save_manager.lua:86: in main chunk"
 c = nil
 d = nil
 e = nil
 f = nil
(6) global C function 'xpcall'
(7) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '?' (defined at line 905 of chunk main.lua)
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
#

i load the save file, it plays out the final hand finishing up, and crashes with that

#

only mods were steamodded (latest), lovely (ofc), and these two

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lmk if there's anything else you need from me :>

mental sentinel
mental sentinel
#

@gleaming oxide

gleaming oxide