#Refactor Branch Bugs
1 messages · Page 2 of 1
i don't think ortalab is newcalc
it is
trying to find out what it's indexing
PHANTOM DOUBLE SCALE!!!!!!!!
well that isn't helping 
🥳🥳🥳🎉🎉🎉
practically impossible to recreate, but still happens often enough to get bug reports about it weekly or so
okay now i see how it got its name
(*temporary) = number: 2.18784e-314 (*temporary) = string: "Oops! The game crashed\
i love indexing for some reason infinitessimally small number values
the error could literally be anywhere in double_scale_calc but i can't parse it for the life of me
yeah i'm just... slowly working myself through this thinking what the fuck
but at least i know what is a number now
(orig_ability[dbl_info.scaler[1]] is)
and orig ability... well i don't have the full debug and i can send my save / modpack to someone who knows a bit more about lua than i do
but i guess here's the console output for it at least orig_ability = table: 0x033ff62610 {t_chips:0, mult:0, eee_mult:0, extra:2, extra_value:0, perma_bonus:0, e_mult:0 (more...)}

old blueprint doesn't work with brainstorm
Can't reproduce
loss tags still crash the game on refactor HEAD because... uhhh? is this because of gamesets?
should i try this on a new profile maybe?
interestingly they do work
like i get the meme pack properly and such if they get generated from, say, a deck
got Facile and it didn't exponentiate my mult, i think?
final setup was the following left to right:
eternal Mystic Summit, Chicot, Facile.
after getting rid of all discards i played 3 pairs and none of them got exponentiated by Facile, and i lost the run lol
the joker would have the popup like it triggered, but my mult wouldn't change
cool. glad that wasnt in my head lol
huh. on a related note.
i have The Universe in my hand right now. that joker is astral right
it also doesn't appear to be exponentiating my mult
oh i thought that because the card itself is astral it triggers the 1.1 at least
lol my bad
news to me. thanks
i crashed from an error involving calculating payout while having Compound Interest in my joker slots. i assume those two things are related, because selling compound interest before the payout will prevent the crash
i get the feeling maybe i did something wrong while installing if i'm having this many crashes
this is certainly something (it did not add +1 to my joker slots)
I'm trying to cash out at the end of ante 8 but it crashes every time i try to collect the money
well the joker isnt negative
I don't know who this will help, but if you go into the .lua file for tags and delete banana tag, it seems to not show up where it otherwise would, so it won't crash if you get it as a random tag 😅 Just a temporary fix for now :p
lol
After doing a run, ive noticed the following issues with refactor. Steamodded and all is on the proper version and im only running cryptid without Jen or extra fluff or any other joker adding mods.
- ^mult is instead doing xmult. Tested with Happy house and Astral joker. You can guess my disapointment getting happy house working just to have that happen.
- Code spagetthi (the code card that generates a food joker) instead now always generates a glitched...reserved parking. Whos' eating the cars?
- The Mosiac eddition simply does nothing at all. On both jokers and playing cards
- Labyrinth causes a crash when discarding, didnt grab the crash log when this happened unfortunately
- Pumkin works when its destroyed by another effect. Having it killed by a dagger trigged its effect to generate its second version (not sure if this is intential but it probably isnt?)
- Digital Hallucinations crashes when oppening a code pack. Was being duped by blueprint at the time, unsure if that was the cause.
fixed, update refactor
make sure you're always on latest
experiencing very bad stuttering. This happens a few minutes after starting/continuing a run, and persists until I exit to menu
my pc's fans also begin to spin faster (and noticeably louder) when this happens
boredom seems to be retriggering cards twice
memory leak 🤔
maybe it's something weird with blueprint
i'll check
wha
yeah can't seem to recreate this
soooooo
how does one make a vanilla joker use bignums instead :3
with this guy as example
oil lamp wont go any further
thats intentional
i think only a few jokers are whitelisted to go past e300 with oil lamp
It’s a loop, no? Hitting the 1 in 2 on a blueprint copying boredom causes the blueprint itself to retrigger, which would then have a 1 in 2 chance to repeat itself again
doesn't loop
how change
will money beanstalk get adjusted bc of bignum money or will it remain 2e299
Boredom retriggering itself is intentional
I actually coded a fix but commented it out because many jokers crash with it
Later maybe I’ll go through and fix EVERYTHING to work with it but that would take a long time
It’s still a bit janky but it worked when I tested it (for OmegaNum-compatible jokers)
i probably will knowing me
how do i do it
basically any comparison between numbers that use joker values need to be wrapped in to_big() on both sides
for vanilla jokers this must be done via lovely patches to Card:calculate_joker
should probably say that then
funny though
unless retrigger jokers retrigger other retrigger jokers now?
They don’t
It’s probably a weird interaction with retriggering playing cards
That I can probably just get rid of idk
how? (unless it's something i'll figure out easily once i'm free from sleep deprived delirium)
It just retriggers the playing card part
Look at the lovely patches in Talisman on Bull, Bootstraps, and Vagabond
It’s basically that but MORE

i'm either going to forget or do all of it by monday
what line (will save like 5 seconds of me ctrl f-ing bull)
also: does wraith trigger rodeo
and: should it?
Any comparison or equality operators with joker values
Yes and yes
it’s funny
Game is crashing to the point of close when taking either tier 3 voucher for planets or tarot cards. Can't even copy paste the error message as it's on screen for a split second before the client closes
They were working on 5.0.3c it was only after switching to refractor (and upgrading talisman and steammod to be fair) that they stopped working. One of the spectral cards (the one that adds a green seal) also is debuffed and i'm told is not working on refractor, but it was working on the other version, I assume that's a known issue though, just seems weird to have it stop working after an update
also all my collection numbers are like inf / inf instead of what they're supposed to be after updating to refractor
payload crashes at end of round
if i buy that tarot voucher the client crashes in a way i can't even paste the log
the first one redeems, then the 2nd level, then the 3rd level tries and everything crashes
updating line 399 of voucher.lua to G.GAME.tarot_rate = 4 * self.config.extra (from 0.5.3c)
instead of
G.GAME.tarot_rate = 4 * card and card.ability.extra or self.config.extra (from refractor) solved the crash
i manually went in and changed the code of voucher.lua myself lol
and tarot tycoon still crashed it when redeeming its higher level, that's on line 427 i guess
this time it didn't hard close the client at least
G.GAME.planet_rate = 4 * self.config.extra
same thing, this is on line 427 at https://github.com/MathIsFun0/Cryptid/blob/main/Items/Vouchers.lua#L399
something about this breaks it in refractor, not sure if this helps anything or anyone, but it fixes the crashes at least
now it crashes at 266 when redeeming the planet voucher in the first place, interesting
wtf line 266 is just 'end,'
local massproduct = { --All cards and packs in the shop cost $1
object_type = "Voucher",
key = "massproduct",
atlas = "atlasvoucher",
order = 76,
pos = { x = 6, y = 4 },
requires = { "v_liquidation" },
redeem = function(self)
G.E_MANAGER:add_event(Event({
func = function()
G.GAME.backup_discount_percent = G.GAME.backup_discount_percent or G.GAME.discount_percent
G.GAME.discount_percent = 100
for k, v in pairs(G.I.CARD) do
if v.set_cost then
v:set_cost()
end
end
return true
end,
}))
end,
wait i gutted line 435 not 427, user error lmao, lets try it with 427 swapped only
yep, all fixed
incredible.
good because once you've got two certain t3 vouchers there isn't really a way to get anywhere with it, especially with the scalae anti synergy and stuff
if it's what i think it is, i already fixed so try updating
after turning off almanac, encoded deck now crashes when hovering over it (the same way banana tag did)
so i just hardcoded it to always be in madness in my copy
no idea how to fix it
been running grim now since almanac went back to oldcalc, encountered zero problems
no clue how fix, happened on director's cut with redeemed sleeve
#github message its still crashing even after i tried fixing, so the fix doesn't work (here's log)
also redeemed effect now absorbing a lot more stuff
might be crashing on all of them
also wheres the code that handes scaling :3
I redeemed Tarot Acclimator, and it did this crash:
didn't do both sides
i handled the rest

for breaking the e300 cap without crashing you basically have to do this for every comparsion in every cryptid and vanilla joker
how would i do that for vanilla jokers?
also where
lovely patches, I'll send an example
lib/misc.lua:443
function is_card_big(joker)
local center = joker.config and joker.config.center
if not center then return false end
return Cryptid.big_num_whitelist[center.key or "Nope!"] --[[or
(center.mod and center.mod.id == "Cryptid" and not center.no_break_infinity) or center.break_infinity--]]
end
here are the ones I did for bignum money
# Talisman compat for vanilla jokers
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''if self.ability.name == 'Bull' and (G.GAME.dollars + (G.GAME.dollar_buffer or 0)) > 0 then'''
position = "at"
payload = '''if self.ability.name == 'Bull' and to_big(G.GAME.dollars + (G.GAME.dollar_buffer or 0)) > to_big(0) then'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''if self.ability.name == 'Bootstraps' and math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0))/self.ability.extra.dollars) >= 1 then'''
position = "at"
payload = '''if self.ability.name == 'Bootstraps' and to_big(math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0))/self.ability.extra.dollars)) >= to_big(1) then'''
match_indent = true
# Vagabond
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''if G.GAME.dollars <= self.ability.extra then'''
position = "at"
payload = '''if to_big(G.GAME.dollars) <= to_big(self.ability.extra) then'''
match_indent = true
you have to do this for any comparisons with any joker values
including simple scoring? (such as +4 mult)
which file do they go in?
any of the toml files
probably worth making a new one
these three are done by talisman already
anyway I'm gonna go handle some more of the issues now
likely last question, should i put the finished product in cryptid or talisman, since it's just making everything bignums
cryptid
since i don't think this should be a talisman feature, a talisman-only run wouldn't need joker values exceeding e300
fair
Fragile shatter condition (eternal and proper RNG)
hover mod icon crash (I think this is tied to some gameset UI being active at bad times)
blind.lua 1040 obsidian orb crash
Golden not triggering on non-planet consumable usage
Oversaturated doesn’t apply properly on modified values (eg. Multiply)
Loss tag info queue
Fix custom object pools (like food)
Facile issues
My bug list right now
i thought i fixed the epic.lua one
yeah i did
1709 is the same as 1699, except there was a typo causing it
alr
fragile was an easy fix
assuming I did it right
it looks like they're being fake-destroyed now?
#almanac-newcalc-unofficial message this
hoping that fixes it but also trying some things out
i was only one commit behind on st3eamodded
also looks like the check is being called twice?
ok i think i see the issue
first, {remove = true} was never being returned when removing the cards so they weren't being removed properly
and secondly you're modifying the edition's config, not the card's config
so once a card is flagged to be destroyed, everything else is
also pseudorandom() has to be wrapped in pseudoseed()
and i added the eternal check I think
they appear to be breaking twice as often as they should tho which makes sense
I used 4 payloads and it crashed :<
also one thing I want to modify in the future:
old calc Fragile makes jokers be destroyed when triggered outside of the main joker loop
so something like crustulum would break if you reroll enough times
new calc Fragile doesn't do this, it's more of a "when scored" instead
you should update your files
also gonna report that retrigger bug now
in steamodded
Okay 👍 why did it thumbs down
good news they go up
bad news, its limited to 1e300 again
i made it always return true
was referring to increase
e1018 oil lamp only multiplying by 1e300
test mod I made for it
[SMODS Cryptid "items/voucher.lua"]:858: attempt to index field 'cry_owned_vouchers' (a nil value)
happens when the tier 3 voucher tag is spawning a voucher, no idea which one as it's crashing instantly upon trying
#i-need-help message link to full crash log
still experiencing the antimatter deck ignoring like more than 50% of its buffs as well, haven't had it clarified yet if that's an intentional part of refactor or not
i can't reproduce the hover mod icon crash
in my experience it only happens if gameset isn't forced to anything like with almanac enabled
i just made it always get forced to madness so i don't encounter it
i'm just going to change it to not error out
worked for me last time
why btw?
idk
btw for the golden edition bug im gonna ask steamodded to add the context for it
if not i'll add it myself later
Fragile shatter on trigger for jokers
Golden not triggering on non-planet consumable usage
Oversaturated doesn’t apply properly on modified values (eg. Multiply)
Fix custom object pools (like food)
Facile issues
oh might've found
o7
oh wait I did it on the PR branch
didnt
checking back and actually loss tag looks fine?
^
- you did this so
i fixed meme packs
ok
not exactly sure why oversaturated is still screwed up
on_apply = function(card)
cry_with_deck_effects(card, function(card)
cry_misprintize(card, {
min = 2,
max = 2,
nil, true
})
end)
if card.config.center.apply_oversat then
card.config.center:apply_oversat(card, function(val)
return cry_misprintize_val(val, {
min = 2,
max = 2,
}, is_card_big(card), true)
end)
end
end,
on_remove = function(card)
cry_with_deck_effects(card, function(card)
cry_misprintize(card, {min = 0.5, max = 0.5}, nil, true)
end)
end,
oh wait i'm an idiot
ok fixed
also went ahead and fixed multiply savescum abuse
Fragile shatter on trigger for jokers
Golden not triggering on non-planet consumable usage
Fix custom object pools (like food)
Facile issues
Left with this list
on the journey of trying to uncap numbers, i got this after making cry_format always return bignums
and idk what's happening
actually might be better to instead just make it not use the function
context.post_trigger itself is broken in new calc
otherwise I think fragile would be working now
might just be broken
yeah
meanwhile im just messing around with numbers trying to fix misprintize not going beyond x1e300
i submitted a bug report, I think it only works with joker_main
have fun
definitely make that its own branch/PR for a while because it will take a while and be tedious
thats what im doing but at this point i've completely lost track of what changes i've made
might stick to patching everything to be compatible with bignum before actually breaking it properly
hands (seemingly) being bignum breaks heiroglyph :(
would this work for a fix regarding above issue? (also for petroglyph)
on a .toml file*
in-game it just gives the same crash so idek if im doing it right
at least it doesn't crash on launch
the line crash is complaining about is e.config.button = nil though
why
shouldnt it be line 56
and it happens when buying anything
what happened since the last time i played
even if i revert the changes since last launch and use the same run, it crashes
why
what happened
You should use to_big(m):to_number() when dealing with hands and discards, since those aren’t ready to be OmegaNum yet
Crash at the end of the round
Keep getting this error:
Attempt to compare number with table
Have green seals been fxed yet?
yeah
i think the aurinko glitched edition may be bugged as well?
i thought i fixed that but i can't check until i get back on pc, try updating to latest refactor
this one #github message
this again
with an entirely different error
added a simple fix of
min = 1
if not max then
max = 1```
still crashes
bc i didnt save it
updated refactor to see if its fixed
it sometimes is
not (not orig_ability[dbl_info.scaler[1]] or not orig_ability[dbl_info.scaler[1]][dbl_info.scaler[2]])
which of these is the not-bignum
^mult doesnt seem to work at all
Game crashes when viewing "Vouchers" in "Run Info" tab during a run
Actually I redownloaded smods and Talisman and can now no longer recreate the crash so 🤷♂️
outdated smods, so yeah
When using Death to copy glitched cards, the values are re-rolled using the right card's base values instead of coping them, which can lead to exponential scaling
Game crashes when cashing out after using the Payload card
Crash log:
phantom double scale moment...?
that whole code is too much of a mess for me to understand 
update for this - im an idiot and didnt realize cartomancer has an option to "disable non-essential shaders" so
btw, i assume its the case but i have to go and manually download the refactor zip everytime theres changes to it right?
sorry if its a dumb question, i know it probably is
just want to make sure im doing the correct thing to get the most recent refactor version everyday, so i can avoid the crashes and such
yeah fair enough
thank you for confirming tho
just wanted to make sure i wasnt being insane
is it just me or are jokers that add ^ mult not working btw?
seems like now matter how many of them you have, or how much ^ it says its going to do, it has no real effect
not just you
awesome, good to know
Candy Cane in spooky.lua crashes when I play a hand until I sell it eventually
and this happened right after playing the final hand of round, after clicking the cash out button screen.
The free reroll joker doesn't work when it is Double-Sided
double sided still broken
Nice Joker kept retriggering even after the scoring took place. It was glitched, and I had 7 copies of it. The score is still here in the shop:
If I pause, it continues to add score when I unpause 💀
It seems like each one is retriggering each other one
Scratch that, everytime I click on any element, it triggers and retriggers all of them
It also continues triggering when I go to the main menu 😅
Closed the game, reloaded and got this error:
That’s intentional
#github message fixed just then by me :3
wait for someone to look at it then update when it gets merged and it'll be fixed
hopefully
(i didn't test but it should work)
i wonder why
To stop an infinite
couldn't you just make it so that he only applies once per shop?
unless that's hard to do
so like
i have him, reroll for free, flip him, flip him again, and he does nothing
is what would be good right
imo add effects that can trigger regardless of if it's on the other side of a double sided jonkler, so that interactions like this could be handled much more easily
chaos, for example, could just be completely handled by that
right
There's a crash when the Digital Hallucinations Joker is copied by Blueprint or Brainstorm.
It's not consistent, so I imagine the crash only happens when one of the copies is triggered.
weird, i feel like i’ve used an old blueprint on digital hallucinations before
It definatly works some of the time, I tried it on a bunch of different boosters and didn't find anything consistent
huh, interesting
Here's a fun one: having negative playing cards in hand that have been merged with a consumable gives you extra consumable slots
using them gets rid of the extra slots too
i can't fix that on the spot bc idk where CCD code is, but it sounds like a simple fix to me
rather niche crash, happens not when i hover over an expired perishable card or when i click on it, but when i deselect it for some reason
card in question is the full deck to hand card
different crash: pointering in canvas crashed, i could probably fix this gimme a sec
not sure if this counts, but the card art for Off By One is missing its left border trim
damn went right over my head lol
would be a funny meta joke tho
this is intended I think?
you could add the border but then the joke would be WAY harder to spot in-game
gonna try and figure out what's causing this
persists on reload so that's good for testing
seems to track time taken properly
just doesn't display
and is going suspiciously too slow
iirc it's supposed to be increasing based off of current requirements, right?
i have found the fix for suit planets and i hate it
suit_level_up(self, card, area, copier, 1)
that's it
i added a , 1 to the end
and it's fucking fixed
why
ik why but yknow
#github message
is that incantation bs or
but suit_level_up calls level_up_hand which defaults to amount = amount or 1 🤔
wait so why does that even break anything???
that's my question too lmao
actually the suit planets work fine for me (assuming these 5 are indeed the suit planets)
so I'm not sure what breaks them for @nimble crane, possibly a mod incompat?
if it is, it's incantation (or maybe aurinko) bc afaik nothing else touches it
I can try with those mods
even with both incantation and aurinko enabled I can't reproduce 😬
well there's at least multiple people reporting it 🤔
Still don't see any issues even when trying the full ot4 modpack lmao
What does "broken" mean exactly btw Nova? The planet levels just stay at level 1 on normal usage of the suit planet card?
yeah
like it highlights the hand but it doesn't do the funny ding or increase any values
Very weird. I tried a bunch of things, including nopeus unsafe, animation skips, changing lovely version, etc but nothing seems to break it.
btw i put that in pull request, should be good to merge
don't love the thought of almost bruteforcing the solution without figuring out the possible underlying cause tbh
(though moving the number=1 inside the function is a lot nicer than in the individual calls lol)
figured out the reason why post_trigger was acting janky
there was a Talisman hook that was breaking it
how was it janky? (i didnt really notice anything)
some jokers it just didn't work (eg. Crustulum when rerolling)
because the second return value wasn't being passed along
made golden work on consumables
how was Facile behaving weirdly for some people? it works fine in my testing
maybe now it works fine
i even had it print whenever it added up the triggers and it worked nice (and also looks cool - might be worth adding as a feature of facile)
Do I need new Talisman as well?
probably
pretty sure that the fix was in refactor
I think that Payload crashed it this time:
can you try now
I've been dealing with extreme lag regardless of what's going on ingame. This has been in both branches of Cryptid. When I launch a run, everything is fine, but as the run continues, regardless of how mild the gameplay is, the game begins to lag more and more until it's borderline unplayable, but it never crashes. If I go to the main menu, the lag completely stops, and I can load back into the run with no issue. But, as the run continues, it will slowly begin the process of lagging again. This happens every time without fail.
As far as I know, there is no way to recreate this.
memory leak moment
I've been seeing a lot about memory leaks. Is this something I can fix? I don't really have memory issues in anything else with my computer
And it starts lagging even when I have plenty of memory left for the game to use
curious what causes memory leaks on the recent versions
ik there's like stuff in vanilla
I've never experienced it any mod besides Cryptid, and the vanilla fixes I've tried haven't helped
Idk if this is a problem or not but every time i select a card, this appears
that's definitely a bug
this used to happen to me
i don’t remember how i fixed it though 
me too
Same error here, it seems like the game crashes when it gets to Ante 10 - I tried skipping the Ante 9 Boss with the Debug Menu, and it still crashes
got this
oops sorry for ping
anyway reloading the run causes this crash
haven't been doing much bc school went back, will probably only focus on trying to unleash the full potential of oil lamp and stuff
haven't encountered any problems with removing the limit though, thinking of going through every joker to see what could break it later
when it's ready, what things should i remove from the fork? (such as the bignum whitelist)
i literally cant start up the game anymore
according to git bisect it was commit 57e1abe5c635a171be1317acfff92d101efdf353 (exploit + delete buff) that is the first issue
happened to me too
I think someone broke compat with lovely 0.6, I updated to lovely 0.7.1 and it worked
uhh.. i thought lovely was included in the files of cryptid
blame toneblock, ig 0.6 really hates patching other mod's files
crash when going into green seal gameset settings
tho weirdly ortalab seems to also patch smods with lovely and that doesnt crash? so idk
nah
that's the one thing you gotta install separately right now
lmao i patched smods
sorry
m
dunno how to deal with, was just setting up to start oil lamp testing and it crashed
jokers are: tenebris at 5k, maxed iterum (40/1e300), duplicare at 39 (unmodified) and like 30 oil lamps
crashes on any hand played
can't reproduce
i'm noticing it's using blank deck which might be the issue? idk
might be it, number only says 40 though so could be not visual?
selling does, indeed, fix so
wrapped instances of it in to_number, will probably fix
^?
keep the bignum whitelist
why? (since it's essentially getting deprecated by making everything a bignum)
did btw
just in case
make a bignum blacklist
good idea but what would it be used for
ngl I want to make double scale and scalae a whitelist instead of them working on everything by default
maybe that will stop those dbl crashes
might be worth a shot
anyway time to deal with how the fuck did i not realize i copied main and not refactor not once but twice in a row when i tried making a new fork
if you want to you can go ahead but i'm pretty sure phantom double scale is like
related to the game triggering scaling when it really shouldn't anyway
hm that's strange
i'm using cryptid and talisman only so
setting foundation for this (with pareidolia as example), while also rewriting the is_card_big func to accomodate it (which is being a bit difficult bc i still dont speak lua)
leaving it returning true for all non-blacklisted jokers for testing purposes but now it functions (hopefully) properly
not speaking lua is crazy
ikr
i'm a python dev i should not be here or be green
also: bountiful deck + sleeve only draws 5 and not 10, should it draw 10 or leave as is?
leave as is for now
there are no cardsleeves deck + sleeves combos besides like misprint but I want to revist those post refactor
so
trying to call to_big in misprintize_tbl, for some reason, makes talisman explode
weird interaction with gemini / multiplying joker values and ortalab:
you can see i only have 2 consumable slots here, rather than 6 which it should be
this is because both the slot amount and the requirement were doubled, and the joker got deactivated the first time this doubling happened
and weirdly enough, now that the joker is active again, i didn't get the 4 slots bonus
okay yeah just confirmed it
trying to double the values just set my consumable slots to 0 pfff
okay, i think i figured it out, the card doesn't change states again once it has been activated (i just used my 72nd consumable and it didn't trigger)
huh wait
is remove_from_deck called when values are doubled on a joker or something?
i see
well that makes this a one line fix at least
different run now and it seems i can't discard 
i think it might be labyrinth
yeah it was labyrinth
got this while trying to play on the wild card only deck, im using a whole bunch of different content mods and alot of content disabledf
it seems to happeon on any deck
why is your Steamodded on oldcalc
idk but that fixed it so thaank you
idk if this is considered a bug or just something odd, but every time i hover over the deck with debugplus on, i see that
encoded fake card trickery
honestly don't know what was wrong with specific vars and stuff
I know there’s a bug for why it’s even checking for gameset, this is probably just an interaction with how Galdur displays decks
happens in vanilla deck selection i think
copypaste vars have been really annoying
huh, i was about to report debugplus log spam when hovering over a mod icon
first it gives this exact error, then hovering over the same icon without switching pages gives a whole bunch of crap
i guess catching the error and throwing it into logs is better than crashing
Encoded only
yeah math changed it to spit out the error
(instead of cryptid guessing/assuming it's a mod tag, which was a horrendous check tbh)
I get this very random glitch on certain scaling cards Jokers where, after I buy them, they begin to act like they're being activated whenever I click my mouse anywhere, but they don't actually scale at all. The play the sound and animation of scaling without anything happening. So far I've only seen it with Python and the Mashup Jokers
ope sorry I just realized the mashup joker isn't part of Cryptid
The Mashup Album from MoreFluff
wait you already patched it lmao?
I knew Cryptid devs had to be crazy dedicated to work with this mod but that's insane
found the issue that causes gameset config spam
G.GAME.viewed_back isn't getting cleared properly when exiting from deck collection
i somehow got into a state where old blueprint was copying everything instead of just the joker to its right, but for the life of me i could not replicate it
it's not intrinsic, starting a new run with the same mods didn't cause it. so somehow it happened during the run. but i'm lost on how. so i guess if anyone else in the future experiences this, you're not hallucinating.
payload seems to cause a crash in antimatter deck, during cashout,
okay new run and i've gotten it into a state where it copies the "M!" notification on Monster
it was doing that last time too so i think it's relevant
gaaaaa it keeps happening incidentally while i'm playing but i can't replicate it on purpose!!
aha! castle isn't doing the discard thing, something isn't clearing context.blueprint
but why only sometimes...?
didn't i fix this
i doubt it would be talisman because i shouldnt have earned much intrest at all
but im also not super knowledgable about this stuff either
when did you push that change
maybe im not as up to date as i thought i was
okay, so old blueprint seems to consistently make any jokers to its right think it's always context.blueprint
i definitely recall getting it into a state where it would copy the entire joker tray but i cannot figure out how that happened
aha
i thought i'd heard about something like this already
large shrugging noise
i mean its just happened to me when i used the joker that gets you back at the start of this ante (code cad) and now that UI is constantly appearing to select difficulty on every card click
are you sure this was fixed
I don't think I see a commit for that
i didn't commit anything sorry
vars crash when hovering over rework in cryptid tag additions for some reason
fine in collection
yeah i think it's some jank with how it's loc_vars are handled since it's differen't from the rest
same with cat tag
something's broken with cardsleeves, suddenly
trying to look at any sleeve in the new run window is an instacrash
is it just me or is something missing here
no, why?
Found bug when trying to compare number with table
I patched it like
[[patches]]
[patches.pattern]
target = "functions/common_events.lua"
pattern = "local num_dollars = config.dollars or 1"
position = "after"
payload = '''
if type(num_dollars) == "table" then
local converted = tonumber(tostring(num_dollars))
if converted then
num_dollars = converted
else
num_dollars = 0
end
end
config.dollars = num_dollars
'''
match_indent = true
Right after the
# Semicolon - polished UI
[[patches]]
[patches.pattern]
target = "functions/common_events.lua"
pattern = '''{n=G.UIT.T, config={text = localize('$')..config.dollars, scale = 1.2*scale, colour = G.C.WHITE, shadow = true, juice = true}}'''
position = "at"
payload = '''{n=G.UIT.T, config={text = not G.GAME.current_round.semicolon and localize('$')..config.dollars or ';', scale = 1.2*scale, colour = G.C.WHITE, shadow = true, juice = true}}'''
match_indent = true
I'll just leave it here until I learn how to work with github
Also oldserpent crashes on high hand levels
modify_hand = function(self, cards, poker_hands, text, mult, hand_chips)
local hand = G.GAME.hands[text]
-- Ensure hand exists and has a valid level
if hand and hand.level and type(hand.level) == "number" then
print("Hand Level:", hand.level, type(hand.level))
if hand.level > 1 then -- No need for to_big() if it's already a number
G.GAME.blind.triggered = true
return math.floor(mult / hand.level), hand_chips, true
end
else
print("ERROR: Hand level is invalid", hand and hand.level or "nil", type(hand and hand.level)) -- Debugging output
end
return mult, hand_chips, false
end,
This might work to fix it I'll try it later
hand levels are always bignums with talisman 2.1
therefore it'll perpetually print the invalid hand level error
technically the best way to do it is to write a way to handle for both situations of hand levels being bignums or not, but the fix i already put in ages ago (putting in the to_big you removed) already handles everything perfectly fine
I see...
it still crashes tho with oldserpent
doesn't seem to be broken with other stuff
literally all you need to do is use the unmodified code for this one
in the original, it forces both sides to be a bignum
so it's literally not possible for the crash you're complaining about to occur (assuming it's number table comparing)
to_big(G.GAME.hands[text].level) > to_big(1) original
it doesnt do anything to the hands if its already bignum
and in the case that it isnt bignum, it sets it to bignum for this specific math equation
same with 2 lines after
all you need to do is use the unmodified code and you'll be fine
crash when using joker display and cryptid
i can fix that, gimme a sec
its likely same with gold joker so will do that too
#github message
until it's fixed, just avoid compound interest and gold joker
merged, i mean
#1338654844197671014 message hey jevonn, do we cap every retrigger joker to 40?
I also think it might be worth boosting or removing the cap on madness
Like making it 1,000 or something
would need testing to make sure it's not laggy
too laggy, i mean
or at least not crashy
i have the free time to do testing
also, if we do it by gamesets, it might be a good idea to set it as a global variable instead of hardcoding it for everything
somewhere in the code for initializing gamesets there could be a cry_retrigger_limit integer
40 for modest/mainline, 1000 for madness (temp numbers)
or maybe 25 modest 40 mainline 1000 madness
I’d probably make it a table
might be better, again it needs fine tuning
and then based on individual card gamesets it changes
{40,40,1000} is probably good
i don't have a clue how to implement that part but i could work on getting all the jokers to use it once it's ready
issue with retriggers comes from memory usage, too many causes memory issues even with Talisman which leads to the crashing
does it take up an additive amount per retrigger or something?
Cryptid.retrigger_limit = { modest = 40, mainline = 40, madness = 1000 }
yeah, since it has to store all of them individually in an array for memory
I think it’s additive but some builds might be like O(n^2) or O(n^3); it needs testing
there's definitely a way to optimize that
I hope maybe something like Steamodded gets about that at some point
It’s really inefficient memory-wise
i'll probably also not have many issues with it then, 64gb ram goes hard
and that’s with Talisman on, with Talisman off all the animations are put in a queue and that all has to be stored in memory
LuaJIT 4GB cap tho

how would this be used btw, since it's a table and not a number i can't just swap it in for the old 40 number
Cryptid.retrigger_limit[cry_get_gameset(card)]
If added I’d also add a wrapper function that handles when a card uses modified gameset (which exists btw)
So you could probably just do like cry_get_retrigger_limit(card)
sounds good to me
running only cryptid refactored & talisman, I used a payload code card and after scoring the final hand to defeat the blind that had payload active this crash occurred
I was interest-capped, if it helps for context
sorry if it has been reported already I was too lazy to check the thread
it's an entirely different one from the other two times
lmao
i'll look into it later, balatro isnt even installed on this pc
just putting the crash here for reference, the run was fun anyway while it lasted
hmm that is an issue yeah 🤔
actually I might have a fix
Yeah. Cryptid assumes G.GAME.viewed_back or G.GAME.selected_back is a valid Back object. In case of CardSleeves' sleeve card, it is not (I need to avoid cryptid's deck editions).
edit: fixed in CardSleeves v1.6.3

just installed latest commit, all edition tags are missing and Source is disabled inexplicably (nothing is disabled by me)
the first i believe shouldn't happen
the second should
it's bugged
well source isn't bugged but green seal is
I probably have to use something like green_seal as the key instead
I also noticed Antimatter deck only half works
To elaborate on this now that I'm awake more,
- random enhancements, seals and editions aren't a thing like when I played on main
- no extra shop slots from equilibrium
- only start with a single legendary (no exotic or jokers from other decks)
the seals/enchancements/editions are gone temporarily
and now it only applies effects for decks won on gold stake
weird
well winning every deck on gold should be easy enough, i'll see if it works for me
at the same time, I'm on a completely fresh save and there are still some effects that are working on it, such as (infinite, equilibrium aside from extra shop slots, redeemed, misprint)
oh yeah math made it also work if you're on madness
but didn't make it work fully xd
yeah I'm on madness
compound interest crash
this should be fixed already
diagnosed
in your save, money is not a bignum for some reason
even though i'm at least 90% sure that talisman makes it so money is always a bignum
i could fix it easily enough but like
why isnt your money bignum
it was a totally fresh save so 🤷♀️
reset profile and remade it again and it works now? weird
strange
oh I think I know what may have happened
I was on an older talisman earlier today
also have an aurinko issue where glitched planet cards crash
this is the cause
send crash
also almanac isnt supported for refactor just yet
not using almanac
alright give me a sec
almanac mods meaning aurinko incantation nopeus etc
that being said i have given jen some fixes for basically every refactor aurinko problem though
best case scenario would be, jen releases separate aurinko version that has those fixes, so that refactor can use aurinko too
nope, that's cryptid side
ah
are you on latest cryptid?
yes latest refactor commit
somehow amount > to_big(0) is throwing the number-table error even though amount is always bignum iirc
I'll try other editions
alright
eh i'll just put in a semi pointless fix for it
Probably not as important but I also keep getting this warning on antimatter deck
INFO - [G] 2025-02-12 13:14:27 :: WARN :: Back :: Found `trigger_effect` function on SMODS.Back object "b_cry_antimatter". This field is deprecated; please use `calculate` instead.
good to point out
before i set the right side to to_big bc it crashed, now im setting the left side to to_big because it also crashed
lol
I’m probably just gonna remove that message
It’s one of those annoying messages smods spams
yeah
fix for this btw is ready to commit whenever btw
almost forgor pull request
getting attempt to perform arithmetic on a nil value when highlighting Phobos&Deimos
glitched Black Hole still crashes on fix commit
send full crash
alright i'll turn off crash avoider and do that
was it or the target modified by anything (glitched/oversaturated/oil lamp/etc)
glitched blueprint
should be easy fix
if i knew what file its in because it's cut off
"C:/users/steamuser/AppData/Roaming/Balatro/Mo..."
are you able to get an exact file or no luck?
No luck
isn't much i can do there, then
as for glitched blueprint

cause is the glitched blueprint, i know that much
crash using astral white hole
^
known, unable to fix
avoid editioned planets
👍
the aurinko thing or glitched blueprint
aurinko
did you confirm it doesnt happen without labyrinth?
also where even is the code for labyrinth
code for it looks like it works fine
#other-mods-dev message
can someone test choco die with bignum money? (over 1e300 preferably)
not home so can't test
specifically event 9
Compound Interest displays $naneinf if the value it would give is above 1.8e308, but it rewards bignum money just fine (as shown by the Cash Out button)
There was a crash with this on an older version that was fixed in a newer version
Might need to update to newest
it is on the newest tho
is it a gameset thing?
Chocolate Die's 9th event crashes when doubling money above 1.8e308
...and money below 1.8e308
^
one second
#github message
i knew it happened, but had to confirm it
since if it wasnt that, it could crash by adding fix
known, bug is when anything shows above 1e300 on the cash out screen, purely visual (i told math a while ago, he said its talisman issue)
is that why jokers returns true?
something on SMODS end
currently cannot select any deck other than enhancement decks
clicking any deck on galdur opens the menu to select an enhancement deck
now other decks work fine, but the enhancement deck selector won't appear
the one that'll appear on deck selection screen hasnt been implemented yet
i cant find the one jevonn showed
you can probably easily change it manually in file though
cant find it though
if you end up finding it, it's just a simple change probably though
looks like G.GAME.viewed_deck isn’t a reliable indicator anymore with Galdur
Got a crash. I think it was double scale?
ok I can't replicate it with double scale so it's probably something else?
phantom double scale strikes again
this is one of the few things i got no clue how to fix so i'm leaving it to jevonn
or math if he wants to do it instead
There’s gotta be some sort of sanity check you can do
Crash scoring an astral card
Oops! The game crashed:
main.lua:4352: [SMODS Cryptid "lib/calculate.lua"]:266: attempt to index a number value
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1411a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
1: Aurinko by jenwalter666 [ID: aurinko, Priority: 9.9e+301, Version: 0.4.14]
2: More Fluff by notmario [ID: MoreFluff, Version: 1.0.3-ja, Uses Lovely]
3: Venus Penis by Juniper [ID: VenusPenis]
4: Card Sleeves by Larswijn [ID: CardSleeves, Priority: -10, Version: 1.6.3, Uses Lovely]
5: More Joker Packs by Samario [ID: MoreJokerPacks, Priority: 10000, Version: 0.0.2]
6: Galdur by Eremel_ [ID: galdur, Priority: -10000, Version: 1.2, Uses Lovely]
7: Talisman by MathIsFun_, Mathguy24, jenwalter666, cg-223 [ID: Talisman, Version: 2.1.0~dev, Uses Lovely]
Break Infinity: omeganum
8: Handy by SleepyG11 [ID: Handy, Version: 1.2.0a, Uses Lovely]
9: Jen's Library by jenwalter666 [ID: JenLib, Version: 0.3.5]
10: DebugPlus by WilsontheWolf [ID: DebugPlus, Version: 1.3.0, Uses Lovely]
11: SDM_0's Stuff by SDM_0 [ID: sdm0sstuff, Version: 1.6.4k, Uses Lovely]
12: Cryptid by MathIsFun_, Cryptid and Balatro Discords [ID: Cryptid, Priority: 2147483647, Version: 0.5.4~dev2, Uses Lovely]
13: Nopeus by jenwalter666, stupxd [ID: nopeus, Version: 2.2.3, Uses Lovely]
14: Loop by jenwalter666 [ID: loop, Priority: -9999999999, Version: 0.1.1]
15: Cry-MoreMarioJokers by SMG9000, Denverplays2 [ID: CryptidMoreMarioJokers, Version: 0.1.0, Uses Lovely]
16: UnStable by Kirbio, RamChops Games [ID: UnStable, Priority: 777, Version: 1.1.2a, Uses Lovely]
17: Incantation by jenwalter666, MathIsFun_ [ID: incantation, Priority: 9e+301, Version: 0.5.10, Uses Lovely]
18: Cartomancer by stupxd aka stupid [ID: cartomancer, Priority: 69, Version: 4.10, Uses Lovely]
19: Balatro Collab by Kitty (Kittyknight. on discord) [ID: BALXBAL, Version: 1.0.1a]
Lovely Mods:
Stack Traceback
===============
(3) LÖVE function at file 'boot.lua:352' (best guess)
Local variables:
errhand = Lua function '(LÖVE Function)' (defined at line 550 of chunk [lovely debugplus.console "console.lua"])
handler = Lua function '(LÖVE Function)' (defined at line 550 of chunk [lovely debugplus.console "console.lua"])
(4) global C function 'error'
(5) Lua field 'update' at file 'main.lua:4352'
Local variables:
dt = number: 0.045475
success = boolean: false
msg = string: "[SMODS Cryptid \"lib/calculate.lua\"]:266: attempt to index a number value"
(6) Lua function '?' at file 'main.lua:1079' (best guess)
(7) global C function 'xpcall'
(8) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '?' (defined at line 1050 of chunk main.lua)
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
what the fuck is “Venus Penis”
???
mod 3 in the crash log
affected line is not (not orig_ability[dbl_info.scaler[1]] or not orig_ability[dbl_info.scaler[1]][dbl_info.scaler[2]]) aka phantom double scale aka idfk what that is
phantom double scale moment
can't find it in the balatro discord
https://discord.com/channels/1116389027176787968/1298709571258421309
found this at least
yup, found that too
I found it on nexusmods before I found out all the good mods were on discord. Either way it only half works (the texture is broken)
venuspenis 🔥🔥🔥
crashed on the divide by poker hand, no idea why sadge, i am using the glowing deck as well
should be fixed already, update
wait so theres already a new version, wow i downloaded it last night
no i meant the crash you're complaining about should've long been fixed by now
Just had this issue too :/
you need talisman 2.1
which is also causing this
i should've checked
without 2.1, a bunch of other crashes will also happen
Huh i thought i had did i guess i didnt woops, sorry about that then
nope looks like i didnt lol
guess i will try that
did i forget sosmething or is it just bugged
yes
2.1? i only see 2.02, which i have.
bruhhhhhh i just got another one, thought it was the mdonalds one freaking out when the exipration was 0.4 and it hit, but nope not this time
this crash is also caused by the wrong talisman version
everyone lmk if there are message/localization errors with pickle & energia because I messed with them
Do i have 2 versions without it freaking out at start up then, because i only see 1 in the mods folder and its 2.02 which all i can seem to find on talismian github page, so can you send me a link to the “correct” one
Trying to disable Seal the Deal causes this crash
ahhh i see, its not a release so thats why
thank you very much my dude
or lady
or whatver you disire to be called
The Jocker "Compund Interest" breaks the game
i've fixed that already, why has it come back
Might have been because i havent updated Talisman to the Dev version 
If that might have been the cause, its probabyl fixed, my bad
you have though
2.1 is the dev version
i'll fix it tmr if nobody fixes it while i sleep
Help, I was on the cusp of winning Ante 8 when I made the severe mistake of activating Payload (Code Card) 😔 got a crash
Now I have to start a new game over
O: !
Okay I got the latest Talisman
Ah but I face a fresh new crash 😔 😔 😔 😔 😔
Here's the setup moments before disaster
The second I play my hand, the game crashes
hey math can we add sprinkles #suggestion-discussion message
Yeah that’s a cool one
so add?
we have to screen it but sure
the cut joker does silly things currently; it seems to trigger a lot on all clicks, but it seems to work fine when actually playing a hand?
pushed a fix
double sided dropshot does not seem to work, regular dropshot in an earlier run on the same patch did work as expected though.
There was nothing on the other side, beyond buying in the shop the joker wasn't touched.
I thought about trying to flip it too late, because I lost when recording the video, so no clue if it just defaulted to the 'blank' side.
Did you have the voucher for double sided?
isn't it otfs that flips the triggers of double sided cards
Yeah
on it
{ id = "c_cry_seraph"},?
will just check
should be that
doing it again for refactor too
Can’t be fixed the way it was in the pr because it would cause crashes if it was disabled
how/why?
It basically doesn’t load if it’s disabled and the challenge tries to check for something that doesn’t exist when viewing restrictions
challenge restrictions gonna be annoying to deal with post refactor 😔
That’s because it’s not disabled
It definitely will cause issues on main
Maybe less so in refactor but it’s still something to deal with
had a full run with it without crashing so works fine for me
refactor everything will always be enabled
we can probably patch challenge UI to look for disabled cards too
atlastwo.png isn't properly upscaled to 2X and appears blurry in-game (specifically a Refactor issue, I checked the main branch and it scales fine)
left: refactor
right: how it's supposed to look
@brazen plover
oh hell naw 😭
lemme make a quick PR one moment
ok PR made
Booster collection is broken
Who did not use resize.py lmao
gamba pack
......
Switching the atlas from "empowered" to "pack" for the empoweredPack fixed it but I'm not sure if the sprite is the one wanted
Oh ok then
tested it and it was due to that, ive seen that crash many times before when adding to MTJ
Why was that reverted in the first place 😭 😭 😭
this was the 'very fair' or whatever deck. No vouchers
why was what?
double sided hanging chad crashes for me when trying to flip it.
I don't know where crashlogs are written to, so that's missing
ah, well at least it was caught fast
what was on the back of it
I know what the crash is
nothing I assume?
I bought it the round before and wanted to merge it with the panopticon now
It’s that goofy crash with circus’ unlock condition that was in main before It got removed
modest = {extra = {chips = 1}, center = {rarity = 1, blueprint_compat = false, immutable = true, no_dbl = false}},
mainline = {center = {rarity = 2, blueprint_compat = true, immutable = true, no_dbl = true}},
madness = {extra = {chips = 100}, center = {rarity = 3}},
cryptid_in_2025 = {extra = {chips = 1e308}, center = {rarity = "cry_exotic"}},
},```
I did select the progression mode or whatever after installing the refactor
probably missing a check or something from this block that is commented out
since you are on mainline
what lua file is it
also I might not be understanding green seal correctly?
I would think that the queen should have made a card, but it didn't
Green seal bugged rn
It’s not 
alright let me pull real quick
I don’t remember it being fixed
did someone make a PR yet or can i go ahead and fix
well if i can port almanac to new calc im sure i can fix it
nova fixed some bug with green seals not working so
Apparently smods added an unscoring context so all the jank that green seals needed now probably doesn’t need to exist anymore
i can get on that here in a second
@tulip valve how did you get a double sided card without vouchers?
I just click the cards the shop or packs offer me ¯_(ツ)_/¯
perhaps some shenanigans with vouchers being disabled for the very fair deck?
that’d be nice
it isn't fixed, but it is narrowed down to the exact line that causes it
basically
there's nothing to check if a card is unscoring
at all
the check in the code was doing nothing
it's easy to fix but i don't know the proper check for it, if there is one
ah
also if this is true we can just put that in and boom problem solved
it is, how ever you will never guess the problem

Spectrogram is crashing me? I had just bought an Exponentia but my rightmost was Iterum like it had been for a while
This one was NOT refactored yet!
ngl that might be contributing
so this is main branch crash?
No I'm on refactor, but apparently Spectrogram specifically hasn't been refactored
well i don't have anything better to do atm
nova do you want to takel the joker crashes while i work on green seal
yeah i think this just needs a proper reimplementation imo
if context.retrigger_joker_check and not context.retrigger_joker and context.other_card ~= self then
if context.other_context.scoring_hand then
if context.other_card == G.jokers.cards[#G.jokers.cards] then
local echonum = 0
for i, v in pairs (context.other_context.scoring_hand) do
if v.config.center_key == 'm_cry_echo' then
echonum = echonum + 1
end
end
if echonum > 0 then
return {
message = localize("k_again_ex"),
repetitions = echonum,
card = card,
}
end
end
end
end
that should be separate
if context.before and context.cardarea == G.play then
local echonum = 0
for i, v in pairs(context.scoring_hand) do
if v.config.center_key == 'm_cry_echo' then
echonum = echonum + 1
end
end
end
if context.retrigger_joker_check and not context.retrigger_joker and context.other_card ~= self then
if echonum > 0 then
return {
message = localize("k_again_ex"),
repetitions = echonum,
card = card,
}
end
end
```this *should* work but i'm not home to test
maybe have to move the local echonum bit to outside both if statements
I got a 'pointer' card and made it crash somehow (I entered "membership card").
Trying to load the save after restarting gives me this error
pointer (evidently) doesn't save what you put in which causes this crash
as for the first one, i can't do anything about it without report for that one too
try and recreate
I can try I guess
I mostly just play regular games and report bugs as I encounter them
why was this combined in the first place?
So I say and get another one on ante 2 in the next run.
this time no crash, so idk what I did wrong last time
I think it’s just an issue when the game saves with the POINTER UI open
Me trying to figure out how to enable the unscored stuff (running on 2 hours of sleep)
I should have a good amount of time in the evening to work on this
It’s probably a feature flag? And then just a context similar to Cryptid’s
.?
Look at the top of Cryptid.lua
I think you have to add cardareas = { unscored = true }
-- Enable optional features
SMODS.current_mod.optional_features = {
retrigger_joker = true,
post_trigger = true,
-- Here are some other ones Steamodded has
-- Cryptid doesn't use them YET, but these should be uncommented if Cryptid uses them
--[[
quantum_enhancements = true,
-- These ones add new card areas that Steamodded will calculate through
-- Might already be useful for sticker calc
cardareas = {
deck = true,
discard = true,
}
]]
}
i think i got it
gonna pr this so you can look at it whenever
sorry it took me a second
made the PR
While playing with the 'Misprint' deck I got chocolate die.
winning against the bossblind crashes the game; if my rudimentary understanding is correct I rolled event #8.
that's choco9
and in the code, it already does to_big
table with number means right is number but it's set to a bignum (table) in code already
so just update
to_big should just return as a number if the value isn't a bignum 
just for backwards compat
also is the green seal PR going to be merged?
what am I supposed to update, cryptid or something else?
the last time I updated cryptid was like 4 or so hours ago
yeah lemme do that rn
actually maybe there a better way to do it
then what is currently there
I wonder
feel free to edit it
I guess i'll merge it for now
cuz when i coded it i was running on 2 hours of sleep so im sure there is a better way
got a crash when using the code card that triples interest for the next round, after winning the round.
what blind
and how much intrest did you have
uhhh, lemme load the save up and check
Ante 3 boss blind, The Head
i had $67, and no interest vouchers
how many payloads you use
just the one
misprint deck?
btw if green seals broke dropshot probably also broke


