#Dimserene's Modpacks Manager v1.13.2
1 messages · Page 22 of 1
that last sentence in the description doesn't make sense but ya know
as i said
ok so i made it work for the light suits, it was adding it to buncos code other_card:is_suit('mtg_Clovers')
and for paperback "paranoia" i added current_card:is_suit('mtg_Clovers') to this block of code
@silver oriole what mod adds this?
i think celeste stuff and ortolab might have some conflicting issues, but need to do more testing
so what im thinking is that the celeste blind "the fallacy" can not find theclovers rank, so upon playing a hand with a clovers, it crashes
I got this crash after I won a blind. This might be something with Ortolab?
you can press ctrl-c on that screen to copy the full log as text
on mac it won't copy for some reason
ok nvm I got it
yeah I just crash ofter every win now
I'm going to disable ortalab and see what happens
btw I'm playing the talisman version
Yeah I got it.
tried opening the game after downloading the modpack and got this Oops! The game crashed:
Syntax error: card.lua:2573: 'end' expected (to close 'if' at line 2567) near 'return'
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1319c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows
Stack Traceback
(3) C function 'function: 0x1e77cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 881
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x1e77a5a8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x1e77a5f8 (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"])
tried uninstalling the modpack and just using the cryptid mod and it crashes before i even see the titlecard
@misty mesa any clue?
use steamodded old-calc (or cryptid's refactor branch) if you want to play with cryptid
links (again, pick one; don't use both):
https://github.com/Steamodded/smods/releases/tag/old-calc
https://github.com/MathIsFun0/Cryptid/archive/refs/heads/refactor.zip
Not really cryptid I'm talking about, even with other mods it seems like trying to mod the game now just bricks the whole thing when it trys to open
what mods are you running?
Still crahsing
should I not use the talisman version?
I disabled ortalab still getting a crash on wining a blind. Maybe I'll just remove it.
Well it's still happening. Even with ortalab taken out.
I mean some mods probably don't go well with talisman
i'll try the mod pack without
Talisman branch haven't got much tests tbh
ok so I went the main pack and got this crash after picking a tarot card
Which tarot card
it was an upside down tarot card. I forgot Which one.
Yart?
Yeah I think that one
@split aspen
need more info, but don't think that's my fault
yart doesn't have any patches on common_events.lua
if the card comes up again. I'll post it here
function get_current_pool(_type, _rarity, _legendary, _append) that function is crashing with the following line being called else _starting_pool, _pool_key = G.P_CENTER_POOLS[_type], _type..(_append or '')
Is it supposed to end automatically in the pack or do I have to click end all the time?
i think one of the mods does that
Steamodd
ok thank you
probably trying to load those unrelated json files as mod headers
so its calling this function local function processDirectory(directory, depth) and this specific line if v.required and mod[k] == nil then error(k) end and many other mods are calling this same thing
also @analog maple the rank bug you just reported should be fixed
the traceback starts at 670
please do @ me if any new findings come up with my problem, and btw the crash happens when starting a run
Which pack are you using
Like everytime you start new run?
not the talisman patch
Any deck?
I have this crash whenever I launch the Dimerenes modpack with talisman
its ghost sleeve
Only ghost sleeve?
yea
what now 👀
Welp
regex/pattern patch order issue most likely, compare missed patches in 0.6.0 with those in 0.7.0
How to do that
lovely will send messages in console for missed patches
im actually not sure if it provides the path for them id hope it does
lemme look at some random lovely log i have sitting around
doesn't directly but it should always be the next file below the missed patch message
Yeah 0.6.0 works fine but not 0.7.0
So it's in log file?
honestly just plug the 0.6.0 and 0.7.0 lovely logs into some generic text difference finder on the internet
I can probably do that
tedious part would be finding the specific mods responsible for the missed patches
which is 0.7.0
Crashed is 0.7.0
ah
well in that case if that's all there is then the issue is that a missed patch actually hit which led to a crash
which would have to be that (again assuming there's nothing else)
Should I concern about Tetrapak and cartomancer?
well yes but given that they missed on 0.6.0 as well and it loaded fine it's not a big problem
nevermind the error is in controller.lua
@silver oriole can you send your controller.lua dump
and both lovely logs
ill see if i can find the issue on my pitiful phone
Is the gear pack supposed to have playing cards when you pick it?
They are used during rounds iirc
I mean I got a gear pack during a shop so I can't pick a second one
because I can only use it during rounds. That's intended right?
copy the dump from 0.6.0 into a folder outside of dump/ - mods/0.6.0 is a good bet
run 0.7.0 and then use a tool like winmerge to compare the two folders
that'll give you an idea of what's changed
Oh compare the dumps.
doing the best i can here
this is trimmed btw
why is that
that's not meant to have a line
I should be able to use sphinx here right?
okay for some reason the smods patch has 18 lines but the actually patched in thing has 15
perchance i look into this further
uhhhhhhhhhhhh
if keybind.key_pressed == key and keybind.event == 'held' and keybind.held_duration then
if self.held_key_times[key] > keybind.held_duration then
local execute = true
for _, other_key in pairs(keybind.held_keys) do
if not self.held_keys[other_key] then
execute = false
break
end
end
if execute then
keybind:action()
self.held_key_times[key] = nil
end
else
self.held_key_times[key] = self.held_key_times[key] + dt
end
end
end
if keybind.key_pressed == key and keybind.event == 'held' and keybind.held_duration then
if self.held_key_times[key] > keybind.held_duration then
local execute = true
for _, other_key in pairs(keybind.held_keys) do
if not self.held_keys[other_key] then
execute = false
break
end
end
if execute then
keybind:action()
self.held_key_times[key] = nil
end
else
self.held_key_times[key] = self.held_key_times[key] + dt
end
end
end```
am i crazy
yeah, now you gotta check everything that patches controller.lua unfortunately
nvm im crazy
that looks like the changes to patch application order messed that one up
yeah for sure
smods has a regex patch directly below two other pattern patches for the same place
0.6.0 applies pattern and regex patches in the order they are defined within the file, in 0.7.0 they're separated
yeah that sounds about right
I just know that I need to blatantly do mod swaps again
im just confused as to how smods loads normally with new lovely but not with mods considering nothing else would be patching into controller
other than maybe some weird old lovely mod that doesn't just hook into love.keypressed or something but im sure there's nothing like that
okay nvm handy doesn't patch into controller.lua
hey I got a problem with trying to get the manager to work on linux here is a shortened version that I think is just the problem area
Are you following the wiki?
you know I just realized i skipped the python step cause it was a little weird for me let me try that again
do a binary search if you can to isolate which is doing what
It's ortalab
what version of python do I need?
when I try to update python I get this "python3 is already the newest version (3.10.6-1~22.04.1)" so Im guessing that isnt the problem
What, isn't the newest version 3.13.1?
i see that version so it might be problem that linux mint will only go to 3.10.6 ill try to fix that i guess
after double checking something it turns out that debians default is currently 3.10.6 and since mint is built off that it leaves that the same
Can't you just do
sudo apt update
sudo apt upgrade
yeah didnt work
probably cuase for debian ( or mint idk) it sees 3.10.6 as the newest STABLE version
and will only go as far to use that (there might be another way to use it but im dont really know how to do that
nvm i found out how to install it seems long and complicated tho so it might take a bit
After doing it and it failing I decided to check something out and I realized that the version of my os is kinda outdated so I'll fix that and then get back to this
sobbing has there been a fix to the welp message above? I just want to play game 
i say yes to discord server. hard to follow things in this channel
Which one?
Just use 0.6.0 lovely for now
alright sounds good
Inb4 it's still tied 23 hours later
wait do you mean a server for this modpack or a server for modded balatro in general
For modpacks and manager
it's not even close to tied 
Was tied 🤣
MTJ has its own discord server to
When cryptid back in full version
uh oh not even crash avoider could save me from this one.
Oops! The game crashed:
Syntax error: engine/controller.lua:1476: 'end' expected (to close 'function' at line 947) near '<eof>'
Additional Context:
Balatro Version: 1.0.1n-FULL (best guess)
Modded Version: 1.0.0~ALPHA-1319c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.0
Platform: Windows
Stack Traceback
(3) C function 'function: 0x10c8af48'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1011
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x10c79538 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x10c79588 (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"])
don't use 0.7.0 lovely
thank you
Oops! The game crashed:
Syntax error: game.lua:2807: duplicate label 'continue'
Additional Context:
Balatro Version: 1.0.1n-FULL (best guess)
Modded Version: 1.0.0~ALPHA-1311a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows
Stack Traceback
(3) C function 'function: 0x0cd7af48'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1876
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x0cd695d8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x0cd74e90 (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"])
still crashing even on 0.6.0
What
Remove duplicate Steamodded folder
wait what are the different branches
yes that sorry
It's because talisman caused some mod incompatibility
oh I see\
So I created a dev branch
so the main one doesn't have Talisman
Yeah
and is theoretically more stable
theoretically
lol
[Ortalab, Bird Jokers, Lobotomy Corporation, Talisman] How is this not a straight flush? Isn't the wild card supposed to act as any (and every) suit?
you're playing on a smods build where wild cards are broken most likely
Added to Talisman Branch:
🪙 Antonos Stakes
(147+ mods) Dimserene's Modpacks Manager
i have yet to have any real issues from stuff on my end
Could someone inform Elbe about this so it can actually be fixed? This has been happening every time I try to update this pack for... I think months at this point.
Just had this crash happen after updating the full modpack to latest version
did you manage to figure this out btw?
(I'm also interested)
nah
I cleared everything out and just installed this modpack and i got
Oops! The game crashed:
Syntax error: engine/controller.lua:1476: 'end' expected (to close 'function' at line 947) near '<eof>'
Additional Context:
Balatro Version: 1.0.1n-FULL (best guess)
Modded Version: 1.0.0~ALPHA-1320a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.0
Platform: Windows
Stack Traceback
===============
(3) C function 'function: 0x1ea1cf40'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1011
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x1ea1a5b0 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x1ea1a600 (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"])
any ideas for what to do to attempt to fix?
use lovely 0.6.0 for now
error when trying to install vanilla plus pack
tried to use command prompt as well to no avail
updated git and the same thing happened
@gusty flame btw
Maybe retry later?
@silver oriole wont be able to do any bug fixing or testing cuz power is out for me
It's ok
Do we need a Discord server?
18
30
1
Yes
https://discord.gg/vUcg8UY8rZ
We have a server now!
Does anyone know which mod makes each scored card add mult as well? Feels kinda OP
What
invite's invalid already 😭
what the hell is going on 😭
its gone again
Oh?
yeah the invite link is fine
Could I just use the .idea and skins from Dimserene's? If so, what do I install from the pack to do that?
I'mma just install the whole thing without deleting the folder and see what that accomplishes.
Everything should be covered anyway.
Syntax error: functions/state_events.lua:2713: unexpected symbol near '}'
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1321c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows
Stack Traceback
===============
(3) C function 'function: 0x33b3cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1024
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x33b3a5a8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x33b3a5f8 (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"])```
Yeahhhhh... That didn't fix it. It practically didn't even *try* to load.
at this point I might remove the support of elbe's
i think mine but it's already fixed like a week ago
RIP
extremely unrelated but someone told me it's your birthday today?
Haven't tested it a lot, but in almost every run each card that scores also adds the same amount of chips as mult
Before having any jokers at all
did you try updating the modpack?
Which mod would that be? I updated my modpack yesterday and it still happened today
try redownload it then
pretty sure i already fixed the mult thing like a week ago
Alright, I'll try reinstalling the pack again
i may be stupid but how do you actually install this i cant seem to find a guide
click the exe
its throwing an error
Install git
oh okay thanks
Do I really need to make a Modpack Manager launcher...?
hahahah you dont i just never used git
Yeah why I said that is because
- That problem is not the first time pop up
- I cannot remove the error or make it say anything useful if I don't make a separate exe that launches manager itself
- Also if I want to implement better updater I will need to make a separate exe anyway
What's the point of adding a fifth Suit if there's no Spectrums?
bunco
also rather surprised the only problem the MTJ mod has had is a priority problem
you should be able to wrap it in a try except no?
and just write a nice error message?
Huh, didn't know bunco was the one that added that. Thanks
yea, i was surprised
@silver oriole any conflictions or problems i should be aware of before adding another tab to here?
stakes tab appears here
but from other mods?
cuz i plan on putting a "rules" tab that explains mechanics from MTJ
and other relevant info like the blind "health"
I'm getting consistent crashes from moar jokers
Crashses stop if I disable moar jokers, maybe it's not that mod causing it, but it get angry
Okay, so a day after trying to troubleshoot my game crashing with any mod I tried, I now cannot activate even steammodded and only have the base game
.
What version of lovely?
Most recent
0.7.1?
Should be, let me check
It was released like a few hours ago
the crash says 0.6.0
Let me try that one then, didn't know they updated the injector
Ok im on my phone while trying to back up my mod
Got the crash again
Oops! The game crashed:
Syntax error: card.lua:2573: 'end' expected (to close 'if' at line 2567) near 'return'
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1319c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Stack Traceback
(3) C function 'function: 0x2aabcf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 881
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x2aaba5a8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x2aaba5f8 (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"])
can you send the full crash log?
you just need to do CRTL + C when you crash
then it will just send it as a file
that was what I did?
does cryptid work for the modpack yet??
not main branch
prob refactor
blehhh i'll see what I can do!
Keep getting this error for running joke. Any is the evolution mod an issue here?
the pain of seeing so many luck based cards and no rigged code card in sight.....
I'll quickly add cryptid to talisman branch
(152+ mods) Dimserene's Modpacks Manager
is it the refractor branch that was added?
yo @silver oriole ima stream ur mod pack so i hope its nice and working
in my experience it works just fine
Good also after this stream ill updated the steam decks virsson of the modpack see how well it runs
You can share link here if you want
onece i get the modpack working ill will 😄
yay u made a discord i would be honnored if u would have me
You are invited!
I am sorry too
Any context
played a full house fairly early game
talisman-full
i think it was zodiac
but i cant be sure
Okay I will say that talisman pack is not very welltested
swapping to mainline
I enjoy the extra suit madness here now
You mean 🍀?
This is an ortalab lovely issue thet I’ve not had chance to adjust yet
how do i do a clean install of the modpack manager because whenever i try to install the full version i'm only getting 139 mods not the full 149 and i think that is causing some crashes for me
i cant even copy the error message because it wont let me ctrl C
there we go
a recording because i cant copy the actual error message
149 is including talisman mods
Error on launch after updating all mods
what lovely version is that?
that is a 0.6.0 crash i believe
how do I check?
when did you last update your lovely version
assuming it updates with the modpack, just a few moments ago
I don't think it does?
^^^
no
that seemed to work, though now I get a crash on playing a hand
It seems that I can no longer mod the game at all
Wdymbt
It will no longer allow me to use either steammodded or lovely to mod the game, regardless of the amount of mods, or even just steammodded or lovely on their own
Just loads the base game
Have you try verifying game integrity
Still crashes
is it a legit version of the game
Yep, straight off of the steam page
ok
What's the crash log
Oops! The game crashed:
Syntax error: card.lua:2573: 'end' expected (to close 'if' at line 2567) near 'return'
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1319c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Stack Traceback
(3) C function 'function: 0x35a2cee8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 881
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x35a29c68 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x35a29cb8 (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"])
Curious what have you done
wish i knew myself ngl
dont have anything else in the games files but what ive been trying to run and it still crashes
and it shouldn't be crypted or talisman because I've run them both before
nested folders?
?
ive got them in a "mods" folder
the inside of the other two folders just incase
But yeah, I genuinely have no idea what the problem is because everything looks fine and running an integrity test for the game files comes back clean
It's like my game just bricked itself for no reason
Reinstall the game, remove all mods file
If it is still not fixing, delete your save
yeah i think that's just a "remove/reinstall all mods" moment
Hey quick question when did you last update the terminal version of the manager?
Yesteryear
You know that makes sense considering I can still see the pack that you stopped working on
It does have a unique problem where I now have no real way of accessing the talisman branch
Hold on, which terminal version of manager?
so why tailsman is separated? incompatible mods or someone's preference?
Incompatible mods
doesn't cryptid require talisman
I think the preset saving and deleting isn't working
um which mod changes background music? how do I change it back
and which mod adds clover suit to my decks
Cryptid
MTJ
Oops I'll fix it today
yeah sure how am i supposed to know mtj means magic the jokering
Now you know
you can disable the clovers
i need to get around to adding a setting to disable them from showing up in your deck and also fix the checkered deck one
as for now, i put it in the read me that there is an option in the mod config
i will worry about cleaning it up later
The Linux version
I will recommend you not use terminal version
why? Is there something wrong with it or is it just bad
To my understanding it is something with how linux handles its files and on how stuff is accessed
linux is clearly just bad smh
Anyone is welcome to correct me if I am wrong
hi! started trying this today, are any jokers disabled/debuffed by default? i'm changing some settings for myself and i want to make sure i didn't debuff any by accident
No, everything should be enabled by default
ty! :3
But you can disable anything at ease
there's technically placeholder stuff added by ortalab, but all those do is just show up in collection
which you can call disabled because they don't show up
doesnt being disabled mean that you need the ability to be enabled in the first place?
no something being disabled doesn't require it to have ever been enabled
take nuclear bombs
Would somebody be able to test this new version of the JokerSellValue mod with the modpack to see if it works? I changed the format a little bit. https://github.com/OppositeWolf770/JokerSellValue/releases/tag/v1.3.0-pre1
I'll test this later
How do I install this modpack again?
The game's crashing at random parts of the run setup for no reason I can discern. I guess Galdur is broken somehow?
why do I need to play the tutorial again after latest update
now it crashes when I press play
Not again
talisman one?
yes
but i think I avoided it after i completed the tutorial again
yeah tutorial sucks is annoying
i dont even know why I need to do it again
Installing the main and not the Talisman one right now,
also one of the sleeves crashes when selected
But will check if it has similiar issues when its done
Code one right
yes, and this deck
oh yeah I can confirm
there is surely a few more
OK i am looking into it
It's because of betmma's lovely patch it seems
umh, it didn't started
(150+ mods) Dimserene's Modpacks Manager
Redownload the pack,the version you are using is super old
"failed to collect file data for Atlas dspl_BocchiDeck_1"
seems like deckskinslite is causing a CTD for me
?
yea i am confused by it to dim
Does that happen to you too?
not updated yet, probably should tho
ill assume ctd means crash to desktop or something
and then ill assume it's a memory issue
I don't have that
oh okay
Weird Crash when Cashing out. Something to do with the torn pocket curse from Tetrapak.
talisman issue
What is the most broken / op deck on this mod pack?
probs double lucky
like the one with the lucky 7 joker from sdm_0's mod
Isn't soul deck just straight up broken though
not played it yet
i've had the same crash, its on the talisman build
Just would like to note, in the experimental pack, Ortalab's Chameleon Joker causes a crash upon a blind being selected and crashes if you try to load the save
crap, sent the message before finishing it
you can send the crash log?
oh sure, 1s
and btw, why do cards on the collection get debuffed when clicked on, does that disable them from spawning or what
yes
item remover
i could very much be wrong about the card causing it but it began once i grabbed it
ah, makes it easier to weed out the crashing cards, eh?
p much
nice
so confused, why did Bunco (im assuming) change the art
did you installed malverk?
yea, it came with it, did it not?
Turn off buncos “fixed sprites “ setting
Thanks
am i trippin how do i start the game
select sleeve
hit "select sleeve"
same with house rules
uh oh
that looks like a bad ortalab install
Casually sitting on 104k base events
jens almanac every freaking time
?
jens is freakin ridiculous
that shit takes so long to calculate sometimes
eh
without cyrptid or almanac im sitting at 12.5 million and counting and 245k event queue and counting
please let us know when they're done
still calculating
300k event queue and almost 16 million calcs
mult is sitting on x.xxxe14470
19.3 million cals and 376k base events
so this was the previous rounds hand with the level 2 flush 5
and this is what im sitting at rn
SQUARE CHIP!!! I MADE THAT ONE!!!
Well its still going
22.22 mill calcs and 430k base event queue
Cryptid and almanac are inferior
so i found out why calcs were taking so long, celeste card collection causes a crash with the legendary joker "madiline"
huysss i finally have a nerror for you
Oops! The game crashed:
Syntax error: card.lua:4079: 'end' expected (to close 'if' at line 4073) near 'return'Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1326a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: WindowsStack Traceback
(3) C function 'function: 0x01b9cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1029
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x01b9a5a8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x01b9a5f8 (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"])
thsi happens aftrer starting up teh game post-install
will do. lemme google hoew
jus install the new verion, right?
after i do taht, should i also reinstall the pack
Oops! The game crashed:
Syntax error: card.lua:4079: 'end' expected (to close 'if' at line 4073) near 'return'Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1326a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: WindowsStack Traceback
(3) C function 'function: 0x1d25cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 1029
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x1d25a5a8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x1d25a5f8 (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"])
cus restarting teh agme after also gives this :c
random idea is taht part of teh code is broken, but also im not a lua programmer so i cant actually weigh oin on the conversation
Oops! The game crashed:
Syntax error: card.lua:4079: 'end' expected (to close 'if' at line 4073) near 'return'
(i think so bcuz of thsi part, but again- not a lua girlie
I can be anything
that is true
lmk if you find anything, please?
really want to try this modpack is all
I'll get back too you asap
thanks!
which pack are you using?
Full, according to teh txt file labeled packName
I just did a full download and it's not crashing for me
alright then- uninstall balatro, reinstall everything?
you can try verify the game
does it matetr that the modpack is being installed from a different drive than what the game is on?
wait, is taht even truye?
no
okay they are in fact not on seperate drives
?
yeah just to make sure
iirc you don't
you should try manager.exe
it's a bit out-dated but should still help
yeh im looking for what to pick on the main/talisman select
id like talisman if possile, but idk whether thatll work with the modpack
They are functionally two separate modpacks
okay, so whats teh difference? the github page dpoesnt appear to mention talisman
also, the difference between downlaod and install(copy) doesnt appear to be mentioned on GH?
oh i may be blind
you first download the modpack, then you choose what mods you wanna install
alright
and the difference between main and talisman? im drawn to the later purel;y for animation skips
You can also get Nopeus, not sure if it's integrated in main
yes
so the series of buttons is DOwnload-> install -> play?
some mods conflict with talisman and that's why i separated it
any improvement suggestions are welcomed
this is sort of annoying, but minor- teh text clipping
some more detailed tooltips on teh buttons woul d be nice tbh,
I'll try my best to make it look better but for now I mainly focus on bugfixing and make it functional
understandable
i do think that tooltips would herlp with functional; i only knew what to do with talisman vs manin because im talking to the dev, which feels like a problem? Just a thoiught tho
yeah that part i will think about it more
do you think adding a "branch:" text indicator on it would help
or make the description change when you change main and talisman
i think taht would be the best course of action, because "branch:" only tells you there is a difference, i think?
OK
what do i do with the file installed by the modpack installer?
also if you havent already, some sort of effect on hovering a button might be nice, becaus elike- im currently not usre whether im just not allowed to click while installing, or whether there; s no indicator, but its nice to be able to have an indicator of hovering over a button. Sorry if this is too much
the "modpacks" folder and its contents
wwait you have taht okay
you should leave them unless you want to download the modpacks everytime...
just leave it like this?
it should be alongside manager
?
no mods upon game startup
right.. The game runs, but sort of stutters whne i select a card to play?
did you have lovely installed?
well, it jsut lags. ALso, is there a way to disable the hand score preview?
can i see your screen shot in a run?
i get the same thing
like this?
before id o, why? i already changed some mod settings before satrating a run, so you might want that info first
(i disabled debug plus from alwaysd being on because constant fps counters give me anciety
huh
should look like this
dev mood
thats the version.dll file shown
from lovely
assuming this is cancelled, btw?
(modpack looks incredibly cool btw)
yeah? the game looks not modded
im asking how to fix that
what cancelled
the "telling me to do this"
yeah and i am asking you did you install lovely
like, because of your revelation, i havent yet reopened the manager
please open the game and set this setting to yes
i can verify this works
im saying the "version.dll" file is from lovely
and you should be good to go
the version dll should be placed in your balatros exe folder
how do i do that
Traceback (most recent call last):
File "ModpackManager - qt29.py", line 3333, in <module>
File "ModpackManager - qt29.py", line 698, in init
File "ModpackManager - qt29.py", line 881, in create_widgets
File "ModpackManager - qt29.py", line 1997, in update_modpack_description
TypeError: setText(self, a0: Optional[str]): argument 1 has unexpected type 'dict'
the full error
move the version dll to your games .exe floder
how did you manage to get this...
that is a very good question
is git installed?
are you asking me?
yes
are you using release 1.8.2 version?
i think so? i should?
yes but where is the .exe folder
i have git bash, gui, and something else
i downaloded the exe from teh link you sent me
that's irrelevent right now
if you use steam it usually is under this path
i didn't install balatro via steam
then where did you install balatro
ive also used mods before
so idk what broke
so should be 1.8.2
whatever folder contains this exe is where version.dll should go
🏴☠️
if i had a nickel for every impossible bug i caused with thsi modpack...
then i would have at lest 10 nickels
so what do i do
jsut outta curiosity- what error did i get? i odnt know lua, but im just very curious
Purchase the game
aight
it is fascinating to be on the user side of this again after i know how this feels
INFO - [♥] Lovely 0.7.1
INFO - [♥] Game directory is at "C:\Users\chris\Downloads\Balatro.v1.0.1n\Balatro"
INFO - [♥] Writing logs to "C:\Users\chris\AppData\Roaming\Balatro\Mods\lovely\log"
INFO - [♥] Using mod directory at "C:\Users\chris\AppData\Roaming\Balatro\Mods"
INFO - [♥] Initialization complete in 7ms
INFO - [G] LONG DT @ 0: 0.1
INFO - [G] LONG DT @ 0: 0.0812592
INFO - [G] LONG DT @ 0: 0.06587628
INFO - [G] LONG DT @ 0: 0.055872844
when i launch the game here's what the console thing says
have you considered purchasing the game
😭
😱
totally legit balatro install chat
even im confused
15 buckeroos
yea
ig i have to
Pirating indie games is not a good look
Nevermind it's fixed
You won’t find many people here willing to help you
guys please try again
just launch game and change setting
I'll see if i can make the setting to default checked
-# I doubt it
i also have this weird visual thing on the edge of my screen
it's because of the CRT shader
nothing to do with the modpack itself
iirc it has something to do with one of the mod i just didn't remember which
potetial title for you: Dimserene, Modpack Monarch
is that good or bad
ah, my game crashed :c
play extra blind between rounds
ankh bug is vanilla
ok i figured
vanilla bug
ah you already got that answer
why is it the only problems i have had with other mods are the ones made from mathguy
Grim?
and dungeon
i think it would be fine if we remove this mod, tho i would run a poll to see how many people actually use stuff from dungeon
I will do several polls in fact
ok thanks
do you think we can atually have a branch for having stuff to increase the difficulty? (mostly for me but there may be others that want it to)
getting this error (I have some mods disabled if hat helps)
I can psot the offed mods if that would help
Cruel pack?
Update lovely?
yessssss
We do have a cruel pack
yep seems all good now. sorry
Buuut it's not very good I will say
is it the full but with more cruel stuff
No
how many mods are diffrent, like roughfly
Um it's like only the hard stuff
so if i download that pack i could just throw it in?
Yeah, but I will say it will not differ too much
Just updated, and the game crashes before the main menu with this error
this is a weird error that occurs with issues with the crash handler
and it's not at all useful
hooray
🤔
Idk what tag that is but hovering over it crashes the game.
any way to debug it?
if you have DebigPlus could you temporarily disable it? There was a bug I fixed (or I thouhgt I did) recently that caused that so it could be that
Gemstones
Doesn't bother me much just thought id let you know
side note getting tag descriptions to not crash with crash avoider is super annoying
If I hover over it in Run Info Crash Avoider works BTW. Just on the actual blind selection screen it doesn't
yeah it works in the collection too
for some reason it's different in the blind selection
hmmmmm will have to investigate
error still happens
anything else logged?
is there an easy way to keep the window open or is OBS and rewatching footage the only way to know
the log is written to Mods/lovely/log
INFO - [G] Error: [love "boot.lua"]:48: Failed to initialize filesystem: already initialized
stack traceback:
[C]: in function 'init'
[love "boot.lua"]:48: in function <[love "boot.lua"]:42>
[C]: in function 'xpcall'
[love "boot.lua"]:357: in function <[love "boot.lua"]:355>
[C]: in function 'xpcall'```
anything above it?
Stuck on load. Can't get past the loading screen without this crash
I turned off deck skins and it started working
sorry for the delay, here's a good amount of lines above it
decided it'd be easier to just send the entire file
hmm not sure. Could you zip up your mods folder and send it here?
it should just be the latest git clone of Dimserenes from github
I'll try a clean git clone to be sure
same error on latest git clone
It's happening maybe a bit too often with my mod pack with custom booses, is there a mod to have a dev console or something similar that could allow me to reroll the boss blind when it crashes?
or is it fixed with newer versions of the modpack?
You should try updating yea, your smod is 2 month old
At first glance the crash looks like it's a Malverk issue
Also update your lovely too
what is the command you use
to initialize:
git clone --recursive
or to update:
git pull --recurse-submodules
Both of those will have the same result (sans removing old submodules on got pull which I remove manually)
git clone --recurse-submodules --remote-submodules https://github.com/Dimserene/Dimserenes-Modpack
I usually avoid --remote-submodules since it updates to latest rather than the pinned version from the main repo
So I should update all mods past what's in the modpack repo?
or you can use my modpack manager 🙂
I guess? I'd need to check how to make sure it doesn't break with my own modpack manager though
So um since you are here, is the mod really depends on all of the mods?
the most recent version does not anymore i added config to disable stuff as well as reworked things
should run fine with just steamodded and talisman
Ok
anyway i assume you've played the mod? thoughts?
Oops speak too fast, here's a crash log for you
playing eric deck
weird all that does is give you random jokers and take your money
oh on what?
any chance jen's almanac get's added?
almanac has conflicts with stuff like ortalab
it's also not even fully released, just a test run
nah
almanac also has like 20 mods its incompat with doesnt it
lemme check the list
modpack maniac
magic_the_jokering = true,
fastsc = true,
bunco = true,
antonosstake = true,
ceres = true,
infinitefusion = true,
evil = true,
fusionjokers = true,
jimbospack = true,
grm = true,
minecraft = true,
pokermon = true,
twewy = true,
betmmaabilities = true,
betmmaspells = true,
reverie = true,
xstablesblinds = true
I think the fact that this list even exists means almanac will never be added to any mod packs
M
¯\_(ツ)_/¯
do i throw the modpack file in here?
jen is super weird and defensive with others trying to fix crashes, and does not like it when others fix it themselves
tried this again, still the same crash on launch
weird issue
what crash?
what's the Mods folder looks like
try removing celeste card collection
after deleting Celeste card collection
nope, still crashes
have you deleted the bochideck.lua from deckskinslite/skins (file path)
i will provide the my folder from the modpack manager to see if it something with your pc
just give it a second
are you on linux?
yes
would you like to try use the manager script instead and see if it's better
I'm not sure if that'd conflict with my own modpack manager script
same crash
hmm
i did just update that today also
ok trying one last thing
there's a small chance my manager is screwing it up
nope still crashes
verify game?
ik linuxhas to do stuff diffrently
yeah the only difference I had was a symlink from Mods to ModpackName/Mods
but even copying caused a crash
is there a chance a mod checks for a file to initialize fs, but doesn't take into account that linux is case-sensitive?
possible but need check
I think it happens during sound initialization?
I am doing the same in my linux mint VM right now
I also tried using the setup scripts from your repo
jen is just super weird with everything related to mod development
I don't know what's the issue tho, I am using only smods inside my linux VM and it is erroring
maybe it's an smods update that caused it?
no latest smods standalone works fine for me
(assuming this is latest)
do i?
no
in your folder that has the save profiles for balatro, and then in mods
this is what comes up when i hit "browse local files" on steam
i bought the game
@tiny fjord
balatro isn't there
have you launched and played the base game yet
have you done mc modding
yes and no
played
so not java edition mods
nope
ok thats all
do i make a folder named "mods"?
i would ask @split aspen cuz they would know more about this stuff, dont got that type of memorey cap rn
lovely should make it but you can make it (thought it would be Mods not mods)
when using the installer it says "game executable not found in default directory"
when trying to install lovely
idk how to help there
Check the launcher settings see if the file paths fits with what you have
i dont see a version dll
elaborate
so when downloading the lovely injector in the zip, it has a version dll, of which you need to put in the folder with your balatro exe
what im saying is
i will say this, if anyone needs help i reccomend joining the discord for this modpack, as i frequent vc's from there, and occasionally cryptid, and as @tidal perch has said "this guy doesnt sleep and i dont know how he does it" (in this context i am 'this guy')
thats the path i gave to the modpack manager but it wont install lovely
it wont do that for you
so why have an "install/update lovely" button
@silver oriole ?
give dim a bit if they dont respond, they probs sleeping rn
ill just do it myself
thats what i would do anyways, just to be safe
ok i put the dll into the folder
this one
so now what
@analog maple
one moment
does the folder with the exe look kinda like this?
cuz if you sort it by name, the version.dll should be on the bottom
yep
what your mods folder look like
@rancid sorrel
this pops up after i ran the windows full setup .bat
did you install the latest version of lovely
yup
you placed the version dll in the folder that contains the balatro.exe
i did. i might have messed something up along the way. doing a fresh install
well, it got fixed. Thx for help anyways ^^
thac stays winning
BTW. These Geo cards seem to be triggering improperly. It says change suit and rank of card when discarded but it changes when any card is discarded. So if I discard 5 cards it changes 5 times and which slows down the discard process because it does it 1 at a time. Either that or its just improper wording.
I think all the old mods will go because of this weird bug.
All seal cards are gone because the effect trigger too many times
is autumn circus back or just a port
Its back
its just lovely in there
That would be why
do i put the modpack file there?
You put the mods in the mods folder from the modpacks
this file?
Yes in that folder there is a folder named mods and those mods are what you want to put into your mods folder
do i put the mods folder or do i take the mods out of the mods folder to put into the game's mods folder
launched the game, still no mods
Is steamodded in your mods folder?
Yea i figured
Try removing the Taikomochi mod
known issue
yes, anything with cryptid is more than likely already known
hovered over a tag that was an up arrow on a card
did it look like a constalation type thing
specifically one of the dipper constalations
what branch are you using
full talisman
and no other additional mods?
nope
have you mad a report in the server?
will now
is it a mod incompat?
for tags sake
not that im aware of, its just talisman is buggy as hell
but if you are running this modpack and you are in the server i would encourage you to out any bugs there
ok
does git require the winget tool thing to run properly?
