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Mikadoe

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Mikadoe

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  1. zoeyfeb
    zoeyfeb
    • member
    • 3 kudos
    Crashing when using Tax Collector with a buncha joker mods

    Spoiler:  
    Show

    Oops! The game crashed:
    [SMODS MikasMods "MikasModCollection.lua"]:4922: attempt to compare number with string
    Additional Context:
    Balatro Version: 1.0.1n-FULL
    Modded Version: 1.0.0~ALPHA-1409a-STEAMODDED
    LÖVE Version: 11.5.0
    Lovely Version: 0.7.1
    Platform: Windows
    Steamodded Mods:
        1: Hand Preview by Toeler [ID: handpreview]
        2: Betmma Voucher Pack by Betmma, nicholassam6425 [ID: BetmmaVoucherPack]
        3: FPS Limiter by YourName [ID: fpslimiter]
        4: Colour Selector by EmperorGesar [ID: ColourSelector]
        5: Stickers Always Shown 🃏 by SirMaiquis [ID: StickersAlwaysShown, Uses Lovely]
        6: Ante scaling linear by infarctus [ID: Infarctus_Ante_scaling_linear]
        7: Joker Evolution by SDM_0 [ID: joker_evolution, Priority: -1000, Version: 1.2.3a, Uses Lovely]
        8: Hatsune Miku by Senon [ID: mi_ku, Version: 1.0.0]
        9: Collection Fix by Golden Epsilon [ID: CollectionFix]
        10: Deselect All by Zei33 [ID: deselect-all, Version: 1.0.0]
        11: Increase Shop Size by MonkeyHiko [ID: IncreaseShopSize]
        12: Neon White Deck by Spitfyaa, WitchofV [ID: nw_deckall, Version: 1.0.0]
        13: Uncap Hermit by Infarctus [ID: Uncap_Hermit]
        14: Free Reroll by Tianjing [ID: FreeReroll]
        15: LegendereJokers by eaze, Victin [ID: malverk_legendere, Version: 1.0.0]
        16: Betmma Vouchers by Betmma [ID: BetmmaVouchers, Priority: -1, Version: 3.0.1(20250129)]
        17: Better Vouchers This Run UI by Betmma [ID: BetterVouchersThisRunUI]
        18: BlueStorm by eaze, SeSebasti [ID: malverk_bluestorm, Version: 1.0.0]
        19: Blueprint by stupxd aka stupid, Jonathan [ID: blueprint, Priority: 69, Version: 3.2, Uses Lovely]
        20: J Cursor by Jie65535, MarioMak967 [ID: JCursor]
        21: Olympus by AbhinavR314 [ID: Olympus]
        22: Deck Seer by thevdude [ID: DeckSeer]
        23: Fold Button by happinyz [ID: FoldButton]
        24: LnxFCA Shared by LnxFCA [ID: lnxfca-common, Priority: -20, Version: 1.0.0]
        25: Fancy Decks by NoScope [ID: fancy_decks, Version: 1.0.0]
        26: Masquerade by Amavoleda [ID: Masquerade]
        27: Pestrica Joker by MARINA [ID: PesJkr]
        28: MultiJokersMod by John Maged, Multi, GoldenEpsilon [ID: MultiJokersMod]
        29: Betmma Jokers by Betmma [ID: BetmmaJokers]
        30: Jojo Sailor by Lime_Effy [ID: celestial_funk_limeeffy, Version: 1.0.0]
        31: Gamepad-Style Keyboard Controls by vgperson [ID: GamepadStyleKeyboardControls]
        32: Distro by DVRP [ID: Distro, Version: 1.0.0, Uses Lovely]
        33: Malverk by Eremel_ [ID: malverk, Priority: -999999, Version: 1.1, Uses Lovely]
        34: Codex Arcanum by itayfeder, Lyman [ID: CodexArcanum, Priority: -100]
        35: Fusion Jokers by itayfeder, Lyman [ID: FusionJokers, Priority: -10000]
        36: Mika's Mod Collection by Mikadoe [ID: MikasMods, Uses Lovely]
        37: Lock the Deal by LnxFCA [ID: lock-the-deal, Priority: -1, Version: 1.0.1, Uses Lovely]
        38: IncreaseJokerCap by Akita Attribute [ID: IncreaseJokerCap]
        39: Taikomochi by Amvoled [ID: Taikomochi]
        40: BalaLib by Toeler [ID: balalib, Priority: -10]
        41: Truck-kun Joker by KLGB76 [ID: truck]
    Lovely Mods:
        1: ScoreImprovements
    Stack Traceback
    ===============
    (3) Lua method 'calculate' at file 'MikasModCollection.lua:4922' (from mod with id MikasMods)
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     (for generator) = C function: builtin#6
     (for state) = table: 0x2a5374e0  {1:table: 0x2a49db58, 2:table: 0x2a374af8, 3:table: 0x29fbe928, 4:table: 0x2b044c20 (more...)}
     (for control) = number: 1
     _ = number: 1
     v = table: 0x2a49db58  {zoom:true, click_offset:table: 0x2b090df8, children:table: 0x2a492b88, ambient_tilt:0.2 (more...)}
     (*temporary) = string: "evo"
     (*temporary) = number: 1
     (*temporary) = number: 0.004
     (*temporary) = number: 44
     (*temporary) = number: 83
     (*temporary) = string: "attempt to compare number with string"
    (4) Lua upvalue 'calculate_jokerref' at file 'card.lua:2484'
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     obj = table: 0x2a0a5e88  {alerted:true, _saved_d_u:true, original_key:mmc_tax_collector, mod:table: 0x2a0018e0 (more...)}
    (5) Lua upvalue 'Card_calculate_joker_ref' at file 'overrides.lua:50' (from mod with id joker_evolution)
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
    (6) Lua upvalue 'calculate_jokerref' at file 'Betmma_Vouchers.lua:2892' (from mod with id BetmmaVouchers)
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
    (7) Lua upvalue 'calculate_jokerref' at file 'MultiJokers.lua:194' (from mod with id MultiJokersMod)
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
    (8) Lua method 'calculate_joker' at file 'olympus.lua:199' (from mod with id Olympus)
    Local variables:
     self = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
    (9) Lua upvalue 'eval_card_ref' at file 'functions/common_events.lua:707'
    Local variables:
     card = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     ret = table: 0x2a09faf8  {}
     post_trig = table: 0x2a09fb20  {}
     areas = table: 0x2a278bc0  {1:table: 0x29f207a0, 2:table: 0x2a472168, 3:table: 0x2a1cca40}
     area_set = table: 0x29fbded8  {table: 0x29f207a0:true, table: 0x2a472168:true, table: 0x2a1cca40:true (more...)}
    (10) Lua upvalue 'eval_card_ref' at file 'Betmma_Vouchers.lua:2199' (from mod with id BetmmaVouchers)
    Local variables:
     card = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     (*temporary) = table: 0x2a09fab8  {}
    (11) Lua upvalue 'eval_card_ref' at file 'Betmma_Vouchers.lua:4305' (from mod with id BetmmaVouchers)
    Local variables:
     card = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     (*temporary) = table: 0x2a0f1328  {}
    (12) Lua global 'eval_card' at file 'Betmma_Vouchers.lua:5083' (from mod with id BetmmaVouchers)
    Local variables:
     card = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     (*temporary) = table: 0x2a0f12e8  {}
    (13) Lua field 'calculate_context' at Steamodded file 'src/utils.lua:1337' 
    Local variables:
     context = table: 0x2b4c3b38  {end_of_round:true, main_eval:true, cardarea:table: 0x29f207a0, game_over:false (more...)}
     return_table = nil
     (for generator) = C function: builtin#6
     (for state) = table: 0x29e71448  {1:table: 0x29f207a0, 2:table: 0x2a472168, 3:table: 0x2a1cca40}
     (for control) = number: 1
     _ = number: 1
     area = table: 0x29f207a0  {click_offset:table: 0x2a697920, children:table: 0x2a49db30, shuffle_amt:0 (more...)}
     (for generator) = C function: builtin#6
     (for state) = table: 0x2a5374e0  {1:table: 0x2a49db58, 2:table: 0x2a374af8, 3:table: 0x29fbe928, 4:table: 0x2b044c20 (more...)}
     (for control) = number: 10
     _ = number: 10
     _card = table: 0x29e3ec20  {click_offset:table: 0x2ab5ece8, children:table: 0x29e0cdd0, ambient_tilt:0.2 (more...)}
    (14) Lua field 'func' at file 'functions/state_events.lua:104'
    Local variables:
     game_over = boolean: false
     game_won = boolean: false
    (15) Lua method 'handle' at file 'engine/event.lua:55'
    Local variables:
     self = table: 0x2a250b98  {start_timer:true, timer:TOTAL, blockable:true, trigger:after, func:function: 0x29fa8170 (more...)}
     _results = table: 0x2a358730  {blocking:true, pause_skip:false, time_done:true, completed:false}
    (16) Lua method 'update' at file 'engine/event.lua:182'
    Local variables:
     self = table: 0x29da8ce8  {queue_last_processed:115.58333333333, queues:table: 0x29da8d10, queue_dt:0.016666666666667 (more...)}
     dt = number: 0.022248
     forced = nil
     (for generator) = C function: next
     (for state) = table: 0x29da8d10  {unlock:table: 0x29da8e00, other:table: 0x29da8ea0, tutorial:table: 0x29da8e50 (more...)}
     (for control) = number: nan
     k = string: "base"
     v = table: 0x29da8e28  {1:table: 0x2aa7f990, 2:table: 0x2a250b98, 3:table: 0x2b8a6348, 4:table: 0x2a9a3dd8 (more...)}
     blocked = boolean: false
     i = number: 2
     results = table: 0x2a358730  {blocking:true, pause_skip:false, time_done:true, completed:false}
    (17) Lua upvalue 'gameUpdateRef' at file 'game.lua:2526'
    Local variables:
     self = table: 0x29b2c400  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x2b4cc520 (more...)}
     dt = number: 0.022248
     http_resp = nil
    (18) Lua upvalue 'game_updateref' at Steamodded file 'src/ui.lua:84' 
    Local variables:
     self = table: 0x29b2c400  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x2b4cc520 (more...)}
     dt = number: 0.022248
    (19) Lua upvalue 'updateRef' at line 884 of chunk '"C:\Users\alif sasmito\AppData\Roaming\Balatro..."]'
    Local variables:
     self = table: 0x29b2c400  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x2b4cc520 (more...)}
     dt = number: 0.022248
    (20) Lua upvalue 'orig_update' at file 'ColourSelector.lua:49' (from mod with id ColourSelector)
    Local variables:
     self = table: 0x29b2c400  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x2b4cc520 (more...)}
     dt = number: 0.022248
    (21) Lua method 'update' at file 'HandPreview.lua:331' (from mod with id handpreview)
    Local variables:
     self = table: 0x29b2c400  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x2b4cc520 (more...)}
     dt = number: 0.022248
    (22) Lua upvalue 'oldUpdate' at file 'main.lua:995'
    Local variables:
     dt = number: 0.022248
    (23) Lua field 'update' at file 'FPS_Limiter.lua:18' (from mod with id fpslimiter)
    Local variables:
     dt = number: 0.022248
    (24) Lua function '?' at file 'main.lua:931' (best guess)
    (25) global C function 'xpcall'
    (26) LÖVE function at file 'boot.lua:377' (best guess)
    Local variables:
     func = Lua function '?' (defined at line 902 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"])


  2. MarsalaStar
    MarsalaStar
    • member
    • 0 kudos
    mod travou no meio da partida
  3. leafdude86
    leafdude86
    • member
    • 0 kudos
    some balance thoughts

    odd todd and even steven are super broken decks by the virtue of deck thinning, with just polychrome and the namesake its insanely easy to beat ante 8, odd todd is not supposed to be ante 8 capable without some serious heavy lifting. it also just enables some already strong jokers to become s tier like hack. fun for a meme but wya way too strong
    perfect precision is one of the most op decks ive played, not only is the sniper completely busted [x15 mult more than makes up for a pitful 1.5  blind] but hes negative so youre playing the best black deck imaginable
    jokers for hire is a great design, but the scaling ends up pretty insane so you end up abusing free jokers which doesnt seem intentional
    i cant tell if the sniper or the midas deck is more broken, at least the sniper deck has a drawback, midas lets 1 death go into the easiest 5 of a kind blind 2, and lets 4 death tarots instantly transition into teh most consistent flush five. if that wasnt broken enough the cards are all gold and you can sell the midas to make 3$ interest 2$ from midas and 12$ off gold cards blind 1! gold deck is already b tier just by the merit of gaining 2$ interest blind 1 and this deck starts with 17$! all this deck needs to be balanced is to add back the numbered cards
    prime time and fib all follow in being too overtuned like the odd todd decks


    i like the design of cheapskate but it would be fun to add something small to make it useful aside from its effect, maybe 1 mult per skipped pack?
    scoring test is really strict for an uncommmon joker, in any run that i could reliably trigger it i dont have any need for it.
    tax collector is either broken or worded very strangely, even with 14 jokers i was only getting like 3$. either way its really weak compared to gold joker especially considering how much better most of these jokers are from base game
    investor is cute but is a functional clone of gold joker, could be funny and good reversed to benefit all the poverty jokers
    i love the design of the broke jokers but its very hard to wheel into them. designing jokers that have to be hard forced to do anything is one of the weaknesses of base game
    glue is really fun but unrealistic to pick up, when you do get it its really overpowered as with no pair synergy it scores x5, making it trigger on 3 or less cards would fit.
    in an entire run of flush fives kings with sock and buskin and hanging chard with lucky cards blue moon never triggered once, even with dice its still 1 in 60 to trigger for garbage. fun if it pops but 1 in 125 is super low even if you get 2 more shots at it, besides the insane requirement of having scoring hands with 3+ luckys already. maybe make it charge based or on lucky card count? stuff in the mod like rigged and horseshoe dont help that much either because they need luck to draft and eat up a key slot for late game hands but what do i know. 
    gold bar is cute but if you have enough to proc it more than gold joker its already outdated so something bad like to do list is better since its achievable blind 1
    printer is pure zane and op but so what. maybe make it eternal?
    finishing blow is cute but so limited, either your jokers 1 shot on a flush or you really need the hands to win. if you dont sniping on the last hand for one enhancement is a huge oppurtunity loss just for an enhancement once per blind. with splash maybe it pays off. could just add splash to the last hand of the round letting you do some fun dusk and acrobat synergy
    historical joker is really bad, at peak its effectively 1.25 mult with no way to scale. maybe in a blue moon it can combo with the other massive chip jokers to constantly one shot. i would just remove the limit, it doesnt benefit off mult or flat chips at all and requires insne deck tuning to even proc
    black jack has insane requirements unless you just play face pairs. its pretty good there but its stepping on the toes of half joker, still thats fun to have synergy. but thats not playing bj at all is it? i think gaining 21$ if you win with 21 would be enough to take it blind 1 and pay off the crazy build around.
    delayed joker is too weak for an uc and only really shines in discard heavy decks or acrobat builds. 4 actions means you really can only get 2 hands with the 20 mult so averaging out its effectiveness its 5 mult 25 chips at 1.12x so not a lot for its price. 
    if glue gives 2 joker slots even though 3 commons is easier to pull off, straight nate should give at least 2, if not 3. at least the glue combo all synergizes, even and todd dont even work so its really forced to pull off


    all the other jokers are really fun but a lot of them are very hard to build into with base set, makes me long for vampire survivors system where you can banish certain jokers from your games



  4. darxiswolf
    darxiswolf
    • member
    • 1 kudos
    very fun mod.
    I do think I've found a bug with the joker's for hire deck.
    at some point the cost of the jokers stopped going up as new jokers were added, and reset to the base price. then they rose again, but then suddenly they turned negative and started giving money for buying them.

    not sure exactly what triggered it, maybe too many jokers, i think I was at around 20 when it started. no other mods installed. maybe just an overflow?

    it is kind of funny, i now have 200 jokers, $10,000, and need to let it run for several minutes whenever I play a hand even at max speed.
  5. zaneme
    zaneme
    • premium
    • 0 kudos
    1 is not a prime number but other than that, this is great
  6. medhathobo
    medhathobo
    • supporter
    • 1 kudos
    Unlocking a new card from the vanilla game causes a crash when this mod is on.

    Spoiler:  
    Show

    Oops! The game crashed:
    card.lua:357: table index is nil
    Additional Context:
    Balatro Version: 1.0.1f-FULL
    Modded Version: 1.0.0-ALPHA-0702a-STEAMODDED
    Love2D Version: 11.5.0
    Lovely Version: 0.5.0-beta6
    Steamodded Mods:
        1: Choose First Shop Joker by infarctus [ID: choose_first_shop_Joker]
        2: Mika's Mod Collection by Mikadoe [ID: MikasMods]
        3: Set Seed Achievements Bypass by infarctus [ID: infarctus_Set_Seed_Achievements_Bypass]
        4: Uncap Hermit by Infarctus [ID: Uncap_Hermit]
    Stack Traceback
    ===============
    (3) Lua method 'set_ability' at file 'card.lua:357'
    Local variables:
     self = table: 0x1754c268  {click_offset:table: 0x15621ed8, children:table: 0x166f92f8, ambient_tilt:0.2 (more...)}
     center = table: 0x15b3fad0  {max:1, pos:table: 0x15b3fbc0, unlocked:false, set:Voucher, cost_mult:1 (more...)}
     initial = boolean: true
     delay_sprites = nil
     X = number: 11.4604
     Y = number: 11.5
     W = number: 2.04878
     H = number: 2.75122
     old_center = table: 0x15b3fad0  {max:1, pos:table: 0x15b3fbc0, unlocked:false, set:Voucher, cost_mult:1 (more...)}
     obj = table: 0x15b3fad0  {max:1, pos:table: 0x15b3fbc0, unlocked:false, set:Voucher, cost_mult:1 (more...)}
     (*temporary) = table: 0x159fb990  {v_retcon:true}
     (*temporary) = nil
     (*temporary) = boolean: true
     (*temporary) = nil
     (*temporary) = number: 11.5
     (*temporary) = number: 2.04878
     (*temporary) = number: 2.75122
     (*temporary) = string: "table index is nil"
    (4) Lua method 'init' at file 'card.lua:45'
    Local variables:
     self = table: 0x1754c268  {click_offset:table: 0x15621ed8, children:table: 0x166f92f8, ambient_tilt:0.2 (more...)}
     X = number: 11.4604
     Y = number: 11.5
     W = number: 2.04878
     H = number: 2.75122
     card = nil
     center = table: 0x15b3fad0  {max:1, pos:table: 0x15b3fbc0, unlocked:false, set:Voucher, cost_mult:1 (more...)}
     params = nil
    (5) Lua global 'Card' at file 'engine/object.lua:35'
    Local variables:
     self = table: 0x158ac068  {set_base:function: 0x158a85e0, set_card_area:function: 0x158abdf0, generate_UIBox_unlock_table:function: 0x158a7000 (more...)}
     obj = table: 0x1754c268  {click_offset:table: 0x15621ed8, children:table: 0x166f92f8, ambient_tilt:0.2 (more...)}
    (6) Lua global 'create_UIBox_card_unlock' at file 'functions/UI_definitions.lua:4148'
    Local variables:
     card_center = table: 0x15b687e8  {order:30, _d:false, set:Voucher, key:v_retcon, available:true, discovered:false (more...)}
     card = table: 0x15c234b0  {click_offset:table: 0x15cd0ac0, children:table: 0x16784a18, ambient_tilt:0.2 (more...)}
    (7) Lua field 'func' at file 'functions/common_events.lua:1968'
    Local variables:
     (*temporary) = Lua function '?' (defined at line 1314 of chunk functions/button_callbacks.lua)
     (*temporary) = table: 0x16ccb2f0  {}
    (8) Lua method 'handle' at file 'engine/event.lua:99'
    Local variables:
     self = table: 0x16be09c8  {start_timer:true, timer:TOTAL, func:function: 0x16027618, blockable:true (more...)}
     _results = table: 0x16832ba8  {blocking:true, pause_skip:false, time_done:false, completed:false}
    (9) Lua method 'update' at file 'engine/event.lua:182'
    Local variables:
     self = table: 0x15bb32e8  {queue_last_processed:5588.9166666695, queues:table: 0x15bb3310, queue_dt:0.016666666666667 (more...)}
     dt = number: 0.0167027
     forced = nil
     (for generator) = C function: next
     (for state) = table: 0x15bb3310  {unlock:table: 0x15bb3338, other:table: 0x15bb37b0, tutorial:table: 0x15bb3388 (more...)}
     (for control) = number: nan
     k = string: "unlock"
     v = table: 0x15bb3338  {1:table: 0x16be09c8}
     blocked = boolean: false
     i = number: 1
     results = table: 0x16832ba8  {blocking:true, pause_skip:false, time_done:false, completed:false}
    (10) Lua upvalue 'gameUpdateRef' at file 'game.lua:2474'
    Local variables:
     self = table: 0x15684428  {PALETTE:table: 0x158207b0, ANIMATION_FPS:10, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true (more...)}
     dt = number: 0.0167027
     http_resp = nil
    (11) Lua method 'update' at file 'main.lua:479'
    Local variables:
     self = table: 0x15684428  {PALETTE:table: 0x158207b0, ANIMATION_FPS:10, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true (more...)}
     dt = number: 0.0167027
    (12) Lua field 'update' at file 'main.lua:133'
    Local variables:
     dt = number: 0.0167027
    (13) Lua function '?' at file 'main.lua:77' (best guess)
    (14) global C function 'xpcall'
    (15) Love2D function at file 'boot.lua:377' (best guess)
    Local variables:
     func = Lua function '?' (defined at line 48 of chunk main.lua)
     inerror = boolean: true
     deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
     earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])
  7. Yourname942
    Yourname942
    • premium
    • 1 kudos
    Is there any possibility to make these cards/vouchers/etc. unlockable? (like hidden behind progression - just like the standard ones from the vanilla game?) Thank you!
  8. cestladriver
    cestladriver
    • member
    • 0 kudos
    Thank you!  I know it's under construction but this is a great big huge mod with a lot of beautiful art and fun effects.  Everyone should check it out.