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newest release causes this crash when selecting a card to play #2

@samb0d

Description

@samb0d

(specifically newest release as of today on the Balatro Mod Manager)

Oops! The game crashed:
engine/text.lua:310: bad argument # 4 to 'draw' (number expected, got cdata)

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1224a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.9.0
Platform: Windows
Steamodded Mods:
1: Cryptid by MathIsFun_, Cryptid and Balatro Discords [ID: Cryptid, Priority: 114, Version: 0.5.14a, Uses Lovely]
2: Handy by SleepyG11 [ID: Handy, Version: 1.5.1o, Uses Lovely]
3: Cartomancer by stupxd aka stupid [ID: cartomancer, Priority: 69, Version: 4.17c, Uses Lovely]
4: Amulet by frostice482, ... [ID: Amulet, Version: 3.3.2, Uses Lovely]
Lovely Mods:

Stack Traceback

(3) field C function 'draw'
(4) Lua method 'draw' at file 'engine/text.lua:310'
Local variables:
self = table: 0x19e6eef8 {click_offset:table: 0x19b33ce8, children:table: 0x19b41418, pop_in_rate:3, font:table: 0x190233e0, T:table: 0x19f87b70, offset:table: 0x19b41f38 (more...)}
start_index = number: 1
end_index = number: 1
(for index) = number: 1
(for limit) = number: 1
(for step) = number: 1
k = number: 1
letter = table: 0x18cd2500 {letter:Text: 0x02f1e91b2bd0, scale:1.99, r:-0.01, pop_in:1, char:5, dims:table: 0x18fa0868, offset:table: 0x19e70508}
real_pop_in = number: 1
(5) Lua method 'draw_self' at file 'engine/ui.lua:797'
Local variables:
self = table: 0x19b45640 {click_offset:table: 0x1a078cc0, children:table: 0x19b45668, parent:table: 0x19b45370, T:table: 0x1a078b10, offset:table: 0x1a0799c0, role:table: 0x19a66eb8 (more...)}
button_active = boolean: true
parallax_dist = number: 1.5
button_being_pressed = boolean: false
(6) Lua method 'draw_children' at file 'engine/ui.lua:541'
Local variables:
self = table: 0x19b45370 {pixellated_rect:table: 0x19972608, click_offset:table: 0x1a07b458, children:table: 0x19b45398, parent:table: 0x19b45208, T:table: 0x1a07b368 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x19b45398 {1:table: 0x19b454d8, 2:table: 0x19b45640, 3:table: 0x19b457a8}
(for control) = number: nan
k = number: 2
v = table: 0x19b45640 {click_offset:table: 0x1a078cc0, children:table: 0x19b45668, parent:table: 0x19b45370, T:table: 0x1a078b10, offset:table: 0x1a0799c0, role:table: 0x19a66eb8 (more...)}
(7) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x19b45208 {click_offset:table: 0x1a07c6b0, children:table: 0x19b45230, parent:table: 0x19b45038, T:table: 0x1a07c5c0, offset:table: 0x1a07d3b0, role:table: 0x1902b870 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x19b45230 {1:table: 0x19b45370}
(for control) = number: nan
k = number: 1
v = table: 0x19b45370 {pixellated_rect:table: 0x19972608, click_offset:table: 0x1a07b458, children:table: 0x19b45398, parent:table: 0x19b45208, T:table: 0x1a07b368 (more...)}
(8) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x19b45038 {click_offset:table: 0x19bcd4e8, children:table: 0x19b450c8, parent:table: 0x19f9da98, T:table: 0x19bcd3f8, offset:table: 0x19bce1e8, role:table: 0x19d4b100 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x19b450c8 {1:table: 0x19b45208, 2:table: 0x19b45910, 3:table: 0x19b45be0}
(for control) = number: nan
k = number: 1
v = table: 0x19b45208 {click_offset:table: 0x1a07c6b0, children:table: 0x19b45230, parent:table: 0x19b45038, T:table: 0x1a07c5c0, offset:table: 0x1a07d3b0, role:table: 0x1902b870 (more...)}
(9) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x19f9da98 {click_offset:table: 0x1a03b3c8, children:table: 0x19f9dac0, parent:table: 0x19f9d8f8, T:table: 0x1a03c680, offset:table: 0x19e66ad0, role:table: 0x19ece4c8 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x19f9dac0 {1:table: 0x19f9dc38, 2:table: 0x19b45038}
(for control) = number: nan
k = number: 2
v = table: 0x19b45038 {click_offset:table: 0x19bcd4e8, children:table: 0x19b450c8, parent:table: 0x19f9da98, T:table: 0x19bcd3f8, offset:table: 0x19bce1e8, role:table: 0x19d4b100 (more...)}
(10) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x19f9d8f8 {pixellated_rect:table: 0x19971fd8, click_offset:table: 0x19e671e0, children:table: 0x19f9d920, parent:table: 0x1a026ab0, T:table: 0x19e66f68 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x19f9d920 {1:table: 0x19f9da98}
(for control) = number: nan
k = number: 1
v = table: 0x19f9da98 {click_offset:table: 0x1a03b3c8, children:table: 0x19f9dac0, parent:table: 0x19f9d8f8, T:table: 0x1a03c680, offset:table: 0x19e66ad0, role:table: 0x19ece4c8 (more...)}
(11) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x1a026ab0 {pixellated_rect:table: 0x19971290, click_offset:table: 0x19f794a8, children:table: 0x1a026ad8, parent:table: 0x1a026910, T:table: 0x19f793b8 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x1a026ad8 {1:table: 0x1a026c50, 2:table: 0x1a026df0, 3:table: 0x19e21f98, 4:table: 0x19f9d8f8, 5:table: 0x19b34840}
(for control) = number: nan
k = number: 4
v = table: 0x19f9d8f8 {pixellated_rect:table: 0x19971fd8, click_offset:table: 0x19e671e0, children:table: 0x19f9d920, parent:table: 0x1a026ab0, T:table: 0x19e66f68 (more...)}
(12) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x1a026910 {pixellated_rect:table: 0x19970fa0, click_offset:table: 0x198912c0, children:table: 0x1a026938, parent:table: 0x1a026280, T:table: 0x198911d0 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x1a026938 {1:table: 0x1a026ab0}
(for control) = number: nan
k = number: 1
v = table: 0x1a026ab0 {pixellated_rect:table: 0x19971290, click_offset:table: 0x19f794a8, children:table: 0x1a026ad8, parent:table: 0x1a026910, T:table: 0x19f793b8 (more...)}
(13) Lua method 'draw_children' at file 'engine/ui.lua:542'
Local variables:
self = table: 0x1a026280 {click_offset:table: 0x19e06b78, children:table: 0x1a0262a8, parent:table: 0x19666cb0, T:table: 0x19e06900, offset:table: 0x19e07770, role:table: 0x190b4a08 (more...)}
layer = nil
(for generator) = C function: next
(for state) = table: 0x1a0262a8 {1:table: 0x1a026910}
(for control) = number: nan
k = number: 1
v = table: 0x1a026910 {pixellated_rect:table: 0x19970fa0, click_offset:table: 0x198912c0, children:table: 0x1a026938, parent:table: 0x1a026280, T:table: 0x198911d0 (more...)}
(14) Lua method 'draw' at file 'engine/ui.lua:295'
Local variables:
self = table: 0x19666cb0 {click_offset:table: 0x19667048, children:table: 0x19667520, CALCING:true, T:table: 0x19666e90, offset:table: 0x196671c8, role:table: 0x1a026190 (more...)}
(15) Lua method 'draw' at file 'game.lua:3013'
Local variables:
self = table: 0x18d20ac0 {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x1a01f6a0, F_ENGLISH_ONLY:false, viewed_stake:1, HUD:table: 0x19666cb0 (more...)}
(for generator) = C function: next
(for state) = table: 0x18cecaa8 {1:table: 0x19666cb0, 2:table: 0x1a037c90, 3:table: 0x1a04cef8, 4:table: 0x1a24fc38, 5:table: 0x1a260cd8, 6:table: 0x1a272b38, 7:table: 0x1a28b358 (more...)}
(for control) = number: nan
k = number: 1
v = table: 0x19666cb0 {click_offset:table: 0x19667048, children:table: 0x19667520, CALCING:true, T:table: 0x19666e90, offset:table: 0x196671c8, role:table: 0x1a026190 (more...)}
(16) Lua field 'draw' at file 'main.lua:1033'
(17) Lua function '?' at file 'main.lua:948' (best guess)
(18) global C function 'xpcall'
(19) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '?' (defined at line 916 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"])

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