#Refactor Branch Bugs
2415 messages · Page 3 of 3 (latest)
i notice my talisman is the 2.0.2 stable and not the dev version
can't seem to find the download for the dev version though to rule it out
actually dropshot does something different
so I don’t think it will break with the Steamodded change
this is why
one moment
@clear oar
I only see the 2.0.2 release
use this link
i only see the main branch and the 2.0.2 under it, not sure where i'd grab the 2.1.0 dev version from
main is 2.1.0
pro tip: link to the direct downloads
like https://github.com/MathIsFun0/Talisman/archive/refs/heads/main.zip
^
it prevents any issues due to 
(not that GitHub’s UI makes that easy to find, though)
yeah github is uh... not exactly a download portal
i am familiar with it but like
do you mean "you need to grab the code as .zip" or "you need to grab the latest release"
Just use this link :)
that answers my question though
btw any word on #github message ? tried fixing crash meacap had regarding spectrogram, but havent been able to test yet
maybe i should download wine
this was the case, thank you
well now i have the direct link in my github bookmarks folder
also, any word on if we'll swap the effects for gemini and oil lamp? read somewhere that we might be doing it but not sure on status
We basically are?
Gemini at X2 will be modifiable
Oil Lamp definitely won’t but I also might nerf if more
either x1.5 or x1.2 for oil lamp imo, maybe based on gameset
is this done code-wise or
i dont know how to use it
you literally just put the .py into the 2x asset folder
for 1x -> 2x:
- open command prompt
- type "resize.py [image name.png]"
- magic! (May need to install Pillow)
actually: copy it from cryptid, its slightly different between the 1x and 2x one
what were you using to resize btw
using the drawing software i use
if it has a setting for how it processes images select "nearest neighbor"
when it comes to scaling
imo for both mainline & modest value manip as a rare just doesn't work
this is one of the only things that i think needs a flat out removal
even small manip is insane on some jokers
Or you can drag and drop
for modest? value manip won't exist period
it cannot be balanced
unless literally every joker is designed around it
i see your point
imo it should be like
modest: none (except maybe current gemini, but that is a really, really big maybe)
mainline: current, but with immutable oil lamp and maybe 1.2x (or 1.1x)
madness: full power gemini (with rework), and maybe non-immutable oil lamp
im sure i could brew something up
current gemini would not work
the problem with 1.2x or 1.1x is that if you give it enough rounds, it is still insane scaling
making a nerf to pity prize to stop infiite booster chains with retriggers and blueprint/brainstorm
would yall rather have it self destruct and remain common or have it work once per turn and get a rarity increase
I think 1.1 for oil lamp is slow enough if it ignores other oil lamps
or self destructs or something
does this count?
here is the save state before crash
i think it's heiroglyph
ok i looked it up i think it's because i picked omeganum + heiroglyph usage
it doesn't crash, but spectrogram's effect doesn't work
I can try fixing this myself
home now so i can try
first issue I noticed was that it should be in card.ability and not a local variable
but still not working
looks like the context.before part is never called
works now
had to change cardarea check to G.jokers
also gonna add in a debuff check
good idea
fixed and merged now

self destructing could work
nerfing oil lamp 😔 it being so busted is the best part of cryptid
all these newgen cryptid players have no idea
back then we used multiply + speculo
On the lengedary sleeve (maybe deck too), the legendary message pops up even if you got no available joker slots
do you still get the joker?
if no, i'll try fix it
if it's yes then it's probably intentional
I do not since my joker slots are full
this plus legendary deck effect thing
my goals for today
shouldnt be happening on latest (refactor), are you sure it's saying that and not the "k_no_room_ex" prompt?
Oh maybe, it went too fast for me so I thought it tried to add a legendary
looking for ccd code to try fix other issue, no idea where it is
takes 3 patches for a slightly better ccd ui
i hate ui code
(might even be arguably worse sometimes)

i see how to make it have both names
it's not even particularly difficult, it's just an anxiety filled yawnfest of many messy overwrites
also remember the +2 Chips text
Getting this crash at end of round when it tries to bring up the income summary
Update Talisman
So… what important bugs are left to fix?
I think the refactor branch is finally pretty much feature complete and ready to be merged besides any last bugs
decks
Is cross mod compat coming later?
i think it's already there but I don't know how it works
I wasn't able to get it working 😔
there also still a lot of stuff I still want to do before merge 😭
i'm running out of time
Btw would you like a PR only to delete all whitespaces?
yeah go ahead
Wdym?
I know Cryptid is huge and all but don't take it as a full-time job or you'll lose interest and get tired
not that kind of tired
Oh
lol
Here I was being so inspirational 😔
You tried ✊
I can help with some of them
tbh we should do a full stylua format
And get that set up to be automatic
idk how that works on GitHub tho
there was that one thing a long time ago
probably similar to this but different
it never happened because of the merge conflicts that pr had
a
ig now we can start from scratch
Got jumpscared by it when I went trough the files 😄
well, that seems incorrect
... should probably make sure this isn't somehow caused by my mod clusterfuck, though
i think thats intentional
That's not just your mod
bc if it was an accident it would probably display nil
I've seen it too
^ like what happened to the jolly joker tooltips
"anil" definitely contains "nil"
yeah
ohhhh, i see what's going on
it's supposed to be the a/an variable but something's up in the info queue
green seal if that wasn't done
double sided jank
hook-related problems
pointer hardlocks you if saving in the middle of typing
gl
well it shouldnt be too hard
I was too quick 😅
play madness then
we're nerfing it for the balanced modes
i think this is technically item remover's problem, but the modification decks' UI doesn't play well with it (clicking anything disables them and you have to click again)
also returning from the modification decks' selection ui defaults to the continue tab if you have a saved run
'the seraph' consumable does not seem to work, screenshot is with Misprint Deck, so maybe the value of "#cards to select" is randomized but the tooltip does not update?
last pull was ~20 minutes ago
oh lemme fix it rq
probably the tooltip, I got another one that can be used with one but not with two cards selected
that 2 looks hardcoded 😭
is that what mod_conv means
i think i found out why
tho lemme test before i make a PR
yep
so now i did fix it
nice
for the loc_vars it was (self, info_queue)
the only reason i found it out was cuz in the return "card" was marked global
I kinda want to merge refactor tomorrow (it’s ok if it’s a little buggy)
i will be on watch for any bugs that arise
imo should be fine especially if today's fixes all work properly
we're at the point where it's basically 99% done i think
and the fact of how active i am
^
btw whats status on phantom double scale?
Also getting this, no astrals should be scoring (though I do have some)
Oops! The game crashed:
main.lua:2547: [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-1418a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
1: Hey, Listen! by SleepyG11 [ID: HeyListen, Version: 1.0.3-dev, Uses Lovely]
2: Nopeus by jenwalter666, stupxd [ID: nopeus, Version: 2.2.3, Uses Lovely]
3: Cryptid by MathIsFun_, Cryptid and Balatro Discords [ID: Cryptid, Priority: 2147483647, Version: 0.5.4~dev22, Uses Lovely]
4: Jen's Library by jenwalter666 [ID: JenLib, Version: 0.3.5]
5: Galdur by Eremel_ [ID: galdur, Priority: -10000, Version: 1.2, Uses Lovely]
6: Talisman by MathIsFun_, Mathguy24, jenwalter666, cg-223 [ID: Talisman, Version: 2.1.0~dev, Uses Lovely]
Break Infinity: omeganum
7: Cartomancer by stupxd aka stupid [ID: cartomancer, Priority: 69, Version: 4.9, Uses Lovely]
8: DebugPlus by WilsontheWolf [ID: DebugPlus, Version: 1.3.1, Uses Lovely]
9: Incantation by jenwalter666, MathIsFun_ [ID: incantation, Priority: 9e+301, Version: 0.5.10, Uses Lovely]
10: Hand Names by Borb [ID: HandNames, Version: 0.0.1]
11: Blueprint by stupxd aka stupid, Jonathan [ID: blueprint, Priority: 69, Version: 3.2, Uses Lovely]
Lovely Mods:
Stack Traceback
===============
(3) LÖVE function at file 'boot.lua:352' (best guess)
Local variables:
errhand = Lua function '(LÖVE Function)' (defined at line 553 of chunk [lovely debugplus.console "console.lua"])
handler = Lua function '(LÖVE Function)' (defined at line 553 of chunk [lovely debugplus.console "console.lua"])
(4) global C function 'error'
(5) Lua field 'update' at file 'main.lua:2547'
Local variables:
dt = number: 0.0322116
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"])
phantom double scale gaming
Crashed when using a "Risti" planet card from a planet pack, I would have had one more choice left afterwards, but reloading after the crash skipped past the planet pack without applying said card
hmm has anyone figured out any kind of workaround? Or is the run just gone?
Been a long time since I've worked with lua so best I can manage is an unhandled crash at end of round instead of a handled crash in calculation 🥲
No
But apparently it’s caused by a card with corrupted data
So ig you could try spamming hanged man?
Not really sure how it'd have happened since I've not done any deck changes since the last round except using some of my cryptid playing cards to duplicate themselves, mb that's useful idk
had an idea
in 2 am sleepylirium form
what if
actually question
uhh
(i forgor)
can the calculate function be activated with specific contexts even if that context isn't otherwise active?
so like
hook
just hook
(does that need more info)
...huh I'm getting an unhandled crash after discarding all the cryptid playing cards anyways
any double sided cards?
Nope
Seems to crash about the frame my deck is fully rebuilt
As in, as soon as the number hits 39/39 in the bottom right
nothing in the log even on debug
payload seems to be broken(crash when the interest money screen is supposed to load), im on the latest github release
refactor or main?
refactor
ps pot of jokes being invisible is known i'll fix later
i just downloaded the newest version to make sure
was the payload bug not fixed?
maybe its because i downloaded the new version after i started that run?
are you sure its not your mod causing the bug
idk lemme check
what is at the common_events.lua on line 1240
yeah its not
of the crash log?
or my mod
if num_dollars > 60 or num_dollars < -60 then```
the second line that is pasted is line 1240
so i pasted lines 1239 and 1240
am i supposed to do something with that /genq
thunk code?
Talisman support with bignum money and dollar row is kinda jank
do you have a version with the attempt of bignum money support
I didn’t patch it properly because I cba to make 20 patches just to make it not say naneinf
Probably will do later
yea, the same crashes with the proccess of my version of almanac to work in new calc
hmmm.... i wonder if you could make a function that makes those comparisions read like a to_big() comparision
assuming no one has tried that yet
luajit2:
oh is that what it does?
one of the improvements is it makes those comparisons automatic
if compiled a certain way
when it’s stable I want to bundle it with Talisman/Cryptid releases
oh.... well that is what i have been running
probably why i wasnt getting many crashes others were having
@orchid frost what happened to potofjokers?
ok that is what i figured
A little bit buggy is the cryptid way
Ran into this again, rerolling boss blind off of The Trick after using Revert seems to prevent the crash, but it was on The Needle before so idk what's up
have you updated since then
Not yet, will try if I run into again
Is it known that Exponents aren't triggering?
Golden doesn't seem to be working for me on playing cards
also there's this issue, might have to do with the combination of edition+enhancement here
appear to work fine for me (tested with Circulus Pistoris)
i think this can be fixed by changing trigger for it from post_trigger to post_trigger and context.individual
cant check, recreate or fix on my end though bc calculator hell
Huh. I tried with multiple Scalae Exponentia and Primus but nothing happened.
Maybe it's a problem with the other mods I have.
I'm using Nopeus, Catomancer, Incantation, and extra joker packs on the refactor.
And Debug Plus
i dont think the xchips joker is triggering with cards that were originally not 4s(strength, death)
and its also not working with seltzer
looking at code for it
if i'm understanding it correctly (can't check in-game description), it only increases if played hand contains 4/7, not when a 4/7 is scored
as such, multiple won't do anything, nor retriggers
it wasnt working like that until now
send ss of card text so i can confirm
doesn't work like that in the code ```py
if context.cardarea == G.play and context.individual and not context.blueprint then
there's no for loop to iterate over played/scored cards
its just "if card = rank 4 or 7, increase xchips"
thats crazy 💀
im assuming it was changed recently?
or my game was doing a funny
shouldnt it still work for the other 4s though
interesting
either way
the "originally not 4s" thing isn't possible afaik
wait
if its being copied it just doesnt work?
oooohhhhhh
ok
i cant read
WHAT
💀
is this joker just supposed to be weird like that
like not giving money?
Shouldn't be necessary if you're using context.individual
its also working with "exposed" joker
why not get_id?
this is immediately fucked with stones
and stuff like maximised
this is an old blueprint bug
it's passing context.blueprint when retriggering context.individual
like wtf
use talisman 2.1
idk if this is the right place but jokerdisplay seems to be wonky with ceirtan jokers that increase values
going to menu and then back to the game seems to fix it temporarily though
its in fact not temporarily it just outright fixes it lmao
im using??? the latest version???
2.0.2???
how is there a 2.1 i downloaded latest as 2.0.2
oh wait pogger vepro mention!!!
how do i get talisman 2.1#
Yep
after trying to play a high card on azure seal deck
It already isn’t
Idk what that dude is talking about
You 100% can it’s just not bp compatible
gl
if it helps, the exact code (which works for me) is ```lua
local gold_edition = {
object_type = "Edition",
key = "gold",
order = 5,
shader = "gold",
weight = 7,
extra_cost = 2,
in_shop = true,
config = { dollars = 2, active = true },
loc_vars = function(self, info_queue)
return { vars = { self.config.dollars } }
end,
sound = {
sound = "cry_e_golden",
per = 1,
vol = 0.3,
},
on_apply = function(card)
-- Randomize offset to -1..1
card.edition.cry_gold_seed = pseudorandom("e_cry_gold") * 2 - 1
end,
calculate = function(self, card, context)
if context.post_trigger or (context.using_consumeable and context.consumeable == card) or (context.main_scoring and context.cardarea == G.play and self.config.active) then
SMODS.calculate_effect({ p_dollars = self.config.dollars }, card, true)
self.config.active = nil
else if not self.config.active then
self.config.active = true
end
end
end,
}
think I fixed it
also in the process I refactored consume-able to be a one-liner
calculate = function(self, card, context) -- haha one liner
return context.using_consumeable and {p_dollars = card.ability.extra.money}
end,
working golden code
if
(
context.post_trigger -- for when on jonklers
and context.other_card == card
) or (
context.main_scoring -- for when on playing cards
and context.cardarea == G.play
) or (
context.using_consumeable -- for when using a consumable
and context.consumeable == card
)
then
return { p_dollars = self.config.dollars }
end
what were the other bugs again?
green seal (unless someone did that, i still don't know), hook and double sided
I know there's one limitation that I want to fix later
Basically if you make modificaitons to a profile there's not an easy way to see if it was originally modest, mainline, or madness
Oh yeah also add a button to reset modifications
Sometimes I change something and then forget what it was when I want to go back to normal
want to do this with sprites later but for now I'll probably add it to that button
SUS isn't working at all
oh i will look into it after i to_big a thing quick
I was so sad because I had a triboulet retrigger build and SUS would've been a great pickup
probs being sus
ok i figured it out
sus isn't doing tasks, we should vote them out
replaced not context.cardarea with context.cardarea == G.jokers and it works
ah i see, also @chilly cairn fixed the obsidian orb message overflow
like the large amount of pop ups
🤑
I checked and I'm pretty sure the way it was fixed breaks compat with vanilla blinds
yeah because vanilla blinds don't use recalc_debuff last time I checked
also it isn't really a cryptid issue specifically because it's steamodded that spams that obnoxious message
by the way I've decided I'll merge the refactor branch at some point tomorrow
so we have a bit more time to iron out bugs and finalize things
With main game?
Ok thanks
Epoc
viewing tags theme set items
tho could be something on my end
probs something on my end, but it happens when hovering over cat tag
oh and on mainline
unpinned this since refactor branch is merged now
we had good discussions here tho so lmk if you want a pinned bugfixing forum or something along those lines
wow
@rotund blade should I still send every crash report and if yes where do i send them
Just make new posts in #1264465530291748944
can we have a bugtracker
just somewhere we can look at and add bugs to be fixed
did you forgor




