#elbe's SMODS 1.0.0 Ports, and other things
1 messages · Page 2 of 1
maybe i have older version of Ortalab because in my version there are not any blinds
I'd have to check but it's possible that they are locked due to the demo
they're on the main branch, just not in a release
Here you go
It's weird that it only really happens with the pokerface exchange coupon though, like all of the others work fine
you did start a new run, right?
yes this is a fresh new run
it's weird because when i reinstalled both codex and reverie, it worked that first time but now it doesn't even though that also was a fresh run
try updating lovely
updated and so far seems good, but i'll be in the lookout for it happening again
Is it possible to blacklist blind tags with modpackfixes? I'm trying to get rid of the arcade and fluorescent ones from bunco after successfully getting rid of the edition and booster packs
If I just have to remove the lua from bunco it's no big deal but this seems like the better option
mine can't but https://discord.com/channels/1116389027176787968/1306355083268722728 might be able to
Seems to be able to remove basically everything except tags, but item remover could be handy in the future, so ty for pointing me that way, think I'll just delete the lua for now
could at least request tag support
I can add it to mine but a more dedicated system is probably better
Yeah I guess it wouldn't hurt to ask
actually modpackfixes blacklist may work for tags
Any idea what I'd need to input to try that? I tried t_bunc_arcade I think it was
I kinda just bruteforced the rest following the pattern from how polyminpes got blacklisted
I tried tag_ as well if that's what you mean
I'm not sure what they'd actually start with
ok, it didn't work but I just updated it to support centers, blinds, tags, and seals. you need to enter the tag's key in the centerblacklist variable. tag keys look like this "tag_holo"
so you probably want "tag_bunc_fluorescent" and "tag_bunc_arcade"
oh huge tyvm
table.insert(CenterBlacklist, "tag_bunc_fluorescent")
table.insert(CenterBlacklist, "tag_bunc_aracde")
updated but those don't seem to get rid of them, they still appear in the collection
I think they will still show up in the collections but are removed from the pools that it pulls from. The log should say if it found and removed the from the appropriate pool.
oh yeah you're right i see it there, i just assumed it would be the same as the others and they wouldn't appear visually other than increasing the number
and i also just realized i misspelled arcade lmao
if I removed them from the G.P_TAGS table they shouldn't show up but my assumption is that people just didn't want things to show up in a run
yeah I don't think it really matters all that much
works just fine, thanks again
first time I looked at what the item remover mod actually does. their implementation is wholly different than mine.
it's pretty neat but the modpackfixes blacklist is easier to throw at my friends with minimal work on their parts
the newest build of modpackfixes has an experimental system for creating clones of jokers that numbalatro takes ownership of. it's currently hard coded but I want to make sure the behavior is what's expected before improving the system.
Since you are here, can you provide a way to disable certain problematic blinds?
I think the center blacklist may be able to do that
my recent changes support centers, blinds, tags, and seals
I'll look into it when I am available
Do you think you can make this support modded spectrals?
it should support mod added spectrals, though I did fix an issue with it
I don't think it's spawning modded ones
found a couple typos that could result in crashes when it tries to spawn certain modded spectrals, added one from minty's silly mod, but it's spawning modded spectrals for me
the code for it should look like this
I'm trying to think what a hypothetical elbe joker would be
fatal: repository 'https://github.com/Jevonnissocoolman/Themed-Jokers/' not found
this repository is gone, any alternative source ?
@vivid musk your modpackfixes mod makes some vanilla jokers not scoring/triggering
I noticed it on Raised Fist
I shall take a look
took a bit to figure out why it was preventing it but I got it checked in
@vivid musk Trying to use your latest version of the modpack. What happened. Haven't played Balatro in a while
Update lovely
Ok that fixed that what about this?
Heya @vivid musk, you willing to help fix an issue on the mod side for displaying a path in steamodded error handling?
See #1209564621644505158 message for some more context.
Just need to change all the NFS.load to SMODS.load_file so the paths display properly when crashing.
I can also create some PRs for this tomorrow if you prefer.
Sure, I can look in the morning
I think I got it updated for every mod I have maintenance on
Appreciate it!
a lot of stuff is kind of in a mixed working state thanks to some steamodded updates
Ahh Gotcha so basically don't use it rn. The game keeps complaining about line 634 in the state_events.lua file in the lovely folder. I removed the }, ), and even the extra end one at a time but the problem is when you launch the game the file like reupdates itself and is back to the exact way it was so you can't really change anything in the file.
it's harder to fix those kinds of errors. there's some lovely patch incompatibility and it would require tracing the origin of the problem patch and finding a good solution that doesn't break a mod
for now dimserene's better calc pack might be a good place to start
Noted
not sure what caused that but I threw a safety check around it
Thank you
Do you think you can inspect what is causing this crash here?
it's bunco + talisman, possibly also neow blessings
looks just like bunco and talisman to me
https://github.com/lshtech/DX-Tarots
@vivid musk can you update the fork? It's a bit behind now
can do, though I've been leaving active dev stuff alone
thank you for the Hand Preview rewrite
it performs better with large hand sizes
I was trying to achieve better time complexity for evaluate_combinations and generate_combinations and got some progress but it still froze on large hand sizes
but yours performs rather well
it freezes only during specific circumstances like spawning cards lol
Could you update morjoker to remove those logs please?
my fork doesn't have the print statements, but the live one does
Oh I guess Dim doesn't use yours
the original has been updated since I originally made my fork
Oh so I should tell that to them
Oh wait didn't I removed morjokers
hi @vivid musk do you think you can fix the seal mods? they are not broken but they do not function correctly
small bug report, as The Trickster seems to crash the game when it made a legendary joker into Chicot during the Boss blind
Was told to come here to fix an issue I was having with Fusion Jokers