Some card can get bugged if some joker interact with it in some way (my experience is. This happend quite allot)
So ok I'll give some head's up for everyone after around 3 days playing in my pov
1st. you can't turn of the mod
It'll just crash the game
2nd.you can't play other than white stake's/base LV of the game. There's more stakes than a normal balatro,but it's just says "Error" in all of stakes to unlock
3rd. This could be just visual bug but every time you click on card/deck/sleeves/stakes/collection in main menu it'll just gonna change it to other/show what could be unlock,if you click on locked joker/card. This doesn't have impact in the game so far, just visual on main menu
4th. You can't access the mod music to turn it off,this is probably just my issue tho
If you encounter the bugged above where it's says cannot display 'nil' value. It's just means the card in your deck is corrupted. You cannot change it,and if it's show in shop/packs it'll crash the game lmao. So either don't play it or if it's show in shop. Just skip the shop (if you cannot progress because of the corrupted card in shop... Tough luck buddy, new run it is)
There's other bug,but you can play around it most of the time.
It's very fun mod, need some update and you can have absolute blast in mobile cryptid for aure
Having some errors here also cannot open the game itself due to this
Oops! The game crashed:
[SMODS _ "src/game_object.lua"]:2876: Could not open file dvrprv_ticket-temp.fs. Does not exist.
Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 5.3.2115a
LÖVE Version: 11.5.0
Lovely Version: 1.0.0-
Steamodded Mods:
1: Setting Enhancement by Ash_K [ID: SettingEnhance, Priority: 788, Uses Lovely]
2: UltraHand by Xioxin [ID: UltraHand]
3: Cryptid by MathIsFun_, Cryptid and Balatro Discords [ID: Cryptid, Priority: 1e+299, Version: 0.5.3a, Uses Lovely]
4: yuanm Card by Nrio [ID: yuanmCard]
5: SDM_0's Stuff by SDM_0 [ID: sdm0sstuff, Version: 1.6.4g, Uses Lovely]
6: Jank Challenges by Lyman [ID: JankChallenges]
7: fulu Card by Nrio [ID: fuluCard]
8: jiangj Card by Nrio [ID: jiangjCard]
9: Talisman by MathIsFun_, Mathguy24, jenwalter666 [ID: Talisman, Version: 2.0.0-beta8, Uses Lovely]
Break Infinity: bignumber
10: tanl Card by Nrio [ID: tanlCard]
11: stampsylt by sishui [ID: stampsylt, Priority: 200]
12: Nopeus by jenwalter666, stupxd [ID: nopeus, Version: 2.2.3, Uses Lovely]
13: datealive by sishui [ID: datealive]
14: stickersylt by sishui [ID: stickersylt, Priority: 100]
15: Pampa Joker Pack by Matelote [ID: mtl_jkr]
16: bux Card by Nrio [ID: buxCard]
17: JankJonklersMod by Lyman [ID: JankJonklersMod]
18: yuans Card by Nrio [ID: yuansCard]
19: Bmenhancements by BaiMao [ID: Bmenhancements, Version: 1.0.1g, Uses Lovely]
20: Reverie by DVRP [ID: Reverie, Version: 1.3.0, Uses Lovely]
21: mingy Card by Nrio [ID: mingyCard]
22: lvtie Card by Nrio [ID: lvtieCard]
23: Ro-Balatro by AlexZGreat [ID: robalatro, Priority: -100, Version: 1.2.1]
24: EWF_Jokers by EWF [ID: EWF_Jokers]
25: caiyun Card by Nrio [ID: caiyunCard]
26: dkstakes by sishui [ID: dkstakes, Priority: 500]
27: Slimy Card by Nrio [ID: SlimyCard]
28: caih Card by Nrio [ID: caihCard]
29: Gold Finger by Ash_K [ID: GoldFinger, Priority: 6, Uses Lovely]
30: anj Card by Nrio [ID: anjCard]
31: DeckSkinsLite by Keku [ID: DSplus, Priority: 1e+15]
32: More Speed by Steamo [ID: MoreSpeed]
33: yingh Card by Nrio [ID: yinghCard]
34: Bmadjust_change by BaiMao [ID: Bmadjust_change, Priority: 1000, Version: 1.0.8, Uses Lovely]
35: Bmbacks by BaiMao [ID: Bmbacks, Version: 1.0.3a, Uses Lovely]
36: Bmblinds by BaiMao [ID: Bmblinds, Version: 1.0.3c, Uses Lovely]
37: Blood Card by Nrio [ID: BloodCard]
38: Bmvouchers by BaiMao [ID: Bmvouchers, Version: 1.0.4]
39: Bmwallet by BaiMao [ID: Bmwallet, Version: 1.0.3g, Uses Lovely]
40: fuh Card by Nrio [ID: fuhCard]
41: Card Sleeves by LarsWijn [ID: CardSleeves, Priority: -1, Version: 1.4.8, Uses Lovely]
42: Snow's Holiday Jokers by RattlingSnow353 [ID: SnowHolidayJokers, Version: 0.2.0]
43: More Fluff by notmario [ID: MoreFluff]
44: Bmseals by BaiMao [ID: Bmseals, Version: 1.0.4h, Uses Lovely]
45: shuij Card by Nrio [ID: shuijCard]
46: Metal Pipe Crashing Noise by WilsontheWolf [ID: PipeCrash, Version: 1.0, Uses Lovely]
47: Zilliax by sishui [ID: Zilliax, Version: 1.0.1]
Lovely Mods:
Stack Traceback
===============
(3) field C function 'newShader'
(4) Lua method 'inject' at Steamodded file 'src/game_object.lua:2876'
Local variables:
self = table: 0x72eb13b580 {registered:true, _saved_d_u:true, mod:table: 0x72eaa09b50, prefix_config:table: 0x76a03a4528 (more...)}
file = string: "#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)\
\9#define MY_HIGHP_OR_MEDIUMP highp\
#else\
\9#define MY_HIGHP_OR_MEDIUMP mediump\
#endif\
\
extern MY_HIGHP_OR_MEDIUMP vec2 ticket;\
extern MY_HIGHP_OR_MEDIUMP number dissolve;\
extern MY_HIGHP_OR_MEDIUMP number time;\
extern MY_HIGHP_OR_MEDIUMP vec4 texture_details;\
extern MY_HIGHP_OR_MEDIUMP vec2 image_details;\
extern bool shadow;\
extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;\
extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;\
\
vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)\
{\
if (dissolve < 0.001) {\
return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);\
}\
\
float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values\
\
\9float t = time * 10.0 + 2003.;\
\9vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);\
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);\
\
\9vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));\
\9vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));\
\9vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));\
\
float field = (1.+ (\
cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\
cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\
vec2 borders = vec2(0.2, 0.8);\
\
float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))\
- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\
- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\
- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)\
- (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);\
\
if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\
if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\
tex.rgba = burn_colour_1.rgba;\
} else if (burn_colour_2.a > 0.01) {\
tex.rgba = burn_colour_2.rgba;\
}\
}\
\
return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);\
}\
\
vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )\
{\
vec4 tex = Texel( texture, texture_coords);\
vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;\
vec4 border_1 = vec4(255. / 255., 244. / 255., 180. / 255., 1.);\
vec4 border_2 = vec4(189. / 255., 188. / 255., 132. / 255., 1.);\
vec4 border_3 = vec4(171. / 255., 170. / 255., 120. / 255., 1.);\
vec4 joker_black = vec4(79. / 255., 99. / 255., 103. / 255., 1.);\
\
if (any(greaterThan(abs(tex.rgb - border_1.rgb), vec3(0.1))) &&\
any(greaterThan(abs(tex.rgb - border_2.rgb), vec3(0.1))) &&\
any(greaterThan(abs(tex.rgb - border_3.rgb), vec3(0.1))) &&\
any(greaterThan(abs(tex.rgb - joker_black.rgb), vec3(0.1))))\
{\
number low = min(tex.r, min(tex.g, tex.b));\
number high = max(tex.r, max(tex.g, tex.b));\
number delta = max(high-low, low*0.7);\
\
number fac = 0.8 + 0.9*sin(13.*uv.x+5.32*uv.y + ticket.r*12. + cos(ticket.r*5.3 + uv.y*4.2 - uv.x*4.));\
number fac2 = 0.5 + 0.5*sin(10.*uv.x+2.32*uv.y + ticket.r*5. - cos(ticket.r*2.3 + uv.x*8.2));\
number fac3 = 0.5 + 0.5*sin(12.*uv.x+6.32*uv.y + ticket.r*6.111 + sin(ticket.r*5.3 + uv.y*3.2));\
number fac4 = 0.5 + 0.5*sin(4.*uv.x+2.32*uv.y + ticket.r*8.111 + sin(ticket.r*1.3 + uv.y*13.2));\
number fac5 = sin(0.5*16.*uv.x+5.32*uv.y + ticket.r*12. + cos(ticket.r*5.3 + uv.y*4.2 - uv.x*4.));\
\
number maxfac = 0.6*max(max(fac, max(fac2, max(fac3,0.0))) + (fac+fac2+fac3*fac4), 0.);\
\
tex.rgb = tex.rgb*0.5 + vec3(0.4, 0.4, 0.8);\
\
tex.r = tex.r-delta + delta*maxfac*(0.7 + fac5*0.07) - 0.1;\
tex.g = tex.g-delta + delta*maxfac*(0.7 - fac5*0.17) - 0.1;\
tex.b = tex.b-delta + delta*maxfac*0.7 - 0.1;\
tex.a = tex.a*(0.8*max(min(1., max(0.,0.3*max(low*0.2, delta)+ min(max(maxfac*0.1,0.), 0.4)) ), 0.) + 0.15*maxfac*(0.1+delta));\
\
tex.a *= 0.6;\
}\
\
return dissolve_mask(tex*colour, texture_coords, uv);\
}\
\
extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;\
extern MY_HIGHP_OR_MEDIUMP float hovering;\
extern MY_HIGHP_OR_MEDIUMP float screen_scale;\
\
#ifdef VERTEX\
vec4 position( mat4 transform_projection, vec4 vertex_position )\
{\
if (hovering <= 0.){\
return transform_projection * vertex_position;\
}\
float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);\
vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;\
float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))\
*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);\
\
return transform_projection * vertex_position + vec4(0,0,0,scale);\
}\
#endif\
"
(*temporary) = table: 0x76a01d3790 {flash:Shader: 0xb4000074efea7440, negative_shine:Shader: 0xb4000074efec0200 (more...)}
(*temporary) = string: "dvrprv_ticket"
(5) Lua method 'inject_class' at Steamodded file 'src/game_object.lua:182'
Local variables:
self = table: 0x72eb00d160 {__index:table: 0x72eb00d160, super:table: 0x72eb04dd08, subclasses:table: 0x72eb00d330 (more...)}
inject_time = number: 5.23e-06
start_time = number: 15.1279
end_time = number: 15.1279
o = table: 0x72eb13b580 {registered:true, _saved_d_u:true, mod:table: 0x72eaa09b50, prefix_config:table: 0x76a03a4528 (more...)}
(for generator) = C function: builtin#6
(for state) = table: 0x72eb00d058 {1:dvrprv_ticket, 2:dvrprv_ticket_negative, 3:dvrprv_ticket_polychrome, 4:cry_mosaic (more...)}
(for control) = number: 1
i = number: 1
key = string: "dvrprv_ticket"
(6) Lua field 'injectObjects' at Steamodded file 'src/game_object.lua:252'
Local variables:
class = table: 0x72eb00d160 {__index:table: 0x72eb00d160, super:table: 0x72eb04dd08, subclasses:table: 0x72eb00d330 (more...)}
(7) Lua field 'injectObjects' at Steamodded file 'src/game_object.lua:254'
Local variables:
class = table: 0x72eb04dd08 {__index:table: 0x72eb04dd08, check_duplicate_register:function: 0x72eb0af8f0 (more...)}
(for generator) = C function: builtin#6
(for state) = table: 0x72eb04ddb8 {1:table: 0x72eb04dfe8, 2:table: 0x72eb04e238, 3:table: 0x72eb04e410, 4:table: 0x72eb04ef50 (more...)}
(for control) = number: 20
_ = number: 20
subclass = table: 0x72eb00d160 {__index:table: 0x72eb00d160, super:table: 0x72eb04dd08, subclasses:table: 0x72eb00d330 (more...)}
(8) Lua field 'injectItems' at Steamodded file 'src/loader.lua:564'
(9) Lua global 'initSteamodded' at Steamodded file 'src/loader.lua:614'
(10) Lua upvalue 'su' at file 'game.lua:315'
Local variables:
self = table: 0x76a19eb848 {F_RUMBLE:0.7, PROFILES:table: 0x76a19ecb18, C:table: 0x76a19ed3d8, F_MUTE:false (more...)}
settings = nil
settings_ver = nil
new_colour_proto = table: 0x76a19eee30 {Spades:table: 0x76a19ef168, Diamonds:table: 0x76a19ef050, Hearts:table: 0x76a19eef60 (more...)}
sound_files = table: 0x76a19e0128 {1:ambientFire1.ogg, 2:ambientFire2.ogg, 3:ambientFire3.ogg, 4:ambientOrgan1.ogg (more...)}
shader_files = table: 0x76a01d37d8 {1:CRT.fs, 2:background.fs, 3:booster.fs, 4:debuff.fs, 5:dissolve.fs, 6:flame.fs (more...)}
(11) Lua method 'start_up' at file 'main.lua:2026'
Local variables:
self = table: 0x76a19eb848 {F_RUMBLE:0.7, PROFILES:table: 0x76a19ecb18, C:table: 0x76a19ed3d8, F_MUTE:false (more...)}
(12) Lua field 'load' at file 'main.lua:960'
(13) Lua function '?' at file 'main.lua:895' (best guess)
(14) global C function 'xpcall'
(15) LÖVE function at file 'boot.lua:368' (best guess)
Local variables:
result = boolean: true
main = nil
(16) global C function 'xpcall'
(17) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])