#More tarot cards / QP2 mods
1 messages · Page 3 of 1
just prepare for an 60 long i piece drought
For how failing to cancel with this works, I guess DELAYED PIECE SPAWN entry and 300 GARBAGE ARE?
Well even tyrant wouldn't appear easily, it required to survive at least 8 mins 20 sec on F1
?
here from teh future: if there's 2 bombs in a garbage line, you have to clear both of them to clear it. (source: Dimentio's Doomsday during '6 wide + 2 wide' ruleset. that might change if this ever implemented, idk)
very funny …..
just the former
Garbage entry delay is to slow down, just so the slow and painful demise part makes sense.
ok what about this
conversion
tarot card: death
in every 7-bag, select 2 pieces
and say it with me
convert the LEFT piece...
into the RIGHT piece
Omg balatro
The Sun
The most bottom row of coloured minos (without garbage minos in that row) evaporates.
Evaporation rate increases per floor.
-# Q=mcΔt
- The hue of the minos will gradually turn white before evaporating.
i dont like the flavor text but other than that its a cool idea
I changed it to the original flavor text, tho it's a bit on the borderline
that one's even WORSE
Here. Take it or leave it
that's the best we're gonna get lmao
the one before that sounded very overly sexual lmao
I didn't like it either but who knows
I want to do a cooking reference like searing a steak or smth, can't think of smth great
remember that it's okay to not include flavor text if you don't have ideas you like
idk if its been requested before
and its kinda silly idea
how about s1 ruleset card
that doesnt allow allspin at all and b2b is chained instead of surged
make it so u cant combine allspin maybe
mmm ehh
Make it a reverse then
you must play 30000m on the non-existent base mod to unlock the reverse mod
Does evaporation trigger gravity?
Does it move the lines above downward or leave the upper lines floating?
My idea of the sun:
The Sun
The topmost coloured row periodically turning white and disappears. The rate of disappearance increases as you stack closer to the top, and also as you climb to the higher floors.
-# Do not stack too close to the sun.
The Sun Reversed -- The Fall of Icarus
Garbage falls from above instead of rising up from below. The bottom-most row of your coloured stack periodically disappears and leave the rest floating.
-# You flew too close to the sun. Your wings were clipped. Now you are to drown in the sea of your own hubris.
Removing lines from the top is going to be pretty evil
It means your spin setups will be ruined every few moments
As for garbage falling from above... just ask puyo puyo players
Yes
I'll just stack a bunch of I-minos on one side and chill
Pretty exploitable by mech heart ngl
Yeah, spin-setups is the definition of "flying too close to the sun"
You're forced to play 6-3
Or sneak in some TSDs at your own risk
So it's just a 40L in disguise
Mayhaps
Would be a nightmare to play this with all spin
Icarus is going to be pretty chaotic to play though
Or that's just talentless lmao
Consider how miserable it feels when playing damnation, meh
It's going to be a different kind of misery though
Damnation garbage can't be cancelled, but only rolling in 2 for each non-clears
It still leave your top setups intact
If you can't cancel Icarus garbage, it means your whole setup is ruined and you have to start over on top of the garbage lines that had just fallen
And god forbid there's more than 8 lines of garbage in the queue
Does the garbage behaves like puyopuyo garbage?
Not quite
is it just "bam 4 rows of garbage but theres nothing below the hole so die lmao"
The base of the fallen garbage will rest on top the highest part of your stack
The garbage has to be instantaneous then
Yeah
I suppose you can exploit that with I-piece on regular sun. Which means you have less I-piece for something else, but at least you can do spins.
Reverse: Black Hole
The base of the board is replaced by a black hole (endless pit). All rows (coloured minos, garbage lines, permanent lines) will sink into the endless pit at a continuous speed. The sinking rate increases per floor. 10 permanent lines is given at the start. Game will end by topping out or if the board is empty.
- permanent line debuff will be reducing board height instead.
- When garbage lines come into the board, all rows stop sinking until the all garbage lines are recieved. (to avoid jank, garbage lines only come in when the rows on the board are aligned with the grid lines)
- clutch clear is disabled.
- you can only climb by sending attack or cancelling garbage (to avoid stalling even tho stalling does very linited benefit)
-# Everything will be emerged to a singularity.
that kinda goes hard actually
honestly
it's awesome
it kinda does the thing that
does, where it gives you a buff and a nerf simultaneously
i assume the run just ends if there is nothing left to suck in
I think the each line sunken should enter your garbage queue
Yeah. It looks dumb to hard drop pieces into the void directly lol
i dont agree tbh
well
maybe
That would be out of theme
Also, that would be so annoying when every sec the board stop for a garb line
It feels like your gears aren't greased and keep getting stuck
well
can the lines stop sinking when there is a fractional amount of lines?
Object won't simply disappear upon falling into black hole. They emit energy as they're being torn apart and fallen into the event horizon.
does it actually animate between tiles
If the board is empty, the whole board will just collapses into nothingness(gg)
oh btw
Or, if the board is empty, the black hole begins sucking down the board height
you know how in real life
black holes do this thing after a while called hawking radiation?
maybe that could be a debuff like 15 minutes down the line
where your board goes KABOOM and sends 4 lines of garbage to everyone in the same floor
board go kaboom = die
nuh.
yuh.
Nah, just make the black hole permanently eat the board height instead if there's nothing else to feed it
Instead of instant gg
simulating a huge surge break is bad maybe
it's 4 lines to like a couple dozen people
You can't do anything if there's nothing on the board anyway
which is a >100 surge break.
alright then what about like
people within 30m of you
But you can still place the block?
for higher floors that's like 4-5 people
after that, make it eat your next previews and your hold piece and your APM display and your climb speed meter and your PPS display
Nah
You can hard pieces into the endless pit yeah but you can't build at all right?
if you can hard drop fast enough and make the floating platform smh
Not to mention there's going to some garbage rolling in
To support your build
You can't place on the base.
That's why I give you 10 perm lines to begin with
Depends on how fast the lines are sinking
Let's say the black hole eats 1 line/s
That's 10 mino gone per second
So you can outbuild the sinking lines by dropping at least 2.5 pps
No.
Your objective is to survive the sinking, if there's nothing on the board, the sinking wins, just like if you fall into quicksand in movie, you die. Thank you.
yeah you cant place on the floor yea
question:
what if you place a piece via overhang such that it is on a mino, but part of the placed piece is in the floor
As long as there's something (even a line pixels of the mino blocks), it's ok
It's a endless pit, you can say that ig
So, the piece just simply disappear if placed on the unsupported area?
It endlessly falls into the endless pit
nice idea
however
perpetual stall
literally why would you if youre trying to
win
there is zero benefit to stalling
it actually harms you a lot
cause youre trying to outrun the sinking
im so confused why this would ever be viable in any capacity
you literally cant.
wdym you cant
"stall" then what. the black hole kills your board
mino gets sucked out
put a piece
mino gets sucked out
put a piece
so just
argue this
well you start getting mega garbage first of all
getting to next floor from that also requires you to fan outward to make the stack

but im sure one thing could be added that ruins stalling more
good argument, however
mino gets sucked out
??
yeah but you get MEGA garbage if you stall for too long
mega as in death
just suck them out
mega don matter
powerstack
garbage in
clutch clear a few times and mino get sucked out
repeat
make it per piece
??
not nearly enough explanation
black hole dont do anything when no pieces are placed

if its a time-based thing then there needs to be another idea
I mean, garbage.
ye
they said tank garbage and wait for it to sink
put slabs of minos to the sides like a c4w and wait for it to sink
and since lines sinks faster the higher up the board is
its able to scale up against increasing garbage
what about something to do with climb speed
climb speed becoming depleted being another fail condition
and then something that affects it
possible
but beware of
similarities
what does tyrant do to climb speed
board falls
I think you imagine the sinking speed to be crazy fast at f10 but actually it should be manageable for at least s ranks.
It's easy to fix this. You just need to send attack or cancel garbage to climb
thats not climb speed
the board jsut falls
and the board falls faster
climbing speed is reduced to mult
isnt fall speed in tyrant decided by floor
yep
doesnt csp still give passive climb even if its covered by fall speed
not in 
hm
its a mere mult for attack sent only
what i said bears i think no resemblance to that then
back to black hole how to differentiate it from
whiile still being "climb speed becoming depleted being another fail condition"
climb speed zero still climbs
its already differentiated
starts game
0 csp
insta gg
HAHAHAHAHA
youd start with some obviously..........
😔
it is after all just Literally Normal Climb Speed but you fail if it bottoms out
only by technicality
i wounln' count that
it has no similarity to tyrant CSP except that it is still the Climb Speed Meter
which is the one thing that cant really be changed i think, unless you make it a semi-central mechanic
its not "only by technicality"
tyrant CSP is Just Normal Climb Speed but without the passive +0.25n m/s
(and also with the harder maintaining, like expert)
if i was seeing this mod id be saying
-lite even with the minos getting sucked out
there needs more differentiation than a nerd stat
board falls down
it does not
damn
so this would be insted be "no climb speed = board dies"?
you can only climb by sending attack or cancelling garbage (to avoid stalling even tho stalling does very linited benefit)
maybe we should both read next time
xd
pretty sure it was
i dont remember "clutch clear disabled" being the last one
WAIT
clutch clear disabled too
and your method involved clutches didnt it
wow
well
the mod seems fine
it is
clunky how btw
no clutch clear in a game of clutch clears
yeah
I mean...
whar?
ive done maybe two or three clutch clears ever
so
idk what game youre playing
He's playing o spin mini double
how much are you relying on clutches
With clutch you can just stall till everything sink. I'm not dumb man
i know im just saying that feels a bit weirdge imo
didnt the current clutches also not exist until beta
old clutches were just if lockout would kill you but you cleared a line
which was almost never anyway
because you needed lockout to be enabled 
The Moon
Only O-spins count as "difficult clear".
-# Praise the moon
The Moon Reversed: The Loon
Only O-spins send lines
-# Insanity is the only thing you can hold onto

real
Just like what osk has said, no kagari in The Moon, it goes to garbo can.
O-spin doubles counts as full-spin and named "Kagari-Spin Double" instead in The Moon and The Loon.
-# totally not kissing up the dev team
Okay, so:
The Moon
Combos are disabled. Only O-spins count as "difficult clear". Other clears (e.g., T-spins, other spins, quads) are treated as regular clears and break B2B. O-spin doubles counts as full-spin and dubbed "Kagari-Spin Double".
-# Praise the moon. Praise be Kagari-sama
The Moon Reversed: The Loon
Same effects as The Moon, but only clears with O-piece send lines.
-# At the height of insanity, madness is the only thing you can hold onto. Kagari-sama yamete kudasai
this is obv joke right
it should be
Maybe less of a joke if I allow regular O-clears to send lines in The Loon
o spins are entirely unviable
100% unviable
the gameplay would just be nospin
moon would be quad spam, loon would be 2w
Give it Asc rotation
that makes it possible but still probably unviable
would still just be worth it to quad spam
loon maybe different
I was thinking about disabling combos and make non-o spins clears sending max 1 line
Just to twist the arms
But that would be too brutal as the reg mod
Reverse: Forfeiture
2 laws from Judgement will be applied periodically. If a law is violated, it turns grey (becomes inactive until 2 new laws are refreshed)
Additional laws in Forfeiture:
- No placing ? pieces and every ? piece must be placed within 3 seconds.
- No clearing garbage lines.
- No non-spin clears.
Violating any one of the laws will be punished by one of the following. - next 10 pieces are s/z
- all btb clears only worth 1 line of attack.
- each combo gives one wound line.
- all I-pieces will be replaced by other pieces for the next 30 pieces.
- hold is locked for 30 seconds.
- queue is hidden for 20 seconds.
- bag will be completely random for the next 20 pieces.
-# Fighting against the absolute power.
what about people who does infinite pc
(idk if they even exist)
also
how do i ospin properly
You can't pc in this
There's always smth on the board
did i not disable ping
You did
ok
Well.... you can, until those permanent lines are gone at least.
Nothing on the board = gg
that's not what i mean.
what i meant is, you start with 10 permanent lines right? can't you just PC until right before all the permanent lines disappear?
What's left on the board after pc?
is it possible to pc with permalines
maybe it is (since it was possible to do it with wound)
maybe not
but
idk
don't ask me
dude, i don't think you understand yourself bro.
Of course nothing, but since permanent lines don't count as clearable stuff, PC is possble
I haven't done a pc with perm lines. You should've explain yourself better
and I don't gaf about whether you can do pcs or not
i don't purposely do pc so idk
(when i do pc, there is 99.99% chance that it is accidental)
can we have
req lowered if those weird(?) and hard mods get added
the question is how unlocks are gonna be done if these mods get added in the first place
not lowering existing mod requirements
I can safely say new mods will more likely to be limited time mods instead of regular
After
is added, qp2 feels easier to play. After
is added, qp2 feels harsher to play (
was unplayable)
Hostile Garbage -- The Star
Garbage is at max messiness, but also generated based on the hole heights. Garbage hole will tend to appear more often at the columns with higher bottom hole heights (lowest possible garbage favour). Targeting graces are disabled.
-# Oooh, look at the constellations on the board!
Hostile Garbage Reversed -- The Delirium
Same base effect as The Star. A random row on your board, including garbage rows, will be inverted at a quickening interval as you climb to the higher floors.
-# As your consciousness slips, all you see are the stars as your vision fades to nothingness.
I swear it's definitely something that stacked dice (Reverse wheel of fortune) is already doing
garbage in stacked dice is filled with nothing but pure hatred
I'm not sure how messiness works though
Loaded dice is just extra (or max) messiness
So, not sure if it already included the hostile garbage mechanic or not
In this mod, if the column has no hole, then the entire column height is used for garbage generation
there's already a value in the game called garbage favor
that roughly translates to how easy it is to dig
Which means in something like C4w, garbage will appear under the block and not the well
if you've played stacked dice then you'd know that it is infact full of spite and hate
so hostile garbage is just stacked dice without the 69 frame clear delay and donuts
Well, seems like the loaded dice has the same -25 favour as the wheel
Hostile garbage will be at -55
Just like Mess + Expert
so starts at -55 and goes down to -82?
Going below -55 has no additional effect
It's just going to be as bad as -55 for the entire run
Reverse: Graveyard
Similar to Death, unlimited deaths are granted with a cost of debuff per death. Climbing mechanics are the same as Death.
Board spawns with 20 lines of permanent lines. Minos (coloured or garbage) of the most bottom row (above permanent lines) turns dark grey one by one. Colour changing rate increases per floor. If all 9 minos in the that row turn dark grey, the row turns into a permanent line. Otherwise, the line can still be cleared.
Bag size is 7 before and after the first forced death (by the 20 permanent lines). Bag size increases by 7 per death (7 -> 14 -> 21).
- permanent line debuff will not be erased by death.
-# Buried and forgotten forever.
its supercharge or be supercharged
"Board spawns with 20 lines of permanent lines."
tyrant except fatigue applies 12 minutes earlier
playable warlock after doing a quad into a triple
LXIX - Perish
idk what it is
ust imagine the whole bard filled with ugly allspin lines
clutch enabled
(idt i should say this here but)
hmm
then
umm
idk how to say this but
if it does clutch
then
there should be another mino after making a mistake (unless that is from spin zero)
but
of course
there isn't
(if it is, then i am just stupid)

i dont got a clue what you've just typed here
since i don't even have it unlocked
can you give me proof pls
i mean
i want to see that
im too bad to clutch 6 times for that
just clutch only once then
idt it is meant to be possible (to survive after getting 20 wounds)
ltr
Unlimited deaths until what?
Altitude remaining stationary for 10 seconds will result in game over.
(Normal Death card concept)
(because you can only climb via bonus altitude)
I was referring to graveyard
this is hard
i literally cant do this without playing a regular allspin run
The Death
Every time you reach the upper floor, your board shrinks by 1 row.
-# Nothing lasts forever.
The Death Reversed: The Living Dead
Your board only have 4 rows. You can't cancel garbage. Garbage only comes in 1 per non-clears. You attack and be attacked by everyone in the same floor you are in.
-# Living on the borrowed time before the oblivion.
Harder last stand?
Last stand with a side of damnation
forwarded because i wanted to see them
does it count the floor boundary stop thing
(where your meter is halted until you clear line)
wait
it doesn't even exist
another problem: is it possible to get meter within 10 seconds
nvm just need to quad every 10s
nvm tsd also works
is it possible to 4wide in that mode
(is it rounded down individually or is fraction carried over)
The Living Dead movie
Reversed
another attack will send 1 less (chosen at random)
w h a t
It will never roll for the same attack type
Impotence
You cannot attack or cancel garbage.
-# Resistance against God's will is futile.
This is meant to be a reversed mod
Not sure what tarot this will fit.
give me some example
If mini spin single gets weakened, it will never roll for it again. The game will choose another attack to weaken
At the start, quad will send 3 garbage, and if it gets chosen to be weakened, it will send only 2
doesn't mini spin send zero or something - some guy (@vestal plinth) who can't spin triple
The game will not choose to weaken it again
mini spin singles/doubles don't send lines
What if you can't send attack at all?
Attack 0
Cancel 0
You can still climb according to its regular value though
Judgement
At the start of the game and every 30 seconds, a random piece is chosen. Throughout the 30-second duration, clearing lines with pieces of the same chosen shape will not send lines.
-# Resign yourself to god's judgement.
Impotence (Judgement Reversed)
Your attacks send no lines. You cannot cancel garbage.
-# To defy god's will is futile.
Another reversed one
I just looked at the multiplyer table on tetrio wiki. A quad at 5 combo does 9 lines so maybe I need to change how the nerf works cuz you can just ds + quad which worth 1-2 lines after 3 deaths { 9/(2 x 3) }
...
Maybe I should just completely disable quads
that's weird
I changed it to divided by 4 instead of halved which I think can balance the situation cuz before any deaths it's just normal gameplay
what if i forget to clear line for 10s and just die out of nothing
Now 2 deaths divide the attack by 16
12 combo quad
the fact that it must be 16 in single mino, makes it even worser
Get punished for afking. I don't think low ranks can't do a quad every 10 seconds right? Double and triple also does something
I believe they can do 9-0 within 10 seconds right?
idk but ok
I'd adjust some fatigue texts:
- 10:00 - Your being is fading away...
- 12:00 - Your time has come...
-# there is a flat +1 increase to targetting factor at 3, 5 and 7 minutes
that hurts
Slightly revised
Hanged man is supposed to be upside down of the board.
No one liked it 🤷🏼♂️
Hanged Man
Every 30 seconds, the board turns 180 degrees.
-# Wisdom can only be acquired by learning both sides of the matters.
Crucifixion -- The Hanged Man Reversed
In addition to Hanged Man effect, the T-pieces become cross-shaped hexominoes that cannot be rotated.
-# Nail yourself to a cross and become a martyr.
This is what T-piece will become in the Crucifixion
By rotating the board every 30 seconds, you can't just rotate your monitor to cheese the effects as would be the case if just putting the board upside down.
Upside down board has been suggested and considered to be a bad idea in jstris
you could
if you have a swivel monitor
or
just press the rotate screen shortcut that most common OSes have
That's good idea
even easier if you have an ipad connected to a keyboard
just do the thing phigros players do
"ipad-spin triple"
T-pieces become cross-shaped hexominoes that cannot be rotated.
but tspin is major source of attack
"t-spins send a flat 2 regardless of lthe number of lines cleared"
what about tspin zero
seems like good idea (???)
not tarot but some idea:
cannot cancel garbage, but receive 0.75x, and garbage enters slower
reverse of that: 16 height + cannot cancel + receive 1.25x + 
idk if that is good, or it can fit into tarot or not
Feels so similar to damnation to me ngl
ok what kind of stack would you need to fit this
(and keep in mind it comes once PER BAG)
there's no way you can make a j/l dependency once every bag
Add on it
Uses 14-bag, (7+7) with 7 pieces spawning in the normal position and 7 pieces spawn in 180
Reversed version uses 7+7+crucifix if you want to keep to the theme
#1350523516549595196 (0 messages) was moved here.
Good idea
Phigros mentioned
XIII Death - you friken die
all runs are 0.0m
What if there was a mod that just suggested to turn off b2b charge
whole game would change
this is just a harder invis....
Card: The Hanged Man
Mod: Chained
Effect: B2B chaining replaces B2B surging, b2b bonus increases faster but any spins other than T will not increase b2b (but keep them)
Reverse mod: (no fancy name)
Effect: B2B surging replaces chaining. You drop height (like
) but gain natural height if your b2b is over 4, in the other side your surge will be depleting to gain natural height, all spins counts to surge. You will start losing height again once surge is fully depleted
Season 1 TL goes brrrrr
another silly idea: garbage lines are injected into random rows between the bottom and the highest non-empty row in your stack
I'm sorry I have to make another card game reference
in every 7bag, destroy 1 piece
Ah yeah "All-Micro"
Non-T spins are counted as "Micro Spins" which neither break nor contribute to B2B chain.
that should be a suggestion but like with a different name
would nano-spin give -1 b2b
Bring b2b chaining back with this modcard :3
pico-spin gives -2 b2b
have -50 b2b and youre at 0m, you go floor -1
no it's where it's a 6-bag randomizer, where one random piece from the seven is excluded every bag
idk what to call this but basically when you clear lines, top of your stack goes down in accordance to your clearing. so, when you clear enough lines, the pieces spawn area can go into the garbage thingy, killing you
so technically you could have a 30-piece long drought of I pieces if you rolled the I piece 5 times in a row
You just don't get B2B
The minimum would just remain at 0x
floor -1 is osk's basement
isn't minimum -1x
(i saw tetrio calculator somewhere, and it said b2b is -1 when it isn't b2b clear)
Yeah, non-b2b is b2b x-1, first 'difficult clear' is b2b x0
It won't send
if you clear 0 lines
In other words, T-spins have a max cap of 2 damage
ok
reversed last stand (double reversed volatile):
all incoming garbage below 8 lines is converted to a single garbage line
otherwise, raise incoming garbage to the power of 1.3
8^1.3 is 14.9 lines, i've survived more
4w mod but you get 4 times as much garbage to compensate
there are people who have gotten 490 combos in 4w mode
in 2 minutes
So I asked what Awakened made were and what they would do, and I have some ideas for some awakened mods in mind.
they will not add mods that make climbing easier.
hold 25 ??????????????????????????
there was one easy difficulty mod i think someone recommended in a github feature request
jump start
you start at 50m and green climb speed, skipping the awkward floor 1 mess
it could stop the people we all know in QP2 who never get past 5m because they keep spamming harddrop whenever they misdrop
that has lot of problem
- fatigue (you need to make that fatigue happens faster by 1 (or 1.5 or 2) minutes so they don't get unfair advantage)
- mastery (just die 600 times and you master mod)
- after all, there is no reason not to use it, if it exists
- yeah that's fair
- disable or drastically weaken mastery for easy mods
- make it unranked
maybe you can use it to unlock mods, but not ranked or badge
and you don't gain mastery
(idk if it should be dealt with fatigue if it isn't ranked and doesn't give mastery)
also another mode i saw at one point
zen mode
send and receive no garbage
still climb as normalk
hidden from leaderboards
meant for people who just want to experience what f10 is like but are too bad at the game
like me
and like old me (except i reached f10 today, skipping death at f8 and f9)
that's good idea i think
but
idt osk would like it if everyone gets free
access
you can't unlock normal mods with zen mode specifically
because you can just play and not worry about dying at all
then probably you can't gain mastery either
but then
just use youtube or something to watch someone reach f10
not the same
lmao
idt osk will add it since that's pointless
umm
anyway i'm gonna try and reach f9 again, i gotta lock in
but it says your record is 1474.8m
ok
😦
(DX243 tried but then died)
if you know then exactly what altitude did i die at
(buzzer noise)
BRUH
anyway ima try again
off by 0.1m = osk stole 0.1m
I'm wondering about a thing
here that is based on more mods and it seems that there are some reversed mods here
how about to let normal(no mod) could have a reversed?
something like T-only(T-spins+), or no b2b surge and something else?
"normal(no mod) could have a reversed?"
🤔
interesting
but
does it make sense to reverse nomod when concept of it is reversing a mod (or a card)
I was thinking about a mod that uses s1 rule, and it's reversed being a mix between nes tetris rules and tetris99 rules.
the "reset" button let me think could used for it
Some ideas i were reading were pretty clever and here's my idea for expert
Awakened Expert - [Beginner]
- Any garbage sent will take twice as long.
- You can cancel any garbage before it gets received.
- you can climb 75% faster than the regular board.
I made a suggestion about easy qp a while back
Basically makes it a separate unranked mode
For people who wants a more relaxed experience
(And people who can only play at 0.5 pps)
You have a separate set of cards in Explore The Tower mode that are toggleable individually. Runs are considered unranked and they are not compatible with the normal set of cards
That's nice! What do they do?
The subtext was me shitposting and should not be taken seriously
Also wrote it with the already existing systems in mind
Some of your ideas seem very interesting, and were thinking of the same thing, like this one:
My Idea:
Awakened Messy Garbage - [Clean Garbage]
Garbage becomes significantly cleaner by ~60%. Every time you receive garbage, there is a 5% - 10% chance that the garbage will change columns.
Your Idea:
Beaten Path - Clean Garbage
-# Quad Quad Quad Quad Quad Quad
- Garbage is considerably cleaner
- Change During Attack changed from Floor3% to Floor2%.
- Change Between Attack is set to 0%
- If used along with Explosive, the bomb tile now has Floor*5% Change During Attack but still 100% Change Between Attacks
Yea so garbage messiness is floor based
It is 3*Floor% and 2.5x that for during/between attacks respectively
But in practice thanks to garbage favour it actually is 0/0/0/0/0/5/10/fuck/fuck/20
I just realized that beaten path would make it practically perfectly clean all the way to F9 so garbage favour might also need to be nerfed by 33%
As for what I was smoking with Better Together
Revive runs are unironicly fun to do and I wished that there was a way to be able to have them as sidequests in a normal QP run, where if you do it when convenient or go out of your way to do them you're awarded with a small/decent burst of climbing speed (not altitude) to conpensate for your efforts
Aw so that is non negotiable
Easier mods means more garbage in qp so def no
I can already imagine no mod players getting bombarded by cleaner garbage players
-# The Tyrant players casually flinging 70-100apm while being stuck at F1
oh yeah recommended reading: https://blog.osk.sh/post.php?p=6737fdef0666f3.20808811
The Star
Extra garbage rains from the top of the board in form of monominos (5 lines of garbage = 5 garbage monominos + (5 - 3) lines of regular garbage lines (minimum: 1) ). Garbage monominos cannot be cleared by filling the row until a piece is placed on top of the garbage monomino. Clearing a line with garbage momomino will not break back-to-backs.
Reversed: Meteor Shower
Meteorite spawns occasionally. A meteorite will spawn 20 meteor lines at row 21. After 30 seconds, the meteorite will strike the bottom of the board and raise meteor lines. Meteor lines function like permanent lines but will disappear after 30 seconds.
-# --Meteor lines look like permanent lines but with a kagari face on it--
A shield can cancel one meteor line per shield power before the meteor strike. Doing a spin clear of a certain piece, specified by an objective, can increase the shield power by 1 per spin clear, from 0 to 20. Doing the specified piece spin twice consecutively can add bonus +1 power to the shield. O-spins are enabled by rotating the piece before clearing lines. (If the objective specifies s spins, only s spin clears can raise the shield power)
Garbage receiving is the same as The Star.
Update:
The Empress: Every 10 garbage lines, a void mino may have a 50% chance of spawning. You can feed the void mino a certain amount of pieces/minos to remove it.
The Heirophant: Doing 3 clears in the same column consecutively will be punished with a column lock. When a line is cleared in the locked column, a line of garbage will be injected into the board.
The Hanged Man: Your boardstate (not your whole board) flips every 35 pieces.
"a line is cleared in the locked column" -> what
"Your boardstate (not your whole board)" -> whatx2
what i mean by a column lock is this
if a piece that touches the locked column(s) clears a line, a line of garbage will be injected into the board for every column touched
you may clear lines in the unlocked columns to unlock them
also for the boardstate thingy this is what i mean https://www.youtube.com/watch?v=NZ8fnrA59oA&t=348s
Crazy difficulty spike compared to hard but I won't let that stop me!
but not for every piece
so for every 35 piece your boardstate will do a 180 flip and will flip again in the 36th piece and so on
i might consider changing the piece req because that may encourage 5 bag looping
24
yeah 24 works
Update:
The Hanged Man: Your boardstate (not your whole board) flips every 24 pieces.
including the garbage lines?
probably not
The Hanged Man = upsidedown board
ipad users:
The Moon
Receive 2x garbage
The garbage queue works differently. Instead of pending garbage entering your board after a small delay, garbage instead accumulates in your garbage queue, where it initially cannot be cancelled. After a floor-based garbage limit has accumulated, it then changes color and can be canceled. It then enters your board after a period of 5 seconds.
Dynamic garbage limit:
F1: 10 lines
F2: 12
F3: 15
F4: 18
F5: 22
F6: 26
F7: 30
F8: 35
F9: 40
F10: 45
Tetris 99 ahh stalling 4w gameplay
Overcharging:
The mod has four different settings, 200%, 300%, 400%, and 500%. Each setting multiplies surge but also multiplies garbage ingoing.
200%: 2x surge, 2x garbage
300%: 3x surge, 4x garbage
400%: 4x surge, 7x garbage
500%: 5x surge, 12x garbage
so like
extra clean garbage
while letting you surge harder with quads
that's barely a debuff
12x garbage sounds stupidly difficult already 😭
Becomes 9x after taking targetting grace in account
hear me out
there should be a secret fatigue effect for all spin
2 hours (wound lines are now permenant garbage)
and u get achievement if u get that fatigue

the longest time survived in QP2 is like 50 minutes
no one would reach 2 hours lmao
Your battery overcharged 99999999999999999999999999999999999999999999999999999999999999999999% Infinite Ultimate Infinity Absolute Ʊ%
oh no.
osk knew
I'm overcharging the battery to ↁ%.
i'd like to order a stack of 


Starting an omega mod concept
what symbol even is that
do note that a windup on 500% mode would be 48 lines each
survivable
if you don't already have a surge going you're screwed^2
N E V E R
We need shirase in tetr.io 🙏
TGM4 will have a Shirase-like mode :D
I can do it for you
i mean you can try lmao
i tried sketching something out in MS Paint until I realized I'm bad at designing anything
art-wise
Show me the sketch
I already have something in mind tho
Alr :>
Goofy ahh mod:
Each piece can only rotate 6 times and only rotation kicks (not stationary kicks) can send attack or cancel garbage. Single/double/triple are still counted. 
what color do you want it to be?
orange maybe
Oki, i'll start when i turn on my pc
Maybe tomorrow
Should I rework this into a reverse Duo variant?
Changes I would make would be so
-
after 30 seconds, the gravity of the balance would increase bit by bit making harder as time goes on
-
And revive challenges difficulty also be tied to how much imbalance there is.
what if
a duo mode where you have 2 people plus an assister
the assist sends only 0.15X as much garbage (with cumulative rounding) and when they die, both of the main duo-ers do one revive task
So a Trio?
death
not really, tetration to the 1.1 height doesn't do much for lower values of N like how much garbage you receive
that being said, I can't find a tool that calculates tetration with non integer height
there was some approximation but yeah
calculating a non-integer tetration is just
j
begs the question if it really has a solution
what do you mean it's just J
j.
also doesn't balatro jen's almanac mod have jokers that have tetration
with noninteger values
thats how i express things when like
not sure how else to respond to just complication
very likely uses an approximation of it
which is fine ig
how
idk why i nitpick this though
i did check sourcecode of omeganum and break_eternity
did they help
i'm surprised that they apparently have built in functions for tetration
i thought that would be a different library entirely lol
maybe you could check a game that has tetration operators used
revolution idle has an upgrade that reduces cost by a tetrational amount really late-game, that's where i would begin
not sure if i really should get in depth with how non-integer tetration operation work
since this is outside the thread's main topic
since i brought this up very very randomly 😭
there is calculator where i can do x^^1.1
(note: nvm it just does x^x^0.1)
calc table (floored at 2nd decimal)
x / x^1.1 (by chatgpt) / x^^1.1 (by that calculator)
1 / 1.0 / 1.0
2 / 2.1 / 2.1
3 / 3.3 / 3.4
4 / 4.5 / 4.9
5 / 5.8 / 6.6
6 / 7.1 / 8.5
7 / 8.4 / 10.6
8 / 9.7 / 12.9
9 / 11.1 / 15.4
10 / 12.4 / 18.1
11 / 13.7 / 21.0
12 / 15.1 / 24.1
13 / 16.4 / 27.5
14 / 17.8 / 31.0
15 / 19.2 / 34.8
16 / 20.5 / 38.8
17 / 21.9 / 42.9
18 / 23.3 / 47.4
19 / 24.6 / 52.0
20 / 26.0 / 56.9
21 / 27.4 / 62.0
22 / 28.8 / 67.3
23 / 30.2 / 72.9
24 / 31.6 / 78.8
so 24 spike becomes 79 spike
only slightly harder than last stand 
is hard for me (for some reason)
btw
does it make sense if someone say that "any attack w/o windup is less than 8" (before any modifier)
yea that makes sense
trying to calculate that post-tetration would be nine separate nightmares
lmao
what i wanted to ask:
if it enters like 12 then 8, is it 12^^1.1 + 8^^1.1 or (12+8)^^1.1
(first is 37.0 / second is 56.9)
true
garbo get in here we're trying to cook
it's mod_volatile
+ promising garbage = 💥
i want it to be like different tiers of volatile, and promising is the highest tier
volatile means like
fragile
and a promise is the most fragile thing that there can be
refer to the lover's day event
if someone sends you 12
then:
standard = 12
= 24
promising = 24.1
= 36
+ promising = 48.2 or 78.8 (depending on order)
how does windup work with
/
/ promising garbage
windups threshold increases per windup (8, 20, 40, and then any left over goes to the 4th chunk)
also, i should say that
comes after promising, so that no bad things happen
table (promising)
x / x^^1.1
4 / 4.9
8 / 12.9
12 / 24.1
16 / 38.8
wait
we need to deal with decimal first
(round / ceil / floor / carryover)
use RNG rounding
ok
e.g. 11.5 would mean 11 lines, plus a 50% chance of 1 extra line
windup:
1: 12~24 (4+8+extra)
2: 25~38 (4+8+12+extra)
3: 39~ (same as 2)
uhh
why did i end up with conclusion that makes windup 2/3 same
wait it's
and 
i am stoopid
something(?):
when you send attack, it doesn't
when your combo breaks, all attack (that didn't sent because the thing above) releases at once
(ppt2 moment except i never played it)
incredibly OP
not good
if you're wumbo and get a 60 spike, you could send like a 300 spike
to someone with promising garbage
with that logic
get b2b 63x
and that will happen i think
yeah but getting B2Bx63 is harder than getting a good 4W setup
and either way
surge attacks are split up amongst multiple players
yeah that makes sense
also maybe i should define the other tiers of volatile garbage
first is just volatile garbage (2x receive, 2x cancel)
then laststand (3x receive, 1x cancel)
then Powerful Garbage (^1.2 receive)
and finally Promising Garbage (^^1.1 receive)
i kinda wanna make a feature request thread full of all of the ideas i have in a notepad document all at once
even tho most of them are garbage shit
What if mod+
the bridge between a tarot card and the reversed mods
all-spin that checks last 2 moves
volala but 3x receive 2x cancel
No hold + 3 Next
Messy pure hatred (garbage favour locked on -100)
Gravity 20G at start without lock decrease
double hole is 100% at all floors
invis is every idk 12s?
All-Spin: How would you communicate that UI wise?
Volatile: looks good ig
No hold: same as above
Messy: can't go below -55 (i think that's Expert F10)
Gravity: THAT'S WHAT IT SHOULD HAVE BEEN OH MY-
Double Hold: Diabolitical
Invis: idk about this
maybe invis can turn into xray?
ig for all spin you can move the second last move to the left side of the current move
or downwards
like the second move indicator is in the green area or something like that
also for Messy how about Full Scatter at start
gravity 20G is free. 20G is not a problem for like 80% of modern tetris players
just press rotate a few times
aand i just realized that it said "overcharging", not "overcharged"
I'll do a reverse version too
you're welcome :3
reverse of overcharged......?
yes
i think i have an idea
i have an idea too
reversed overcharged: you can still pick the same settings (200,300,400,500%)
BUT
the surge multiplier is X, the garbage multiplier is X^2.
5x surge = 25x garbage
someone sent you a double? too bad you die now 
i had another idea
Name: Broken Battery
garbage mulitiplier stays, but no surge multiplier
surge breaks automatically upon activating
so you just
so if you reach b2b x 4, it breaks instantly
can't surge??
pretty much
what if
you make the surge timed
i.e. if you don't increase your B2B again within 5 seconds, it breaks
what the fuck dude, you're COOKING
nah i actually suck at doing more complex things
don't ever lie to yourself ever again
you got me???
ok
Hey, could you give me a better explaination for the moon? I feel dumb for not knowing what it does.
also is there like a list of the best ideas for each card or something?
just asking
My dumb mod idea:
Return
send additional garbage to yourself in 10-100 seconds for each 2 lines you send to someone else
“To succeed, you must overcome yourself”
risking getting lambasted for this:
The Hanged Man(???): Garbage constantly spawns (like Survival Timer in Custom Game) (rate increases per floor)
The Fool (april fools event): Allowed Spin: Stupid, but No Garbage Blocking
garbage blocking = garbage cancelling, right?
yes (garbage blocking is tetrio's term though when you make a custom game)
sh ok
what i thought of for april fools mod was maybe like
a mod that's either stupidly easy or stupidly hard
an idea i have for a stupidly hard one is Pentominous Garbage
Bleeding Hearts but your partner is dead
oh wait there's a delay
Garbage received is ^^^1.08, garbage blocked is ^^^1.05.
if you're confused i highly recommend looking up what pentation is
i cant determine if you referred to my april fool's mod as stupidy easy, but considering the amount of garbage you'll recieve in the higher floors, i dont think this is the case?
nah pentominous garbage is stupidly hard
it's not impossible to survive
but it's difficult
Hell naw garbage incremental
Wait now why dont we intergrate Antimatter Dimensions into TETR.IO
eternity pieces
piece study 181
you gain 1% of your height per second
that could actually work lmao, just really hard game
no T or I pieces
Tetrio became incremental
wdym
No i dun wanna deal with 400 garbage windup
too bad :)
nooooo
How about integrate Lai’tela?
what is laitela again
is it the one with darkmatter dimensions
Yea
dark matter blocks
O WAIT
I HAVE A DUM IDEA
CEL5 AS MOD
So climb speed is capped at lv4, but you use this mod with other mods to gain memories of corresponding mods except Ra
^1.2 is higher than ^^1.1 for 1~5 (same for 6)
and according to osk's logic
if no windup appears
then every attack is 1~7
without windup, 28.5%? chance that promising is actually harder than that
fool is epic im up for it
(stupid spin flows in my veins for years now)
you probably murder everyone then die instantly tbh
especially if everyone in the lobby has it
i have an idea
now that hyperspeed is restricted to nomod now
maybe there could be a setting where you can turn on hyperspeed as a setting, but you don't actually have hyperspeed
i.e. you still can't get 
Actually yes visual HS would be cool even if it's just visual
that you can unlock after reaching hyperspeed X number of times
so your first time seeing HS is actually real
add a toggle that only serves to visually confuse people 
if this is about record keeping, the API still reports split times even if you don't get hyperspeed
i mean there are cases where you may want to see split times during gameplay, but are too noob to actually reach hyperspeed given its' sorta-reasonable-sorta-absurd requirements
don't you have to get mint climb speed in F2 or before to get it then?
i think it shouldn't have all the fancy shmancy stuff
unmoving unrainbow splits, and maybe a large overall timer up top like in HS that stands out more than the small board stats
and no schnellfeuer
aww:(
the song is SPECIAL
to be fair schnellfeuer can help one focus a lot better
one time i turned music off in TETR.IO and had schnellfeuer playing in YT music in another window
and THAT was the only time i ever reached F9
only time I've used alt music is when I put on the SpeedRunners (2016) music in qp
the vibe fits but eh not worth it
oh
also
maybe there COULD be a feature where the game displays your pace and height to next floor
pace = ([1650-altitude]/average altitude per second up to this point)
height to next floor = height to next floor
to next floor probably won't matter
cause of the background and the slowdown and the fact that players probably memorize the heights after long enough
No T piece
You get no T piece
Your bag is 7-T
Reversed would make it a 20 bag (5x4 without T nor I pieces

Idk why but my brain told me to say it
So meta would be this + all spin. They'll be a fixed combination
how do you play then
convincing osk to revert the change would be faster
(but it won't happen, so neither that)
hyperspeed was made modless only due to mech heart
but that now mech heart is basically dead, the change should be revertable, but idk if it will be
guys hear me out
"advanced quick play"
where we stuff all the other tarot cards and make them as hard as the reversed cards
since honestly most of the easy modifications are already taken and the difficulty is limiting creativity a bunch
also make them unstackable with other mods to not get into a problem with mod combos
#1356427582576394280 (7 messages) was moved here.
Judgement will be random fatigue effects in every one minute.
Basically, fatigue have +2, +3, +5 permanent lines and 25% more garbages.
Besides, my fatigue idea are, when you droped every bags you will have a chance to get a big block.
This base mod actually went into this year's APF lmao.
The fool being penta is kinda low effort imo
ngl a lil disappointed. The fool I just come up is garbage holes shifting position for every 3 - 5 pieces, and rev fool being garbage holes shifting a space to the right every 2 seconds.
there was like, some design behind it with tarot stuff
don't want to speak for the guy (garbo) but he did say a lil on stream i just don't rember where
The only thing a remember he said on stream is April's fool is meant to be unplayable
I just reviewed half of his stream
discord for stream submissions https://discord.gg/7XzsyYSXx4twitch stream at https://www.twitch.tv/garbocan_
found it
The interpretation of the tarot card itself is a bit off but fair enough ig.
He deserves it
What goes around comes around
that makes sense until you remember that the last couple April fools events were actually absolute bangers
and fun to play
Kaliente mode was one of the best things to come to tetr.io
if HE said that then that's a problem in and of itself
I remembere and I like nuke
the reversed version was the funny part
#1356627005008777338 (0 messages) was moved here.
there's duo mode
what about centi mode
100 players
and all attacks are undivided 
we getting floor 10 in 4.2 seconds with this one
here's what my idea for the april fools mod would've been:
the gambler
Height gain for each attack is logarithmically randomized between 0.2X and 3.0X
this yields an average of 0.64x height on average
logarithmically randomized
does that mean you take number between log(0.2) and log(3.0) then multiply attack by 10^(number)
yea
me: doesn't know actual value of those logs
-0.69897~0.47712
some idea: you cannot ko (this disables luck factor i think)
#1357380169936933004 (1 message) was moved here.
maybe feature-request should be renamed to ideas, so its not implied
sent here by kagari
ok but like this is the first time they've ever mentioned this idea i think they're just trying to declare "i'm better than whoever designed this"
but yeah feature ideas is already more accurate than what we have now
i mean it is still a net negative
you will on average gain only two-thirds of average height
yea its just i feel that with calling it "feature request" it might imply to people that people enter things here and we will just immediately go "Yeah let's add this" as if it's well, a "feature request"
it kinda is a holdover from infdev when this actually made sense
ig we talked abt it before too but yk
Then you can't send lines. Thus you can't be offensive
if a no next box card is ever made for an event, id like to suggest the reversed is similar to asceticism but takes classic nestris mechanics it didnt use
0F lock delay, no wallkicks, tetrises are the only way to send/cancel garbage (as a reference to that being the only effective way of scoring points), and maybe disable hard drop if thats still too easy
so if you press soft drop with inf sdf once you instantly die
i completely forgot about inf soft drop lmao
if thats an issue then either soft drop becomes replaced with a preset 1G, some kind of ARE gets added, or its just kept in because its funny
but regardless itd probably make no hard drop a no go
True, true...
isn't Nestris lock delay closer to 1-2f
its the moment it tries to go down when it touches the stack, so i guess it depends on your definition
Actually, no.
it depends on the gravity.
NEStris does not have lock delay, instead it locks if the piece tries to fall but encounters an obstacle
i mean: can attack, but can't actually ko
If you attack, you get credit for the ko until the next person attacks. Doing that would require a complete explination of the system. Not a great fix
Death
Would be a cool idea if the card had themes of floor 6 and fatigue involved. It starts out normal (or maybe one debuff) and slowly as you climb (based on height), you get random debuffs, some permanent, some temporary. Here are some ideas:
Monochrome Colour Scheme (messes up some faster players)
Lines are wounded before entering
+1 Perma line
Messier garbage
10% more garbage
Reduce next queue
Increase invis time
Inject lines
Increased targeting
NOTE: Fatigue level 1 starts still at 8 minutes and level 5 starts at 12 as well. Nothing changes in that regard.
Also, if you had
and invis time is increased by 5 seconds, it ends up being 10 seconds. Just an FYI.


but ok
