#⚙・modding-general
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modding hype
sixth
gonna be having alot of fun here
XD
wait why am i here
neat
I'll learn Lua to start modding
yoo
lets goooooooooo
#1209506514763522108 is here aswell!
eeeeeeeee
yoooooooo
I can imaging the UNPARALLELED heights this game could reach with community content. New decks, jokers, arcana, ANYTHING.
anything is possible. we are gonna have such a crazy community of mods
i really hope this gets to a level of rivals of aether type modding community
this is gonna be cooking ngl
Well then. Guess I can make the concepts a reality possibly
thank u so much thunk!
woooo
mornin' thunk 🫡
morning!
Please just chill here for like 30 more mins 🙂
ofc
thunk is there gonna be a downtime to download the full game or like just an update?
ofc cap !
ngl i thought it was more
how do u manage to fit all of that content into 80 mb 😭
idk i play on pc
Consoles have some extra dependencies
ye, that makes sense
mhm
OH
Which would you all like to see me attempt more?
Six-Set, Void, or something simpler?
I guess I should clarify
hm?
PC modding discussion only
i mean the images arent that big and the lua code isnt that big in itself i imagine
Fair
turns out pixel art is ʳᵉᵃˡˡʸ ᵗᶦⁿʸ
you can fit alot of jpg images into 80 mb
might wanna modding rules in a pinned or the channel description here
makes sense 😭 its pixels.
yeah
does the game store pngs thunk or not?
as theres probz gonna be a lot of early questions on whats allowed and not
stores png's in a sprite sheet
im afraid that making custom jokers gonna be hard. ie shortcut - you need to wire the entire game around it to make it possible
we'll figure it out
i mean, thats not really right, you can get really big images comparatively to what you think
for the first couple of days its def gonna be the hardest part
the fact that jokers like shortcut exist means the game has this in mind
rule 11 is kinda iffy
decks and challenges are gonna be decently easy to mod i think
yeah, but it WAS MADE with that in mind
well can't you like store it at its smallest size? and then just scale it up in actual game play or am i wrong on that
like does that mean people sharing screenshots of custom cards and stuff while they are playing normaly is not allowed?
thats why im not optimistic with timing of workshop, specifically for jokers
like if all the face cards are replaced by nortionlions face
i mean idek but like all im saying is that saying its just pixel kinda falls off when you realize how many pixels are stored in an image
we already have 1 card with his face
yeah but like someoen mods it to replace all the face cards with just his face. and someone takes a screenshot and shares it in game discussion to be like "my hand was crazy"
i read it as modded content being fine, just stuff that relates to source code can only go here
with his faceS, so every joker is different grimace
Rules for Modding channels:
- No discussion of porting to other platforms
- Keep all source code discussion in the modding channels
- No debugging source code
- PC modding discussion only
- All server rules still apply #📜・rules
I'll pin that, anything else?
seems fine
ima actulty have to say this.. you might wanna make a uh 18+ channel just incase
so talking about ce is like rule 3 right?
xd
thats what im not sure about
uh why
wait, so we will be able to mod it right away? "main" game included?
maybe add a all server wide rules still apply?
no reason to lmao
besides 11
Rule 7
mod that replaces the card art with something else
no
i suppose a "server rules still apply" wouldn't hurt
i mean the game itself isnt 18+ so i imagine that wont be allowed
ima just say that it would still probs be better than having people go to a third party website to uh deal with it
rule 3 doesn't make any sense
can we just keep stuff out of this game
"no sharing the source code"
imma delte it just in case
this is the internet my man
it's literally cards
This is a private moderated corner - please follow the rules
having been in other game communities, it is likely inevitable. but we don't have to give it attention
does Gore count as nswf?
yes
Of course it does
what else would it count as
just in case 🙂
you guys clearly have never had to moderate anything
some people prefer the tag "NSFL" (Life)
i feel like that would be a contextal one of like. mod that makes cards get cut in half with chainsaw with doom sound effects probs would be fine
fr LMAO
this is def not the right chat, but when is the game officially releasing?
works too, but anything that's NSFL is also NSFW
in 16 minutes
15 minutes
aaaaaaaaaaaaaaaaaaaaaaaaaaaa
every time someone asks the game is delayed by half a second
Modding people - can we please try and keep the peace in here? I don't want this chat to turn into an issue when there are so many fun possibilities for the modding community. Please just follow the rules and make sure others do the same!
100%
balatro release 2034
also that uh porting to other consoles thing. so no mod to make it work on snes?
xd
lmao
snes solitare has ruind me
run doom on calculator? no, run balatro
how did you get the jokers role?
nice lmfao
they are the invisable joker all of them are
you dont know which joker is which
dundundun
oooOOOoooOo
i hope texture packs get released relatively soon, i feel like people would have a blast customizing sprites
anyway when game comes out i might explain how to use reshade
im going to duplicate your shortcut ooOOOOOoOOOoooooOO
thoose will be EXTREMELY easy
its litteraly just replacing the png
since it is usefull for dealing with visual effects and such
there needs to be an offical "resource pack" thing
so it doesnt disable achivements
since having the card text become awefull to read wouldnt really be an advantage
yeah, the game handles all the effects, but what if you want to change THOSE effects?
changes sound effect of the joker talking into banjo kazooie
i would figure out how to edit the save system tbh since then you can make a mod loader that keeps saves from getting ruined by just loading a mod
like mod loads. profile your not on now breaks because if it
might be an issue, but doesn't have to be
also heres a question. would mods get added to the offical game. like QoL things that you might not think of
like having suits always shown above deck so you know how many of that suit is left instead of having to hover mouse over it kinda thing
I would assume if it's something a lot of people want, thunk would consider adding it
yeah. and if it ends up being more than qol could just do the workshop thing that binding of issac does
and like let people know that theese mods are in the game now and then the comments get filled with "congrats on your mod getting added"
all up to thunk, in the end
yeah
anyway
games out. time to set up my vr stuff
ok so.
-
download reshade.
-
go to your baltro folder and set it as the target. the exe will be LOVE since thats the engine
3.select openGL
- pick whatever packs/bundles you want.
5.expierment
"modding" just adding a shader to the games rendering api
hooks into the rendering api and not the exe
so this would work with any future thing or update
i will say if you break your game you can use the reshade download exe to uninstall the thing. anything you do is your risk. if game crashes then dont report it
So, extracting assets: Easy.
Reimporting them, not so easy
holy shit
On whether or not one can make the game moddable, the answer's yes
I'm just trying to figure out how to texture pack for now. only thing i can think of is that old "texmod"
but it's super old that I honestly don't trust it anymore
The game uses spritesheets for textures
I helped make a custom texture interface for the old demos and that pretty much involved making new spritesheets and adding something to the texture loading for cards that makes the game recognize them
There’s someone working on a modloader, when it gets released that’ll be part of the API
If you are just EDITING the textures then you can directly modify the spritesheets
So you would have to unzip the game to get the game files, edit those spritesheets, and then re-zip it
Wait, Zip?
You can use something like 7zip to extract the game files
7zip works best
Yeah unzipped and got to editing, but When I zip, it tells me "Nuh uh"
I can try with 7zip
Repacking doesn't work great with winrar in my experience
And then I think this lets you repackage it https://love2d.org/wiki/Game_Distribution
oh
copy /b love.exe+SuperGame.love SuperGame.exe
SuperGame.love is a renamed zip file
Except with Balatro obviously
yeah
If you're stubborn you can edit files in 7zip without unpacking, but it's not very user friendly
ooo, is workshop support being planned or smth? i just found out this chat existed
@thorn garnet sorry, rule #7
as a reminder for the modding channel, please don't mention/post about/suggest anything illegal or NSFW in this server
Fair
Omg balatro on vr
Is there an easy way to enable HDR? I can't find any .ini files that might have this option. Newb obviously so please be kind.
I ain't seeing no .love file anwhere, where's that supposed to be at? 🤔
The .exe itself works as a .love if you rename it, atleast with the demos
You have to rename a .zip to a .love
oh the executable is the zip? alright I shall explore that then
can we just redefine a lua function with some other lua script?
Yes
figured out how to patch
very easy thanks to lua
i am gonna make tiny mod loader that just loads lua from a file and then executes it to patch it
dont rebuild through xcode just have the directory with the lua in it and then run it with love
the game engine
download it then run it via terminal with the directory as an argument and it will run the game
https://cdn.discordapp.com/attachments/1180709143233962085/1183971195301920858/image.png?ex=65e68f1a&is=65d41a1a&hm=148bcd4487311128418dc468ec1cbd6a97c41ff576fa642671e90f6f4674d897&
This was a mod I made in the 0.9.0/September demo (before Flush Five was added)
what do you mean?
what os are you on? mac?
download the correct version (no installer) then run it from the terminal with the decompiled directory as the argument
oh
Please read the pinned rules
^^^^^
oh i’m sorry i didn’t realize
made a tiny (5 line) mod loader
I will make post about it in a bit
nice
I know @tacit mountain has been working on a more complex modloader but that project isn’t quite ready for release yet
Fuck yeah
Yep there is a modloader that I created for the demo, it's not ready for the full realease but it does contain an injector and is not packaging any source code
I will need a little bit of time to make it fully compatible to the 1.0
Oh yeah let me send a pic of what happens when you go infinite
This was from the demo but the scientific notation code just breaks
Hello guys, is there a place where we could see already all the mods that are able to be applied on the game ?
The future
That's the link to the modloader: https://github.com/Steamopollys/Steamodded
I am looking for a mod that displays PS4 buttons instead of XBOX controller
Make a post in that channel too
What do you mean ?
Oh yeah indeed !
Let me a moment I will write the message
And that's the post for Steamodded !
https://canary.discord.com/channels/1116389027176787968/1209564621644505158
do you guys think the purple spades look decent enough to match the colours for other suits?
Wonderful job, excited to see it updated ! Do you guys plan on making like, an example mod as a starting point, later down the line ?
They're nice
I'd play with these
Here's the modified file if anyone wants to mod them in
There is already some in example mods
Oh hell yeah . Forgive my blind ass
But the most basic mod can be:
--- STEAMODDED HEADER
--- MOD_NAME: The Nothing Mod
--- MOD_ID: NothingMod
--- MOD_AUTHOR: [Steamo, TheVoid]
--- MOD_DESCRIPTION: This Mod don't do anything !
----------------------------------------------
------------MOD CODE -------------------------
----------------------------------------------
------------MOD CODE END----------------------
Or even this mod, that simply add an exit button to the "Escape" menu:
--- STEAMODDED HEADER
--- MOD_NAME: Escape Exit Button
--- MOD_ID: EscapeExitButton
--- MOD_AUTHOR: [Steamo]
--- MOD_DESCRIPTION: Add an "Exit" button into the "Escape" menu
----------------------------------------------
------------MOD CODE -------------------------
function G.FUNCS.exit_button(arg_736_0)
G.SETTINGS.paused = true
love.event.quit()
end
local createOptionsRef = create_UIBox_options
function create_UIBox_options()
contents = createOptionsRef()
local exit_button = UIBox_button({
minw = 5,
button = "exit_button",
label = {
"Exit Game"
}
})
table.insert(contents.nodes[1].nodes[1].nodes[1].nodes, #contents.nodes[1].nodes[1].nodes[1].nodes + 1, exit_button)
return contents
end
----------------------------------------------
------------MOD CODE END----------------------
And I do provide some documentation for some part of the Modloader, like adding a deck for example: https://github.com/Steamopollys/Steamodded/wiki/Create-a-Deck
gotta make some fancy decks right
oh yeah that was the 2x one, I did a quick resize for the 1x one, hopefully no quality issues with having done so
Purple spades look absolutely beautiful just saying
ahh, and texture replacements are very simple to do, 7-zip will let you drag and drop the new files in over the old ones
I wonder how difficult it would be to replace the High Contrast Cards checkbox with UI similar to the Game Speed selector, and parse a folder full of card textures to populate the selector with options, so players can easily swap between several modded card appearances
I made a compatibility patch for the ModLoader, it's now usable with the 1.0 but EXTREMLY UNSTABLE (IT WILL ABSOLUTLY CRASH VERY OFTEN). It's just so you can test it, I will debug it over the next few hours and day: https://github.com/Steamopollys/Steamodded/releases/tag/0.5.0
the pixel art smoothing setting in graphics already switches textures between 2 folders of textures, so implementing extra sets should not be hard (?)
Oh wait, is that by any chance what determines if the 1x or 2x folder is used?
it is
anyone figured out how to recompile? this whole time ive just been taking the decompiled code and running it directly with the love engine
it is a normal directory with an exe appended on it i think
its a runnable excutable but you can extract it into the source code
this is what i mean when i say decompiling
the lua isnt actually compiled to machine code so it technically isnt compiled
did you try to update files in the archive?
I'm starting development on Balatro 2
balatro 1 isnt out for a day people already making balatro 2
If anyone's using the purple spades I posted above, there's another file ui_assets_opt2.png that uses the red/yellow/blue/black colours, which I've updated here (2x)
and here (1x)
are there any math calculation mods out yet?
Can't wait to start modding, are we primarily using Lua to mod or is that just for the mod loader?
The game uses Lua so Lua it shall be
My searcher is written in OpenCL, but I had to port the RNG algorithm to get it to work like that
so how i can use that texture? with balatromodloader?
Open Balatro.exe with a suitable archive extractor (The one I used is 7zip). Replace the files in the archive with the textures (Balatro.exe\resources\textures\2x\8BitDeck_opt2.png for example).
When Steamo’s modloader gets released there should be texture pack support, and it will be a lot easier to use custom textures
I'm currently exploring a mod for just being a "Balatro Helper" with no content additions
thank you\
I'm working on it ! There was some change on the texture management
Note that you do not want to extract the archive, but rather browse/interact with it through 7zip
Also check DMs when you get a chance, I responded to your request :)
This probably makes it easier, since you have to repackage it with the game engine if you unzip it
Yeah, it seems it's based on a self-extracting archive kind of thing, so anything that lets you modify the archive without disrupting the executable part should be quite convenient
7zip and WinRar on windows
My injector use 7zip indeed and I'm not planning to replace it
I'm just having fun messing around with the card textures 😆
Is there a way to make jokers?
what was changed? and since when? all i saw was less resolution folders
I have some issues with it
The change was made between the 2 last demos, I did not had the time to change it.
it is 2x textures
@upper nebula turn on high contrast
high contrast gives you the red/blue/yellow
hence that's what I modified
working?
ye
I've put the four .png files in a .zip file maintaining their directory structure if anyone wants the purple spades without having to individually download the files from above
If someone figures out how to add suits, please let me know
You would probably have to do a lot for that
omg so pretty
The ModLoader is once again capable to load custom Decks: https://i.imgur.com/6iQrMo3.jpeg
lmao
It's still buggy and I will need to add some tweaks to match the new version, but I expect to be able to post a release in the next hours.
@white scarab I changed the code structure a little bit to load the deck and other stuff at an other moment, I will also need to modify the injector before releasing
nice
I gotta
although I can't test atm since I don't have the game yet
work out how to add jokers in
one of the sample mods was adding flush five so some of that logic could be used to add a joker
although that was also from demo
This is making me want to make my own custom card textures based on the ones I’m currently making for a game.
What’s the dimension of a card in Balatro?
Should be solved lol
I have like a collection page worth of jokers to add
The ModLoader was covering texture loading before, but I had to drop it for now (Many change on this part happened in the source code, I need to rewrite it)
That's for the Seed Searcher 🔥
Like Math was saying, you can take a look at one of the example mod he made for the Demo
I can't hunt down the file with the value texture though, I don't have the game (I'm broke and my dad isn't home).
The code is from a time when the source code was obfuscated, but the global Idea is still working as far as I know
Has the non high contrast one posted?
I saw the one for high contrast (purple spades is cool)
@novel shell
idk if possible but someone needs to mod in a versus mode or somethin
nobody's done this yet right?
sick
been wanting to do this since the demo XD
the cards are almost exactly the same dimensions
the windows cards are a pixel taller
it was meant to be
Def happening in the future
Probably will be somthing similar to the invintational
I would love to have the invitational as a mode
Oh, something else that also popped into my mind is a way to see what jokers you've won with what deck for 1500% completion challenges.
lmao
i swiped these sprites from a dos fortune telling program
binding of isaac tarots
Ah true they're tiny sprites arent tehy
What about the D&DG cards?
Those should be more doable but I can't remember their dimensions.
I think they're close but D&DG are taller and thinner I think.
Cards in D&DG seem to be 88 px height and 54 px width
Note that I'm counting pixels and might be slightly off.
Smaller than I thought
But you can definitely work with it.
With some tinkering you can make them match the size of tarots in Balatro.
What other game has cards in it...
how to make custom deck?
they wouldn't look great, but they do somewhat work.
I think I prefer the "slapped onto the balatro card" look compared to the "the actual card, but it has no info on it"
is that issac
?
i like that
Yeah
@white scarab I wonder if "cheated" save file runs would be a thing. Where the "impossible" combinations of jokers/tier 2 vouchers are unlocked per save file (moving this into modding just in case)
at that point the runs might just be split into "fresh file" and "all unlocks", to set all the possible manipulation to the minimum
at that point just make a savefile with 1,000 copies of dusk
😹 that would be a bit different but I guess
If there isn't an exact route with seeds that would allow you to unlock a specific set of jokers then imo it isn't legitimate
and a few jokers unlocked or not won't help that much, I think only 40 (technically 45) joker unlocks will mitigate the effects
hmm fair enough I guess
I'm confused on how to install that modloader
You have to go to your Steam files and drag and drop Balatro.exe onto the installer
oh i had it the wrong way around lmoa
lol
Honestly the voice clip when you use a tarot would be awesome
Though it loves getting pinged by windows threat protection zz
i'm so dumb when it comes to this stuff honestly
idk i guess i leave it for now
Yeah, Windows loves flagging the Steamodded installer as malware for some reason
God I have so many ideas for what to do in this game modding wise...
Like what having multiple card shaders looks like (stuff like negative + poly)
I just wanna put my cards in
It's because it's packaged with Nuitka as a single file .exe, windows does not like that
So, how should I load an external assets to replace the files inside of the executable file?
I didn't get any useful results on google, not sure if I used wrong keywords, and I'm not really familiar with Love2D
score at least nan
game crashes when you do that
(because it checks with boss reqs, not because of your score)
@haughty hinge you wanted this exact screenshot btw
wat
lmao
i wanna save file manip so bad
but i need to grind
I'm not even using a save editor lol
I only manually edited the save to set the cash, everything else is from Debug Mode
there are so many things wrong with this
debug mode?
do you remember the nextfest stream
when at the end Naman was able to just spawn cards and change joker editions?
that's debug mode
and how do you turn that on
mods
@white scarab The Deck interface is once again working and more powerfull than before, I just need to edit some stuff on the injector side and it will be ready for a release
nice
I just used ACE, but that's not what anyone else should do
it's literally just a variable in the code, should be a quick mod to make when the modloader relases
What the hell am I looking at
polychrome hanged man crazy
This might help - this is the xlsx I use to generate the 'deck' lua table you pass when you start a new run
i had the best mod idea
the tutorial, but jimbo talks like flowey
'hi im jimbo! jimbo the joker!'
“Wat” was so funny
WHAT DA HELLLL
I thought I understood how using excel in gave development wtf is CONCAT function
I guess it's to generate a dictionary based on the table?
i assume concatenation
I think so yea
The first "Working" release of the ModLoader is there: https://github.com/Steamopollys/Steamodded/releases/tag/0.5.1
It's once again capable of loading decks and happen them to the list of loaded ones.
You can download the ModLoader on the Github page and find some documentation about Deck creation there: https://github.com/Steamopollys/Steamodded/wiki/Create-a-Deck
If you want to test some example Mods with it, there is some examples (that are quite fun to play with).
You can find more explanation on how to install the ModLoader on the main Github page: https://github.com/Steamopollys/Steamodded/
NEW FEATURES AND UPDATES FROM 0.5.1
Bumping version to 0.5.1
Made Deck interface compatible for Balatro 1.0
The Deck interface now cover the UI creation part
Absolute Deck Mod updated to match the...
A Balatro ModLoader. Contribute to Steamopollys/Steamodded development by creating an account on GitHub.
that's a lot of vouchers
nah
average anaglyph deck user
Oh really? I was messing with WinRAR and love packing, I'll check that
WOW it actually works!
Missile best gaming doggo confirmed
how do you turn on debug mode
Mods
I might make a quick mod with the new modloader to enable debug mode if ppl are interested
im extremely interested lol
so is this guy i assume
uh I accidentally turned on show hitboxes by accident
make a bug report
balatro hacked client when
this is a mod
holy hell
anyway I have the debug menu now
and I'll keep show hitboxes because it's funny
Mod for Steamodded Modloader
I'll make a proper post
"jimbo talk"
Remove the G.DEBUG = true line in the mod
thanks
releasing it with the hitbox outline is funny af
The Hitbox will be useful when adding UI elements
👍
I separated it in that thread so people can use it
Also will be helpful for speedrunners who want to make overlays, since they have the exact hitboxes now
i swear i need a tutorial on this shit i phyisically can't understand without visuals
and i've tried and failed miserably before
Since there's no patchnotes I may as well look at what changed in the code
Apparently there's some jokers that can't be Eternal, and Erosion was accidentally set to be one of them
besides that all the other changes look really small
mostly bugfixes
i'd say this in #1207803392978853898 except modding is limited to this channel only. I think it would be easiest and fastest to fix localisation by making a private GitHub project with the language's loc files, and make fixes through git commits
so "modding" the loc files
Erosion is busted lmao
i know thunk said he didn't want to crowdsource the localisation, but the google form is doing that in a roundabout way anyway
I would love to screw around with mods if i could understand how to implement them
Anyone able to test if stencil at 6/5 jokers gives you X0 mult?
situation could be: you already have stencil and sell negative invisible joker, which does NOT drop on stencil
I asked thunk during invitational and he wasn't sure #1204200450879004682 message, I think it would make the most sense if Xmult was capped at 1X at any point so I'll probably make a bug report
I just want to make sure if it's only visual, though
using google sheet to make i18n is terrible
we should dump language.lua and check it directly
and give it back by a mod
is it possible to build a translation mod example?
this would be great yes
If you have the debug flag on and press and hold the 'g' key, then tap the 'a' key, it should toggle the wireframes
Hi, where can i get started with modding for balatro, i noticed this chat is really long. If we could get a pin here would be great.
#1209506514763522108 might have some basics
why is he not debuffed?
is htis a bug or just because the game doesn't like what I'm doing?
also this
You probably added a card in a buggy way
I’ve had weird issues with bugs that create cards even without any modding
oh the seal making one
Yeah
Were those cards you save-edited in?
That might be why weird things are happening
oh, then you might have uncovered a bug 
but
I think he made them
so this might be a bug
I'll replicate on a slighly less modded save
Ok, how the hell can I actually gamble on this thing. I will gladly toss money down the drain for the added thrill.....
I think that just means that you have a problem
Imagine wheel of fortune costs $1 IRL to reroll or something dumb
i have an idea for a new game plus mod
every ante in endless mode you can start a new game with a fresh deck and no jokers, but with 1 more joker capacity
and the blinds scale more aggressively
but the scaling is weighted to happen later on so you dont have a trillion point first blind
i will try to make this with the new mod loader (Steamo's one) when I have time
maybe you get super vouchers which are like inscryption's boons
Feel free to ask for help if necessary 🙌
Decided to try and make some black gold cards
is it laggy?
game starts lagging at only 200 jokers smh
its tooks 2minutes to done with boss blind
Hello, is there a place where we can find ingame assets ? I want to takes notes in my system and it would be nice to have thoses to illustrate
Oh okay thanks you
you can find Balatro.exe by going to steam then properties then local files then browse local files
You should try loading your settings file and pumping the game speed to something insane
i have on 4 and its laggy
and the fire on the end its goes crazy
crazy and its just 1card and like 15level high card
the big numbers
I’m wondering if anyone can test this… if you have 0 max hands and use Burglar, do you get 3 hands or do you instantly lose?
I can test
go past the integer that the game uses and see what happens
It took this many rerolls to find one
It gives 4 for some reason
wait let me sell burgalar and see if I get one
oh wait my hands is 1 for some reason
yeah there seems to be some game logic preventing you from having 0 hands
hmm
lmao
ok thats really funny LOL
yeah i had this idea at work and had to realise it XD
super jank
that 0 is the 10
i like this U N O
Exelcsior
absolutely wouldn't use this for an actual run
epic
Make wild cards actual wild cards
UNO balatro is everything i was hoping for in modding
doable actually
wild cards are worth 25 chips cause thats how much they're worth in uno
i thought wilds were 50
Make Cryptid +2 and Incantation +4
im not gonna continue i need to wait 3minutes to complete one blind
epic
jimbo parking
ah heck naw. Balatruno
What the heck happened? Is that a NEGATIVE PLAYING CARD!?
Lemme try
The heck, I turned off @. smh. Sorry for the pings
Yes.
I think it does nothing
Or maybe adds +1 joker slot
But I think it doesn’t do that
With debug mode you can set playing cards negative
Still don’t understand why that’s a straight flush, I just played 5 random cards…
I just grabbed the textures and put them centered from DNDG into the Balatro card shape
I had to edit the D&DG back to fit Balatro
I really want to add the cards like 1 of suit, Jack of all trades, etc
but unfortunately I can't really
At least not at the moment
Current progress
DnDG texture pack?
Yup
Fastfur mentioned D&DG cards so I thought I'd do a texture pack
At least for the face cards and the card backs
Not gonna do every joker
dont forget about the locked deck texture 🙂
epic
just having fun
but every time when i deafeted blind boss
the normal jokers appears but when rerolls cost like 30 or 50$ the shop is normal
Good grief
Jimbuplication
But yeah, most of the jokers I may do if I resize + index the colors
the texture pack you doing looks awesome
i like it so far
the magic deck looks awesome
Thanks. If we ever figure out how to do stuff like card additions, I may be able to do some/most of the cards including the nothings suit
Both as a mod and as a texture pack (so both could be compatible)
so far uno balatro and your texture pack are 2 amazing good texture packs for me
Uno balatro needs to make the jokers different wild cards
ok looking at the index stuff, I think I'll just use my own colors for some
When you have too many jokers things get jimbofied
Did you buy every common joker?
Huh, I wonder what this is doing here?
Uploaded it if anyone wants it https://discord.com/channels/1116389027176787968/1210067461404237844
Cursed win screen
wdym? That's a normal screen
the stats...
winning in round 0
with 0 everything...
on a blank seed...
with a new column that I modded in...
ok
||I'm being funny joke Crim, idk||

If anything it's normal in modding chat
We had someone with 400 jokers or something
I wanna ping murph about the mod, but at the same time I wanna wait for 'em to realize that Murphy's Law is in the game as a skin
this's gotta be one of the stupidest things ive ever done
yes this is actual balatro actually running on my actual phone
Mobilatro
Anyways, the secret edit in the mod is kinda obvious on where it'd be
and what it'd contain
somehow I implemented saving/loading the timer value first try
that's probably enough for today lol
I can add splits and PB tracking and stuff after anticheat features are incorporated
Why does the background look like that?
i have done immeasurable damage to the game's source code to get the game to run on my phone without doing weird crap and that has involved hacking out shaders
also, some of the shaders just dont work properly (like that one)
where do i find that?
it should be in the zip file already if you dragged and dropped it in
show what is inside DebugMenu
yeah you should have the right files
when you open the game what does it say on top right?
You might not have Steamodded installed
can you show the list of mods?
this could be the problem?
that's odd
wait I think I know why
what is it?
you have DebugMenu folder inside another DebugMenu folder
the Lua file should be inside just one folder
ill se if that works
yeah, that would cause the Lua file not to be detected I think
it's because Steamodded expects a Lua file to be in the main folder of the mod
but because you placed another folder inside of the mod folder, it couldn't find the Lua file
hey im confused as to how to install the mod loader
Half the base cards done
is it possible to make the 10 look less wonky?
anything im doing wrong ??
oh wait, the rest were wonky
you'll have to drag and drop all of the other files in the Balatro game directory into the folder you are installing the modloader, it needs those dlls
and then to inject the modloader, you have to drag and drop the Balatro executable on top of the steamodded_injector one
Also the numbers are directly from DNDG
looks very faithful to what I've seen from watching Aliensrock play the DNDG demos lol
Will definitely have to give this texture pack a try when it releases
I'll zip it in the same fashion as #1210067461404237844 for easy install
in the copy inside of steam or the zip folder
wherever you want to install it
wait so i could just copy everything in the zip into the steam folder?
I have it installed in a separate directory so I can play the modded and vanilla version, but other people have installed it in the steam folder and it works fine
mathisfun dont know if you know this but if you make a negitive joker non negative and then nagitive again it will keep geting you more slots. selling only removes 1 slot.
Yeah it’s a funny gimmick with debug mode
Did you know that you can use it to make playing cards negative? Including the one in the main menu
Main menu negative ace looks sick as hell
3/4 Suits done
This will be Normal mode
So it's a bit harder to see difference if you're on this mode
but I'll definitely have a constrast version
Here's my question for you all though:
What color Clubs and what color Diamonds
Blue and Orange would be default Balatro.
Green and Yellow is more in-line with traditional Bicycle (But Spades are also blue in that but i'm not doing that)
Most other decks do Green Clubs and Blue Diamonds
last question, how do i get the mods to show up, sorry
god im so slow i can't understand how to install it
So which option you all want more for contrast:
- Balatro (Blue C / Orange D)
- Bicycle (Green C / Yellow D)
- Majority of Decks (Green C / Blue D)
@white scarab i might need a tutorial vid im sorry
Move them to the folder %AppData%/Balatro/Mods
As of current I'll do something random because I can
I hate that i can't understand written directions
screw ADHD or whatever other issue i have
Nah it’s okay
The install is pretty complex
I’ll actually put some suggestions in the Steamodded thread so it can be easier in the future
thank
I initially tried that, however the game kept crashing so I assumed I fucked up lmfao
Some of the mods are broken atm
do we know which of the example mods are?
Let me look, I might remember
tysm
yea i assumed 5oaf would be broken due to it being in the base game now, i can check if deleting labyrinth fixes it
I think that’s it
Welp, time to wait for responses IG
They’re both broken because the custom texture interface hasn’t been updated to work with 1.0 yet
And Labyrinth is also outdated lol, that deck effect got incorporated into one of the challenges
I would probably go with Balatro’s colors
aight. I could probably do some other ones down the line
it gave me a broken table for another mod, i can report back and say which one fixes it, will just delete mods until it can launch
it was the ultimate random mod
Does this version of ultimate random work?
#1210000960248746075 message
yes
Now all we need is the font to change (and the rest of the textures)
I had a font changing mod from the demo so I’ll see if that still works in 1.0
Is the font a texture in Balatro or an actual font
Actual font
should be actural
Then we need to turn D&DG's into an actual font
You can replace it in the files too
Because it's a png
in chinese some word are not pixel
There's no way for me to create a font locally?
You can
I just already had a mod for that
So I’ll try and make it compatible with 1.0 now
Dungeons and Balatro Gamblers
got custom font mod to work
these are all same font in code or i can change font separately
All the same
But yeah. I’d change the Poly/foil/etc but i can’t find textures for it so they’ll stay the same
Those are shaders
Then i’m definitely not touching them lol
made a super quick change to allow for straights to wrap around aces, now I just need to figure out how to make that logic rely on a joker (and how to make a fresh and new joker)
I wonder how the effects for green deck work (i.e. making specific setting for a deck).
Along with how the editions on jokers and cards work, wonder how weird and insane they would look if we could stack them
can someone mod in a golden flame if you score the blind perfectly
There is 2 stuff that will probably get out before the Texture managements:
- Rewrite of a part of the injector, making it cross platform and adding some automation to the Process of installation
- Mod activation in the UI + a Button to open the folder when no mods are disponible
Has anyone managed to add jokers yet?
I need to work over the Joker addition when previous tasks are done. I do have some work about it, but it was from one of the Beta
also im, embarrassingly still confused about how to install this
so confused lmao
bruh
i did that already and it didn't work last time
but it worked that time

Download the injector.exe, click and drag balatro.exe over the injector.exe, it patches/injects it in the game file, modloader installed
Do it but better? Idk
Yeah i have so many arts i want to add
i just.. have never coded uhhh
what do yall use to code..
i have new respect for coders
visual studio code
Thanks
Yeah I saw, I will review the MR when I can
epic
i can sort of wrap my head around about a 16th of this
epic game
have custom jokers / other cards been made?
Yes and no. The ModLoader does not offer any interface for it BUT, during the demo @white scarab managed to create a new Planet card for another hand type. It was working with some stuff in the Modloader that are now broken, I will update it asap.
alright
I would love to say im working on custom jokers but
I don't know how to code so im starting from literally scraft
Scratch*
I just have my art and my ideas
Lua is not that difficult tbf, but you will need to work a lot with code references
wait, the modloader just jams everything into a lua file?
i can kinda see how you would make a custom joke
but i'd need to study the code more
I've been working on a six-suit proof of concept, I'll keep y'all updated when I get something to work
i might see if i can do a custom joker but i'm not good at pixel art lol
That's how we used to make planet cards (minus loc injection part)
-- Adding Vulcan as its planet
G.P_CENTERS.c_vulcan = {
cost = 4,
name = "Vulcan",
freq = 1,
effect = "Hand Upgrade",
cost_mult = 1,
discovered = true,
consumeable = true,
set = "Planet",
order = 12,
pos = {
x = 0,
y = 0,
atlas = "fish"
},
config = {
hand_type = "Five of a Flush",
softlock = true
}
}
--Atlas
add_sprite_atlas(71, 95, "fish", "vulcan.png")
-- Make Vulcan a "Planet?"
-- Modification from Steamo
-- Only Modify returned object
local GUIDEFcard_h_popupRef = G.UIDEF.card_h_popup
function G.UIDEF.card_h_popup(arg_414_0, arg_414_1)
local obj = GUIDEFcard_h_popupRef(arg_414_0, arg_414_1)
if arg_414_0.ability.name == "Vulcan" then
obj.nodes[1].nodes[1].nodes[1].nodes[3] = create_badge(localize("k_planet_q"), get_type_colour(arg_414_0.config.center, arg_414_0))
end
return obj
end
--Localization
G.localization.descriptions.Planet.c_vulcan = {
name = "Vulcan",
text = {
"{S:0.8}({S:0.8,V:1}lvl.#1#{S:0.8}){} Level up",
"{C:attention}#2#",
"{C:mult}+#3#{} Mult and",
"{C:chips}+#4#{} chips"
}
}
is there a way to view the extracted lua?
wdym
Open the Game as an archive with 7zip or Winrar
alr
The code is not compiled anymore so nothing more
It was compiled + obfuscated before
That's why you will see some VERY shady code in the Modloader, it's comming from this time
No, it's also a .jkr but it's different
What is baltaro written in?
OH wow cool
1000 jokers is crazy
i broke the run i need to wait 5 or 6minutes to beat 1 blind and every time i won i got naneinf chips
ooops i crashed the savefile
Is that a pair of portals?
I think 00001H ported a few jokers over that weren’t in the demo, but I don’t remember if he used the modloader for that
I think it was made before it existed so I don't think so
Little questions, should the ModLoader disable achievement completion on Steam side by default while it's installed ? An other submod could reverse it easly, but I think it would be a good idea.
Same for the Crash reports, so Localthunk is not flooded by CR comming from Mods
Yes for both imo
You could try undefining the part of the Steam library that handles achievements
There is a global variable that manage this part
I think this should be profile dependant
you should be unable to activate mods until you click "enable mods on this profile"
which, like "unlock all", would disable achievements
It can be a good idea in the future, but this is not a priority for now
can you port you mod on the WEMOD platform base please?
I don't know about WeMod, but this is not planned for now
I think that's a big yes, it will be implemented next patch 👍
epic
you need to touch the screen to know what the boss effect is
okay but why are the cards not also in braille
how am I meant to feel what's in my hand
tooltips
anyone given modding boosterpacks a shot?
have no idea if thats exposed in an easy way or not
That's not part of the Modloader API for now and it's not one of the first priority sadly
But it's already possible if you dig by yourself
yeah thats what I figured, thanks
Also, remember that the project is open to contribution, so feel free to commit to it: https://github.com/Steamopollys/Steamodded
Hey guys, I was looking though the pins to see if there is a quick FAQ about loading mods, are there resources I could look into? I have never loaded mods without a ingame manager on steam
just saw the above, is that how people are loading mods on this game?
Either this ore directly modifying the game files.
But most of the mods you will find there require this loader
morse code is crazy
Someone should do that lol
Ah, I just noticed the name, yeah so I am guessing a mod file that starts with
--- STEAMODDED HEADER
Is expected to be loaded with it
Let you all decide:
Do i upload V0.1 Beta of the DNDG Texture pack with the base cards and some of the jokers or should i upload it all at once as V1.0
wait is it not possible to change the card size with mod
Earlier I overlooked my files being created with CR/LF instead of just LF line breaks and the loader just ignored them lmao
something to be aware of to say the least
Basically yes, but mods will precise it in the Thread usually
I am on Linux but it seems someone else was able to get the executable working through wine, I will give that try later
idk if the size of the card is exposed but it looks like they just scale the wee joker by multiplying its width and height by 0.7
yeah I just wasn't aware of it
so it definitely seems like you can scale cards arbitrarily
So yeah. Either way you all would have to wait until after work for me to upload at the earliest just as a heads up
This MR will made it: https://github.com/Steamopollys/Steamodded/pull/1
Still waiting for some modification
Oh nice! Thanks
vouchers too
true balatro run
What mod
Also uhh
How people play with mods..
Do people make a new save or..
I have a profile for mods
if you wanna custom deck or debug mode you need to install #⚙・modding-general message but antivirus will go crazy but if you wanna save editor #1209675501585825822 message
epic
Can you do -1 ante?
with debug mode i think you can do
There’s only a +1 ante button
I looked at the code once and all the antes 0 or less have a base of 100
Ok
Okay. Still don’t know what to do for DNDG texture pack
Whether to upload a beta version and update it or upload it all once i do the UI and all the jokers
just upload it all once when you complete full pack
I wonder if some guy's gonna make some kinda "StS-style map" mod someday
(would probably be more like Inscryption's map)
StS?
is it possible to make an "oops all bananas" seed? 👀
I'm sure someone could save edit to have 5 bananas
doesn't seem like there's an easy way to give a seed a custom effect but i don't see why not if you were dedicated enough
if special seeds ever do get added it'll probably be much easier
soliciting ideas for the effect of a boss blind called "the anchor"
nothing too complicated, ideally
Got next texture pack plans, and I want to make it a community project
Balatro Reshuffled
It's a reference to Games Repainted
oh yes i definitely want to participate
I'll be making a thread for it
Would be keen to contribute
That had to be a thing in the game what the hell?
hm?
I'll try. Just know it'll take a lot more time
So, on the GitHub, it says to 'Drag and Drop your "Balatro.exe" to the executable' - what is the executable
The exe you downloaded
Drag the balatro.exe on top of the exe you downloaded
just wondering but how hard is it to mod the game
No, like skins for your cards or something it could be good