#⚙・modding-general
1 messages · Page 8 of 1
How can I check logs if I use steamodded?
i feel like it shouldn't have been that easy but i'm not complaining
Debug Socket: Provides a way to output debug data.
The debug Socket is used to send debug informtions from the Game and the Mods outside of the Game. Since we can't launch Balatro linked with a console interface, it's the most efficient way to provide debug data.
you mean crash reports or logs for steamodded?
I mean sent some data from code into console
Like this I think
sendDebugMessage("pre update")
wait so now that i'm using steamodded does that mean i can't get achievements anymore
you can reenable achievements
theres a mod for that too haha
lmao!
My man 
I have to manually close it ahaha
I like the idea but it needs a bit more finetuning, needs to open a window to where it was downloaded and let you specify where balatro.exe is
Bc lots of people wont have it in C:/Program Files (x86)/Steam/steamapps/common/ which is where I assume its targetting
If I have code like this
love.graphics.print(G.hand.cards, 10, 10)
And I want to check value of G.hand.cards in game - how can I do it?
I can suppose that exists soem console logs where I can sent some debug messages
Thaht looks like, but I do not know how can I sent some custom message from code into this interface
so is there no way to activate or deactivate specific mods once they're in the folder
ehh wait until a full on mod dev comes back and ask haha. I know you can enable crash reports as well in the main.lua file in the games exe, and I know you can enable debug mode, but idk about console logs or where theyre sent. could be here?
balamod also has a full on devtools api that might be of use to you
check here: https://github.com/UwUDev/balamod @charred sparrow
https://github.com/Steamopollys/Steamodded/pull/24 aight finally shipped the PR
it has a section for code injection
I'm legit about to go on a Joker arc with how annoying this is getting
i could try balamod but idk if it'll work since i have steamodded already
not you multi haha
no i'm just saying
I was talking to @charred sparrow whos trying to get their console commands working
yeah i know
yeah balamod and steamodded dont currently work together
they can both be installed
but balamod mods wont run
I got the IDEA, but I can't get the execution
though the API works
r2modman support is almost out tho, and that will support having both versions of the game! it will either inject balamod or steamodded depending on which you want at startup, AND it installs the modloaders for you AND any mods
Is that the thing where those random people came in and started talking about a program that uses overwolf aka spyware?
the thunderstore devs? uh no and yes lol. r2modman is different from thunderstore
but no theyre not random people I wouldnt say
I'm not using that eitherway
wait overwolf is spyware?
thunderstore is well known in the community
yes
ah ! i should probably get that off my computer then
it doesnt sell your info
which is why most prefer r2modman which doesnt have that
I'm still not using it
thunderstore is just a skinned r2modman
dont use it @hardy brook lol
no one was asking you to
you've been hostile to me for a while now LOL
overwolf is now Gone 👍
you dont have to use either, but at least r2modman support will be WELL appreciated and probably the most used by the community until workshop support is out
as its the easiest way to install mods for most games, is well known and reliable
👍
oh wait is r2modman available to use currently or is it still being worked on
#1210728178201526373 message playing card api version now available btw
I think its almost done, they're just implementing the final touches on it
is this in the normal Steamodded?
no, it's not merged yet
I'll try when they're merged. don't want to accidentally break one of my mods
basic support is out though for r2modman I believe, now I think the devs for steamodded and balamod will have to add it to the repo, and then all the mod devs who want to publish their mods onto r2modman as well
So what does the Playing Card API do exactly?
https://github.com/Aurelius7309/Steamodded/releases/tag/0.7.1-PRE you can use my compiled version of the loader for the time being if you want to
being worked on, a dev at thunderstore has made a dll injector called lovely but that's it so far as we know
we can ask @molten lily for confirmation on r2modman support
https://github.com/Steamopollys/Steamodded/pull/24 this is the PR
i'll be playing modded exclusively on my unlocked profile so i don't accidentally fuck up something on my Actual profile
I think @molten lily said they had added a few more things to it yesterday
It'll be nice to tell people to just use r2modman to install the modloaders though instead of having so many people get stuck with how to drag n drop, defender/AV blocking the injectors, etc haha
plus itll be a nice way to easily switch between steamodded and balamod until workshop
esp with the new lovely injector that injects from memory instead of having to modify the games exe
oh like everything unlocked?
that makes sense haha
Meanwhile me: 

yeah thats fine lolol, not every mod has to be on r2modman
if people really want your mod they'll go manually install it, or install it through workshop when thats out
exactly
i downloaded https://discord.com/channels/1116389027176787968/1214374098914770944 so i can see how my jokers work in game but i haven't seen any of them in a run yet lmao
@jaunty lion did you help with some of those jokers? or you mean the jokers in game?
also I think you need a newer version of steamodded for joker support
0.7.0 pre
let me give the link
you need the version at the top otherwise modded jokers wont work
i came up with the effects and another guy put them in the game
NICE!
always cool to see your ideas make into a game or mod 😄
so apparently they showed up in the collection when i first started up the game and then they magically disappeared when i started a run
yeah haha
yeah see here they are
which steamodded did you download? the one on the main page?
0.6.2?
did you grab that one?
i tried multiple versions so idk which one added the .exe to appdata
you'll need this version if so
0.6.2 was one of the versions i tried though
oh wait it . says the version at the top
yeah i'm using 0.6.2
yeah thats why haha
has anyone tried modding on macos ?
welp
Is the mac version mostly the same? pulls from the lua files?
idk if anyone has modified the mac app to have mod support tho
havent seen a mac modloader yet
looks like i'll have to disable my av to run this one
especially considering defender just deleted it while i wasn't looking
interesting that the last version didnt require you to do that haha
balamod has mac support
THIS is very common ahaha
if you have windows defender I recommend defender control
one click turns off defender and turns it back on
instead of going through every menu in windows security, only for something to be missed or toggled back on randomly lmao
i set it to allow the injector on the device
also you might need to allow injector exe through your firewall
since it downloads 7zip from the internet I believe
someone had issues where it wasnt able to download until they allowed it
but others didnt so 🤷🏼♂️
ok so i have the new version
do i delete the old copy of the injector from appdata or
reverify the files on steam
for balatro, thatll reset the game exe to fresh
then you can use the new steamodded exe
it doesnt get rid of mods
those are in appdata
it just verifies the balatro game folder
and gets you fresh stock copies from steam
well the suit colors weren't a mod, i imported those into balatro.zip directly
you mean into the games exe?
which you opened with 7zip or something yeah?
yeah, i renamed it to a .zip and put the files in using 7zip
ahh gotcha. yeah you can just right click on it then hover over 7zip and click open archive
dont have to rename it 😉
but yeah youll have to add that back in haha
ooh ! i didn't know that was a thing
ok so back to the steamodded thing
how do i put the new version in again
in that case mods probably would work on mac @stone steppe
just need to add the mod files to wherever mac saves are located by creating a mod folder there
Hmmm, I was watching a streamer play balatro and I noticed that I always get the same tags on the first ante/same voucher in first ante shop, was doing a bit of digging, and I think my global tutorial status is messed up (in that I was never given a tutorial in full release of balatro)
so after you reverify, disable defender, drag and drop the exe on top of the injector
like you did last time
you can also use TCLI if you don't want to use r2mm, I can have an installer up and running for it this week. 😎
that has even less bloat, albeit at the cost of being pretty unstable
once i verify i guess i can file a bug report
if you already had a save you dont get the tutorial again, same with if you already had a save and make a new profile
you can try to copy your saves and move them to a new location. once you get the tutorial, maybe try copying the saves back over
but yeah it could possibly be a bug
wtf i opened balatro.exe with the new injector and it installed 0.6.2 again
yeah, I think the tutorial bit is in settings.jkr, which is separate from my profile progress
oh it may just say that
lemme check mine which has 0.7.0
yeah mine does too LOL
so youre good, you have the right version now
just reapply anything custom you added to the games exe that might have gotten wiped
you may be right, copy that file over to another folder to back it up then delete it
if it works after starting a new run then you know that fixed it
I think you're right tho @proud wadi I remember reading that somewhere
i readded the joker pack i had before and they showed up for a second but then i switched profiles and they disappeared
everytime settings.jkr got deleted tutorial would reinitalize
LOL showed up where? in collections?
yeah
or in the game?
in collection
weird, try restarting the game maybe
i restarted the game and they're there again
this version of steamodded is still not 100% stable
which is why its not the default download version on the main page
ok, i got the tutorial now, I had to remove settings.jkr AND not launch it through steam (because cloud save was restoring it I guess?)
AHHHH yep that makes lots of sense!
totally forgot about cloud save lmao
yeah it will restore it by default if steam cloud is on I think haha
isnt it usually supposed to ask whether u want to use the local or cloud version before overwriting?
thats crazy! but maybe bc its not overwriting anything but just adding a missing file back in it didnt prompt u
AYEEEEE
yeah, i think that's what it was doing, i'm hoping now that I've got a new one it'll complain and i can tell it to use my local
now i just gotta hope they show up in the shop
i think it was weirdness caused by me not having played the second demo, because i had some other progress carry over as well
yeah you can I believe, and if not you can delete or overwrite the steam cloud files I believe too
I've seen this before in other games
just glad to have it fixed/figured out
wasn't sure where to ask about it because I only realized something was wrong/what was wrong by looking at the game code
what did you see in the code that made you realize you were having that issue?
Idk if I would have even realized it 😆
well it's not an issue in the code, I just saw that when selecting tags for a new run it checked tutorial progress
same for first voucher
and those were what were always consistent on my resets
yeah my bad I wrote that weird lmao, I meant what you saw in the code that pointed out u were having a problem with starter tags
yeah, just the G.SETTINGS.tutorial_progress call there
AHHH
big brain plays 🧠
Glad you noticed that and sorted it out! Yeah let localthunk know!
In the #1200105253559873707 page here
a "reset tutorial" button in the game, or "skip tutorial" would solve it
now that it's confirmed I'll throw a post there
👍🏼
when does it call this btw? during the start of every new run?
I noticed I only got the tutorial for my first profile, but after that never saw it again even on new profiles, so that would make sense
it's in Game:start_run, if not loading from a save (that's what I assume savetable is) it sets the boss, voucher, and small and big blind tags
I wanted my brother to see the tutorial again on a new profile, but it wouldnt load back up lmao
But he just shrugged it off so I didnt have to move/delete my save/settings files temporarily
It'd be nice to have a small mod that can call the tutorial again, or disable it/reset it
Hopefully its added as a feature to the game too
AYO IT WORKS
I'm getting too frustrated, I'l lcome back to it
so the extra jokers do work as intended
from the looks of it they only disappear from the game if you switch profiles
AYOOO NICE
I'm guessing that's an issue with the test version of steamodded
Which isn't 100% stable as steamo mentioned
Should be fully functional even when switching profiles in a future update
I'll have to check out that mod to see what it does 😄
Might add it to my game soon too. Still trying to get through the main game relatively custom card free though
After I beat gold stake, then I'm gonna go crazy on custom cards
one thing i noticed is that custom jokers are considered "new" in the collection every time you boot up the game
by which i mean they have that exclamation mark on them
Ohhh interesting. Perhaps bc the current modloader version is adding it to the games code each time, or maybe more likely bc theres no current entries for these custom cards in the games collection lua file?
I'm guessing they would need to be some code added to the lua file which contains the collection's card entries for the custom jokers/cards, otherwise the game has no way of knowing/storing the info that you acquired those cards before
now that i know custom jokers Kind of work i might try making more of them
maybe eventually i'll figure out how to mod them in myself
(instead of hoping someone else does it for me)
Yes, you need to add it to the collection before the game loads your save, I had the same issue with the Golden challenge but it works now
DO IT! I'm considering writing a small mod myself to get started too 😄 I've already modified someone elses mod and I know like next to no coding lmao, I'm just good with tech stuff, bit of Linux/Docker knowledge and whatnot, pc building, hardware knowledge/modifying, game console modifying, mobile modifying/rooting/tweaking, etc etc. Even with just that I was able to add a simple kb shortcut function to someone elses mod with their help (I wrote all the code, found all the corresponding values, I just messed up ONE WORD which they fixed for me, then it worked 😆 )
oh wait is that why it disappears
ok then how do i add collection entries to the .lua file
wait is that why it disappears when you switch profiles? or is it why it counts as new in the collection after every game boot? or both?
haha so there was 2 things @stable crag
maybe? when i first boot up the game it shows however many out of 345 items in the collection on one profile and 340 on the other
1 was every time they switched profiles the custom jokers would disappear from the collection altogether
the 2nd thing was after every game reboot the custom jokers would show as "new" in the collection
You should check this mod https://github.com/Mysthaps/BalatroMods/blob/main/Balamod/GoldenChallenge/mods/GoldenChallenge.lua
hmhmhm
does @grand geode mod not do that?
I had someone whos been using it, I can ask them actually too
I know that after restarting the game, it remembers that I already won this challenge
oh wait thats the challenge mod not mysts joker mod
hmmm interesting. Maybe bc it's not stored in the collection like jokers are? I'm not sure tho as I haven't completed any challenges yet myself lmao and haven't looked at the code for challenges
I know that the way I have my mod save settings was by making my own file that the mod loads from the mod folder
which contains the mod settings
The custom jokers need to an entry in the collection I think, so an entry probably has to be made for them in the code that contains the collection
Is my guess to avoid having the game thing the custom jokers are new cards every time the game is restarted, or completely disappear every time the profile is switched (this might be caused by something else though)
I think all the item prototypes are initialized on profile switching
which includes the list of jokers
so when you reload your profile it reverts to the original list of jokers
AHHH this would make sense too for that issue
it's G:init_item_prototypes() function iirc
did you write some code in your mod file so that whenever profiles are switched your cards are still there?
or did your mod do something other than add cards and you just mean in general for saving mod settings for a mod?
the mod I'm referring to is a speedrun timer mod
so it has global settings that save across profiles, since the main profile it uses for runs is a temporary one that has all of the requirements for submitting to Speedrun.com and can be configured through the settings
as well as for things like switching categories and having the timer start and stop
ahhh I see
Okay so this custom joker mod probably has to implement that function or a similar one relative to jokers
yep; ideally you would want to save that in the profile files
I think it would need to add that these custom jokers have been acquired before as @white scarab described, and like @stable crag said it also needs to add the jokers to the collection before the save is loaded
@jaunty lion maybe try adding this yourself using some other jokers mods with this already functioning as a reference! Or you can ask the mod author or ask them to help you figure it out while you do most of the legwork 😄
That could be a good start to modding like you mentioned as it's not creating a whole NEW mod but adding a couple new functions to a currently existing one 😉
and when something doesn't work, the mod author can help you figure out any issues along the way! Plus everyone in this dope community
😄
That should solve both problems I think!
Yeah do it! Make sure mysts joker mods have those 2 things functioning though first too, otherwise you'll run into the same issue haha. Then you could compare mysts joker mod to the one you're working on and see which parts are different!
And if not, you could just ask the author if they could patch those 2 things in using the info here as a starting guide, and leave the mod trying for another time 👍🏼 I do think it's a pretty good place to start though if you're interested in it!
oops
Use the games lua files as a reference as well, especially for the collection parts, and use a tool like Jetpilot or sublime editor to search though all the lua files in the game folder at once so you don't have to search through them one by one
THE DREADED CRASH SCREEN
saw this so many times the other day 😆 a mod devs worst nightmare lmfao
i imported myst's jokers and they're also doing the thing where they show up as new on every startup
for learning how to make ui mods, which mods would be good recommendations to look at?
apparently i had two balatros open at the same time idk how that happened
aaand it crashed when i tried to open an arcana pack
i think i know which mod caused that
(it was myst's mod)
how easy is it to change the names of the hands in the game? Is there one variable, or is it hard-coded everywhere?
que?
So... Apparently there's 3 versions of Gros Michel depending on if you played Playtest, Open Beta, or Release Version
were you playing on an existing save?
i was continuing from an existing run
yeah that's why
extra_gacha_pulls is defined at the start of the run
yeah lol
i can maybe add a safety net
regarding this, i haven't looked at how the game saves it's stuff but i'm not planning to atm
so since i have mods installed now, how do i go back to vanilla balatro if i decide i want to play without them
do i just do the integrity check thing on steam
yeah
which modloader?
delete the .exe and verify integrity
steamodded
and then when i want to return to modded i can just run the .exe through the injector again right
mhm
gotcha
if you're alright fiddling with things, lovely doesn't modify your game so you can swap back and forth.
gonna try lovely when i have access to my pc
i think i'll try lovely too
being able to swap back and forth easily sounds very nice
i already have three different exes this will just bring it down to two
I gotcha I gotcha
Another mod might have implemented this already tho, and for your golden challenges uwu said they were saving properly @grand geode
yeppers, just verify. It'll revert everything back to stock since it checks the hash of everything then redownloads everything with a mismatch
what I suggest doing is making 2 balatro folders, 1 for your normal game with your prefered mods, and one to tinker with
you can have the normal game+mods be the version steam points at to open with its shortcut
and have the 2nd tinkering balatro folder in another location
I would keep a clean copy of the balatro.exe somewhere too so you don't have to reverify everytime something doesnt work either
or keep backups of the files you modify in the games exe so if they break, you can easily revert the changes back. If you keep your editor of choice open the entire time your messing with the games files and also playing the game (like notepad++) you should be able to just revert the changes without having to restore the game exe at all btw, since it'll just rollback whatever modifications you made to the file.
Just make sure to save your changes before running balatro.exe, but keep the editor (notepad++ or sublime or whatever) open in the background. Dont extract the files, just open the game archive using 7zip and open the lua files with notepad++ or sublime or whatever editor directly from the 7zip archive
Once you click "save" itll ask you if you want to overwrite the lua file in the game archive, just say yes and it'll apply the changes
i copied the files of the modded version to a separate folder and did an integrity check to restore the game to vanilla
now i have Two Balatros
SAME BRUDDER LMAO
POG. With lovely and r2modman, that won't even be necessary (and in lovely, current isnt!) I'm gonna have to install lovely myself later today or tomorrow!
gee multi, your mom let you have TWO balatros?
You fool I have 5
wowie!
the demos are all the same
I just forgot to remove the dupes
I'm working on a bunch of research on the old versions for stuff
I have the exe of the demo 0.9.0j (I'm not sure about the letter) somewhere
I wonder if lovely could be used to integrate both Steamodded and Balamod
I saved a lot of demo versions...
oh dang
Omg
I only kept like 2 from the first demo (one is on google drive) but I think I have all in the second demo
We definitely need to archive all this
1.0.0 versions can be downloaded from steam if you know how to do it
but I don't think demo versions can
One moment, gonna do something RQ
We should try with steam console
I'm adding the both of ya for something
I wonder what the pre-1.0.0 versions look like in the release section; those could also be archived
going to download the oldest one just to see
teehee !
We'll sort out the r2modman Balatro game addition as soon as possible
I'll let everyone know when it's done and available 
We'll also share a link to a guide on how to package mods for Thunderstore, it's pretty simple. (Put mod files and a manifest file in a zip and upload to Thunderstore)
going to try seeing if i can implement a deck idea: can someone jog my noggin for a joker in game that removes cards from your deck (not selected cards, like the spectral 6 joker or trading card)?
real quick question: do i need to use the balamod loader if i changed a asset from the base files?
because ive been trying some stuff and nothing is changing in my game
just random cards?
i guess random cards would do
im just trying to get a good grasp on what the code would be to do so
want to try making a deck that removes the lowest ranking cards in your deck after each blind
if anyones curious im trying to turn every instance of "joker" into "jonkler"
can you have a function in a deck mod (steamodded) run on when the deck is selected, so that for example, os.time doesnt stay the same
Yes - you’d have to modify the function that executes when you select a deck
it doesn't as of now. just a regular steam emulator + a small config change works
what software are people using to create custom art for mods?
any old art program can work
can you give an example?
im having trouble turning my cards into gold editions
ive grafted cards from midas mask but im getting an error thrown when my card is scored
elseif context.repetition then
if context.cardarea == G.play then
if self.ability.name == 'Suspicious Vase' and not context.blueprint then
local vase = 0
for k, v in ipairs(context.full_hand) do
if (v.base.id == 2 or v.base.id == 3) then
vase = vase + 1
v:set_ability(G.P_CENTERS.m_gold, nil, true)
G.E_MANAGER:add_event(Event({
func = function()
v:juice_up()
return true
end
}))
end
end
if vase > 0 then
return {
message = localize('k_gold'),
colour = G.C.MONEY,
card = self
}
end
end
end```
the little snippet i have here
gimp, krita, inkscape, adobe illustrator, adobe photoshop, paint.net, paint tools sai, affinity designer, affinity photo
thank you!
do NOT make pixel art in inkscape or illustrator lmao
i was just listing digital art software lel
shiiit i was about to boot inkscape...
guess ill look into some of the other options
best not to do pixel art in vector
svg jimbo isnt real he cant hurt you
try krita
you know i just realized it would help if i renamed all my variables
ill have a look
okay so i think its getting mad about the for loop in my snippet
do you not have access to context.full_hand when youre in context.repetition?
which one is that? is it the back.apply_to_run?
I believe so
i really should try and find that pixel brush (i literally only use the base tool brush)
😭
okay im pulling my hair out
so specifically this snippet lua for k, v in ipairs(context.full_hand) do if (v.base.id == 2 or v.base.id == 3) then v:set_ability(G.P_CENTERS.m_gold, nil, true) G.E_MANAGER:add_event(Event({ func = function() v:juice_up() return true end })) end end it DOES read when a 2 or 3 is played, but crashes immediately afterwards? i dont see why my for loop wouldnt work here??
ty it worked
okay i think its literally because of the context i had it under???
If you do make a backup of your game saves
i changed the context area to G.Jokers and it works now
It crashed unless I moved them
okay i got my joker working but now the only thing is that its applying after being scored
still need a answer to this ;-; (im better terms i really just need to know how to put the resources folder back into the .exe
i still need help with knowing how to outright remove cards from deck in the init effects (no, dont tell me to look at the abandoned deck, i have and i still dont understand it)
@clever rampart The only thing I have gotten to work so far is
local Backapply_to_runRef = Back.apply_to_run
function Back.apply_to_run(arg_56_0)
Backapply_to_runRef(arg_56_0)
if arg_56_0.effect.config.only_one_rank_A then
G.E_MANAGER:add_event(Event({
func = function()
for iter_57_0 = #G.playing_cards, 1, -1 do
sendDebugMessage(G.playing_cards[iter_57_0].base.id)
if G.playing_cards[iter_57_0].base.id ~= 'A' then
table.remove(G.playing_cards, iter_57_0)
end
end
return true
end
}))
end
end
okay now i have a new problem in i have no clue why the hell my xmult isnt being applied
hmmm
nevermind i got it to work but i have no clue why it works now
magical game this is
i realize the method i am using to apply the glass buff after converting the card is half baked at best but we'll cross that build later
it almost works for me
I'm not a great coder ¯_(ツ)_/¯
it does remove them, but it still appears in the next hand, which is weird
maybe its caused by my other function
the demo likely has a different appid but I can find that, it should still be up and able to be grabbed with steamcmd, it may just be hidden from public view. I think there also are sites that may have some/many/all demo versions floating around, I'll check later
HUGE 
yeah, still need help here
i cant use other peoples things are references because i havent seen anyone remove cards
Nice
Btw, i’m remaking holo, poly, and foil decks as best i can and call it a night on coding mods
I may do some art for hanafuda
Idk
Sounds like a fun card, good job!
that vase looks. sus sus among us
yes. they do work as they used to. no, editions do not work on the backs anymore. They're textures
crap i did put them backwards
ok fixed
now we need silver deck 
what about gray deck
Silver is being a pain
also we need braided
i want to have it so it gives an eternal space joker at the start too
is there a command in steamodded to exit the game? (like G.state_complete but for game running)
I saved some offline but even if you did play the demos steam command line doesn’t give you access to downloading versions of them
this is good
can someone please help
So this does exist
correct me if im wrong before they were scrapped they became 5, 3, 2?
i remeber seeing somthing with thoose nymbers for the decks
idk
New update for Steamodded, bundling a lot of new features and addressing once again the issues with injectors: https://github.com/Steamopollys/Steamodded/releases/tag/0.7.2
coincidentally, on the topic of jokers
once again i am faced with joker code and repeatedly ask it "Why won't you work, you stupid bastard?"
trying to get an xmult joker working. i wanted to try and get some weirder stuff going (The plan is to make it like Red Card, but you get x mult and only when you skip spectral packs), but to make sure i could even have a good framework going at all, i'm trying to make a generic x2 mult joker first
here is my attempt at it, and it does not work. it doesn't crash or anything, at least--but it's not doing anything
if context.cardarea == G.jokers then
if context.before then
if self.ability.name == 'Exorcist' then
return {
message = localize{type='variable',key='a_xmult',vars={self.ability.extra.Xmult}},
Xmult_mod = self.ability.extra.Xmult,
}
end
end
end
end
end
i've tried like 3 different ways for doing this and none of them have seemed to do anything, which makes me think the solution is probably more along the lines of missing one line of code near the start to tell it to Do Things
but i've got no clue lol
try checking for SMODS.end_calculate_context(context) instead (assuming you're using Steamodded 0.7.2)
do mods disable unlocks and achievements?
Steamodded disables achievements by default, there is a mod that reenables them
Unlocks are fine tho!
..anyone?
i had an issue like this today, i fixed mine by just using x_mult instead of xmult_mod
why does it work?
¯_(ツ)_/¯
question to you folks, any reason why this is triggering off of every hand?
elseif context.before then
if self.ability.name == "Highlander Joker" and next(context.poker_hands['High Card']) and not context.blueprint then
for k, v in ipairs(context.scoring_hand) do
v.ability.perma_bonus = v.ability.perma_bonus or 0
v.ability.perma_bonus = v.ability.perma_bonus + self.ability.extra
return {
extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},
colour = G.C.CHIPS,
card = self
}
end
end
end```
is there a way to reset the stats (records) but not the unlocks on a balatro profile?
okay im coming to the conclusion that this is proccing off of everything because every hand has a high card in it
i'm not sure as to why that's triggering on every hand--but i recently got a joker working to only trigger on Pairs, which i did as such
if self.ability.name == 'The Old One-Two' and context.scoring_name == self.ability.extra.poker_hand then
with the extra then being extra = {retriggers = 1, poker_hand = 'Pair'} (it's a retrigger joker; yours wouldn't need that part lol)
i had the exact same issue--from what i can tell, poker_hands does containing
but scoring_name is like, The Name It's Scored As
taken from To Do List
👍
i will now be trying your suggestion for my own joker issue, hopefulyl that works
and updating to steamodded 0.7.2 lmao, i started work on mods today before that came out so i just haven't updated yet
hmmmmmm
it seems to no longer be applying the chip bonus to every scoring card
does context.scoring_hand not include things like stones?
...hmmm. that is weird actually
so is it like, applying the chip bonus only to one card?
the high card yeh
you know, for my thing i tried it with Splash, but i didn't try it with stone cards. i'm gonna go real quick check and see if it works on those (and thus it's a different issue with what you've got here), or if this suggestion i gave just Doesn't Work With Stone Cards At All
ill test it with splash since thats an intended interaction as well
yeah doesnt work with splash on my end
that's really weird...
is there a field for card that checks if its scoring or not??
if so i can try iterating and checking for that on each card in playing hand
there might be? trying to think here of what would be the right choice... hmm
maybe if i move it to a different context
i wonder if context.other_card would be necessary somewhere here
ahhhhhh, yeah that makes sense
still gettin the hang of this but we make it work
one more joker and ill finally release my pack
i tweaked them a bit but ill get to tweaking it more once people get their hands on it
my own pack i still have like... the hardest stuff left lmao
i'm working my way up in terms of difficulty, to try and like, properly Learn How 2 Jokester™️ before i dive headfirst into challenging stuff
but for now i've gotta get this x mult bad boy working. gonna try your suggestion you gave now!
todays work so far
Hey I'm new to modding and was wondering if anyone knew a workaround for my issue, I'm tyring to use the steammodder link and windows just won't let me do it cuase it thinks it's a virus.
hi English Major alert here: highlander joker should not capitalize "Scored" on the second line. source: Hiker doesn't, and i'm pretty sure it's never capitalized unless it's the beginning of a sentence
yeah that happens, due to it being like, an unsigned .exe or something? it's nothing really to worry about--but if you don't want to let it bypass or turn off your defender temporarily or anything, i believe there is like, a python alternative thing on the github page
update on my own thing: yeah unfortunately your suggestion doesn't seem to be working Lyman. gonna go update to 0.7.2 of steamodded and try Myst's lol
i was checking the wiki and saw it capitalized there so i thought it was the formatting :y
turns out it wasnt
honestly i've been meaning to just like. go through the entire wiki someday and fix every formatting error
sisyphean task
it would take a while but it bugs me enough that i'll probably do it someday
i'm already an English major--the crown of Sisyphus fits snugly around my head
what if i just push the boulder a little harder this time. maybe it'll go over the mountain...
Stone cards with highlander joker are broken!!! And I love it
🫡
also forgot to share the last jonkler
oh hell yes
these look great! Besides your github, is there any sort of modding page for Balatro on any of the big mod distributors yet?
In general, not just your mod specifically
This has great potential!
love this concept!
horrendous joker ideas
There absolutely is if you mean a collections of mods!
https://github.com/jie65535/awesome-balatro @woeful thistle
OH WAIT SORRY MISREAD LOL
r2modman support is basically complete I believe, now the modloader authors just have to add their mods to the repo for the game on r2 😄
That means thunderstore as well since that's essentially a reskin of r2modman
ok so back to square 3
does scoring hand not count cards for the purposes of splash or stone cards? or am i just iterating through the list of played cards wrong?
my only guess at this point involves how Hiker uses context.other_card.ability.perma_bonus--like, maybe the fact it's got context.other_card, while yours uses context.scoring_hand?
but i'm really not sure at this point lol
oh hey
turns out i just didnt need to iterate through the hand
just came to that conclusion looking at agate
removed the for loop and now it works fine
bad joker ideas with lyman btw
i fail to see how that's bad
the only bad thing is the rarity cause that means you won't find it often :P
Oh btw, this documentation might help you if you're still trying to do this https://github.com/Steamopollys/Steamodded
oh it's on r2modman now?
It has a section for outputting debug data through a debug socket
which modloader?
pretty much!
@tacit mountain and @stable crag just have to add their losders to the r2modman repo now
Cool as hell art
oh yeah that makes sense
And then mod authors will all likely flock it it ASAP
more sell jokers
As it will be the main tool used to install/manage mods until workshop support is out
I believe that's the case anyways but I'll read through the thunderstore/r2modman devs last messages just in case
But I believe support was basically implemented and now all that's left is adding the loaders and mods to the repo
I think it will yes
It patches in memory anywYs
So it essentially works similarly to how lovely does out of the box, but obv using lovely would be the preferred method from now on
For both modloaders
mhm
That with r2modman will be very dope 😄
so on r2modman you would install the modloader, then install other mods for said modloader?
Esp since you can switch between balsmod/steamodded with 1 click
And can have multiple profiles for different mod combinations
That u can launch with 1 click
And send mod packs/profiles to ur friends
yeah ik how r2modman works, it's pretty good
So they can play using all ur mod combination
Yeah most do I think haha
Some didnt tho earlier
So I figured I'd mention it 🙂
Yeppers!
Similar to a game like lethal company
Oick ur modloaders of choice, then pick ur mods
Then it'll inject them all from memory
so when does this release on r2modman?
Certain substances dealer joker 👀🔥😱
Let me check the last messages hold up
alr
could make it after 3 rounds like invisible joker
then it'd become a sidegrade of sorts
So according to one thunderstore dev they said this yesterday, but I think another gave another update #⚙・modding-general message
Let me find what they said again
alright
This #⚙・modding-general message and this as well #⚙・modding-general message
my mod probably won't be done for about a week so i'll wait for it to release before i put it on there
I think another dev said something too where was that
What's r2modman ?
@umbral pilot (the maker of lovely injector and also a thunderstore dev) said this #⚙・modding-general message They might be able to provide an update on r2/thunderstore support too
It's like one of the most used mod managers
Very well known in the gaming community esp modded gaming and the preferred modloader for most next to workshop
basically they host a repository of mods / loaders and allow quick downloading / swapping of mods
originally made for risk of rain 2 iirc hence the name
Once support is dropped most people will likely install mods and modloaders from here until workshop support is added 😄 that's usually what happens with most games that get r2modman support
is it possible to mod this game on the steam deck? i mostly play it there relaxing out or before bed
when r2modman support gets released most likely
otherwise you can use instructions for linux in desktop mode
Yes
I helped someone with that 2 days ago
Feel free to shoot me a DM and I'll help ya out
ah okay will do
It works with proton and nstively, just injecting the modloader can be a bit of pain if they want to use proton for things like reshade support (though it's more recommended to use the builtin AMD/Steamos shading filters anyways, basically the same as reshade but less latency and overhead on Steamos)
@umbral pilot has been working pretty closely with Steamo to implement lovely injector into steamodded as well, so I believe Steamo will be adding steamodded to r2modman very shortly after full support for the game with r2 is complete
I think Steamo might have mentioned adding it to r2 as well but id have to double check
Ok ok, I'll see later
They provide documentation for how to add a mod/modloader to r2 as well
I think they might have linked it in a message I linked to up there recently ⬆️
Oh it's thundersore right ?
Ok so thunderstore is like the server and R2 the client?
yeah pretty much
same thing yeah
thunderstore is essentially a reskin of r2modman
they both use the same api and repos
but thunderstore has ads where r2modman does not
many prefer r2modman bc it doesnt have overwolf
which is essentially bloatware which collects some telemetry on the users
while r2modman doesnt do that stuff
theres a bit more info uwu
oh also this #⚙・modding-general message
forgot that one haha, that's the biggest explanation for the differences between r2modman and thunderstore
r2modman uses thunderstore to download mods
sorry i mean overwolf
oh I never knew that actually haha
good to know!
it uses the thunderstore servers
that makes sense, I've seen thunderstore out for a while while r2modman I think came into existance with ror2
To clarify a bit;
There's thunderstore.io (the website which has the API for download mods, that r2 and TSMM uses)
Thunderstore Mod Manager (TSMM, the reskin + some minor features of r2modman)
r2modman (the open source mod manager that Thunderstore devs contribute towards)
Yes Thundestore Mod Manager does use r2modman as a base.
thunderstore has overwolf whereas r2modman does not. If you want a version without overwolf, it exists and thunderstore r2modman pretty high as it's top mod for most games
icic, thank you
AHHH
okay now that makes sense
Got all flipped around there lmfao
It's alright for everyone to use r2modman if they want to
thunderstore.io server costs and all the development are funded by ads, so it does help out when people either browse the website for mods or use the Thunderstore Mod Manager 
how will the thunderstore support for balatro inject mods?
With this one
alright
how lovely
🥁
badumtsk
We try to keep everything that we can open source, so that the community can make their own educated decisions on what they want to use 
Sorry for small promotion, but this is a cool feature on the website: You can look up the source code, if the mod author has made it visible, example: https://thunderstore.io/package/TeamMoonstorm/Starstorm2/source/ This might be nice for anyone who is skeptical on what a mod is actually doing.
has anyone had any luck installing the modloader on linux? keep getting an error upon launching the game
ok, looking at the mod manifest for a rounds mod i made a while ago, would something like this be right for distribution of mods?
ROUNDS BAYBEEEE
god I love that game
after I saw Toast play it for the first time
looks correct
I HAD to play it
Does anyone have an idea on how I would invert the currently selected cards?
used thunderstore all the time for BRCF mods, great site
Yep, it's going to be similar to other games mod packages in TS. I'll get that one sorted out and locked in, when metherul is back online 
uhh, what's your install looking like?
wdym
same, used the site to download lethal company mods (and many more games mods)
installing with the recommended code throws this error with steamodded
completely stock, unmodified elsewise, and no mods installed
tried default proton, proton 9, and proton experimental, using 7-zip package from AUR
which provides 7zz
ah, proton?
feel free to send me a dm wren
im on arch
I helped someone install to steam deck earlier today
you don't need 7z thankfully :-)
gonna be a lot easier on native linux haha
steam deck is native linux though?
what worked?
dlloverride is likely required
a couple command arguments to set it up
yep
other than that they were using proton
so it was just a matter of finding the proper commands for the terminal
gotcha yeah, that's pretty on brand for wine
cd to the directory then running the code to grab and run the loader
it has a native linux port
haha
wait it does?
so no need for proton
new?
??
you can likely fix it with proton tricks
I misread something earlier
lmao
yeah just proton for now my bad haha
happens
i misread what it said on protondb
thought native support for linux was already there 🤦🏼♂️
anyway how would you recommend installing steammodded
does r2modman handle installing for games which require proton?
if ur a mac user 🤣
that but sounds like it's partially working. could you grab the patch-@main.lua file from the game dir? submit it to this chat.
lemme repatch
also I'm oh mobile so no good euros type well
yep, proton trick and the other wine handler loader app works very well for that
it shouldn't be required afaik
grab 0.7.2 steammodded
nothing about lovely is exotic
...is there even anything in pub experimental lol
oh wait lol now I can't eat
proton 8 works
read
do you think thru lovely or
run it again and send this file
i dont have that file in game dir
im using the steamodded linux install script not lovely
even after running it?
i can switch to lovely tho hold on
oh, wait you tried it with lovely though, right?
do you have it in the game exe when you unpack it?
delete your game executable and revalidate
oh wait lovely doesnt do that huh
not unpacking manually
so no
u can use 7zip to open the archive
the exe is just an archive essentially
ye i know how exes work

most of em are like that luckily
lmao fair fair
at least for this engine
lovely dumps patched lua source into the game dir for debugging problems like this :-)
that's what I'm referring to fyi
yup, a blessing and a curse 
reset your game, run lovely, send me the dumped lua files in the game dir. if they don't show up then it's a wine dll override problem.
yep wine problem
if they do then I'll be able to see where patching went wrong
afaik you can stick this in your run args for Balatro WINEDLLOVERRIDES="dwmapi.dll=n,b" %command%
that should work
for steammodded it was this which is very common, prolly different for lovely WINEDLLOVERRIDES="dinput8.dll=n,b" %command%
eyy we both clicked on the first good search result
haha yep, I helped that steam deck user yesterday too
they used that to get steamodded working 😉
dwmapi is in the game dir as expected?
correct
maybe pack the games files up in a 7z
i get a command prompt flash for like 5 frames and then nothing
and send them over to run on another linux users machine or in windows through the linux sandbox?
i think that that is against intellectual privacy laws :P
I mean sure but we all own the game lol and it has slight drm
steam drm but still
not gonna open with a steam emu
and everyone here owns the game haha
not the first time its been done for troubleshooting
i dunno (guarentee you its already out there too lol)
it is lmao
but yeah, not illegal to share game files with another legit owner I dont think either? but if you want just send the modified files too instead of all game files
in a dm ofc
?
its technically illegal
possibly? I mean making game backups isnt
idk about sharing the files though, haven't read through the laws on that in quite some time lmao
but again u can share just the modified files if ur worried about that lol
like main.lua and whatnot
instead of the whole folder
this is in arch yee?
thats windows
wait so are you trying to run this from windows or arch?
or are you just trying to install the modloader
through windows?
oh, and ur trying to install using lovely right?
ye
I can easily help with windows w steamodded
no its fine gimme a sec
for lovely you'll have to ask @umbral pilot
i know what the issue is and its very dumb
its not creating that folder
from modifying in memory?
no its so much dumber
oh permissions?
read/write to create the folder?
isnt making the /mods/ folder
what the ahaha
inside the simulated appdata
wait you dont need that though necessarily at first
you make that yourself after
all you need is the modified exe to boot
at least for steamodded
i think lovely should be the same
well thats what the error is saying with the loader
no i didnt install steamodded
for linux you need to add WINEDLLOVERRIDES="dwmapi=n,b" %command% to the launch for lovely to work btw (i use linux)
yep that was it lmao
did that
it didnt make the /mods/ folder inside the simulated appdata
I saw the thing given had ".dll" on the end which is incorrect
first time i looked at lovelys readme
huh
you're trying to run it in windows currently tho yeah?
in the proton container %appdata%/roaming/balatro/mods not existing threw a error
oh so that was the issue
it not having the mods folder in appdata/balatro
MONKA
yep
haha nice, glad ya got it sorted and quite quickly too 👍🏼
next time someone asks what their issue is on linux/arch
I'll refer them to your message
Funny how this is problem occurs way too often when dealing with mod loaders
Though bad error messages are partly to blame sometimes
having dll at the end seemed to work for other linux distros like steamos
steamos is arch
maybe its unneccesary tho
Creating the mod folder yourself in the %AppData% folder fix it everytime right ?
yes
OH didnt know that!
you can run ``mkdir ~/.local/share/Steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods`
and it will make the directory
for arch using Lovely injector yeah
that folder is always the same
same error happens on windows
you have to make the mod folder
yh yh ok make sense
otherwise lovely will not load
AH okay interesting. Maybe the devs didnt encounter that issue bc they already had the folder
both steamo and @umbral pilot
I figured it was an issue with arch trying to create that folder, but that it would work in native windows. Good to know that it's an issue there too, can likely be patched ASAP
you're likely one of the first users of lovely injector atm haha
beta testing for the community 
check the top right
i always run modloaders without any mods loaded first in case theres config stuffs
when you get to the main menu
usually theres an icon for both steamodded and balamod, lovely should likely be similar
LOL
if not just download a quick test mod I'd say
thanks wren
very funny error
I appreciate you testing this out
np np
@umbral pilot does lovely have added text in the top right at the main menu similar to steamodded or balamod to show it's installed/patched?
yeah that's a hilarious oversight
like steamoddded and bala?
i made an issue so you get the dopamine high of closing one :3
although technically lovely is useless without a modloader, of which needs to be installed into Mods/ to work

I'LL fix it
it, imo, should still be able to load
mm, I think not
it should throw an absolute red herring of an error message and proceed to nuke the game
this sounds like a dark joke in my head LOLOL 🤣
it should open 5 cmd windows with sleep(1);print"contact me on discord";exit
just fucking fork bomb the user
remember when i said i only need two balatro .exes with lovely? i was wrong

perfect
damnit wheres nitro where I need it, i need a monka emote
lovely always pulls from C:\Users\[user]\AppData\Roaming\Balatro and my steamodded is in C:\Users\[user]\AppData\Roaming\BalatroModded....
yeah same
dont call them defects bro!
hm
@umbral pilot
is this the correct format for the modded files?
ok it is Not Loaded
move those dirs + the patch file into the Steamodded subdirectory
Lovely by design only loads patches from subdirectories within AppData/Balatro/Mods.
so to summarize: your linux problem was solved with the WINEDLLOVERRIDE var and by creating the mods directory, right?
even better
if you need other linux testing lmk
how are cards like chariot, empress, and justice written in the code? i can't find a definition for them in card.lua
it should be in
function Card:use_comsumeable()
...
if self.ability.consumeable.mod_conv or self.ability.consumeable.suit_conv then
...
end
glitterbomb art
now we need glitter bomb 2.0 to 6.0
looks like it's implemented generally via setting values in the center's config field in game.lua. for example chariot has mod_conv="m_steel" for steel, and max_highlighted=1 for a max of 1 card.
na im tryna figure out like how it actually functions
yeah, it references that data in card.lua on line 1091 to change the enhancement.
Yeah it's pretty straightforward, refs the games code then adds or replaces with your own code instead (or u can completely overwrite the games code if you really need to do that using a certain function, but I think that being necessary is very rare and would more often then not cause a lot of problems lol) @silk viper you asked something similar earlier and me, uwudev and I think 1 or 2 others gave u an answer, so perhaps go check back to see what you might have missed
common x1.2 joker?
but who's paul
that is the question
fr who is paul
em can somebody explain what just happend
lol
the seed is epic too
i set ante_scaling at 0 and every blind is 0 chips
sounds like ante_scaling expects to be 1 or higher, I bet a value between 0 and 1 would be interesting if possible
i set ante_scaling at 0 and every blind have 0 chips
16/1
yes I understand, setting it to 0 probably multiplied the whole formula by 0 which would set everything to 0
but a value between 0 & 1 might make the ante scale down instead of up, or something else interesting
oh
ok
Try changing the seed to something invalid
Any string works fine, actually
im duplicating the ace of hearts for fun
Some real sickos in here... 🤣 👀😆
bro putted random numbers
hehe funnie
hehe ante 1/57 is crazy
