#Talisman - A mod to enhance high-scoring runs
1 messages · Page 3 of 1
If I go back to main menu, then resume the run, the poker hands scores are nuked
Doesn't happen if I put talisman settings to "vanilla"
I am running a modpack though, just wondering if this some known incompatibility/known issue?
Found it, It is a bug when used with jimbo's pack
why is balatro running so slow even with animation skip? What piece of hardware is the limitation here?
Most of it comes from two things:
the code isn’t optimized, and the game engine uses limited resources
So it’s mostly a software limitation, actually
a good chunk of calculations literally do nothing
balatro isn't thread safe in the slightest and using bigger pointer sizes seems to make it run much slower
can't use more cpu and you can't use more memory
and the gpu is fairly useless
new better calc keys are inconsistent with existing better calc keys
xmult uses the xmult key, but xchips uses the x_chips key
I can add xchips as an alias too; x_chips was kept for backwards compatibility
please lmk when ur done with that
So Im kinda new to playing Balatro mods, how compatible is Talisman with most mods?
I know I had some crashes when I tried to add it and Cryptid to my modlist, but that could honestly be a variety of factors.
Since Talisman changes what the data type is, I assume that really messes up stuff for mods not explicitly made compatible for it but Im curious.
most mods nowadays are designed to be compatible
just did it now
it doesn't end up breaking too much since Talisman changes as little as possible and Lua automatically handles most operations with them
also talisman is required for cryptid
I see, interesting. Ill have to look more at my modlist then since I just want the most chaotic haha funny number go up modlist so it might just be an odd mod or two
you'll like jen's almanac then
Talisman borks the calculation when you return a table in joker calc
if context.joker_main then
local chips = G.GAME.hands[context.scoring_name].chips * (card.ability.extra.per / 10)
local mult = G.GAME.hands[context.scoring_name].mult * (card.ability.extra.per / 10)
return {
chips = chips,
mult = mult,
card = context.blueprint_card or card,
}
end
this crashes because chips and mult are both tables, and the crash is in card_eval_status_text
text = localize{type='variable',key='a_chips'..(amt<0 and '_minus' or ''),vars={math.abs(amt)}}
mhm
thanks for reporting
blasphemy ive never forgotten a nil check ever..
Talisman 2.1.0 is now in beta!
This version now uses large numbers for hand levels and money, which may cause issues with other mods. Please ensure that your mods are compatible with these changes. It has been moved to the main branch on Talisman's GitHub, meaning it will start to be used more often.
only when comparing or setting, right? not when adding or subtracting?
how would you use a large number for comparing and setting yet not use a large number when adding or subtracting
do you mean something else
I do not
has to do with stupid lua restriction bullshit iirc
I only have just one comparison in my entire mod, surprisingly, being if G.GAME.dollars > 0... which should become if G.GAME.dollars > to_big(0)?
yep
well
wrap G.GAME.dollars in to_big aswell
yeah
otherwise incompat with old talisman
if to_big(G.GAME.dollars) > to_big(0)?
...maybe there should be a money comparison function built-in with the values being given already wrapped. 🤔
Maybe LuaJIT should just make you not have to wrap them 
can i download Talisman dev-version before 2.1.0 beta
the version from https://github.com/mathisfun0/talisman/
not from release page
but not 2.1.0 beta
...do I also have to use to_big on G.GAME.dollars if I am trying to use it in an operation? (i.e. G.GAME.dollars/25)
'cause if so, card.ability.extra.alltrig = math.floor(to_big(G.GAME.dollars)/to_big(card.ability.extra.cashpoint)) results in a table?
it should be a table, since OmegaNum stores numbers as tables
also btw, Bull and Bootstraps are known to be broken with the beta
The mod is not adding chips from the cards
is there any way to fix this?
Use Steamodded old calc https://github.com/Steamodded/smods/archive/refs/tags/old-calc.zip
Thank you :)
The Talisman beta is compatible with new calc, but my guess is you’re playing Cryptid which causes the bug and isn’t
Then how do I perform the operations like I need? Or do I have to pass on to_big, then?
It should have metatables, so all operations work without any extra steps
Just comparisons require wrapping in to_big() again to ensure no mismatched types
...well, how do I pull the "number" from it, as I need to assign a value to it for use in a for loop?
number:to_number()
you probably will want to cap it though
because performance reasons
Something like (Talisman and math.max(number:to_number(),100) or math.max(number,100)) probably works
...I guess, in my case, it'd be this, as I quite literally have Talisman as required dependency.
local getmultiples = to_big(G.GAME.dollars)/to_big(cashpoint)
return math.min(math.floor(getmultiples:to_number()), 1000)
Yep
hello i just had this error, not sure if its because of toga'Pack or talisman but where it is
the crash was at the activation of the "economy tag" and the game kept crashing after restart
...my mod doesn't really override anything related to Economy Tag, though? 😨
ok, i find the solution.
Activating the "Disable Scoring Animations" in the Talisman config menu
maybe it has a like with the animations of gaining $, cause it happens at the end of the round too if i activate the animations
Potentially an oversight in common_events.lua of
if args.type == 'money' then
if card.unlock_condition.extra <= G.GAME.dollars then
ret = true
unlock_card(card)
end
end
?
Or, well, what does the lovely/dump/functions/common_events.lua at line 1712 have for you?
oh ok my bad i was in the balatro folder
if args.type == 'money' then
if card.unlock_condition.extra <= G.GAME.dollars then
ret = true
unlock_card(card)
end
end
Which line is 1712 for you there specifically? Assuming the comparison with the money.
its the if condition
the second one
if card.unlock_condition.extra <= G.GAME.dollars then
Then, yeah, that's the oversight. 🦐
Most likely it's not accounting for the need to use to_big with the values in comparison.
oh talisman is creating tables to calculate big number and money is still a number ?
I cannot open balatro anymore even without mods, was told talisman was cause, please help
can you send your savefile
where is save file?
%appdata%/Balatro/1
if you played mods on the second or third slot, itll be 2 or 3
just compress it to a zip and send it
ill try to fix it
@random bobcat alright replace your current profile.jkr with this one (%appdata%/Balatro/1/profile.jkr)
okay, thank you!
np lemme know if theres any more issues
it works, thanks
I use to_big() to save them because they do have to be saved
it just seems a little counterintuitive considering the whole "we dont save high scores for vanilla compatibility" thing when this is the opposite of vanilla compatibility
I thought talisman added some code to allow vanilla to handle to_big at least to a not crash degrees
well it cant do that if its not being loaded
not unless it injects it into the savefile or something (which it isnt doing)
now that i think about it you could very easily make that vanilla compatible
by compatible i mean itd wipe the bigs if you launch in vanilla
looking into separating vanilla saves from modded saves might be something worth doing (in a steamodded sense)
hey, i turned off talisman and have been receiving this error, anyone have any idea on how to fix it?
thank you sir, i feel really stupid for not trying that in the first place but it worked right away ❤️
iirc it checks if BigNum/OmegaNum exist first and then completely fails to load the save
I just don’t save high scores since I’m scared those would cause persistent crashes when loading back into vanilla
persistent crash when loading into vanilla:
yeah that should not be happening, the check wasn’t inserted for some reason
There's similar one reported a few times in https://discord.com/channels/1116389027176787968/1255696773599592458 about being unable to open the profile that likely has the same issue.
thanks. appreciate it
am I cooked?
no omeganum moment
wish it was
So what you're saying is that I would've seen "Infinity" if I was on omeganum?
-Infinity but yes
it's just how balatro parses big numbers like that
i haven't looked at exactly what it does to cause that but it's just infinity
Its on omeganum though, had those e10 numbers etc.
i don't imagine it'd be different for negative infinity
regardless you don't naturally get omeganum infinity
would this prove that the run is in omeganum?
... no?
sorry I have no clue how these work, really new to Balatro modding and kinda struggling to understand what the situation is
https://github.com/wingedcatgirl/SpectrumFramework/blob/main/spectrumframework.lua#L251 do i have to to_big all of this for the new talisman update or is this part happening before hand levels get bigulated
or do i not need to do anything at all because it's not affecting levels. or did i already need to to_big this because hand values are supposed to be bigulated and i just somehow accidentally never encountered a problem
-# i don't understand what needs to be bigulated or in what context
A mod for Balatro that adds Spectrum hands (five cards, each of a different suit), for use alongside mods that add suits - wingedcatgirl/SpectrumFramework
youve always needed to to_big that
generally it wont matter since any mod doing operations on that will to_big it anyways
but its still better to
@main arch What has to be done compatibility-wise when doing checks? For example I can't compare G.GAME.dollars since Talisman makes it a table
Wrap 'em up, to_big(value) and to_big(G.GAME.dollars), etc.
So I need to make that one to_big function if it doesn't exists right?
Yes
Btw why is this failsafe not done on Talisman's side? Sucks that every mod has to adapt to it
You’d need to make to_big exist without Talisman loaded
So this would have to be done in Steamodded or Lovely, or hook a vanilla function like number_format or something from the math library
Wonder if one of these make sense to hook
Maybe math.tointeger
Btw the to_big failsafe only has to be done for comparisons or math too?
most math functions are hooked to handle Talisman numbers
and operations don’t need to use to_big, only comparisons
It’s a LuaJIT restriction
Alright
who doesnt love old luajit
we should beg localthunk to replace the luajit he uses with a more recent one
it should be fine as long as he compiles without gc64
afaik thats the only issue
i need yalls help on this. my game has been constantly crashing after cashing out bc of this mod so i reinstalled it and its doing the same thing. first crash with 2.1.0-dev and second with 2.0.2
got this error after uninstall
hmmm not sure why the profile has a big in it
dollars earned
might be because of this too?
dollars earned is becoming Big
I still have to patch Talisman to not save that stat
Got a problem where, after uninstalling Talisman, I'm unable to play, tried to remove Lovely and Steamodded, verifying files, reinstalling, but it didn't work.
lmao
"Vagabond" crashes due to not using to_big yet when comparing money amount, just a heads up. 🖐️
yeah i figured that out the hard way yesterday ^^;
(selling vagabond obviously fixes the issue i've just been trying to hack together a fix myself so i can finish this run before pring it
)
Hi! Getting a crash whenever selecting a card whilst Talisman is configured to use vanilla scoring.
Is there a simple way to de-Talisman the save file? I just got the latest version to make a compatibility for, but I need to check if it works without Talisman as well. But I can no longer start the game without disabling Talisman at all. And I don't want to completely wipe all the save files if possible
iirc someone made a tool to zero out the affected fields
i was talking about doing that and my stepmother promptly removed the ram sticks from my computer so i never got around to it
but if someone else did that that's great
oof
I can do it manually
I could probably write a tool to do it quick too
iirc it was fixed in newer talisman versions
it might fix the old save (unsure)
naw math hasn't changed anything
I was taking a short break from modding due to midterms and stuff
Planning on getting to this very soon tho
Probably today
take all the time you need
fixed the two major bugs in talisman now :D
when will you fix the major talisman in my bugs though
m o'clock
Just out of curiosity, relational metamethods don't work as a talisman-side solution for this?
Edit: lost the reply, was to the mod-compatibility question a ways above
they would if we were using a good luajit version
unfortunately we are not
there is no solution that doesnt involve replacing the existing lua binaries
wait is there a luajit that supports mixed types for those?
from what i was able to find every result just said "relational metamethods do not support mixed types"
like a month ago i tried on latest commit and it worked so
i assume so
it's not impossible that i didn't remember correctly
ngl i wouldn't even mind making people update luajit to do this
could also just bundle it into talisman and install it automatically
would be a lot better than making people compile love2d themselves
love does use it's own fork of luajit right
idk ive never touched it
i guess
which is this luajit from two months ago https://github.com/LuaJIT/LuaJIT/tree/f73e649a954b599fc184726c376476e7a5c439ca
so it's not modified or anything
If I want to make sure my mod is Talisman compatible, I need to couch any numbers in comparisons in to_big(, correct? But that function doesn't exist in the base game. So how do I define it within my mod, such that if Talisman exists, Talisman overwrites it? Does this work?
function to_big(v)
return v
end
end```
that depends on how scoping works in lua
what i‘ve seen in other mods is uh
declaring to_big as to_big or function…
yeah using if not to_big then is more standard
Talisman also works without Steamodded, so on the off-chance it's installed that way, this could fail
oh does if not create a new scope
nope it uses global scope
ah yes it appears i am learning lua the hard way (looking at balatro mod code
)
i mean it does create a new scope in that local variables inside an if block are local to that if block
it just inherits from its parent scope and shares the global environment
We need a Talisman wiki so I know what needs to be to_big is it just comparisons?
operations like addition and multiplication don't need to_big
comparisons do however
so yes
where do i even find 2.0.0 beta8 of talisman
Click "download the latest version" from the initial post, and you should get it just fine 

turns out talisman just conflicts with amm from the dimserene mod pack so i cant use cryptid
That's why amm is not in talisman branch
does anyone know how the mult works with talisman? i'm wanting to make my numbers work with talisman
money, hand levels, hand mult, hand chips, current mult, current chips, and final score are all talisman numbers
to interact with these, you can use traditional arithmetic operators (+, *, /) normally. however with relational operators you need both sides to be talisman numbers (or neither side)
thus you should do the following:
--if the function which converts numbers to bignumbers doesn't exist, define it to just return the basic number it gets
to_big = to_big or function(a) return a end
--somewhere
if to_big(G.GAME.mult) < to_big(100) then
print("mult < 100")
end
so if i just put this at the end of my code would that do the thing, cause im pretty sure i dont have a function that converts the numbers in this file?
would i need to set one of those up and put it in place of a?
no that's just an example of how you'd do a comparison with a talisman number
ahh ok
to_big = to_big or function(a) return a end would be something you'd put at the top of your code though
and to_big is what's used for comparison right
naw that converts classical numbers into talisman numbers
i meant conversion oops
then yes
so since the conversion code is up there at the top, does that mean every number used below will be detected by talisman now?
i'm asking because i'll need to fix things if that breaks something
also sorry if these are like OBVIOUS questions to you
im pretty new to these things
you need to go find anything that does comparisons to relevant values and wrap the numbers in to_big()
if context.joker_main and (to_big(card.ability.extra.x_mult) > to_big(1)) then
return {
message = localize({ type = "variable", key = "a_xmult", vars = { card.ability.extra.x_mult } }),
Xmult_mod = card.ability.extra.x_mult,
}
end
this is a bit from Cryptid's Dropshot joker; it can't just compare card.ability.extra.x_mult > 1 because that'd crash if x_mult is a bignum
to_big = to_big or function(a)
return a
end
all this does is make it so that to_big(some number) doesn't crash if talisman isn't active. which i guess isn't a concern with cryptid but it might be for you
yeah Cryptid straight up doesn't have that bit, on account of it'll never be running without Talisman
sorry for delay i was busy let me look at this
if the wrapped to_big() is in the code does the mod still function with talisman disabled? or will talisman become required by adding this? will i need to set up a separate version that doesn’t use talisman functions?
if you add the last code block it works without talisman
ohhhh ok got it
thanks
so something like this?
since this one uses both chips and mult would this be proper formatting for including both of them? using parentheses i alr know wouldnt work since they only work for single arguments (update it does)
if context.joker_main and (to_big{card.ability.extra.chips, card.ability.extra.mult} > to_big(1)) then
SMODS.calculate_effect(context.blueprint_card or card, {
} )
return{
chips = card.ability.extra.chips,
mult = card.ability.extra.mult,
card = card
}
end
code version because i shouldve done it like this in the first place whoops (update it does thanks you guys)
Is the bug with talisman glitching out the savefile when uninstalled fixed?
Yes
hey math is it ok if i use the ^chips sound in my mod
i have like 1 joker that uses ^chips
only reason i'm holding on to talisman dep rn
ye
thx 👍
is tonumber(to_big(1)) supposed to be nil?
__tonumber isn't a metamethod iirc
Should be to_big(1):to_number()
afaik that function is exclusively for string>number coercion
of the mods (Talisman is 2.1.0 dev), anyone know which one is incompatable?
nvm, I may have found it
That's a bit annoying if I have a number that could be a number or big number
make your own shorthand than
mine was type(val) == number and val or val:to_number()
Probably worth adding a function for that
evil to_big
we could also hook tonumber
apparently a confict exists between Talisman and the Preview mod
question: if i have a lovely patch at the same place where talisman touch, is it practical for me to make 2 patches version that would hit depending whether talisman patches were active or not, or is there a better solution for that
(my patch guaranteed ran after Talisman)
There's not a good way to do it, unless you rely on talisman replacing the line you're patching so you can't patch it
What are you trying to do?
I patched button_callback on the lines that involved G.GAME.dollars - G.GAME.bankrupt_at because there's a third, virtual "currency" that one of my Joker utilized that can be used for buying stuff, so my patch usually just search for that and adding my global variable onto it, Talisman variant has to_big wrapped around them so technically the solution for this is easy that I just need to wrap to_big around mine for Talisman version.
It's just that it felt weird to make two different patches that whiff based on whether Talisman is active or not
Anyone know why when I use this mod (I need it for Familiar mod) my game crashes with this error code whenever I select a card? It's definitely talisman as removing that gets rid of the crash)
one of your mods isnt compatible with talisman
@main arch
Can we have a release version of talisman that isnt incompatible with the latest steamodded pretty please 🙏🏻
(See #1336746173008056320 message)
You’re right, 2.1 is probably stable enough to get a release lol
im having some issues with the mod
with cryptid mod it crashes as soon as i get into round 1
is there a way to like not disable scoring animations
or to not break the game when you disable the mod lol
why are scores not saved to prevent your file being incompatible with unmodded balatro if its incompatible anyways
seems a little pointless to me
they are
mod config
should probably update the description to say that
this also doesnt work
is the bmm version of the mod like outdated or something
wdym it doesn't work
like animations are just disabled
what else do u have installed
Is the 2.1.0 version somewhere in this discussion? Can't find it on github
does to_number() automatically cap at e308 or would we need to do math.min to it to avoid overflow?
hey, so I was troubleshooting and I noticed one major issue
for some reason, Talisman causes insurance and card ticking to stop
I was wondering why I've been unable to unlock the money tree voucher, only to realize that a setting in Talisman was preventing insurance from ticking
you mean interest?
Me when I insure my Balatro run (I’m getting a million dollar settlement because lucky cards didn’t trigger enough)
🔜 ™️ ?
Will probably do it along with Cryptid refactor merge since that’s around the corner
I'm assuming you dont want cryptid and talisman to get mismatched?
Yeah
Within 3 days
Looking forward to it 😎
Thanks for releasing both simultaneously, it'll hopefully cut down on the number of people reporting the same problems in #⚙・modding-general !
hoping now that everything is in sync there'll be way less of that period :)
WOOO talisman 2.1 is out
Running into a weird problem on Linux where Talisman doesn't recognise Talisman despite being called Talisman
(mods in this folder are disabled for testing sake, other than smods and nativefs)
Seems like removing the hardcoded check made it boot, at least
No clue how well it'll work, though
As expected: crash
just to check, it's not nested, right? that is, you have Mods/Talisman/talisman.lua and not Mods/Talisman/Talisman/talisman.lua
It's Mods/Talisman/talisman.lua, yeah
should there be strict requirements on what is and isn't allowed to be a large number
would be helpful for mod developers i believe
does talisman still not save scores to profile
im not trusting the readme because its outdated
I did mean interest
put this in the github itself, but there should be a thing to disable juice_ups if disable scoring animations is enabled. in extreme cases (read: lots of negative steel cards), the shaking can take several magnitudes of time longer than the actual calculation process!
agreed
im beggin
how in the world do i make my mod compatible with this
i thought i had it before, but apparently it didn't do anything and everything's still broken but just hidden?
that's an odd result
what did you try doing?
talisman conversion function with to_big
which is later used in this mult difference storing function
and also in this joker (check the context)
You define to_big already, so you can just do to_big(new_mult) < to_big(last_mult)
Check mult and chips individually, not in one function call
will this create a dependence or a compatibility
because i want it to be functional without talisman but i want to leave it as an option
(also sorry i had to get home)
so set up a > to_big(1) for both the mult one and the chips one separately?
now that im home, it's this specific joker that crashes it on use (said joker is also the reason for the mult storing function)
your previous definition of to_big as "to_big or return a" handles the case where talisman isn't active by just returning the input
i thought as much, but then why doesnt this one seem to work without talisman?
like the first one functions fine and proper, dont need to change anything about it
but this guy crashes it with it off so am i just coding something wrong?
if context.joker_main and (to_big{card.ability.extra.chips} > to_big(1)) and (to_big{card.ability.extra.mult} > to_big(1)) then
if to_big(new_mult) < to_big(last_mult) then
i think i figured out what you mean, is it like these?
you have {} instead of () in one place there
oh shoot
looks good with what aure said
and since you define to_big yourself it's a compatibility, not a dependency
right okay
wait i think i replaced the wrong one which one did you mean
oh wait main context i got it
you did it the wrong way around
to_big{card.ability.extra.mult} is incorrect
it needs to be ()
wait NOW im confused
why not that for the chips then?
or card.ability.extra.chips i mean
you don't want to use curly braces for either of those
you edited that in, it was correct before hand
ohhhhhhhhhhh
instead of fixing the mult, you unfixed the chips
i just made an oversight ok
got it
thanks
(to_big(card.ability.extra.chips) > to_big(1)) and (to_big(card.ability.extra.mult) > to_big(1))
yeah?
mhm
and this (if to_big(new_mult) < to_big(last_mult) then) will fix the issue with the crash right? on this guy?
i'm assuming the T here is of Talisman, what's the fix here?
Hello, is there a list of known incompatible mod? Just installed Talisman for the skipping animation only. I got a crash and need to disable it temporarily. Also does that mean my save profile can't be used with normal Balatro without Steammoded anymore?
there's no comprehensive list, no
it's not really reasonable to expect that
since people can make mods at any time and aren't required to inform anyone about it
as for your save file, it should be fine? talisman tries not to save any values vanilla can't handle, but it's always possible something was missed
That makes sense, I was thinking that Talisman is this big complex core mod, maybe it's just me. Cause I'm not playing that high score run anyway and I haven't tried some mods that need Talisman. Probably will use xspeed instead for now.
At this point I think it's better to strip the skipping animation out as its own mod
Actually, I think the error is because I set it to Vanilla limit number lol. I will check it again.
Update: Nope, still crash, but now after I opened a Booster Pack instead of selecting a random playing card.
Working fine with only Galdur, Talisman and Crpytid. Guess I can't combine everything 🥲
Did you try just removing Bunco? I've heard there are some common issues with it, and that crash log indicates that Bunco was what triggered the crash
That doesn't necessarily mean that Bunco was the only problem, but it's worth trying first
Currently troubleshooting, I thought the culprit was Betmma at first then it switched to Bunco error. That's why there was too much variables so I ended up just using a new fresh Cryptid-Talisman. I will try to add some vanilla mods now.
am i bad at keeping track of directions in my head or is this code backwards? (in "compare" for bignum)
it seems like right now it thinks that -3e2 is greater than -2e2, and -1e3 is greater than -1e2
i wouldn't think this actually matters since almost all the numbers in balatro are positive
It does look like it would say -1e3 > -1e2, which is wrong
First bug people have found with bignum and not omeganum lol
hi, the latest version of Talisman (2.1.0) crashes halfway through cashing out the second round if steamodded is not installed. the issue does not occur with steamodded installed, or on version 2.02. I can provide footage of the crash occuring if it would help
Could you send me the crash log?
for some reason it doesn't give me an option to copy this crash log, unless there's a file I can find somewhere? here's what the screen shows
This is the vanilla crash handler. The one with more info is a part of smods
oh I didn't know that. unfortunately this crash only occurs without smods so there wouldn't be a more detailed log then
talisman crashes whenever loading blinds with director's cut
(used jokerhub to immediately get director's cut through it's deck)
doesn't happen on 2.0.2 btw
wanna inform that at talisman 2.1.1 when using vanila score limit, whenever you try and choose a card to play, game crashes
idk why, but would be cool if there any fix to that 🙂
can we make a workaround so bunco is compatible with talisman
up to the bunco dev
the issue is that bunco uses the planet levels table which is reworked by talisman, so a solution on the talisman side is to allow the user to toggle the planet levels rework
Or bunco just checks for talismans presence
You can try switching talisman to vanilla numbers that should probably work
this is very much fixable on bunco's end
idk why it hasn't been done
heads up, it's jokerhub that crashes the game
Delete your current Talisman and try replacing it by this one https://github.com/MathIsFun0/Talisman/archive/refs/heads/main.zip
do i have to rename it back to talisman or can i just leave it there
rename it to talisman yea
Send it anyway?
Can you show your mod list?
Can you show the content of "steamodded_metadata" in Talisman?
Wow, that shouldnt look like that
this is like the 5th time ive tried re downloading so idk
Oh it does actually when I check the github, thought it was the header data
What's your version of lovely btw
0.71
Yea sorry Im out of ideas. Might be a mod compat issue?
If you run your game with just smods and Talisman does it still crash?
Is your Talisman mod folder nested?
as in talisman file in talisman file?
Yea like Mods/Talisman/Talisman
please add something to automatically disable the scoring animation when a certain score would be hit
i want the scoring animation earlier in my run, but not when im waiting 5m per round
and its annoying to go out into the main menu to switch it on and off
i sorta want the opposite, an option to automatically untick "disable scoring animations" when you start a new game
i guess both would be the complete animation automation package :v
agreed
Maybe a slider for the changeover point could work, with either extreme end acting as the current toggle?
we're too broke for sliders in UI
no budget left for sliders
Heloooo i have an issue with talisman where even if it's set to omeganum my hands are scoring infinity x infinity
however those hands arent beating the ante 59 boss blind, which only needs e509
also i'm playing vanilla, so my hands should be nowhere near scoring as big as omeganum's value
should only be scoring like a thousand something e's, at best
this is what it looks like
scoring high cards just show infinity, but i'm not even able to beat the small blind
though if i play something like a pair, it scores like normal, which comes out to about e15
Talisman crashes game on newest steammodded
it happens whenever you select a card
https://github.com/Firch/Bunco/pull/86#issuecomment-2722887956
It seems like money-source-modifying Jokers do not work (Fiendish Joker, Bounty Hunter) with Talisman on if the scoring animation skip is on in its config
i've been working on tailsman compatibility for #1220084296346501201 and i don't even know where to begin tracking down this one
says "i don't know where to begin"
finds the most probable cause in like 15 minutes
i should probably stop saying things like that
still not sure how to fix it but i bet something will come to me if i stare at it and/or ask chatgpt
-#of course i double-check anything it says, but it has all the commands memorized and i don't
That's called rubber ducking 😄
And yet they call me mad for talking to myaelf!
Who's myaelf
you know, your aelf
you dont have an aelf?
i have a house aelf
oh sick
can someone help me? why do i have level 0? thanks.
i appear to have found a bug in my messing around and people are saying this is talisman related so i figured i'd leave this here
Oops! The game crashed:
main.lua:5813: attempt to compare number with table
出现报错信息
An error message appears
Like you said only real ones
btw talisman number tostring can't get jit compiled because of the closure at notations/Balatro.lua:16
which like
really doesn't need to be there
all it does is take places from the argument list but you can just pass it as an argument to the function
idk how much it affects performance since idk how often that function gets called
source is 2 years old just now checked
mfw
(it's okay i doubt it's been accomplished) (that needs to go anyways)
Talisman won't skip reserved parking animations
Talisman!
Quick question, using Talisman. what is the HIGHEST score anyone can reach before the game breaks?
like has anyone ever gotten to hit the max of talisman?
someone with jen's, probably yes
naw
happens when calculation takes like more than 1/60th of a second iirc
calculation screen pops up and immediately disappears since calculation finished
which?
is it Jens almanac? I tried to get it a few weeks ago, didn't run idk why, might try again
it's not compatible with new calc
and won't be for a while more
faq in jen's server said something like late June/august
ah, so.... how can i still play it? ill just ask in the appropriate server
ah nvrm, saw the faq, ain't available currently
...I can pass the file if you want
big num seed 
How do i get the shakyness to stop, it used to not do this
only just saw this, nvm
is there a way to fix it?
https://github.com/MathIsFun0/Talisman/blob/7cc5fd9528c5b9c5f70abc7bc20ac1654ed74d06/talisman.lua#L585 change this line (in your local talisman copy) to a larger number
be aware that that will affect the (visible) performance if you have a hand that actually uses the calculation screen
the game will be spending more time doing calculations than displaying the calculation screen and whatnot
yea, its better than having to wait for the card shaking
oh shoot that's not the same problem
oh?
i didn't watch the video mb
nah, i dont blame you
do u have nopeus or saturn installed? idk if they're related
i uninstalled saturn
but i dont have nopeus
should i try an older version of talisman
idk im looking rn and as long as you have talisman scoring animations off the cards shouldn't be shaking
yea, and thats whats confuing me
like, who invited the shaking part
im gonna quickly try an older version
it's probably a different mod doing some weird stuff that gets around talisman
let me try disabbling all other mods rq
ones i have enabled rn and its still going on Cryptid, Malverk, My art pack for Malverk, Trance, Card Sleeves, DebugPlus, Handy, and Talisman
i can only imagine it being handy somehow
can you send me your talisman config file
im gonna try turning off handy
ping mathisfun if u can't figure it out
even tho, as the name says, it is quite handy
i gtg
cya
@main arch sorry to bother you, ive disabled animations but my cards just keep shaking, i only have Cryptid, Talisman and Cardsleeves activated rn.
Update Talisman
Uh, pretty please
https://github.com/MathIsFun0/Talisman/issues/51
Agreed
this is happening to me too, using Talisman 2.1.0~dev
no other mods besides cryptid
hello, is there any way to remove the seal on the card shown in the main menu when the mod is turned on?
help?
@sweet basin is the talisman version u gave me updated fully
cuz im tryna get almanac rn and im just tryna make sure the Talisman isnt the reason why it's not wokring
worked fine with cryptid
Isn't Talisman included in Jen's modpack?
gimme a min lemme check if using that works
maybe?
it's crashing because of an entirely different bug from debug plus
i believe Jen's Almanac uses the old version of Talisman from before money and levels got bigulated, though I'm not 100% on that
yeah assuming its dependencies haven't updated since i added them to the wiki it needs an older version
and accounting for these things would be a lot of doing so i think Jen would probably prefer to postpone that part
and make a whole announcement thing about it whenever he does update it
hello, i have figured it out myself. Turns out all u need to do is comment out this section in lovely.toml file in the talisman mod folder
do I have to do something extra when using number vars in messages? This crashes in card_eval_status_text because of number comparison (if amt > 0 or amt < 0 then) ```lua
return {
message = localize {
type = 'variable',
key = 'a_xmult',
vars = { card.ability.extra.x_mult }
},
colour = G.C.XMULT
}
-# ...what is this for? That's an odd return.
the Joker gains X mult so I'm just showing the new value
wait, it's not actually crashing because of this return 🤔
Does omeganum mean I broke the limit?
some recent change in talisman makes my crash game as soon as i select a card - without any crash report
the exact commit that broke things: 0d60d48447d34b4599896d62b74e90e760377bfa
Omg this place is so dead
I have to assume this is a talisman crash
got it rerolling a shop
weird seems like it's not a valid value
if i set the scoring limit to anything but Vanilla the game crashes
as soon as i select a card
Remove talisman then
i was planning on using cryptid just to See What Happens but ig i'll just look at other qol mods for now
getting a hard crash when selecting a card with the latest talisman
and these mods present
(and the soup mod)
-# why are you buying mods at the soup store
iirc you just set it to omeganum
Good to know but it should still be fixed
@hybrid bough Heads-up that both of your latest releases (2.2.0 and 2.2.0a) include a duplicate Talisman folder inside the Talisman folder
getting this again
eval G.PROFILES[G.SETTINGS.profile].career_stats.c_dollars_earned = 0 "fixes" it
Windows likes to do that by default, and to be fair it's the same thing as the code releases always are
It's annoying but people figure it out eventually
Either I've misunderstood you or you've misunderstood me, haha.
I meant to say there's two full duplicate 6MB versions of Talisman within the release - one at the top level, and another copy inside that folder.
It doesn't cause a crash because lovely doesn't search more than 1 level deep, but if Lovely ever changes to recursively loading (like i reckon it should), then it'll be problematique
Oh I misunderstood you, my bad
I thought you just meant it was nested
uh oh, crash on boot with latest smods
Oops! The game crashed:
Syntax error: functions/state_events.lua:742: 'end' expected (to close 'function' at line 586) near 'else'
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0505a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Stack Traceback
===============
(3) C function 'function: 0x00becf20'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 879
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x00becd20 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x00becd70, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(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"])
WARN - [♥] Pattern 'if effects[ii].card then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effects.jokers.Xmult_mod then mult = mod_mult(mult*effects.jokers.Xmult_mod);extras.mult = true end' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effect.Xmult_mod then mult = mod_mult(mult*effect.Xmult_mod);extras.mult = true end' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effects[ii].message then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern '--calculate the card edition effects' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effects[ii].edition.p_dollars_mod then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if edition_effects.jokers.x_mult_mod then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'else\n mult = mod_mult(0)\n' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
i don't know which of these is the problem, but presumably one of them
It's been fixed (supposedly)
(supposedly)
that's no longer lated smods
Had a strange crash occurring where using a base planet to level up a hand instantly caused the game to crash with this message, I do a lot of mods installed but I was able to isolate the cause down to just Talisman after some trial and error.
The crash occurs as soon as I click the Buy button on the base planet
it won't give me an error message but every time i select a playing card the game crashes
nvm worked around some mods works now
for some reason, turning on scoring animations cause no money to be gained on cash out
at least one of your mods appears to add a secondary currency
it's possible that it did not account properly for talisman
you should figure out exactly which mod is responsible, as talisman by itself does not do this
I believe I've found an issue with mod compatability
when Talisman and All in Jest (a mod that adds new planet cards among other things) are activated, using the vanilla planet cards crashes the game
only the vanilla ones though, the ones the mod adds work fine
Oh that one is Paya’s Terrible Additions, but I need to check if turning off scoring and not having it enabled would fix it
the new currency only gets added at the end of a boss blind, so I’m not sure why it’d affect every blind
What the heck is that new currency
Blue money?!?!1?1!2?2!
My blue money idea is a thing!!!1!11111 it doesn't multiply your money though...
What mod is this
it only hands it to you when you complete a boss blind
1 per boss?
Cool a hard currency
Like keys
From subway surfers
What setting in it is doing it? I'm having the same problem
not sure, I just removed it since
.
how do i get the length of a value stored in talisman
cause i have no idea what the actual values look like
nvm im an idiot
Is it possible for someone with write permissions on the Talisman repo to fix the incorrect tag for the previous release v2.2.0? It's currently tagged as v2.20 and BMM is sorting it higher than the latest v2.2.0a as a result.
I've also flagged the sorting issue on the BMM side, but changing the tag would be the fastest fix to prevent any more users from having the issue
you guys nested the mod within itself on new release (unless this is a silly noob trap my bad guys)
it ships with double the copies
two of them
nvm i couldnt find it
if i could know that still thatd be great
anyone alive in here?
no we were all stuffed into suits
wow 
Does anyone know how to fix this error? I would greatly appreciate it.
-# Rule 4, buddy.
if you go to the /Mods/lovely/dump/main.lua, what's on the line 5955
(I am NOT installing all those mods to test that)
also sorry, i posted this at several places because i got frustrated
turns out most mods only target/test for omeganum mode, i was on bignum mode
is there a particular reason if amt > 0 or amt < 0 then in card_eval_status_text wasn't patched to check for bignums, or was it just accidentally missed?
would it be possible to allow talisman to make the game not crash when having over e308 joker / consumable slots
why would you need more than 1e308 joker/consumable slots
because i occasionally crash due to inadvertently surpassing that limit
at the very least have it clamp instead of crash, right?
that would be useful
thats on whoever is making the mod that affects joker slots
its cryptid
the game shouldn't crash if you get more than e308 joker slots
it does though
that reads inf and not like 1e500 or smth
Well I don't think the joker count is supposed to be a big num
yeah i get that
latest update just crashes when i try to play any hands?
ive only got saturn and cartomancer
really annoyed because for some reason i have no way to continue my observatory naneinf run
try uninstalling Cartomancer
thats really bad because i have 159 jokers and cannot manage them at all without cartomancer
also it still crashes so
then it might be an issue with saturn
or an outdated talisman version, are you on 2.3?
There seems to be a bug causing saves to disappear, as well as another bug where mayhem doesn't recognize Omeganum being on
latest talisman, omega and vanilla works fine but bignum causes crash upon clicking on cards
hi! adding talisman to my balatro mod folder causes this error when I launch the game.. Am I doing something wrong? ^^'
I used to have talisman a month ago when I first downloaded cryptid, but now it doesn't work
I'm also having a small bug with talisman! Its something about E_Manager??
too many Es, manager decided to resign 
u h h (on 2.3.3 currently but same bug is in 2.3.4)
doesn't happen when I disable talisman so it's absolutely a talisman bug
there's probably a mod conflict
I don't think Fantom's Preview can handle bignum
new smods release has added more comparisons that need to be to_big'd, it looks like
I have no idea if this is even a problem with Talisman or my own mod I'm making, but I ended up getting a naneinf-style flame break... but the score was fine actually.
flame cap patch had been broken for a while
should be fixed in v2.4
Oh a question since this seems to happen when i have Talisman and i can't figure out what exactly is causing it. Why is this happening? (The 2nd image is that of the edition that triggers and is causing the crash, i can't figure out what's causing it though).
The location where the error is claiming to be from. I assume something here is missing a to_big?
-# (this is part of smods eval text btw)
I don't think dollars eval uses bignum
like, never seen any mods do that
dollars gained/lost per eval is capped at e308
I had a different crash when i didn't have the to_big's in the code to the left, I'm not sure why its crashing if that's the case. Though the error claims to be comparing a table and a number on that line in common events on the latest release for smods.
the comparison order is important
most bignum errors are attempt to compare number with table
yours is attempt to compare table with number
which means dollars eval must not use bignum
I assume that is because amt is returning as a table, is that something i can fix on the editions side?
just wrap stuff inside to_number
it's the reverse operation of to_big, mainly used for converting bignum dollars to normal numbers to put inside ease_dollars
Talisman only makes your dollars count bignum, not ease_dollars' parameter
That seemed to work, thanks.
to_number() vs tonumber()
Who wins
Why do I get this error when starting Balatro with Talisman?
main.lua:1476: attempt to call a nil value
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0827c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows
Stack Traceback
===============
(3) main chunk of file 'main.lua' at line 1476
(4) global C function 'require'
(5) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x1e36e840 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x1e363268, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(6) global C function 'xpcall'
(7) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(8) global C function 'xpcall'
(9) 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"])```
Things I already checked/tried are:
⦁ No nested folders
⦁ Reinstalled Talisman
⦁ No other mods activated
⦁ New profile
⦁ Version 2.5
⦁ Downloaded the release, not code
⦁ Checked why it may be caused (and didn't got an idea)
sup, i've made a talisman fork to try adding compat for number-table comparison, can anyone test it out?
https://github.com/frostice482/Talisman
performance might be worst though, since omeganum's __index now is a function instead of a table. i havent benchmarked it
the code looks good tho
introducing is_big is a huge and viable change
I'd like to test the fork out, but I don't really know what to test it with
do 5000 retriggers and compare
I mean the whole compatibility thing; not really sure which mods haven't been designed with Talisman in mind
Aight it seems that talisman is no longer maintained?
