#⚙・modding-general
1 messages · Page 7 of 1
Really damn good art for the vouchers frfr esp with the shiny/glossy surface texture
Ah maybe I'm mistaken, I only unpacked the game and looked through the fikes after I added steamodded
Thought it might be native support in game.lua or main.lua, maybe global (forget which one it was)
But it must've been steamodded haha
That might be Steamodded code
Yeah that makes sense your prolly right. I'll double check later the original unpacked vs steamodded, but ur almost certainly right and it's steamodded code
Btw are achievements not enabled by default? Like steam achievements
I saw that there's a mod and code in steamodded to enable it
With steamodded it's disabled, but you have a mod to enable them back
It was decided by the community to disable them by default
Makes sense lmao. I had to reenabled that earlier to diagnose an issue with a keyboard shortcut mod
I was trying to modify milcks qol mod and add a run info button
Fo your "Alternate PC" version ?
Kept getting an error saying local run_info_button couldn't be found
Alternate PC?
Oh I think I knoe what ur referring to hshs
Nah just native pc
Yeah you know what I mean lol
Lemme show you what I was getting, maybe you'll have an idea from a glance
It's my messages in there
They should be the newest one and include screenshots
Of my code and the error I was getting
I just added that code to his qol mod
How do you extract card pngs from the game?
So if you look at the code for the stock mod from milck
Woops sorry here
I think everything else worked
It doesn't call init I don't think
But all milcks keybinds worked
Yo, you see my response to your deck thing?
Just mine wasn't for some reason bc of that one error, seemed to be missing a reference to run_info_button even though there's a reference for that in the code
In ui_definitions.lua I think
I haven't yet lemme see
Is their a guide for asset extracting already on the discord?
this is my modifed version @tacit mountain
Open exe in 7zip
You mean balatro.exe?
Yes
Ahhh
the main thing I added to the mod is just this:
elseif keys_to_ui[key] == "run_info" then local run_info_button = G.buttons:get_UIE_by_ID('run_info_button') if run_info_button.config.button == 'b_run_info_1' then G.FUNCS.run_info()
Fixed this, working on adding the rest of the buttons
YOOO MILK
MY BRUDDER
THANK YOU SO MUCH 
local run_info_button = G.HUD:get_UIE_by_ID('run_info_button') if run_info_button.config.button == 'run_info' then G.FUNCS.run_info() end
what was the issue?!
it's in the Hud not the buttons
so it was turning up nil when it searched for the run_info_button id
thats crazy 😭
haha appreciate it @trim finch
your mod is one of the main reasons I really wanted to mod balatro
I needed kb controls
didnt wanna mouse over everything so it makes it a lot easier to play now
now I just need the slutty joker pack
and joker/arsene from p5r joker
and IM SET BAYBEE
@trim finch can you share the updated file please? 🙏🏼 or I can just add that code to the lua under Hud right?
I also tried replacing run_info with b_run_info_1thinking that was the issue lmao. That makes sense, it was just the wrong class I was calling on line 1 G.HUD instead of G.BUTTON 🥲
You're very appreciated @trim finch !
Small mods like this make all the difference in gameplay and QOL!
We'll add the game into r2 at the same time as to Thunderstore (well actually r2 releases are not made by us, but ebkr usually makes the release within a week or two of us adding a game there (when lethal company was added I think ebkr was on some vacation or something, which then lead to r2 release getting delayed a bit)).
About the progress: In the past 5 hours we've gotten pretty far and will soon try starting the game with mods.
About the features: Yea, basically Balatro in r2/TS would have all the same mod management features as other games. Dependencies, enabling/disabling, profiles and profile sharing, modpacks and so on..
Someone mentioned that there were two mod loaders? Steammodded is one, but what was the other one?
Balamod is the other
It's not as widely used just yet as it just came out of the "GitHub Abyss" as @stable crag told me 🤣 but more mods are being made for it now with some really cool features
Currently it mainly has 2-3 test mods I believe, but mod makers will likely make mods for it very soon, so a profile to switch between the balamod version and steamodded versions would be huge in r2/thunderstore!
Currently they don't play together well at the same timd
But that might change in the future if both modloader devs work it out
Hmm, well I don't see any hard blockers on adding support for both mod loaders. It's kind of the same situation as with some people using melon loader and others using bepinex for certain games AFAIK.
The two authors are Steamo and uwudev who I @ in my last message
Oh yeah that was a thing for lethal kinda too huh?
I mainly used bepinex, but now that I think about it 1 or 2 mods i used needed lethal API and maybe melon too
We've now used Steamoddeds loader and core luas and we'll use that first, but what we do is just inject all of the custom lua (loaders, mods, etc) to the process between "Engine has loaded" <-> "Game initialization". Sooo yeah, no problem to add support for both. Basically each Steamodded and Balamod will need their own package in Thunderstore, which we'll help in adding if need be 
That would be so much easier for so many people
Yeah at least at the beginning. I think it was mostly because there were two "bigger party" mods, one with bepinex and one with melonloader. But then I think the other one also switched to bepinex 
I've seen a lot of people in here recently (just joined this server myself like yesterday haha), and on reddit, asking for help installing both modloaders 🥲
Yeah! Also the nice thing is that it should keep the game files itself the same, regardless if mods are installed.
Oh right, the lobby mods
One was considered more stable
yeah for whatever reason i cant get steamodded to work on my computer, thunderstore would help so much with that
At least at a certain point in time
Yeah bepinex became like the main loader from what I saw, with some more extensive mods like helmet cams sometimes using lethal API, but even that one went full bepinex at some point!
I've helped a lot of people with that, PM me and I'll help ya out. Usually it's AV blocking it or a lot of times people drag the desktop icon to the steamodded injector instead of the actual balatro.exe file
Are u on windows 10?
And at least 20h2 build?
no, i got my pc recently enough that i was forced into win 11 and it's too late to change
And you're not double clicking the steamodded loader to run it right?
no
Ahhh I see. Could be a win 11 issue but it should still work usually. PM me I'll get you sorted out fast, and then when r2/thunderstore support drops you can use that 🙂
Don't wanna clutter this place with all the support messages haha
tyty
Yes this is huge! Currently I have one folder for balamod and one for steamodded 😆
Most stuff is steamodded right now Anyways but I still wanted to have access to balamod for testing and when new mods drop very soon
hello, I personally dont plan on making mods because I'm too dumb for it, I was curious if there was anyone working on a mod to turn off jokers from the shop
the more I unlock it's like other roguelike/lite games where it just makes it more difficult the more I unlock while the shop itself doesnt get bigger or increase chances on its own lol
jokerless challenge exists
i would assume making that into a deck effect is literally setting a value to 0
I’m converting jokerless into a deck down the line
thats not quite what I mean I'm sorry
I mean like, turning off jokers from appearing
like the first 5 jokers, the +4 mult or the +4 mult per scored suited card
with like 130 or so jokers I have unlocked now
ah
it's honestly exhausting to see some of the older ones lol
still should be manageable to just remove them from the pool
it's a problem a lot of rogue lites/likes suffer from, the bigger you make the pool of unlocks the more random it gets
I assume you mean as a mod, that's not a built in feature is it?
because I also dont want to like, tailor craft a specific set of 10 jokers to show up every time either, I just want to turn off otherwise middling ones
but if it's a pool related thing, my husband knows a good bit about lua
maybe he can poke around at it, I didnt see anything like that in the mods yet
for what it's worth, I haven't looked all that deep into jokers yet, I've mostly been focusing on my playing card stuff
A small update; we've got the lua and mod injection working pretty okay. Next up we'll mangle it to work with Thunderstore filesystem stuff and then we should be golden 
What needs to happen from the existing mod loader repos devs is to; put the following(ish) files to a package and upload it to Thunderstore:
Balamod
https://github.com/UwUDev/balamod/tree/master/src/luas
Steamodded
https://github.com/Steamopollys/Steamodded/tree/main/loader
https://github.com/Steamopollys/Steamodded/tree/main/core
(https://github.com/Steamopollys/Steamodded/blob/main/debug/debug.lua)
I'm not sure what the package structure and format will exactly be yet (like if there are folders and what the file names should be), but I'll let the devs know/help when I know more 
Oh and the injection tool will be open source so that devs can see how and when it does stuff 
finally 0.1.9 https://github.com/UwUDev/balamod/releases/tag/v0.1.9
Here's my injector: https://github.com/ethangreen-dev/lovely-injector
Completely in memory, no executable patching required.
i think thats a false positive for the most part, i use it all the time for lethal company
besides, you can still use regular modloaders
yeah, that's fair, which is why we also maintain r2modman. the two managers are generally 1:1, but TMM has a nicer coat of paint.
and it has no ads 
why i am getting very "Sponsorship" vibes
I work there lol
tbh i don't really care about overwolf being spyware. if it works it works tbh
lol
but thats just me
i wanted to make something where you'd put a score in and see what round/ante you can go to with that as a final score
So this is the code for the ante base scores in endless
goddamit i can't decipher these ancient hieroglyphics
so this is what the formula turns into
is the output the score for the boss blind of said ante
or like this to be a little neater (A_E = number of endless antes)
small blind
and then it's rounded down to 3 decimal places I think
wait put ante 40 in the equation lmao
it predicts the last ante as 39, which is correct (Desmos and LOVE use the same limit)
gimme link
thank
what the heck is this? Pokemon stats?
I wonder if you can just use a different graphing calculator with maybe a higher number limit
base blind values for each ante in endless
oh
I'd love to see someone try to hit ante 8 with the extreme deck though
I can get to ante 2
hypothetically speaking
if i wanted to make a simple mod where i just start with a negative joker of my selection
would it be hard
can someone help me even find out how to mod in the first place
learn lua
?
the programming language
Is there any way to select a starting joker?
that unsuprisingly does not help
i just wanna play a mod i dont wanna make one yet :(
if u wanna play theres mods
see what u like
its not hard to install a modloader
not hard to swap assets and textures around
you are saying its not hard for thinks i dont know how to do
Is there a list of every joker for challenge mods?
it might be easy but i have no knowledge of how to do it in the first place
where do i install a mod loader? how do i use said mod loader? which modloader should i install if there is more than one (which it sounds like there is)
What do you mean
Modded jokers or just base jokers?
Try Steamodded
ok call me an idiot but whats that
base jokers
website?
Yeah, look up Jokers in Balatro Wiki
But a list that I can use for making a mod for Challenges
because i'm seeing like "j_burglar" for example
They should be in game.lua line 367
Search Steamodded in the search box of this discord server top right
Thank you
I'm working on recreating Jimboless and Jimbo only from MurphyObv's Wheelatro as a deck
Thinking of locking a deck to make it impossible to unlock and you can use it in my custom challenges (just like the actual challenge deck
ok so i may be an stupid but i found it on github now what do i do :>
im blind
thank you so much
just checking, it doesnt affect achievments right?
or collection?
This is my current screen, it's crazy
does anyone know how jokers work?
i'm staring at this piece of code but i have to reference frame
"ability": {
"t_mult": 0,
"extra_value": 0,
"bonus": 0,
"t_chips": 0,
"h_x_mult": 0,
"name": "Splash",
"mult": 0,
"order": 52,
"h_dollars": 0,
"p_dollars": 0,
"d_size": 0,
"h_mult": 0,
"x_mult": 1,
"hands_played_at_create": 3,
"h_size": 0,
"perma_bonus": 0,
"type": "",
"set": "Joker"
},```
im specifically interested in what 'type' can be and what ids the jokers have
as long as i have that information im good
I'm on two screens, I'd have a third one if i can connect it to my PC
i think im just gonna make the id something wonky and see how the game reacts
But yeah. I’m using the list i made MurphyOBV mixed with the wiki to make Jimbonly and Jimboless
floor monitor 
Stacking two ultrawides is the way
Then you'll more or less have a 4:3 
there we go
i've figured out how to edit my save file for this handsome boy
now i just need to figure out how to inject that save data into every run
Jimbo and Jimboless is added to my modpack
where in the game's code is the code for the checkered deck
back.lua line 239
just ctrl f
I'm not searching and opening several files
its on the same back.lua
I wanted to see how it removes the face card
and then use it's effect on a different way
I use ripgrep to search text in the current folder and subfolders
If you use any jetbrains IDE press CRTL + SHIFT + F
Gl now 
essentially what i want my deck to do is to outright remove all starting cards with ranks higher than (number)
do achievements get disabled when u play modded?
Try balamods devtools
I didnt know Balatro had a modding scene already, cool
if i move over to using balamod will i need to get rid of steamodded
just implemented a very unreliable config-file interface for lovely (https://github.com/ethangreen-dev/lovely-injector). basically means you can inject lua files into the game at runtime without needing to recompile anything.
I'm currently using this config to inject Steamodded: ```toml
[manifest]
version = "1.0.0"
dump_lua = true
priority = 0
[[patches]]
[patches.pattern]
target = "@game.lua"
pattern = "self.SPEEDFACTOR = 1"
position = "after"
payload = "initSteamodded()"
match_indent = true
overwrite = false
[[patches]]
[patches.copy]
target = "@main.lua"
position = "append"
sources = [
"core/core.lua",
"core/deck.lua",
"core/joker.lua",
"core/sprite.lua",
"debug/debug.lua",
"loader/loader.lua",
]
the format is still super jank but it's promising
ooh, it might be cool to implement git diff / patch support
can one of the effects be a hand size related effect, and if so, how
If you can give me a short explanation on how to use it, I will refer to it in Steamodded github. Even if I released a new Injector, I'm still open to better options.
how hard would it be to add a squared operator to a card?
Nope, at least I didn't disabled them on balamod
I don't think it's disabled on steamo too but check the source code
on steamodded, they're disabled by default but you can re-enable them
hiya, just found out about the modded scene today, is their documentation of the code yet, or has everything just been reverse engineering from example mods and what not?
you can get access to the game code by extracting the game executable with 7-zip or the like
it is
actually baffled you can do that, but then again ive never dabbled in modding with lua based stuff
cheefs
it's disabled on steamodded
better like that so people don't accidentally fuck something up and unlocks every achievement
no, that's aces
huh, what's id 1 then?
is it possible to mod in new legendary jokers, or is that not feasible rn
not any more or less than any other kind of jokers
gotcha! yeah i wasn't sure if they'd be like. Weird? since their whole unique way of getting them and all
figured it out
what the hell i didn't know [[x]] was valid TOML
is the the right section to change the card rates in the shop?
actually, a better question is what is the formatting for having chips be added to a card?
if self.ability.name == 'Expanded Art Joker' then
return {
chip_mod = self.ability.extra,
card = self,
message = localize { type = 'variable', key = 'a_chips', vars = { self.ability.extra } },
}
end```
am i missing something here?
joker in question has a config of config = { extra = 25, },
Imagine make custom mod that all jokers are negative
My guess is similarly to slay the spire and other games turning off cards will likely be added as a feature later down the line in a future update too. It would be nice to have a mod for it tho too in the meantime
LETS GOOOOO, THUNDERSTORE/R2MODMAN SUPPORT FOR BALATRO BAYBEEE

This is gonna be huge for so many users who have had issues installing the modloaders or aren't as tech savvy and don't want to learn how to install them manually
PLUS it'll be easily findable on Google/search engines, so more people will use the mods/modloaders and the modding scene will continue to grow even larger ⚙️
🙌🏼
WOOO!
🙌🏼
Ohhh whoa a new modloader that injects JIT? 👀 Wonder if that would help avoid some of the defender/AV false positives possibly. Then again cheat engine also flags as a false positive haha
Thunderstore has been known to be relatively safe overall, but yeah the issue is overwolf which does collect data. It's just a reskin of r2modman essentially. I personally prefer to use r2modman when I can, but if you post something to thunderstore it should post to r2modman I believe and vice versa
Yeah it's nice to have both options. I personally will probably use r2modman myself, but every option is good to have, esp if you all are adding support for Balatro to r2modman/thunderstore. It'll likely become the most used way to install mods until workshop support is added, and I like that balamod and steamodded are both supported
From what I understand, it supposedly collects anonymized data from users. It doesn't sell user data (at least that hasn't been shown as far as I know). It's more just unnecessary telemetry if anything which is why I and many others prefer r2modman, but overall it should be safe. It's really more bloatware not spyware lol
He he
Steamodded does be default. There's a mod to enable that on the awesome Balatro github
They don't play together nicely just yet. What I do is have two folders for Balatro, one with balamod and one with steamodded, then I just launch from the exe files. Make sure to use a clean (unmodified) balatro.exe file before installing either modloader. You can verify the files on steam to get it back to its unmodified state
Someone else answered this earlier today/yesterday I think. You can also check to see if it's in one of the guides or just look through the game files a bit more
I can't even install it cause Window defender
just make an exception for it
Blocked in the downloading part
Achievement works on balamod, I was able to claim achievements
depending on your browser you should be able to click to confirm you want to download it
I can help with that
use a different browser
chrome likes to block stuff very strictly
Tbh, I just wait until official mod support
so i think i'm like, not getting something. i'm working on a joker, and the intended effect is meant to be: When you play a Pair, retrigger each played card.
right now, what it does is that when i play a Pair, it retriggers every card in my hand. as in like, not the hand i played, but the hand i didn't play (so steel cards, raised fist, etc.)
this is really close to what i want, if i can only fix it so that it's retriggering the cards it's supposed to, instead of literally every other card
Yeah defender/firewall blocks it from running. PM me, I've helped a bunch of others with installing it at this point esp with defender blocking it
Yeah it's an unsigned exe, you can just ignore windows defender alert
Sure up to you!
or if you don't trust, you can always build it from source yourself
esp since the recent updates. Now it blocks almost everything unless you okay it lmao
Disable windows defender and re-enable it after patching the game, I'll try to sign the exe with GitHub actions for the next releases
You also need to turn off smartscreen temporarily and I think 1 more thing in defender
You can use defender control to temporarily disable defender too
More easily
Yes, you just need cargo and the command is cargo run -- -a
It will just make the injection and not an optimised exe, so you can just delete the git cloned after
After that, just need to allow the exe through the firewall so it can grab 7zip through the internet
You can renable defender after modifying the exe file
Exactly, all the code is openly available to be looked through and checked
If it did anything remotely malicious the community would be well aware haha. But I think the bigger thing is a lot of people just get lazy and don't want to take extra steps to install mods support sadly
Luckily r2modman/thunderstore support is here now pretty much
So people won't have to do that anymore in like a day or two, if that
Just click "install steamodded/balamod" in r2modman and bam, done
Defender is also kinda a PITA to disable so I personally use Kaspersky so I can pause protection more easily when doing stuff like this (it has a button to pause protection with one click). Defender gets disabled when another AV is installed since it would be redundant
Any other good AV that's low on resource usage and not full of ads could also be recommended. It's not as necessary these days bc defender and a good adblocker like ublock is all you need really with modern security features, but just being able to easily pause protection makes it worth it
managed to get this working nvm
@spare hemlock
YES, YES, YES!
Hi there, really loved the game, and I want to make/participate in development of overlay-app, that will read the data (current cards in deck/on hand, jokers, boss-blind modifier etc.) from running game and let player to see the probability of getting each combination after discard, seeing the amount of chips earned for hand (for jokers with non-100% chances display min-max situation) and so on.
But I don't really know a lot about lua and Love2D engine (have a 5+ years experience in other languages). Is it even possible to do it?
should be possible since it's easy to read everything
When I get home I am making (and DMing) you the joker ASAP
Which will be more or less 2 and a half hours until I get there, but I will
considering bumping it to -4 or -5 mm
Can you suggest any literature to search for that can help me? It would be great
Cause i search a bit about engine and asked gpt, but didn't find anything
there aren't many documentations yet considering modding is still relatively new mm
that joker already looks hardly worth it with -3
gambling addiction tho
what do consumeable_buffer and joker_buffer do in game.lua?
yus, I got this working yesterday hehe
Yea, but i see how people add some cards or change settings for decks. Didn't see anything that reads the data from game
modding is actually mostly pure lua so it should be relatively simple(?)
oh you can just straight up read the variable anywhere
actually no
mm
That's the one problem i see, yes
Me thinks 🤔
I think it I think it is stored in the save file, but I can’t find it in the game directory, only scripts and one file with the extension .jkr
I saw the cards={} and jokers={} properties in some scripts, but they are empty
you just straight up pull from the game variables
big brain plays
Ok thanks, I'll look for how to do this
like jokers you have are in the table (array) G.jokers.cards
Maybe even make a bot that will be playing on itself 
If you extract the game exe file, you'll see all the lua files which you can open in a notepad or text editor of choice
technically doable
then you can look through all the variables to find what you're trying to modify
I think theres also some light guides out
Nothing too extensive yet
but it has the basics
Yea i know, but i didn't see anything about my save. All decks and everything is closed
this is found in the lua files i believe in the game
your save file?
What are you trying to pull/read from there?
I might have missed that part
if you're doing it during play then i don't see why you'd want to pull from save
Sorry, maybe im thinking wrong, like i said, lua and love2d are new to me, i don't know exactly how it works there
most mods are based off of the lua files I believe
I havent seen one read from the save yet I dont think
except maybe a safe profile editor
but that doesnt really read them i believe
Ok my bad then
it more like makes different profiles so you can have more than 3 saves
nah this is why this discord is here for haha
what are you trying to find again?
the joker variables?
i looked through the posts made by itsmythie earlier today, while also cross checking things such as odd todd, but i'm still getting crashes unfortunately
most of the data for cards is in that one lua
let me see if I can find the name real quick
card.lua aye?
Everything that going on in the game, cards in decks, their mods, jokers, etc.
I think so yeah
all cards are in card.lua yep!
there we go
other variables are in other lua files
for example half joker
All the cards like in your current deck or what?
yeah, like i said, i've been trying to cross reference it with a joker that would be on played, like odd todd, but im getting errors thrown at me
ill try to snatch the error in a sec
the effects are in card.lua
if youre looking for like chip amount and multipliers/effects for the cards
oh it is?
maybe I missed it
the variables (chips amount, etc.) are in game.lua
As i said in my idea message, i need my overlay to parse the current deck im playing and everything too, so i can calculate probabilities etc.
you mean your current deck during a run yeah?
Yes
yea you can just straight up read your full deck lol
i'm just looking for a simple "gives +X chips when Y happens" and i already got Y, but trying to plug in odd todd's code like so
if self.ability.name == 'Expanded Art Joker' and context.other_card.ability.set == 'Enhanced' then
return {
chips = self.ability.extra,
card = self
}
end```
i keep getting an error about performing arithmetic on "chips", do i just have my formatting on my original joker wrong somehow?
if so, that's great
have you defined config = { extra = [some value] } while defining the joker?
as { chips = 25 } aye
then it would be self.ability.chips
not self.ability.extra
ah wait
if it's extra = { chips = 25 } then it's self.ability.extra.chips
mb
i was just reading the message to you saying that earlier today wew
i am tired
ill try that out and see if it works
well its not crashing but it didnt seem to add the chips
appreciate the hard work on your mod making brudder 
i am an absolute novice when it comes to lua and my coding is atrocious but i appreciate yall putting up with my questions
try context.other_card.config.center ~= G.P_CENTERS.c_base instead of context.other_card.ability.set == 'Enhanced'?
the community here is really nice and helpful
former taken from Vampire, which checks for Enhancements
got a lot of respect for all the mod makers/devs here
ill give it a try, but i did get it to work with a simple mult increaser before
i thought this one was going to be easy but apparently not lmao
i'm trying to make a Joker which gives 1.5x your mult when you score an ace or an eight. i thought i had everything set up here correctly--but when i score either of those, nothing happens.
i'm pretty sure i have the right card IDs here (8 is 8 and 14 is ace, right?), so i'm not really sure what the hell is going on
sorry if this is like interrupting helping Lyman here, not my intention, just really frustrated here
yeah, nah, still not showing points. i think the trigger here is fine

mood
Yep, r2 and TS mod managers both use the thunderstore.io/api and much of the mod management logic is the same. We usually have r2 at the top of the mod list in communities website, so that people know about r2 as an option.
itll be okay brudder, everything will work out in the end and all the code will run perfectly. It's all preordained 😆
give yourself up to the coding gods
for some reason it didnt want to show until i placed a Colour field in there???
wack
if you asked me for 100 answers on what would have fixed it
that would have been none of them
same
Yeah I've always seen r2modman at the top of any thunderstore list for like every game
return {
chips = self.ability.extra.chips,
colour = G.C.RED,
card = self
}
end``` it doesnt even change the color here
Super cool that you guys let people know like that
hell yeah, options make for a healthy community
the coding gods are fickle
you must give yourself fully to them
anyway i suppose ill show what i managed to accomplish today before i slumber
then they will show you the way, which is absolutely full of 0 logic LMAO
i like, stopped coding a couple of years ago, literally only picking it up again for Balatro (conveniently the language i used to code in was Lua)
🤠
wait hold on these are cool as hell
card games compel me to learn to code
especially devilish joker
i did a lot of art for the sts modding community
i can be ur angle, or ur devil...
it can be maddening from what I've seen 🤣 but also so satisfying in the end
i have just been grifting bits and pieces from the existing 5 github repos with joker code on them 
SHEEEEESHHHH
i am so sorry if you went through mine
the resources here have been really helpful, honestly!
i will say i looked at all the other ones first to grasp how a mod file works
the only reason i'm tearing my hair out is The Act Of Programming And It Not Working, but i would definitely be struggling a lot more if not for both the helpful people here + the useful github repos
like can you guess what this awful code does
i love right angles especially
that's right it allows me to checked for scored hand
because somehow the normal game doesn't do that
aaaa i was looking at literally this today
wait really
like what do you mean
there was nothing that lets you see the score of your hand
huh
Theres fr a solid community here
other peoples mods can be REALLY helpful in helping you figure out what to do
thats how its always been whenever i try to mod anything 
this was more like a bandaid fix lmao
ok but
if it works it works ! or something
good point
FAX
when i get home from errands today i have to figure out how to make pagliacci real

i gave up on programming years ago cause it makes no sense
most dubious mr bones sidegrade
im crying every time i get this off a spectral pack
whats pagliacci?
ohohoh
this is really silly and i like it
I'd take that anyday as a temp joker
better word would probably be round instead of combat
art is placeholder
a man goes to the doctor and he is sobbing, screaming, absolutely crying in pain
the man goes "doctor, my life is a wreck, everything around me is falling apart"
the doctor says "the great clown pagliacci is in town, you should go see him! it will cheer you right up"
the man wimpers, wiping tears away from his eyes and responds
"but doctor, i am the great clown pagliacci"
I HAD A FEELING IT WAS THE SAME ONE...
yeah i'm excited to see what you might do with that
art goes hard though please use this for an actual joker
You cannot grasp the true form of Jimbo's attack...
okay that seems pretty cool ahaha. Weeping joker eh?
idk if its just super twisted joker
btw what's that triangle joker
a box of hands art would be pretty cool haha, it reminds me of polymerization rn from yugioh 😆
if you need some art leave a dm and ill get to you in a couple of hours
square joker but 3 cards and scales off triangle numbers
which I think could be a sick card in and of itself in this game!
yeah im not sure of the effect in mind for pagliacci but i was thinking of something along the lines of removing the 4 lowest ranked cards in your deck and giving you $5 bucks after each boss blind? something like that
we need that art for a polymerization abilty card/joker
ah man i gotta cook up a bunch of reference arts
that sounds pretty cool. I think if you can make it follow the story kind of that would be sick. Like maybe after losing (or skipping a blind) he would be sad, cry, and something bad happens? But when hes performing (during a battle) you get a multiplier bonus or added ability? like he gets a buff bc he's a great clown
shouldn't you be checking with context.other_card.base.id == 8 or context.other_card.base.id == 14 here
ok wow that's odd
actually 10004 is an even number
just base.id ignores Stone Card iirc
:get_id() checks for Stone Card
i have so many half baked ideas that i cannot implement because i cant sprite sob
i am the opposite
i like to think of myself as a nice middle ground: can't sprite and can't code
that's low ground
i also can't sprite (very well)
anyways, tried it with this, still isn't doing anything
i'm assuming there's probably an issue with something that isn't the ID Getting Part™️
the awesome thing is with the help of others here and the game files, I bet you'll still be able to make it work, even if you never made a mod or coded before
maybe try iterating through the hand and getting the ids that way?
I like never coded before this pretty much (light modification of other mods if anything, thats it. I'm just tech savvy, (build pcs, setup media servers, light linux stuff/ game console modification, hardware mods, ios/android tweaking) and nearly got an added mod function to work yesterday. I just messed up one thing, which @trim finch helped me fix 
elseif context.individual then
if context.cardarea == G.play then
if self.ability.name == 'Read Em and Weep' and (
context.other_card.base.id == 8 or
context.other_card.base.id == 14) then
return {
x_mult = self.ability.extra,
colour = G.C.RED,
card = self
}
end
end
the spacing is kinda wacky for putting it on discord but this is what i have (i can also revert it back to :get_id() if that's actually better lol)
how do you check if you're in combat?
Balatro is like my second time ever touching lua
first is for RDCards which is a discord bot not a love2d game
thats crazy! even with that, you seem to know a good amount of stuff now 😄 and have published a lot of mods for this game already. I actually just helped someone setup your joker mods yesterday
the person didnt realize they needed the custom steamodded or wasnt able to use steamodded easily themselves due to win11/defender, so I helped them get that going
i'm gonna be honest: i do not know how to do that lol
POG. Does the new steamodded with joker support work with it natively now too?
or was there an update adding the atlas support thing?
nah i just hardcoded the atlas thing into the mod itself
maybe someone here knows how to check through the hand?

big brain plays
I'll let them know they can use the regular 0.7.0 pre version of steamodded then
was the modified version unstable at all tho? seemed to work pretty well from what I heard even tho it was a modified steamodded exe
If it was all fine, i'll just tell them to leave it on the old version of steamodded and mystjokers
i think it would've broken other mods using the api
anyways, is there a way to check if you're currently in a blind
try G.STATE
maybe this can help? #⚙・modding-general message
someone was mentioning how to read hands I think
also this #⚙・modding-general message
hold up, i think i might've figured it out
possibly this too #⚙・modding-general message
gonna do one more test to make sure
okay gotcha, I'll tell them to update later today
👍
yep! figured it out
this elseif? apparently it should've just been an if statement (with a corresponding end later down the line ofc)
ah of course of course, that was obviously what I thought it was cough... 😆
that was FORSURE what anyone guessed was the issue... 🤔 🤣
🤥
props on figuring that out tho fr ahaha 👍🏼
that'll likely help someone else out in the future too
hm
probably quite strong
might make hom common
and rose-tinted will apply the same conditions as sixth sense except for requiring 2
I don't know lua but I looked at Steamodded mod example and I encode using vscode but there are no type hints what do I need to do
vscode would show you type hints if they were there, but
- The game code doesn't have them
- VSCode doesn't have the game code or knows to associate it with your mod
it can only work with the information it's given
art and reworked effect for rosetinted
noice
thank,I'm going to study other people's code
you checked out the games files too right? unpacked the exe?
most of the info is available somewhere in there too, just gotta search around for the variables you need
that + other mod code helps quite a bit
20K subscribers in the lua community. News and discussion for the Lua programming language.
This may be useful to you too ^
thank,This is exactly what I wanted to know, I thought I needed to decompile to get the code
You might be able to point vscode towards the exe (or unpacked exe) as well to get hints
Check out that reddit post too, I think the top suggestion mentioned zerobrane studio which seems like it could be useful for this case (lua coding)
or the vscode extensions mentioned in the post @hollow sigil
LOVE extension would prolly help too
a lot of people recomoned sublime for love
Thank you for your help!
i'm using vs code but idrc about type hints
I'm not modding at all but I enjoy mods since a long time, i have to say, been lurking here for some days now, you guys have absolute speechless idea. Hope to see mods soon
@dapper nacelle have u seen the current mods?
i already have love2d extensions installed (somehow) so that was a nice bonus
https://github.com/jie65535/awesome-balatro @dapper nacelle
psychic brain plays ahaha
got that future sight mod installed irl
oh yeaaa i wanted to make a love2d game a few years ago that's why i had the extension
now that makes sense ahaha. What was the game idea?
i forgor 💀
There is also a really good plugin for jetbrains IDEs that use hint, auto complete, go to reference ant function fields hints
ohhh whats that called?
Idk, just open any lua file and it will ask you if you want to install it
So basically I make the rust and lua part of balamod in the same ide
Oh shiet! That's big brain! I see that it has like AI assistance in it too
thats a sick IDE
maybe its emmylua? https://plugins.jetbrains.com/plugin/9768-emmylua
Support for Lua programming language. Source Code | Gitter | Donate | Doc | VSCode-EmmyLua Features: Syntax highlighting Highlight global value Highlight local/param...
How did i miss that ?
I recommend opening the ide in the decompiled folder, create your mod file in %appdata%/Balatro/mods and drag this file into the ide so you just have to edit the code and press f3 on balatro to quick reload
A lot of people dont know mods are out yet XD It's why this really cool guy made this reddit post recently: https://www.reddit.com/r/balatro/comments/1b4kraw/balatro_mods_are_out_babyyyyy/
And mentioned it in the Steam discussions 😏
Damn, i'll take a close look when i'll head home. Thanks a lot mate.
If you need help installing the modloader feel free to send me a pm @dapper nacelle or ask in here https://discord.com/channels/1116389027176787968/1214093649772544050
A lot of people run into issues with windows defender or their AV/chrome blocking the modloader and don't know how to get around it
Yeah sure thing 
oh wow thats a lot, whats the uh closest thing to a tutorial for modding here?
I'll have to give this a try if I create a full on mod myself, after messing with the QOL mod the other day and damn near getting it to work (aside from one friggin word I messed up which Milck helped me fix LOL), I really want to try to make one myself. @hollow sigil You should check this out too m8
the closest thing to a tutorial are the mods themselves i feel like
I'll be writing a*** modloader installation*** guide myself later today for people who run into issues installing the modloader or don't know how to do it, or where to place the mods themselves (a lot of people seem to miss that on the github readme haha)
oh wait
you mean installing mods? or WRITING them?
writing them
OH scratch that XD
lol lmao
yeah looking at modded code is likely the best way to learn how to mod
sorry you'll have to wait for a full fledged mod dev to do that ahaha
also looking at the source code
probably inspecting the game code and other mods for the most part rn
but yeah ill read up the code of some mods tomorrow
just joined before i go to sleep to see what was on here
looks like everything i want to do is possible at least
THIS. until in depth documentation is out, looking at other mods code and checking out the games lua files are the best way to figure out what to do
that and asking people here for helps when you're stuck
also the fact that there are two modloaders doesn't exactly help
that too
most use steamodded, i'm porting mine to balamod soon™️
im gonna have to figure out which mod uses what yeah
which one is the more flexible one in your opinion?
the one that would be better to learn first
I feel like that shouldnt be too bad though yeah? Just choose one to load the mod, they both do similar things I think. Theres also a new modloader that loads JIT from RAM, so you don't have to modify the games EXE at all
assuming i was open to learning both eventually
i assume the code is almost the same at least
Let me find the link to that new modloader, I was talking to the guy who made it earlier today
given some of the structure is different, you're still essentially modifying the same code
Heres the new modloader that runs from memory/JIT: #⚙・modding-general message
yeah ill probably be fine with the game code modification, its just the loader stuff
learning new things hardge
very similar I think, both seem to almost work side by side at the moment, but seem to do similar things, so mods only work for one or the other when the exe is patched with both Balamod and Steamodded
wait you can do that?
i think ill just try and make something simple to learn the basics
like making the cards spin erratically for no reason
do what? JIT modloader loading or you mean run both balamod and steamodded together?
run balamod and steamodded together
eh kinda
I applied both to an exe and it loads fine
the balamod API worked, FPS counter showed up
but the test mods @stable crag gave me werent working
so they likely both are targetting the same code and steamodded wasn't letting the mods work
which one did you apply first?
steamodded
balamod was actaully 2nd haha
you'd think itd be the other way around right?
but like in the top left
under the version number in the main menu
both balamod AND steamodded were showing up
they were actually overlaying each other LOL
since they were both trying to show text in the same spot
let me show you
as an aside, more jokers of dubious balancedness
if i wanted to change this line in card.lua
for k, v in pairs(G.GAME.hands) do level_up_hand(self, k, true) end
to
for k, v in pairs(G.GAME.hands) do level_up_hand(self, k, true,3) end
and make this into a mod how would i do that
Yes, I use a try catch system like with pcall so it doesn't crash the game but is still a bit broken and cursed af xD
that's black hole right?
yea
i assume level_up_hand only accepts 3 arguments normally?
unless theres an optional argument
yeah theres one more
That's so cursed 😭
number of times
so blackhole would level up every *hand 3 times
idk how the mod files work
Something like this is easiest, probably, let the function do whatever, and when it's black hole, level up two more times
local Card_use_consumeable_ref = Card.use_consumeable
function Card.use_consumeable(area, copier)
Card_use_consumeable_ref(self, area, copier)
if self.ability.name == 'Black Hole' then
for k, v in pairs(G.GAME.hands) do
level_up_hand(self, k, true, 2)
end
end
end
given you'd probably also want the hand text changed, in which case copy the code from that block over, change what you need and run the original method otherwise
what does local Card_use_consumeable_ref = Card.use_consumeable function Card.use_consumeable(area, copier) Card_use_consumeable_ref(self, area, copier) do
tl;dr "run Card.use_consumeable first, then my code after"
🤔
how would i write something similar if i wanted my code to happen before?
put the reference line (Card_use_consumeable_ref(self, area, copier)) at the bottom instead
idk how to ask this but why do we need to put that before the code we want to change, like what's the flow of things? what is it supposed to be
if you don't then it straight up overrides the game's code
you're basically replacing the method for your own version, but you still want the original code to be run
the card..._ref function calls the original use_consumable function i think
so in your own function, you make sure the original is called when you change stuff
maybe i should be asking, what does a mod file do in general
its possible to just completely replace it tho if you wanted to and it would be fine right?
like if you did a complete rewrite of the entire function?
the problem with a complete replacement is that there is no guarantee it will be compatible with other mods
ah right
it modifies the games code
like it lets you add your own code to the lua files
so you can do what you want and add in your own properties for cards/jokers/abilities/buttons etc
thats how pretty much all mod files work I think
shoutouts to yippeegameover which has this stupid fucking code
yea i mean in the context of this, like the lua file in \mods
makes a lot of sense 😆
win game = you won game
the modloader goes through all .lua files in that folder and apply them to the game
right and how does it know where or what to apply
it reads whats in the /mod folder than modifies the games code using the modloader to the relative/referenced code in the game files
is there a way to have my deck remove a specific rank on init
theres not a whole lot of code for the game, so I believe it just reads the code in your mod file, then looks for that code in the games lua files. When it finds a matching target, it uses your code on top (or possibly instead) of the games code
I think mod files usually reference the targets too. You don't have to tell it to look in, say, card.lua because it just looks in all of the lua files, since it's targetting the game exe (which includes all the lua files and game code) not a specific lua file
oh right what order does it do them in?
guys my strength is random
i think alphabetical?
so hypothetically i could just have for k, v in pairs(G.GAME.hands) do level_up_hand(self, k, true,2) in a lua file and plop it in
I think you'll need to use the code mentioned up above
up here
have a look at how abandoned deck works, then just adapt it
loop through G.playing_cards, check for the card's id, remove from table if it has that id
or just yeah abandoned deck i forgot about that
yep but i dont really understand how to formulate that myself
i swear i cannot find the code for the abandoned deck tho
you should probably read up on lua coding and love coding
check Back:apply_to_run
look out for no_faces or something
or ask chatgpt or something as well. The main thing is if you reference other peoples mods, you should be able to figure out how to implement your own mod using similar code
don't ask chatgpt, it can and will give you utter nonsense
Theres other code you need to write as well, can't just put for k, v in pairs(G.GAME.hands) do level_up_hand(self, k, true,2) in a lua file and plop that in mods and have it work
lol i have been using chatgpt 😅
another coding assistant AI then lmfao
Jetpilot is supposed to be good as both an IDE to write the code, and has AI to help assist you and error check
as @stable crag mentioned
yeah ofc, like don't have it write the whole code, but you can probably use it for help
as well as asking here for help and referencing other mod files
and just the general lua and love documentation
exactly
it's probably not written as abandoned deck in the code
look through all the deck names by searching for "deck" in the files
For now it's alphabetical but I'll add features to load a specific mod before or after another
you'll likely find a deck with a weird name similar to abandoned deck @clever rampart
ill keep in mind to name my mod either aaaScreamJoker or zzzSleepyJoker
If by where you mean where in the code there are events on balamod to help with that
I was just talking about jetbrains IDE in general, not their AI
Yep love2d doc and forum helps a lot
i cant find how to remove card
why does it make the left card go up by 2 ranks
I have to admit that the dev tool api is named _devtools.lua for this reason
because I made 7 be followed by both 8 and 9 for testing
(playing card api stuff)
i think im on the right track just idk how to actually remove it
Ah i gotcha, yeah I just saw they had AI features on their site and thought they might be helpful. Haven't used it myself though for stuff like error checking so I cant say myself haha
Yeah I mean... yeah ahaha. Kinda hard to explain more than that tbh 😅
But hey thats what this discord is for 😌
help
Has there been progress on an in-game score preview mod yet by chance? Seems like all calculator effort I've seen thus far has been manual tools (external) rather than anything automatic, tho I might've missed a mod/thread somewhere.
(Would be super helpful and probably take about 20-30 minutes of manual calculations off every run for me...)
Personally, I'm not gonna be working on it, as I believe using a calculators is not a fun way to play the game, and I never use one myself. But I do understand people want it added, and surely someone will create an integrated version at some point
Yeah for me it would simply save a lot of time; I can do all the calculations myself anyway, it's just tedious and time-consuming.
yeah I get that, it's just a lot more fun to play by feel in my experience, but that's just me
anyone know what these decks could possibly be?
I have an idea possibly for the left one but not so much the right one
I think left was supposed to be a deck that made hands and discards into a single value
not sure about the right
I thought it could've been an earlier version for Plasma's card back
because looking at plasma, it's got a similar coloring
I agree 100%! It might be a bit tough bc some jokers have random multipliers/effects, but I think if the mod calculated the score JIT/IRT that could be accounted for too, or it could just exclude those random multipliers/additions to the score. I would like the option to see what my score is going to be before playing the hand at least so I can know if one hand is better than the other due to my abillities/jokers/hand levels. It would be awesome to have as a native feature honestly, and could be left off by default
Hopefully localthunk either adds it in themselves soon as lots of people have requested this, or a mod dev whos interested in this hears our pleas and makes one 😄
but the problem as you said is "random multipliers/effects", this is pseudo rng based on the seed at first and will calculate the next value based on the seed and each time it calls it, the new random number generated will pass through a hashing algoritm that will influence the next generated number. but like all hashing algorithms, it's not designed to be reversible function
so maybe making a full backup of the seed and hash can be a solution or you'll have to remake this pseudo rng function to not influence how the game stores these values
So trying to figure out how to get this working
I want so that ONLY at the beginning of the run, you get a Buffoon Tag
Unable to install the modloader atm, browser then pc detect virus atm 
you should check Immolate if you know a bit the C language
Send me a DM, I gotcha 👍🏼
AHH didnt know that!
Did you try the PS version of the injector ? Or you can aim for Balamod depending of the mods you want to use
That makes sense. Backing up that value each time seems a bit much but yeah could probably be done; I'd be down to have one with the randoms excluded though too 😄
Or, for Steamodded, you can check at the lovely injector discutted in the thread
That does sound a bit difficult to implment with how the pseudo rng currently works tho, but it would be interesting if a mod maker did make a mod like that by backing up the value each time it calls it!
I guess it might change the run a bit though? Since the next random value would also be different from what it was originally going to be
Or actually maybe not? If it called the random 1st value, backed it up, applied the backed up random number to the card during calculation and playing the hand, then the 2nd value would still be there and unaffected
Deck loads, tag does not atm
This is a really cool loader! JIT loading! Thats dope
That's the link btw, I will add it to the Readme asap: https://github.com/ethangreen-dev/lovely-injector
I think it's cool too 👀
This would work I believe. Just make a copy of G.GAME.pseudorandom (stores RNG state) and make the pseudorandom functions pull from that new table for previewing the calculations
I'm trying to use Buffoon Tag to give me a Buffoon Pack at start of game
😆 Much respect to you for making this super cool modloader!
3 modloaders already, we got a 💪🏼 strong, dedicated community baybeee 😁
if you do use this then you'll need this patch. stick that, along with Steamodded's core, debug, and loader dirs into AppData/Baltro/Mods/Steamodded
:-)
just two modloaders though, this is meant to replace the injectors of Steamodded and Balamod
I guess you could call it a JIT injector? I dunno lol
Yeah Steamodded will probably use this method as the primary one, and the other injectors (So Python, compiled Python Nuitka, Powershell and Compiled PS2EXE Powershell) will be switched as secondary options with disclaimer about there usage (AV, Game.exe being replaced, etc...).
Technically thats "Just In Time" if you take it litteraly lol
Yeah but it's not the cool kind of JIT 
alright I think I'm about done with the playing card API
F more merge to do
what i like specifically is cards being able to have multiple "next" cards for the purposes of straights and strength
if there's multiple "next" cards, you can randomize which one the card gets strengthened to, or set a fixed one
Randomness isn't a big concern to me; the baseline can simply show a '+' next to the score preview if there are random factors, and that already covers 85% of what you care about on average.
From there one can get fancier if desired, and e.g. show the min and max possible scores from RNG, or get extra-fancy and show like +/- 2 standard deviations to give a decent idea of what's "possible but unlikely" in both directions. But simply ignoring the randomized stuff would already be hugely helpful.
(I believe there is no intention to add it to the base game unfortunately; not having a preview is a design decision, even if one I disagree with.)
Ok so the plan for tonight is: Joker API with custom Sprite Support + Card API deployment + Mod menu tab + Powershell Compiled and Uncompiled Injector official deployment + Adding lovely as the new "Prefered" installation method for the Modloader.
gotta get some compat with challenges resolved real quick
well yeah i guess I need to redo the view deck ui for challenges as well
So... still have no clue how to get the tag to load when I first start the run
im no expert in coding, but maybe use the code of anaglyph’s double tag spawn but instead use it at the start of game?
Yeah that's what i thought
problem is, I don't know how to force it to start of game instead of end of boss blind
idk either
At first I thought "Oh you can add vouchers and consumables at the start"
So i thought this would work
the deck loads but doesn't give me the buffoon tag
weird
lemme check something
Something looks off
Should I do consumable?
I think you might need to set up an event to give yourself the tag
Yeah I don't think you can give yourself tags with config
i think if anything that needs to go inside config
let alone how to make it so that it loads ONLY at the beginning
wait that is config mb
Couldn't you use Back.apply_to_run?
I remember using it for my edition enhance deck and it worked fine
Didn't bleed into other decks
even if you wrap that in a list, you'll still need to process that config in Back.apply_to_run
(although it did bleed into the main menu xdd
Something like this but instead an event like Anaglyph to give yourself a buffoon tag
Only thing to figure out is what needs to be called to set it to start
I assume apply_to_run works since it's when deck effects at the start of runs are set up
idk
Hi, just came across your post by searching for "overlay".
I think we have roughly the same mod idea.
I have vision problems, sometimes I have a hard time recognizing colors and small shapes
So I want to scan the current cards and display a text notification if I have a flush/straight or other combo.
Can you please tell me if you have made any progress in your endeavors?
DO NOT PUT A TAG AS A CONSUMABLE
I dm'd you
💀
Two alternatives I can do:
-
Make a duplicate buffoon tag that only appears when I use silver deck and only for the beginning
-
Figure out how to make it load a regular buffoon pack at the beginning of the game
nah
I'll probably squish them somewhat the same way I do on the view deck ui
good enough right?
Done 👍
one more lil tweak and all should be ready
where is round coming from here?
idk
it's a placeholder
I thought if I'd make it check for if Round = 0 (which it is when you start the game), it'd work
It'd be replaced with whatever checks what round number it is
you broke it lol
But yeah I blocked out the sections
the round there would have to be whatever stores the round number in the game and SilverChecker is in case I accidentally go infinite
it's not even working code and I'm surprised you understood it
i forgot to check how many suits are actually present vs. how long the suit list is
me too and i do python like what
every time i see args i think of pirates
arghhhhhhhhhhh
I see that and makes me think that's the sound of my agony right now
lol
i need to get back on my python skillz
also need to improve on my lack of understanding written instructions(I still have no idea how to install any mods or even the mod installer)
aight it actually fits now
at least for six suits, after 8 I made it stop squishing so I don't get negative height card areas
and these are no longer being changed
have you incorporated flushes and its variants or it does it by itself
you mean spectrum?
flushes were the easy part
: )
spectrum is not gonna be incorporated into the loader
also with more suits flush beats full house
but i did have to reimplement all of the logic for straights
because I decided I wanted to give modders a way to mess extensively with what cards come after what other cards
my computer won't let me run steamodded
new ways of installing are underway, for now you'll need to disable your av for the time of installation or add an exception
even running as administrator didn't work
Have you tried the high contrast cards btw? That could help potentially as well, or using the mod that makes all your cards different colors! Still, I hope you make that overlay mod even if those work for you 😄
maybe just a BIT lmao
among us voice GOOD ENUFF FO ME!!!
lmao
this one has an icon now so that's some progress
nothing happens when i try to run it
send me a DM
I just helped someone with that haha
yea i need help too lmao i suck with instructions
wait i dont think its supposed to have any icon?
whered you get that?
from the github?
haven't used it myself since I built the version I've been working with from modified source
from the forum post above
or maybe its your default downloader/browser icon
OH maybe its a new version?
lemme see
yea it's the updated version from the post
so what should happen when it is run
am i supposed to just drag the balatro executable onto the steamodded thing
yep the exe file
not the steam icon/desktop icon
some people mistakenly did that haha
i did that and nothing is still happening
funnily enough I did as well and didn't see a new steamodded.exe pop up in the same folder
where is it supposed to extract to?
I'll be making a guide later today
I'll try to include screenshots and maybe pictures
it kinda sucks being terrible at understanding written instructions
In the meantime just DM me or ask https://discord.com/channels/1116389027176787968/1214093649772544050 here for help!
ill just wait for the guide lol
I tried it as well and idk about that downloader since its new and didnt seem to drop a new steamodded in the folder I ran it from lol, but I can help with the original setup
just send me a DM @jaunty lion , I've already helped lots of people with it by now
Just helped @dapper nacelle like less than 30m ago ahaha
sure np! You might have to wait a bit though as I have work, but feel free to DM me if you want some quick help. It's pretty easy once u disable your AV (most likely windows defender)
k
If you have another one like Kaspersky or Avast, its even easier
AH I FOUND THE ISSUE
with the downloader
it creates a temporary version of steamodded_injector.exe in %appdata%/Roaming/Balatro
for some reason it didnt automatically start the injector for me
and since balatro isnt in the default place it is in for most people (the steamlibrary in C:/
it just didnt do anything lol, didnt popup any errors either
so to get it working you need to drag it to that place
This might work for some people, but its def not gonna work for a lot of others since you cant specify the install location
i wish this server had a voice channel, we could just stream the process that way
Normally yes, but it didnt even tell me where it download the injector to, I had to look for it myself haha
So another user would have no way of knowing where it went
so i have to drag all the balatro files into where the profiles would be?
wait huh? oh for steamodded installation?
oh there you are
yea
YEP LOL
lol
didnt auto run it for me either
which is more along the lines of what I expected
or open a file explorer window
so i just drag balatro.exe onto this thing
showing where it went LOLOL
yes exactly
drag only balatro.exe onto it, but MAKE SURE YOUR AV IS DISABLED
if you have defender use https://github.com/qtkite/defender-control
its a one click small program to temporarily disable windows defender
you might also have to allow the steamloaded_injector.exe in your firewall
but try first without doing that
i just dragged the thing on the thing and it worked without any interference from defender
THATS A FIRST LOLOL
did the window popup?
and stay up for more than 1second?
and did it say "press a key to continue" at the end?
AYOOOOOO



