#Talisman - A mod to enhance high-scoring runs

1 messages · Page 3 of 1

errant smelt
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the javascript version isnt any kinder last i checked

wide frigate
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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?

wide frigate
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Found it, It is a bug when used with jimbo's pack

rain finch
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why is balatro running so slow even with animation skip? What piece of hardware is the limitation here?

main arch
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Most of it comes from two things:
the code isn’t optimized, and the game engine uses limited resources

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So it’s mostly a software limitation, actually

fervent sentinel
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a good chunk of calculations literally do nothing

rain finch
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Ok thx

#

Can you force the engine to use more resources somehow?

errant smelt
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balatro isn't thread safe in the slightest and using bigger pointer sizes seems to make it run much slower

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can't use more cpu and you can't use more memory

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and the gpu is fairly useless

main arch
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fwding here so I remember to fix later

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Fixed

fathom musk
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new better calc keys are inconsistent with existing better calc keys
xmult uses the xmult key, but xchips uses the x_chips key

main arch
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I can add xchips as an alias too; x_chips was kept for backwards compatibility

fathom musk
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please lmk when ur done with that

shut oak
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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.

main arch
#

most mods nowadays are designed to be compatible

main arch
main arch
fathom musk
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also talisman is required for cryptid

shut oak
main arch
smoky lintel
#

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)}}
main arch
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will look into it

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I assume the amt<0 comparison is problematic

smoky lintel
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mhm

tawdry arch
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talisman bug spotted (repetitions without card crash the game)

main arch
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thanks for reporting

errant smelt
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blasphemy ive never forgotten a nil check ever..

main arch
#

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.

slate aspen
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only when comparing or setting, right? not when adding or subtracting?

errant smelt
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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

slate aspen
slate aspen
#

has to do with stupid lua restriction bullshit iirc

scenic basin
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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)?

errant smelt
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well

#

wrap G.GAME.dollars in to_big aswell

main arch
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yeah

errant smelt
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otherwise incompat with old talisman

scenic basin
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if to_big(G.GAME.dollars) > to_big(0)?

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...maybe there should be a money comparison function built-in with the values being given already wrapped. 🤔

main arch
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Maybe LuaJIT should just make you not have to wrap them balatrojoker

stone wren
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can i download Talisman dev-version before 2.1.0 beta

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not from release page

stone wren
scenic basin
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...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?

main arch
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it should be a table, since OmegaNum stores numbers as tables

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also btw, Bull and Bootstraps are known to be broken with the beta

random bobcat
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The mod is not adding chips from the cards

random bobcat
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is there any way to fix this?

random bobcat
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Thank you :)

main arch
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The Talisman beta is compatible with new calc, but my guess is you’re playing Cryptid which causes the bug and isn’t

scenic basin
main arch
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Just comparisons require wrapping in to_big() again to ensure no mismatched types

scenic basin
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...well, how do I pull the "number" from it, as I need to assign a value to it for use in a for loop?

main arch
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number:to_number()

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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

scenic basin
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...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)
main arch
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Yep

urban spruce
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hello i just had this error, not sure if its because of toga'Pack or talisman but where it is

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the crash was at the activation of the "economy tag" and the game kept crashing after restart

scenic basin
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...my mod doesn't really override anything related to Economy Tag, though? 😨

urban spruce
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ok, i find the solution.
Activating the "Disable Scoring Animations" in the Talisman config menu

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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

scenic basin
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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

?

urban spruce
scenic basin
#

Or, well, what does the lovely/dump/functions/common_events.lua at line 1712 have for you?

urban spruce
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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
scenic basin
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Which line is 1712 for you there specifically? Assuming the comparison with the money.

urban spruce
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its the if condition

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the second one

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if card.unlock_condition.extra <= G.GAME.dollars then

scenic basin
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Then, yeah, that's the oversight. 🦐

urban spruce
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G.GAME.dollars is defined here right ?

scenic basin
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Most likely it's not accounting for the need to use to_big with the values in comparison.

urban spruce
#

oh talisman is creating tables to calculate big number and money is still a number ?

random bobcat
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I cannot open balatro anymore even without mods, was told talisman was cause, please help

random bobcat
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where is save file?

errant smelt
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%appdata%/Balatro/1
if you played mods on the second or third slot, itll be 2 or 3

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just compress it to a zip and send it

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ill try to fix it

random bobcat
errant smelt
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@random bobcat alright replace your current profile.jkr with this one (%appdata%/Balatro/1/profile.jkr)

random bobcat
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okay, thank you!

errant smelt
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np lemme know if theres any more issues

random bobcat
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it works, thanks

errant smelt
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nice

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@main arch btw whats this about shouldnt we not be saving bigs at all

main arch
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I use to_big() to save them because they do have to be saved

errant smelt
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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

coarse vessel
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I thought talisman added some code to allow vanilla to handle to_big at least to a not crash degrees

errant smelt
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well it cant do that if its not being loaded

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not unless it injects it into the savefile or something (which it isnt doing)

coarse vessel
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Yeah in the save file

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Maybe I was mistaken

errant smelt
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now that i think about it you could very easily make that vanilla compatible

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by compatible i mean itd wipe the bigs if you launch in vanilla

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looking into separating vanilla saves from modded saves might be something worth doing (in a steamodded sense)

velvet silo
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hey, i turned off talisman and have been receiving this error, anyone have any idea on how to fix it?

errant smelt
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cryptid needs talisman to load

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either reinstall talisman or uninstall cryptid

velvet silo
main arch
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I just don’t save high scores since I’m scared those would cause persistent crashes when loading back into vanilla

errant smelt
main arch
sharp mason
turbid tartan
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am I cooked?

errant smelt
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no omeganum moment

turbid tartan
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wish it was

errant smelt
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yea omeganum infinities string to "Infinity" not naneinf

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so

turbid tartan
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So what you're saying is that I would've seen "Infinity" if I was on omeganum?

kind gull
#

that is negative nan

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what

errant smelt
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i haven't looked at exactly what it does to cause that but it's just infinity

turbid tartan
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Its on omeganum though, had those e10 numbers etc.

errant smelt
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i don't imagine it'd be different for negative infinity

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regardless you don't naturally get omeganum infinity

turbid tartan
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would this prove that the run is in omeganum?

tawdry arch
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... no?

turbid tartan
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sorry I have no clue how these work, really new to Balatro modding and kinda struggling to understand what the situation is

fervent sentinel
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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

GitHub

A mod for Balatro that adds Spectrum hands (five cards, each of a different suit), for use alongside mods that add suits - wingedcatgirl/SpectrumFramework

errant smelt
#

youve always needed to to_big that

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generally it wont matter since any mod doing operations on that will to_big it anyways

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but its still better to

fervent sentinel
#

I'll do that later then

sweet basin
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@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

scenic basin
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Wrap 'em up, to_big(value) and to_big(G.GAME.dollars), etc.

sweet basin
#

So I need to make that one to_big function if it doesn't exists right?

main arch
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Yes

sweet basin
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Btw why is this failsafe not done on Talisman's side? Sucks that every mod has to adapt to it

main arch
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You’d need to make to_big exist without Talisman loaded

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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

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Wonder if one of these make sense to hook

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Maybe math.tointeger

errant smelt
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luajit doesnt have integers

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and by extension it doesnt have tointeger

sweet basin
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Btw the to_big failsafe only has to be done for comparisons or math too?

main arch
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and operations don’t need to use to_big, only comparisons

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It’s a LuaJIT restriction

sweet basin
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Alright

errant smelt
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who doesnt love old luajit

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we should beg localthunk to replace the luajit he uses with a more recent one

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it should be fine as long as he compiles without gc64

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afaik thats the only issue

paper birch
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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

candid bear
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got this error after uninstall

coarse vessel
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hmmm not sure why the profile has a big in it

candid bear
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dollars earned

tranquil pendant
candid bear
#

dollars earned is becoming Big

tawdry arch
main arch
#

I still have to patch Talisman to not save that stat

sweet basin
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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.

hot axle
candid bear
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this is easily fixable by not installing talisman

hot axle
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lmao

sweet basin
scenic basin
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"Vagabond" crashes due to not using to_big yet when comparing money amount, just a heads up. 🖐️

halcyon radish
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yeah i figured that out the hard way yesterday ^^;

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(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 ioa)

arctic scarab
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Hi! Getting a crash whenever selecting a card whilst Talisman is configured to use vanilla scoring.

glossy stream
#

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

fervent sentinel
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iirc someone made a tool to zero out the affected fields

errant smelt
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i was talking about doing that and my stepmother promptly removed the ram sticks from my computer so i never got around to it

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but if someone else did that that's great

fervent sentinel
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oof

coarse vessel
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I can do it manually

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I could probably write a tool to do it quick too

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iirc it was fixed in newer talisman versions

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it might fix the old save (unsure)

errant smelt
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naw math hasn't changed anything

main arch
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I was taking a short break from modding due to midterms and stuff

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Planning on getting to this very soon tho

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Probably today

errant smelt
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take all the time you need

main arch
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fixed the two major bugs in talisman now :D

tawdry arch
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when will you fix the major talisman in my bugs though

main arch
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m o'clock

weak root
#

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

errant smelt
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they would if we were using a good luajit version

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unfortunately we are not

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there is no solution that doesnt involve replacing the existing lua binaries

halcyon radish
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wait is there a luajit that supports mixed types for those?

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from what i was able to find every result just said "relational metamethods do not support mixed types"

errant smelt
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like a month ago i tried on latest commit and it worked so

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i assume so

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it's not impossible that i didn't remember correctly

main arch
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ngl i wouldn't even mind making people update luajit to do this

errant smelt
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could also just bundle it into talisman and install it automatically

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would be a lot better than making people compile love2d themselves

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love does use it's own fork of luajit right

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idk ive never touched it

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i guess

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so it's not modified or anything

vocal maple
#

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```
halcyon radish
#

that depends on how scoping works in lua

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what i‘ve seen in other mods is uh

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declaring to_big as to_big or function…

main arch
#

yeah using if not to_big then is more standard

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Talisman also works without Steamodded, so on the off-chance it's installed that way, this could fail

halcyon radish
#

oh does if not create a new scope

main arch
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nope it uses global scope

halcyon radish
#

ah yes it appears i am learning lua the hard way (looking at balatro mod code ioa)

errant smelt
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i mean it does create a new scope in that local variables inside an if block are local to that if block

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it just inherits from its parent scope and shares the global environment

chilly vale
#

We need a Talisman wiki so I know what needs to be to_big is it just comparisons?

errant smelt
#

operations like addition and multiplication don't need to_big

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comparisons do however

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so yes

fast sentinel
#

where do i even find 2.0.0 beta8 of talisman

shut topaz
fast sentinel
#

turns out talisman just conflicts with amm from the dimserene mod pack so i cant use cryptid

hot axle
muted shoal
#

does anyone know how the mult works with talisman? i'm wanting to make my numbers work with talisman

errant smelt
# muted shoal does anyone know how the mult works with talisman? i'm wanting to make my number...

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
muted shoal
#

would i need to set one of those up and put it in place of a?

errant smelt
muted shoal
#

ahh ok

errant smelt
#

to_big = to_big or function(a) return a end would be something you'd put at the top of your code though

muted shoal
#

and to_big is what's used for comparison right

errant smelt
#

naw that converts classical numbers into talisman numbers

muted shoal
#

i meant conversion oops

errant smelt
#

then yes

muted shoal
#

so since the conversion code is up there at the top, does that mean every number used below will be detected by talisman now?

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i'm asking because i'll need to fix things if that breaks something

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also sorry if these are like OBVIOUS questions to you
im pretty new to these things

fervent sentinel
#

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

muted shoal
#

sorry for delay i was busy let me look at this

muted shoal
coarse vessel
#

if you add the last code block it works without talisman

muted shoal
#

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)

sweet basin
#

Is the bug with talisman glitching out the savefile when uninstalled fixed?

main arch
#

Yes

fathom musk
#

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

main arch
#

ye

fathom musk
#

thx 👍

coarse vessel
#

is tonumber(to_big(1)) supposed to be nil?

errant smelt
#

__tonumber isn't a metamethod iirc

main arch
#

Should be to_big(1):to_number()

errant smelt
#

afaik that function is exclusively for string>number coercion

restive cobalt
#

of the mods (Talisman is 2.1.0 dev), anyone know which one is incompatable?

#

nvm, I may have found it

coarse vessel
errant smelt
#

make your own shorthand than

coarse vessel
#

mine was type(val) == number and val or val:to_number()

errant smelt
#

to_big(val):to_number() works

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although obviously slower

main arch
#

Probably worth adding a function for that

coarse vessel
#

evil to_big

errant smelt
#

we could also hook tonumber

restive cobalt
glossy stream
#

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)

coarse vessel
#

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?

glossy stream
#

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

vivid seal
#

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)

errant smelt
#

one of your mods isnt compatible with talisman

slate aspen
#

@main arch
Can we have a release version of talisman that isnt incompatible with the latest steamodded pretty please 🙏🏻
(See #1336746173008056320 message)

main arch
#

You’re right, 2.1 is probably stable enough to get a release lol

tired sierra
#

im having some issues with the mod

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with cryptid mod it crashes as soon as i get into round 1

oak creek
#

is there a way to like not disable scoring animations

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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

errant smelt
oak creek
#

they are compatible?

errant smelt
#

they're compatible

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talisman does not save incompatible data anymore

oak creek
#

should probably update the description to say that

oak creek
#

is the bmm version of the mod like outdated or something

errant smelt
#

wdym it doesn't work

oak creek
#

like animations are just disabled

errant smelt
#

what else do u have installed

oak creek
#

wow im stupid i forgot i reinstalled saturn and that like also does that

#

my bad

cinder horizon
#

Is the 2.1.0 version somewhere in this discussion? Can't find it on github

fervent sentinel
#

does to_number() automatically cap at e308 or would we need to do math.min to it to avoid overflow?

restive cobalt
#

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

errant smelt
#

... insurance?

#

is that some modded thing

fervent sentinel
#

you mean interest?

shut topaz
#

Me when I insure my Balatro run (I’m getting a million dollar settlement because lucky cards didn’t trigger enough)

main arch
#

Will probably do it along with Cryptid refactor merge since that’s around the corner

slate aspen
#

I'm assuming you dont want cryptid and talisman to get mismatched?

main arch
#

Yeah

slate aspen
#

Unfortunate and understandable

#

How long till cryptid refactor, realistically?

main arch
#

Within 3 days

slate aspen
#

Looking forward to it 😎

coral pulsar
#

Thanks for releasing both simultaneously, it'll hopefully cut down on the number of people reporting the same problems in #⚙・modding-general !

main arch
#

hoping now that everything is in sync there'll be way less of that period :)

slate aspen
#

WOOO talisman 2.1 is out

carmine girder
#

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

fervent sentinel
#

just to check, it's not nested, right? that is, you have Mods/Talisman/talisman.lua and not Mods/Talisman/Talisman/talisman.lua

carmine girder
#

It's Mods/Talisman/talisman.lua, yeah

errant smelt
#

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

oak creek
#

does talisman still not save scores to profile

#

im not trusting the readme because its outdated

coarse vessel
#

Yes

#

There was a bug for a bit where it did but it was fixed

restive cobalt
stone pike
#

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!

main arch
#

agreed

muted shoal
#

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?

fervent sentinel
#

that's an odd result
what did you try doing?

muted shoal
#

which is later used in this mult difference storing function

#

and also in this joker (check the context)

main arch
main arch
muted shoal
muted shoal
muted shoal
fervent sentinel
muted shoal
#

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?

muted shoal
tawdry arch
#

you have {} instead of () in one place there

muted shoal
#

oh shoot

main arch
#

looks good with what aure said

#

and since you define to_big yourself it's a compatibility, not a dependency

muted shoal
#

right okay

muted shoal
#

oh wait main context i got it

tawdry arch
#

you did it the wrong way around

#

to_big{card.ability.extra.mult} is incorrect

#

it needs to be ()

muted shoal
#

wait NOW im confused

#

why not that for the chips then?

#

or card.ability.extra.chips i mean

fervent sentinel
#

you don't want to use curly braces for either of those

tawdry arch
muted shoal
#

ohhhhhhhhhhh

tawdry arch
#

instead of fixing the mult, you unfixed the chips

muted shoal
#

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?

tawdry arch
#

mhm

muted shoal
muted shoal
#

i'm assuming the T here is of Talisman, what's the fix here?

obtuse dock
#

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?

fervent sentinel
#

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

obtuse dock
hot axle
#

At this point I think it's better to strip the skipping animation out as its own mod

obtuse dock
#

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.

obtuse dock
#

Working fine with only Galdur, Talisman and Crpytid. Guess I can't combine everything 🥲

coral pulsar
# obtuse dock

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

obtuse dock
oak sorrel
#

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

main arch
#

It does look like it would say -1e3 > -1e2, which is wrong

#

First bug people have found with bignum and not omeganum lol

slender fox
#

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

main arch
#

Could you send me the crash log?

slender fox
#

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

coarse vessel
#

This is the vanilla crash handler. The one with more info is a part of smods

slender fox
strong saffron
#

(used jokerhub to immediately get director's cut through it's deck)

strong saffron
#

doesn't happen on 2.0.2 btw

merry bridge
#

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 🙂

shell wyvern
#

can we make a workaround so bunco is compatible with talisman

errant smelt
#

up to the bunco dev

shell wyvern
#

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

coarse vessel
#

Or bunco just checks for talismans presence

#

You can try switching talisman to vanilla numbers that should probably work

visual nebula
#

Taliswoman

#

Taliswoman

#

What

#

Wow a glitch

fervent sentinel
#

this is very much fixable on bunco's end
idk why it hasn't been done

strong saffron
peak plume
#

it crashes on finish loading the game

#

pls help

sweet basin
peak plume
#

do i have to rename it back to talisman or can i just leave it there

sweet basin
#

rename it to talisman yea

peak plume
#

it's the same crash still i think

sweet basin
#

Send it anyway?

peak plume
#

k

sweet basin
#

Can you show your mod list?

peak plume
sweet basin
#

Can you show the content of "steamodded_metadata" in Talisman?

peak plume
sweet basin
#

Wow, that shouldnt look like that

peak plume
sweet basin
#

Oh it does actually when I check the github, thought it was the header data

#

What's your version of lovely btw

peak plume
sweet basin
#

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?

peak plume
#

i had just talisman on for this one

sweet basin
#

Is your Talisman mod folder nested?

peak plume
#

as in talisman file in talisman file?

sweet basin
#

Yea like Mods/Talisman/Talisman

peak plume
#

aught

#

we gud now

#

ty

#

anyway imma try to shove my mods back in

slate drift
#

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

fervent sentinel
#

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

main arch
#

agreed

drowsy bay
#

Maybe a slider for the changeover point could work, with either extreme end acting as the current toggle?

errant smelt
#

we're too broke for sliders in UI

shell wyvern
#

no budget left for sliders

zealous quartz
#

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

lilac junco
#

Talisman crashes game on newest steammodded

#

it happens whenever you select a card

fervent sentinel
#

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

GitHub

Wrapped a bunch of money and hand level stuff in to_big() and couldn't find a way to make it crash with or without Talisman. Some of this could probably stand to be done more elegantly but ...

fervent sentinel
#

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

sweet basin
drowsy bay
#

And yet they call me mad for talking to myaelf!

hot axle
#

Who's myaelf

fervent sentinel
#

you know, your aelf

muted shoal
#

you dont have an aelf?

tawdry arch
#

i have a house aelf

muted shoal
#

oh sick

charred lark
#

can someone help me? why do i have level 0? thanks.

main arch
winter elk
#

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

coral barn
#

Oops! The game crashed:
main.lua:5813: attempt to compare number with table
出现报错信息

#

An error message appears

muted shoal
errant smelt
#

real ones knew how to do this already

#

(only me) (nobody else knew)

coarse vessel
#

Like you said only real ones

errant smelt
#

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

errant smelt
#

mfw

#

(it's okay i doubt it's been accomplished) (that needs to go anyways)

delicate shore
#

Talisman won't skip reserved parking animations

delicate shore
#

talisman flickers screen when play hand is pressed

lusty geyser
#

Talisman!

wicked thorn
#

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?

strong saffron
errant smelt
#

naw

errant smelt
# delicate shore

happens when calculation takes like more than 1/60th of a second iirc

#

calculation screen pops up and immediately disappears since calculation finished

wicked thorn
#

is it Jens almanac? I tried to get it a few weeks ago, didn't run idk why, might try again

strong saffron
#

and won't be for a while more

#

faq in jen's server said something like late June/august

wicked thorn
#

ah, so.... how can i still play it? ill just ask in the appropriate server

#

ah nvrm, saw the faq, ain't available currently

strong saffron
#

...I can pass the file if you want

main arch
#

Apparently Talisman affects seeded RNG

#

idk why that is lol

sweet basin
#

big num seed balatrojoker

azure merlin
azure merlin
#

is there a way to fix it?

errant smelt
azure merlin
#

thank you so much

#

it pained me whenever i had a larger hand

errant smelt
#

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

azure merlin
#

yea, its better than having to wait for the card shaking

errant smelt
azure merlin
#

oh?

errant smelt
#

i didn't watch the video mb

azure merlin
#

nah, i dont blame you

errant smelt
#

do u have nopeus or saturn installed? idk if they're related

azure merlin
#

i uninstalled saturn

#

but i dont have nopeus

#

should i try an older version of talisman

errant smelt
#

idk im looking rn and as long as you have talisman scoring animations off the cards shouldn't be shaking

azure merlin
#

yea, and thats whats confuing me

#

like, who invited the shaking part

#

im gonna quickly try an older version

errant smelt
#

it's probably a different mod doing some weird stuff that gets around talisman

azure merlin
#

ill check if its somehow my mod

#

do you think it could be the brainstorm mod

errant smelt
#

probably not

#

what other mods do u have

azure merlin
#

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

errant smelt
#

i can only imagine it being handy somehow

#

can you send me your talisman config file

azure merlin
#

sure, 1s

errant smelt
#

damn

#

idk what's going on

azure merlin
#

im gonna try turning off handy

errant smelt
#

ping mathisfun if u can't figure it out

azure merlin
#

even tho, as the name says, it is quite handy

errant smelt
#

i gtg

azure merlin
#

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.

azure merlin
#

okay

#

i thought i had mine fully updated

wet warren
main arch
#

Agreed

final dragon
#

no other mods besides cryptid

leaden steppe
#

hello, is there any way to remove the seal on the card shown in the main menu when the mod is turned on?

shut topaz
steady cloud
#

Happens when selecting a card, any ideas ?

jaunty bramble
peak plume
#

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

sweet basin
#

Isn't Talisman included in Jen's modpack?

peak plume
#

maybe?

#

it's crashing because of an entirely different bug from debug plus

fervent sentinel
#

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

leaden steppe
shy spire
#

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
}

scenic basin
#

-# ...what is this for? That's an odd return.

shy spire
#

the Joker gains X mult so I'm just showing the new value

shy spire
sterile patrol
#

Does omeganum mean I broke the limit?

wintry forge
#

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

visual nebula
#

Omg this place is so dead

coarse vessel
#

got it rerolling a shop

#

weird seems like it's not a valid value

unreal plinth
#

if i set the scoring limit to anything but Vanilla the game crashes

#

as soon as i select a card

stiff beacon
unreal plinth
coarse vessel
#

getting a hard crash when selecting a card with the latest talisman

#

and these mods present

#

(and the soup mod)

fervent sentinel
#

-# why are you buying mods at the soup store

unreal plinth
coarse vessel
#

Good to know but it should still be fixed

coral pulsar
#

@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

coarse vessel
#

eval G.PROFILES[G.SETTINGS.profile].career_stats.c_dollars_earned = 0 "fixes" it

nocturne ice
#

It's annoying but people figure it out eventually

coral pulsar
# nocturne ice Windows likes to do that by default, and to be fair it's the same thing as the c...

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

nocturne ice
#

I thought you just meant it was nested

fervent sentinel
#

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

fervent sentinel
#

toot (supposedly)

tacit orbit
#

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

fossil barn
#

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

prime harness
#

for some reason, turning on scoring animations cause no money to be gained on cash out

fervent sentinel
#

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

royal saffron
#

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

prime harness
#

the new currency only gets added at the end of a boss blind, so I’m not sure why it’d affect every blind

visual nebula
#

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

prime harness
#

Paya's Terrible Additions

#

there's a few things you can get with it

visual nebula
#

huh

#

I always wanted a new currency

#

For funi

prime harness
#

it only hands it to you when you complete a boss blind

visual nebula
#

Cool a hard currency

#

Like keys

#

From subway surfers

prime harness
#

No not 1 per boss

#

It’s like 5

plucky berry
restive cobalt
feral tundra
#

.

slate drift
#

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

coral pulsar
#

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

night coyote
#

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

fervent sentinel
#

two of them

slate drift
#

if i could know that still thatd be great

eternal patio
#

anyone alive in here?

muted shoal
#

no we were all stuffed into suits

eternal patio
stiff temple
#

Does anyone know how to fix this error? I would greatly appreciate it.

scenic basin
#

-# Rule 4, buddy.

wintry forge
wet warren
#

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)

wintry forge
#

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

fervent sentinel
#

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?

quasi lion
#

would it be possible to allow talisman to make the game not crash when having over e308 joker / consumable slots

errant smelt
#

why would you need more than 1e308 joker/consumable slots

quasi lion
fervent sentinel
#

at the very least have it clamp instead of crash, right?

quasi lion
#

that would be useful

errant smelt
#

thats on whoever is making the mod that affects joker slots

coarse vessel
#

the game shouldn't crash if you get more than e308 joker slots

quasi lion
#

it does though

coarse vessel
#

send crash

quasi lion
coarse vessel
#

Well I don't think the joker count is supposed to be a big num

quasi lion
#

yeah i get that

hearty raven
#

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

midnight trench
#

try uninstalling Cartomancer

hearty raven
#

thats really bad because i have 159 jokers and cannot manage them at all without cartomancer

#

also it still crashes so

midnight trench
#

then it might be an issue with saturn

#

or an outdated talisman version, are you on 2.3?

wraith stratus
#

i'm on 2.3.1

#

and its fine to me

dark hemlock
#

There seems to be a bug causing saves to disappear, as well as another bug where mayhem doesn't recognize Omeganum being on

flint pollen
#

latest talisman, omega and vanilla works fine but bignum causes crash upon clicking on cards

stoic galleon
#

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

gusty olive
#

I'm also having a small bug with talisman! Its something about E_Manager??

wet warren
#

too many Es, manager decided to resign drspec2Whyyy

midnight trench
#

doesn't happen when I disable talisman so it's absolutely a talisman bug

fervent marsh
#

there's probably a mod conflict

midnight trench
#

yeah

#

fantom has a mod conflict with talisman

fervent marsh
#

I don't think Fantom's Preview can handle bignum

fervent sentinel
#

new smods release has added more comparisons that need to be to_big'd, it looks like

stone pike
#

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.

fervent marsh
#

flame cap patch had been broken for a while
should be fixed in v2.4

summer iron
#

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)

fervent marsh
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I don't think dollars eval uses bignum

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like, never seen any mods do that
dollars gained/lost per eval is capped at e308

summer iron
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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.

fervent marsh
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the comparison order is important

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most bignum errors are attempt to compare number with table

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yours is attempt to compare table with number

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which means dollars eval must not use bignum

summer iron
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I assume that is because amt is returning as a table, is that something i can fix on the editions side?

fervent marsh
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just wrap stuff inside to_number

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it's the reverse operation of to_big, mainly used for converting bignum dollars to normal numbers to put inside ease_dollars

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Talisman only makes your dollars count bignum, not ease_dollars' parameter

summer iron
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That seemed to work, thanks.

gusty olive
warm pulsar
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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"])```
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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)

acoustic ginkgo
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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

fervent marsh
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the code looks good tho
introducing is_big is a huge and viable change

merry dagger
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I'd like to test the fork out, but I don't really know what to test it with

fervent marsh
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do 5000 retriggers and compare

merry dagger
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I mean the whole compatibility thing; not really sure which mods haven't been designed with Talisman in mind

trail axle
fervent marsh
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uh, what

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the icon file at 2x should not be missing or corrupt, check it on your side

urban wigeon
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everytime i play a hand, it doesnt score

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like i play a flush or anything and it js gives me a 0

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found the issue, had an old version of the save rewinder mod