#Dimserene's Modpacks Manager v1.13.2
1 messages · Page 8 of 1
roblox studio is just the main thing most people want to know about when they search up "lua tutorial"
videos featuring it probably get boosted
100 reasons why you should learn lua:
- roblox studio
- wikipedia advanced editing
... - sike. not balatro
I don't care about any of the above if you ask me
Nah you learn lua for Hades 2
thats the third
really ? I Don't know if one can mod Hades
I guess every game has it modding community
everything can be modded if you try hard enough
I'm pretty sure hades 2 is similar to balatro in that you can just unzip it
It's actually 70 mods now, but I don't know if I should count "Crashing" mod as one...
I am thinking about scrap the current Fine-tuned Pack completely, then somehow make a better version of it
But it will have to happen in the future
I (asked ChatGPT politely to) write a simple python script to crop atlases into individual pieces
It will accept a folder of images, crop them into desired width by height, and output them into folders named by original image names
For cards it should be 71x95 (1x) or 142x190 (2x)
what is the purpose of this script
For stuff like this
https://docs.google.com/spreadsheets/d/1nnOYW0LqsbjIYlJP6hwjTRqVuqc0Mv8wWAdqXomBlbk/
So I won't need to crop them manually using mspaint
That was for moon base Joker in SDM_0's Stuff
It was a cool side project I did so I am interested in polishing the process
While this one achieves the opposite, it takes a bunch of images that are the same sizes and put together an atlas
So I recloned and got this random crash when antimatter deck
think it may have just been antimatter being antimatter
I'd suggest using the undiscovered quote (und_j_lobc_child_galaxy iirc) instead of the silly quips in the file
Oh in the localization/default.lua?
yes
oh god why is none of that centered
Well exes are just zip files, so I guess it depends on the engine and if they encrypt/encode the assets
i played this for a very brief amount of time, like a single hour long run actually
in my opinion most of the things in the fine tuned pack are pretty cool, but i wasnt really a fan of the dvd logo and joker cursor, those kinda felt like meme additions somewhat? less so with the cursor but the dvd is a strange choice to put in here
its also unfortunate that the blackjack and d6 joker mods included in here have their own issues. for blackjack, i felt like the planets and new hand types really did a number on the planet system of the game, just polluting the pool a ton with all these extra hand types and associated planets, not to mention that the art for the planet cards is really sub-par, i have to be honest
d6 jokers i can forgive more easily tbh, i have read that the fool textures on the tarot cards is a bug of some sort? which is unfortunate. i feel however that it suffers the same problem as blackjack hands when it comes to polluting the pool, it adds like 5-ish new tarots for a certain archetype of modded jokers which absolutely are not going to come into play every run, like youre not gonna have a d6 joker that actually could benefit from those tarots, so in situations like that, its definitely tarot pool bloat. otherwise, if the bloat issue and the fool texture stuff were corrected it would certainly be a worthy addition to the pack without causing issues
blackjack hands in my opinion should go down a similar path to what the bunco mod did. the bunco mod had its own unique hand types along with associated jokers, the spectrum hands, but the kicker with it is that it did not pollute the pools at all, because all that spectrum content only appeared once youve played a spectrum hand at least once in the run. the blackjack hands could definitely use this approach, its just a lot more careful and concise approach versus injecting all these planet cards into the pool that you won't use. also i have issue with it sometimes messing up high cards with its new natural hand type, but i dont think ive played enough to truly measure if it will ever be an actual tangible issue during gameplay.
Btw each of these mods have their own thread
that all being said, i am aware you can enable and disable certain mods in the pack so its no problem at all
yeah i was kind of like writing down my thoughts with them and how they interacted with the other mods in the pack at a glance, how cohesive it was
i was just about to write down that this blackjack review should be put there as well
you are the author of that mod right?
Correct
I’m not really planning on making a major update on it since it was made a while ago (like a few months but still)
I'd be curious @honest glacier if you'd be interested in trying out my own modpack and giving your thoughts. It's not likely to change at all based on it, full disclosure, being simply the mods I personally play with, but I'm still curious on your thoughts
i used to review mods in a bit of detail for another game, so id be really happy to give you some of my own thoughts on your pack! it would take a bit more playing for like a review thats actually worth writing as like, a genuine piece i guess? but i wouldnt mind having a look at it at all
thats a bit sad then, is it kind of like you were just bored with it or felt it was complete? i do not know of what other player's opinions are on it but im almost certain that approaching it like how bunco's spectrum hand types were modded into the game would be a good move. that being said, modding is supposed to be a fun hobby after all so im not attempting to put pressure on it at all. just that if you wanna pick it back up i guess, it would be worth at least considering.
ive got no vitriol towards your efforts either, just constructive criticism is all even if its a little harsh.
Ayy, nice. Here it is :3 The most recent release is linked just a couple posts back
https://discord.com/channels/1116389027176787968/1267720426109272135
Thank you, and no need to be particularly in depth or anything.
I see your point and I suppose I could hide some hands but Blackjack, Blackjack Three, and Natural have odd requirements which would be hard to guess if they weren’t listed on the hand list
I mean, adding up to 21 is pretty easy to guess. The rest is experimentation imo
yeah thats somewhat of an issue with the spectrum hands but it was still somewhat cool to attempt to 'guess' what the mysterious remaining hands were
could always look into an info sheet of the mod, there have been times where i was confused on something and just read the provided info on the mod a lot more thoroughly
I can probably modify the planet pool to not have the hands show up until played even though the hands are visible in the hand menu
Which seems like a good solution for everyone
that is definitely a better idea i think yeah
Plus, blackjack 3 kinda has a secret hand vibe anyway
yeah that's probabky a good solution
I can probs push that some point today
i have to admit, im definitely in the ballpark of 'the game has to be balanced like vanilla!' so thats why i might have a problem with the planet card stuff even if other people dont really feel like it? i wouldnt know
thanks for listening, i appreciate it
No problem, I love feedback
Thanks for the feedback too
Regarding all these , I think a poll towards above mentioned mods might be a good idea
I think the solution might be a configurable install process. Would still be possible in just bash or batch scripting, but I'm trying to figure out a way to make it user friendly
you can always disable mods using that mod list menu in-game, so there's no real rush to changing anything probably. but a poll is generally always a pretty good idea when trying to decide on something
id have to play for longer to give better thoughts on how the whole modpack functions as a cohesive experience but id say right now that i did have a good amount of enjoyment with that run i did.
that is true, though the in-game menu also needs some improvements imo. It's a bit clunky with so many mods
That's an issue for the steamodded thread though ofc
yes, returning you back to page 1 after viewing a mod description is a bit annoying
yea
What does Aurinko do?
Add editions to planet cards
Oh also there seems to be imcomp between bunco and auirnko with how they handle planet card editions
Bunco has the tags they do, while aurinko does it like tarots-dx does where the editions are applied to the hand's base score
I agree with DVD, it's way too distracting when you try to read something or think.
if you look at the most recent messages in that thread you'll see the problem I found
Something, we're presuming bunco, is making the hand score applied by auirnko not function correctly
someone ctually using this pack should test to make sure. Use debugplus to spawn a bunch of celestial packs and watch the hand base scores closely, see if they're working right
Maybe we should remove aurinko altogether if the problem cannot be resolved
what exactly is the issue with it?
no but what is the issue
Ahhh uhhh lemme find it again
Wdym by “should happen”?
Left is the mod and right is what should be done
Basically the way Bunco does it from my understanding is that it applies an edition and creates a tag through it's own "invasive" code rather then the way Tarot DX / Aurinko do it and the way it works clashes with each other
No, I know what jen has said is the reason, but what is the actual bug
because when I read the bunco and aurinko code I can't see at all how they would conflict with each other
other than aurinko setting a new edition after bunco
I tested it, sometimes it subtracts chip rather than adds
It could still be some other mod I have installed (somehow?). That's why someone actually using this pack should try what I did
yep, same issue
plus other inconsistencies
And sometimes the game applied "base edition" which still shows the editioned animation (shakes and sfx) but no real edition gets applied
Thus one should definitely be bunco tho, I paired it with DX-Tarots it's still happening
I don't think this is actually able to be fixed
it's an issue with calling multiple set_editions on the same card
if the first call sets an edition, and the second one selects base, it'll count as removing an edition and shake
maybe it can be fixed with an event
But who's gonna fix it, it's classic nobody is wrong but the end result is ehh
I mean on the back end side
with the weird subtraction thing though, I can't see how that is possibly the fault of bunco
I think it's aurinko, there's no such problem with DX-Tarots
@silver oriole Letting you know I just did the restructuring on JokerEvolution
You mean, on my end?
I see the three mods all tried to apply the same thing: make planet cards editioned
But their approach is quite different
it might be possible to fix it internally on smods
I'll do some testing though and see if I can figure out the cause
I also thought that it might be cool to have a toggle to choose from which method to be applied
If it's possible that is
Contact mod folder is nested?
like..just..in the mods folder? with everything? or am i being dumb (very likely)
Inside Contracts
i dont think so?
i go inside and it looks like just
the mod's data and whatnot
looks right?
Is this your first time installing this pack
yes
Ok if you remove contracts mod, and then try again ?
I can't for the life of me recreate this negative chips on editioned planets bug
I get it being applied twice due to aurinko and DXTarots though
I did it by only aurinko, bunco & debug plus
Better set ante to like, 50+ or something
MAybe tarots dx somehow fixes it
trying now wiht just aurinko and bunco
I probably went through like 25 mega celestial packs and only noticed the subtracting bug like 5 times, so it's pretty intermittent
yep (I think)
but it's easy to miss and I'm not sure it always does
so I was just checking the hand values after every card
Also I think I noticed more problems with the holographic cards, where sometimes they would not do anything, and sometimes they would subtract chips, of all things
I suspect it might have something to do with the previous edition being overwritten
like it might read the edition being removed as a debbuff to the hand
what other mods are you using?
can I ask what settings you run on nopeus?
8x currently, nothing at all extreme
uhhhh
that looks like something wrong with the planet itself
I've been through this many and not had the issue once
What would be causing it though? Dim's only testing with bunco, aurinko, and debug plus
like you still get the 50 chips in that video
you arent getting the 30 chips from the planet
I definitely had times where the opposite happened. I got the mult from the planet but not the holo edition
It was from 7 to 10 instead of to 20 for instance
or to 17
The display was going to fast for me to see if it reflected tht, but that's what the hand showed in the menu
Also, there's the subtraction
hmmm, let me try just bunco and aurinko
oooo I've got it
right
let's have a look
OH
this is just an aurinko bug
there we go, reported it in the thread. If Jen still wants to ignore it they are more than welcome to
now I should get back to work with my own dev stuff
I actually kinda disagree on the blackjack thing. Does it pollute the pool? Yeah, kinda, but i'd argue it kind of adds an extra layer of strategy, since there are cards like the Telescope voucher, Planet Merchant/Tycoon, Double Planet Voucher (Betma's), Solar System (Betma's), etc etc. Balatro's planets, on base, are like 1 in 9 for the hand you've been spec'ing into, so the idea of 'trash planets' isn't something new to the game. I guess I'm kinda biased since I play the Everything pack, which allows Cryptid to introduce the suit planets that level up 3 hands at once.
As for D6 Jokers? Yeah I kinda delete them out of principle. It really seems like it just wasn't finished - the consumables are tarots/spectrals which can muddy those pools, even despite having their own sets of boosters, and the jokers really feel so out of place, I feel like it should be its own card type. Dim's voting to recategorize, but I say it should be removed until more work is done on it.
oh wow thats old. sorry
yeah i can see how if you have methods to get exactly the planets you want much more easily, planet pollution is not as big of an issue
id have to play more i think to get a proper feel, but im only on the fine tuned pack which doesnt have cryptid included
its kind of like, yeah i think it would be cool if you only had blackjack and another handful of mods, the point of it would be like, you are installing blackjack hands to PLAY with blackjack hands so its not as big of an issue, but within a modpack thats kinda supposed to be a hand-picked blend of mods, the blackjack planets seem very persistent to show up compared to the other content
i think thats just the nature of modpacks in a way
d6 jokers are also actively in a demo/concepting stage which is why the fool card stuff is like that.
D6 Jokers itself was rushed into demo state.
i really really like d6 jokers as a concept, just need to leave it to cook in the oven for a bit longer
right side of my game was a wall of text then it crashed to this
Some mods just don't play very well with other mods, and I'm not referring to bugs or compat issues. Just the base design of mods not playing well when other content mods are added on. D6 Jokers is intended and designed as a mod where you directly interact with D6 Jokers as a mechanic, but this does not work very well with 60 other mods (majority being content additions) making it much more difficult to get any of the pieces for said mechanic. A few other mods also come to mind as mods that don't work as well in a modpack setting (LobCorp is like D6 Jokers in the sense that they have special mechanics for their jokers, most have some downsides that once you notice you'd never really want to buy them again. Cryptid kinda just ruins the whole modpack for me imo, although it's meant to be unbalanced majority of everything is so good that there's really no point in buying other stuff unless it keeps up or can keep up; the other joker additions mods might as well be deleted when Cryptid is installed).
I don't know very much about the current state of the modpack though, I haven't played it in a bit.
Was this right when you went to the main menu? A quick look seems like it might've been something with Bunco's unlocks.
I fixed this I think, this happened because I was checking a table that didn't exist in the menu
I agree with this, and I think the mods that don't play well with others like Lobcorp or D6 should still be included in Extreme, that's what I thought the purpose of the Extreme pack was, but, probably not for Fine Tuned, and, agree with Cryptid getting sidelined into an addon-pack thing unless a balance toggle is actually made.
Half the fun of modded balatro is the stupid stuff you can do so removing Cryptid entirely is a bit :|
I want to give my grain of salt onto Cryptid. For me the mod feels like a community-driven modpack of its own, it's been shown that now the majority of Cryptid additions recently has been achieved by other people, each bundled into one mod (m jokers, code cards etc...). Some people might think the more content the better the modpack, but if you install a modpack just to play Cryptid stuff then what's the point?
I wonder, from every mod of this modpack, how much percentage Cryptid takes on the total percentage of the modpack's content
We can get those stats, it just requires another mod to make a file dumping joker purchases.
Wait wrong thing
In content, probably around 15-25%, in viability, 90%.
I'm not dissing on Cryptid btw, the mod on its own is amazing.
Thought you were asking about mow many people buy Cryptid jokers (although that itself would be fun to collect and look at).
Cyptid isn't that big in terms of joker count I think
this is the problem with designing a mod pack to just have as many mods as possible, and why I don't like the wording "fine-tuned"
and therin lies the problem with using it alongside other mods as-is
whuch is why I don't personally use it
Betmma and TWEWJ beats all mods in the Joker/Voucher count.
Omw to make 120 dummy jokers 🫡
I am looking forward to the 'balanced' ersion though, there's a lot of cool shit in Cryptid
Cryptid is going to make a balanced version?
Hopefully, but it does depend on the demand.
Cryptid has 88 jokers lol
yeah I plan on starting tomorrow
i would enjoy a balanced cryptid variant a lot. i liked it mainly for the huge amount of stakes it added, but in practice, i could do 66% of the new stakes blindfolded with how easy it was for a joker that instantly wins the game to suddenly appear lmao
Send me a message if you make a fork or whatever and want someone else to take a bit of the workload.
I am very surprised by how many ppl voted
Also I am probably removing aurinko altogether since the mod tend to give strange interactions
Or mods could just be updated to work around Aurinko
Considering that is kind of its design premise…
The priceless is a big in the mod. Check the old aurinko thread
Ermel tracked it down
I adore the design elegance of aurinko though
Hopefully Jen will fix it then. Apparently it doesn't. even have to do with mod interaction from what I can understand
Any other mods that add similar effects (DX Tarots, Bunco) could just check if Aurinko is active
As I said that's not the issue
And bunco"s adding an edition check anyway. Which will fix a couple minor things that aren't the actual problem
Which is the bug in applying the hand score changes, which is a bug in aurinko itself, and if I read what Ermel said correctly doesn't even require another mod to be active at all
- Aurinko
- (Supposedly) should work with all editions as long as it has any calculations towards chips and mults, but for now it seems like it doesn't apply modded editions like glitter
- The higher the ante it gets, the possibility of editions gets higher
-
DX-tarots
Has native custom modded support -
Bunco
- Editions give tags that affects next hand
- Intrusive custom edition system?
It's not an incompat issue
Welp, guess @restive nexus has to do some fixing then
Idk maybe I'm wrong but Ermel seems to know what their talking about and I think I understand every they said
And the double apply editions thingy still needs to be sorted
what is it doing?
the reason why bunco's glitter doesn't apply is because its variable is Xchips (its implementation of multiplicative chips), not x_chips (talisman's implementation of multiplicative chips) which is implemented natively
but firch could fix it by adding an aurinko variable to the edition's config table, which is a function
Also other mods use a different Xchips from Talisman
It's not that. Look what Ermel says in the old aurinko thread
I’ve noticed for a while that joker Xchips are applied twice for some reason
Firch said they'd add an edition check before adding. Jen can too
another thing is that aurinko applies the opposite effect of editions in the event hands are somehow leveled down by a card with an edition, which is an intentional design choice
Yes, but it also triggers if you use the same planet card after using an esitioned one. Pretty sure that's what Ermel found. They explain it in more detail
i don't follow what you mean.
and after using the normal one:
I'm just going on what Ermel said. I'm not at my PC or else I'd see if I coins reproduce with only aurinko. Seems like they were able to even if they got the exact pre-reqs wrong
Does it still work of you don't play the flush in between?
If you just use the plenets back to back on the ship acreen
I'll do some more testing later, because it seems like they were able to reproduce the odd behavior without additional mods
@urban wharf do you know why Jen wasn't able to reproduce it? Seems like he did what you said
Maybe using then from within a pack somehow screws things up? Because that's how we've all been testing. Spawning a bunch of celestial packs
Idk how that'd work though
Hey, I seem to have extra 1's on most of my numbers. could I ask which mod is doing this?
I had to reinstall all the mods and that happened to me to
nope, it's still working as expected
@woeful echo @cloud grail you both updated to latest update?
You mean, it is your first time using the modpack ?
Yes
I have this too
Fascinating
I attempted to update. It still gives me the issue
A second update may have fixed it?
I tried replacing everything and i have a few missing mods
Did you not use the script? Downloading with the code button doesn't work
(Script or git clone it including the submodiles)
(Basically whatever dim days to do in his instructions. I've never actually downloaded the pack myself)
I used the setup script first. Then I tried using the update script after finding the error.
Now I have a fresh setup and the error is back
New steamodded issue then?
Don't disable them, remove them
Well, I replaced the Steamodded, and it changed back
What do you mean by replace
I had the steamodded folder from when I had other mods. I had my modpack backed up somewhere else
That seems to have done it
Um it's not Steamodded itself
Having only your smods installed doesnt produce the problem
for me
Reinstalling all the mods again reproduces the problem
Then replacing the smod then fixes the problem
So the newer version of smodded is making a mod break?
The one Im using now is the 1.0.0
Can you try only smods and score improvements ?
Any that work for this mod pack would be some revision of 1.0
I'm having this bug too. It seems to only be visual.
I believe that SMODS was taking some if not all of the display payches from ScoreImprovements so that might have caused incompatibilities. Its too late tonight but I'll see about fixing smods compat
Ive been quite busy the past week and haven't really messed with stuff much
Still not sure about how you seen to take Jen's perspective as given in how you word these things. Maybe he's right and it's all mod compatibility, and also the responsibility of the other mods (ie Jen is not the one breaking things) but it's still very much in question imo. I definitely wanna test it alone some myself and hear from Ermel again
which mod is adding a 1 in every number
Removed from all:
📀 DVD
🖱 JCursor
Removed from Fine-tuned:
Blackjack Hands
Added to Test add-on Aug2024:
🔫 Shoot the Jimbo
🃏 Collector's Cards
Remove score improvements for now
(67 mods) Dimserene's Modpacks (SMODS 1.0.0)
I believe you can just dleete the display.toml from score improvements and it should work
thank you
What does that patch supposed to patch
It patches the number display
I think what's happening I'd I'm storing the sign as a number for positive and negative and smods is using it as a strinf and adding it and what's happening is its rendering my number instead of its string
Because were both patching the same function
i tried the crazy version , i expected broken stuff, very powerful jokers and cards, i got very weird things, very silly mods, and who knows why there was a 1 in front of every numbers
It's full version
tho it seem i have a 1 in front of every number even on other versions, is there a way to remove this feature? not that i don't like it but i don't like it
Its a bug, lol
It's a bug recently not feature
never know , can be careful
^^
Haven't updated to the fixed version yet, but I'm happy to say that Blackjack Hands is fixed. I won a run and it actually let me win it.
Display bugs aside, it's been a great run.
Good to know
I assume you use cryptic which itches the level up hand function to work differently. Have you tried replicating running just your mod? It’s very easy to produce
oh, i know what's going on
you'll have to wait though because i'm in the process of preparing to unify my mods into one github repo
so it might take a while before i can get an update out that addresses the problem
it's because of the s_chips and s_mult (start chips + start mult) variables
the vanilla level up function doesn't use chips and mult in its formula when calculating the new value, it uses the starter values instead
Bruh, so many ties
Welcome to my world
Btw ty for removing DVD
I mean checking the ties, the d6 joker dev wants his mod in extreme
^
I knew, but if the poll is going other way, I can't control it
damn , even with a modpack my game crashed in weird conditions no clue why
Again what happened before this
oh erm , i was playing the lucky 7 deck, i had made one of my 7 into a platinum card to test what they were because the lucky 7 deck has a joker that makes all 7 trigger twice , and right when i played the platinum 7 , crash
I saw someone else with a platinum crash
i wont use them then 🤷♂️
I cannot reproduce that
problem must come from me then
Maybe you have to hit the chance
Didn't crash for me
Still cannot reproduce that
hmm let me try again
i'm going to try with a fresh install maybe the problem came from there
ok the problem was from my balatro install !
What exactly happened
Day saved
i reinstalled the game and now it works
The game itself ?
yeah the game, the problem was likely from my game install not the mods
Wild
Hotfixed
the bonusblinds from the modpack doesn't work but the non-fork version works
I think I updated it like 2 hours ago
idk I just redownloaded the modpack and it didn't work
Let me know if others do have the same crash
Need some more opinions!
D6 Joker in extreme since its the dev's wish
Aurinko removed til mods coop because glitched mods have been deleted in the past, doubt moving it up would change anything
I can see why some peps would TWEWJ in extreme due to the large pool of jokers taking over the modpack, imo it didnt feel that way
I'll preserve my vote and wait for the results, if it still tied (like right now!!!) I will put down my weight
Choose every option that you think should happen:
10
37
1
DVD - Removed
💿
I updated and installed the test pack and get this crash on startup
Oops! The game crashed:
Syntax error: card.lua:901: '}' expected (to close '{' at line 895) near 'bonus_mult'
Failed to get additional context :/
Stack Traceback
(3) C function 'function: 0x07aebc40'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 947
(6) global C function 'require'
(7) Love2D function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x07aee1a0 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x07aee1c8 (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) Love2D function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) Love2D function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
Someone's mod has some incorrect grammar in their source code, most likely. Dim might do it himself later, but for now, maybe go through and delete the new mods 1 by 1 to see which mod it's located in?
Deleting shoot the jimbo did nothing, deleting collectorscards fixed it
Everything else seems to be working well but now I'm getting a crash on win
I started doing other runs and challenges and it doesn't happen every time so it might be something up with my setup? The only non modpack mods I have are high card, random stakes, and achievement enabler
Can you send a copy of functions/common_events.lua ?
I removed a few mods, could it be relevant?
collectorcards, cruel blinds, blackjack hands and twewy are removed
Sure
Yup, I removed it and I got the win screen
Sigh, not again
Ok I see these options are quite debatable then
Hmm that does not look glitched for me
Is it visual? Or it does not apply correctly at all
I...just used one black hole dx?
it's visual
i wonder if this is due to how aura implemented it's sprites
last time this happened was to cryptid jokers all the way back when the sprites weren't in a spritesheet
A crash when I entered a shop
Seems like it tried to pull next boss which is cryptid clock
I think
It was?
It wasn't ?
idk
you fixed clock jank didn't you
i think it was when it got changed to timer mechanics
yeah but I didn't fix that error
you can just hook get_new_boss but I keep forgetting to fix it lol
Damn
it's a dumb solution but basically just fixing the error before it happens
instead of fixing why it happens
Poll ends in 45 minutes
This should be fixed now, but I actually couldn't replicate the behaviour shown, so do let me know if it actually fixed it
Yes, I believe it is fixed.
Let's discuss these further...each mod, choose one
10
52
6
TWEWJ - Remain in Fine-tuned
1185774063138914364
gold_seal
For D6, why do you think it should be removed altogether? Let's discuss about this and maybe we can give some proper advices
Personally I think it should just recat to extreme
I’m about to throw in the towel at this point anyways.
This mod prob would’ve been done internally if making the art wasn’t a miserable process of playing I could come up with SOMETHING for a background.
Snow doing the spectral cards was a blessing but making all the consumables a single entity would mean scrapping them for the sake of cohesion.
AKA more art to add onto the pile
Fair. I think the mod is indeed in an awkward state
i know why.
it's because it depends on the dimensions of the atlas the shader is being applied onto
i'll provide a more thorough explanation in dms
Would also be interested in seeing this explanation @restive nexus
Removed from all:
🎲 D6 Jokers
🔮 Aurinko
Added to Test_Pack_Aug24
🐡 https://discord.com/channels/1116389027176787968/1270210678635892809
(65 mods) Dimserene's Modpacks (SMODS 1.0.0)
oujia DX is broken (makes the affected cards lose its rank and suit data)
And Also crashed?
This is a very impressive move @silver oriole
I'm not entirely sure how you managed to lock the thread
but uh
Try not to do that again lmao
Thx and sorry about that egg
I press and hold my thread's title and it let me do it, I was curious
you can't do that on pc so... congrats?
TIL
Apparently there's a "shut down thread" button if using pc
But i don't know...Maybe some others can test that
there's a close post button
wack
Never know you speak mandarin as well
And yes it crashes when viewing the deck or playing one of the affected cards
The DX Tarot mod seems to be also very buggy
Ooh explanations for things I barely know 👀
I'm collecting crashes like pokemons 💀
(when using sigil tarot)
You mean sigil Spectral ?
yes
Normal one or dx
normal
I don't know man
literally just pushed an optimization fix that you might want to include
Yes I am aware
What why does the pack have Crashing in it?
Uh yeah maybe i should remove that
No more crashing!
Trying to play a hand crashes the game
Is that reoccurring or not
It happens sometimes
like
sometimes doing almost anything crashes
so I can't do the best move
If I can't play a hand
I can't play the game
Here is the crashlog when I discarded 5 cards and made a full house
I don't know how to fix this because I'm not a modder
There needs to be a check if scoring_hand exists before Bunco tries to access it
Let me see what I can do real quick
Replace your Bunco.lua file with this one and see if this works
(It probably won't, but it's worth a shot)
This... actually worked...
Thank you
Everything scores correctly?
well it actually let me play the hand
and play normally
Sent a message to the mod author, hopefully they can take a look at it and get it fixed for their mod
Trying to move Jokers occasionally causes crashes.
Without crash screen?
Usually with. Something about Joker display.
Is JokerDisplay up to date in the pack? I believe he pushed an update today or so with some fixes
I will try push an update again
Yeah. Speculo shenanigans.
Yeah, it's uptodate
You could probably make a fork of JokerDisplay that disables the display and calculations after a certain number of Jokers. I think the base mod disables the display, but it still calculates everything behind the scenes
Try replacing your file with this one
It disables calculations but it doesn't delete the displays because that could cause more issues. You can just disable it and go to the main menu and return.
Although I would like to see a log about the crashes, I'm trying to fix Cryptid issues specifically.
whenever i use sigil my game crashes, i use the fine tuned version, and i removed joker display (because it make my game really laggy) and disabled "not just yet" because its cheating
the crashlog
what does assertion failed mean...
An assertion checks if a condition is true and throws an error and/or terminates the program if false
Eh looks like back to sort-out-everything-till-I-catch-the-culprit mode
It's already my third time today
This seems to be the part that's causing it, I don't know if it's a steamodded issue or if another mod is doing something wrong
Good to know. I will try to find sigil first
Just tested it and it happens to me with no mods active so it might just be a steamodded issue
Good to know💀
Bunco has been updated (I think)
end of boss blind crash, Full + test pack
Looks like a Bonus Blind error
B_Cry_clock is cryptid no?
I do not have bonus blind
Oh
That has happened to me before with just cryptid but I thought it was just interacting weirdly with winning a round through debugplus
I think MathIsFun remarked he is aware of the crash, he just forget about it everytime
He forgets about a lot of things 😅
relatable
(i hope i actually copied this right) i get this error every time i open the game midway through loading the mods
i have the full version installed
Did you disable JokerDisplay through the menu?
what menu?
The title screen mod menu with the checkboxes
i havent been able to get into the mod yet so i have not disabled anything
Do you have a Jokerdisplay folder in the mods folder?
ye
can you send me a screenshot of what it looks like
weird, I don't see anything wrong but the mod didn't load...
well, deleting that folder should fix it
The Sink is The Softlock again.
I think there might just be something wrong with your download
im just going to remove all files and redownload
i think i fucked something up with the (yes/no/all) part
i also already has cyrtid installed so that might has also been an issue
It's not recognizing flush discards again?
IT WORKED LETS FUCKING GOOOOOOOOO
Eeeeyup.
fudge i don't remember what exactly happened last time
Maybe use this version again? 😭
collectorscards from the extra add on modpack seems to do this thing for some reason
uh hm
now arises a new problem once i remove that mod
seems like bonus blinds does not work
hey so when i installed the mod pack it deleted my nativefs file
what nativefs file
The game just closed when converting to platinum card with death
and can't resume the run 😦
Last time I believe there were nested folders
at this point i might remove snow's mods
Glad to see I don't think I've seen a singe crash from my mod, besides the one initial grammar mistake.
bonus_selection('bl_bb_watch', {tags = card.ability.reward.tags}) this is line 839 in BonusBlinds.lua, must have an outdated version.
Personally NotJustYet isn't "cheating" IMO but that's just me
i wouldn't consider it either but it buffs some jokers that call for doubling blind size and stuff to do with blind size
NotJustYet is only cheating if the challenge of the situation revolves around ig being forced to leave the blind after winning, which rarely happens.
damn
trying to do the Gotta Go Fast challenge and I get this crash everytime I finish the first small blind
on more checking, its when I play any hand on this specific challenge, other ones are fine
yeah, new pokerhands api was merged today
hmm
removing bunco helped
i tried to do anti-mat deck or whatever it is and this happen
Remove Blackjack Hands, Bunco and Newbie Project (test addon pack) for now
It's probably because a bunch of negative cards are giving hand size, and when you have more hand size than cards, they get squished.
i can hover mouse over card to read what it is but still
These three are all removed.
(63 mods) Dimserene's Modpacks (SMODS 1.0.0)
hey uh whenever i try installing the extreme pack and get rid of all the non working mods, the mods don't load
mainly steam modded api doesnt load
What are the non working mods
i'm bit late, but
i won
no crash or problem seemed to happen
equilibrium deck btw
i had a joker that supposedely disable boss blind when it gets sold that i sold before boss and it didn't work, but i guess it actually means if it was sold during the boss round, it disables that boss blind
and not before the boss round
I know its likely that there isnt a way to stop it , but every run i do ends up at around 9 fps, my pc is pretty good, is there a setting or something causing this or is is standard_
wondering because i dont see anyone else mention this but i understand if its just expected by the density of mods
love the pack though
I don't think i had a performance trouble that bad
guh
Cookie Clicker?
yep
easy to remove
talisman not working
Just remove all mods until the game is Vanilla again
well its good for finding bugs i guess
I think NotJustYet count as cheat mods because it modifies the gameplay to give player advantage
I don't have any problem with completely optional 'cheating' like Debugplus or Taikomochi being available in any of the packs, Brainstorm is just rng manipulation (I think), and Safety just provides sanity checks. I don't know much about how the others work
I think the question is less whether they enable cheating, but if that matters, especially when the functionality they add in that regard is completely optional
really? does it run kinda like vanilla for you
me and my friend both downloaded the pack recently and its very common if not expected for runs to go down to as little as 9 fps
wonder if we did something wrong or so
there's many possible reasons
But it's not possible to sort it out if there's no details at all
Try disabling JokerDisplay
Oh i'll try the jokerdisplay thing, thank you
As for details i wish i could give more but really we don't have any other mods and we downloaded the latest version of the extreme edition that has the abnormalities?
If you go back to the main menu is it still at like 9 fps or does it go up again?
Another crash
The use excess chips to lower next blinds goal one caused this
selling the joker fixed this
ok
it usually stays laggy yeah
if it was lagging before it will stay laggy in the menu
will even carry between runs
so when im done with a run i have to restart
the settings menu always goes back to full frames but not main menu
Another one
well then should the mod be removed
Why don't we just
huh
Is taikomochi the card sleeve mod?
No, Taikomochi is zenmode
Oh
My personal opinions are:
Keep it easy and simple, just remove all of them (lol)
Snows mod platinium card errors are so weird
Used all cards in infinite and cards cameback + crash
does taikomochi support solve your problem with it? @silver oriole
that's pushed to main now
does your pack have any other mods that would be incompatible with this?
unfortunate
Dear modpack enjoyers, the modpack has undertook some adjustments and fixes, it is advised to do full reclone and clean install again to ensure it's working correctly.
shouldn’t pushing to the latest commit make it work? :< why reclone?
well, jen's rearranging his repos so i am forced to adjust my submodules
Knowing git, merge conflict might happen here and there
(Temporarily) Removed:
🐦 Bird Jokers (Crash on boot)
Added:
♥️ Bunco
I am so tired today, testing all these incompats took me so many time
Any idea how you got it?
Sometimes when I go into shop I got this crash
It’s originating from dx tarots
I don’t see what the actual problem is though, what’s that line in your lovey dump?
Oops one sec
Also let me try remove DX tarots and see if the crash still happens
Can you try without Bunco out of curiosity?
Ok
Yea seems like a Bunco issue #1220084296346501201 message
Good to know
For them it points at this too
Can't even finish ante 3 for 5 run
Probably has something to do with the recent Poker Hand API changes
I tried to fix, try again
Do you consider it "cheating"? Choose one or multiple
13
35
3
Debug Plus
🔧
i tried to download the modpack but it gives me a blue screen when i put the file in the balatro directory
how do i do one of those like file things?
so i can put the thing i copied or whatever
ctrl+c on the error screen
or go to the mods folder under lovely/logs
Oops! The game crashed:
Syntax error: tag.lua:205: 'end' expected (to close 'if' at line 203) near 'elselocal'
Failed to get additional context :/
Stack Traceback
(3) C function 'function: 0x3a08bc40'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1721
(6) global C function 'require'
(7) Love2D function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x3a08e1a0 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x3a08e1c8 (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) Love2D function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) Love2D function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
elselocal 🤔
Start by verifying your game integrity
did it twice, only started to work again when i deleted all the mods from my mods folder
Oh also Dimserene, Snow added their mod to its repo now
though that version seems to crash on boot
and bird jokers doesn't
at least not with my mod loadout
Snow fixed it, so all good now
I'm currently in hospital to undertake further checkups, and I suspect that I am going to have a lot of time to do test runs
oh geeze, hope everything ends up alright health wise man
Removed from Test_Pack_Aug24
🃏 Collectors Card
Damn gl man
I am feeling OK, but we (doctors even) can't be so sure if the disease is that severe
Crashed no matter what
was a good run but i don't know if it's possible to continue
Vote the one mod you think should be removed.
8
24
1
Mika's Mod Collection (Deprecated)
🎭
I'll remove top 3, namely Mika, BS, and DX
Shame about Mika's
All are removed
(60 mods) Dimserene's Modpacks (SMODS 1.0.0)
pls update houserules thanks you
Okie
Added Fine-tuned and Full/Extreme:
🐦 Bird Jokers
❄️ Snow's Mods
(62 mods) Dimserene's Modpacks (SMODS 1.0.0)
My modpacks are confusing me. I need some time to sort it out
Removed the following mods from Fine-tuned:
Betmma Mods (5)
📝 Contracts
❗ Jeantoine
I just installed the modpack, it crashes immediately when I try to open the game
Nevermind I solved my problem, I forgot to remove the version of Steammodded I had installed before downloading the modpack
hey is it supposed to put the modpack in a seperate folder? it says it puts the mods in the directory when you run it on the github but it just makes a new folder with all the stuff and idk what to do with it
Does it not do both?
no
Damn. Hopefully dimserene will be able to help. Don't know what's going wrong
uh.. balatro isn't even loading right now. just stuck on a blackscreen. Here's the log.
if i remopve version.dll it works fine, just crashing when i try to open up the play menu from a modded profile for obvious reasons.
reinstalling the modpack broke it in a different way
Fixed on latest smods
leaving tutorial mode has broken it in a 3rd and entirely unique way
this happens whenever i click the 'play' button
deleting the save still causes this issue
turns out no i did not leave tutorial mode
and itds crashing again
does anyone know whats causing jokers to just be erased, even ignoring eternal, if you press r while hovering over them?
@silver oriole can you keep your Mika's fork repo active? It still mostly works and its the one I include in my pack
using reboot crashes if round is able to be ended seemingly
and now ending the round is no good either
well thats another compatability issue, ankhs replay mode does not account for the buying or using of abilities
Ankh’s replay mode doesn’t account for any buttons or events added by mods right now
I don’t plan on adding support until after the beta
Should I...
I probably will after I have a full release with the replay and proper security features
I don't know what I expected when I got the joker that would give me nil dollars when a hand was played.
@sweet mirage
mod is nil when it comes into my function🤔
so I should handle nil
Where even is PT_Milady_HandCalc? I'd assume it's Phantom Thieves but I can't find it.
Yeah that func looks like the last before ease_dollars is called and the mod in it is nil.
vanilla ease_dollars can handle nil
Not if the base function isn't called before doing math with mod when going through all the hooks.
so hooks should be able to handle nil and I've fixed it
idk which mod adds this function, but when I press "s" 5 cards got selected
which makes unintended interaction with "://class" code card (when typing steel as input)
I think it’s flushhotkeys
Gotta Go Fast is borked. Beating a boss causes this. Presumably something to do with how the Challenge changes scaling per Ante. Not sure which mod doesn't like it.
hmm, ante scaling slower?
Maybe.
nope, not that
It's Score Improvements + Talisman
Added to Ft & F/E:
⚛️ Fusion Jokers
➕ Jestobiology
Thanks @wild imp for fixing the mod
(63 mods) Dimserene's Modpacks (SMODS 1.0.0)
I have some concerns.
yea you lose
Thank goodness for the boss reroll voucher 
Infinity joker or randomized probabilities?
Also what mod is that situational evil blind from?
A ton of platinum cards with red seals
Ah fair. Platinum cards act kinda fucky for me (like sometimes crashing the game fucky), so I don't use them
Might be why I have a cursed spectral card that is very crashy and so that consumable slot is just lost to me.
Got it from a blank spectral in a booster pack, it gave me a medium. I tried to put it on a weird consumable king from another cryptid spectral and that crashed the game. Re-opened it and it was now a Sacrifice instead of a Medium, and simply clicking it at all crashes the game now.
Added new mod (Ft & F/E):
🇲 Modpack Decks
(64 mods) Dimserene's Modpacks (SMODS 1.0.0)
pulled just in time for this one, gonna be fun
Currently 2 decks:
also requires Test_Pack_Aug24
Just curious, what makes it require the test pack?
anyway the good thing is I changed Ankh to look like this
the bad news is doing the security checks adds like 15 seconds to load time but I think it's mostly to like metadata and stuff
considering it doesn't add a big delay when booting just like cryptid
ah damn
i discarded the flush but the sink didn't register that
all my hand afterward got nullified
it was going ok so far
sad
JankJonklersMod didn't have modded support like SDM0-S-STUFF did
So if a mod is not installed it will simply pissed off
That problem is back oof
yeah
Ah I see
Cruel Blinds
i think something is wrong with abilities
Do you have shenanigans mod? I think that's what was causing that for me
crash on buying Business Joker, I also had Loopy active
Known spicyjokers bug that both me and dimserene have run into. The dev couldn't reproduce it last time we asked
also it works after a game restart
🤔
Huh, I'm not sure I ever tried the inanity approach fur that specific crash
Interesting it works
WEIRD
I presume all your jokers aren't already editioned
funny xmult build
also have the space contract and am locked into pairs so jimball can't ever reset
That contracts mod is quite awkward to play with if you ask me
Welp, guess that run is over. The game completely closes without a crash message even appearing when I try and load back in. Let's update the pack and play some more
moon base can give duplicates, nice
Also Cut the cheese
insane high roll from judgement
i also really wanted more joker slots for this build
why is it red
Trance moment
looks like run is bricked because a blind isn't working properly
and trying to render it crashes
Can you identify which one
i can try
i'm on ante 8 and it's cruel blinds complaining about ranks
so I would guess Focused Chime
yeah that's where the error is, too
@mathguy?
I am not at pc so I cannot test if it's incompat
bruh
fixed it 👌
now I also won't know what the ranks are
or tbh it'll probably still crash
Like I tested this and all, how’d it break
it crashes on this line because display is nil
which means G.GAME.current_round.least_played_rank was probably nil at start of ante
also i tried selecting every rank and it didn't let me score any of them
so probably in this modpack it's bugged
I hope it’s an incompat
Need to test that
oh
what happened
I bought a brainstorm
ok uh
apparently blueprint did the same thing...
not sure why this is happening but I'm on deck of equilibrium and like, just installed the modpack if it's a really recent issue
Can I see the log file?
This is a separate crash from that one - used a ://COMMIT card on an Evolved joker. Installed the pack just before the most recent update, and then ran the updater. I did turn off a few of the mods I didn't care for as much on my first few go throughs, if that might have affected it, but the log lists all of them so that should be fine.
not this exact crash but this is just booting the game up + spawning a brainstorm with debugplus
Why stack overflow
Looks to me like some lovely patch is calling a function so many times and not freeing up memory that your game ran out of available memory. Can I see your main.lua file in the lovely/dump folder?
Well, not a lovely patch necessarily, but as a side-effect to a lovely patch?
Something somewhere is recursively calling a function endlessly
do you have a debug/debug.lua file somewhere in the dump?
This shouldn't be the issue, but try removing the JokerDisplay mod from your mods folder. It's one of the last few things mentioned in the StackTrace
The answer is it’s recursively calling for the JokerDisplay of Brainstorm (itself)
Could some Lovely patch have broken how JokerDisplay accesses the information it needs?
There is no lovely patches involved here
Just the base code from JokerDisplay and one hook from LobCorp
Of which doesn’t look intrusive
So it's exclusive to Brainstorm?
and blueprint apparently
Makes sense, since they're essentially the same Joker lol
all my run devolve into this
yeag
Either I'm the unluckiest person ever or The Sale rejects way more than 1 in 2 hands. It just rejects and rejects until you're out of cards and dead.
Removed from all:
Less intrusive stickers
(63 mods) Dimserene's Modpacks (SMODS 1.0.0)
I added an extra argument to that function lobcorp is hooking to to stop that stack overflow but lobcorp doesn't pass it
anyway instead of fixing it give me an hour and I'll add a way to do the censored thing without a hook
relevant?
:p
I believe that is fixed now
The-sink-kept-sinking
Do you mean: The Register
Whichever one's the one with the square dollar sign.
Yeah you are unlucky then
apparently there are something wrong here
got this crash when i have aqua monster, whenever i do something in shop the game crashed
could be another incompat
Yes, although it may even be a different boss lol
Does this run with the 1.0.0 alpha?
you have to use 1.0.0
Gahh. Another mod I use doesn't run on the alpha
Will have to try this later when they finally update the other one
which one
Multiplayer mod
i don't think that's compatible with any content mod lmao
I haven't tested online yet, but my balatro hasn't crashed using 0.9.8 mods
But it doesn't function on Steamodded's new alpha
Hey, I downloaded the fine tuned pack and it just installed the extreme pack
Mods from the fine tuned pack are already in the extreme pack
Okay but I do not want the extreme pack because it runs badly
If you're gonna supply different installers they should be different :P
Like I don't want cryptid or the other extreme stuff.
Then you should have just intalled the fine tuned pack?
I...did?
here
One of us is being very silly right now
Oh wow I'm blind
I read "I downloaded the fine tuned pack and just intalled the extreme pack"
Was wondering why you'd install those two
ah
You can just do it the git way I suppose, or wait for Dim's answer
how did you download?
But they are different?
I think ante scaling slower is not required in full pack since cryptid is a thing...
but then it wouldn't be full wouldn't it
What do you think about the mod "Ante scaling slower"?
7
13
3
It should be removed from all
Actually Based
The current mod used in the modpack is modified by myslef, to be compactable for higher stakes
I'll put it here for the record
Removed from all:
🧐 Ante Scaling Slower
(62 mods) Dimserene's Modpacks (SMODS 1.0.0)
yay ante scaling slower gone
ante scaling faster when
pretty much needed for Cryptid stuff 
Hmmmm
after you won ante 16, you should start jumping 8 antes each boss, to combat extremely ridiculous op builds 
That’s kinda boring
Not sure what's up, but I'm on full pack and I disabled bonus blind and lobotomy corp from the mod list and now I get this crash
Deleting the mods doesn't fix the issue either, not sure if a mod relies on one of those two mods.
What the- (Not sure if epileptic people should watch this gif)
steamodded issue
Yea the full pack feels unplayable with those random fps drop spikes, especially when you highlight a playing card
(for me it would be more inbetween average and unplayable)
is it because of jokerdisplay or can i not worry about it
I feel like its mostly a Cryptid issue, haven't tried without JD
i have had slowdown with just cryptid but fps drops for selecting a card sounds like a jd thing
Don't think it should impact playing cards too
yeah i think jd does make the game slow down a lot
I'm actually making this
:pog:
I think Cryptid is about as bad for performance as you’d expect (mainly just comes from when you do things that will obviously overload the game)
Getting random crashes with finding cards with this mod, says “extra - null” does anyone know a fix or where I can find one please?
i don't get it
anyways fellow windows gamers, can you give this a try?
I need feedbacks
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Hawaiian Banana Nut Bread: https://www.food.com/recipe/hawaiian-banana-nut-bread-113608
shit
?
😂😂
Don't know why it is sused as a virus
Hopefully this program can make modpacking a bit easier
I think a lot of compiled Python programs are flagged as a virus (is this Python?)
yes python
I am quite content with this iteration
To be fair, github repositories don't normally just have the exe as the source code. The source code is in the main section and the exe is attached as a release
Nice. I do have a suggestion though for my specific use case. I have a separate Balatro profile for this modpack, and it's named Balatro - Modpack. Could you add an option to change where the mods get installed? Currently it's pointing to the base Balatro/Mods folder, but that's my base profile.
So my Mods folder for the modpack would be Balatro - Modpack/Mods
Does anyone have a fix for the crash I posted earlier, saying unable to find “x”
you gave almost no information about your crash, what are you expecting people to say?
Wouldn't let me copy it so don't know if it's an error a lot of people get?
Installed Fine Tuned and all the mods are in there but I only have a few mods loaded any reason the game isn't loading the rest?
I'll do the testing then
@silver oriole
i pressed the check version button
It says you don't have one installed. Try uninstalling your current version and reinstalling through this

Handy