#Deluxe Tarots
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another typo found
The Hieeirophant DX
How did that even happen
I didn’t change anything about it
My keyboard is probably cursed
Oh yeah lol no
That typo is in the base game, so I didn't change it for consistency :p
Suggestion:
Cursed Judgement should make One/Two Negative Rare jokers, to justify the curse cost
Maybe..”select a joker. Create a negative copy of it.”
That sounds way better
I am using quite a few other mods, though I'm not home so I'll send a screenshot of my folder another time
here's my list of mods https://exveekun.s-ul.eu/nrht6LGi
Yeah that’s an issue I have a hard time handling (debuffs set by curses)
I need to find a solution, it’s not as easy as using the vanilla blind debuff function
Does this mod work with 1.0?
no
If you mean steamodded 1.0 then I have no idea
Since it’s not released, this is not my priority for now
Alright was making sure if my favorite mods worked with it before patching over
crash on opening a planet pack
attempt to index field consumeable (a nil value)
said that its happened here
local mod = math.max(1, 1 + (0.07 * math.min(7, G.GAME.hands[created_card.ability.consumeable.hand_type].level))) or 1
oh could it be the optical illusion from cheesy jokers?
It must be from another mod as all vanilla planets (and so dx) do have the ability.consumeable attribute
As they are consumables
i added a and created_card.ability.consumeable ~= nil to the if and the crash's gone
and that pack contains a joker, provided by optical illusion
well im not sure
to make it clear, this joker has a % to add jokers to every booster packs
Ah
Well if I had to guess I’d say that they hook on the create_card function and sometimes return a joker card, even if the caller asks for another card type (here a planet card)
Sooooo yeah
I wouldn’t expect to get a joker card when I ask for a consumable card
Aka a non-consumable when I ask for a consumable
I guess I could add a check
oop another typo i believe
the cursed empress was named the empress DX
i might be misunderstanding The Mouth curse's effect but i feel like it isnt working as intended
first of all its showing my last played hand but not the first hand type of the round
and in my last run (now ruined) i must play the first played type consecutively or the X0.65 will haunt till the next round
for example:
High card (first hand, X1)
High card (X1)
Pair (X0.65)
High card (X0.65)
thank you for the active maintenance 
actually its doesnt even seem to be right. im not even sure how it was calculating things
curse ox won't change its hand each ante... always high card in my last run
Ok, I got it wrong and thought it would change
Idea
Deluxe arcanum
Example
(I forgot the name) dx lowers the blind requirement by 20% for 2 rounds
Cursed/Radioactive (I forgot the name) permanently lowers blind requirement by 20% but gains a curse
Radioactive Terra would be really cool to see
chernobyl reference????
;-;, seems like the pillar curse is affecting all the cards that ive deathed from one main card? at least thats what seems to be happening
I work on the debuff curses
will there be a way to cleanse the curses?
like, design a mission or smth for each curse so you can accomplish it and get rid of it
or stuff like that idk
chicot
I think this would be a good idea, as currently the permanent debuff just makes me not want to take them
I feel like many of the curses aren't that bad, but you often can't afford to have more than 2
and some of them can easily kill or at least heavily impact your run so it's not worth it unless the cursed tarot is just godly
I've never used any of the suit-changing ones and I rarely take any of the tarots that give more than one curse
is brutal
I mean, the cursed suit cards are really good if you just want to do all the curses
ie a flush 5 build
ran into a small bug with DX Planets and Satellite earlier (sorry if it's already been reported)
DX Planet cards count towards the payout for Satellite, but not towards the number shown in the description - so if you've played any DX Planets during a run, Satellite's description will be wrong
also, I'm not sure if this is actually a bug but I found it kinda counterintuitive - playing a DX Planet counts as playing the normal version as well for Satellite
so if I play a Jupiter DX (for example) without having played any normal Jupiters previously, that will increase Satellite's payout by 2 (and the description by 1 because of the other thing) - and then if I later play a normal Jupiter for the first time that won't do anything to Satellite at all
I’ll check that, thanks
JeffV how do you make tarots?
What do you mean?
I created a custom set
tarot_dx
Then I hook on the create_card function and set a chance for a tarot card to pull a dx tarot card instead
imma do this later
If you want to create new dx tarots, you just have to add them in the pull (where all consumables are listed)
Then you have to manage the usage of the dx card (usually by editing the can_use_consumeable and use_consumeable)
I may be wrong on the name of the functions but you’ll find both in the main mod file
My DX isn't working
- Cursed R-Empress: Hand Mult Cards now give +6 Mult instead of +2. Gives you a Deluxe R-Empress.
- Cursed R-Stars: Diamond Cards are debuffed. All other suited cards give a 1 in 2 chance to give 1$ when scored. Gives a Deluxe R-Star Tarot.
- Cursed R-Moon: Club Cards are debuffed. All other suited cards give +4 Mult when scored. Gives a Deluxe R-Moon Tarot.
- Cursed R-Sun: Heart Cards are debuffed. All other suited cards have a 1 in 3 chance to give 1.5x Mult when scored. Gives a Deluxe R-Sun Tarot.
- Cursed R-World: Spade Cards are debuffed. All other suited cards give 15 Chips when scored. Gives a Deluxe R-World Tarot.
- Cursed R-Judgement: Converts 2 Jokers into up to 2 higher rarity tiers above it, even going into Legendary. Keeps their original Edition.
- Cursed R-Death: Select 5 cards, the Enhancement, Seal, and Edition from the leftmost card will be copied onto ALL of the right cards. Gives you 2 Deluxe R-Death Tarots.
- Cursed R-Wheel of Fortune: A card in your full deck will get a random Edition, with a 1 in 2 chance for another card to get the same treatment. Stops either when EVERY card gets it, or it fail.
- Cursed R-Heirophant: Hand Bonus Cards now give +45 Chips instead of +15. Gives you a Deluxe R-Hierophant.
- Cursed R-Fool: -1 Consumable Slot. ANY consumable that you find has a 1 in 2 chance to be Negative. Gives you 2 Negative Deluxe R-Fool Tarots.
- Cursed R-High Priestess: Your hand level now can't degrade by ANY means. Gives you 2 Deluxe R-High Priestess Tarots.
- Cursed R-Chariot: Brass Cards now grant 2.5x Chips. Gives you a Deluxe R-Chariot Tarot.
- Cursed R-Lovers: Blank Cards now have an additional retrigger for each unique alteration that their copied card has. Gives you a Deluxe R-Lovers Tarot.
- Cursed R-Hanged Man: Select 4 cards in your hand, ALL of your cards will be randomly converted into one of those 4.
- Deluxe R-Strength: All cards will be downgraded to the selected card, and give 1$ for each card changed this way.
- Cursed R-Hermit: Removes ALL of your money and gives you 1 random tag for each 5$ you lose this way.
- Cursed R-Devil: Triples the stats from Fool's Gold Cards, and you no longer lose money from them. Gives you a Deluxe R-Devil Tarot.
- Cursed R-Magician: Halves all probabilities. Gives you 2 Deluxe R-Magician Tarots.
- Cursed R-Emperor: Gives you 6 Negative Deluxe R-Emperor Tarots. Are you feeling lucky?
- Cursed R-Temperance: Gives you 25$ for each consumable you have (max of 200$).
- Cursed R-Tower: All Coal Cards start at 0/0 instead of being in the negative, and they all upgrade whenever just one of them triggers (even in full deck). Gives you 2 Deluxe R-Tower Tarots.
- Cursed R-Justice: Wooden Cards now give x4 Mult instead of x2, and when they go bad, instead of nullifying the current hand score, they just count as debuffed for that hand. Gives you a Deluxe R-Justice.
Wait, since there's Deluxe Spectrals here as well, I'm gonna have to make reverse and Deluxe reverse Spectrals as well...FUCCKKKKKK.
- Reverse Familiar: Condense 3 random cards into a random face card with a random Enhancement, Seal, and Edition.
- Reverse Grim: Condense 2 random cards into a random Ace card with a random Enhancement, Seal, and Edition.
- Reverse Incantation: Condense 4 random cards into a random numbered card with a random Enhancement, Seal, and Edition.
- Reverse Talisman: Adds a Mimic Gold Seal to 1 selected card (Mimic Gold Seals allow a played card to trigger their held-in-hand or discard effect, even when played).
- Reverse Aura: Adds a random Edition to a selected Joker.
- Reverse Wraith: Destroys a Rare Joker in your deck and doubles your money (no upper limit).
- Reverse Sigil: Select a card in your hand, all other cards in your hand will be changed to NOT have that suit and be given a random suit instead (including the card you selected).
- Reverse Ouija: All cards in your hand will have their rank randomized. -2$ for each card converted in this way.
- Reverse Ectoplasm: Takes away the editions from all of your Jokers. For every 6 points taken away, grants you +1 Joker Slot (Foil is 1, Holo is 2, Poly is 3, and Negative is 4).
- Reverse Immolate: Gives you 5 cards of your most common suit, rank, and Enhancement, but lose 20$.
- Reverse Ankh: Destroys one of your Jokers at random and gives you Perishable Negative copies of all of your other Jokers.
- Reverse Deja Vu: Adds a Remaining Red Seal onto 1 selected card (Remaining Red Seals have the same effect that Red Seals had in the demo, which is that when a card is played, it'll be returned to your hand afterwards).
- Reverse Hex: Destroys 1 random Joker and adds both the Polychrome edition and a Perishable Tag onto the rest of them.
- Reverse Trance: Adds a Dwarf Blue Seal to 1 selected card (When a blind ends, and you have a card with this seal in hand, randomly upgrade 2 hands, but downgrade 1 other. Cannot go below LVL. 1).
- Reverse Medium: Adds an Enchanting Purple Seal to 1 card (When discarding a card with this seal, it'll create a Negative copy of a card already in your Consumable area).
- Reverse Cryptid: The selected card will have itself and 1 other direct copy destroyed for the round, before coming back afterwards. Any destruction-based effects will remain on whatever Jokers they benefited.
- Reverse Soul: All Jokers, consumables, money, and even Antes will be destroyed, setting you back to Ante 1 with 4$ and a base deck...however, you will also be given Negative Legendaries based on what was destroyed, getting 1 random one for each 20 points accumulated. Common Jokers count for 1 point, Uncommon get 2, Rare get 3, Legendary get 10, each Ante will give you 5, every 25$ counts for 1 point, Tarots and Plants count for 1 point each, and Spectrals count for 2 points each.
- Reverse Black Hole (Could be called White Hole for the memes): Resets all Poker Hand levels back to 1, dumps all of those levels into 1 random hand, then multiplies both the Chips and Mult by 2x of that hand.
Thank you. My mind is buzzing from coffee and a Cosmic Brownie, so I'll rattle these off till I'm out COLD.
Anyways, I'mma gonna quickly copy these over to the Jellymod thread, before coming back and doing the Deluxe R-Spectral.
Now, time for:
DELUXE REVERSE SPECTRALS! :D
- Deluxe R-Familiar: Condenses 6 selected cards into 2 random face cards with random Enhancements, Seals, and Edition.
- Deluxe R-Grim: Condenses 4 selected cards into 2 random Ace cards with random Enhancements, Seals, and Editions.
- Deluxe R-Incantation: Condenses 8 selected cards into 2 random numbered cards with random Enhancements, Seals, and Editions.
- Deluxe R-Talisman: Adds Mimic Gold Seals to 3 selected cards (Scroll above for effect).
- Deluxe R-Aura: Adds a sequential line of Editions to 4 selected Jokers (F,H,P,N).
- Deluxe R-Wraith: Doubles your money (no upper limit).
- Deluxe R-Sigil: Select a card in your hand, ALL cards in your deck will be changed to not have that suit, including the one selected, giving a random suit instead.
- Deluxe R-Ouija: All cards in your full deck will have their rank randomized.
- Deluxe R-Ectoplasm: Same as normal, but all Editions are worth double (F is 2, H is 4, P is 6, and N is 8. Amount to get +1 Joker Slot is still 6).
- Deluxe R-Immolate: Gives you 5 exact duplicates of the selected card but lose 15$.
- Deluxe R-Ankh: Destroys all of your consumables and gives you Negative copies of all of your Jokers.
- Deluxe R-Deja Vu: Adds a Remaining Red Seal onto 3 selected cards (scroll above for effects).
- Deluxe R-Hex: Destroys 3 of your consumables and adds the Polychrome Edition to all of your non-Negative Jokers.
- Deluxe R-Trance: Adds a Dwarf Blue Seal to 3 selected cards (scroll above for effects)
- Deluxe R-Medium: Adds an Enchanting Purple Seal to 3 selected cards (scroll above for effects).
- Deluxe R-Cryptid: Now affects itself and 3 other cards of the exact self (see above for destruction details).
- Deluxe R-Soul: Same as above, but doubles the score gained in order to retrieve Negative Legendary Jokers (see above for exact details).
- Deluxe R-Black Hole (again, probably White Hole cuz lol): For every level gained on the singular focused hand, a random Edition effect will also be applied onto it (see above for what the previous effect does).
...I think, it's time-
To GO
EVEN FURTHER BEYOND!
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!
CURSED NORMAL AND REVERSE SPECTRALLLLSSSSSS!!!
- Cursed Familiar: All cards will be converted into random face cards with random Enhancements, Seals, and Editions.
- Cursed Grim: All cards will be converted into random Aces with random Enhancements, Seals, and Editions.
- Cursed Incantation: All cards will be converted into random numbered cards with random Enhancements, Seals, and Editions.
- Cursed Talisman: Gold Seals now give 8$ when triggered, instead of 3. Gives you a Deluxe Talisman Spectral.
- Cursed Aura: All cards will gain a random Edition.
- Cursed Wraith: Any money-losing effects will be halved, and if your money is ever set to 0, it'll be halved instead. Gives you a Deluxe Wraith Spectral.
- Cursed Sigil: Select a card in your hand, ALL cards, owned and furthermore, will have that suit.
- Cursed Ouija: Select a card in your hand, ALL cards, owned and furthermore, will have that rank.
- Cursed Ectoplasm: Negative Editions will now be 4x more common, and half off in price. Gives you a Deluxe Ectoplasm Spectral.
- Cursed Immolate: Select 3 cards, those cards, their same rank in your full deck, and ALL cards furthermore with that rank, shall be destroyed. Gain 10$ per card that you destroy in your full deck due to this.
- Cursed Ankh: Create exact copies of all Jokers in your possession (yes, even if they're Negative).
- Cursed Deja Vu: Red Seals now have an additional retrigger attached to them. Gives you a Deluxe Deja Vu Spectral.
- Cursed Hex: Polychrome Editions will now give 2x Mult instead of 1.5x Mult. Gives you a Deluxe Hex Spectral.
- Cursed Trance: Planet Cards created by Blue Seals will always have an Edition on them (yes, even Negative). Gives you a Deluxe Trance Spectral.
- Cursed Medium: Tarot Cards created by Purple Seals will always be Negative. Gives you a Deluxe Medium Spectral.
- Cursed Cryptid: Select a card, ANY card you find in the future has a 1 in 2 chance to match that EXACT card. Gives a Deluxe Cryptid Spectral.
- Cursed Soul: Creates 5 negative Soul cards, that'll always create negative Legendary Jokers.
- Cursed Black Hole: All future Planet Cards will be guaranteed to be Deluxe and have Editions on them, and use the effect of a Poly Black Hole 5x in a row.
Cursed R-Familiar: Condense all playing cards into a Polychrome red seal steel kings that is not debuffable for every 5 cards
Cursed R-Black Holes: Set all hand levels to 1. Level up your most played poker hand by 3 for each level lost. then multiply chips and mult by log2(level gained)
first part stolen from cryptid
It's getting worse in a mathematical way
this is still simple
reverse soul is so absurd i dont even know what to make from the cursed version
I mean it's not that hard to comprehend it's just math stuff right
yea
Maybe just a full-on nuke of the game, completely hidden, but fully resets your progress due to such a powerful release of soul energy. Or maybe, the 5 souls within (and whatever other Legendary Jokers you have) team up with you to fight Jimbo in a Beast-like final boss fight.
is there an idea spreadsheet
Where download
Here you are!
...I forgor to do the reverse ones, lol. AHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!
- Cursed R-Familiar: All future cards gained will be face cards, with at least a random Enhancement, and a good chance at Seals and Editions as well.
- Cursed R-Grim: All future cards gained will be Ace cards, with at least a random Enhancement, and a good chance at Seals and Editions as well.
- Cursed R-Incantation: All future cards gained will be numbered cards, with at least a random Enhancement, and a good chance at Seals and Editions as well.
- Cursed R-Talisman: Mimic Gold Seals now retrigger their held-in-hand/discard effect once, similar to Mime. Gives you a Deluxe R-Talisman Spectral.
- Cursed R-Aura: All future Jokers will have a random Edition on them.
- Cursed R-Wraith: Gives you 250$, but Rare Jokers can no longer appear.
- Cursed R-Sigil: Select a card, the Deluxe R-Sigil effect will happen, and that suit of cards will never show up again.
- Cursed R-Ouija: Select a card, the cards with that rank in your deck will be randomized, and that rank of cards can NEVER show up again.
- Cursed R-Ectoplasm: Take away all Editions from your Jokers and Consumables, and randomly gives you +1 hand played, +1 discard, or +1 hand size per Edition removed.
- Cursed R-Ankh: Stickers will no longer be able to appear, destroying all stickers that you already have, and gives you +5$ per Sticker destroyed this way.
- Cursed R-Immolate: Destroy half of your full deck and give you +1 Joker AND Consumable slots per 10 cards destroyed this way.
- Cursed R-Deja Vu: Remaining Red Seal cards will now start out in your beginning hand, and have a higher chance to be drawn from the deck first. Gives you a Deluxe R-Deja Vu Spectral.
- Cursed R-Hex: Polychrome now gives 2.5x Mult on Jokers instead of 1.5x Mult. Gives you a Deluxe R-Hex Spectral
- Cursed R-Trance: All upgrades by Dwarf Blue Seal cards will have an Edition applied to them. Gives you a Deluxe R-Trance Spectral.
- Cursed R-Medium: Enchanting Purple Seal cards will now create 3 Negative copies of a Consumable you have instead of 1 when you discard them. Gives you a Deluxe R-Medium Spectral.
- Cursed R-Cryptid: You may now spend 1$ on a card in your hand to destroy it.
- Cursed R-Soul: ???
- Cursed R-Black Hole (Wormhole, IG): Hand Level downgrades will now count as level UPGRADES instead. Gives you a Deluxe R-Black Hole Spectral.
why it got eroded to a CONCEPTING ahh thread tho
or did i miss the part that the author was asking for ideas
It was me being an absolute c-head with ideas for a few hours, don't mind me. 😇
I hope @glass dock can at least use the ideas for the Cursed Spectrals, however.
yea nah i mean those are some cool ideas 
New ideas are always welcome
THE PRIDE BLACK HOLE!
THE PRIDE BLACK HOLE IS REAL!
Rainbow hole
Don’t say that that sounds so wrong xd
is this 1.0.0 compatiball?
no(t yet)
Reverse Planet Cards: Downgrades the hand, causes all upgrades on that hand to be upgraded an extra time
Cursed Planet Cards: The hand upgrades three extra times, upgrade the hand thrice now (causes x2 curse, one is always the eye)
R-DX Planet Cards: Downgrades the hand twice, causes all upgrades on that hand to be upgraded two extra times
R-C Planet Cards: Downgrades the hand once, balances the chips and mult when upgrading (gives x2 curse, one is always the eye)
Is deluxe tarot currently compatible with the reverse tarot mod?
I thought it was quite outdated
No, it was just some concepts...but maybe you can make your own version of the Negatives into their own mod that's compatible with this Deluxe mod? https://discord.com/channels/1116389027176787968/1216754656617693255
I am currently using both mods together
my ass this is a 1/2 chance to debuff face cards
I don't have the hearts debuff curse, just the plant
it has been like this for multiple antes now
playing face cards just is not an option man
surely this is bugged or something
it consistently debuffs all but two kings
if this isn't bugged please nerf the plant 😭
this should not be fucking me over as consistently as it is
did you guys make it more likely to debuff polychrome or something
cause it always debuffs like every polychrome
could be a bug with retriggers 🤔
i have 3 sock and buskin and they're all red seal
that's the only idea i've got
This is why I don't take Cursed Tarot 95% of the time, most of the curses are AWFUL compared to the rewards that you get.
What Cursed Tarot did you even use to invoke this?
magician
i'm running lucky cards as you can see
at this rate i'll have to pivot to wild or find cursed sun
Ah, I can tell with how many of those are Lucky. Anyways, having an innate 6's is great, but that effect sucks pillion.
WAIT, I THINK I KNOW WHY.
well it becomes an easier decision when you find 4 of them
Face Cards have a 1 in 2 chance to be debuffed, right?
Idk, it could still be affecting it behind the scenes.
and if it wasn't, all my kings would be debuffed
my odds are currently x16
huh
it might've been custom decks actually
that is a weird incompatibility,i'm not even on a custom deck
but as soon as I removed it, it's reasonable again
duly noted, do not use custom decks with dx consumables
You should probably grab the latest release
This could be tied to old bugs I fixed
I plan to make a new release this weekend
JEFFV
the hook curse also depletes a hand when it triggers. Could be an issue from another mod but I figured I should report it here anyway.
That is probably a compatibility issue with another mod as I don’t see how the can be possible just with the vanilla game since the method used is the same as the hook blind
jeffb
did an editioned planet card compat for bunco's new edition "glitter" introduced in its 1.0.0 version. thought it wont be on planet cards but it will so i made this
if SMODS.Mods and SMODS.Mods['Bunco'] and card.edition.bunc_glitter then
G.GAME.hands[hand].chips = math.floor(math.max(G.GAME.hands[hand].chips * G.P_CENTERS.e_bunc_glitter.config.Xchips, 1))
if not instant then
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.3, func = function()
play_sound('bunc_glitter')
card:juice_up(0.8, 0.5)
return true end }))
update_hand_text({delay = 0}, {chips = 'x' .. tostring(G.P_CENTERS.e_bunc_glitter.config.Xchips), StatusText = true})
delay(1.3)
end
end
in case someone needs that before dx-tarots has done porting
Nice
https://github.com/JeffVi/DX-Tarots/releases/tag/v0.3.0
As promised, a new release this WE!
I didn't have the time to make everything I wanted but that's good enough for a release ig.
Next one shouldn't take too long.
Bunco is in the list
And I really need to work on 1.0.0
when i downloaded this release and the previous release it upped all my consumables from this
to this
but it didn't show any new ones when i'd click in, it would just show the ones from the initial pic so no new consumables or anything. i'm guessing its not supposed to look like that? or are the upped numbers from stuff that hasn't been implemented yet? sorry for being confused lol
Click on them
Yeah if you click on them it'll show the DX and cursed versions
i did that's what im saying
it doesnt show any new ones
when i click into them it just shows the same amount as in the first pic, no new ones even with the number change
Click the cards
the previous version worked fine with the rest of the mods i have so idk :/
no i just hovered over them...... if i click on them do they show the rest of the versions and i'm just a dumbass?
Oh yeah
so i'm just a dumbass lmao okay i shall try that 😭
Yes
thank you so much i was so sad, im gonna go try it now
ohhhh my god thank u guys im so dumb yeah its good now
No worries. We were all dumb at first
i only found this out because of the custom decks mod
when i clicked a tarot to add it multiple times and it cycled versions
stang thing all my Chem cards keep disappearing even DX ones
yeah whenever i choose an alchemy card from a pack it'll disappear, not the deluxe ones but the reg ones. if i buy them straight from the shop and not in a pack they wont disappear tho so weird
Is it from a classic pack or a dx pack?
coming here to say thank YOU for implementing the curse lifting
a cursed dx appeared
before: nuh-uh
after: hell yeah lets go
so a suggestion would be rendering a red cross or stuff like that on the lifted curses
Yeah I thought about it, but didn’t really take the time to test stuff
Probably for a future update, but not the priority rn
ok
S×eet
How exactly does it work?
is this still on 0.9.8
great
sorry just now seeing this, checked it out and it works now thank you so much!!
it actually works pretty well on 1.0.0 rn
I think theres a bug with DX Terra, it seems to be multipling the blinds by 70 rather than reducing them
You mean this would work in 100?
it DOES work on 1.0.0
surely most people know that smods 1.0.0 has a compatibiity layer now? (not perfect of course)
we really need pins in the modding channel
But I can’t use it
The game would crash on startup.
its not not perfect it is perfect. it is the definition of perfection
some might need some tunings but dxtarots has zero issue
search for love.filesystem and change it to NFS
@jolly arch check if you got the same type of issue
also i remember a specific mod that im cyrrently using has the same problem for me too. just cant recall its name. just do the same thing and it should be fixed
Which one is it?
search in tarotdx.lua
nah i cant remember but if you see the crash report said smth containing load just check if theres a love.filesystem in said line
and change it
are you using the latest commit of steamodded or an old version
nah nvm hold on
theres actually multiple love.filesystems in it did you change all of them?
could you show me the line 996?
gimme one second
I had two copies of DX tarots installed on accident 
I am stupid gimme one sec
Yeah it works
oh ok great
After changing, it loads successfully!
good good
got a question. so planet cards cant spawn as negative right? but i went throught the code and failed to find where did it actually got blacklisted
Oh saw that thx
found a ui bug
clicking undiscovered cards reveals the DX version
this feels like an oversight
unique my ass 
what does unique even do
it means only shown once per run?
Yeah
...That sounds awful. Keep certain DX Alchem. cards unique, not the PACKS in general.
I kinda don't vibe with the Unique tag in general, but that's just me.
it doesn't work on anything
i hate the unique tag but it doesn't work so i'm happy
Oh really?
i consistently pull multiple cursed tarots/dx spectrals/ dx packs
per run
once i got 4 cursed magician in one run
that's a fun one to stack
I like the new curse removal system but some of these are really difficult to achieve
the needle requiring me to beat a blind with 1 hand left when single-card highcard gives me over 100x the blind score and i have 6 hands 😭
also when face cards get debuffed they stop counting as face cards right? why don't they count towards the "play 15 hands without face cards" thing
i think debuffed cards should count towards that as well as the suit debuff curse removals
if the unique tag ever gets fixed i'd like it to be optional
I feel like the curses already kinda balance out being able to get multiple of a cursed tarot anyway, so idk them becoming actually unique would just be a little less fun
that's just
cursed emperor...
that's literally cursed emperor with 5 instead of 6
I still don’t know what mod causes the unique tag not to work
It works perfectly fine on my end
A debuff doesn’t change a card value, it’s color, or if it’s a face or a number card
That has to do with the value of the card, not it’s ability to score
Do you really need to clear the needle if you score over 100x the blind anyway 
Next patch will have balance changes
good
uhh oh no! i lost my entire modlist switching to reshuffled 2nd for testing uh
oops
true
I’ll probably add an option to disable the unique tag ig
I found the cause of this a while ago, it's Reverie
is it just me or the pack name shows as buffon packs under the choosing screen?
so is there another way to ensure that "unique" is effective
another way instead of banning their keys directly...(if exist)
crash on purchasing consumeable from Ro-Balatro:
https://mclo.gs/0WTJqTU
def related to alchemical_dx.lua since its not a thing before i added CA, thus its not getting loaded
changed or card.area == G.consumeables to or (card and card.area == G.consumeables) then it seems to be working fine
I'll check that
I see
Just checking and it seemingly overwrite the banned key list, and unban anything that is not banned in the CENTER, which is... probably not a good idea?
I assume it also unban any challenge banned card? Would have to test it but if that's the case, they should probably change it
yo jeff you might want to come and check from #1209564621644505158 message about some possible problems on dxtarots. thanks in advance!
local minId = table_length(G.P_CENTER_POOLS['Alchemical_dx']) + 1 seems to be causing crash when switching/creating saves
bad argument #1 to 'pairs' (got nil)
crash also applies to booster registry. i think smth is broken here
cant use the seeker DX when theres only 1 slot left (excluding the seeker itself)
philosopher stone dx only last for one blind...(btw, the common version was changed into 10 extra times by myself, I'm not sure if this will make a difference)

Hi Jeff can I include your mod into my modpack? Since it's for 0.9.8 I'll need to make some modification if you don't mind
OK thank you very much!
Nvm I forgot I actually licensed it
But you are fine with GPLv3
I don’t even know why I used this one, I hate it
Should have used LGPLv3+
seems to be something funky with Codex Arcanum detection, love.filesystem.read(js_mod.path .. "source/alchemical_dx.lua") is returning nil inside of assert(load())
if i comment out loadCodexArcanumModule() then the same error occurs on loadCursesModule()
ah i see, i should've searched above. mb
0.3.1 is out! Mainly bug fixes and small balance changes
https://github.com/JeffVi/DX-Tarots/releases/tag/v0.3.1
Do we need to edit? Like changing love.filesystem to NFS
If 1.0.0 then yes
@glass dock I think you modified the code based on an outdated version of CA (probably 1.1.2, the latest should be 1.1.4), and almost perfectly inherited the old version's bugs (for example, using dx glass first and then oil or dx oil results in an error), btw, the internal display of dx standard packs is alchemical pack, while alchemical packs is joker.
I remember that in the old version of CA, the text displayed inside the pack was also incorrect...(luckily, Plasma Deck works well, it will get mess in 1.1.3)
DX magnet also has a bug, maybe you should test all these issues which CA fixed
CA didn't completely updated the GitHub, you can only get the latest version from the releases.
counter intuitive af but it is what it is
i got tricked too back then
@glass dock ...You do know that regular Cobalt does the exact same thing, right?
- Cobalt DX: Upgrade selected poker hand by 3 levels.
Cobalt is 2 levels, I believe
Oh...
hey jeff
Hey
i made consumables now
Wdym?
i made potions
New mod that adds a new consumable set?
yes
what mods are you testing and why?
Well
For now the only mod I ever tester is codex arcanum
And it was just to create some kind of crossover because people asked for it
I didn’t even play a full game
Next are bunco and reverie because, same reason
People ask about it
i could test it
Any help is appreciated, I don’t have a lot of time to actually test everything
You guys truly are making this work
No I mean, test the releases I make
To find bugs and compatibility issues
For crossover, I just look at the other mod code, and see what I could add in my mod to enhance the experience/compatibility
I’ll take info from incompatibility with any mod, I don’t have a list cause, well, I don’t really play the game anymore 
I can’t tell you which mod to test cause, I don’t know any besides the ones mentioned here
I plan on taking a look at bunco and reverie next WE, I can also take a look at yours since you’re mentioning it
What’s the name of yours?
I’ll take a look at it then
ok
Especially if it focuses on consumables
Also next time just ping me if you want to ask/say something
The release is not updated for steamodded 1.0.0
I’ll update it once 1.0.0 is released
ok
elseif self.ability.name:find('Alchemy') then
G.STATE = G.STATES.BUFFOON_PACK
G.GAME.pack_size = self.ability.extra
Alchemical packs use Standard stage instead of buffoon
Once I opened packs in other mods (using the standard stage) in a run, The display in the dx standard packs will get incorrect
Silent fix is pushed for alchemical packs, thanks
Incorrect, as in?
if you have opened a colour pack in a run, then the text display in dx standard packs will become "colour pack", same for alchemical pack, while common standard packs will not get wrong text display
If you haven't opened these packs which use standard stage in a run, the text will be displayed correctly
Sorry but I don’t know what you call a "colour pack"
I assume that’s another mod, I’ll have to look at how they handle the UI
Well, if the Color Cards are being considered for DX-ifying...
- DX Black: Add Negative to 2 random Jokers for every 4 rounds this has been held, overrides other Editions.
- DX Deep Blue: Converts 2 random cards in hand to Spades for every round this has been held. If you have more rounds stored than your current hand, and all current cards are Spades, create a Negative Arrowhead.
- DX Crimson: Create 2 Rare Tags for every 3 rounds this has been held.
- DX Seaweed: Converts 2 random cards in hand to Clubs for every round this has been held. If you have more rounds stored than your current hand, and all current cards are Clubs, create a Negative Onyx Agate.
- DX Brown: Destroys 2 random cards in hand and gives 6$ for every round this has been held.
- DX Grey: Create 2 Double Tags for every 3 rounds this has been held.
- DX Silver: Create 2 Polychrome Tags for every 3 rounds this has been held.
- DX White: Create 2 random Negative Color Cards for every 2 rounds this has been held. Can be duplicates.
- DX Red: Converts 2 random cards in hand to Hearts for every round this has been held. If you have more rounds stored than your current hand, and all current cards are Hearts, create a Negative Bloodstone.
- DX Orange: Converts 2 random cards in hand to Diamonds for every round this has been held. If you have more rounds stored than your current hand, and all current cards are Diamonds, create a Negative Rough Gem.
- DX Yellow: Gains 8$ of sell value every round.
- DX Green: Create 2 Polychrome Tags for every 3 rounds this has been held.
- DX Blue: Create a random Negative DX Planet card for every 2 rounds this has been held.
- DX Lilac: Create a random Negative DX Tarot card for every 2 rounds this has been held.
- DX Pink: Add 2 rounds to a random Color card for every 2 rounds this has been held.
- DX Peach: Create a Negative DX Soul card for every 6 rounds this has been held.
- DX Tan: Create a random Negative DX Alchemical card for every 2 rounds this has been held.
...And now, Curses as well.
- Cursed Black: Every 4 rounds, a random non-Negative Joker of yours turns Negative, even overriding other Editions.
- Cursed Deep Blue: Scoring a Spade card will buff it by +15 Chips (similar to Hiker), and scoring a non-Spade card will turn it Spade.
- Cursed Crimson: Rare Jokers are now free in the shop, and appear 3x as often.
- Cursed Seaweed: Scoring a Club card with buff it with +4 Mult, and scoring a non-Club card will turn it Club.
- Cursed Brown: Destroyed cards will grant 1 Round to a random Color card of yours, and give you 4$. Gives you a Negative DX Brown card.
- Cursed Grey: Beating a boss blind will give you a Double Tag. If you are the Anaglyph Deck, you will get a Double Tag on beating a Big Blind instead.
- Cursed Silver: Foil and Holographic cards/Jokers will be made Polychrome, and give 2x Mult instead of 1.5x.
- Cursed White: Upon beating a Boss Blind, create Negative duplicates of all of your current Color cards, round progress and all. Create a Negative DX White card.
- Cursed Red: Scoring a Heart card will buff it with 1.25x Mult, and scoring a non-Heart card will turn it Heart.
- Cursed Orange: Scoring a Diamond card will buff it with a 1 in 2 chance to give 1$ (individually), and scoring a non-Diamond card will turn it Diamond.
- Cursed Yellow: Jokers and Consumables gain 4$ of sell value after every round.
- Cursed Green: Rerolls now start at -5$ (meaning yes, you do gain money for rerolling till it gets to 0).
- Cursed Blue: Planet Cards are now always found Negative, and will grant a random Edition buff to your Poker Hand when scored. Create a Negative DX Blue card.
- Cursed Lilac: Tarot Cards are now always both DX and Negative. Create a Negative DX Lilac card.
- Cursed Pink: Rounds now count for 2 rounds for other Color Cards.
- Cursed Tan: Alchemical Cards are now always Negative and DX, and create a non-DX (but still Negative) copy of themselves when used. (Non-DX's don't create a copy) Creates a Negative DX Tan card.
- Cursed Peach: ...Jimbo has a challenge for you. :) For the next 3 Antes, every blind you encounter will set on a new Boss effect, that will stay until you either lose or beat the challenge Skipping does not prevent this. The final one will also be guaranteed to instill a Showdown effect, while the others have a small chance to. If you manage to beat this, Jimbo will congratulate you, put a Gold Sticker on all of your current Jokers as a reward, give you the 5 Legendary Jokers as Negative, and leave to let you continue your normal game. Can give duplicates, even without Showman.
Phew, I hope these ideas can be considered. 😅
WAIT, is there Cursed Alchemical cards yet? 😳
- Cursed Ignis: Permanently gain +2 discards.
- Cursed Aqua: Permanently gain +2 hands per round.
- Cursed Terra: All blinds are 15% smaller.
- Cursed Aero: Always draw 2 more cards than you're supposed to.
- Cursed Quicksilver: Permanently gain +2 hand size.
- Cursed Salt: Beating a Blind will give you the Tag it was offering for the Skip. Skipping a Blind will give you 2. Beating Boss/Showdown Blinds will give you a random tag.
- Cursed Sulfur: Halve your hands played, but gain 6$ for each hand you play.
- Cursed Phosphorus: Cards that are played/discarded will return to your deck, instead of being unavailable for the rest of the round.
- Cursed Bismuth: Give 1 random Suit of cards in your deck Polychrome.
- Cursed Cobalt: Playing a hand has a 1 in 2 chance to upgrade it.
- Cursed Arsenic: Hands and Discards are pooled into one "Action" set, that can be used for either playing or discarding. These Actions cannot be altered by Blinds, are added onto by other sources, and will give you 3$ per Action after the Blind is defeated.
- Cursed Antimony: Create Negative Eternal copies of all of your current Jokers. If the source Jokers get sold/destroyed, the Negative copies will disappear.
- Cursed Soap: Discarding cards will instead Swap them with others in your deck, putting them back into your full deck. These cards are rigged to be your most played cards.
- Cursed Manganese: 2 random Suits of yours will be converted to Steel. If you only have 1 Suit, give them Red Seals as well.
- Cursed Wax: The first card scored each blind will create 2 permanent copies of itself into your hand.
- Cursed Borax: You can only find cards of your most common suit, and are more likely to find Jokers that affect that suit.
- Cursed Glass: Convert 1 random Suit of cards into Glass Cards.
- Cursed Magnet: You are more likely to pull cards of the same Rank from both your deck, and Booster Packs.
- Cursed Gold: 2 random Suits are converted to Gold Cards. If you only have 1 Suit, give them Red Seals as well.
- Cursed Silver: 2 random Suits are converted to Lucky Cards. If you only have 1 Suit, give them Red Seals as well.
- Cursed Oil: Jokers can no longer be debuffed, and cleans debuffs from Jokers. 1 in 2 chance for a debuffed card to clean itself when drawn.
- Cursed Acid: Permanantly destroy and banish 2 selected ranks of cards. You cannot find this rank of cards again.
- Cursed Brimstone: Permanent +4 Hands, Discards, AND Hand Size, but the left and rightmost Jokers are always debuffed.
- Cursed Uranium: Select a card, the Enhancement, Seal, and Edition shall be put onto ALL of your cards. If you do not select one, one will be chosen at random.
- Cursed Philosopher's Stone: Retrigger all played cards and triggering Jokers.
Soap DX doesn't seem to work properly for me
It's still using the same effect as the base alchemical card
its fixed in the latest update iirc?
It is?
ooh
I'll have to test it again
Oh yeah there it is
Hmm I'm not sure when I had the issue
yea its a thing in older versions
So, found the issue
I could fix it by setting a mod variable
It’s kind of annoying to resolve it this way
In my opinion, they should create a specific function to create the card area instead of overwriting the standard packs functions
That goes for the color mod and codex arcanum, them both overwriting the functions of standard packs is the issue
But that’s my point of view, probably biased by my habits
I’ll probably just set that variable
Yes, that's what Reverie has done, almost every card pack has corresponding new backgrounds and UI
Cursed Enhancement: If the joker/card is triggered, retrigger it twice. Get a random curse for every round beaten with this card
...
...
...
Nah, I don't think that's it. Hol up, lemme cook.
- DX Bonus Card: Gives +15 extra Chips, adds +15 Chips each time this card is played.
- DX Mult Card: Gives +4 Mult, adds +4 Mult each time this card is played.
- DX Gold Card: Gives 8$ at the end of the round. If you have the Cursed Devil effect active, can trigger even when in your deck/discarded.
- DX Stone Card: +100 Chips, no rank or suit. If put into a Flush/Straight hand, will not block it from occurring.
- DX Steel Card: 2.5x Mult instead of 1.5x. If you have Cursed Chariot active, will instead retrigger once.
- DX Wild Card: Counts as all Suits, and cannot be debuffed. If you have Cursed Lovers active, it'll also copy the Rank, Enhancement, Seal, and Edition of the card to the right.
- DX Glass Card: Gives 5x Mult instead of 2x Mult. If you have Cursed Justice active, will instead only have a 1 in 20 chance to break, instead of 1 in 4.
- DX Lucky Cards: All Lucky Cards gain a 1 in 2 chance for +80 Chips, 1 in 10 chance for 1.75x Mult, and an EXTREMELY unlikely 1 in 100 chance to give you a random Voucher.
- Cursed Bonus Card: When triggered, gives +60 Chips to ALL cards played with it. If you overkill a Blind by 2x or more, will also gives +60 Chips to all of your Jokers (that can score).
- Cursed Mult Card: When triggered, gives +20 Mult to ALL cards played with it. If you overkill a Blind by 3x or more, will also give +20 Mult to all of your Jokers (that can score).
- Cursed Gold Card: When triggered, gives +3$ to all cards held in hand at the end of the round, including itself. (Starts at 3$)
- Cursed Stone Card: Cards scored with this card will not have any Rank or Suit, but will give +100 Chips, +10 Mult, and +1.1x Mult per card scored.
- Cursed Steel Card: When triggered, gives 1.25x Mult to all cards held in hand, including this one. (Starts at 1.5x)
- Cursed Wild Card: For each Suit-based effect triggered by this Wild Card, and each effect that it copies from the card to the right (if you have Cursed/DX Lovers), has an additional Retrigger.
- Cursed Glass Card: 10x Mult, and only a 1 in 100 chance to break. However, if it breaks, it'll set your money to 0 and halve your current score if in game.
- Cursed Lucky Cards: Completely random (and usually extremely busted) chance-based effects. When winning a hand with this card, spread the Cursed Lucky Enhancement to another card, with more random effects.
if i were to make dx concepts of my own consumable it would be
blue and red dx: 1/4 chance to lose 2 hands and discards otherwise gain 2 hands and discards
midas mix dx: 1/3 chance to lose 2 thirds of your current money, otherwise triple it
and voucher vodka dx: 5 in 10, 4 in 10, 3 in 10 and 2 in 10 chance to get a voucher
bug report- curses that use is_curse_triggered will reroll curse debuffs whenever debuffs are recalculated (e.g. certificate, dna). Can probably be solved by fixing a seed for each round
Which version are you using @quasi ferry
As the is_curse_triggered should not even be called again after the blind was set with set_blind
This was an issue until 0.3.0 (should have been fixed with https://github.com/JeffVi/DX-Tarots/commit/1b309463fec75f29ee5aa1bab67035818f024e99)
I was on 2c1463a
uh, I called out certificate and dna as calling Blind:debuff_card
what Blind:debuff_card is supposed to do is in fact to recalculate the debuffed/non-debuffed status of the card. it's not to possibly debuff the card as a one-off action
sorry I gotta sleep soon. trying to explain quickly
hm, I see the "issue", it's how other mods are treating Blind:debuff_card. The base game makes some assumptions that fit your use case for Blind:debuff_card, namely that it's called on each card once. this will be changing in Steamodded
hm, set_base (changes suit/rank) and set_ability (changes enhancement) also call Blind:debuff_card again, that's a clear bug
Yeah I do not use debuff_card, everything is managed through set_debuff
Is it possible to spawn deluxe/cursed consumables using DebugPlus? They don't show up in the collection.
click the card in the collection to cycle it
it'll change to the deluxe/cursed variant
Thank you 👍
Also does the mod features an API to had a deluxe/cursed version of a modded consumable? I see it uses a module for CA so unless I have to PR one
Not really
It depends on how the base version of the consumable was set, so can’t really create an API that’ll work with all mods
Hence why CA has its own custom API, and why next featured mods will
Don’t hesitate to ask if you have trouble understanding how stuff is managed
Mh I'll see
If someone can try to edit the Reverie.set_cine_banned_keys function into
function Reverie.set_cine_banned_keys()
for k, v in pairs(Reverie.boosters) do
if (v.yes_pool_flag == "Tag or Die" and G.GAME.selected_back.name ~= "") or v.yes_pool_flag == "Crazy Lucky" then
local flag = not Reverie.find_used_cine(v.yes_pool_flag)
G.GAME.banned_keys[k] = flag or nil
end
end
end
And check if it still works
That would be really helpful
Could fix the unique badge issue
And any other banned key issues
got https://mclo.gs/u94R8V3 on starting a blind from lobotomy corp
this is actually the second time i got the crash today, both happened when a lobocorp blind starts and dxtarots mentioned in the crash log so prolly an incompat issue
sorry, don't think I was clear. Blind:debuff_card calls set_debuff. Here is an example of the bug: have the Window curse (2 in 5 to debuff diamonds) and use The Devil on a diamond. That card may unexpectedly change its debuffed/undebuffed state, because Blind:debuff_card is called on that card. Also other mods injecting into set_debuff can break the Suit Buff logic, that should early return directly. I'll make a PR
The debuff by curse variable was made so it cannot change back to undebuffed state
As for switching to a debuff state, that’s weird as the debuff management of curses is not set inside the set_debuff, so it should not change even is the set_debuff is called by a blind:debuff_card
If other mods manage to override that, it may be because they are on a lower priority than Deluxe Tarots
I wrote that mod in the mindset of it having the lowest priority
Looking forward your PR
I'm having this error when running the game with this mod
and i dont quite know why
This mod is for the latest release of steamodded
I thought I was running the latest one?
sorry, DX Tarots has a 1.0.0 version?
I believe that this is not DX Tarot's fault- Steamodded backcompat for 0.9.8 should take care of this
I think like a week or two ago someone mentioned in here that you need to edit something in the lua file to get dx tarots to run on steamodded 1.0.0
I've been running it without issue. It looks like it's the love.filesystem.load() function that's acting up (which gets passed a bad argument based on Steamodded's mod directory); I haven't been able to reproduce that bug. But this is definitely a bug in Steamodded compatibility, not DX Tarot
If you just want to play the mod: As a stopgap you can replace love.filesystem.load with NFS.load
right, that's an issue that exists
it's not possible to just replace love.filesystem with nfs, unfortunately
yeah. in theory though, love.filesystem should work without changes if the mod directory is accessible by LOVE
but, somehow there's still this bug, no idea why
I'm not sure either
speaking of backcompat, there's also the fact that playing card APIs are just excluded from it
I can't think of a whole lot of mods besides 60 suits that use this and aren't being ported anyways, but there's an issue with that in code that tries to support custom suits and/or ranks
but maybe it's not a priority for now and this is also definitely the wrong place for it
havent played modded balatro in a while
Uhhh I would say use Dimserene's fork of DX tarots
it fixes this issue 👍
also adds Cryptid compat / Talisman
Yeah just dl the zip
it worked thank you
Was about to say that I merged the PR to add compatibility for other editions but looks like it was not from this fork
It is from that fork; it makes other changes though
(I picked out the relevant part of their code)
Ankh DX is breaking something when I use it.
And if you're wondering, this was the update before the Curse Removal was implemented.
yeah there was a bug
if you use ankh dx with full joker slots it causes problems
then there was a second bug after the fix
which made it so you couldn't even buy it with no joker slots
which then got fixed
It does run for me on 1.0.0 but I can't see the any of the additions in the collection screen
unless thats normal
Try clicking on em
that's how it works even in the vanilla mod
it's
interesting
I did try that and they still don't exist or cause new page to be made
Might be right clicking I don't rememebr
but uh
They're not in a normal collection page
Sounds like the mod is not loaded
nah the cards show up in game
although getting curses causes the game to get a stack overflow crash lol
halp
it seems to haeve crashed on use of a cusrsed taort
dunno if its linked to the fact thry dont appear in collectuion
WHAT
UHHHHHHHHH
why does my game crash on use of the cursed
\yea
I FIGURED IT OUT
YES
THE CURSED CARDS ARE CRASHING FROM THE ALCHEMICAL COMPATABILITY
I JUST DELETED THAT PART OF THE FILE 💀
SPECIFICALLY THIS FILE
Hmm, if you are not using CA then you can just remove the file altogether
That's intentional, and an addition from the mod.
yep
its really cool imo
Yee, it's quite fun.
I will say it's one of the selling point for the mod
WHAT
DOES THIS APPLY TO JOKERS
whyyy
cus there is no other explanation
also collection doesnt show anything ;P
silly ahh mod
Show what?
Hello, can you take a look at this crash? Similar crashes happened multiple times before
#1255696773599592458 message
Yeah that’s an issue with how bunco manage its suits
It is not compatible with how the vanilla game manage suits (because the new suits don’t actually exist, they are not registered)
Since I use the vanilla methods, here is the result
I started working on reimplementing them using the same methods steamodded uses
I’ll admit that I’m not a fan of not using vanilla methods but eh
I guess it is what it is
I’ll probably push something today
Sorry about that
I said I would work on mod compatibility, I can only blame myself 
the new suits in the 1.0 version of bunco are always registered and should be always accessible
Oh
Well if they are registered in the P_CARDS then that’s another story
Last time I checked it was not the case
I see
Vanilla suits are registered with a S_R identifier
A single character for Suit and a single character for Rank
Vanilla game expects that, so I expected that, but looks like modded suits don’t necessarily follow this
I’ll fix that then
Thanks for the heads-up!
idk but recent changes might have broken the edition compat
used a planet card with cryptid's mosaic just now and the chips got xnil-ed
or maybe not. imma check on cryptid's side
yup its due to a recent cryptid change
i'll open a pr tmr
Pushed a new update focusing on Bunco compatibility and features. Since I only tested on 1.0.0, I won't release it yet
If anyone wants to try, grab the latest commit
Compat with CA may be broken
Since it doesn't support 1.0.0
are there plans for fully migrating to 1.0.0? I see a bunch of overrides on generate_card_ui which has its own issues of not respecting arbitrary added items, but it also doesn't integrate well with 1.0's way of handling that function
If steamodded offers a way to manage CENTER_POOLS, yeah
Cause for now to my understanding, I don't think you can really do what you want. Anything that is registered as a tarot, planet, spectral, or anything else is automatically registered in the corresponding CENTER_POOLS. That's an issue as DX and cursed cards should have their own pool (to easily manage drop rates and pulls), despite being tarot, planet, etc.
I haven't looked into it in a while but I don't think that changed
that should be fine to do in steamodded 1.0, it supports consumable types that have separate pools
- you can use an
inject/inject_cardfunction to also add them to whatever additional pools you might need
As in, I can create a tarot card that is not in the tarots center pools, but in a custom center pool?
yeah
this can be achieved in two ways, i guess
- Making a new ConsumableType. This will give objects of that type their own collection tab, and the pool will be fully separate while being managed
- Having a custom
injectfunction on your card that doesn't call the default. You'd have to copy over some functionality, the card will not be added to any pools unless you do so specifically. Not having it in the Tarot pool will however result in the tarot never being present in the collection
So yeah, I would have to overwrite steamodded stuff so it's not possible as is
But doesn't sound like too much pain
I'll have to look into it then
what would you have to overwrite? pretty much the entire injection process is customizable
yeah that's not really overwriting steamodded stuff
the one provided by steamodded is just a default, it's intended to be changed or extended
I do think consumable types can work for this though
I really need to take a look at that wiki
But yeah, to the question "Do you plan on rewriting your stuff so it is more steamodded friendly?" the answer is definitely yes
great
if i had to classify the mod in its current state, I'd say it's steamodded-unspecific (doesn't use its APIs) and 0.9-flavored
Well yeah
This was originally made before steamodded existed
I had to adapt it so I could release it on steamodded
So it was never created/designed/conceived with steamodded in mind
It was just me messing with game files
makes sense
on this topic- I recommend doing the custom inject function; it fits better with, for example, Cursed Tarot cards still being Tarot Cards, they're just in a different pool
I'm not sure how I like the removing from collections part, maybe we can do something about that?
I guess alternatively, you can keep the tarot cards in P_CENTERS but change how they're spawned
with in_pool (not sure if that API is that great right now)
Sorry I removed the mod from my modpack temporarily, I will wait for a more stable version to add it back
got this crash https://mclo.gs/H1VbXlV on switching between profiles and the line 1432 mentioned in the crash log is
SMODS.Sprite:new("alchemical_dx_atlas", js_mod.path, "alchemical_dx_atlas.png", 71, 95, "asset_atli"):register();
in function CodexArcanum.LoadDX()
and im brainlessly guessing the 0.9.8 compat of steamodded might be (one of) the root cause
what's js_mod here?
local js_mod = SMODS.findModByID("JeffDeluxeConsumablesPack")
wtf those are even the latest messages here lmao
is this mod only for 1.0.0?
no
We need more information than that
using the newest version of modloader & cant get it to run even by itself
just gives a error message
is it cause of the alpha for steamodded?
I mean, what is the error message
dont have it rn but ill get it after my current run 😄
You can find your log file in Mods/lovely/log
Which version of the mod you are using
regular text file okay for that?
searched
Replace them with NFS
Should fix this
To be more clear,
love.filesystem >> NFS
Worked! thanks sm ❤️
😄
@ancient barn
Hey, so I decided to try out this mod again, and I think I'm getting some weird multipulcation by three bug with the curses
I used a cursed Emperor, which looks like it's supposed to give you one curse, but I got 3
And then one of those curses was the needle, which instead of subtracting 1 hsnd, it subtracted 3, from 3 hands to 0
here's my mods folder
That’s… really weird
I’ll try to look into it
any workaround for this?
yeah, with a custom inject function I think
it's 1.0.0-specific but won't get in the way in 0.9.8
yea im far away from my 0.9.8 era. wait you mean it can be solved in 1.0.0 running DXT on its compat layer or its not possible for 0.9.8 mods?
it's an issue only on 1.0.0 through compat right?
the inject function will do nothing if run on 0.9.8, but it doesn't need to in that case
im not actually sure but i dont remember having this kind of crash on 0.9.8 so yea probably
well yeah as I said, 0.9.8 had you specify the mod path
so i need to change local js_mod = SMODS.findModByID("JeffDeluxeConsumablesPack") to the 1.0.0 equivalent?
well nvm i dont know
ok i simply migrated all SMODS.Sprites in the crashing file to Atlas. solved it
Ever fgure anything out?
No, not yet
But it must be a mod combination that cause some vanilla functions to be called multiple times
I have a hard time understanding why/how
I missed posting this here yesterday, regarding where you add editions to planets:
Just a heads up, you might want to apply an edition check to where you are calling poll_edition and set_edition on card creation. Link for reference: #1260376787758878751 message
Next update will be about porting this to 1.0.0
It takes a little time be we’re getting there
got this crash on opening a planet pack
L1189 mentioned:
if (not v.config.softlock or G.GAME.hands[v.config.hand_type].played > 0) then
and another crash, happened on local mod = math.max(1, 1 + (0.07 * math.min(7, G.GAME.hands[created_card.ability.consumeable.hand_type].level))) or 1
these two might have the same root cause, and both were trying to do smth about the hand types from bunco, so a mod compat issue introduced by their recent updates i guess
Does this work on 1.0.0
yes and no.
yes for it being able to run on 1.0.0
but no for, as you can see a recent specific change on steamodded's (or maybe not) side has broken something from this mod from functioning and sadly no one is here to look into it so far
Sad
Any plans to make it work correctly
Cus i have a vanilla+ modpack
That would be so good
If this worked
Think the dev is already working on a 1.0.0 port
Currently on vacations so yeah, I’ll work on it afterwards
Guys, you think this will finally trigger for once? 
no
@glass dock Question, if I installed this as is onto 1.0 Alpha, on a scale from 1-10, how screwed would my game be?
i just need this and my vanilla plus is gonna be working
i installed this on latest alpha and it seems like everything is perfectly working
Really? Odd, I heard from a bunch of the peeps that it wasn't working on 1.0, but I'll try it out. 👍
did it for you?
I haven't tried it on 1.0 yet, but I will now.
This is what I got.
Sorry for the late answer, I’m still working on porting this to 1.0
The mod itself should run without issue, the problem is more about mods compatibility
Which should be fixed once I finish the job
You need to grab the source for 1.0, not the release
Thank you, that was the issue, it's fine now.
Now speaking of 1.0...
Deluxe Cryptid Consumables.
Tarots:
- The Automation DX: Creates up to 2 random Code cards. Must have room.
- The Cursed Automation: Code cards now no longer take up space. Gain an Automation DX card.
- The Eclipse DX: Turn up to 2 cards into Echo Cards.
- The Cursed Eclipse: Echo Enhancements are now applied as Editions instead. Create 2 Eclipse DX cards.
Planets:
- Timantti DX: Level up High Card, Pair, and Two Pair twice. Increased chance to be Foil.
- Klubi DX: Level up 3oak, Straight, and Flush twice. Increased chance to be Holographic.
- Sydan DX: Level up Full House, 4oak, and Straight Flush twice. Increased chance to be Polychrome.
- Lapio DX: Level up 5oak, Flush House, and Flush Five twice. Natural and increased chance to be Negative.
Spectrals:
- Source DX: Apply Green Seals to 3 selected cards in your hand.
- DXPOINTER://: Create a card of your choice. Exotic and above Jokers/cards are no longer excluded.
- White Hole DX: Remove all hand levels, increase the hand level of your most played poker hand by 6 for each level removed.
- Vacuum DX: Earn 6$ for each modification you have in your hand (includes Enhancements, Seals, and Editions).
- Hammerspace DX: Select a Consumable type, all cards in your hand will be have random Consumables of that type applied to them as if they were Enhancements.
- Lock DX: Select any amount of Jokers you have, and they'll have all of their Stickers removed, before having Eternal added to them.
- Trade DX: Gain 4 random Vouchers, 1 in 4 chance to remove a current Voucher you have.
- Analog DX: Gain 2 copies of a selected Joker, +1 Ante.
- Replica DX: Convert all cards in hand to a selected card held in hand.
- Typhoon DX: Give an Azure seal to up to 3 selected cards in hand.
- Gateway DX: Create a random Negative Exotic Joker.
Code:
- ://PAYLOADDX: Next defeated Blind gives x6 interest. If you can't earn interest, give an Investment Tag instead.
- ://REBOOTDX: Replenish your Hands/Discards, x2 them for this Blind only, return all cards to Deck, and draw cards of your choosing up to your max hand size.
- ://REVERTDX: Set the current Ante to 1.
- ://CRASHDX:
SERIOUSLY, DON'T.
(Not only does it softlock your game like the regular one, but once you get back on, your save data will be wiped.)
- ;//DX: Ends current Blind with cashing out (yes, including Boss Blinds).
- ://MALWAREDX: Turn all cards held in hand to Glitched, with guaranteed Positive values.
- ://SEEDDX: Select up to 3 Jokers/playing cards to become Rigged.
- ://VARIABLEDX: Convert 4 selected cards to a chosen rank.
- ://CLASSDX: Convert 4 selected cards to a chose enhancement.
- ://COMMITDX: Destroy a Joker, create a new Joker of the same rarity, and make a Negative COMMIT card (does not require room).
- ://MERGEDX: Merge a selected consumable into 2 selected playing cards.
- ://MULTIPLYDX: Triple all values of a selected Joker for a round.
- ://DIVIDEDX: 1/4th the price of all items in current shop, including rerolls.
- ://DELETEDX: Permanently remove a selected shop item, create 2 Negative copies of ://DELETE (the regular one).
- ://MACHINECODEDX: GBSLHBLSBGLSBGLB. (Creates 3 random Glitched Consumables. Does not require room.)
- ://RUNDX: Double your money (max of 50$), and visit a shop during a Blind.
- ://EXPLOITDX: The next hand is calculated as a chosen poker hand, and gains a random Edition applied to it.
- ://OFFBYONEDX: The next Booster Pack has 2 extra cards and 2 extra choices to take.
- ://REWORKDX: Destroy a Joker, and create a Rework Tag with an upgraded Edition by 2.
- ://SPAGHETTIDX: Create 2 Glitched Food Jokers. Guaranteed to be positive, and doesn't require space.
://REWORKDX seems a bit too good, maybe it could be upgrade the selected Joker's Edition by 2?
It's mainly just following the same pathline as Ankh DX, and the Code Cards are about the same power level as Spectrals, if not slightly better.
theyre supposed to be slightly below spectrals
also itd be cool to call these ones 2.0
these are very cool
**;//CURSED: **;// and ;//DX give end-of-round money, create 2 ;//DX now
://MULTIPLYCURSED: ://MULTIPLY and ://MULTIPLYDX are permanent, create a ://MULTIPLYDX now.
://CRASHCURSED: Do? (All ://CRASH cards create a code pack instead of crashing)
://DIVIDE_ERR: Immediately redeem a Liquidation voucher, create a ://DIVIDE_2.0 now
://SEED_ERR: Probability Jokers/Cards/Consumables have a 1/2 chance to be Seeded when obtained. Create a ://SEED_2.0 now.
obv these cursed code cards would give an obscene amount of curses
://CLASS_ERR could do chosen edition instead of chosen enhancement
://CLASS_ERR: ://CLASS and ://CLASS_2.0 can give editions and seals, create a ://CLASS_2.0 now.
also a cryptid spectral to go with these dx cryptid consumables:
Purify (Spectral): 3/4 chance to remove half your currently obtained curses (rounding down), 1/4 chance to double the amount of curses
://EXPLOIT_ERR
- All hands are considered to be an exploited hand until exploited again, create a ://EXPLOIT_2.0 now.
idk what to do for a cursed pointer
://Purify_2.0 could be remove 90% of curses
thats not a code lol
lol
oops
Cursed Purify could reroll your current curses
with the card saying it gets rid of all your curses
POINTER://_ERR
- Win the run

://REVERT_ERR
- Set Ante to -8.
It just should give you ACE
nah make that ://CRASH_2.0
LMAO
://CRASH_ERR should blue screen your computer ;troll:
POINTER:// is a Spectral, so we'd probably need to figure out Cursed Spectrals if we wanted Cursed POINTER:// to exist.
Cursed Ankh: Whenever a Joker is obtained, 1/4 chance to get a negative copy of it. (Effect does not work on negative jokers) Create an Ankh DX now.
I may have some ideas for Cursed Spectrals, if I'm allowed to cook.
any chance there will be mod compatibility with Familiar?
Sure
Mod compatibility and new stuff based on other mods should be way easier to make after I finish the 1.0 update
Cursed Spectrals.
Cursed Bonus Blinds
- Cursed Familiar: Gained Face Cards will be of your most populated Face Card Rank, and have a much higher chance to have your highest Suit and Enhancement. Gain a Familiar DX card.
- Cursed Grim: Gained Aces will be of your most populated Suit, and have a much higher chance to have your highest Enhancement and Seal. Gain a Grim DX card.
- Cursed Incantation: Gained number cards will be of your most populated Rank, and have a much higher chance to have your highest Enhancement and Suit. Gain a Incantation DX card.
- Cursed Talisman: Gold Seals give 8$ instead of 3$. Gain a Talisman DX card.
- Cursed Aura: Select a playing card compatible Edition. Whenever a card spawns with or gains an Edition, it will be that Edition. Gain a Aura DX card.
- Cursed Wraith: Rare Jokers are 4x more common, but cost twice as much. Gain a Wraith DX card.
- Cursed Sigil: Select a Suit. All of your current playing cards in your full deck will be turned into that Suit.
- Cursed Ouija: Select a Rank. All of your current playing cards in your full deck will be turned into that Rank.
- Cursed Ectoplasm: Negative Jokers are 4x as common, and Negative is now a valid Edition to put onto playing cards, giving you +1 Hand Size while in hand. If it's already valid (through other mods), increase the chance to find Negative editions overall by 2x.
- Cursed Immolate: Gain 5$ whenever you destroy a playing card, per card. Gain a Immolate DX card.
- Cursed Ankh: Jokers and Consumables can now appear multiple times. If you have Showman, increase the chance to find copies by 8x if you currently have one.
- Cursed Deja Vu: Red Seals now retrigger twice instead of once. Gain a Deja Vu DX card.
- Cursed Hex: Polychrome Editions now give 2x Mult instead of 1.5x. Give a Hex DX card.
- Cursed Trance: Blue Seals now create Negative Planet cards, and thus, no longer requires space. Give a Trance DX card.
- Cursed Medium: Purple Seals now create Negative Tarot cards, and thus, no longer requires space. Give a Medium DX card.
- Cursed Cryptid: Create 8 copies of a selected playing card. Give 2 Cryptid DX cards.
- The Cursed Soul: Legendary Jokers can now appear in the shop. Give a Soul DX card.
- Cursed Black Hole: Level up all poker hands 7x, with each having a random Edition applied. Give 2 Black Hole DX cards.
Wait, wouldn't that Aura DX card be useless since Aura only works on cards without editions? Or is the Edition added in such a way that the cards are still considered base edition?
Mhm, wait, yeah I think that it may be useless. Hold on, I'll change that.
There, now it'll make it so that when you select an edition and either apply an edition on a playing card, or get a playing card with an Edition, it'll be the chosen edition.
Cursed [Standard Planet]: X2 Chips and Mult per level, and create two of that Planet's DX version
Kinda like a bridge between the DX and EX versions.
I don't know if it's an issue with Deluxe Tarots in 1.0 or not, but using Black Holes has a, like, 5 second delay after the upgrade animation before it disappears and goes back to normal.
Apparently they're now called Omega versions now that Ceres has EX cards.
is this compatible with 1.0.0?
Yes, through back-compat, but you can't use the releases for it, you have to press the green "code" button and download the compressed file.
Got this same error, can reproduce using these steps:
- Use the "Ouija DX" Spectral card (and notice that the cards turn into having nil suit/rank)
- Crash by trying to open the deck preview (added crash log, but basically should be the same as Plant's)
Yup, same exact thing that happened to me.
any way to fix this
aight sounds good
@glass dock https://github.com/JeffVi/DX-Tarots/pull/13
i fixed the checks for bunco/cryptid to check if the mods are loaded as ewll
and i've added a check for aurinko (my editions on planets mod) so the planet edition code in this mod doesn't run
Same
Yeah I’ve been quite busy theses last weeks, update will come eventually, I don’t have any ETA but it’s coming
as long as you beat reverie you're on time
Ngl dont think thats hard lol
Very cool and ur all good man! Hipefully this update fixes the bug between this and familiar for the DX spectral card that changes everything to selected rank
wellll reverie just pushed an early 1.0
lmao
well then i see
is this getting updated anytime soon? not impatient, just asking and too lazy to scroll through the chat
Soon (TM). TBH, I'm surprised that Reverie got updated before it, but hopefully within the next month or so.
oh, thats cool! good to know, and take it easy ❤️
can you make it compadible with cryptid?
same but with familiar
.
@steep fractal might get added eventually
If there's going to be Cursed Code Cards, then here:
And since it didn't exist last time.
://HOOKDX: Apply Hooked to 2 different Jokers. Create a Negative ://HOOK card.
://CORRUPTPAYLOAD: Permanently double your interest cap, or enable it if you don't earn it. Give 2 copies of PAYLOADDX.
://CORRUPTREBOOT: Give yourself a Negative REBOOTDX upon starting each round. -1 hands and discards.
://CORRUPTREVERT: Can choose to go -1 Ante instead of +1 Ante when completing the Boss Blind. Give yourself 2 copies of REVERTDX.
://THEGREATESTGAME (CORRUPTCRASH): Make a mini version of The Scary Maze Game. If you lose, have a Jimbo Jumpscare, crash to desktop, and uninstall both Balatro and all of your save info. If you win, all CRASH/CRASHDX cards will be guaranteed to give you the ACE Payload for this run.
;//CORRUPT: Give yourself 9 Negative ;//DX cards.
://CORRUPTMALWARE: Glitched Cards/Jokers are now guaranteed to be positive multipliers. Give yourself a MALWAREDX card.
://CORRUPTSEED: When applying Seeded, can choose to instead give a "Anti-Seed", which makes listed probabilities impossible to occur. Give 2 Negative SEEDDX cards.
://CORRUPTVARIABLE: All current and future Playing Cards will be your chosen rank. If you use any future VARIABLE/VARIABLEDX, they will instead permanently add 0.1x/0.25x Chips to all cards (starts at 1.0x).
://CORRUPTCLASS: All current and future Playing Cards will be your chosen enhancement. If you use any future CLASS/CLASSDX, they will instead permanently add 0.1x/0.25x Mult to all cards (starts at 1.0x).
://CORRUPTCOMMIT: Destroy 2 selected Jokers, and create 2 Jokers of your choosing of the same rarities.
://CORRUPTMERGE: Select an exact Consumable (cannot be Soul/BlackHole/WhiteHole/Gateway/POINTER, or their DX varients), and apply it on all cards in hand.
://CORRUPTMULTIPLY: MULTIPLY/MULTIPLYDX are now permanent, and can't raise probability limits. Create a MULTIPLYDX card.
://DIVIDEBYZERO (CORRUPTDIVIDE): Set price of all items to 0$ for the Ante, and gain 25 free rerolls for the next shop. Create 2 negative DIVIDEDX cards.
://CORRUPTDELETE: Select any number of items to destroy them and make them unable to show up this run, can be ANY item, even things like Booster Packs and Vouchers. Create 2 negative DELETEDX cards.
://SLBGSBLGSBLGBSL (CORRUPTMACHINECODE): SBGLSGBLSBGLSB (Double everything that is Glitched that you currently have. Does not require room, but can overflow).
://SHOPBACKDOOR (CORRUPTRUN): Gain a new button that allows you to visit the current Shop at any time, with no cap. Any future RUN/RUNDX will instead double your money with a cap of either 50 or 200$, depending on the variant.
://CORRUPTEXPLOIT: All future played hands will be counted as a selected hand type, and will be treated as such. Future used EXPLOIT/EXPLOITDX's will still allow you to temporarily use other hand types.
://CORRUPTBYONE: All future Booster Packs will have 10 slots and 5 choices, but gain 1$ of cost per Ante.
://CORRUPTREWORK: All future Reworked Jokers will be made as a selected Edition, and will come out with 1.5x'ed values
://MOMSSPAGHETTI (CORRUPTSPAGHETTI): Glitched Food Jokers will be made 20x more common, and will be guaranteed to be positive. Future SPAGHETTI/SPAGHETTIDX cards will create double the amount of Glitched Food Jokers.
://CURSEDHOOK: *All Hooked Jokers will retrigger each other when activated. Create 2 Negative HOOKDX cards.
MOMSSPAGHETTI- 
Just as a question, will this hopefully fix the bug that makes the dx that allows you to select rank work again? It crashes (it might be because of familiar though)
Yeah
Bug fixes are a priority
I may release something this WE
Nice
also hoping for the enhancements from familiar to work on the planet cards
im getting crashes with this mod and reverie, the cine cards if triggered by of of the DX taros for example the enhanced card requirement to get the cine card to give you owned cards will crash if the requirement is met by using a upgraded taro card
yeah that's dx tarots for you
but you should post the crash log
it helps a lot with identifying the problem
when i get it again ill post
Completely forgot I’ll be out this WE, so that delays it by a week
adding to this while it's here, idk if this is known yet but current download of the source crashes when generating any DX version of Bunco planets. It even crashes when clicking one of them in the Collectibles menu to switch it to the DX version. I attached a log for review.
use beta6
This mod isn't currently a Steammodded 1.0.0 mod
that's what i meant
that's a shame, I'm running Betmma alongside this and Bunco so downgrading to 0.9.8 isn't really an option (Betmma is completely unplayable on that version) so I guess I'll just manually disable the Bunco planets compat. Everything else seems to work perfectly fine with 1.0.0.
Also looking at the Bunco thread, it looks like Bunco is crashing on smod 0.9.8 anyway so why even make this compatible if it breaks on 1.0.0?
I'm running it without much issue
running which? bunco on 0.9.8 or this on 1.0.0?
All on 1.0
you can try my slightly modified version to see if it helps any: https://github.com/lshtech/DX-Tarots
What are modified
mostly just support for CA but a few small bug fixes when I ran into issues
It was in my modpack, but I later decided to remove it cuz too many bugs and conflicts
I don't think I've run into any issues for a while with it. Other than making codex stuff work again the biggest change was compat between dx and aurinko, which was preventing dx planets from spawning
Yes and the base edition issue with bunco
ah, it's not crashing by ouji dx doesn't work correctly. I probably just never tried it before. let me see what I can do
oh, that's not bunco
What I stated is that bunco will compete and give base edition most of the time, and beat other edition-giving mods for it
well I fixed ouji. it doesn't support modded suits, but neither does vanilla ouji
I'm not sure I follow. I saw discussion earlier about bunco suits not working with certain cards but that's vanilla behavior
When a planet card appears, it is going to pull an edition (when bunco, aurinko, and/or DX tarot installed that is)
But there's an "base edition" that can be pulled that, when pulled, the planet card will have no edition
But these three mods will all try to assign an edition when a planet card appears
And iirc bunco will make the base edition appear more often, and the base edition will make the card shake, as if it has a "nothing edition"
does this fix the crash with the DX to pick rank?
like with ouji dx?
ok. I've fixed it to allow aurinko to add editions to dx planets. I didn't see anything odd about the card shakes. I've fixed Ouija DX to allow modded suits, but the vanilla Ouija will still fail on them
ouija dx allows you to select a card and then sets all other cards in your hand to the same rank. I fixed it to support modded suits, though vanilla Ouija will still cause issues with them
ok cool so it should work
cards that appear to still potentially have issues with modded suits: vanilla ouija, cere's reverse strength tarot, familiar's vigor, lushmod's brethren, and pampa's snecko eye. i'll try to fix those last two and I can create a lovely patch for ouija.
Lovely
I missed that vanilla ouija does work, though various modded cards may still have issues with modded suits
so after unlocking the final Bunco planet (I only had 3/4 unlocked before) I tried reinstating the Bunco planets compat and sure enough, clicking a Bunco planet in the collection or having a DX variant of one generate in a run crashes the game. Tried the Ishtech branch and that is also crashing.
Generally it's pretty rare to have a Bunco planet generate in a run to begin with so maybe the only reason @paper zinc is not running into this crash is because it hasn't come up? Could you try left-clicking a Bunco planet in the Collection menu just to see if it correctly transforms into a DX planet without crashing?
I can click on the bunco planets in the collection fine to see the dx versions
looks like I had a small change I didn't put in the repo, try now
looking at the changes in the commit and what I could figure from the crash log that looks promising already
yep, that fixed it
Having to rewrite using a new api is so long smh
We getting there
Here is the current progress
https://github.com/JeffVi/DX-Tarots/pull/15
Did you ever make a custom border for deluxe cards?
No
I have no graphic skills whatsoever
do you have a guide on what you did to the cards to tint them purple?
Did you want some custom borders
I used Canva
Why not, I didn’t really think about it but if you have some ideas to submit, I’m interested
The familiar things?
From familar mod
I’m down to look for other mods after I finish the 1.0 stuff yeah
I would strongly recommend making DX familiar then (if you do choose to)
Next mod should be revery
This could be done afterwards
Nice
Sad that the first I chose (codex arcanum) is not updated for 1.0
I haven’t been around in a while so, I didn’t follow the new released mods
Thats fair
@ember wolf had some ideas for Cryptid
while codex doesn't have a full 1.0 port there is a working version of it
I would have to test this one then
my current version of DX is working with it too
Oh yeah Cryptid too you are right
If you have a link I’ll take a look
For the CA 1.0 port
it's not a proper port, just a make it work. https://github.com/lshtech/Codex-Arcanum
Yeeeeppp
Should already be posted here.
do you have an idea of what the aesthetic of a deluxe border would be?
I can just make up some bullshit if you want but if you have an image in mind that'd help
I don't mind if ngl
i like the green
They def need some sort of color imo
Like I'd prefer the old purple filter otherwise
As nice as the border and stuff is
hm hm hm
do we think green specifically is the move?
it's got a "natural" color to it idk
Tbh for consistency with the old aesthetic maybe it should remain some flavor of purple, at least for one type of consumable. Would make sense to differ on type
Yeah that'd be reasonable probably
I really like the idea
ok but would tarots be purp
or green
they can't be orange, tarots are already orangey by default
can't just double back on orange
green
I like this a lot
Tbh I do vibe with the correct green
Do you plan to do the Cursed Tarots as well?
the what
Do you not know what Cursed Tarots are?
Naur
Look on the GitHub for DX Tarots. They're basically supercharged DX Tarots that have a powerful and usually permanent effect, but give you random Curses, that are based on the Boss Blinds.
For example, Cursed Magician permanently doubles your probabilities and gives you 2 Deluxe Magician cards, but gives you 2 random Curses.
Oh weird
But like, NOT related to the deluxe effect per se
Oh wait I misread
Hm hm hm
What do the curses do? Just permanent boss effects?
Yeah
They can be lifted upon completing specific conditions
A Balatro mod that adds Deluxe consumables! Contribute to JeffVi/DX-Tarots development by creating an account on GitHub.
Sorta, they're mostly weaker versions of the Boss Blind effects. Like the Ox Curse gives you -5$ if you play your most played hand type, instead of setting your money to 0$ like the Ox Blind does.
:pog
chat wtf do we do with the deluxe planets and spectrals
@glass dock hey you can do Soul effects on custom cards right? like the floaty above the card thingy?
Yeah just add soul_pos Wyeth a second atlas position
I think for the planet cards specifically, making the planets float would be kinda sick
Is this mod 1.0.0?
Iunno
Elbe's fork at least works on 1.0 with other mods
Idk if anything is ported actually though
any thoughts on this?
that's super cool
I think it looks really good perspnally
is it.... too cool?
no such thing
yeah not sure what to do for DX spectral
what if they were partially transparent
Could play with the transparency probably
card itself is semitransparent but the designs on the card not would be cool i think
the art of the card takes up the whole canvas space though, they're not isolated like the planets are
would be kinda weird
That’s neat, really
It’s on the way, should be finished by the end of the month (I hope)
Got any ideas for spectrals?
probs gonna make DX's for my consumables once that happens
I'll pop the art file in here when it's done so people can use it as a template
Well I originally wanted to create a custom shader for DX spectrals, but that’s a lot of work
So no precise idea for the atlas for now
Thanks a lot for the art file, I would never have done such work myself
Yuh
Good. I'm hoping for Bunco compatibility.
If y'all can save Polymino cards, I'll be impressed.
Cuz those so ass that not even I am willing to make DX concepts for them.
Im really hoping for familiar lol
Once Familiar adds all of the proper consumables for each type, you BET I'm going ham.
When I click the Bunco planets in the collection, the game crashes.
Ortalab anyone?
