that's right baybee we're giving you more jonkler packs
https://github.com/Samario1/MoreJokerPacks
satisfaction not guaranteed, please report An Bug
should work without cryptid but i'm not 100% sure on that
#[SMOD 1.0] More Joker Packs
1 messages · Page 1 of 1 (latest)
their weight is a percentage of the combined weight of the vanilla buffoon packs:
common: 100%
uncommon: 70%
rare: 40%
legendary: 20%
epic: 20%
exotic: 10%
@frosty kiln this looks like it could benefit from some artwork of mine 
i'll draw some new pack sprites and see what you think

I do plan to put in jumbo / mega variants at some point but I'll probably just make a "Jumbo!" / "Mega!" sticker to put on top of them, styled after those "as seen on tv" markers
i feel like the first 4 packs are a bit boring, especially common and uncommon. but not in the intentional boring kinda way, so i tried changing em

that's kind of the point of rarities though, it's meant to look uninteresting at first until you work your way up
in my honest opinion, the first two packs in the edit look ugly and very out of place
As funny as the shoddily drawn common pack is I like the originals presented more
thank you for siding with me
maybe if i ever make a junk rarity pack ill just do the art for that in ms paint
you've still yet to merge the PR on github, jsyk
yeah i wasn't at my pc until Right now
👍
the plan is once i actually figure out how to do so for the more weird rarities is to have a pack for everything, with probably the exception of [hyper]transcendent since that's just ritualistic on a stick
i'll probably figure out a config menu to turn off some packs ingame & make the more broken packs only accessible through DoE or something
like, mega legendary/ exotic and [anything] ritualistic would probably have weight 0 since even with ritualistic probably having the price tag starting at 1.5M i can see some balance issues with that
the "ritualistic" rarity is kind of an illusion though, most jokers in my mod with this "rarity" per se have an internal rarity of 6
similarly to how fusion jokers have an internal rarity of 5
i'd much prefer it if you didn't make packs containing jokers of rarity 6, though. their power alone should give off the hint that they're simply far too powerful for jimcon to even get their hands on them
Closest I can think of that would make any sense is a pack for Godsmarble and compatible non-ascended Jokers, since I'm sure those can still show up in the packs of their respective rarities.
yeah they'll probably still show up in the exotic/legendary packs
the godsmarble can show up in the rare joker pack, it has a rarity of 3
I'm geting a crash on startup.Might be due to my other mods, I'll tr just this one real quick
still a crash, just a different one
concerning
why does this work on my copy...
ok it's apparently calling findModbyID from some other mod??
i guess that wasn't a base steamodded function
ah it's technically 0.9.8 compat. i see
fixed
this one i have no clue
This is kind weird. I tried removing Sylvie's sillies from my mods folder, guessing that it might be responsible due to doing a lot with booster packs, an being a 0.98 mod, and I got an entirely different crash,
Just tested and I actually get the same thing with just this mod
With the updated version where you fixed the other crash
Just to make sure, you are using the current steammodded to test? I only installed 1.0 a coupledays ago and just updated to make sure I wasn't using too old of a version
Even 3 days old is too old these days
Incompat then
I'm using the full modpack
Ok it works now
i love case dependance !!
Now that the other crash is fixed, I can confirm that this one only happens if I'm also running Sylvie's Sillies. Seems to work otherwise
Removed Sylvie's Sillies and I thought it was working, but here's what happened when I opened an uncomon pack. It says "ERROR" and I can't select a card or skip the pack
The ERROR is what I'm calling a feature for now because I can't figure out the localisation functions to get it to work properly but not being able to select a card is weird... this just uses basic booster code, I don't know why that would be a problem
Whatever it is, I think it has something to do with the shaded box
Actually hold on what the hell, why do you have the hands box still present
good question, lol
i'm calling this "not my problem, i think?" since i cannot replicate this
fair
the hand box shouldn't be there and i can't make it appear
Yeah, I get what you mean. When this was hapening before people said it was othermod and I removed it. It worked, but now wit's happening again, but only with packs from your mod
So both this and othermod has the same problem
the ERROR thing can be solved by putting localization in SMODS.current_mod.process_loc_text
function SMODS.current_mod.process_loc_text()
for i = 1, #packs do
SMODS.process_loc_text(G.localization.misc.dictionary, "mjp_booster_" .. string.lower(packs[i]), packs[i] .. " Booster Pack")
end
end
Cryptid compat should also check for their configs for disabled Epic Jokers? but idk
SMODS.Mods.Cryptid.config["Epic Jokers"] maybe
the pack names don't work, but the packs work fine
i can select cards and skip as normal
¯_(ツ)_/¯
very cool mod
if epic jokers are disabled, the pack makes rares instead
i just picked up an epic pack and got rares so
meh
What does this mean?
They're called <rarity> buffoon packs, but I had it down as <rarity> booster pack in the code for a while
Ah makes sense
not pushed to githunb yet?
wait why is this $6
the normal buffoon pack is $4
and it's probably equal if not better than this in every situation (right?)
i'd say it should be $3.
The idea was a 50% price increase since you're removing the RNG of different tiers but yeah that's probably a bit dumb for common buffoon pack
yeah it was already crsahing a week ago so i redowloaded it
There is not a (1) in the github
it means i have two of th exct same file
i can change it to normal name bu i dont think thats gonna chang since its the same crash as last week ich was with the normal name
lemme change it jic
same
is it the steamodded ver
but it needs ths one for cryptid to work so thats weird
i have no idea, according to this you can't load the localization files??
Strange, uncommon Buffoon Packs didn't work on my side (common jokers instead).
But other packs works correctly.
And the description is still "ERROR" to me.
...i forgot to press the "push origin" button
Sorry, after update, it works fine now.
Does this mod override the og buffoon packs? Would be nice to have a config that does if not
It adds them as additional, I don't quite know how I'd actually do that
between needing to add a config menu and needing to override other things
decided to try again, and still getting this unfortunately (without ther ERROR ofc). It must be an interaction with another modif it works for other folk, but I only get it in your packs
Yeah I'm using dimserene full modpack and this doesn't happen so ???
well I do use some mods not in the pack, but I'm not sure which would be causing it
here's all the mods I use
it's also not easy for me to test because I don't have debug set up and would have to just randomly get a pack
DebugPlus lets you spawn packs in shop
so, uh how do you actually use debugplus?
Hold TAB, a bunch of options should appear
If you want to add packs, stay in shop, go trough the booster pack list in settings(?) and press "3" on it, it will add it to the shop.
thank you :3 now time for the testing
So far I can say that it happens 100% of the time with my current set up and rule out Cheesy Jokers, Myst Jokers, and MoreFluff from causing it
try slowing down nopeus speed
nah, that's not the issue, I still have it on the default 4x
then why do you have nopeus
I narrowed it down to 2 mods now through troubleshooting with debug
I just haven't actually started using it yet I guess, lol. I plan to,
Finally found the culprit
It's ShenanigansMod
crash when i try to open it, i only have cryptid, talisman and this mod
Maybe you could make the background colors use the rarity colors
Uhhhh if you told me how to do that then sure
This is what I do for Cryptid
ease_background_colour = function(self)
ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
ease_background_colour{new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2}
end,
what do i need to install because i dont see any think on the releases tab?
Click on "Code" and "Download ZIP"
thank you
I'll be installing this soon. 👍
Does anybody notice that packs from this will bypass joker slot limits?
@half oriole Do you mind if you can pin this?
?????
They use the same code as vanilla joker packs as far as I know so ??
Shh, it's fine, nobody has to know. 
what.
it's this mod that does it???
every joker pack I open bypasses slots and I never knew why
I'm not sure it's this mod, but I have no idea which it could be. my first thought might be jen's since it bumped up the consumable slots but I don't have any proof
I'm pretty sure it's bonus blinds
And you didn’t report it to me?
I just found it and I started looking to see if I could find where it was doing it to see if it was an intentional change
@frosty kiln i noticed there's pack declaration for Fusion and Evolved rarity jokers in your code but those packs don't exist? were they scrapped or smthn
Yeah I couldn't figure out how to implement those since they use weird custom rarities
i see
i know there's a way to do it with fusion jokers
this is the code I used for a similar purpose in my mod
function Fusionmaterials(materials)
local materialflag = false
for _, v in ipairs(FusionJokers.fusions) do
for _, vv in ipairs(v.jokers) do
if G.P_CENTERS[vv.name] then
for _, vvv in ipairs(materials) do
if vvv == vv.name then
materialflag = true
end
end
if materialflag == false then
table.insert(materials, vv.name)
else
materialflag = false
end
end
end
---Manually removing the vanilla legendaries because I couldn't figure out how to do it automatically
for k, vvvv in ipairs(materials) do
if vvvv == "j_yorick" or
vvvv == "j_chicot" or
vvvv == "j_perkeo" or
vvvv == "j_triboulet" or
vvvv == "j_caino" then
materials[k] = nil
end
end
end
end
it grabs every joker that is a fusion material and puts them in a table (and removes duplicates and vanilla legendaries because otherwise splash shows up like 19 times and my mod fuses with the vanilla legendaries so)
i'm pretty sure you can do something similar for the fusion jokers themselves
fusionjokers itself does that somewhere? idk
if you don't wanna do it i could try and figure it out and make a pr
i was gonna make a standalone mod for packs with fusion materials and fusion jokers so i looked in your code to see how you did packs only to find you had it planned at some point
Yeah feel free to PR
i'll get on that then
just don't expect pack art from me i suck at that part
oh yeah I got it working
decided to make one for fusion materials which is more common and one for fused jokers which is less common
oh yeah I got it working (need to fix localisation)
middle and right ones are fusions from my mod, middle uses placeholder art
got one more thing to fix and then i'm done
that one more thing ended up being very difficult to fix and I still don't have a solution
still working on it
okay wait
i might've fixed it
@frosty kiln progress update on those packs
i'm struggling a lot to make a joker pool that respects the jokers in your joker slots and doesn't make duplicates in packs because the method I used makes a table of joker keys and selects randomly from them, but other than it making duplicates of things, I have everything else working with some placeholder art
i've reached the point where I think it's just logical errors and no crashes
can't it just iterate through owned jokers and reroll?
that's what I wrote it to do
it didn't work
huh, weird
it also caused an infinite loop once
idk why that wouldn't work
yeah, definitely
I added a fallback where it just makes the jokers jimbo if it rerolls 50 times
maybe the comparison is wrong, are you using the full keys?
I am using the full keys, I know that because the jokers generate properly
or have you tried printing the keys it finds for owned jokers to see if maybe they aren't the full keys for some reason?
I have
it picks randomly from a list I create out of fusion materials, and printing that table out shows all the full keys of all the jokers that can be used in fusions
(except I added manual exceptions for the vanilla legendaries as I fuse with those in my mod, and legendaries showing up in these packs would be strange cause they cost $8)
I think there's a bug with Epic Packs that may have to do with rarity API?
Epic packs only has rare jonkler cards
Oh yeah it used to use 1 as the rarity (which Cryptid converted to epic) but Steamodded assumed it's trying to spawn a Rare joker.
you probably will
I believe you might just be able to use the rarity key(?) in order to actually look for stuff much easier
key = "epic",
loc_txt = {name = "Epic"},
loc_txt = {},
badge_colour = HEX('571d91'),
default_weight = 0.003,
pools = {["Joker"] = true},
end,```
idk if vanilla rarities have their own keys implemented or not since I haven't looked too deep into this
but easy mod support could happens if stuff has their own rarities now
i tried really hard and i couldnt figure out how to make duplicates not appear in the packs :(
@frosty kiln Hey, there's been some changes to the Steamodded Rarity API, and thus, the Epic Packs for Cryptid are only showing Rare Jonklers. That might need to be fixed soon.
Wow, that was quick, thank ya. 👍
May the glory of the Jimball forever bless you.
@frosty kiln
Not an issue rn, the mod is actually working great now, but there is one thing I was thinking...
Jen added what is basically a new rarity of Jokers to Almanac ABOVE Exotic, called Wonderous, that's gotten through a special Reversed, more harsher Gateway. Have you considered making packs for these Jokers as well, or do you think it's too specific (and OP) to include?
iirc jen said no back when that was called ritualistic
and I'm fairly sure that still holds
Ah, okay.
|| I was just wondering cuz the cost to use Yawetag is STUPID expensive (not only destroying all Jokers, even eternal, but also halving your Joker Slots, Hands, and Discards). ||
it doesn't halve hand size
having a pack for exotics is powerful enough, wondrous+ is basically just cheating outside of DoE at that point
Ah, was I thinking of consumable slots, or is it only the 1st 3?
it's just x0.5 hands and discards, and x0.5 joker slots
i just installed the mod and i was trying it, but the game crashes whenever i try to open a Uncommon Joker pack, without even giving me a crash message-window, it just closes
these are the mods I have
What version of steam modded do you have
If you recently updated it delete it and replace it with this version https://github.com/Steamodded/smods/archive/refs/tags/old-calc.zip
i had the latest, but removing JokerSellValue (another mod) solved it
not sure whether this mod is still maintained / updated, but figured i'd report: it would be nice if the packs could define kind = 'Buffoon', like the vanilla buffoon packs, so they can be generically referenced as buffoon packs by other mods
i don't actually know if this affects any mods other than my own but it does affect compatibility with my mod at least
(adds a voucher that attempts to add one of every kind of voucher to the shop; since these packs don't define kind at all, it's impossible for them to show up in the pool)
@frosty kiln made a PR that fixes how you load epic and exotic bafoon packs
👍
Done
This mod requieres any other mod besided steamodded?
Nope
@drowsy cobalt
guess who learned how to use pools properly
fixing the shitty code i made that was too shitty to release and then making that pr i mentioned
holy shit it's been 11 months i'm slow as hell
i just put up a pr now with a bunch of stuff in it
fair warning I might've broken the cryptid packs, someone else can test those cause I'm not downloading cryptid
i've had an unfinished version of this mod floating around in my mods folder for all that time now