#Madcap/Pacdam/Overloaded

1 messages · Page 1 of 1 (latest)

languid mulch
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Madcap is a huge content mod I'm working on, releasing in short updates.

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It's really hard to describe what kind of experience I'm going for (I'm bad with words) but I would say it's similar to Cryptid - great deal of content, though not as overpowered.

Lots of references related to my favorite media - some of it obscure, some of it more well-known. For example, there are a few BFDI-related Jokers, as well as a few related to Hamumu games.

The content extends from Jokers to ranks and suits and even poker hands. I try to avoid overlap with other content mods present on the Miraheze wiki, though there might be some.

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My intention is to provide as much cross-mod compatability as possible. I am starting with Rift-Raft, Reverie, More Fluff, and TOGA'S mod, but plan on extending to Cryptid/Entropy/Acensio/etcetera. Some mods might be tweaked with Madcap to offer a more seamless intertwining (e.g. max voiding limit for Rift-Raft).

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I am always open to hearing suggestions; some of my Jokers, in fact, are suggestions I've found on Reddit/Discord and implemented with credits! Best example is Vari-Seala (the first one). Basically anything goes, if I like it I'll put it in. If you can't code or art, take this opportunity and run. 😉

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If you're curious, all the art (and music!) is created by yours truly, RGBeet. I intend on doing this mod myself for the time being as a challenge of sorts, and that's just how I roll.

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The only thing I would ask for help with, for the time being, is edition shaders. I cannot shade for the life of me (had to ask ChatGPT, unfortunately, which was rather embarassing) and I would rather have user-created shaders.

heavy parcel
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oh, sorry, never explained lol, these are both resources for making shaders

languid mulch
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❤️

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Thank u railgun

rugged isle
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hi, i like the jokers art!

languid mulch
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Thank you!

urban birch
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huge

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i love rhe art

velvet stag
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when

languid mulch
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40/50 Jokers coded.

languid mulch
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Still working on coding, 60% there according to my handy progress bar

languid mulch
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I can release earlier if yall @here would like but it WILL have bugs.

chilly sequoia
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I think a play test/beta build would be good

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So you can peoples feedback and have a better chance at catching more bugs

languid mulch
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I'm close to that, this is more of a beta I'm planning with a handful of stuff to start out

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The new suits...

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Just need to figure out how to get them on the UI

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Nvm got that down

languid mulch
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I just realized I have a few deck sprites to make - 3 enhancements, 5 seals, 2 suits

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Shoot and the sticker ones too. For Cryptid.

static dawn
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this looks fire

languid mulch
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Enhancement/edition/seal deck art, can't use it yet because coding is a bi

languid mulch
languid mulch
languid mulch
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Here's a fun one:

chilly sequoia
#

Peak

languid mulch
# chilly sequoia Peak

Thank you! This is one of my favs (I'm a Hanging Chad fan) and I can't wait to see how other people use it

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I'm working on one late addition that is kind of a crazy one. It's a rank-specific Joker

languid mulch
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I figured out how to affect the scoring order >:)

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Thank you Ali!

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I'm also doing rank manipulation Jokers... >:)

languid mulch
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All Jokers have been coded!

velvet stag
languid mulch
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I'm on the vouchers and blinds

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It's more than just the Jokers

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Progress Bar says 96%

woeful kernel
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this mod looks exciting

languid mulch
velvet stag
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@languid mulch expected release time?

languid mulch
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Soon.

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I got about 2-3 vouchers left and a few finisher blinds, then retouch sprites, then set up GitHub

languid mulch
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3 blinds left - Periwinkle Pin took an hour to troubleshoot LOL

languid mulch
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One last blind

sly star
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is it just once for each, after main joker scoring, or whenever a common is triggered? 🤨

languid mulch
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If you have Photochad it's X1.1 and then another X1.1

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XScore happens at the very end of scoring

sly star
languid mulch
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It's per Joker, so even if a joker retriggered 40 times it'd be only X1.1

sly star
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good lol

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thats probably how i'd balance it

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speaking of balancing, question:
what rarity is a joker that's basically chad, except instead of 2, it's your joker count

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its so incredibly broken depending on your mods so im tempted to say like epic or something but i dont wanna rely on another mod for epic rarity nor make my own since i feel like there are already enough of those floating around
it shouldn't be a legendary since legs are reserved for certain things in my mod and rare doesn't seem appropriate

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what if i balanced it out by making it double joker/buffoon cost in shop or something

languid mulch
languid mulch
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Releasing in a few hours! Just finished the last thing on the checklist

languid mulch
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Okay real talk I'm tired as hell cause I stayed up all night. But it's coming soon.

languid mulch
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I decided to just upload what I got to a fresh GitHub (old one had deadname on it)

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Go nuts. Do be aware there might be some bugs as I am a terrible coder. It should work with the following mods:

  • Cryptid
  • Aikoyori's Shenanigans
  • Reverie
  • Rift-Raft
  • TOGA
  • Garbshit
  • Finity
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Of course you'll need Talisman, and maybe the latest JenLib mods from Ali's fork?

languid mulch
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I found out I forgot to add full functionality for the Target Deck - will work towards a little fix in the next few days.

long herald
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Oh this requires jenlib?

languid mulch
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It requires TOGA's fork of JenLib specifically

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I haven't tested Madcap without it but I remember having to use it for TOGA, and there will def be some cross-mod compatability in the future

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I'm working on being more organized with the code so I'll be fixing it up a bit

long herald
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What exactly is used from JenLib in the mod?

languid mulch
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Sadly I forgot. That's why I'm going through the code again

long herald
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Fair, I wonder if it's 100% requirement is all

languid mulch
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@timber owl

timber owl
languid mulch
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whoop wrong yipee

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@velvet stag

velvet stag
long herald
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mods

velvet stag
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and yes it is from this mod i checked

languid mulch
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Also if you have like 90+ mods there's a chance it prob wont load right for now. I'm adding more mods as I go

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    2: Card Sleeves by Larswijn [ID: CardSleeves, Priority: -10, Version: 1.7.4, Uses Lovely]
    3: Astronomica by naoriley [ID: Astronomica, Uses Lovely]
    4: Talisman by MathIsFun_, Mathguy24, jenwalter666, cg-223 [ID: Talisman, Version: 2.2.0a, Uses Lovely]
        Break Infinity: omeganum
    5: Madcap by RGBeet [ID: rgmadcap, Version: 1.1.0, Uses Lovely]
    6: Spectrum Framework by wingedcatgirl [ID: SpectrumFramework, Priority: 36, Version: 0.4.1]
    7: Finity by Freh_, missingnumber [ID: finity, Priority: 1.1, Version: 1.0.3, Uses Lovely]
    8: Vortex by Keku [ID: keku_Vortex, Version: 1.0]
    9: Garbshit by garb [ID: GARBPACK, Version: 2.0.1, Uses Lovely]
    10: UltraHand by Xioxin [ID: UltraHand]
    11: Rift-Raft by vitellary [ID: RiftRaft, Priority: 115, Version: 1.0.0, Uses Lovely]
    12: Incantation by jenwalter666, MathIsFun_ [ID: incantation, Priority: 9e+301, Version: 0.7.1-TOGA_fork, Uses Lovely]
    13: Nopeus by jenwalter666, stupxd [ID: nopeus, Version: 2.2.3, Uses Lovely]
    14: Aurinko by jenwalter666 [ID: aurinko, Priority: 9.9e+301, Version: 0.4.15]
    15: Aikoyori's Shenanigans by Aikoyori [ID: aikoyorisshenanigans, Priority: 700, Version: 0.2.0-alpha-250524c, Uses Lovely]
    16: Jen's Library by jenwalter666 [ID: JenLib, Version: 0.4.0]
    17: Cryptid by MathIsFun_, Cryptid and Balatro Discords [ID: Cryptid, Priority: 114, Version: 0.5.8, Uses Lovely]
    18: Ascēnsiō by MarioFan597 [ID: Ascensio, Version: 0.0.1, Uses Lovely]
    19: DebugPlus by WilsontheWolf [ID: DebugPlus, Version: 1.4.2~dev, Uses Lovely]
    20: Reverie by DVRP [ID: Reverie, Priority: 1, Version: 1.5.3b, Uses Lovely]
    21: Loop by jenwalter666 [ID: loop, Priority: -9999999999, Version: 0.1.1]```
fervent sail
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Hello! I've tried this mod out earlier and found that there's some problem that prevents this mod to be loaded properly and I'm not sure if anyone has brought it up yet or not. I've managed to locate the cause and fix them though, will let you know if I have came across anything in the future.

I only ran this with SMODS, Talisman, and my own to test out potential compatibility problems so the modlist is very small.

  1. There is a missing shader file phasing.fs, for the "Phasing" edition I assume? This caused the error at the game start, I've replaced the file w/ a duplication of other shader file renamed to that and it work out fine
  2. It seems like lib/unsorted.lua is not loaded at all, so anything that called the function from there would cause an error (Currently RGMC.funcs.reset_rgmc_barbershop_order in the reset_castle_card hook)
languid mulch
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Oh shoot my bad, I was testing the phasing shader. It’s for next update

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And the barbershop order thing is being moved to the castle function

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Thanks for bringing these up — when I get home I’ll push an update fixing these

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Also @fervent sail you cool with me doing some cross mod stuff with unstable?

fervent sail
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Sure thing! Let me know if there's anything to do on my side to make that easier for you as well

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Are you okay with me handling 10 and half the same way I did to Showdown's own decimal rank btw?

As in like, adds the same decimal rank behavior onto it (toggleable in the settings, it will keep original behavior otherwise. Default to true), regardless of the setting it will also triggers UnStable Joker that operates on decimal ranks

long herald
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So no need for hooks or lovely patches

languid mulch
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I started in January so idk what new stuff was made since then

languid mulch
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But yeah I aim to do cross mod with everything. Maybe even PWX

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I take any suggestions for features

languid mulch
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Also for cross mod stuff I will make sure to ask devs before doing anything and anything done I intend on adhering somewhat to the original mod’s visions

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I do this because I want Madcap to complement other mods where possible. While yeah it’s probably not going to work with huge mod packs right know, the goal is for Madcap to work with most if not all modpacks

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And I intend on also making different difficulty settings based on whether any OP mods are installed. That way it works for any play styles

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One more thing! I will be creating a full doc with all the features explaining them in detail, fun facts, explaining my process in making them, listing references

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Anyways stay tuned, I’m going to be dropping sneak peeks and stuff for upcoming adds.

languid mulch
languid mulch
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Sneak Peek 2

velvet stag
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as the last two posts both have a diamond/spade card

languid mulch
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New suits.

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What do you not like about new suits/ranks?

wooden pendant
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Hello! One of the jokers crash on the collection, the log mentions cryptid, it is a requirement? I dont currently have it installed

lethal tiger
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Mod download?

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Nvm, scrolled up

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Found it

languid mulch
urban birch
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cuz i got a crash

languid mulch
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Might be Bunco, I don't see Madcap on there

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I'll take a look again tomorrow, add Bunco too

urban birch
languid mulch
fervent sail
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it's the Card:get_nominal hook
since it's a method function (the : syntax is basically a syntactic sugar for function(self, args..) ), when you call the original referenced function you need to also include self as well

local get_nominal_ref = Card.get_nominal
function Card:get_nominal(mod)
    if self.base.value == 'rgmc_sum' then
        tell('Sum Card found?! Wowie!')
        return RGMC.funcs.get_hand_sigma(G.play.cards) -- returns sum of hand cards
    else -- carry on!
        return get_nominal_ref(self, mod)
    end
end
languid mulch
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Gotcha, thanks for pointing that out

wooden pendant
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Got a different crash on another page of the collection with Cryptid installed too.

languid mulch
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I noticed my error with Neighborhood Watch too - fixing and testing now

languid mulch
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@wooden pendant I think it's fixed?

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Wait hold on I otta fix a line

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Fixed.

wooden pendant
languid mulch
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Yeah I noticed that, should be fixed

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I reformatted the vars to be more uniform and work

languid mulch
languid mulch
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@lethal tiger

lethal tiger
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Nice

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Adding it

brittle patrol
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My game keeps crashing when I mouse over the 17th added Joker. I don't know what it's called, but it's just after Pretentious Joker.

languid mulch
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Whats it look like? Scared joker lookinga t a pentagon?

languid mulch
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Oh yeah then it must be a loc_var error

languid mulch
lethal tiger
# languid mulch

Are these 45 degree rotated tarot cards (a real thing), or is this image a bug?

astral flax
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The.... something

lethal tiger
velvet stag
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i just had the randomest idea

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cavandish themed buffoon pack

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no idea why

velvet stag
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astronomica incompact

sage fern
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noticed a little thing with the girder tarot, a card's kind of bleeding into the tarot

fervent sail
# velvet stag

This is my (UnStable)'s fault, not this mod oops.

I know what's going on and can make a quick fix for that in a few days... the reason is basically that mod does something funky with the Joker name that isn't normally been done and I'm not aware it's even possible until now.

For now, just disable Astronomica for the time being

velvet stag
# velvet stag

i have no idea why i posted it here if the crash was astromica and the thing said unstable im so sorry @languid mulch

languid mulch
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Its alright

fervent sail
# velvet stag

the fix for this is released now btw! I only did a quick test but I think it should work now

languid mulch
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Adding card sleeves!

sage fern
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got a crash attempting to use The Mason (creates two stone cards with a random edition)

languid mulch
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Its now in lib/main.lua

unique saddle
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things from this mod seem to like having nil values and i cant figure out why

languid mulch
unique saddle
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im on the newest commit so did you upload that fix or

languid mulch
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I think/

unique saddle
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im using lovely 0.8 and 0615a steamodded if that helps

unique saddle
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just double checked and the only change to the localization file doesnt seem like it has anything to do with this specific issue, so i think you may have forgotten to upload the fix

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happens to the best of us :p

languid mulch
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Yeah I’ve been kind of wiped out lately.

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Also working on Update 2 which adds a bunch of new concepts

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For example, 20+ planet cards.

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I am working on dark and light spectrums, both of which require 5 dark/light suits including wilds. But I might have it be something not like a poker hand but a poker hand add on thing?

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Poker hand creation is fucking annoying lol. Shout out to highest priestess

unique saddle
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ah alrighty, so is the plan to bundle the fix into update 2? :o hope your still having fun making the mod despite the frustrations!

stone zenith
languid mulch
languid mulch
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If it works with Madcap, it’s getting compat.

unique saddle
unique saddle
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when you changed the localization file a few days ago it seems like you might have done a kinda text replace of _p? it seems to have broken providence and polishes localizations, now theyre rovidence and olish :p stuff still says nils tho unfortunately but i dont think that change was trying to fix that anyways

languid mulch
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Thanks for letting me know, will fix

unique saddle
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also is there a specific reason why bluebell doesnt say temp while amarylis does? dont they both give temp stuff?

languid mulch
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Got this to work!!

brittle patrol
sage fern
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speaking of luminous cards, after I played a hand or I think finished a round it did this

languid mulch
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I'm more of an artist than a coder lOL

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Also @brittle patrol You read my mind exactly. I kind of intended players to install Bunco and Paperback in addition, to get the most out of the mechanic.

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There's also RCBalatro and its Thunders (Light) and Waters (Dark). All three combined give a total of twelve suits to work with

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There ARE also Voids and Lanterns, but those are Chaotic suits - rarer than the Exotics. They increase/decrease Mayhem.

languid mulch
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Idk if I've gone over Mayhem but I'd imagine there's similarities to Entropy (glitches values) and Straddle/Tension (increases ante gain)

languid mulch
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Making a library for my mod called... MadLib

steady imp
languid mulch
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I'll take a look, it's a blinds issue moreso than a deck issue.

steady imp
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Ye ye

languid mulch
velvet stag
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disco cards should also be able to create tags, consumables, and add hands/discards

sharp maple
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Is JensLib still the only requirement? because all download links of that have been pulled

sage fern
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Ah there's still a download for it on here under "LegacyMods"

languid mulch
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I’ll replace JenLib soon. Working on second update

languid mulch
sharp maple
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yeah some jokers like the card pyramid joker crash the game when i hover over it

languid mulch
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Shit that’s probably bad loc_vars. I’m updating tonight — gotta figure out how to do so without putting in the upcoming content

languid mulch
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I pushed a hopeful fix, if that doesn't work I'm staying up to revamp the code library.

I'm also releasing some of the upcoming content early, the Jokers will be functional but will not have their art yet. Hopefully that's okay

languid mulch
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Also a crash log so I can see for sure whether it's a loc_var error or smth else

sharp maple
unique saddle
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im beginning to wonder if the nil thing is somehow just an issue with something im doing since i dont think anyone else has mentioned it but if thats the case i have no idea what ive done wrong

languid mulch
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The code kind of sucks. I'm doing a revamp with the implementation of MadLib.

unique saddle
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i mean does it show the nil stuff when you run the mod? i mostly just want to know if theres something im missing that i can do to fix it

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my confusion is stemming entirely from the fact that nobody else has said anything about the issue AND i havent seen anything that would show anybody NOT having the issue

languid mulch
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It does I think? I thought I fixed it

unique saddle
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i mean from what you said in the past i thought that you had made the fix for the nil issue, forgot to upload it, then decided to ship it with the next actual content update to the mod

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are we doing a miscommunication

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gotta love it when that happens

languid mulch
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Kind of - been a little busy irl so I haven't been paying the best attention. Mb

unique saddle
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happens :p

unique saddle
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so just to clarify, do you actually have a fix for the nil thing already made?

unique saddle
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has occured to me that probably sounds rude and passive agressive which isnt what i was going for, im just not understanding what the status(i guess?) on that is, sorry D:

languid mulch
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MadLib should be up in a few days

unique saddle
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ok thank you :D

languid mulch
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Working on the code revamp, should be done in a few days

languid mulch
signal badger
languid mulch
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Yes.

fervent thistle
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There is tho

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Google is a valuable asset

languid mulch
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Yeah GitHub has the current version

signal badger
languid mulch
signal badger
signal badger
languid mulch
languid mulch
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@here check github

languid mulch
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Madcap | LOTSA NEW CONTENT! (Update 2 in DEVELOPMENT)

sage fern
languid mulch
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Big update this month that should fix a lot and add a lot

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The mod will be FINALLY playable

sage fern
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If so thank you so much cuz that minecraft mod's underrated

sage fern
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FUCK YEAH

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restonia crystal my beloved

languid mulch
#

@here

languid mulch
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Madcap & Pacdam | OPEN ALPHA

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I forked this cool mod called Powerful since the mod hasn't been touched in 3 months and the original dev left the server.

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Initially Powerful, Pacdam mainly adds this cool mechanic called Pow which involves the exponentiation of Chips.

How is this different from ^Chips? Pow doesn't affect the base value of chips until the end of scoring and starts at 1. Since Pow is powerful, it is usually added in hundredths.

Chaseoqueso (the previous dev) also added non-Pow Jokers that are really cool: Frog, Fisherman and Countess (formerly Lich). Idk if these work but if not, I'm going to fix them cause they are pretty damn cool. All legacy content will be preserved out of respect cause Chase did an awesome job.

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What mods will Pacdam require? Only MadLib! I'm working towards removing Talisman as a requirement so both Madcap and Pacdam can be played with mods conflicting with Talisman, such as The Autumn Circus.

Pacdam does have content that requires Madcap, but it can be played on its own (though it benefits from Madcap, of course!)

languid mulch
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Also also, I'm adding challenges. Didn't think I'd be adding challenges, but here we are.

limpid cedar
#

Oops! The game crashed:
Syntax error: functions/state_events.lua:1431: 'end' expected (to close 'function' at line 549) near '<eof>'

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0711a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: OS X

Stack Traceback

(3) C function 'function: 0x010235b380'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 879
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x0102361f18 {window:table: 0x01023620e8, accelerometerjoystick:true, gammacorrect:false, audio:table: 0x0102362608, externalstorage:false, modules:table: 0x01023622b8 (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"])

#

This happens when I run the game with just the wip branch of Madcap, I've never seen this kind of crash before, the game doesn't even let me copy it as a text file, what have you done

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And this is what tarot look like on the main branch

languid mulch
#

I'm almost done with the new update, which should fix that

limpid cedar
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Also Engraved doesn't seem to tick down and gove x0 mult wich I don't think is intended

languid mulch
#

Yeah it's taking a while to reformat everything just right + plus I have college

limpid cedar
languid mulch
#

Testing!

languid mulch
#

Okay so I'm updating the mods on GitHub, thanks for being patient. I might try to find additional people to help code in the future cause it's rather slow with just me.

These are the mods I'm working with atm, latest mods as of 1-2 weeks ago. There's a few bugs still but it should work FAR better now

languid mulch
#

Alright it's been pushed

ruby cosmos
#

crash at startup on the latest commit when attempting to run without Bunco.
if it's a strict dependency it should be listed as such for people who won't know how to interpret the crash dump

ruby cosmos
ruby cosmos
#

12 in nil chance to destroy card upon activation

ruby cosmos
ruby cosmos
#

I'm seeing a lot of nils in descriptions, so apologies in advance if these all turn out to be false positives

#

localization references got flipped?

languid mulch
ruby cosmos
#

no, I just checked out the main branch

languid mulch
#

Yeah the WIP tree is the one to use, with MadLib too

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There are still a few minor bugs I'm working on fixing rn - atlas bugs from reformatting the file structure

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But this works as well as a few other things

ruby cosmos
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okay. recommend adding that to a readme so future newcomers to the repo know

languid mulch
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Good idea, I'll set that up asap

languid mulch
#

Oh and Bunco isn't a dependency, though I should add on the readme that you need either Bunco, Paperback, or Spectrum Framework (because of Spectrum)

ruby cosmos
#

👍

ruby cosmos
#

after changing to wip branch, latest commits for Madcap/MadLib/Pacdam at time of writing

#

swapped out Bunco for SpectrumFramework as well

tight hamlet
#

Pacdam works now?

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Nice

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Should try it out

limpid cedar
languid mulch
signal badger
#

ok

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btw love your mod

languid mulch
#

Thanks! I'm happy to hear you're enjoying it

tight hamlet
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actually no

#

still the same crash when i removed every mod

languid mulch
#

Maybe try Bunco? I use Bunco and Paperback and it works fine

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This is what I'm using rn

languid mulch
fervent thistle
#

don't quite know if this is a bug or not but hovering over the very edge of the ferrous enhancement in the collection causes it to freak out

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sorry had discord audio in it lmfao

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notice my mouse is still lol

slate tiger
#

derg_loaf here after reporting way too many things on the github

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(am f-raZ0R on github)

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assuming that every new hand type being worth 100 chips 10 mult is a placeholder value

is being able to play inverted pyramids a bug or a feature?

like. is this meant to be a pyramid

slate tiger
# slate tiger (am f-raZ0R on github)

also silliest crash ever why the heck does one of the scoring_after or scoring_before injections (havent figured out which) crash but only without aikoyori’s shenanigans

#

have you fixed the issue where some of the vouchers seem to already start with their effects? that feels like an important one because im getting stuff like cosma tarots in the shop or ebb and flow giving me extra chips and mult in high/low hands before even buying it

slate tiger
#

hey question

what exactly does mayhem.. do?

languid mulch
slate tiger
#

ah so thats a feature not a bug

languid mulch
slate tiger
#

should update the hand description then

languid mulch
#

Mayhem is kind of a WIP at the moment, working on fully implementing it.

Its main thing is randomizing values ala Cryptid's Misprint, albeit with more reasonable parameters. It's still a WIP so I'm still fine tuning it, but it also changes a card here and there, adds stuff in where it doesn't belong ala Parakmi, stuff like that

#

Yeah

slate tiger
#

lot of them seeming to have their effects always active

languid mulch
#

Not yet

past vault
#

i only have madcap + madlib, spectrumframework, and smods
-# not sure if it needs spectrumframework or not since i saw some discussion higher up that it might but it doesn't work either way

slate tiger
#

try adding aikoyori’s shenanigans (yes its weird that this fixes it i still dont understand why)

#

alternatively update to the latest version that came out today @past vault

#

should update anyways

past vault
#

I’m already using the most recent commit

slate tiger
#

then add aikoyori

past vault
#

that made it work

slate tiger
#

YEAH I STILL HAVE NO CLUE WHY THAT FIXES IT

languid mulch
#

Hmm, I'll check the Aiko stuff. Might've accidentally coded it in a way where if Aiko isn't available it tries looking for something that isnt there

#

or tldr, unexpected dependency shit

slate tiger
#

thinking about the placeholder values for how much all the new hands score

any ideas of what they should end up being?

#

because i dont think they should all stay as 100 chips 10 mult

languid mulch
#

Idk yet, I'll work on that tomorrow

slate tiger
#

got it, that and cosma tarots i think are things to work on

a lot of those tarots either do nothing or crash the game (i know for a fact that orbs crashes)

languid mulch
#

Crashma tarots

slate tiger
#

oh also Grim…? crashes the game when hovered over

languid mulch
#

Oh yeah it's a loc_var issue, I'll be pushing today

slate tiger
#

oh another thing to suggest

ebb and flow voucher/dazzling voucher should probably say what exactly counts as a high/neutral/low hand, or a dazzling hand in their descriptions

languid mulch
#

True

lofty rose
#

Sigma balatroheart balatroheart balatroheart egg egg egg

languid mulch
#
  • add descriptions for ebb and flow and other subhand vouchers
  • fix grim loc var
  • test all cosma tarots
  • poker hand values
slate tiger
#

🔥

#

can we get a progress report on how many cosma tarots work

#

how many have been tested so far

languid mulch
#

I know Tarots 1-4 work as intended

languid mulch
#

I'm on #15 of 22 tarots, fixing them up

slate tiger
#

bunp

#

how are things looking right now?

languid mulch
#

I have been working on everything, the cosma tarots are mostly fixed but will be receiving better effects in the future (as well as redesigns)

slate tiger
#

thinking about having a sorta scaling pyramid joker called “pyramid scheme” that makes each consecutive pyramid played give even more chips/mult

i just like the name pyramid scheme

hard pollen
#

So what went wrong?
Syntax error: functions/state_events.lua:2003: 'end' expected (to close 'function' at line 922) near '<eof>'

A bad lovely patch has resulted in this crash.

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0827c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows

Stack Traceback

(3) C function 'function: 0x2a2f9878'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 891
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x2a325fa0 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x2a2e8948, gammacorrect:false, title:Balatro, externalstorage:false (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"])

jagged cedar
#

quick question if i may, ive just downloaded madcap (+madlib) to test it out and i get an instant crash on clicking on any card to select for playing from the hand.

slate tiger
hard pollen
#

They better fix that then.

languid mulch
#

I'm pushing a new update tonight, just gotta move it to my desktop which has GitHub

#

Here's a sneak peek - reworked the subhand voucher system

languid mulch
#

I've been busy with college and the art side of things, but eventually there WILL be a functional release

#

For clarification - subhand vouchers had a Level 1, Level 2A/2B and Level 3. Level 1 unlocked the subhands, Level 2A/2B/3 enhanced the XMult/XChip values.

I made it now so that there are only vouchers which unlock the subhands, leaving the upgrading to the Spatia Planets and Potentia Crystals. The idea is that you probably won't get all subhands unlocked given they are quite powerful when you level them up.

languid mulch
languid mulch
languid mulch
#

I made it so that you can easily view subhand stats in Run Info as well as Luxury Points outside the shop AND temporary hands/discards

hard pollen
languid mulch
languid mulch
#

This aint dead, just high and stupid recently lol

#

@jovial schooner working on more fluff crossmod stuff again

jovial schooner
#

awesome

languid mulch
#

Three Jokers so far - one for Rotarots, one for Colours, one for Wenge

languid mulch
#

Red?

languid mulch
slate tiger
#

stickers….,,,

hard pollen
slate tiger
languid mulch
languid mulch
languid mulch
#

Pacdam getting some snazzy revised sprites?!?

long herald
#

The Goku art is very clever lmao, looks good overall

languid mulch
#

Thanks though that's from chaseoqueso, I just added a gradient and touched it up a lil

#

The Reverse Card and Blackjack joker are resprites from me though

long herald
#

Well kudos to whoever did it

languid mulch
#

Also whenever I get to SDM... the bakery goods will be very bakery good

#

I'll probably do a Cannoli or Churro if they arent taken

urban birch
languid mulch
#

No Hotpot compat until 2026 at earliest, love the mod but it's probably got a lot of conflicts.

I tested Valkarri/CryptLib, it works alright. Autumn is a maybe, as is Rift-Raft and Entropy -- I'll check those later

urban birch
languid mulch
#

[insert bruh reaction gif here]

slate tiger
#

do you have effects for rotated umbrals yet

#

the suit buffer ones should definitely give different buffs to the parallel suits

languid mulch
#

Some

slate tiger
#

which ones?

languid mulch
#

core, mantle, those ones

slate tiger
#

ah
guessing they target the parallel suits?

languid mulch
#

Yes

languid mulch
#

Splitting some of the quantum rank/planet shit into another mod, in case ppl don't want it

slate tiger
#

couldnt you just make them disableable by config or something?

languid mulch
#

Yeah perhaps, but there's a lot of code for take_ownership too

slate tiger
#

ahhh

#

wait do you mean the subhands? or something else

slate tiger
# slate tiger do you have effects for rotated umbrals yet

thinking about rotated overgrowth

ive had an idea for a good while about it sorta… “clamping” ranks of cards

low cards become 2s, high cards become kings or something

but not sure how it should work with all the extra ranks madcap has

#

was also thinking about having rotated core/mantle/crust/atmos have different effects from their originals, in addition to targeting the parallel suits, but the only effect i could come up with was +madness but even that is.. thats just voids why would you want a consumable for that

#

could do simpler and have the multipliers from them happen in hand instead of on being played?

slate tiger
#

Crust?! is XMult when held in hand to Daggers, Mantle is XChips when held in hand to Towers, Core is +Money when held in hand to Goblets (probably only on final hand, like gold cards), and Atmosphere is increasingly scaling +Score to Blooms when held in hand

and Rock?! is +chips when held in hand to all (maybe?)

#

also looking at bunco/paperback suit conversion compat, i think there should be different if you have both

crowns and halberds should be parallel to each other (for e.g midnight seal), same for stars and fleurons

rn it looks like they’re… also parallel to the vanilla suits? even if you have both?

languid mulch
#

I see

slate tiger
#

hey, just wanna point out that currently MadLib crashes with Talisman, on boot

error’s weird too, doesnt have the typical compare number to table error id expect from a talisman crash

#
Syntax error: functions/state_events.lua:1468: 'end' expected (to close 'function' at line 566) near '<eof>'


A bad lovely patch has resulted in this crash.


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1101a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x15f20b70'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 891
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x15f1e930  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x15f1e958, gammacorrect:false, title:Balatro, externalstorage:false (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"])
slate tiger
slate tiger
languid mulch
#

I’ll work on fixing card sleeves next

#

@slate tiger I haven’t worked on that for months

slate tiger
#

oh damn

#

oh and final weird error, i've got 0 clue why (the crashlog for this isn't as helpful as the other two) but madcap crashes with bunco(????)

Syntax error: cardarea.lua:856: 'end' expected (to close 'function' at line 249) near '<eof>'


A bad lovely patch has resulted in this crash.


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1101a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x036849b8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 902
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x036884f8  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x03688548, gammacorrect:false, title:Balatro, externalstorage:false (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"])```
i h ate how unhelpful this crashlog is it tells me basically nothing
#

this should also be looked into

languid mulch
#

Nah you’re good, this log helps

slate tiger
#

ty

was more just that i couldnt figure out why the crash was happening as opposed to the not having toga’s one or the cardsleeves one

#

just that through a binary search i figured out its bunco

#

oh yeah also if it helps finding the cause, exact same crash (or nearly the same) also happens with aikoyori’s shenanigans

#

prometheus and tartarus point to the wrong art, their coordinates should be swapped
(either that or the sprite sheet should have them swapped around to be in the proper order, whatever works best :P)

#

(since the sprite sheet goes in the order 3214567...)

slate tiger
#

"attempt to compare number with nil" this is beyond cursed why is it even doing that

#

uh

is the beetroot deck supposed to be able to just put a madcap legendary into the shop because retro lollipop is just. There

languid mulch
#

Damn she isn't supposed to be there

languid mulch
#

If so it's a Luxury Shoppe thing, if not it's the Madcap Joker insertion acting up

slate tiger
#

ahhhh

#

i dont remember if there was a sound

languid mulch
#

Cause Retro Lollipop is in the Madcap Joker pool

slate tiger
#

dont think there was

#

i dont remember a sound and she was there as one of the two shop slots so probably the joker insertion

languid mulch
#

Okay I got the Sleeves to load - changed function from MLIB.coord to MLIB.coords and fixed the loading function to include non-SMODS objects

slate tiger
#

my favorite number is Flush Five
(localization of "{C:inactive}{C:chips}+#1#{C:inactive} Chips, {C:mult}+#2#{C:inactive} Mult)", should be changed to +#2# Chips, +#3# Mult)

#

galactic edition seems to only be giving chips, and not mult?

#

it gives the correct amount of chips, but no mult

#

booster pack scaling got fucked up

languid mulch
#

Also Galactic was originally just for +Chips but I can change it to reflect +Mult too

#

I'm adding the card sleeves for real + fixing the Galactic edition and boosters then I'll check out Talisman

slate tiger
pallid onyx
#

I recently try downloading it because super curious but it said missing depends, where can I find them and do place them in the nodded folder too?

languid mulch
pallid onyx
#

Do I stick in the mold folder? I am very new to this and very eager to play your mod

slate tiger
languid mulch
#

Do be warned it's a lil (Lot) buggy right now but I am working to fix CardSleeves and Talisman compat

pallid onyx
languid mulch
#

If you use Talisman or CardSleeves then yes

slate tiger
#

has the bunco compat already been fixed?

pallid onyx
languid mulch
#

Some combos don't work but I'm figuring out how to make all combos work

languid mulch
#

Also I'm renaming Blooms and Daggers to Leaves and Blades upon realizing that Diamonds and Daggers start with the same letter, going against the reason I renamed Cups and Shields to Goblets and Towers

#

This is actually a great thing because when you put Leaves, Goblets, Blades, and Towers together...

slate tiger
#

oh huh, the parallel suits werent based on anything real?

slate tiger
languid mulch
foggy oyster
#

-# ...huh, didn't know I was an undeclared dependency. 😂

pallid onyx
#

"Oops! The game crashed:
Syntax error: functions/state_events.lua:1506: 'end' expected (to close 'function' at line 579) near '<eof>'

A bad lovely patch has resulted in this crash.

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1016c-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows

Stack Traceback

(3) C function 'function: 0x2b6f0b88'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 891
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x2b6ee9c0 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x2b6df378, gammacorrect:false, title:Balatro, externalstorage:false (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"])

#

That the message getting and trying to figure out what did wrong

languid mulch
#

I’ll take a look later today

#

I need to get some helpers. I need help with this tbh

#

Like just a lil, bug fixing shit

slate tiger
languid mulch
#

Yeah I can’t check atm cause I’m in class but if you give me a list I can deduce

pallid onyx
slate tiger
#

ah yeah i think thats a talisman-madlib crash rn?

languid mulch
#

Yeah Talisman isnt working for Madcap rn. I have to rework the patches

#

I will say that CardSleeves should work - Sangria, Micro, Merlot, and Hexing Sleeves are tested

slate tiger
pallid onyx
#

this the two mods I am using no Talisman and still get this message

#

with no madlib however I get this message

slate tiger
# pallid onyx

oh yeah this is the weird toga dep bug

wait for next version to come out

foggy oyster
#

-# ...me, a depedency... lmao.

slate tiger
#

YEAH ITS SO FUNNY THAT A FUNCTION IN YOUR MOD WAS JUST… USED HERE

foggy oyster
#

Table, rather.

pallid onyx
foggy oyster
#

Honestly should've been togabalatro and togabalatro.chipmodkeys or {} and such.

pallid onyx
#

I am eagerly awaiting on the update

languid mulch
#

It's gonna take a while because solo dev + college is a PITA

#

Idk if I can get helpers and I'm not expecting it ofc but it'd be nice to not be the only coder

pallid onyx
#

I can't code, just very early stages learning of learning about mods, so sorry

languid mulch
#

Fair, it's a pita at first. I'd look at VanillaRemade on GitHub first

pallid onyx
languid mulch
#

Yeah I'm putting development on hiatus until next week. Working on an art show

#

Madcap content will be a part of this show.

pallid onyx
#

Like pixel art show?

languid mulch
pallid onyx
languid mulch
#

Exactly@!

languid mulch
#

Update: the people enjoyed the Balatro music.

pallid onyx
#

Freaking awesome dude

rare sapphire
#

is ts out

pallid onyx
#

What out

pallid onyx
#

So they are still crashing for me

pallid onyx
#

I try it once more still crashes

slate tiger
#

yeah no update happened yet to fix any of them :(

pallid onyx
#

Hopefully those comming cuss really dying to play this mod

languid mulch
#

ThanksGiving Time

#

That means fixing comes tonight. @pallid onyx

pallid onyx
#

Hell yay!! I been dying to play them both

#

Oh man but in triple duty at work

languid mulch
#

Updated a little bit to fix some errors

pallid onyx
#

No way!!! Please

#

I am dying for this

languid mulch
pallid onyx
languid mulch
pallid onyx
# languid mulch Thanks man!

No mod worth your health or sanity, trust I work in mental health hospital psychotic episodes cause by work/life stress are on a higher than ever

urban birch
#

peak

languid mulch
#

I removed Mayhem for now, honestly would rather shelve it until I can make it work than have it detract from the experience

#

I'm also moving quantum ranks and shit like that to a third mod, Overloaded

pallid onyx
#

That was way louder than expected

#

So another mod?

languid mulch
#

Yeah

pallid onyx
#

I am still excitingly waiting for madcap and pacdam to be playable again cuss miss the first time

languid mulch
#

Madcap/Pacdam/Overloaded

languid mulch
languid mulch
pallid onyx
languid mulch
pallid onyx
#

Now it giving me an error code'

languid mulch
#

What's it look like

slate tiger
languid mulch
# slate tiger oh huh voids and lanterns change 👁️

Yeah I got rid of Mayhem and wanted to keep them in... so they now have additional mult/chip value instead. The idea is to use them for different chip/mult based enhancements (e.g. Steel Voids give X2.5 Mult instead of X1.5)

slate tiger
#

oh mayhem’s gone?
interesting

languid mulch
slate tiger
#

how goes the madcapping?

slate tiger
#

hey are things going alright?

#

rgbeet left the server. hm.

fervent thistle
#

RIP

reef hill
#

gg i guess

slate tiger
#

checked in with them, they're going through some mental health stuff 🫂