#⚙・modding-general
1 messages · Page 16 of 1
scaling is what im changing. but i want more antes
more opportunity for shops in like 20 antes
but after 12 things go crazy
and i dont think any build can hold up. destined to lose
youd be surprised
when inet comes back im going to check a endless on youtube to get some understanding
wish i knew the game sooner
but it's also nice to see so many new people are hanging out in the mod chat
(including myself)
Its always nice to see newer faces
Telling the tales of what the game use to be like, and my bugs
from WWI to WWII to WWIII
shadow you do not do that
(Im seeing a trend)
Ive done it a few times
I wonder what the craziest playtest bugs were
Remember when I got to ante 7 and we thought that was INSANE cause of the psychic bug/original hand dupe
fought violet vessel before the boss even existed
I remember when I thought sub 2 was a fast speedrun with that glitch
Since then it’s been beaten by like 25 seconds glitchless with the full 8 antes
If the latest ante skip didnt take so long to do it would have been insane! almost sub 1... almost
true
And it got banned too 
OH YEAH!
I forgot about that ngl
I even removed pausing the game pausing the timer in my timer mod
Since other speedrun moderators thought that was not a good idea
lol
I need to get my obs to work
speeding balatro and bph could be fun
especially since they still havent patched my glitch that just completely skips the game for bph
You should check with the speedrun community if that’s allowed for BPH
if anyone finds how to change default multiplier of antes let me know im going crazyyyy
how it sounds so easy but cannot find it. also the wall properties are inexisten in blinds.lua just the code for when you disable it
You would probably need to modify the function that has that information
https://discord.com/channels/1116389027176787968/1219418031546040351
This mod might show you how?
problem is cannot find that at all
speedrun tote to death any%
Search 2800 in the code

Actually I think I might know what file it’s in
Ok the function is called get_blind_amount
idk what file is in, was just looking at some old screenshots I had
that was conveniently uploaded today thanks guysssssss
so are these seperate jokers that show up on the collection and spawn in shop or?
no ideally none of them will spawn in shop
they are only playable from the specific deck
which automatically adds the x-playing joker
which transforms to all of the others
I think I am aiming to make all of them round-based, so no growth but hopefully collectively gives the player a lot of options per round
So basically it's what I want to do down the line with stuff like the alphabet cards remade for Balatro Archived +
sounds great
what did i do wrong 😭
did you save the 1x spritesheet to the 2x folder?
no the 2x one is twice the size
ok well how tf am i supposed to do that omg
so scale to 200%?
yeah
thanks
what happens if you deplete all options in a certain pool? like for example if you have a negative copy of every tarot from using perkeo do they never show tarot packs?
does it become only black hole and soul out of planet and tarot packs respectively?
All the pools have a fallback if they can't spawn any
Jokers is the base joker
Planets is pluto
Tarots is fool
Not sure what spectrals have
interesting, i might try and find a seed (with seed searcher for sure) that can do that if i get bored
@gleaming talon thank you for the mods from nexus , they rock. can you elaborate some time on what logic is being followed exactly on the ante modifiers? is just 2x slower?
how do i override the main files of the game
to add on
familiar for spectral(?)
blank voucher for vouchers
Hey guys I just posted an initial version of High Card mod in modding threads. Will keep updating it to complete all 52!
hi everyone, i'm trying to install the mod injector but my pc just keeps telling me its a virus, is that fine or is it an actual virus
its fine but can be annoying to get past. you can also use this https://discord.com/channels/1116389027176787968/1217867725532041369 and avoid the hassle
ok i'll try that, thanks!
Hii! I am pretty new to modding, and I wanted to use some debug prints to check my code.
Is there a console I can open to help me?
Whoever answers this please @ me as well I've been wondering this
If I had to strike a guess, I imagine that there's some sort of console read you can check if you can get developer mode open
are you using steamodded or balamod
Steamodded, although I do want to look a bit at balamod as well
are you using lovely or not
do you have python installed?
if so, use this python script from the steamodded github https://github.com/Steamopollys/Steamodded/blob/main/debug/tk_debug_window.py
Interesting, thanks!
@sonic pollen you wanted to see as well
it opens a window which called from sendDebugMessage() in balatro go to
Oh, and another question.
Let’s say I have an idea for a patch to the base game’s code (I am working on trying to find a way to add custom deck textures). Will I be able to make a contribution to the project?
if you can use github, then yes
tkinter my beloathed
thanks for this
So you just run this window alongside balatro and it catches the debug messages and displays them?
Cool. Thanks a bunch! I was looking for more games to mod, and this is a new one that is very interesting
Does modding disable achievements? looking for some gui mods but would like to still progress
as far as I know, no
steamodded does, but there's a mod to enable them
What are the benefits of using Balamod over Steammodded?
yo itayfeder 👋
iirc balamod doesn't alter the game itself while steamodded does
you can just disable balamod and that'll be fine, but you will need to clean your files to uninstall steamodded
there maybe more things, but this is only what I know (I personally only used steamodded so far)
yep! 😅
Anyone know if there's any community effort to document the code base
Would be nice to have and to give aspiring coders the convenience of not having to each independently learn how the game works
how do i override the main files of the game
anyone know how to uninstall balamod?
you dont
your cursed forever
uninstall and reinstall game ?
bit of an odd question, but does anyone know if theres any way to reset the scores on the stats screen without resetting like.. everything lmao
i mistakenly was playing modded on my normal profile (yes, i know) and now my stats screen shows ante 39 and 3000$ etc.. haha
would like if i could somehow fix that although i doubt it
it luckily didnt set my high score to naneinf, but it did for some reason set it to 0
I think you could by doing like overiding
Or just make a new save file and cheat everything in with the dev tools
that same thing happend to me and idk what to do either
Yeah that's because it's bugged setting high score to naninf
naninf is as it says in it's name "not a number"
If you figure it out tell me
Probably doable
I can maybe see what I can do
OR, you can try to modify your profile.jkr file
i was thinking about that but i dont know how to modify it lol
that was the first thing i went to check
save file editor, you can put it in it, be aware that you need to backup your file coz there's a high chance of a crahs and your profile not working after replacing it
Try to mess with that
yep instacrash
i was able to find and alter it
im not sure why im getting this error though
only altering one digit
i found a saveeditor for balatro on github but im too dumb to use it i think lmao
So, I am trying to make a feature that will allow custom deck sprites. It almost works, but it gets into problems in the start game menu.
Apparently, the function that controls it (set_sprite on the top card of the 10 card showcase deck), is only called once we try and open the menu.
How do I force it to be called every time I cycle through decks?
It might be a different function
hey guys, is there any tutorial anywhere to install mods?
I'm not sure it also modifies the profile file
just go on the github page of Steamodded
alr
windows defender is automatically deleting it, how do i turn it off?
When you dl it, windows will say a pop up like "virus detected", click ont it, click on the "detected malware", and click "keep it"
im trying to install via lovely since my antivurs is really annoying, but i cant find the download on this page, do you know where it is? https://github.com/ethangreen-dev/lovely-injector/tree/master
did you have any luck using the save website you linked earlier?
Nope
You can also choose to disable antivirus
but if you use powershell install it will cause no proble
It should*
nah still flags it as virus already tried
I'll look at the thing that writes to the profile what I can do if I have time
Could someone help me with lovely, i cant find the latest release section/what file to download https://github.com/ethangreen-dev/lovely-injector/tree/master
click releases on the right hand side
its super tiny
breh
when im in a confusing download competition and my opponent is github
thx tho
btw
i just put mods in the mods folder rightn
not modsname
yeah mods is pretty decent at going through shit
the .luas will just go in mods
and then some mods will have an assets folder
mods like ankh or lovely the whole folder just goes in /mods
say i have 2 mods with assets folders, do i put all assets into one asset folder?
cuz otherwise theyll be called assets 1 and assets 2
yea i just merged mine
what about 1x and 2x, both of my mods have those names
in like the assets sub folder
i pretty much just merged and hit yes to replace whenever it asked
how do i play this game on mac, anyone got any ideas? Im on Sonoma 14
steam for mac have this game
Steam
Mac version was released at the beginning of this month!
Generally, you can tell if mac is supported by seeing the OS icon above the buy button
thanks mate, I bought this game when it came out
so I was eager to see if it would come out on mac.
i need to something to do from time to time on my work laptop lol
it's just pos, not spritePos
still no effect
(I'm certain that this part is triggered)
you might need to set it like self.pos.x = 1 etc that's how it's done in Back:change_to.
oh does this pos uses different length measure?
it's not 1 pixel, it's 1 atlas column or row
will try
mb
are you sure the game does not override the pos/spritepos later ?
Since it makes the Joker move a bit etc
🤷♂️
i think the sprite position is actually under self.config.center.pos
why aren't you changing it on joker declaration
I assume they're trying to make a joker that dynamically changes sprite.
because I do funny thing
I'll showcase it wait a sec gotta download something to record gif
thomnk
that worked, thanks!
cassette a/b sides (woah these colors are sure crusty)
that's neat
small nitpick, i think it would look better if the b-side was facing the other direction since it already does a flipping animation
Feels like you're too smart for me
neat, I had an idea for an alternating joker, glad to see changing the sprite is possible
🤪 will need to make a complete resprite for that
can't just flip a sprite because then all the lights will be wrong
but honestly is balatro nitpicky when it comes to light source?
if we count art jokers, they do have different position of light source, like here for example
but most of them are top/top-left
top-left:
top:
Also sprite changes before the flip happens, I need to change it mid-way somehow
I think I need this?
it's hardly noticeable in that case but it may be a problem if the sprite changes a lot yeah
it is very noticeable with this
(should I also swap "B" with "DJ-oker" on the second one?)
I guess it makes more sense (just a small nitpick though)
but from readability standpoint?
thinking about how it would be written if it was a real tape the B would probably be on the other side (to the right of DJ-oker i mean)
Not always
can someone name me good pairs/counterparts in this game?
like
discard/hand
enhanced/not
chips/mult
etc
red suits and black suits could be one
steven todd

doesn't quite work with high contrast mode tho but makes sense anyways
Positive/Negative (Joker)
odd/even is a good one I must admit lol
I'm thinking
Negative & positive also works with consumable & perkeo
I wish negative playing cards existed
everyone's point against them is they will require additional poker hands
but why can't you make them just not count in poker hands and just work like splash
They can just add +1 hand size
also negative cards will be handy when discarding large amount of cards
Yeah but there's also spectral
face/not?
guys I play this game for like 6 hours (rookie numbers) but I still don't get what is interest and what it does besides giving me money
and how it increases
easy
it gives 1$ every 5$ you have
but caps at 5$ offer max (unless voucher)
and you receive it after finishing a blind
So if you have 18$ when finishing a blind, when you collect money it'll give you +3$
Diagram joker ?
Yeah no uncapping it
well if you have 200$ it should give you 40$ at end
so not related to interest just acts the same way
anyways I thought there's counterpart to this too but I guess there's not
any counterpart for money?
sell value can be considered a pair to current money I guess
it doubles interest and that's it
if the cap is $5 then this gives an extra $5
I think odd/even or black/red would be good just because they're straightforward (and are already used by other jokers so people are familiar with these)
yep!
wonder if I should do both or only one of these
I think odd/even will be the best choice
but at the same time I'll need to clarify which cards are considered odd/even, like todd and steven do
So I found some old challenges in some of the old channels on the server
A lot of them from GothicLordUK, and I thought some of them would be fun to remake
I even concepted an updated version of "The Draft"
- Open 10 Mega Tarot Packs, Mega Planet Boosters (Alternating opening)
- 3 Joker Slots
The Draft (Updated)
- Start with a deck of 1 Ace of Spades. Open 10 Mega Standard Packs, then alternate between Mega Tarot and Mega Planet boosters
- 3 Joker Slots
- The game would start with a LOT of tags as a heads up.```
So yeah... You're pretty much starting the game with 20/30 tags that give you packs, which is a lot
They said ULTIMATE packs, but idk what an Ultimate pack is
why tags, just run the open function directly
well probably more complicated than giving a billion tags lol
Because i don't know how to do that
lol
I know how to give people tags at the start of the challenge run
I think
I woke up not long ago
Wait that's banned tags
I'll figure it out later
I wanna work on the texture pack
how do I check if joker is specifically in joker slots?
I thought it is context.cardarea == G.jokers but it isn't
technically it only doubles it if you have 1 of them, since if you add another one it would go to 3 not 4
How would I go about creating a deck with fewer cards? Simply deleting from g.playing_cards doesn't seem to work, I'm still trying to figure it out.
odd todd even steven but 2x
I'd argue the 2x is overkill
You already are getting a good deal for having a two-in-one joker
+6, +45 then?
Idk. Id just keep them the same values as odd todd and even steven
It's uncommon and also it's a little bit more unpredictable than todd and steven
also depends on rarity. Since it's uncommon I wouldn't be too surprised if it had slightly better values than odd todd/even steven
+8/+60 sounds like a lot though
for example fibo is uncommon and gives +8 for specific ranks
also actually I don't know if I even want odd/even thing
might do dark/light suits
after all, the cassette itself has ranks in its sprite
might underline them based on side
many cool design spaces to explore here. I think you should playtest a few ideas and see which one is the most fun/interesting
it looks good
I'm talking about suits underlined on each side
ohh
additional suits are from here
(note: not my sprites)
I downloaded so many mods and it still works
about 10
I heard jelly mod doesn't work with others
but
It worked after downloading them in diffrent folders
it isn't compatible with some others because it overwrites functions
so if the other mod is also using that same function then Too bad!
k
it wouldn't be if the mods were loaded in a precise order
like mods that overwrite functions have higher priority than other so that it causes as little problem as possible with cross modding
good luck getting ordering to work with current steamodded lol
Yeah I ain't gonna do that
would be cool to have it tho
like set a priority in the header of a file
and if you don't have one its lowest priority automaticly
Note: Are My Sprite edits
What'cha up to?
Seems intriguing from what I've seen
Moons are considered dark suit, stars are considered light suit
there are tiny suits in this card, which include moons & stars
this seems to be working well with custom suits, yaay
how long do you guys think i should wait before i install any mods? so far im 12 hours vanilla but i was thinking of adding a lot more hours first
Personally I'd just install mods the first minute as long as I know what to and what to not expect from the main game
that’s valid tbh
i haven’t rlly looked at them yet but so far i’d only be into cosmetic mods
I like mods that do not add something that doesn't fit the main game (for example high-res art, specific memes and references, etc)
yeah that’s what i was thinking about too for what i want
what mod adds a fps counter?
debug mode
Oh that’s cool
Honestly I wish six suits didn't add suits right at the start of the game
And instead were suits you buy with booster packs or get through taro
Unless the mod removed it, when you pick a deck it should say 6 suits underneath to enable or disable
I wonder if people figured out how to make custom packs
😭
I'm also wondering about custom editions
I don't remember downloading a debug mode but there is a fps counter..
First off, damn, none of mine lol
oh
Strange
most of the mods there are deck or joker ones
idk how they work but I'm suprised too
Someone said jelly mods doesn't 100% work with others
but it works..
should I just ignore the frame counter
I guess. where'd you get the mods just so i can check
I'm getting mods from here
not sure what would be giving you it from the list you got there
shaders part sounds fun, adding the edition doesn't
Trust me, it's gonna suck when I have to remake the editions for archived
Do decks have to have 52 cards?
oh no I think adding more mods crashes the game before it launches
abandoned deck:
yeahhh 🤕
Mmmm it's true I forgot, i can't figure out how to make one with less than 52
iterative design
Where's the mod at that lets me hear this version of the theme when I play........
Stoked to share this new SOLO cover I worked on recently! I've always been a fan of Rogue-Like Games for a long time, especially deck builders (and being a trading card game junkie). First few that come to mind are games like: Slay The Spire, Monster Train, Peglin, One Step from Eden, and many more.
When Balatro first got announced, I got the d...
when you make it yourself
I want to make a mod that geniunely adds more music to the game
because hearing the same tune for hours makes your brain rot
I like that it does dynamic music thing with location, but it is not enough
something something vanilla music for ante 1-3, custom for ante 4-6, other custom for the rest and so on
mobile balatro?
is this some sort of unofficial port i dont know about
if this is unofficial, then
AH
Never appear 😄
so uh
firch
yo?
out of curiousity i was looking in the games files
and i think i came to the conclusion that the theme we all here is actually a slowed down version of the theme
?????
what?
really?
im not going to post the source files here because know
but yeah
I think it slows down when you lose a run
no but like
default its pitched down
go to /resources/sounds/music1.ogg
let me check
hell I can't play oggs
gotta install vlc or something
one sec

(I just got a new pc that's why lol)
i think music3 is what plays during a run loss (but its still pitched down)
Is soundtrack that is included on steam is also pitched down?
im not sure
11 pages of mods
which file contains the jokers? i wanna see how jokers are written
card.lua
vlc installed
holy shit it's so fast
im losing my mind
and now i can definitely tell its pitched down by default now
screw it, I'm gonna try and finally beat my extreme deck
this is cursed knowledge
diamond needle
I wonder if localthunk pitched it down on purpose because the music felt too intense
that'd make sense
also it's not only pitched but sped down I think
arguably those are the same thing
🎉
the actual files are sped up for reduced file size
you can pitch down and resample and lose no speed
ayo is that true?
i think it’s at 70% speed and pitch and tune decreases
that would make sense
forgot exact amounts
This is already painful
I just want to get one UNSEEDED WIN
I wanna see someone actually try and get an unseeded win on it
https://github.com/XenoCHeart/Crimsons-Ultimate-Card-Collection/tree/main/ExtremeDeck in case anyone wants to try it as a standalone mod
can you know the number of card played in the "context" from the eval_card fction ?
And what is the way to get it ?
I assume so since half joker exists
context.full_hand i believe
#context.full_hand specifically would get the number of cards played (not just scored)
thanks guys
quick, I have one joker left, what should he do
mosaic joker
at least give me a theme for his ability
After each hand, turn a random card left in the deck into a glass card
Finally got to Ante 2, my gosh
Stones give +mult? That's one of the ceramic/tile mosaics right
I probably did 30 resets already
yes
also this suggestion is nice
do we have something like that in base game?
stone makes more sense than glass
also that card pack is sadistic
I think you meant vitrage windows
ty guys
will make mult on stone cards I think
simple yet tasty
Oh my gosh I actually got a safe haven with grabber
noice
now get hieroglyph without grabber
loses on the spot
My gosh, this is actualyl stressful
yes but steamodded doesn't save it
because it loads after loading save files
perharps it is possible to create custom save file?
figures why it keeps spamming me for checking my joker discoveries
oh yeah also that
Has anyone managed to add negative to a joker ?
I'm struggling a bit on this part
checked how ectoplasm does it and in "Card" class it keeps using self (I'm sorry if I'm asking stupid questions I self taught myself lua)
I want to do : self.eligible_editionless_jokers
So basicly get a table of eligible jokers that can have negative
Hi everyone, does anyone know why some of the modded jokers don't seem to work?, blackjack joker lollipop and a couple others from various mods didn't work, the cards would be able to be bought just not actually trigger in game, not entirely sure why so I was wondering if anyone here has had this problem
If they rewrite eahc others function they won't work so maybe that's why
I did kinda just throw a bunch of mods in at once😅
I didn't feel like bugfixing last night, I'll have to look into it more today when I get home
Jelly just crashed everytime, I don't remember if I ever tried just Jelly, so maybe thats why
this won't cause problem
this will
for each function that is redefined
you can usually see if it's redefined by the length of the new function
If there's a lot of line, likeley rewritten
At the top of my head this doesn't make sense, but I have some programming knowledge so when I'm looking in the Lua scripts I'll see if I can fiqure it out
Just if there's no call to the "original function" for a redefined function expect it to cause problem for mod that uses the same function
Because then it's only looking for local data instead of data throughout the whole game or am I way off?
My guess is that it has to do with how each mod sees its own assets and scripts but like I said thats just a guess and I'm not at my pc so I can't even look into the files to investigate 🤣
Well it doesn't work but you get the idea
If someone implements a change and after a script get executed and completely erase the modified function they won't work as intended
Is there a fix for it? I'm a big fan of absolutely crazy mod packs in all my games
I think it depends on modders’ design philosophies when going about modding the game
Balamod lets you inject code into the middle of a function if you need to iirc
When using Steamodded you have to try to redefine as little as possible
Using something like this, where you reference what the function initially did
Depending on the function and what you want to do it may be impossible with current Steamodded features
yes that's really useful, I might switch just because of this functionality
Well I just downloaded a bunch of steammodded mods and shoved them in and aslong as it didn't crash, I played a deck, and I noticed some issues lol
I think as the modding scene evolves the design philosophies will change to be more welcoming for mod packs, where code is injected with features like that
Having a non invasive general modding system would be great but is there any current working solutions? Because the whole modding community would need to get together and follow a functional system for it to just, w o r k
I think you would have to speak to the mod developers to see if they can fix overriding issues in different functions
Sometimes even with that system two mods may conflict each other
Like maybe they both add the same kind of enhancement but with two different effects
Now it’s there twice
But I think that’s an issue with making mod packs in general anyway
I mean, would just changing the name of the function, fix functionality? Or is it more inside then that
Well then how would other mods know which version of the function to use? That doesn’t scale well I don’t think
Ohh I think I see what your saying. If the name isn't a standard then mods can't communicate with eachother?
Yeah
If every other mod is using a different function and the game only calls one of them, only one of the mods changes will apply
I know with my mod I’ve kind of been ignoring this issue
But it’s also meant to be standalone
It doesn’t even use a modloader
I mean, communication between mods wouldn't be needed for every mod? Jokers should be calling its own script and having the game execute it? Extra suits or decks are one thing but jokers should be a relatively isolated thing, no?
wait, the shuffle is always the same ?
Uh
I’m not sure if the game adds on the seed inside that function or outside of it
Check what it does for your deck
If it doesn’t use seed then that’s actually huge for beating the boss
Since every shuffle is deterministic for a certain number of jokers
Me not actually knowing Lua is making reading these hard lol
is @carmine flare here?
I kindly joinked his code for the UI box and need his permission if I want to publish my mod 
I know for card shuffles it uses seed but I forget if that seed is added when shuffle() is called in the specific part of the code or when shuffle() is called in general
I think for specific parts
Python and C# are what I have experience in
Speaking of seeds, how would you go about making custom jokers follow custom seeded logic? I tried it for a few jokers and couldn't get it to work so I stuck with math.random
Go for it
I have a very poor understanding with seeds in games in general
Thank you 😄
Which part are you trying to seed? I’m kind of the seed expert here
Seed based randomization is crazy🤣
could someone help me with this ?
In general the strategy is to pretty much just copy thunk’s homework when doing that
Each joker uses a string for their own identification in the seed so you can change that to something that fits the joker name
card:set_edition({ negative = true })?
or some variation of that
replace card with whatever is being negative'd
that would cause problem if the Joker already has an edition
but I found what I wanted
I thought there would be like a magic function for that but no, it's just hardcoded like this lmao
i mean you could also just check if the joker has an edition before running the code
like how the snippet does
fair
but I found what I wanted anyways XD
wait wait wait if the game loads the saves before steamodded, how it remembers this then???
🤯
How did you guys learn the games code? Like I know Lua is a programming language but how did you learn to communicate in a way the game would understand,
I havnt been able to find any info on it
¯_(ツ)_/¯
maybe the players save file remembers what jokers you won with based on internal id
not save file but profile file probably
i just looked at everyone elses mods
and the source code
¯_(ツ)_/¯
why doesn't it remembers anything else then
is it stupid?
maybe not everything is being stored
i know steammodded has some kinks regarding that
I hope they will fix that
yup it's in the profile.jkr file
also I think I implemented all the jokers I made!
welcome to the fold
That means I need to make wiki for the mod, tweak stuff like sell value & rarity and I will release the mod
you're initiated now
oh
you should look at
took me about 10 minutes to set up
is that that fancy thing with balatrorian background?
yarp
epic
https://spikeof2010.github.io/JankJonklers/ mines here
but I think github wiki will be cleaner honestly
I can do both
no harm in doing both in fact
Here's the list of jokers currently using math.random that ideally could use pseudorandom
1: Chameleon Joker's selection of a joker to dupe (basically acts as blueprint but to a random compatible joker position, does selection on context.setting_blind)
2: Taliaferro and Royal Gala (identical logic to Gros Michel and Cavendish)
3: Virus's selection of cards to convert to played card (probably the most complex to seed, but maybe localthunk cooked a joker to steal the logic from)
4: Ban List's selection of poker hand types to not get money from (very similar logic to To Do List, but there's two hands instead of one so I couldn't really steal To Do List)
mad respect for that
thank you for the site
feels a bit underwhelming
thank not mario when hes around
will do
i still need to fix his destroy effect 
and also reword it so its clear that you get $3 per card destroyed
ohhh OKAY I understand now
😛
Yeah the text is ambiguous
Maybe instead of destroy it can lower card rank by 1 or 2 cus destroy seems brutal for legendary
you think writing custom magic cards for years would teach me a thing or two about text formatting but unfortunately i am dumber than a bag of rocks
For each numbered card scored in your first hand each round, destroy it and gain $3
antialiasing in my balatro??? lmao
listen!!!
i added it before i found out thunks guide
🤣
death.
that's what they all say
I'm literally searching for this exact image right now lol
you're faster
trying to scan the joker page for any AA'd jokers and i think the only one i could find that would come close is lumpytouch's vagabond
and i guess polaroid sorta??
yeah theres some in the more "blurry" backgrounds like that and trading card, all as a background element though admittedly
dagger also sort of has some aa on the handle

lmao my post on discord for my mod evolved into a nexusmods debate : https://discord.com/channels/1116389027176787968/1219418031546040351
Is the math for that just a number or like a whole ass equation?
alright, back to trying to fix fortuno
so this is underneath context.individual checking for G.play
if self.ability.name == 'Fortuno' and not context.blueprint and G.GAME.current_round.hands_played == 0 then
local card_to_destroy = context.other_card or nil
if context.other_card:is_face() or context.other_card:get_id() == 14 or card_to_destroy == nil then
return nil
end
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 }))
ease_dollars(self.ability.extra.dollars)
return {
message = localize('$')..self.ability.extra.dollars,
colour = G.C.MONEY,
delay = 0.45,
remove = true,
card = self
}
end```
issues i have ran into
duplicates of fortuno will delete the same card twice and result in having empty cards occupy the players hands that are always selected
okay nevermind i am dumb and i figured it out
🦆
Hey!
So, I have added a new suit (yay!), and I was trying to use that suit's color in a joker (the usual +4 mult one).
But, when I tried to use the normal system (using the special notations), it was not colored in, which is interesting, since the cards themselves have the correct color.
Is this a known problem?
just need to check if the card is getting sliced first
this discord is magical because i just type my problems in and suddenly i figure out everything, incredible!
I think suit jokers have actual colors
they do, but i used the same description format as them
boosting this because its the only thing i care about rn lol
localization:
j_greedy_joker = {
name = "Greedy Joker",
text = {
"Played cards with",
"{C:diamonds}#2#{} suit give",
"{C:mult}+#1#{} Mult when scored",
}
}
mine:
local dazed_joker_def = {
name = "Dazed Joker",
text = {
"Played cards with",
"{C:stars}Stars{} suit give",
"{C:mult}+4{} Mult when scored"
}
}
they also add two new suits and have that text colorization thing
also btw sixsuits mod already has stars
oh it does? ):
yep!
Yea stars and moons
it's over
and they are even of a similar color XD
Should totally add more though. Even more chaos 🙂
More suits the better
looking through it, there is no place where they use the special localization
they didn't add a new suit joker though
oh yeah I forgot they're yet to add these suit jokers
but they have custom hands implemented which is nice
Localization args like these require you to make your own color definition for the UI to reference
like 5 different suits result in custom hand
I'm not familair with UI enough to know how
Best guess is making an entry in G.ARGS.LOC_COLOURS in misc_funcion file
i am planning on adding a new hand for a 5 of a kind with all different suits
don't listen to me, but personally I think you should just collaborate with sixsuits
One massive suits mod would kinda make sense instead of 2 smaller suit mods
they did that as well didn't they?
I though I had something original for a moment ):
I get that. Now I feel bad for ruining it for you 😭
nah XD all good
okay i think im just straight up removing cards wrong
I was going to find that mod one way or another
but for real, it'd be awesome if you contributed to that mod
I want to lock the new suit behind a card deck though
(which is the real challenge)
aye firch you ever get that joker that destroys cards to work?
yep
I also use dissolve tho
but the problem is is that I destroy the cards at the very end
Like only have it for one deck or only have it be available after beating a certain Deck?
maybe there's some field im not using correctly
which may not cause the same error you have
only on one deck
you can check my repo
i dont know why destroying it in hand generates these phantom cards
this happens after a new blind so they stay in deck
oh wait
am i not removing them from deck
joker is 'Dread'
Maybe have it detect the name of the deck? If so enable the suit ? Ide imagine it's more complicated then that but. It would work possibly
also it'd be awesome if suits were locked behind a deck
oh BTW I tried to use loc_colour from the misc_functions. But it did not really work
I literally said something like that today to sixsuit's developer
(they currently planning to do menu for toggling additional suits right at the start of a run)
An option in mod settings to enable suits for all deck or turn them off at will would be cool, this would make adding suits easier I think with modded decks, I don't know why but sixsuits broke the deck of 4s mod
can I just use hex colors directly in the description?
I'd love a menu, but honestly locking cards behind a deck is even better and feels more vanilla and less like debug
Perharps I'd make a fork one day
I am making these mods for my friends, so I will try to see if it's possible
I agree it would be more vanilla like, but I live for the chaos 💀
Having 6 8 12 suits brings nightmares to all🤣
how many suits can you come up with
you have the 4 base suits
the 4 tarot ones
moon, star
shield
idk
the problem with using G.ARGS.LOC_COLOURS, is that it probably does not load before I try to load it, which means that i cannot add to it
Stars,
Moons,
Shields,
Eagles,
Spikes,
Flowers,
etc
tried googling, here's someone tried to make designs
anyone know where start_dissolve() is defined at in source?
one sec
I just think alot of suits will be chaotic. Probably will cause functionality issues after too many added but whatever
Yooo
what do you think about this ?
Black seal is only available through standard pack
That would be crazy
only available through standard pack seems deece though
For sure
This is the workaround BTW.
You call loc_colour to make G.ARGS.LOC_COLOURS initialize itself, and then you add your own color
Yeah but people will want to buy more Standard pack, which I fell like isn't done a lot
I finally finished the code and everything should work
Not in vanilla meta so this is smart
and you can't cheese it by duping it because I remove every black seal from the deck after it's played
Yesss perfect
if you could copy it it would really be broken
What if it was a dupe in hand? Would I still be deleated?
Yes
Every single card in the deck I loop though to remove it
Perfect then
yes but also lua G.playing_cards
lists every card everywhere
Ah that works as a general call I assume
hand, discarded and deck
Is G standing for game? In the code, I see it everywhere
G is standing for globals in Lua isn't it?
I feel like I went trough every file and couldn't find it
OK, so essentially irrelevant to what the code means
maybe I'm just
tho
it's more acuratly the Game object, but it contains a lot of global values
ohhh i see
can't seem to find it either
you would HATE some of the sprites I've made for the ShamPack jokers
BTW how would you guys go about limiting a suit to a specific deck?
wait you want to limit it completely?
I still think a check for deck name before actually 'running' the suit script would work, but I know it's more complicated then that
from other decks, yup
like so it won't appear in shops/packs in other decks
yup
Boys a little help here?
`--- STEAMODDED HEADER
--- MOD_NAME: BetterYellowDeck
--- MOD_ID: betteryellowdeckbyark
--- MOD_AUTHOR: [ark]
--- MOD_DESCRIPTION: Modifies Yellow Deck to 100 dollars
------------MOD CODE -------------------------
function Game:start_up()
self.P_CENTERS = {
b_yellow = {name = "Yellow Deck", stake = 100, unlocked = false, order = 3, pos = {x = 1, y = 2}, set = "Back", config = {dollars = 10}, unlock_condition = {type = 'discover_amount', amount = 50}},
}
end
------------MOD CODE END----------------------`
this doesnt work
I thought that it wont appear at start but you'd still be able to get those custom suit cards
at what point is there too much jokers ?
never
never
never. Jockactory must grow
i understood that reference! factorio lover here
Omg how'd I miss that
super excited for space age
i cant wait for friday facts
(at some point in dev there was a bug with black seal and it would trigger like 10times so it resulted to that with rif raf)
🤣
now im not really sure if trying to limit the suit to a specific deck would actually be worthwhile
would any of you guys happen to be patient enough to explain me why this structure of injection doesnt work
hum, I can explain

Okay note to myself, if you dissolve the cards at the end of a blind the counter will go back to normal
I'll just need to update G.cardsindeck or something like that
is there a good tutorial on how to download mods?
Ide imagine there's dozens on YouTube already? I'm not sure if there's any linked/mentioned in here though 😦
never
the one I found and tried to download was blocked by my antivirus so I'm scared to try another one that I don't know for sure is correct
@rare shell I think I figured out how to make custom suits appear only in custom decks
but it depends on one thing
what is the method that is called when you start a game?
uhhh
cause I just had a crackpot theory
does it also load a game from a save?
guys anyone can share one of your injections with steammodded for game.lua to take as reference??
so it also knows what deck you have
good
i think i have an idea
a very stupid one, but an idea indeed
Don't know how to prove that ngl
I'd just inject something into that and check
but can't find it in the files
perhaps not knowing Lua beforehand was a bad idea XD
nah
Steammodded is fine
you can just make funciton with the same name and call an original function in it
in a nutshell:
BTW how do you remove a card from the playing_cards array?
quick search: probably something like that
what is the 'self' representing here BTW? can I just place any if statement here?
I am basically telling the game "there is no stars suit in ba-sing-se" at this point
goodnight
Night

I'm having an error where despite specifically checking for if the other joker's name is To The Moon, it seemingly doesn't proc this joker.
For context: this jokers gives 1.5X mult if the joker earns money in the payout screen. I'm having to specifically check for To The Moon because it doesn't interact with the calculate_dollar_bonus function.
looks like to the moon doesnt actually do anything in calculate_dollar_bonus
That's why I check for the joker's name
actually
I found a bug with the jelly mod
first time modding, so far the explanations are really crappy for steammodded, is this how the mods should be placed in the mods folder or nah?
I tried downloading the modloader but Norton spat it out is this a legit concern or Norton being dumb?
just norton being dumb
its technically a legit concern, but its fine
Any ideas for a workaround?
how do i apply mods
theres not really a way around it, you just gotta turn off AVs when you install it
Alright thank you
What is the easiest way to disable mods? Do I just have to take them out of the mods folder? Or can you do it in game?
and how do i make my own mods?
Hey, I need some help with a joker I'm modding. For now I just want to add a polychrome edition to every playing card before they score.
The problem is that if I use the set_edition function outside of an event like this, then all the cards get the edition applied immediately after I hit play, instead of waiting for the animation.
So instead I tried putting the set_edition inside the event function, and it worked correctly, the cards only got the edition applied after the joker triggered. The problem is that now the game just don't recognize their edition and just ignores it for the playing hand and I have no idea why
Does anyone knows what I'm doing wrong here? I spent hours trying to fix this but I've got no idea anymore at this point
has anyone experimented with changing the $$$$ for each dollar for ... numbers?
does anyone know if balamod loads folders within the mods folder?
steammoddedinjector.exe is marked as a severe trojan, and wont show up in downloads
installing the 7zip version doesnt help as the injector is just a txt file that does nothing
what version of os are you running? win 10/11?
11
i got that to work
but now it requires dwmapi
which i cant find in
any of hte links
at all
are you dragging the balatro.exe to the injector?
yeah i gotthat to work
when it says that it requires that dll exactly
dwmapi is likely in reference to the lovely injector https://github.com/ethangreen-dev/lovely-injector
is the injector really safe?
no idea
like for the mods?
sure hope so
How do I remove the mods
windows defender hates it with a passion
yea thats why
injector is safe, as many keygens are. but the way they are codded to interfere with exe files is the same or similar pattern to a actual virus, thats why antiviruses claim its bad
Ignore it
but dont worry. github has an extensively good detection system and program is trusted
you dont need lovely injector, you can use the binary from the github of steammodded
If it was a virus 5% of the balatro community would have already been hacked
lovely takes the form of dwmapi.dll by default so it would be safe to assume so.
or they wait for more to get the injector
and is this the correct wa to format it cause i saw a lot of questions abt it and am gonna ask preemtively
Since mods are new, people are working on a easier way to install and remove them right?
praise be
Installing is just putting folder or a file to mods folder
I was using an experimental version of the tool and it works nicely
yeah but some people are completely incompetent with tech (me)
i dont think ive ever had a smooth way to install mods without the use of like
r2modman or curseforge
its awlas complicated and broken and buggy
u still cannot make the steammodded injector to work? reinstall game, download injector, place in folder of balatro, drag balatro.exe wait, done. go to app data, put mods in folders
What is R2 modman
just a mod hosting platform that does it all for you
ill boot up see if it works
It’s a GUI mod manager. So instead of moving folders around you just click buttons to install mods
A mods button should show up in game
And how does the game get the
its such a useful program
Mods
it sends them to your pc and instantly puts it in the right place
only problem with r2modman is that its laxer when it comes to security
But some mods probably will not go there
https://discord.com/channels/1116389027176787968/1214591552903716954
Lovely does all the setting up
so every once in a while there'kll be a mod tahts just malware
And it can itself load Steamodded or Balamod
Yea I'm not trusting
only place ive seen it happen was with uhh
what was it
lethal company
i ahvent seen it hit other games
Not taking a chance
fair nuff
So I'm trying to get jellymod to work, it's the only mod in the folder, any ideas?
Download from releases page not from GitHub source
Then jokers
I saw someone get the same error when doing that
Yes
Ah oki
Do you have jelly util added? I also may have broken something in the most recent release, so you could try an earlier version.
There is a GitHub page for it too
i mean more of a cataloge
smn like r2 or nexus
where its just a colalge
and you can pick n choose
What ever is in the folder, im gunna re download
