#elbe's SMODS 1.0.0 Ports, and other things

1 messages · Page 2 of 1

spring ledge
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which mods do you have except cryptid, cruelblinds, mathblinds so you have over 200 blinds?

vivid musk
spring ledge
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maybe i have older version of Ortalab because in my version there are not any blinds

vivid musk
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I'd have to check but it's possible that they are locked due to the demo

glad spindle
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they're on the main branch, just not in a release

vivid musk
dark raft
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It's weird that it only really happens with the pokerface exchange coupon though, like all of the others work fine

vivid musk
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you did start a new run, right?

dark raft
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yes this is a fresh new run

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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

vivid musk
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try updating lovely

dark raft
subtle nebula
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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

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If I just have to remove the lua from bunco it's no big deal but this seems like the better option

vivid musk
subtle nebula
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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

vivid musk
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could at least request tag support

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I can add it to mine but a more dedicated system is probably better

subtle nebula
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Yeah I guess it wouldn't hurt to ask

vivid musk
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actually modpackfixes blacklist may work for tags

subtle nebula
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Any idea what I'd need to input to try that? I tried t_bunc_arcade I think it was

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I kinda just bruteforced the rest following the pattern from how polyminpes got blacklisted

hybrid skiff
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for some reason tags might not start with t_

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maybe try that

subtle nebula
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I tried tag_ as well if that's what you mean

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I'm not sure what they'd actually start with

vivid musk
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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"

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so you probably want "tag_bunc_fluorescent" and "tag_bunc_arcade"

subtle nebula
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oh huge tyvm

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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

vivid musk
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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.

subtle nebula
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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

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and i also just realized i misspelled arcade lmao

vivid musk
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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

subtle nebula
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yeah I don't think it really matters all that much

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works just fine, thanks again

vivid musk
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first time I looked at what the item remover mod actually does. their implementation is wholly different than mine.

subtle nebula
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it's pretty neat but the modpackfixes blacklist is easier to throw at my friends with minimal work on their parts

vivid musk
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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.

indigo sapphire
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Since you are here, can you provide a way to disable certain problematic blinds?

vivid musk
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I think the center blacklist may be able to do that

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my recent changes support centers, blinds, tags, and seals

indigo sapphire
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I'll look into it when I am available

indigo sapphire
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Do you think you can make this support modded spectrals?

vivid musk
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it should support mod added spectrals, though I did fix an issue with it

indigo sapphire
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I don't think it's spawning modded ones

vivid musk
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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

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the code for it should look like this

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I'm trying to think what a hypothetical elbe joker would be

quaint swan
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this repository is gone, any alternative source ?

indigo sapphire
indigo sapphire
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@vivid musk your modpackfixes mod makes some vanilla jokers not scoring/triggering

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I noticed it on Raised Fist

vivid musk
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I shall take a look

vivid musk
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took a bit to figure out why it was preventing it but I got it checked in

ebon kiln
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@vivid musk Trying to use your latest version of the modpack. What happened. Haven't played Balatro in a while

vivid musk
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Update lovely

ebon kiln
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Ok that fixed that what about this?

sharp quiver
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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.

vivid musk
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Sure, I can look in the morning

vivid musk
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I think I got it updated for every mod I have maintenance on

sharp quiver
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Appreciate it!

vivid musk
ebon kiln
vivid musk
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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

vivid musk
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for now dimserene's better calc pack might be a good place to start

ebon kiln
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Noted

indigo sapphire
vivid musk
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not sure what caused that but I threw a safety check around it

indigo sapphire
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Thank you

indigo sapphire
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it's bunco + talisman, possibly also neow blessings

vivid musk
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looks just like bunco and talisman to me

indigo sapphire
vivid musk
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can do, though I've been leaving active dev stuff alone

quiet cave
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thank you for the Hand Preview rewrite
it performs better with large hand sizes

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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

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but yours performs rather well

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it freezes only during specific circumstances like spawning cards lol

inland leaf
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Could you update morjoker to remove those logs please?

vivid musk
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my fork doesn't have the print statements, but the live one does

inland leaf
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Oh I guess Dim doesn't use yours

vivid musk
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the original has been updated since I originally made my fork

inland leaf
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Oh so I should tell that to them

indigo sapphire
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Oh wait didn't I removed morjokers

indigo sapphire
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hi @vivid musk do you think you can fix the seal mods? they are not broken but they do not function correctly

lean laurel
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small bug report, as The Trickster seems to crash the game when it made a legendary joker into Chicot during the Boss blind

crimson willow
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Was told to come here to fix an issue I was having with Fusion Jokers