#⚙・modding-general
1 messages · Page 18 of 1
using the increased shopsize mod?
i used save editing + jelly mod
Oh
im now at -1 hands nice
yeah, and the playing card api is my creation as well
needle you gave me a little too much
sheesh
first of all, thank you so very much for creating the API!
Second, I have some ideas that could be really good for creating more card sets and stuff.
Might we discuss it in a thread?
sure, #1210728178201526373 or #1209564621644505158, your choice
I think you need more overstock
ima get softlock when i can't hit next round
btw what does tarlton do
oh gosh
ill see if i can get a vid with baron and mime
also new patch just dropped
mime please come to me
im begging
kind of a stupid question but is this all that i have to extract for this mod? having some issues after opening balatro
a question, how do you detect if another mod is enabled with steamodded?
do like this. some mods are just a lua file. but jelly is a folder so can put the whole folder in there
They suppose to be in separate folders with all it's files
ok sweet thanks
I currently have a random folder in that spot to store mods I don't want to use at the moment because there is no disable button
same
how do you get a single trigger for the end of round?
if context.end_of_round then
end
this triggers like 5-7 times
There's several context calls in context.end_of_round
add not (context.individual or context.repetition)
ah this works, thank you
hi, sorry if it's out of place, i was just wondering if there were ressources on how to get started onto doing a mod
a good place to start could be opening the game's exe as a zip archive, this will give you access to the game's source code (it's written in lua with love2d). Then you could look into a mod-loader, either steamodded or balamod.
i have installed steamodded (as it was omnipresent whenever i'd search "balatro modding")
I recommend taking a look at some of steamodded's example mods too then, they should be in a folder called examples in its github repository
alright, i'll do that, thanks !
is making a mod for increase chance of negative, rares and legendaries appear in shop hard to do?
cant seem like any1 made one so far
ok make sure when you're putting a mod in you check that it doesn't have a folder inside a folder situation as it will not work(totally didnt' spend an hour learning this the hard way)
if it has a folder in it, but also a .lua (screen below), it should be fine right?
it's rather if it had <ModName> => <ModName> => and then mod stuff
right?
alright, seems understandable, thanks for the advise of looking onto how other mods are made!
if it looks like someone copy pasted the outside folder in the inside then it won't work from my experience
okay, thanks !
https://gyazo.com/0ab1b048e8b6e50e42b8a75b9f094597
So, custom deck textures are a thing now
Nice
This makes me want to change how Steamodded does joker injection to make pool logic compatible but I'm not sure how to do that
My familiarity with modding is the mods themselves, not the injector
perfectly normal
beeg joker
rekoj eew
i put together the jelly mod and morefluff
JellyMod + morefluff + Community Joker Pack + Ortalab incoming !?
If a frame appears around my custom playing card texture, how to get rid of it?
my partical is accelerating
how did you add textures? Do you register it as a sprite separately and sort of "attach" it on top of the back?
that card seems like meh
usually u aint having too many hands to throw away for a few mult
I did register a sprite, and then added a special config option to configure the atlas of the deck
does this reset upon pixel smoothing?
Nope
At least I didn’t see any difference
very nice!
and i guess it would be compatible across the board? since you are just adding a sprite separately?
Yup!
or would it have the potential to "overtake" some existing positions added by mods?
m
Nope

I’m having difficulty installing the steammodded injector.
lmao
The issue I’m having is that I can get it to boot up after I’ve already bypassed the firewall for about half a second, then it closes itself
question
any reason why jokers arent made eternal in challenges?
{id = 'j_pawn', edition = 'negative', eternal = true},
{id = 'j_alchemist'},
},``` am i doing this wrong?
they show up as intended except for the eternal
it seems modded jokers cant be made eternal in challenges
I think eternal_compat is never set in Steamodded
Same with blueprint_compat
I figured this out when working on my mod, then just switched to it being standalone
Using my own framework will make it easier to add a lot of different types of items for what I’m doing
i take it theres no way to get around this without messing with steamodded's source?
i remember someone got it to work in a local build
so what is a proper way to add eternal to a joker?
setting a var to true
I overwrote one of the Steamodded functions to handle those arguments
idk why it's not implemented huh
But then I switched to standalone shortly after since I wanted to use Lovely to inject code inside of functions
a bug probably
you can specify those arguments in the function but they’re never set
Lovely offers most of the time simpler and better handling for mods
we need to go bigger
do you just sort of find the OG game's line that adds eternal and use that?
There’s a part where it defines all the joker attributes
And I just added blueprint and eternal compat
I can probably make a pull request quickly
guy who made steammodded said hes been busy irl
and looking for a maintainer iirc
thatd be very much appreciated ❤️
also another question, whats the proper way of banning vouchers from challenges?

I was gonna say force the pool to only have blank vouchers but then i realized you mean proper

Accidentally committed to main because I forgot I had perms
That works too I guess
Does anyone know what function should i look into if i were to make the handsize change every round
m
wait so now it works? LOL
Well in the latest dev branch
Now it does
(I have perms because I was testing it out during demo, when it was private)
lmfao
shit i installed via exe injectors
how do i pull directly 
Time to install Lovely
wait isn't that bad
since average users will use all kinds of injectors to install
but only dev branch supports this
can i get some help with installing steamodded please? when i open the injector it tells me it couldnt detect balatro on its own so i paste the path to it but then it says "system error: not implemented"
okay so the dev branch is injector only?
Maybe I shouldn’t have committtd to main xd
I mean you'd have to generate stuff like .exe right
it's okay, we can just pretend it doesn't exist

xd
Yeah but I have no idea how Steamo does that
"Guys don't use the _compat arguments!!"
I can undo that and make a PR later
oh true
is it only the joker.lua?
time to learn how to inject it properly
my guess is wrap function
I added literally two lines of code on my phone
mobile coder is real!!
okay i might be a little stupid
Another thing, could there also be support for adding no_pool_flag and yes_pool_flag into the joker config?
Would make creating jokers that start pool banned like Cavendish easier
so with the lovely injector, what do i do with the source code folder and the lovely.toml?
I can add that as well
But I’ll actually do that on my PC so I can test it
does it all go inside of the mods folder itself?
Move that to %AppData%/Balatro/Mods/Steamodded
that was painless
we're so back
My two lines of code work
very nice!!
https://github.com/Steamopollys/Steamodded/pull/41
And I added them properly this time
so we just wait for approval for this to be offical i guess?
it basically doesnt take up a consumable slot
It's like a negative joker it doesn't take up the two/three consumer spots and you can use it whenever you want but if u have perceo or whatever its spelled it can keep copying it
ah yeah. gotcha
write their shorthand in the same place you ban jokers
and i forgot how to ban packs just check Jokerless
when I use a mod launcher, will I have to redo anything when an update comes?
All mods have that problem
I just plan to use a texture mod right now
any1 that know how to mod that can put together a small mod for me? increase chances to find/get rare and leg jokers? like double the chances or smth. And make leg show up in shop if possible
Early stage moding of a game always has the problem
as the current modloaders are direct code injection, yes you will have to reinstall the modload after a update
Except for installing through Lovely
understood, just wanted to make sure I know what I'm getting into
Since it uses DLL injection
I do not believe texture packs matter to much because I had a texture I made for a different game and they reworked the entire frame work at most I had to change the location of the object folder path but that 3d anyway
2d games like this texture packs shouldn't need to update it's path of location unless the developers really can't decide where to organize stuff
I see, I might wait an update or two before adding gameplay mods then
I did ask a few times but didn't get an answer here, is there a mod that adds joker stickers into gameplay? If not I might try making it myself if it's not too daunting
Plus this games mods are lua based which is more like Factorio and location doesn't matter in them games for the most part
I've modded in lua for Factorio and a element dust game that was a community project so this game should be fun to mod to be honest
hell yeah
Lua modding is actually pretty simplistic compared to say c sharp
Which update function should i override if i wanted to do something at the start of every round? update_new_round()?
I should probably state that modding is still difficult if u don't know what u doing or in some case niche tactics that's not covered to much
how am I suppose to be greedy D;
atleast I can still gamble with WOF
ok Im trying to figure out which function adds in joker stickers and Im pretty sure its these 2 here, just gotta figure out what to change
quick question. do i need also change the if math.random(chanceValue) == 1 to also be 0.35 to work?
Change chance value to 35
And then it should work
Or I guess 1/0.35 if you want 35%
like this?
gj
You something I'm annoyed about .... When using smear joker or wild cards
If u get one of them (card type is debuffed) they debuff anyway so if u have a wild card run every card is debuffed even though they still have an original suit aka they could be diamonds (wild) but there be a debuff on hearts and both wild and smear becomes a huge hindrance.....
35% might be more busted than you think because it’s per card
no idea if its pr card its calculated. prob need some testing around that xd
its likely planed for that blind to be a punshiment to thoses sorts of runs
I don't see how that be fair to wild cards specifically there should be a boss blind that targets smearing/wild
I mean they already have hand type
🤔 i don't disagree there
Like at least make it so they half debuffed
well it showed up in my first arcana pack xd
So jokers can still activate on them but other than. That
That card being in an arcana pack in red deck always makes me laugh
was as shit leg so sold it xd
it was at 100% chance at start. i dont want it that bad xd
hehehe
rn im trying to justifying making a Balatro World Record(Modded) List
probably a silly question but self.ability.extra seems to be failing as a scope(pointer? not too sure on the term) on my jokers and i can't for the life of me find what i've missed. any one have a clue what it might be?
I mean jelly already has reverse consumable cards
combinging all joker + decks mods into 1 mega collection mod would be dope
kinda making all the good ones from all different mods work together with no problems
prob need to tune it down from 35% chance
this is kinda mental at this point
I feel like there’s no way to do this
There’s a funny modded speedrun video that I’m thinking of, let me find it
https://www.youtube.com/watch?v=GWrGRN-plIQ&t=1s
Would be hard to make restrictions for something like this that doesn’t prevent you from just pressing a button to win
This is WORLDS FIRST SUB 1:30 Balatro Speedrun! Cant belive it happened lmao. In this Speedrun you see how to beat Balatro as fast as possible!
// Questions or Suggestions?
Drop your comments below.
// More Videos
Don't forget to like & subscribe for regularly gaming guides & epic gameplay!
New Videos Every Saturday 5pm CEST.
Thanks fo...
Unless you restrict it to specific mods
i mean making a set modlist and then speedrunning it is something you could do, although it is unlikely anyone else would also run it
not ingame currently, i personally have a second folder called "disabled_mods" and i move the folders of mods i'm not currently using into it
my jokers are slightly busted imo
and this is at 1/0.15
so 15%
prob need like 5% or less
neat. Can't wait for it to be added to 0.8.X
You can use -g to change how much it tugs if you want
That should perform better than multi-instancing
it would help if i just let one do its thing even if its doing this to my poor gpu
uhhh, to debug can I do a print() or something?
how should i do this?
Hmm, so people are still struggling to install modded huh? Has nobody made a YouTube video yet?
There are some out there I believe
But installation is also pretty complex if you’re not very good at working with your computer
relateable
i just suck at reading honestly
i got helped to death with steammodded and i still don't understand
https://github.com/AkitaAttribute/GetSteamoddedAHK/blob/main/README.md
How does this sound in terms of completeness?
wouldn't "Your poker hand played is always considered as a Straight" be a bit more simpler as wording, or is there a specific reason behind the "only" specification that i am missing?
if you play straight flush it's also considered only as straight
also, if it contains pairs, it won't count towards pairs
sort of a blasphemy
this is mainly because there's a enforced hand priority in the code
i can't make it count as something higher without using their multipliers
so might as well not count towards something lower either
also weirdly balances this effect
Love it!
any ideas on how i would create a random joker from a given list?
or rather i guess is there a way to create a specific joker
card:add_to_deck()```
aaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAA
seltzer is j_selzer in code
literally unplayable
thank you though
🫡
so true
any good QoL mods yet?
there's a mod called Quality of Life Mod in the works rn
Ooooo
these are the ones i recommend, though i don't use balatroverlay because some combination of the other mods i have enabled messes it up https://discord.com/channels/1116389027176787968/1216093794114601000 https://discord.com/channels/1116389027176787968/1210304870457020487 https://github.com/Kooluve/Better-Mouse-And-Gamepad
the github one is like must-have imo its really really nice
how the heck does the ui function work
...?
thonk
what modded joker caused this 🤔
options definitely doesn't fuck with shop prices
maybe this
maybe the coder forgot to make the prices an interger?
but why do they cost 3 cents tho
@strong falcon bonk
hi, wondering how can i get balatro's source code (i dont realize how easy/hard that is)
yo does anyone know how to make individual card give Xmult?
extract Balatro.exe
with winrar or 7zip
I thought I'd use Xmult_mod but it only gives the visual effect but never actually multiples
oh thanks
What am I doing wrong here
I think you use xmult for anything that isn't all cards (SMODS.end_calculate_context(context))
not xmult_mod
yeah i remember xmult
oh let me try that
the thing is it is so annoying to test because i need to get the cards ready
should i do it within extra or return
who me
naw, myst
both I think?
oh lmao you literally posted noir silence
five, in fact
lma
#1217028577858420806 weeeeeee
i might be smokin cracks but it still didn't work
I don't know, sorry
Man yall are really convincing me to relearn everything and try and hop on the balamod train
hold!
too early!
How active is balamod development? I saw some really nice stuff with centerhooks
admittedly not very
I've had this idea for faux mtg card packs I was thinking about making and I'm not sure the infrastructure is there for steammodded yet (that I can figure out
) but then again I don't think I've seen anyone make custom packs? Or vouchers for that matter
vouchers should be easy but packs are a bit ehhhhhhh
ok got it
💀
i literally tried every possible variation at the same time and performed abalation study
hi guys, i need some people to test my mod https://discord.com/channels/1116389027176787968/1218775422066622585. it's not working for some people and i can't manage to reproduce the issue. if you're interested just quickly downloading it and seeing if it works would be super useful.
odd, works for me
I made a tutorial on how to install the mod loader, in case anyone needs assistance in the future.
https://youtu.be/_zkWZhZ50RA
Super quick way to install Balatro Mods
https://github.com/AkitaAttribute/GetSteamoddedAHK/blob/main/README.md

i hope how that one spells blatro
heyo, is it possible to uninstall mod loader ?
Yeah, simplest way is to rename the Balatro.exe file to something like "modded_Balatro.exe", and then verify game files in steam. It'll just give you a new Balatro.exe which is vanilla.
oh ok
You can just delete it
But then you'd have to reinstall mods
When you rename the exe, the renamed exe will create a new %appdata% folder, so you'll need to move your mods into there if you want 2 different installations at once.
ty 
how do you make your jokers blueprint save? feels like 50% of my jokers crash the game when copied by a blueprint effect
Any chance you'd be willing to look into which mod causes the conflict?
I don't have the time to test compatibility with all the other mods unfortunately 👎
hi, got an issue when importing a mod (used the structure of "MoreFluff" by [notmario] to make it, only contains one joker for now), it shows "no mods" when in game in the mode file, any idea what i may have done wrong?
Sorry no
But I know how it happened
I just went to main menu
Did you play with the Jokers for Hire deck at all before this happened or did it happen at random 🤔
Never played before
cursed
Then I don't believe it could be mine, since it only triggers when you start a run with the deck
I implemented a trash can too but it doesn't seem to work
Hi, can anyone help me with Deck Creator mod ? I have trouble to install it
those aces printed as 1 does exist in some french card decks like belote
I'm also thinking about making cards above ace
well as long as you don't make an ID that already exists should be doable
that'll be a problem for mods that use that
if 2 mods uses the same ID of card idk what will happen*
one will overwrite the other
I added some mods to my Mods folder but they don't show up in the game 🤔
Am I supposed to just drop the .lua files there?
What I have vs what I see in game
no, you supposed to have whole mod folders
deck creator is installed correctly, the rest isn't
^? What lol, no
This works fine
Ignore the .bak, they're what NP++ uses as recovery files
Yeah, it just doesn't work on my end for some reason, only Deck Creator
Taikomochi for example has no other files other than changelog and readme
So it's really only .lua, there's nothing else to add
🤷♂️
I'm trying to get this to work but none of my textures load, I feel like im missing a loader mod for these textures
I don't write or use mods that do texture stuff rn, so idk
It shouldn't matter since the loader doesn't really care as far as I know
It's possible that JellyMod is loading after the persona tarots mod, since that mod also replaces the tarot card atlas.
Got rid of jelly and still nothing, ironically was trying jelly to see if the provided jelly version worked but that wouldn’t load the textures either 😦
ahh it was something with balamod also being installed 
is this game paying me to get these jokers?
wait nvm
it's just a incredibly low number
A few millionths of a dollar in transaction fees
are there any guides for make mods?
yknow I feel like balatro could really use thunderstore
unless it does already and I can't find it?
you can check out the example mods for steamodded
https://github.com/Steamopollys/Steamodded/tree/main/example_mods
I think they are working on it
ok thanks
just hope it's not nexus cause of download speed limits and predatory monetization
most mods are hosted directly on github atm
Here is a list of additional mods. If they're on Github, you can see their code, and use them as further examples.
is there a list with all available contexts?
the boys
how do i inject code into love.wheelmoved (for mouse wheel keybindings)? this doesnt work:
local wheelmovedref = love.wheelmoved
function love.wheelmoved(x, y)
wheelmovedref(x,y)
end
i don't think you can do that to love functions
well i did say think
is there a workaround or..?
most dubious run ever (i had 10 hands)
average burglar run
noir when someone pulls up with more than 4 hands
9this is a modded deck run no seed.) so i found out do not remove all the cards in hand inside a tarrot pack.... it soft locks lol
that is a lot of legendaries
that is a lot of Immolate
lol
does modding mess w steam achievements/does getting a gold stake sticker on a joker w a custom deck count towards achjievements
no steam achievments from what i am aware of
i nearly immolated all my cards by accident
Gotta ask: Which one should be the default texture for tarots in the DNDG pack?
- Original Balatro Style (Original Coloration)
- DNDG Style
- Original Balatro Style (DNDG Coloring)
I'll have all 3 textures in the mod, you'll just have to manually change it around
seconded second
So the original from DNDG. Fair.
so I installed steamodded and now I can't even open the game anymore
immediately get hit with a stack overflow
is there a known fix for that or
This was why I made a copy of the exe file before hand so I didn't have download it from steam when something goes wrong
But yeah, I'm gonna be making the Original Balatro but recolored for those who'd want to use those
https://canary.discord.com/channels/1116389027176787968/1220421313366069348 so this is a thing now
i probably should have played a few runs of this myself before throwing it out into the open
but here we are
where do I drop the achievement enabler mod?
Put it in the c drive appdata balatro in a folder called that's labeled for said mods
needs to be outside of the zip folder one folder deep with to keep things more organized
Uhhh was that the only file?
yep
that's the one from steamo himself so I imagine it works fine
yeah it does
thanks @knotty fable
if there's only one .lua file then just drop it in the mods folder
no need to make a subfolder for it
I like sub folders 😂
Lol no prbs
okay so while i was working on one of my jokers i had a weird idea for a library? tool???? not sure what to refer it to as, but just the idea of being able to go in and "categorize" all jokers based on a specifc couple of traits to allow mod users to have synergies with batches of things
granted right now i dont really have much idea of what the categories would be but the first example that comes to my mind are the food jokers
a friend of mine mentioned it would be nice to have cross mod compatability with stuff that cares about a batch of jokers and it could be used to indirectly add some mod compatability with certain jokers caring about a type of stuff
basically im just proposing a joker booru
joker tags?
profession jokers could be a thing
aye, it would all be internal, you could have silly jokers like
+40 chips for each non-Jimbo joker you own, and have all the regular jimbos have the "jimbo" tag or what not internally
or all the jokers that give money could be tagged accordingly
OH btw...
I have so much ideas for this dude
X4 joker slots

nah that's not goofy enough
does nothing but trash talk you while you play
imagine hes just for twitch integration and it picks random chat messages to yell at you
444 chips for every 44 money you have
"Total misplay."
- he will talk when you aqcuire him
- also will react to certain cards, maybe some dialogue with other legendaries
- will turn all card packs into JIMBO card packs which include cards with 0, 1, 15-24 ranks
- will add unique mechanics like health and time
what mod is that purple legendary from? it was on my list but now it's not anymore and I don't remember which ones I deleted
tl;dr turns your balatro into inscryption
is that stanczyk 👀
if its stanczyk its probably from jank jonklers
which i should definitely update today

I see
question, has anyone found a way of checking if another mod is loaded
isn't there like a require() function in lua
or something like that
ill do some reading up on that
the get mod path function id assume
yeah after some required (
) reading i dont think require is what i need
since it'll cause a runtime error if the mod is missing otherwise
(to my understanding)
god
An if statement should solve that they always do 😂
wait does dna mess with boss blinds or am i breaking the game now
Spawned cards don’t get debuffed by blinds
the hand i played was debuffed though
Oh wait
I remember now hang on
Oh that makes sense
The modded voucher that makes debuffed cards o.125 x
Dangit I accidentally polychrome a joker 😂
I lost almost all my jokers now
It's a good thing I have like 700 negative Pluto's 😂
is this line if context.cardarea == G.play the right way to check whether current card for repetition is in play?
i think so
for some reason it is not triggering
nvm it was something else i guess
do you guys think this is too OP?
try G.repetition
oh wait did you get it working
i think its probably fine
what is X-Playing Joker?
yes i did! it was a local varaible issue
legendary joker for a deck
i c
I was thinking about only trigger the left most one in a tie, but it will make the description too wordy i guess
might be too much if you are playing red seal lucky five of a kind...
Purely for the description, you could change it to "Retrigger lowest scored card 4 times. Transform back to..."
Just to make it less wordy
would there be a efficient way to communicate the tie situation?
I was referring to hanging card's description: Retrigger the first played card used in scoring, maybe i should use the better wording instead
I'm not sure, but I feel like what you have now is enough information on it's own. You could always make a note inside the mod description to be a bit more elaborate
thanks!
God is there anyway to make animations faster 😀 I'm already at max speed but 700 Pluto's take forever lmfao
Actually going faster might break the game
😂
from what I know about event handler
Skip animation?
that'd be hard because not everything are completely modularized
maybe we can wrap and get rid of most of it but probably not all
Specifically on the x1.5 mult
we can disable message
but it's not like there's a button that does that so probably not worth the effort LOL
Yo, I was playing around and made a score previewer that should be completely without side-effects. Does something like this already exist or should I publish?
But the scouter joker....
From a vid I saw, it had side-effects, with matador I think?
because you have to consider so many things
No? He thought it was having issues but really there was a card messing with that joker
this could easily be one of the most popular QoL mod i think?
Ah fair, that's why I asked
Cheers
@coral shale would you still publish it? I'm really curious to see how you implemented the mechanics
Sure, gotta polish the code a bit, tho
🫡
I was wondering, is it possible to add new sound effects?
Make sure that it doesn’t affect RNG events
it shouldnt be too hard, i think? theres a function called play_sound in misc_functions.lua that you can dig through and figure out
That is what I am doing rn. Seems like it would just work in a similar way to how sprites are loaded
yea looks like it
I could make a quick mod for that
as a small POC if they want to implement it for a future update of the modloader
like the back texture POC
go for it! i havent seen anything that uses sound yet, so maybe its the start of something cool :3
how do I access the sold card in context.selling_card?
nevermind, it's context.card
Perhaps you might know what the issue is?
there is this method:
function PLAY_SOUND(args)
in the sound_manager.lua file, and I want to inject some code to it (using the usual Steamodded way).
But,when I run the game with this patch:
local sound_managerref = sound_manager.PLAY_SOUND;
function sound_manager:PLAY_SOUND(args)
I am greeted by this report:
the function name is just PLAY_SOUND not sound_manager.PLAY_SOUND
that's the neat part though: there are 2 PLAY_SOUND functions
that's not how that works
fyi, if you want to play custom sound you'll have to not use the function that's currently in the game
(if you use Steamodded)
there are 2 PLAY_SOUND functions:
one in sound_manager.lua
and the other in misc_functions.lua
as far as I can tell, the two functions that exist are play_sound and PLAY_SOUND
it's case sensitive
oh i see
it's the same function though
If i just use PLAY_SOUND as my function's name, would it run before the two?
one might override the other, but there only exists one of them at any given time
but @cunning silo if you want to play sounds in the game you can call play_sound
and if you want to play custom ones you can't with the IG function
IG?
if you define a global function PLAY_SOUND, it will override whatever PLAY_SOUND currently is
ok good
IG (wanted to say the one in the game)
which is why I'm saying there is only one PLAY_SOUND function - the one that runs last takes priority
scope in lua is global by default
it's the one in the sound_manager
which is why your "importing" from any specific file won't do it for you
Yeah GL getting with the thread
if you want @cunning silo I made a working cutom sound player
you did? intersting
i am interested in it
Well I had helped with someone that did that already but I think I made something good
you have a github for it?
nope
how would you share it then?
if you have issues understanding something let me know
I'm thinking about making it better and make a whole function for it that anyone would be able to use
like this, I don't like
i would say just make it into an API mod or something
Yeah that's what I wanna do
okay, I implemented your playsound function into my API mod
my API mod just basically adds a function to register sound
It's not finished entirely
I'm gonna make it better
like stopping the sound that still get's played even though you might want only the custom one
how difficult wouldchaning the pitch of the sound in your system be?
here*
i have a little something I want to add to my mod, so it really helps
I tried messing with the one that the Game has but with the channels etc that aren't accessible it would be a mess
it's just better to create one I think
What's your API mod ?
it just adds a function to easily register a new sound file
nothing fancy
Damn that's what I wanna do lmao
i could maybe combine it with my deck texture API to make a bigger API mod thingy
go ahead if you wanna do it XD
I made the mod and was like: "wait this could really help people in the future"
same with my deck texture one
i do think our two features should be a part of the base modloader
ooh what's been cooked here?
sounds
Yeah but the man that does Steamodded has some problem/ doesn't have time for that
Oh I see
At least that's what I understood
BTW
I changed my new suit to notes instead of stars, since it was already taken
you can guess why I needed sound stuff then XD
let me cook
every time you press a card it plays a note
I'm doing jojo stances for the tarots cards XD
Now we need face cards holding instruments
if only I knew how to draw XD
I would love that though
i don't know how to do actually good pixel art
symbols and stuff I can do
Wha's funn yabout my mod rn, is that sometime I do a run and because I don't have every tarot card impelmented sometime my own mod surprises me with a
how would you go about changing the pitch BTW?
same than with the volume but with the s.orginal_pitch
do you guys think this is a good effect? The next joker theme for my mod are cosmics. I plan to make them each retrigger a different rank + some kind of bonus. Maybe add some synergy when using planet cards too
perhaps its better if that was atleast a rare joker
in here, sound_vol has a function that uses it, does pitch have the same?
or something like that
libra sounds insane
yeah plasma is already really good but to have it on an uncommon card and no increased scaling
even without reteiggering 10s it would be most powerful in the game contender
you probs win on the spot once u get it
not always but often yeah
7 suit deck?
oh yea, i did not check the math yet, it might be too strong
fun idea to have deck effects on jokers
is what is used
i mean right now its "plasma joker + small bonus" which seems to not be what you were going for based on description
would love that
if you wanna mess with it check theplaying sound from love library
note suit public yet?
not yet
please on god
looks great btw
make it compatible with the other 2 suits
thank you very much!
it pratcically is
the problem is the colors
since I know stars is also pink/purple
could change the stars into yellow instead perhaps?
the stars suit is not mine
hmmm how about making the notes yellow?
who made it? could ask them
It can work, but I do feel like the purple really suits it well
@lean dune did (sorry for the ping BTW)
yeah it does
maybe there could be a compatibility patch with a IF, turning the stars yellow if the note suit is present
but otherwise keeping their original color
i'm waiting for someone to have actual suits to replace the suits on cards
@cunning silo sound volume and pitch what else is there to change ?
maybe add an option to stop previous sound if already played?
might want to keep in mind the game speed, if thats a possible issue
Same sound to make it begin again or stop any custom_sound/sound and trigger it ?
if the same sound is played twice, make a way to stop the previous instance of the same sound
Do I add something to let them customize each sound or do a global adding (or add both ?)
hey sorry if i missed it somewhere obviously available, but is there any resources on creating your own deck/jokers?
each one maybe
BTW here's a demo of the sounds:
https://streamable.com/2280j4
that's neat
own deck yes
im having trouble with my effect for Libra, is there a context for after a hand was played but before the points are added up?
cheers
context.before is what I think you're after
a new bline: "The Mute" --> "All note cards are debuffed"
I did not mention this guy yet:
very cool
whats the goal of having extra suits?
its definitely cool but is there like
some sort of design goal beyond "it sounded fun to put in the game"
the joke answe is more chaos
local Custom_Sounds = {}
function Add_Custom_Sound_Global(modID)
local mod = SMODS.findModByID(modID)
for _, filename in ipairs(love.filesystem.getDirectoryItems(mod.path .. 'Assets')) do
local extension = string.sub(filename, -4)
if extension == '.ogg' or extension == '.mp3' then --please use .ogg files
local sound = nil
local sound_code = string.sub(filename, 1, -5)
sendDebugMessage("path: " .. mod.path .. 'Assets/' .. filename)
sound = {sound = love.audio.newSource(mod.path .. 'Assets/' .. filename, 'static')}
sound.original_pitch = 1
sound.original_volume = 0.5
sound.sound_code = sound_code
table.insert(Custom_Sounds,sound)
end
end
end
function Custom_Play_Sound(sound_code,stop_previous_instance, volume, pitch)
sound_code = sound_code
for _, s in pairs(Custom_Sounds) do
if s.sound_code == sound_code then
if volume then
s.original_volume = volume
else
s.original_volume = 1
end
if pitch then
s.original_pitch = pitch
else
s.original_pitch = 1
end
local sound_vol = s.original_volume*(G.SETTINGS.SOUND.volume/100.0)*(G.SETTINGS.SOUND.game_sounds_volume/100.0)
if sound_vol <= 0 then
s.sound:setVolume(0)
else
s.sound:setVolume(sound_vol)
end
if stop_previous_instance and s.sound:isPlaying() then
s.sound:stop()
end
love.audio.play(s.sound)
return true
end
end
return false
end```
Try this
Would anyone know why the trigger section gets triggered twice after I sell the card and then add it back? This is inside of function Card.update(self, dt)
if self.ability.name == 'MMC Glue' then
-- Reset defaults
self.ability.extra.half = false
self.ability.extra.incomplete = false
-- Check for Half and Incomplete Joker
for _, v in pairs(G.jokers.cards) do
if v.ability.name == 'Half Joker' then
self.ability.extra.half = true
elseif v.ability.name == 'MMC Incomplete Joker' then
self.ability.extra.incomplete = true
end
end
-- Add 2 Joker slots
if self.ability.extra.half and self.ability.extra.incomplete and not self.ability.extra.triggered then
self.ability.extra.triggered = true
G.jokers.config.card_limit = G.jokers.config.card_limit + 2
end
-- Remove 2 Joker slots
if self.ability.extra.triggered and not (self.ability.extra.half and self.ability.extra.incomplete) then
self.ability.extra.triggered = false
G.jokers.config.card_limit = G.jokers.config.card_limit - 2
end
self.ability.extra.sold = false
end
(For a joker)
you are a kind soul
it still needs a bit of cleanup but should be good
I should also add the fact that the Name of the file is it's sound_code
and I remove the Tolower to offer more possibility (and 2 files having the same sound_code if they're name have different uppercases)
adding blinds is not as straightforward as you think
(I did not try what I sended you I'm gonna try rn)
keeps crashing on launch because of a missing modhelper or something
tried an empty mods folder too just incase it was a compatibility thing
yea
can't help u since i didn't make it
oh i think im just dumb?
i was only placing stuff in %appdata% balatro
not the actual steam install location
thanks for the help tho :)
pog
Notes?
idk why i put an ace in the desc lol
what piano online you using bro
im using balatro not some trash piano online
there we are lol
nice
it did crash on holding R tho :p oops
i also cant seem to find the actual file for the deck anywhere lol
will this mod have a hand for playing all 5 suits too?
he went to sleep you'll hev your answer in at least 6hours x)
@cunning silo this should be pretty good
--- STEAMODDED HEADER
--- MOD_NAME: Sound Util
--- MOD_ID: Sound_Util
--- MOD_AUTHOR: [infarctus]
--- MOD_DESCRIPTION: Utility mod to facilitate adding sound
----------------------------------------------
------------MOD CODE -------------------------
local Custom_Sounds = {}
function Add_Custom_Sound_Global(modID)
local mod = SMODS.findModByID(modID)
for _, filename in ipairs(love.filesystem.getDirectoryItems(mod.path .. 'Assets')) do
local extension = string.sub(filename, -4)
if extension == '.ogg' or extension == '.mp3' then --please use .ogg files
local sound = nil
local sound_code = string.sub(filename, 1, -5)
sendDebugMessage("path: " .. mod.path .. 'Assets/' .. filename)
sound = {sound = love.audio.newSource(mod.path .. 'Assets/' .. filename, 'static')}
sound.sound_code = sound_code
table.insert(Custom_Sounds,sound)
end
end
end
function Custom_Play_Sound(sound_code,stop_previous_instance, volume, pitch)
for _, s in pairs(Custom_Sounds) do
if s.sound_code == sound_code then
volume = volume or 1
if pitch then
s.sound:setPitch(pitch)
else
s.sound:setPitch(1)
end
local sound_vol = volume*(G.SETTINGS.SOUND.volume/100.0)*(G.SETTINGS.SOUND.game_sounds_volume/100.0)
if sound_vol <= 0 then
s.sound:setVolume(0)
else
s.sound:setVolume(sound_vol)
end
if stop_previous_instance and s.sound:isPlaying() then
s.sound:stop()
end
love.audio.play(s.sound)
return true
end
end
return false
end
----------------------------------------------
------------MOD CODE END----------------------
posted it on Github : https://github.com/Infarcactus/Balatro-Custom-Sound-Player
Also why is there a clause not to debug source code ? why does it matter ?
is there a way to check the type of card being sold in context.selling_card
since i modded my game my steam success doesn't achieve anymore, like i did a run with less than 20 cards in my deck but it didn't unlock the success tiny hand do you know if the issue are the mods or maybe just my game ?
is there a way to get the current chips and mult? chips and mult is always nil where i need it
if youre using steamodded achievements are disabled by default
G.GAME.chips?
ooh ok thx if i want to disable it do i have to disinstal it entierely or is there an easier solution ?
yes i'll search ty
ah chips works, but not G.GAME.mult, or is it called something else?
there might not be one for mult
you might need to write a function to calculate that
at least i didnt see one for mult skimming through game.lua
Question when it says card does it mean joker
"card" in the same way campfire does it
Ok so a legendary that clones a ridiculous amount of consumables (setup) would work ?
infinite score be like
Anyone can help me with this?
local start_run_ref = start_run
function start_run(args)
start_run_ref(args)
G.P_CENTERS.e_polychrome.config.extra = 100;
end
https://www.nexusmods.com/balatro/mods/9/
Black Seal is out
yes thx i found it on git hub though
Yeah it also exists on github etc
This will be a very fun bug to patch :]]]
(For context I'm trying to make a function in Steamodded injector to make joker descriptions easier and so mods don't have to copy the same Card.generate_UIBox_ability_table code)
What's the bug ?
Look in the top left corner
Ok seriously what the hell could possibly be causing the text in the top left corner to show up
Any assistance would be ideal
not too in the know, but could it be "UIbox_info" ?
UIBox_info is this.
Hi all, just got here. I have some questions about how certain things were achieved in the base game. I was wondering if maybe the source code was available somewhere? I feel like i might have hallucinated someone saying it was but i doubt it for obvious reasons.
Im interested in how they managed to get the foil/polychrome/etc. effects to work.
I'm also wondering whether this game used 2D or 3D rendering. If 2D, how the heck did u get the cards to look 3D?
extract the game's exe
At first i thought u were nuts. Extract an executable? Insanity. But, it worked! Had no idea that was even a thing. Thanks lol.
it's a thing for only a few engines
Hey so i downloaded steammodded to get some mods put one of the mods in and try to launch the game and then this popped up and i dont know what to do to help
Have Mika's Mod Collection be in its own folder in the Mods folder
and make sure all the assets are in there
yeehaw
very nice
hey, if i wanted to give feedback on a mod, whats the best way to do that? noticed something that Might be a lil unintended
find the thread for the mod in #1209506514763522108 and post it there
bro I watched roffle try the reshuffled texture pack for the first time, the hell did you guys do lmao
they cooked
we cooked
they cooked
i just combined jelly mod, mika's mod, and Kuso mod
For challenges, I see that I can give starting cards the glass enhancement with e='m_glass'. How about for editions and seals?
you liar
only enhancements afaik
gonna guess it's JellyMod that's causing the issue
Ah alright thanks
ty!
Hi i have a question you have name mod for change colors, type and seal card in the hand ?
I don't understand the question. Are you asking about changing text color?
Because that should be pretty easy to do
you can find most of the mods available in #1209506514763522108
Am I doing something wrong with mod installation?
Putting the extracted zips into the mod directory
Nevermind, had nested folders
I saw a friend with a mod that could change the cards in his hand to whatever he wanted.
example he changed a simple 2 of hearts into an Ace of polychrome glass carrot
there's also a mod on nexus that can edit stuff
I wonder if Balatro will ever support Steam Workshop
modding the game seems cool but I don't want to mess with the files to the point where I accidentally break the game
any form of modding is just messing with the files
well steam workshop support is a Soon™️
fixed my wording, oops
I just realized every face card is different so that'll be a pain in tht butt to do, for now, aces and the alt palette is done (i didn't think changing the spades and hearts was necessary)
ngl i know nothing about accessibility so it'd be nice to get feedback on the colors i used
not sure i like the diamonds normal palette there
i didn't really get why the diamonds get the more yellowish tone since that's a more "fleshy" color, so i thought it fit hearts better, so i made diamonds lean more towards pink instead, but i could tweak it a bit
thanks for the feedback
idk if this works but i assume with save editing i can change the seed of a challenge run
pretty
maybe a mod that makes the process easier(if possible)
so far im pretty confident you can
this looks beautiful , love the colors, green could be a little lighter so it desnt mix up for some ppl
hi guys I wanted to ask how do you turn off the mods? I just wated to try them but now I can't play just the normal game
rn the best way is to just create another folder to store them
thank you
because diamonds as a suit descends from the latin coin suit
which is gold
Fair enough, it also just remembered decorations related to hearts are usually pink so i guess that fits better after all
Thanks for the info
busy making all the historical suits so i've just been looking at all that sort of stuff
Oh, do you have a good source for textures of the face cards?
haven't gotten to them yet
what you guys thing of 100 antes? balance them ofc.. i want the game longer maybe im overkilling it
any feedback on how distinct these suits are?
could the gameplay loop be too reptitive this way lol?
i find it pretty hard to distinguish them. also many different hands means more work to entirely trash a deck of it. nice challenge tho
is the fourth one there shields? i know i should have called dibs on that one
could you not get close to that with normal gameplay, or is naneinf earlier
there is no win in endless
that it is
so im making it so you can end the game at certain antes and make the game longer
there's a point where the score can't be calculated so you can't actually reach it
someone made a video about it
true. although i do think forcing a player to play to 100 ante mmight be a bit far
yeah maybe its overkill. maybe double it to 16
thats naneinf, its the cutoff at e305 i think
im modifiyng the score so no worries for that
im manually assigning it for now
sts die hard fan that wants a similar experience with balatro
also i'd be happy to join forces if you are also planning to add more suits
I'm only adding shields to my set, i googled "five poker suit" it on a whim and thought it looked nice enough to make a suit for it
good luck with your project tho 👍
same to you
unsure if this fits the aesthetic, but at least i proved myself i can sit and spend more than an hour making a sprite for a single card so i'm not discouraged
thats a beautiful king you have there, well done
wow, your art is stellar
Thanks guys :D
thanks
even if i pick a different design for this set, i kinda still want to use this somewere, maybe a new set?
well, I have a new set I am working on that needs some art
would you like to collaborate?
localthunk i'm looking for a job if you want a sprite artist
i mean, it would work really well modified for one of mine as well, but it is your art
i could help, but that largely depends on how much free time and motivation i have
that's totally understandable. I know that art can take some time
would you be interested in doing assets that are not for played cards per se (like jokers and stuff)?
The card set i'm doing is a passion project but i do work making sprites (as a human i need to eat 🐥), so we could discuss my rates but even if you aren't able to afford it i could work on a few jokers but just as long as i feel motivated 😅
Some of these art can already be made into interesting jokers! I personally really like the idea of joker as cool variant of base cards
well, do you wanna move to DMs to further discuss stuff?
Sure
quick question
is there a good way of giving myself a joker automatically at the start of a run? (I want to test a joker)
You could maybe force it in first shop
Tho with challenges you sometimes begin with a joker so it's possible
Then once you open a run press 3 on any joker, tarot, planet, or spectral card
And you’ll spawn it
is there a choice menu for it?
Choice menu?
like, a menu to pick the joker from
The menu is the collection menu
ok good
thanks a bunch!
Seems like the prideful joker works!
This is really satisfying XD
@cunning silo does the Custom Sound API work ?
yup!
In the future i may add the possibility to play a random sound among multiple
Glad it works
I'm currently looking into custom blinds
Yeah "the deaf" to disable every music card right ?
riff raff what the hell
also uh can someone explain to me what dagonet does specifically
idk
Maybe also develop something to block the original play_sound function if certain conditions implemented by the user are met
This was fun. Playing with 2 of my mods.
they are
much more reasonable now, the old design with balancing chips and mult after scoring was a bit broken
Yeah way more balanved
thats quite interesting
yea, also change CHIPS to Chips and MULT to Mult
to be in line with the other cards
Yes
also I thinkthere are no need for the s
like "Scored 10 retrigger"
maybe not
idk
i mean i can always change that at a later point
yup
now, what zodiac sign should i do next?
Someone should make zodiac jokers that thematically match Binding of Isaac's Zodiac items.
yea thats what i tried first, but balancing mult and chips was way too broken, and the other thing that you could balance out like in isaac were discards/hands but that felt underwhelming
Could make it money related
Or even scale it based on Ante.
I don't think any jokers scale on ante yet
YEah the best deck is plasma deck which "balances mult and chips"
i balatroed a little too hard
So many people asking me to post somewhere else than nexus
The start of something new
hmm i wonder who made that sprite 😄
working on a blind API
In the end we'll have so much API's we'll have recoded the game
completely normal
what mod are you using ?
a lot at once which includes:
- JellyMod
- KusoMods
- MoreFluff
- Mika's Collection
- Debug Menu
Using my more joker slots? Or just have lots of negatives?
Pessimist(New Joker) gives a lot of negatives lel
using debug menu
the joker slot thing is from a modded deck
Makes sense. It's like a one line change to expand that.


