#⚙・modding-general
1 messages · Page 11 of 1
there's SixSuits for playing cards
Mod idea:
"Temporary"/"Ethereal" sticker (as a 'helper' sort of mod that other mods can use)
Temporary looks similar to Eternal's sticker, but as a small blue flame icon (to hearken back to Slay the Spire's "Ethereal".
Adding cards with this sticker to your deck does not trigger "when card added" jokers.
When you Cash Out, all cards with this sticker in your deck are deleted (without triggering "when card destroyed" jokers).
This could be a good way to, say, have jokers that basically amount to "while you have this joker, you start blinds with so-and-so cards (e.g. two Stones, or a random Straight) in your hand" without ludicrous card generation
One last question: To launch a game with mods, you just launch the game normally through steam correct?
Should be! It just modifies the Executable file.
Just as long as the mods are in the proper folder (there should be a button to open that folder in the mods menu)
This is actually going to be a thing in ShamPack, but as an edition
Well, I tried adding a shiny effect to all of the tarot cards, so I modified this line of code (containing the booster effect) to add the tarot card set but the tarot cards remains the same
Did I miss something ?
It'd be WAY BETTER as a standalone mod (so other people can use it for their custom Jokers without requiring ShamPack) and as a Sticker if possible (so people will make the connection, "hmm this is like Eternal but opposite")
like a, whats it called, "Helper Mod"?
a library
we could totally split our custom enhancements/seals/editions/other shenanigans into a separate mod
but that'd be up to @rare hill and he's already got a lot he's handling without assistance due to both ShamPack & Community Jokers
Some people simply like to play with shenanigans on their own terms.
(since, at the moment, he's the only one actually implementing community jokers)
The main thing with it though is that everything that's being designed for ShamPack is only going to really be balanced around ShamPack's content, so stuff like Mild Cards are going to fall REALLY flat unless you also have ShamPack installed
This is what I get when launching the game
(as it stands, there's already been a lot of unwarranted dissent about Mild Cards, even though they're generally beneficial)
wdym by parasitic
its a mechanic thats insular and doesnt do much by itself without explicit support
it actually does a lot by itself
boot up ShamPack, find a copy of The Haters, and just play a run with some mild cards
Like my anti virus picked it up as a virus but green lit it afterwards
trust me when I say this, I find them to be generally more beneficial than Wild Cards
am i missing something
because they don't get debuffed by like, ANY of the boss blinds
oh, i see
and you get five at a time
meaning lots of vampire food, lots of cards for Driver's License
i mean, to be perfectly honest, while thats neat, i dont think that usually warrants it enough alone (but thats what the joker pack is for)
and well, it blocks unwanted flush hands which is GREAT for niche builds
Anyone know what's causing the crashing?
while yes it is overall a detriment to the enhancements pool, it is FAR from being a detriment to an individual card
if some cross mod compatability happens (probably not given its balamod) id be down to tinker with mild cards
that makes a lot of sense actually
I mean, you can always offer up some ideas to ShamPack and if we like what you're cooking, well add it in or adapt it to fit better with what we're doing
hell, if you want to do programming for ShamPack to get more of our planned content out there (and adapt some of the stuff into submods/libraries) then you could do that too
A lot of people seem to want Reverse Tarots, and we have most of a full set planned out, with some still needing some revisions
were the reverse tarots the thing that got you to switch over to balamod out of curiousity
I need to learn love2d lua so I can make my OWN set of reverse tarots! I have enough enhancement ideas.
there were things we wanted to do that couldn't have been done as easily on Steamodded due to the destructive programming involved
when the balatro is sus!
Yeah in Steamodded if you want to edit a function you need to copy paste all of it
#1212105650151100458 message this is our list of ideas at the current moment, there's a lot of stuff planned for revisions, and a lot of stuff that needs to be implemented
wonder if that's being worked on for steamodded
Yeah tried repairing the instance and its still crashing
(i died)
Namely, the thing that I think would be great to implement ASAP (after Gepsi finishes the Drama Joker) would be the Ethereal cards, because those'll add some REALLY cool ways of doing stuff and open a lot of design space
though the ethereal cards will need some sort of shader because IDK that editions can use sprites isntead of a shader
and I don't know that shaders can simply just apply transparency to something
So would you say that Balamod is better for not being forced to copy paste the entirety of a function in your mod if you just want to edit a few things ?
Balamod allows you to inject
Also my balatro exe got renamed to "LOVE_11.5"
so instead of destroying the game's original code, you just slot your stuff into it
I see
I'm gunna have to reinstall aren't I?
I guess I'll switch to Balamod then
Guys why is there no workshop in steam even if there are mods available?

still sad about this one, the joker idea that involved emoji was REALLY funny to me and I really wish we could make it happen
modding is currently independent of any official support, but there's been whispers of (eventual) steam workshop support, and confirmed efforts towards r2modman support
Yeah I think my balatro directory is messed
how hard would it be to add or replace music in the game?
I think it's literally as easy as replacing the sounds in the files
sick
don't quote me on that though
i'll probably just change some things for myself if thats right, feels cool to have like everything be customized and i've had enough of the music
Ok I got it to launch but my mod isn't being recognized
Are you supposed to zip the mod file up?
nope
The path goes Appdata/Roaming/Balatro/Mods?
should be, yeah
It's in there but its not registering
strange
oh, re:stuff that was mentioned:
- I can probably make some kind of separate mod for effects eventually, but I'd rather wait until there's a nicer way to have dependency mods in Balamod
- I use Balamod because it lets me modify card descriptions to use the same dynamic description system the base game uses (using mid-function injections), and generally for mid-function injections.
also mild cards definitely act like a debuff about as often as a buff, but enhancements don't need to be equal and treating them as cheaper to apply than a normal enhancement is a niche in and of itself
i'm concerned about the divide in modloaders
having lived through all of the lifespan of modded minecraft
yes. all.
like
I need to ask, did Balamod come out recently and that's why it's better but has almost no mods on the Awesome list
balamod has existed for a bit now but only was recently fully released
ahh ok
cause like
I'm concerned it's gonna be a situation of 'Two very popular things are on two separate loaders, and each one too big to port to the other'
the dev of steamodded is working on improving compatibility with balamod, so we likely won't have a minecraft situation
although in the case of modded minecraft fabric just sort of has been slowly rotting because of mismanagement, discord insanity, and endless lack of feature parity with its older cousin
so that's fair
it helps that balatro is a smaller game and thank god it's not java
nor is localthunk trying to personally torch every useful code function each update
more people offering free work on a game is never a bad thing
just more ways to tackle new ways to mod the game is all
yeah sorry, I don't mean to stress folks out
i just have seen a lot of. . . scunge
[smokes chocolate cigarette]
i was there. when you had to delete meta-inf. . when two .class files could never coexist, like fire and water.
i've seen things you wouldn't believe.
and did i do any modding myself? other than getting briefly sucked into doing textures for a total vaporware project, absolutely not 
listen
finding out i could just open the balatro.exe with a 7-zip was a portal in time for me okay
im a 1.2.5 alpha veteran 🫡
we lived through risugami's modloader we keep living
we keep livin' indeed
i got minecraft just after real crafting was added
i remember being like 'gosh this seems neat. wowie'
finding out i could just open the balatro.exe with a 7-zip was a portal in time for me okay
what?
REALLY?
that is fantastic news, and it's written in LOVE, right/
hot diggity dog, I wrote an sql implementation of blackjack a few years back where everything was serialized and logged. I'm curious to see if that's something I could put together for Balatro
do you mean make an additional gamemod?
at the very least, I want to figure out what the most optimal way to record that level of detail would be
if it's within my technical ability, I'd love to implement it as well
it will be tough imo
call it balajack
but good luck

I'm just about to start poking around, but I'm thinking it will be quite a challenge with how much more complicated Balatro is compared to blackjack
If I do have any level of success or interesting insights, I'll report back though 🙂
I will absolutely call it that, thanks!
right off the hop, having the list of cards and attributes listed in game.lua is pretty huge!
but
there seems to be a lot of things I haven't seen in the game yet haha
I've only completed runs with blue, red, and green decks
"If first hand in round is a single 6" - how on earth can this work?
You only play a 6, it would be a high card hand
Ah! Of course, it's my bad reading. I thought for some reason it was if only a single 6 is drawn to hand
Thanks ^_^
No problem, my initial interpretation was something like that
I think recording a comprehensive history of gameplay is possible
a game's state is initialized here (starts at line 1810)
so I think an event-based model is the way to go
Ahhh, I just realised I typed in modding-chat instead of general. Sorry about that.
And sorry personally, @strong swift. your answer, in context, was fine. My bad.
barely

For Balajack, I'm going to try to use sqlite to build a database around how the objects that are initialized at the start of the game are structured. Then I'm just going to find which functions modify those values and will add another step to record the event in the db.
Certain objects will need to have unique identifiers associated as well.
That's essentially it. So I think I'm going to start by seeing if I can record gameplay events, then will focus on the db implementation
or wait, I can probably just watch for the variables that were initialized to change and then log that to start
Is there any way to check if a joker exists in the game files? I have a custom joker and want to add it to a deck on start, but I'd prefer it if the game didn't crash if someone doesn't have the joker mod.
how do i turn off anti virus to download steammodded
could you elaborate on your implementation? The person will have your custom joker in their game files, but not the pre-requisite mod?
Before making any changes to your computer’s security settings, such as disabling anti-virus software, I strongly advise you to seek the assistance and approval of your parents or guardians. Their insight and oversight are invaluable in maintaining the safety and integrity of your computing environment.
Additionally, I encourage you to obtain permission from your parents or guardians before exploring the internet. Navigating online spaces can be both educational and entertaining, but it is essential to do so under the guidance of those who have your best interests at heart.
dw i got it lol
No I have 2 seperate mods, one that adds the deck and one that adds the joker. Then inside the deck mod I want to add the joker, but only if it actually exists to prevent crashing.
oh damn...
I found a way to look for every card you will draw in order
i saw a mod that gives you only 3, but it was not interesting 'cause you must reload game to see them
could you have a function that cycles through the list of jokers for a match before adding it, and if it doesn't exist, just skip?
how do you look at the entire draw order?
lemme show you
Yea that would work, but how do I access the list of jokers 🤔 I know that for cards its
for iter_57_0 = #G.playing_cards, 1, -1 do
But what is it for jokers?
there are a list of every card in your deck in the moment
now i want to discard a Q 9 2, and I will get 7 9 8 probably
Yep
I'm new to Lua, but in Godot, I was able to have a script access a separate script. I did that to manage cards between a deck object and a game object in a video slot/poker game
that's super cool
thats very bad
why's that? because it's possible to exploit?
first of all, yes
second, im trying to make a mod for calculating a probabilities of drawing a combinations
but when im looking on this, that makes me sad
Reload the game to see them? It was having "medium" in your consumable area lol
It was just a test while I built it into having a joker do it
oh ok then
but it's really worked that way
Yeah that was something I hadn't figured out at the time, reloading would show them, but having the "medium" spectral card in your consumable slot keeps it there and makes it update as intended
I don't know how or why you'd obfuscate the deck in the back-end, though. You can still build your mod around what can't be seen, but you can also test it against an omnipotent player as well now, too
how come decks arent showing up when i put them in the mod folder?
Having it work correctly when continuing a run is part of why the joker hasn't been finished yet
This is a double edged sword, in one hand you have a good idea of a "medium" card, in the other hand, the drawing of a card isn't random
what did you make the unlock
Before proceeding to modify any game files or adding content to the mod folder, it is essential to discuss your plans with your parents or guardians. Their approval and oversight not only ensure that these modifications are conducted safely and responsibly but also align with any guidelines and rules that may govern the use of your gaming platform.
the deck order is when it's initialized, though
i know, i know
dude i aint a child
I just thought it would be neat to have easter egg/hidden effects for edge cases, like something special happening if sixth sense is in the 6th joker slot, or having a card be destroyed of a second vampire tries to eat it (instead of it just not working at all, like it does right now)
that sounds confusing for people to pick up
I think easter egg/hidden effects can work, but not like the ones you mentioned
things like the secret hands that already exist are great for that (the Soul card is another hidden thing in the game that works great)
I've heard people mention this idea before, but maybe an idea for a joker specific hidden effect could be having 4 fingers making new hand types possible? Like a flush 4 for example? (as it would be a 4oak and a flush at once)
Ok so I figured out how to modify the joker table so that it only allows a few jokers in the game. Can be modified via a json file.
O yea 😎
What would be cool is if there were jokers that merged/consumed other jokers when all of a set of jokers were achieved.
To create a condensed more powerful one
I think that's useless, no?
While that joker seems fun it's just crippling to be bound to 2 starting jokers
There are already x3 multi for straight
Idk how but make it so maybe this joker also adds a joker slot
Having -2 slots only for +1 meh
Yea, that sounds better
Thats a good idea, ill look into that
Or x2 multi and these 2 jokers activating 2x times
How are you guys creating your github repos for mods? Are you forking off of steammodded to indicate that it's based on his modloader?
But anyways straight build is tough
Just make a link in readme, i think that's enough
Straight Tate
Straight Nate
yeah that's better
having some issues targeting the joker list in the game files. litterally all i want done is to rename jokers
Mod to remove/replace jokers and read which jokers you want in the game from a json.
just showed a crash error after i loaded the mod then looked in joker collect
Is anyone else having this weird visual bug when the game launches? (the cards all seem to vortex somewhere offscreen towards the bottom right)
It could be because I tried to use balamod, but it gave me an error screen when I tried to lauch it so I did the uninstall command. After that, lauching balatro still gave me a error screen (this one was different tho). So I uninstalled the whole game with steam, and that lets me launch the game now, but now it always has that weird visual bug. Uninstalling/reinstalling again didn’t work either.
Should I be concerned?😳
is the sliver deck a single random joker?
the others says it's random, except this one, so I'm wondering if...
Can you screenshot and make a issue report.
Yes it's random. It's exactly as it's said in the 0.8.8 version of Balatro
weird
I'd expected to see the random here, but whatever
it's so little it doesn't change much
I'm sure I have bugs to work out, but it works for me.
Photo's from GothicLordUK's video on creating a money printing machine in 0.8.8
to show in the mod
I wonder
If a deck used the lock and chain design from locked decks
What would it do
Debuff certain played cards?
Conditional buffs at a cost?
Start with 5 random negative eternal jokers.
You must complete blinds to unlock jokers as the run progresses?
Y'know what. I may do that
If you got pareidolia your ass better hope there's no plant
the 5 random negative eternal joker one
Imagine if you gained joker slot per blind
erf
i like it
imagine the oposite (actually don't, it's cheating)
sent
It's a nice gray-Teal vs the in your face cyan we have
Me when I gain a blind per joker slot?
its probably just my lack of knowledge on how to use it
no, lose a joker slot per blind
oh no
did you know that if you have enough copies of stuntman to reduce your hand size to 0 you literally just die the second you click a blind
oh no, I just thought of something better
- Lose a consumable slot per boss blind
- Start with 8 consumable slots
help me perkeo senpai
Haven't seen that one yet. I asked for some additional info in the post.
why the hell am i having so many issues with renaming jokers smh ive asked so many people with no results ;-;
Anyone know if there's a way to see if a file exists in your assets folder?
When I run the game nothing appears on the screen and it stays blank but the music plays, do you know how I can change the resolution without directly entering the game?
hey uh
i think i broke negatives somehow? im not sure how
they dont actually subtract from the joker slot, and also seemingly credit card doesnt let you go into debt anymore
if i could have any smart heads skimming through this to figure out as to why it'd be appreciated https://github.com/spikeof2010/JankJonklers/blob/main/JankJonklers.lua
it seems to make the negatives that ectoplasm provide actually just increase the joker slot??
really puts the jank in jankjonklers
im so confused
okay so it increases joker size with ectoplasm, but negatives that spawn in shot still occupy a slot??
are you sure it's JankJonklers that's doing it?
negatives don't cost zero slots, they add one slot
i had someone report it on my thread
removing my mod seems to fix the issue with credit card
janklers, if you will
huh
okay so i think its the code with mind mage??
its all commented out now but i had previously moved this to context.before and i thought it worked fine
OH YEAH
yeah credit card is just not working at all
you're overwriting the effects
Card:add_to_deck and Card:remove_from_deck get overwritten
multiple mind mage breaks it
how does it break
it continues selecting the last 2 even if they have already been discarded
so you can only select 3 cards
that might be my bad index math
and when you click play facedown cards are played
very tempted to just scrap this joker but ill fix it
more or less the same for remove from deck?
mhm
ah yeah, then its discarding cards in your hand that arent there
rule of thumb dont overwrite functions
i dont quite understand how this exactly makes it so its not overridden but i understand we're declaring a local variable for the script at the very least
i am not too lua brained
we're making a copy of the function
after our function gets run, we call it so the original code gets executed
did i mess up with remove from deck since i got a crash relating to it
uhh maybe
waiting for my wife so we can have dinner -s-
okay yeah that did the trick
now just need to fix the other part of mind mage
actually does it mess up credit card anymore
Credit Card's effect is in Card:add_to_deck so in theory no
how can I add localization of other languages but English? I'm using steamodded
youre a lifesaver btw myst
sorry about yet another thing but more than one fortuno (maybe even just one) has some weird effects
i cant select cards in the gap btw
thats my guess
or more specifically, trying to destroy an already destroyed card
any way i could stop that from happening?
i dunno
local card_to_destroy = context.other_card or nil
card_to_destroy.getting_sliced = true
G.E_MANAGER:add_event(Event({func = function()
(context.blueprint_card or self):juice_up(0.8, 0.8)
card_to_destroy:start_dissolve({G.C.RED}, nil, 1.6)
return true end }))```
is the little snippet im using
looking at the way trading card does it confused me more to be honest
maybe theres a way to have the trigger be shared across all copies of the joker?
might be worth looking at how the basegame handles it
Does anyone know how to mod the background colour during blinds and endless mode? I tried my hand at it and instead I changed the colours on the title screen.
yorick blind
if anyone wants to use this joker art in a mod hmu i dont have any intent to get into modding rn
that is sick
unfortunately out of my planned jokers i dont have any effect that fits the card
i was imagining something like "2x mult, every other hand played is debuffed" or something
based off alt art brimstone from four souls
(and by virtue tboi brimstone)
bit weak no way direct Miracle Milk synergy
thanks, paul
Are there any mods to remove the clown imagery?
It's lovely pixel art but I really just irrationally dislike clowns
its very possible to make a mod like that
its just that it's gonna take a while to replace all the art
Even if the art was just replaced with something really generic.
Like just the name of the card, no real art.
in that case then yeah, it could be whipped up pretty quickly
you can look into how texture packs work to make one yourself
the point is that it's supposed to work in builds where the scored cards themselves don't matter much, ofc it would falter with a build dependent on one of the sin jokers
could someone make a quick play button that makes a new run with a random deck (guess you could pick your stake or make it random)
any mods to make the game slightly easier?
I don't know about slightly, but there's absolutely content mods that add Fun stuff
Does anyone know what the "alerted = true" field means in the rarity table?
It's not present in the registration for the jokers.
It looks like only the original joker is true.
I think it only applies to jokers
what part of it are you unsure about?
to install it, just download the release from the releases page (here https://github.com/UwUDev/balamod/releases), open a command prompt in the directory you've downloaded it in, and run the file with -a option (it'll find balatro and patch it automagically for you)
(powershell works too, you can open a command prompt/powershell at a specific location if you hold shift and then right click in an open file explorer window
Is there a mod out there that increases the joker capacity of all decks, preferably without making other changes?
What do you mean? Like just increase all decks from 5 (or 4 for that one deck) to a number you select?
Like how the default for most decks is 5, I was hoping for a mod that makes it 10 or something.
I can make it in a sec here. Give me a half hour.
Awesome, thanks a lot.
You can modify the Lua script super easy if you'd rather it be larger or smaller.
It's at the top of the script.
back to making more jokers
I like that :)
e-
excuse me?
Mark + Pareidolia moment
This is apart of my content mod I'm currently making, I wanna know if the art is okay
If anyone is interested here are the effects (that are almost fully coded):
The first one makes it so every pack has 2 more cards and the other makes it so you can buy another pack in each shop
that looks pretty good
maybe put the hermit and a planet on the packs though
no text is probably a good decision though
i guess having the extra cards in pack on a voucher is better than on a joker because you just have to modify the packs once
can't seem to get my joker working
I think that can work :)
Maybe only the planet actually
the arcana pack looks pretty weird without the hermit though
nah its recognizable enough
fair
Yeah, I could re-draw the lines
do you have art for it?
yes i arted, old effect no work
TRUE
make them alternate between 5 different jokers every 0.2 seconds
id imagine most of the jank is setting shop items
the realtime part is what i was worried about
surely love has some sort of built in delta function
hmmm
thinking about it though would it like
mess with the buy window?
like as youre hovering to go buy it
I fixed some visual clutter and inconsistencies
hm
we're discovering the higgs balatroson with this one, boys
wait
WAIT I have a better one
making it "has only 1 card"
the honks bozon
That sounds like a legendary joker effect lol
Though balance isn't of much concern for me 
hm
this is true
making it 0.5x mult
which makes it about the same strength as hit the road.
ehh
1x mult is fair enough
What if the bonus was really big but resets every bind
if it resets every blind then it would be on par with other rares i think
Some fun high card hybrid builds
Oh, that makes sense
Though I think it would be silly fun if it was how it now with the rest, sounds like it would play very interestingly
so it grows mult until you stop playing high cards? does it reset?
2 more cards per pack is VERY powerful. If you must leave it un-nerfed, maybe make that one the upgraded voucher.
it resets when you play a non-high card
How can I link two files of my mod together ?
I tried dofile('Util.lua') but it says that it's the wrong path for some reason
love.filesystem.load might help you
won't this break if the mod filepath is different?
Alright
does the shop get deleted when you exit that screen?
You can get the mod file path with Steamodded
can't love.filesystem not access outside the expected path?
There’s some restrictions but if it’s in the mods folder that should be fine
If not you can probably do some shenanigans with os.execute
it needs to give the player uuuunlimited flexibility obviously
on the topic of references
might up the mult gained but first
loc_vars = { self.ability.extra }
end``` this is the correct type of declaration to make for the scaling variable right?
yeah
huh
unlocked = true,
discovered = true,
rarity = 2,
cost = 5,
name = "Sentai Joker",
set = "Joker",
config = {
extra = 4,
},
}, {
name = "Sentai Joker",
text = {
"Gains {C:mult}+4{} Mult per {C:attention}Planet card{} used",
"Resets when {C:attention}Boss Blind{} is defeated.",
"{C:inactive}(Currently {C:mult}+#0#{C:inactive})"
}
});``` do i just have it config'd wrong

oh yeah
i actually didnt know what putting the number in between # did here
agony
:y
im assuming its pulling the first available variable it has access to (assuming proper index!!!!)
also for consistency i think you can rewrite the desc to
"Gains {C:mult}+4{} Mult per",
"{C:attention}Planet{} card used, resets",
"when {C:attention}Boss Blind{} is defeated",
"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)"
does look nicer
not sure why my variable is crying though
oh hmm
i think i know why
no i dont
uhhhh?
have you done this?
aye
hm
devoted joker right next to it uses nearly the exact same code except its specifcally calling for extra.x_mult
i popped open the localization files and fortune teller has it as #2#?
because Fortune Teller has two variables
ah, right
makes sense
tracks total amount of tarots used
oh thats a new one
i manage to get it crash on tooltip
trying to do this by making extra hold two variables
but getting an error by formatting it like this, i once again put forth i am not too familiar with lua and lua tables if self.ability.name == 'Sentai Joker' then loc_vars = { self.ability.extra, self.ability.extra.mult } end
my ability to break this game does not cease to both amaze and frustrate myself
so uh, i dont even know what i did but i can play planet cards???
(which, apparently, they count as the hand they represent)
is context.using_consumeable one of those cases that they need to be declared locally or im overwriting everything
...or not
it works now?

i'm sorry--you can play planet cards????
i have no clue what the hell i did but its not doing it anymore
i'm glad to hear it works now but that is incredibly unholy
might have been some bug with continuing a run after messing with the code
i don't know if it's necessary or not but i always start a new run every time i do a test
juuuuust in case
yeah i try for the most part, but im just trying to hammer out the code at the moment
mhm, understandable
..........now the awful, evil part of my brain wants a joker that intentionally lets you play planet cards
counter is at the end of the list of fixing but
my mult isnt being trigger for some reason
hmm
fortune teller starts at +0 mult, right? its literally just the variable for the tarots youve chomped that run
DiceDeck is a Steamodded mod, not a Balamod mod

i dunno what that means
im asking if you can use both balamod and steammodded at once
or should i uninstall balamod
/verify integrity of game files or whatever
oh hi there
yes i can
but yeah, pretty sure theyre exclusive
look behind you

yeah everything i make is just steamodded
i believe the two modloaders are mutually exclusive
you could probably keep a balamod-compatible balatro saved in a folder somewhere and one for steamodded, swapping them out as need be
mhm
atm i just personally use steamodded though since it has a lot more mods lol
imo this should be magical girl instead of sentai
delete balatro.exe and try again?
sob why is everyone from rdl
rhythm doctor is based
no thats just lokao
perhaps
are you denying tha appdata is based???smh my head
anyways you can install both balamod and steamodded at once but i don't know if they play well with each other or not
one of these days i should probably finally get rhythm doctor...
most likely not
if you do invest in a wrist strap
what if i WANT to break my wrists. what if breaking them makes me stronger afterwards.
i just know that i've seen some really cool custom songs for it and it just seems like a nice vibe
haven't played a good rhythm game since like the dawn of time
New leak just dropped
ooh, that's more effort than for the ones we're putting in ShamPack
Yeah but my mod is probably going to take some time
you can go take a look at what we have planned for ours here! #1212105650151100458 message
Sure, tho I want to make different effects
as well as some of our other planned shenanigans
well yeah, if you know what we're doing, you can make yours without stepping on any toes, and we'll just make sure people know that we're not unique in doing this
Yep
as soon as Isaac made reversed tarot cards a thing in that, it planted the ideas in EVERYONE'S heads to make them
Yeah
can't believe isaac invented tarot cards
it sure as hell popularized them
oh hey that worked
um
my computer thinks steammodded's a virus
uh
yeah that's normal because of how it works, it's totally safe
normal response from defender to anything that patches an .exe
if it wasn't safe, the community wouldn't be using it
(or be on github)
yeah fair enough
you can install using the Lovely method ig
just making sure
it didnt for balamod so weird
even reshade?
balamod gets injected inside of the .exe iirc
where steamodded just like patches the .exe
(unless you use lovely method)
I'm picking up what you're putting down
lovely is based
everything is ok sounds so menacing
you can straight up git clone https://github.com/Steamopollys/Steamodded and download the .toml and .dll files
update using git pull
just as shrimple as that 🦐
nice
well steammodded is in
now to uh
mod
also gotta say i initially chose balamod over steammodded because steammodded is such a generic name it deserves something better
is there a way to disable steamodded mods?
Probably not unless you did something like this
Or had a mod itself move them into another folder when not wanted

balamod has an enable disable...even for individual mods
afaik steamodded and balamod both do executable patching
huh, is there not a thread for jellymod

i looked it up
for what
is it under a different name
haven't heard of that
the mods by jamesthejellyfish
they're on awesome balatro list
...are they not even on this discord
Guh
huh
their mod adds a bunch of jonklers and does reverse tarots
It's not using the Joker API from what I can see, I doubt it will be compatible with a lot of mods
And it's overiding a bunch of other core game function so yeah, it's made to be standalone
ahh ok
yeah it's like the new coke balatro
it's still being updated so maybe i can poke them into implementing it
i like the reverse cards
maybe if i use the tarot standalone since i don't care much about the jokers
i love how they didn't remove some comments from my code lol
💀
the comments for blacklist and polydactyly are still there
all cards are gold cards with gold seal, start with negative Golden Joker, Golden Ticket, Midas Mask, gold stake rules, everything* is 5x more expensive
I think it's at a good spot, I think an extra pack is insane! Also I'm not afraid to push the balancing boundaries with my mods, I want an incentive to use it 😏
im trying to install the modloaders
but neither of them is working
i dont see the mods tab in the main menu
What happened when you dragged the exe onto the injector?
i wish there was an easy way to disable steamodding
There is. Update your game, copy the balatro.exe with a different name like "balatro_vanilla.exe" or something, and just have them both in the same folder.
and then i have to boot up from folder everytime?
You can make a shortcut
i could also rename the modded version right
yeah that works
The one that isn't named balatro.exe exactly will have different stats it seems. Unlocks may be reset.
huh??
no worries for mods ill just have all unlocked
as in
the in game feature
Good stuff, no down side then
ye
i didnt even see jellymod
oops accidentally deleted my mods through that - well at least i only had two
yknow for testing purposes
...huh for some reason clicking unlock all didnt display the "this will disable achievements!!!" pop up
the game started up and that was it
oh wait
i dragged the injector onto the exe instead of the other way round
oh ModdedBalatro also has a completely separate folder on appdata now...huh.thats bizarre
never would have seen it coming
Neat, I didn't either
That'll do it
it doesnt have the steam autocloud too which..i think i prefer.
maybe thats why there was no achievements pop up?no steam connection?
You can probably copy the other appdata into the new one if you would like it to be matching.
this modpack might be the most deranged thing i've ever seen for this game
which i don't mean as a negative
genuinely impressed they got so many of these effects to work considering how out-there they are
wait, does Pierrot actually work?
why does scouter joker exist though
that feels sorta...useless.idk.
like i get thats something a lot of people want but..using a joker on it?
honestly that's a fair price to pay
i guess...especially on a common i suppose
Lipographic joker is insane though
also isnt buckleswasher just
swashbuckler but better
yes!
at this point id just rework swashbuckler tbh
and like
i think swashbuckler could take the sell value of all cards to the right it wouldnt be busted imo
yes but
Buckleswasher is also just really fucking funny
you gotta respect the commitment to the bit
I respect this person's vision because it is similar to my own
from what i can tell everything except scouter joker works as you'd expect
Scouter Joker doesn't actually keep in mind chance-based stuff, though--at least, in a sense
if you have bloodstone or a lucky card, for instance, Scouter Joker will let you know a possible hand value, but it doesn't actually know how many times those rng-based effects will trigger
so it can tell you a hand of 2k (assuming bloodstone triggers like 3 times) when in reality bloodstone could trigger fewer or more times, thus making your actual score differ
cool cool
lmao the reverse tarot effects
because for ShamPack we have two legendaries planned
literally just the normal tarot effects but reversed
and one of them was going to make your number of cards playable per hand a random value between like, 4 and 7
speaking of legendary jokers, I am not too huge on the template for the basegame ones
so I'll be making mine full arts w/ some extra pizazz
what about them
like the marble background or whatever
or the historic jester theming
the marble background is boring as fuck, and I'm not too keen on the historical theming either
bit since it's a mod, I simply do not have to adhere to all of what the basegame does
mhm
i think the marble is cool, but i do think that for modded legendaries it would eventually get old
yeah
so hear me out here right
theres only so many unique colors you can put on a marble background before it gets old
i think the historical theming is cool though <- is currently making a legendary joker with no historical theming
most of the legendaries in ShamPack are going to be Jokers/Jesters/clownoids from pieces of media that I like
i'm terrified
so things like Sarmenti from Darkest Dungeon, Dimentio from Super Paper Mario, Steve from Bigtop Burger
also in that mod with the reverse tarots and all those jokers
oh, those are very fun picks actually
i really like the lipographic jokr
especially the bigtop representation!
just a really fun idea
lipographic joker is so fucking funny
the description is even better
So I have ideas for Sarmenti and Dimentio
????????????
they worded it in a weird way so it never includes the letter "E"
LMAO
seems a bit too verbose though
I do NOT have ideas for Steve (or his card art for that matter)
yeah Steve sounds like a weird one to do
probably would have been better if they just wrote the description of the card and then removed the letter e from the words
selling burgers and failing at performing Cats are difficult traits to represent as a card
it's moreso that he's overall just an enigmatic being
seeing as he's immortal, indestructible, and probably listens to Weird Al
also "5th symbol" lmao
the first two are canon, the third thing isn't
lmao
the clowns in Bigtop Burger literally can only die of old age
wait wasn't one of the lines literally something like
(so they're functionally immortal because they barely age)
"Welcome to [radio station name here], where we only play Weird Al"
and steve said "As you should."
thankfully my obsessive rewatching of bigtop helps me a lot
oh i think that's actually the most fun idea
Like, x5 mult for every food themed joker
yeah, i think that sounds really cool actually
Cavendish Synergy!!!!!!!
cavendish just needed to get stronger
we all know it to be true
i'm also particularly interested in seeing how you handle Sarmenti
jester's been one of my ride-or-die #ForevaBoys ever since i did beta testing for darkest dungeon
fullart, probably going to be him striking a pose holding his lute
I'll likely following his proportions from DD2 rather than DD1
since a 3d model is easier to reference
that's completely understandable!
Dimentio probably will not be in his final form but I might try to reference that fight somehow
Jevil also came to mind but I can see that being overdone by other people very quickly
lmao yeah
Jevil's been on my mind too, but he's definitely a pretty easy pick
i'm gonna do him at some point, but i need a mechanic that i'm actually happy with
for me, though, the funny clown i plan on actually doing something with soon is Buggy the Clown, from One Piece
i love buggy and am excited to do the art for that joker
what ideas have you got
if you wanna do a cool full-art of him I'd be happy to have that in ShamPack (provided that it doesn't look like developer art lmao)
the only idea so far was something like, "If scoring hand contains a Spade, Heart, Club, and Diamond card, treat each card as having all suits."
which is like. Fine
i'm not entirely sold on it but it would be Okay
for me I was thinking that Jevil would just destroy played cards and replace them with random ones
Chaos, Chaos and all that
i was particularly going with the fact that Jevil is able to use all suits, and his iconic quote is "I CAN DO ANYTHING!" and all
he's the only character in Chapter 1 to use attacks that reference all 4 suits, as well
so letting you play Flushes by using all 4 felt fitting
i think it does fit jevil, but i don't know if it's like. interesting? gameplay-wise
that would be cool but it doesn't feel like something for a legendary joker
yeah, absolutely
Legendary =/= good too
keep that in mind
they're interesting, and sometimes that also means they're good
i was considering it as a deck ability at one point, but had the issue of like
"this just sounds like basically checkered but way better"
it also sounds like Smeared Joker but better
mhm, for sure
oh also: the offer is appreciated! however i'd personally prefer the mods i make to generally be part of my own stuff
it also probably wouldn't be a full art lol
👍
How do I change textures with the balamod mod loader ?
I want to make a texture pack that changes the textures to my own custom textures
i plan on making it so that Buggy is, in fact, not a legendary joker, likely an uncommon
but his card looks like a badly painted version of one (for the background--i plan on the actual buggy sprite looking quality)
so i want it to parody how official legendaries look
also going to toss this out there for people: Jokers can be entire spritesheets
so they can be animated or have some other chicanery going on
This Is Important For My Plans
wow! that's terrifying!!
I want to print this and put it on my wall because this is the exact reaction I like getting from people
YES, PUT ME ON YOUR WALL. LET MY PRESENCE HAUNT YOU FOREVER.
WELP
IT'S TIME PEOPLE
Balatro Re;Shuffled - A Games Repainted inspired mod for Balatro
WOOOOO
why is my antivirus flagging the injector when trying to install from the github?
false positive
oooooooooo
lmao
RHYTHM DOCTOR MENTIONED!!!
also i appreciate that there a lot of yugioh references
me accidentally posting a meme in chat while everyone's traumadumping
these are all so good holy shit...
pickle yorick...
Can I make a balatro 3ds port
is this how I'd make the entire deck red seals?
or is it something other than set_seal
nevermind I figured it out
It's super easy to mod your 3ds...
Can you - oh god
I have to install this right now
oh dear god it's never been more scuffed.
OH THIS STINKS (/pos) I LOVE THIS
anyway can you install mods on the steam deck balatro
holy SHIT you guys repainted every individual card
I JUST OPENED THE FULL DECK
IM GONNA THROW UP LMFAO
i don't know which of these two i love more
gross
yo wtf?
Rhythm Joker (Common)
Each eighth card scored gives +50 chips
My bro
we living in the good stuff
nice
okay guys im a github noob...how do you download something from this page.
cuz there's no release page for me to download from
link?
some mods about game Balatro. Use Steamodded (https://github.com/Steamopollys/Steamodded) to load them. - betmma/my_balatro_mods
no i dont want the file i want to learn how i download something from a page like that
click on the 5_legendary_challenges folder and download the .lua file
the .lua is all thats in the folder
okay but like
for other mods that dont have releases
itd be easier download the full folder
Press on "Code" and then "Download ZIP" at the bottom
np
Is exponential to harsh or does this seem balanced 🤔
the name should prob end in deck
Fair point
you could do something similar to the pack costs in that stake
like +$2 per round or something
Oh yea, pack costs increase alongside the joker cost. I should probably add that to the description
seventh
ok im still lookin at that jellymod
im scratching my head as to how he implemented the legendary joker effect,
yeah 6 cards per played hand is
wow
oh i was talking about the floating texture
i was implementing this in my balamod sprite api earlier, it's just done by setting the soul_pos property in the joker object. Something would need to be added to override the atlas for the soul part, but it's pretty easy otherwise.
its very silly
is there a way to do it with seperate image files?
i saw the soul_pos property
yeah, it can be done similar to how custom joker sprites are done, by injecting code that changes the atlas used when a certain property is set
I think jelly mod just does it by just putting its new sprites on the base game's atlas though. if you look in the assets folder it just has all the game's joker sprites in its atlas too.
yknow that would make it easy to point to
it would also create issues when it comes to compatibility, bc if two mods did it one of them would have incorrect textures (in reference to what jellymod is doing)
is there a modding tutorial anywhere?
So I just figured this out for myself, and figured I'd just mention my findings for anyone else that cares to know. It appears the Balatro save file format is 100% identical on both Nintendo Switch and PC, so I was able to copy over my Switch save game from modded Switch over to my PC to resume my progress there. Maybe official cross-platform save game syncing will become a thing at some point, but for now, it is possible this way (used the DBI app on my Switch to copy the save game files over). Haven't tried yet, but I would assume copying save game back from PC to Switch would also work. Not sure if this would be possible on an un-modified Nintendo Switch, so mileage may vary there.
is there an easy way to delay a message from being sent
in this case, i want to delay a cash message by just a second so it doesnt overlap with the existing sell effect
we did everything, glad you like the mod
AAAAAAAAA i figured out why my counters werent working
i forgot to return generate_card_ui for them

i was wondering why literally identical code wasnt working
to create mods yeah?
actually found a guide nvm
hes finally real...
woah
thats really good art
wonder how hard it is to make a joker like that
like code one
You could reuse most of the code from the other joker that resets after each boss blind
Campfire
make it a 1 in 20 chance

screw it:how can I make a balatro mod myself
do you know any lua?
can someone help
The error lies in line 1648 of misc_functions.lua, or another file that 1648 points to.
1648 doesn't look like a thing that can reference a nil value in vanilla code, so you'd have to post whatever your changes are for us to know what on 1648 could have gone wrong.
like my mods?
I don't know what the rules are about posting source code, so I don't know that I can advise that
all I know is that in vanilla, 1648 just sets a variable to a value, and doesn't dereference any variable. which means we can't really tell you anything without more information
if something was modified in the file, that line might fall at 1650 or farther down
right. and we don't know what those changes were
oh i went to the logs and it said "no such file or directory"
for jokers.json
idk if thats what this error is talking about though
what's 1648 look like for you
where do i find misc functions
it's in the functions folder
are you using someone else's mod, or making your own mod?
someone elses
ah I see
i cant find that folder
if you're using someone else's it's probably best to talk to the person who made that mod to get support for it
no
it only happens with custom deck mods
but at the very least, we would best be able to help by knowing what mods you have installed
then its gonna be pretty hard
but i am willing to learn (looking up online)
but uh just give me the rundown of how adding a joker or deck or whatever works
It could have an outdated file
it doesnt happen without the custom decks
ok i fixed it
the "replace jokers" mod was causing the problem
where did you get that run reviewer mod
I'm sorry if this is obvious, but I can't figure this out for the life of me... How would I go about accessing a log that I could monitor as Balatro runs my mod?
what do you want to be logged? I've got console output working in Lovely
I'm trying to capture events where objects in the game's state changes with the plan being to push them to a database
I wonder if I've just been going about this entirely the wrong way
in that I've been trying to edit my script then run it in balatro
I've got Lovely running now
Thanks for pointing me in the right direction!
no prob! funnily enough I'm not sure if the console is reporting lua prints
that build afaik still has a bugged console 
if needed I can share a fixed build in 10 hours
I had to wrap it in an os.execute("echo") call
is there a goku mod?

I will fix it so that's not necessary
Anybody know where to find or have the base deck card sprites?
so the normal ace - king with the white backgrounds
I looked around the wiki but can't find them
I don't think the white background is going to be on it. They are combined to create the card.
Enhancers.png has the white background. And 8BitDeck.png has the suit/rank
any idea where these would be?
nevermind, found them in the game files thanks :)
I made a jared leto "damaged" joker
I'm thinking an effect for when glass cards break
should be legendary as it is a real jester
that moment when Balamod breaks numbers
#🎙・server-chat message guys can we make this mod
You'll have to give me context, as I don't know who the guy is.
I already made a mod that removes all jokers except the "base joker".
He's a youtuber thats been covering the game since the start pretty much
Ah. I really have only been watching one guy play it. Granted he held a tournament for it with NL and a few other mid tier streamers.
I only really came here to make a mod to send high score data to a website to be updated for a OBS browser source.
But I've ended up having fun learning Lua.
Nice idea
Wow I just had a cool idea. You have 2x joker slots, but you have to choose 5 to be disabled every round.
Or half, half would make more sense considering some deck changes.
love this hahha looks like he knows a guy







