#Madcap/Pacdam/Overloaded
1 messages · Page 1 of 1 (latest)
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.
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).
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. 😉
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.
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.
https://discord.com/channels/1116389027176787968/1371212149908836472 check out this, as well as the website shadertoy, it isn't as hard as it might seem :> I believe in u
oh, sorry, never explained lol, these are both resources for making shaders
hi, i like the jokers art!
Thank you!
when
40/50 Jokers coded.
Still working on coding, 60% there according to my handy progress bar
I can release earlier if yall @here would like but it WILL have bugs.
I think a play test/beta build would be good
So you can peoples feedback and have a better chance at catching more bugs
I'm close to that, this is more of a beta I'm planning with a handful of stuff to start out
The new suits...
Just need to figure out how to get them on the UI
Nvm got that down
I just realized I have a few deck sprites to make - 3 enhancements, 5 seals, 2 suits
Shoot and the sticker ones too. For Cryptid.
this looks fire
Enhancement/edition/seal deck art, can't use it yet because coding is a bi
Here's a fun one:
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
I'm working on one late addition that is kind of a crazy one. It's a rank-specific Joker
I figured out how to affect the scoring order >:)
Thank you Ali!
I'm also doing rank manipulation Jokers... >:)
All Jokers have been coded!
so where is it
I'm on the vouchers and blinds
It's more than just the Jokers
Progress Bar says 96%
this mod looks exciting
@languid mulch expected release time?
Soon.
I got about 2-3 vouchers left and a few finisher blinds, then retouch sprites, then set up GitHub
3 blinds left - Periwinkle Pin took an hour to troubleshoot LOL
One last blind
photochad having a field day with this
is it just once for each, after main joker scoring, or whenever a common is triggered? 🤨
If you have Photochad it's X1.1 and then another X1.1
XScore happens at the very end of scoring
important semantics when it comes to compatibility with stuff like canvas :P
It's per Joker, so even if a joker retriggered 40 times it'd be only X1.1
good lol
thats probably how i'd balance it
speaking of balancing, question:
what rarity is a joker that's basically chad, except instead of 2, it's your joker count
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
what if i balanced it out by making it double joker/buffoon cost in shop or something
Releasing in a few hours! Just finished the last thing on the checklist
Okay real talk I'm tired as hell cause I stayed up all night. But it's coming soon.
I decided to just upload what I got to a fresh GitHub (old one had deadname on it)
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
Of course you'll need Talisman, and maybe the latest JenLib mods from Ali's fork?
I found out I forgot to add full functionality for the Target Deck - will work towards a little fix in the next few days.
Oh this requires jenlib?
It requires TOGA's fork of JenLib specifically
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
I'm working on being more organized with the code so I'll be fixing it up a bit
What exactly is used from JenLib in the mod?
Sadly I forgot. That's why I'm going through the code again
Fair, I wonder if it's 100% requirement is all
@timber owl
Huh?
YIPPEE!!!
whats rift raft and reverie
mods
@languid mulch this CAP to my gaming is making me MAD
and yes it is from this mod i checked
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
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]```
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.
- 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 - It seems like
lib/unsorted.luais not loaded at all, so anything that called the function from there would cause an error (CurrentlyRGMC.funcs.reset_rgmc_barbershop_orderin thereset_castle_cardhook)
Oh shoot my bad, I was testing the phasing shader. It’s for next update
And the barbershop order thing is being moved to the castle function
Thanks for bringing these up — when I get home I’ll push an update fixing these
Also @fervent sail you cool with me doing some cross mod stuff with unstable?
Sure thing! Let me know if there's anything to do on my side to make that easier for you as well
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
Fun fact you can make your mod's own reset_game_globals function thanks to SMODS
So no need for hooks or lovely patches
Of course
Excellent!!
I started in January so idk what new stuff was made since then
But yeah I aim to do cross mod with everything. Maybe even PWX
I take any suggestions for features
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
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
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
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
Anyways stay tuned, I’m going to be dropping sneak peeks and stuff for upcoming adds.
Sneak Peek 2
are these merged suits or new suits (i HATE new suits and ranks)
as the last two posts both have a diamond/spade card
Hello! One of the jokers crash on the collection, the log mentions cryptid, it is a requirement? I dont currently have it installed
I can't do anything if I don't see a log
is this required if you play without them?
cuz i got a crash
Might be Bunco, I don't see Madcap on there
I'll take a look again tomorrow, add Bunco too
it runs fine when i remove Madcap, thats all i can say
How did you come across this error?
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
Gotcha, thanks for pointing that out
Here's the log 😅
Got a different crash on another page of the collection with Cryptid installed too.
Oh, you must've opened it outside the game. I'll fix that
I noticed my error with Neighborhood Watch too - fixing and testing now
Got another one 🥹 . Also while looking the collection
Yeah I noticed that, should be fixed
I reformatted the vars to be more uniform and work
@lethal tiger
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.
Whats it look like? Scared joker lookinga t a pentagon?
Yes
Oh yeah then it must be a loc_var error
Are these 45 degree rotated tarot cards (a real thing), or is this image a bug?
The.... something
They're from More Fluff.
Ah
noticed a little thing with the girder tarot, a card's kind of bleeding into the tarot
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
i have no idea why i posted it here if the crash was astromica and the thing said unstable im so sorry @languid mulch
Its alright
the fix for this is released now btw! I only did a quick test but I think it should work now
Adding card sleeves!
got a crash attempting to use The Mason (creates two stone cards with a random edition)
Fixed, readded editions_in_play function
Its now in lib/main.lua
things from this mod seem to like having nil values and i cant figure out why
It works, just shart localization values. I think I fixed the file already
im on the newest commit so did you upload that fix or
I think/
im using lovely 0.8 and 0615a steamodded if that helps
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
happens to the best of us :p
Yeah I’ve been kind of wiped out lately.
Also working on Update 2 which adds a bunch of new concepts
For example, 20+ planet cards.
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?
Poker hand creation is fucking annoying lol. Shout out to highest priestess
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!
45 Degree rotated tarots?
Yes. Updates build upon one another
Yep! Every tarot will get a rotated variant.
If it works with Madcap, it’s getting compat.
ok gotcha :o just asked cus i was wonderin if you were planning to make a commit for it or if you planned to do it where you add a bunch of commis at once/one huge commit. thanks for the clarification :D
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
Thanks for letting me know, will fix
also is there a specific reason why bluebell doesnt say temp while amarylis does? dont they both give temp stuff?
Got this to work!!
5 different light/dark suits
Bunco and Paperback to the rescue!
speaking of luminous cards, after I played a hand or I think finished a round it did this
HAH
I think it might've been one of the enhancements, admittedly I might've fucked up the var names
I'm more of an artist than a coder lOL
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.
There's also RCBalatro and its Thunders (Light) and Waters (Dark). All three combined give a total of twelve suits to work with
There ARE also Voids and Lanterns, but those are Chaotic suits - rarer than the Exotics. They increase/decrease Mayhem.
Idk if I've gone over Mayhem but I'd imagine there's similarities to Entropy (glitches values) and Straddle/Tension (increases ante gain)
Making a library for my mod called... MadLib
I got this error message when trying to use the sangria deck-
I'll take a look, it's a blinds issue moreso than a deck issue.
Ye ye
disco cards should also be able to create tags, consumables, and add hands/discards
Is JensLib still the only requirement? because all download links of that have been pulled
Ah there's still a download for it on here under "LegacyMods"
Idea
I’ll replace JenLib soon. Working on second update
I will consider this. Sounds funky
yeah some jokers like the card pyramid joker crash the game when i hover over it
Shit that’s probably bad loc_vars. I’m updating tonight — gotta figure out how to do so without putting in the upcoming content
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
Give me a list of Jokers that have caused a crash - I'll check them out. I checked House of Cards
Also a crash log so I can see for sure whether it's a loc_var error or smth else
also sigma crashes when looked at in the collection
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
The code kind of sucks. I'm doing a revamp with the implementation of MadLib.
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
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
It does I think? I thought I fixed it
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
are we doing a miscommunication
gotta love it when that happens
Kind of - been a little busy irl so I haven't been paying the best attention. Mb
happens :p
so just to clarify, do you actually have a fix for the nil thing already made?
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:
MadLib should be up in a few days
ok thank you :D
Working on the code revamp, should be done in a few days
wil lthere be a download link?
Yes.
Yeah GitHub has the current version
where?
thanks
love the mod
@here check github
Madcap | LOTSA NEW CONTENT! (Update 2 in DEVELOPMENT)
Crash on startup
Big update this month that should fix a lot and add a lot
The mod will be FINALLY playable
are you putting in... the actually additions crystals?????
If so thank you so much cuz that minecraft mod's underrated
Yes!
@here
Madcap & Pacdam | OPEN ALPHA
I forked this cool mod called Powerful since the mod hasn't been touched in 3 months and the original dev left the server.
It's like Madcap, but backwards! Contribute to RGBeet/Pacdam development by creating an account on GitHub.
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.
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!)
Also also, I'm adding challenges. Didn't think I'd be adding challenges, but here we are.
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
And this is what tarot look like on the main branch
I'm almost done with the new update, which should fix that
Also Engraved doesn't seem to tick down and gove x0 mult wich I don't think is intended
so cool
it is not done yet
Yeah it's taking a while to reformat everything just right + plus I have college
I do believe this one's on you
Testing!
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
Alright it's been pushed
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
crash when attempting to use a Jupiter from within the shop
same with Amaryllis
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?
Are you using the WIP tree?
no, I just checked out the main branch
Yeah the WIP tree is the one to use, with MadLib too
There are still a few minor bugs I'm working on fixing rn - atlas bugs from reformatting the file structure
But this works as well as a few other things
okay. recommend adding that to a readme so future newcomers to the repo know
Good idea, I'll set that up asap
Fixed this, was a loc_var mistake
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)
👍
after changing to wip branch, latest commits for Madcap/MadLib/Pacdam at time of writing
swapped out Bunco for SpectrumFramework as well
Noted, will fix these soon.
Thanks! I'm happy to hear you're enjoying it
im afraid i shouldnt use paperback too righ?
actually no
still the same crash when i removed every mod
Maybe try Bunco? I use Bunco and Paperback and it works fine
This is what I'm using rn
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
sorry had discord audio in it lmfao
notice my mouse is still lol
here after reporting way too many things on the github
(am f-raZ0R on github)
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
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
hey question
what exactly does mayhem.. do?
Oh i think that I added it so inverted pyramids are in now
ah so thats a feature not a bug
Yeah it came with the Pyramid code rework, which was hardcoded to only do three layers. Now it can do 3+ and go either way
should update the hand description then
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
oo interesting 👀
in terms of other bugs i found, any of these been fixed yet? especially the voucher one
lot of them seeming to have their effects always active
Not yet
i've been trying to get this to run for a couple of days and can't figure out why it can't make it to the title screen
(wip branch)
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
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
I’m already using the most recent commit
then add aikoyori
that made it work
YEAH I STILL HAVE NO CLUE WHY THAT FIXES IT
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
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
Idk yet, I'll work on that tomorrow
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)
Crashma tarots
oh also Grim…? crashes the game when hovered over
Oh yeah it's a loc_var issue, I'll be pushing today
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
True
Sigma

- add descriptions for ebb and flow and other subhand vouchers
- fix grim loc var
- test all cosma tarots
- poker hand values
🔥
can we get a progress report on how many cosma tarots work
how many have been tested so far
I know Tarots 1-4 work as intended
I'm on #15 of 22 tarots, fixing them up
Thank you for bumping!
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)
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
I like this
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"])
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.
definitely is an issue with madlib
They better fix that then.
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
When it lists a base game file like state_events, I go to lovely/dump and check the file itself (so go to line 2003 in state_events.lua) and it'll show what the problem is
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.
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
Holy trinket Batman!
This aint dead, just high and stupid recently lol
@jovial schooner working on more fluff crossmod stuff again
awesome
Three Jokers so far - one for Rotarots, one for Colours, one for Wenge
Red?
stickers….,,,
🙁
i see the hotpot leaking through
ITS BLUE!!!!
Yeah this was inspired by Hotpot LOL
The Goku art is very clever lmao, looks good overall
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
Well kudos to whoever did it
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
mod incompat?
It's probably Hot Potato LMAO
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
i guess so yeah
[insert bruh reaction gif here]
do you have effects for rotated umbrals yet
the suit buffer ones should definitely give different buffs to the parallel suits
Some
which ones?
core, mantle, those ones
ah
guessing they target the parallel suits?
Yes
Splitting some of the quantum rank/planet shit into another mod, in case ppl don't want it
couldnt you just make them disableable by config or something?
Yeah perhaps, but there's a lot of code for take_ownership too
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?
wait actually yeah i like this a lot
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?
I see
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"])
https://github.com/RGBeet/Madcap/blob/551bc09f1af19de66be7489c4a943c78273691ca/lib/pre.lua#L609
madcap currently crashes at this line if toga's stuff is not installed because uh.
togabalatro.chipmultopswap doesn't exist!
Mod for Balatro. Contribute to RGBeet/Madcap development by creating an account on GitHub.
@languid mulch
with cardsleeves, crashes here, because MLIB.coord doesn't seem to exist anymore?
https://github.com/RGBeet/Madcap/blob/551bc09f1af19de66be7489c4a943c78273691ca/items/sleeves/001_pale_sleeve.lua#L9
I’ll work on fixing card sleeves next
@slate tiger I haven’t worked on that for months
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
Nah you’re good, this log helps
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
oh, and final on-boot crossmod crash i found, Unstable
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...)
crash on playing a card if you have UNIK's mod (https://github.com/70UNIK/UNIKs-mod )
"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
Damn she isn't supposed to be there
Did she pop in after the shop was loading and a sound played?
If so it's a Luxury Shoppe thing, if not it's the Madcap Joker insertion acting up
Cause Retro Lollipop is in the Madcap Joker pool
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
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
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
I forgot to scale the 2X sprites
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
well the tooltip says it gives +mult, but it doesn't
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?
You need MadLib. https://github.com/RGBeet/MadLib
Do I stick in the mold folder? I am very new to this and very eager to play your mod
you should probably push the next commit for madcap beforehand because otherwise thered be a ton of incompats (like needing toga’s stuff for the game to even launch :P) youd need to push through
mainly the toga one actually
Same folder you put Madcap in
Do be warned it's a lil (Lot) buggy right now but I am working to fix CardSleeves and Talisman compat
Should I wait till all the update are done?
If you use Talisman or CardSleeves then yes
has the bunco compat already been fixed?
Yes, I do use Talisman
I pushed something for CardSleeves so that the game loads now
Some combos don't work but I'm figuring out how to make all combos work
Hexing Sleeve:Start with six suits (Base + Goblets/Towers) Checkered: Replaces
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...
oh huh, the parallel suits werent based on anything real?
you gotta rename lanterns and voids to Q and +
Goblets and towers were based on a proposed six suit system
-# ...huh, didn't know I was an undeclared dependency. 😂
I am still getting a conflict
"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
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
what other mods did you have installed? since this crashed too early to show the modlist
Yeah I can’t check atm cause I’m in class but if you give me a list I can deduce
In that moment I had everything turn off except for Madlib, Madcap and Talisman
ah yeah i think thats a talisman-madlib crash rn?
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
specifically with madlib rn, i tested a bit
this the two mods I am using no Talisman and still get this message
with no madlib however I get this message
oh yeah this is the weird toga dep bug
wait for next version to come out
-# ...me, a depedency... lmao.
YEAH ITS SO FUNNY THAT A FUNCTION IN YOUR MOD WAS JUST… USED HERE
Table, rather.
Alright, so nothing did wrong
Honestly should've been togabalatro and togabalatro.chipmodkeys or {} and such.
I am eagerly awaiting on the update
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
I can't code, just very early stages learning of learning about mods, so sorry
Fair, it's a pita at first. I'd look at VanillaRemade on GitHub first
I just need learn basic if that helps
Yeah I'm putting development on hiatus until next week. Working on an art show
Madcap content will be a part of this show.
Like pixel art show?
No like a college show
That sounds fun yet stressful
Exactly@!
Update: the people enjoyed the Balatro music.
Freaking awesome dude
is ts out
What out
So they are still crashing for me
I try it once more still crashes
yeah no update happened yet to fix any of them :(
Hopefully those comming cuss really dying to play this mod
I'm working as hard as possible
Your fine dude dont burn yourself out
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
peak
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
Sneak Peak
Yeah
I am still excitingly waiting for madcap and pacdam to be playable again cuss miss the first time
Madcap/Pacdam/Overloaded
For some reason Madcap has no jokers
You're using the old version of Madcap
Thank you for the quick reply, it the Wip branch right?
Now it giving me an error code'
What's it look like
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)
oh mayhem’s gone?
interesting
I might readd it once I get everything else down, I want to get the second release out asap
how goes the madcapping?
RIP
gg i guess
checked in with them, they're going through some mental health stuff 🫂