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"])