#Familiar - A alternate addition for Balatro
1 messages · Page 5 of 1
Wishing ya well m8
I should probably get around to doing the tri-Suit cards for the new Suits at some point. Where were the base cards for those again?
Base cards for what
These right?
man I wish bytes/bits wasn't completely round like webs and arms
it would make sense for it to have a shape closer to bottles
like a sorta sd card lookin shape
Yeah.
Hmm, my old strategy of using the remaining Suit's Face Cards works less well with these than the vanilla suits, but it does still look pretty cool. What do you guys think?
Alright, three-Suit cards for the new Suits done. I think I'll need someone to do the Face Card art for the four-Suit cards for me. I'm not confident in my ability to combine elements of all four coherently.
Fire
Also I added a revision to Strawberry Ice Cream to Suggestions as an alternative so it isnt like popcorn
Question - were explanations of seals on spectral cards added to this mod? 😅
Not yet no
Okay, I hope it will be implemented one day 😅
For context you should ALWAYS use the mods tab to edit settings
I have a strange bug when using tags from this mod, it doesn't crash when I'm given a tag, but I'm unable to interact with anything but the menu, even if I leave and continue run it doesn't work. It seems to only be with tags from this mod however
Tags received breaking steamodded changes recently and this hasn’t been updated
Any documentation for new tags stuff or any mods I can take a look at to fix this?
@frozen gazelle (sorry for ping)
tyty
would that mean if context_type?
if context.type == 'new_blind_choice' then
local lock = self.ID
G.CONTROLLER.locks[lock] = true
self:yep('+', G.C.BLACK,function()
local key = 'p_fam_forture_booster_3'
local card = Card(G.play.T.x + G.play.T.w/2 - G.CARD_W*1.27/2,
G.play.T.y + G.play.T.h/2-G.CARD_H*1.27/2, G.CARD_W*1.27, G.CARD_H*1.27, G.P_CARDS.empty, G.P_CENTERS[key], {bypass_discovery_center = true, bypass_discovery_ui = true})
card.cost = 0
card.from_tag = true
G.FUNCS.use_card({config = {ref_table = card}})
card:start_materialize()
G.CONTROLLER.locks[lock] = nil
return true
end)
self.triggered = true
return true
end
end,
}```
Here's an example of an apply function from the mod
yeah looks good
oh you'll need to change any reference of self to tag too
Is this due to the new talisman alpha?
I’d have to check it out more in detail when I’m off of work to see what the issue could be
I have not touched the new alpha yet due to it breaking a lot of mods but I assume it’s something to do with the new large number support
i got this while playing with the duality deck, i only opened a standard joker pack
:/
the mod's great though!
Download git’s source code (you are using 0.1.0, newest is 0.1.7)
Releases is horribly outdated and not really a great way to get the mod
ohhhhh
It has a bunch of fixes in it as well for stuff like the recent tag changes
do you have a link?
Same problem for me...
.
I’ll take a look at fixing the code after the new year
Got work the next two days and it’s busy af
I got this crash after updating to the latest ver
trying to figure out why the pool isn't working atm
where is the consumabletype definition for the sacred cards?
oh god damn it give me two seconds
did i fuckin
i gotta check commit history I think it might have gotten castrated away
ok this is an easy fix 
@cosmic bane do me a favor and pull one more time
becaus euh
i had a def file made in my own fucking files
and I never fucking pushed it
😭
i don't know how I missed that
but that SHOULD fix it
defining types is clearly overrated
I'm pretty sure I've missed files in checkins over my career
anyways, it's gotten to the menu screen so that looks like it's good
only other thing is you need to make sure it has Familiar as a dependency really
I think
rather then uh Bunco as well or else EP won't load
I think we were trying too hard to load EP and not realziing the issue at hand
--- DEPENDENCIES: [familiar>=0.1.7]
should be the final fix 
fixed
for what it's worth with the sacred definition fixed extra planets doesn't actually need anything done from what I'm seeing
not really sure why it didn't have the same pool error, but it may be how familiar is injecting it's consumables
Basically
it wasn't loading them at all
and uh if another mod references the function it shits itself
I’ll probably be going through better calc later this week, I think we only have a few jokers that specifically use money but if there’s any other common examples I should know about for fixing stuff lmk in here and I’ll implement it to the best of my ability
Sapphire seals work
Has the tag problem been fixed now in the latest update?
Yes but it’s broken with better calc
Professor art (i still can't work on any code right now so I decided to get some art done)
Where can I download this?
pinned
Snow!
Thanks
I’m currently as well going through fixes for better calc rn and moving some of the seals and enhancements to be through smods instead
Most of them you can easily do
So far only Sapphire Seal and Gilded work in my test build
I should be able to get marron seal working after looking at playing card code, I saw some images and the blueprint one does basically what I want maroon seal to do (when I have access to my computer of course)
Something I wanna try and and see if I can do is to make the dual suits into actual SMODS.suit as well for support with spectrums and stuff
Yea making it an extension for smods.suit could be useful
From what I understand currently:
-
Seal info queue is not working I think because Consumable Types are loaded before Seals 🤔 I fixed the functionality according to smods code and I just get ERROR
-
Most of the enhancements still need to get SMODS-ified (at least the ones that have lovely patches)
-
I have NO Clue how I want to try and define dual and tri suited cards other then using SMODS.suit
-
Jokers trigger twice and idk why
I think the double triggering was a problem that was previously solved although I believe it also occurred due to a calculation update
I wouldn't doubt it happened again because of better calc changing something else
idk
🤔
I can think of a few ways to do dual-suit stuff as well, I should familiarize myself with the updates to Steamodded first though. I should be able to start working on code in at least eight weeks from now (I know still awhile but even that's not set in stone y'know government housing)
I'll take a look though some things and see if i can relay potential fix's, and work on some more art till then
This branch will be our holy bobble
*bibble
Still a wip. I’m gonna be recoding dual suits entirely so that bug SHOULD (Key word should) be gone
With lyre
yea
I can try and add the new jesters (professor and bard) this week
The bard looks awesome!
jokers added real!!!! 
Hooray
Does anything else need to be added? I feel like most if not everything is covered in terms of suggestions
Yea I kinda want to get most of the main sheet in game before moving some more suggestions to it
I like how this represents both the apple going up and coming down. Idk if that was intentional but it's fun
Wait a minute are those Loteria cards?
That's cool
this mod cool as heck
If you guys want to use this on Better Calc use this btw
this will be updated as I figure out fixes / add content going forward
@strong plinth dumb question for when you're around: On later releases do we want unlock conditions for some Jesters? either via challenges or specific requriements
I'm going to say yea, because I think that'd be cool.
I could see one for pickpocket being that you need to get a hand size of 11
yea, I can make a section for unlock conditions (if any because not all cards usually have them) in the suggestions and main sheets.

I would wanna kinda do some stuff like Isaac where you get certain items via challenges
I feel that's fun
yea, more roguelike feel
I could see some Familiar Decks getting stake unlocks (i.e Black Stake on Red Deck) or something
everyone loves a good challenge, especially if it unlocks more stuff. I'll start making some for the main sheet
i was thinking "Have a deck of [insert suit here] cards." for the fortune suit cards.
and that could transfer to the Duality Deck as "Have a deck of Dual Suited cards."
Nice
when i get Tekana cards in game i think locking it behind some kind of hologram or Po3 challage thing would be cool.
Mhm
I was also thinking of a "Familiar Pack" where like it has a mishmash of different types of the same consumable (i.e Tarots, Reversed Tarots, Tekana, etc.)
would that imply there would also be a version of that pack for the planets and spectrals?
that's fair because there are at least going to be three tarot versions.
I feel like locking some of this stuff also makes this mod more vanilla.
mhm
I gotta figure out how to make The Fool? fully work. My idea rn is to make a table with the jokers in it like:
joker
- jester1
- jester2
- jester3
joker2
- jester4
- jester5
and it'll select one of those randomly
where like, the return function also returns the slug of the joker if that makes sense? idk how I would code it
you could make a array as an ability in jokers called something like Varients, or Familiers and call a random joker from that.
kind of how dual suits work rn
i think that'd make implementation a little easier
so would you be able to return the variant then? i.e in the actual return function in lua would be like:
return {name = "Jokers", items = {peppy_jester}, variant = 'j_zany'}
i think it'd be more a set i think you probably wouldn't even need an array actually, like this self.ability.varient = 'joker_name' then you could get the name and check for any and all jokers that have that jokers name as a varient.
Would I have to take ownership of any jokers to be able to add that? I'm not super 100% experienced with Balatro code
no you shouldn't have too
the ability is set in each joker and its vaule is the base jokers name
you could then probably append each joker to a list when they are initialized and go through that list getting each joker that fits the current base joker's name that you are trying to change.
placing those into a separate tepary list in the consumable itself which it then draws randomly from
but that's just my first thought, there may be an easier way
I would have to look deeper in it
🤔
it's too big brain for me i'm a small brained boi
This idea is for a while from now but I still going to put it out, a new card modification most likely a familiar of stickers or seals.
could be neat
Challenge/deck idea: adds a random suit to a random card after each played hand, debuffs tri and quad suits.
That does sound fun
Btw I made some code to make any dual suit with any two suits, it's a little less vibrant and I don't have code for tri or quad suits yet.
Yo nice!
Cool stuff
I finally found out what mod was causing it
the familiar tags break the game for me
after the game attempts to redeem one it just completely freezes
I cant click on anything anymore
and it complerely ruins the run cause theres no way to fix it
It might be specifically the spectre tag
not sure if this is a regular occurence or something specific to my mod set
but I would love if there was a config option to disable them, like how some others do
wasn't there a config? I thought i made one.
how are dual suits planned to work?
Rn I’m thinking of some way to implement them that isn’t horribly jankcode using SMODS.suit
you could maybe try using a shader to only draw half of each suit texture
We have textures currently for it
Which I think is fun and dandy, haven’t tried a shader yet since it isn’t necessarily an “enhancement”/edition and more of an actual modifier
Plus it would be complicated with Tri and quad suits
Yo that looks wonderful. I think the reason it looks less vibrant is that you're doing RGB gradients instead of HSV like I do.
yea, i'll take a look at that
Yea, its more vibrant now
Yep, much better.
Due to the fact that you're using programming here, you might be able to fix the tri-Suit cards, setting them to radial gradients between the three colors rather than those weird spirals I've been resorting to due to the limitations of my image editing tools. And with that set up, any n-Suit cards should be taken care of from there, just going from 3 to n colors.
If you're wondering, the quad-Suits were done by doing two gradients, then doing a perpendicular transparency gradient between the two, so a four-way gradient was actually easier to work with than three-way.
speaking of n colors, I actually plan to have quad suits be the max amount of suits a card can have for balancing reasons, making the wild card still useful, and a few other reasons, there will still be x dual, tri, and quad suits like the example of heart and webs and some art for other suits to fix the art issue like a placeholder art x familier suits to add mod compatibility.
Optionally I could try to implement the code to dynamically create dual, tri, and quad suits during run-time for additional mod compatibility but for several reasons I think I'll leave the option to the other modders who make suits.
Ah, I see. Fair enough.
TBH I could see quadsuit being replaced with just
Omni
which essentially is just wild in any context
Hey, for some reason I can't get static cards to give me extra chips? I've tried reverting to just familiar 1.0, and have tried running just the 1.7 version and Talisman, but neither seems to be working. Is Talisman 2.02 not good enough, and I need a specific beta version?
I’m pretty sure they’re bugged with better calc if I’m not mistaken
I have to take a deep dive with Snow when they get back to fix everything up
Gotcha, that makes sense. Thank you!
Does the same go for the Gilded cards? I don't think they are triggering rn.
Probably
alright thanks
I'm aware of it but I'm not a coder
I think the main two that actually work on the mod are aware? I don't know for sure though
I am aware but still am unable to work on the mod
any ideas on why sapphire seal doesn't proc for me? i keep it in hand until the end of round andi t doesnt spawn anything
I am also aware but on Balatro burnout rn
nah, im on old calc
\
here are all mods, ignore edition examples, it's not in use
Probably because it isn’t injecting in lovely code properly either
I can probably fix it tmrrw it’s something insanely simple to do
kek, i aint in no rush
gilded enhancement also doesn't work, but everything else does
me over here trying to find it but no clue
It's in pinned messages
Y'know, come to think of it, maybe you should. Y'know, considering the fact that the alternative is missing graphics...
I got a house now, my stuff should be there Wednesday. So I'd say a week at most before I can start working on my coding stuff again.

I’ll prolly get back on the wagon too then soonish
If any ideas pop into my head I'll drop em in suggestions
😄
starting up on working on the table, could probably be better done in code but for now it works
Better calc issue prob
Got an issue with Familiar trying to call a table value and it crashing the game - was wondering whether there's any idea what that comes from? I've got a few mods installed and a few without their correct dependencies present, but I'm not immediately seeing what it's tying the crash to?
Have Card Sleeves, Talisman, Cryptid loaded but not active, Paperback and Codex Arcanum active, Ortalab, Morefluff and Reverie without correct dependencies currently
and are you using bettercalc fork or not
Hmm I don't know enough about modding to know this off the top of my head, I'll come back with more answer later when I have had time to work it out XD
I've just accidentally made another thing cause a crash too so need to stop that from happening first lol
I'm assuming the answer is no
Entirely possible. Would that be a likely cause if it is the case?
make sure you're using this
Potentially.
Thank! I will see if that works then 🙂
if it doesn't uhhh idk
you haven't provided me a crash log so I can't take a look at the crash
¯_(ツ)_/¯
I can go only off of assumption
got a crash when discarding a familiar seal, got the better calc fixes, and it still happens.
im also on the manacle for the boss blind, that may affect this
defo manacle, it works on a small blind
nvm it doesnt work (still crashes, consumables were full) but another card when discarded on its own generates a familliar tarot
spectral seals as well...
Sapphire seal should be fixed huh
might be mixing with other mods tho
I have checked almost every box for one of my monitors, I still haven't found it. I'll try again tomorrow, wish me luck.
I found one :]
Does this mod support Steammodded new calculations? Because I occasionally get notices about deprecated functions being used.
i'm working on updating everything to
Is the BetterCalc-Fixes branch the in-progress work on it and it's just an ongoing process, or is that unrelated?
yea, its the most up to date branch
Push changes as you go pls 🙂
Also if we can shuffle past lovely patches for some stuff to avoid breaking in the future I’d appreciate it - I made some changes to Gilded enhancement and sapphire seal to make them work with SMODS
Yea, I found some problems with the sapphire seal and fixed most of the seals code for the most recent version
If you could dm me any specific problems with jokers or other things I'll try and fix them. I'm aware of the maroon seal and I'm bug-fixing enhancements rn.
I might try and add credit tooltips at some point too ngl if I can figure it out
Is anyone capable of turning the balatro server icon green & blue with a quad-suit ace and joey j?
maybe dual would look better though
I could when I'm in intro to media arta
give me a second
It'll be about an hour or so but I can get it done for sure. Someone else can faster I'm sure
does this look good?
yea, thanks!
i'm setting up a server, tbh i think it's long over due
Theres still more for me to do in it but i got the basics. https://discord.gg/BPC24Ws6
Is it possible to use this mod at all without Talisman? Talisman is crashing my game whenever I select cards unfortunately...
I'm actually not sure, the reason it was a dependent seems to have been integrated with SMODS.
I'll try
It seems to work fine, I'll update it without the dependence.
I threw in a new joker too
Another
Just wanted to let y’all know that the tags do not work. They softlock the game
They seem to be working fine, do you have the right version? (also did you update steamodded/lovely)
My lovely version is 0.7.1
my steamodded version is 1413a
The most recent version (for this mod) is in the better calc branch
CHAOS CONTROL


Can someone send the github or link for this mod
It's pinned
First Spectral card.
Another Memento card, I'm trying to get more of them in because there's only 6 right now.
div cards trigger so many times
I'm not having that problem, i'll check if i pushed it to the right branch
I did, could i see the context? and/or other mods?
info for what it does when
I think i do need to implement that still
Wonderful mod. Unfortunately it's crashing whenever it has to deal with jokers that have flexible modifiers.
Oops! The game crashed:
functions/common_events.lua:1252: attempt to call method 'juice_up' (a nil value)
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1424a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
1: Familiar by RattlingSnow353, humplydinkle [ID: familiar, Priority: 1, Version: 0.2.0-prerelase, Uses Lovely]
Lovely Mods:
Stack Traceback
===============
(3) Lua field 'func' at file 'functions/common_events.lua:1252'
Local variables:
(*temporary) = nil
(*temporary) = C function: next
(*temporary) = table: 0x013ebc9ded50 {alerted:false, cost:5, rarity:1, atlas:fam_Joker, config:table: 0x013ebc9e04d8 (more...)}
(*temporary) = number: 0.7
(*temporary) = string: "attempt to call method 'juice_up' (a nil value)"
(4) Lua method 'handle' at file 'engine/event.lua:99'
Local variables:
self = table: 0x013eb2c9b190 {timer:TOTAL, complete:false, start_timer:true, trigger:immediate, created_on_pause:false (more...)}
_results = table: 0x013eb6e49240 {time_done:false, blocking:true, completed:false, pause_skip:false}
(5) Lua method 'update' at file 'engine/event.lua:182'
Local variables:
self = table: 0x013eb6ea0760 {queue_last_processed:386.68333333331, queue_timer:386.89561315655, queues:table: 0x013eb6ea07a8 (more...)}
dt = number: 0.0166512
forced = nil
(for generator) = C function: next
(for state) = table: 0x013eb6ea07a8 {other:table: 0x013eb6ea09d8, unlock:table: 0x013eb6ea08b8, tutorial:table: 0x013eb6ea0948 (more...)}
(for control) = userdata: NULL
k = string: "base"
v = table: 0x013eb6ea0900 {1:table: 0x013eb33aa320, 2:table: 0x013eb2c9b190, 3:table: 0x013eb2880498 (more...)}
blocked = boolean: false
i = number: 2
results = table: 0x013eb6e49240 {time_done:false, blocking:true, completed:false, pause_skip:false}
(6) Lua upvalue 'gameUpdateRef' at file 'game.lua:2543'
Local variables:
self = table: 0x013eb6dcc6e8 {P_STAKES:table: 0x013ebc8d8540, METRICS:table: 0x013eb4368510, sort_id:183 (more...)}
dt = number: 0.0166512
http_resp = nil
(7) Lua method 'update' at Steamodded file 'src/ui.lua:84'
Local variables:
self = table: 0x013eb6dcc6e8 {P_STAKES:table: 0x013ebc8d8540, METRICS:table: 0x013eb4368510, sort_id:183 (more...)}
dt = number: 0.0166512
(8) Lua field 'update' at file 'main.lua:992'
Local variables:
dt = number: 0.0166512
(9) Lua function '?' at file 'main.lua:931' (best guess)
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '?' (defined at line 902 of chunk main.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"])
Here's a second error log from when I had more mods installed. I made sure to remove all the other mods to get you that first, clean log though, since step 1 is making sure it isnt a mod conflict.
I'm can't seem to replicate that problem, what was the context of the error? (Like the jokers that caused it or the deck basically what caused this exactly?)
It was the Red Jester I first noticed the problem on. Definitely got it on the Flag of Surrender too.
Might've been one of the optimization mods I put in (since I forgot to test without that but I have since removed). I'll test in just a minute.
I found the problem with those two, it's easy to notice and fix I'll check the other jokers and push a fix.
Well then, glad the report helped out.
I pushed the fix and I found about 5 jokers with that potential problem.
Thank'ya kindly. I'll be back if I have a problem again. Appreciate the hard work.
https://discord.gg/D62XFjVU (for the people who didn't see it)
hello, someone has any idea on why the "speckle" edition is not working? In the mod description works fine, meanwhile in a run, hovering over a "speckle" card shows +rand(){} Chips +rand(){} Mult and it doesnt activate at all
Can you tell me what version you’re running?
The latest available on github
I believe you are talking about the visual, it use to work before better calc and now it doesn't. I'm not sure why, it's a purely visual bug but i'll look into it more.
I may be wrong but im almost certain that the +mult and +chip won't trigger at all. Only the base effects of the jokers. Let's assume i have the "speckle" basic joker, during a calculation it will only give the +4 mult, nothing more nothing less
Also wow, steammod broke something, what a surprise
No as of the most recent version it appears to be triggering, it is possible that we are on different versions of steammoded though I'm using 1424a.
Also the version of the mod should be 0.2.0 prerelease
perfect thank you
Sacred card reworks + Naked Singularity
still got the server?
So basically suggestions are only on the server now?
Yup
Correct
Any builds for this yet?
Yep, 0.2.0 prerelease. I've been working on 0.2.0 release, but it is released with quite a bit of content already.
5NHD1XGX
you get a dream in the buffoon pack, first shop. two of the tags are MEGA buffoon packs and you're guaranteed a thinktank in one of them
why doesn't naked singularity have a sprite?
I assume because it's imaginary? 😛
heh
It should
Unpushed assets maybe
?
Try to reinstall it now, see if that fixed it
Funny. It has been invisible for some time now, and I really just assumed it was supposed to be invisible cuz it was imaginary xD
I thought it intentional, great card that you could completely miss if you didn't pay attention to the card spacing
Sheer comedy right there
This is pleasing
evil tarot cards
is it supposed to say error?
I don't think so? Prob just will be a quick patch
aye aye
@pliant ermine what version of Familiar are you using?
latest in theory
can you open up the version in the mods menu
you should be able to see it in there
should be the new calc version
i remember getting that on an old smods with almanac too so it's probably pretty old
do ping me when the thingy is done or else i'll forget
Try git cloning newest build maybe?
https://github.com/RattlingSnow353/Familiar/tree/BetterCalc-Fixes
aye
still not workin
good to know
just a visual bug but it does bug me
Are you on english language by chance? Or a different language? Just trying to rule out any and all problems
english
yea, i think this started appearing after new_calc
if you need anything else for troubleshooting i'm all yours
for an hour at least
roughly
I wanna do JokerDisplay support for 0.2 😭
just mark it as a hotfix
or something
or just put it in main
don't see why not
those packs were just straight up missing code
i'll cast makeshift cannon if you don't put it in main now
I made a lot of changes for localization and polish to everything so I can't it'll cause some other problem in that version.
...i don't see how those things are related
guess i'll be waiting
The latest release version main files doesn't have the code for things in the booster files
I just realized prerelease is spelled wrong
prerelase
Is the server link supposed to be ded?
The link expires, heres a new one https://discord.gg/BNcGXJyN
how we doing familar heads
I've made quite a bit of progress the last few weeks, although I'll be focusing on working on Sigil for a bit at most till the first (when I'll hopefully have enough to release it).
how rare is the aureate enhancement? it seems pretty stronk
I think around 1.5% a bit less than foil a little more than holo.
I see I see
Yeah it's super strong
Should penalty cards be saying error when subtracting chips, or speckled editions read null when viewed in a booster?
The 2nd one yes, the first no
oh shoot wrong thread
hey so im noticing that this mod's pantheon cards are incompatible with Aurinko which lets planet card roll modifiers that modify the hand. if a modifier is ever applied to a hand from one of these a pantheon card will kinda delete them.
actually looking a bit closer it appears any mod that adds small modifer to hands. such as kino make imaginary levels not work correctly
I'll rework them for 0.2.0's release
awsome looking forward to it. mod has been really fun otherwise
also what is a perfect hand for perfect ballot?
5 oak or flush five
Anything with the same ranks, so high card, a pair, 3 oak, and 4 oak would also work.
I think the version I'm working on has already fixed that
okay cool
is this normal ? (chips and mult saying null)
because in the collection it works like it should
Yea, it's normal i haven't been really able to make it change around mid-game since the better calc release. But maybe i should change that to say rand() or the like
This Pantheon Tin booster pack is displaying "ERROR" in the pack name
what version do you have
The one on the BMM
what does BMM mean?
Balatro Mod Manager
Ah, that one should be pulling from the better calc branch
dual suit deck just doesn't work for some reason, the cards I get from it just aren't dual suit
Did you download the better calc branch? I'll merge it with main later today.
does it work now?
can i have cross mod with familariar
still doesn't work neither the deck nor the sleeve
Is dual deck broken? Dual cards? if so i'll make sure to fix them before the end of the day.
the deck is broke specifically
the cards show the suits after they are modified either by adding more suits or an enchantment
Oh ok, i should still improve the sprite system of dual suits
okay they are completly broken from what it seems, i thought it was a visual bug but nope
that should be a flush
I found the problem, the code for dual suit cards is just gone. I think i just removed it planning on improving it or moving it and just forgot.
Okay i fixed them, fixing the dual suits also fixed the visuals.
oh that explains it
now it works
I don't know how that didn't come to my attention for almost a whole month
What were you thinking of implementing? I’d be down to try and help
I'm not sure which way around it is (I've also put this on the Cardsauce thread), but having Familiar and Cardsauce enabled makes my PC freeze up whenever I pick a card
Error says a Stack Overflow
The BMM needs to be changed to main, I suspect thats the problem
i've been having a similar problem, and I have both Familiar and Cardsauce on my list, but testing by removing one or both didn't seem to do anything.
eventually I figured out though: if you have Talisman, setting its score limit to Vanilla in its config seemed to fix my problem. it seemed to be a problem with Talisman itself since I removed every other mod in my list
update: on enabling Cardsauce with Familiar (it was disabled in the modlist!) the crash comes back.
disabling Familiar, enabling Cardsauce: no crash
enabling Familiar, disabling Cardsauce: no crash
enabling Familiar, enabling Cardsauce: crash
strange
i'll try it with just those two installed in case it could be a secret third thing
managed to grab this. as above, this happens when selecting any card during a blind. this only seems to happen when Cardsauce and Familiar are used together.
I have a version of cardsauce installed and don't have any problem, so I assume it's a newer problem on their side.
Yeah, looks like it happens for any version of Cardsauce v2.0 and above
probably on their end then
Honestly I'm just happy it's not just me lmao
cardsauce is incompatible with so many mods and their only response is "it happens" 🤷♂️
functions/common_events.lua:1268: attempt to call method 'juice_up' (a nil value)
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0509c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
1: All in Jest by Nevernamed, survivalaiden, RattlingSnow353 [ID: allinjest, Priority: 9999, Version: 0.3.3]
2: Galdur by Eremel_ [ID: galdur, Priority: -10000, Version: 1.2, Uses Lovely]
3: Familiar by RattlingSnow353, humplydinkle [ID: familiar, Priority: 1, Version: 0.2.0, Uses Lovely]
Lovely Mods:
Stack Traceback
===============
(3) Lua field 'func' at file 'functions/common_events.lua:1268'
Local variables:
(*temporary) = nil
(*temporary) = table: 0x11ee2550 {alerted:false, loc_vars:function: 0x11ee2820, object_type:Joker, _saved_d_u:true, original_key:red_jester, mod:table: 0x0a5d4c18, registered:true (more...)}
(*temporary) = number: 0.7
(*temporary) = string: "attempt to call method 'juice_up' (a nil value)"
(4) Lua method 'handle' at file 'engine/event.lua:99'
Local variables:
self = table: 0x0526c6e0 {start_timer:true, timer:TOTAL, blockable:true, trigger:immediate, func:function: 0x0526c6a0, delay:0, complete:false, time:56.791228877879, blocking:true (more...)}
_results = table: 0x04463718 {blocking:true, pause_skip:false, time_done:false, completed:false}
(5) Lua method 'update' at file 'engine/event.lua:182'
Local variables:
self = table: 0x09ccabb0 {queue_last_processed:30.516666666666, queues:table: 0x09ccabd8, queue_dt:0.016666666666667, queue_timer:30.517386482126}
dt = number: 0.00465443
forced = nil
(for generator) = C function: next
(for state) = table: 0x09ccabd8 {unlock:table: 0x09ccacc8, galdur:table: 0x0411cb10, other:table: 0x09ccad68, tutorial:table: 0x09ccad18, base:table: 0x09ccacf0, achievement:table: 0x09ccad40 (more...)}
(for control) = number: nan
k = string: "base"
v = table: 0x09ccacf0 {1:table: 0x09ce5850, 2:table: 0x0526c6e0, 3:table: 0x0526c8c0, 4:table: 0x0526cb60, 5:table: 0x0526d158, 6:table: 0x05276888, 7:table: 0x0527cf60 (more...)}
blocked = boolean: false
i = number: 2
results = table: 0x04463718 {blocking:true, pause_skip:false, time_done:false, completed:false}
(6) Lua upvalue 'gameUpdateRef' at file 'game.lua:2763'
Local variables:
self = table: 0x03f02810 {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x04d51508, F_ENGLISH_ONLY:false, viewed_stake:1, HUD:table: 0x0468bfb8 (more...)}
dt = number: 0.00465443
http_resp = nil
(7) Lua method 'update' at Steamodded file 'src/ui.lua:84'
Local variables:
self = table: 0x03f02810 {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x04d51508, F_ENGLISH_ONLY:false, viewed_stake:1, HUD:table: 0x0468bfb8 (more...)}
dt = number: 0.00465443
(8) Lua field 'update' at file 'main.lua:995'
Local variables:
dt = number: 0.00465443
(9) Lua function '?' at file 'main.lua:934' (best guess)
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '?' (defined at line 905 of chunk main.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"])
Crash log when having a split card and a negative Red Jester proc at the same time
I feel like half of this mods crashes are something to do with juice up, what'd i do to it
Also thats oddly specific does the same thing happen with non-negative
Very funny that I come to report a juice_up crash xD
Yeah I'm not sure what's even triggering it
has anyone checked the line mentioned inside of the lovely/dump folder?
func = (function() card:juice_up(0.7);return true end)
@strong plinth here's line 1268
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function() card:juice_up(0.7);return true end)
}))
end```
And the whole function
Maybe it's because i use juice_up() instead of juice_card()
just had the juice_up crash with Flag of surrender
love this mod! one quick thing though, i noticed that having a card with a familiar seal in my deck applies the effect to every card in the entire deck- like, if i discard any 1 card at a time, it makes a familar consumable. is this a known issue?
I did not know of that
anyone remember a guy named gorbini posting in here?
Yea
Well he lost his account and now he uses this one (velvet is a different oc of mine)
Hope you believe me
What is this?
Server link
https://github.com/RattlingSnow353/Familiar/releases/tag/Familiar_0.2.1 Bug fixes and stuff
I forgot to load the Utils files, hold on
Okay should work fine now, if your downloading from release download the one that says Familiar-main.zip
I kind of want to make Sacred versions of all the planet card for AIJ (inculding the cross ones with bunco/paperback) but on the other hand i really don't want to make art for over 30 additional planet like cards.
guys I left him in the dryer too long what do I do
No, servers can't be pinned https://discord.gg/ED5nfR5u
There's has been more visual progress on the discord though.
played a full house (it had a disabled card in it if that matters) and it instantly crashed
It appears i left an extra extra in a few Xchip jokers, it's been fixed.
does this mean sacred cards? feels like it should just say that if so. if not then ??? confused. bewildered. flabbergasted. questioning my life choices
also null
It means fortune, and speckled shows +null because of some problems figuring out dynamic text.
Also "Clips" are from paperback
I've done some dynamic text recently so i can probably fix the +nulls.
oh whoops thought i sent that message there my bad
thank you for the clarification and good luck on the dynamic text :)
@strong plinth can you send the server link, please
oops
hello, my game crashes when it tries to socre a gilded seal
and for some reason the joker editions effects aren't working too
@strong plinth any idea why this happens?
Yea, the code's not updated to the new probability system
Ok, will disable it for now
Hopefully it will get updated soon
what the heck is a Perfect Hand
I still think this mod is cool
Pair, three of a kind, four of a kind, five of a kind, flush five
what makes them perfect
It's multiple of the same card, it was just something that was decided? idk really beyond that
¯_(ツ)_/¯
Oh this is very cool
@strong plinth sorry for the ping but do you have the join link for your dc server
Sure, but not much had been going on https://discord.gg/pMQ7EMy6
ohh okay thank you though !
I just join and this mod one those always look at but never play
played some last night and i enjoyed it
It has partner support for what believe
we want update
The people demand Familiar 2.5
Yes!
A gem of a mod, and I hate to see it dead, especially when there are a lot of annoying game-crashing issues, which is why I haven’t played it in quite a while.
That's the primary reason it's not getting updated is because it'd be a lot of effort to fix those issues
And time which is hard to come by.

