#⚙・modding-general
1 messages · Page 23 of 1
The first mult isn't recognized
Vanishes the moment I discard something cuz it reaches below 1 ofc so it's not a visual desc bug
try Xmult instead of x_mult in your joker config
that's what ramen is defined with, at least
I can't believe that worked...
I had a previous joker who had "x_mult" in its config and it worked fine too.
Thank you so much for the help, wasted half a day on this issue lol 👍
Wait, what is the set_ability definition?
I remember seeing it in Steamodded when browsing joker.lua
WAIT WHEN COULD YOU MAKE SPECRAL CARDS???
WHEN WAS THIS API ADDED
since 0.9
which is not quite released yet
#1221067013183766568 is what all this is based on
for the most part, it initializes a center's ability table
it's not the function you'll need to patch into the most, but it can be useful to be able to if you need some custom values set up
ah
on a scale from 1 to 10 how do these look
8.23004/10
Ooo
000/10??? Mann...
Ahh, I probably should have guessed, though I really like the look of that!
9/10
is there any mod that enables you to convert a joker into an eternal joker?
Ok homies, I'm working on custom editions
is this anywhere close to viable or is the flickering too distracting?
distracting
Too flickery.
Too flickery for my eyes
well that answers that question!
hey everyone, what's the preferred mod framework?
I've a mod ready (a proper run history) but I don't know what's the best framework to use, maybe implement a solution for each and let the user decide?
is there a seed exploration tool? like chunkbase for minecraft where you put in a seed and it tells you where all the villages are
you might be able to edit https://discord.com/channels/1116389027176787968/1209513992519946250
I think you could give them a platinum palette, which could be higher highlight contrast and a slight purple/blue tone
bit of teasing
Been looking for something like this as well, I know Immolate does the raw seed searching
maybe ill try to make something
it'd be best to use lovely, as it will remain compatible with any loader
thanks!
np
Damn, I just yesterday prototyped a hand history mod, I guess it's deprecated before release 🤣 Looks detailed and polished 🔥
might be complementary, this only tracks game state at the end of a run, so I don't have a hand history
the only thing I'm tracking is the blinds as there is no place where we can get this information
Fair enough, I'll keep at it then 😄
I might add that in the stats (bottom right), you can make a PR when I release it 🙂
Yo that's really cool!
I've been browsing the modding channels and damn there's a LOT of creativity up there! I might try my hand at it one day, but I'd rather wait for mods to be officially supported
Official support wouldn't change much at this point tbh, just having steam workshop as a platform
now is as good a time as any
Well I'm finding excuses to not do it since I have to work on my degree lol
oh lol
But also I'm not really sure where to start, especially since there are two mod loaders and I have no idea what would be better
hey guys, need some input. would you be miffed if you unlocked a joker through a Rare joker that gave a huge variety of rewards? i.e you havent seen cavendish but the joker gave you cavendish even if you havent ||destroyed a gros michel|| <- putting that in spoiler just in case
Something along the lines of my analyzer.cl filter should be a great place to start, it prints info about a seed but does that in the command line
Basic tip is checking other's mods and the source code itself
actually, a better example might be getting legendary jokers even when youve never seen soul
whats it written in? c?
I'm no modding expert, but I think something might be slightly off
Corrupted card question mark
I am no modding expert and I completely agree
hmmmm
rare joker that is super helpful but has a chance to corrupt cards in your deck that subtract from your chips/mult when in your hand?
OpenCL
What's the syntax for running the analyzer filter?
wait, you just doing the shader for edition or you actually already implemented edition as a separate thing?
Bal
tro
Is it okay to discuss my desire to know the score of a hand before playing it? I often get in situations like: I have 2 hands left
- I can play a full house that is clearly enough to win
- But if I play a single card from it as a hand first I'll get a major advantage say levelling up a card forever which is worth more than the hand
- And I probably could then play the leftover two pair and win
I can absolutely take two or three minutes to calculate the scores exactly and that's what I do now. That is, I'm really trying to win. Or I could Yolo. What do you guys do? Rubs take a long time and I hate to lose one dumbly. Yet if I play it safe I'm clearly not really very good.
If I had my choice I'd obviously use a function to display currently selected hand score to make the decision. Ie a toggle so that when you select a hand the current amount it would score is shown.
Id still have to arrange jokers in the right order, arrange cards, and have thought of this hand strategy in the first place. And I know this may not match the creators personal play style. But its annoying to have to constantly stop in vital situations like this and calculate things. Is this a thing you all wabt? It's the mod I'm here looking for.
we do have #1221215713910325330, bit it's really prone to incompatiblility with other mods
bumping this because i need to know the answer for what im working on
sort of both - I'm trying out shaders that are being implemented as a new card edition
I'm asking because I always wanted to check if someone else knew how to implement editions (their functional side), I had no luck with these, and I only just saw your shader 😅
It's being worked on 👀 I'm basically rewriting the whole thing lol
goated
personally i wouldnt be miffed
does it display tags instead of small/big blinds when skipping?
yes it does!
oh and can you see the deck
is it like a button
also tbh the consumable section could be replaced with smth else
incredible work either way
Full deck is available in the "Stats", bottom right, along with full stats (what you see at the end of a run) and hands
cool
you should make the vouchers section extend further left since consumables are usually in amount of 0-2
I had a long thinking about it and it does belong here when using one of the legendary joker and one of the vouchers
thats just 1 joker
Might reduce the size to 1/3
we might have some run that breaks the layout, that's what I will be tracking when releasing
we will be able to share runs (a run is just a file) for debug purpose
is any of this data tracked but not displayed by default?
or did you implement recording more data in the mod itself
this
yes, I basically save the game state
the displayed run file size is 82K
forgot to mention, when you go into endless mode, it does save it under another run file for review
here is the same run, but in endless (after a loss)
I only display blinds after the final boss (ante 8)
even at 6 vouchers it gets cramped thats why i suggested the change
also add functionality for displaying which challenge youre playnig
here you go
I don't see it like this, I see it as a community effort to improve the game as they like, even after the game is technically "done"
plenty of content is being made by the community for localthunk to sit back and see the community grows around a game they made, that's the most proud you can be
i mean, hes still working on the game
Dont all the games get ultra buffed with mod content even if they are "finished" or the best game there is?
yes, and that's cool!
that's what keeps most "old" games alive 🙂
exactly, we are not "pressuring" anyone, in this case thunk, its just the way itll always be, and, theres hundreds of modders, but thunk is by himself, its logical to think modders will be able to get out more content in the same period of time
thankss for the reply :3
Final version of the burger, kinda proud of the sprite
Thanks!
does balatro handle the scroll wheel in any way anywhere?
don't think so
i think technically love does, but it doesnt do anything
ok thanks
yea try love.wheelmoved(x, y)
Might make the burger money based since mult, chips and x mult already exists
inverse rocket at that point
Looked at some mods for refs and found out JellyMod already has something like that named Caviar 😔
um...
I wouldn't want to be your Ace card with what you're doing to them
fun
trying to give this a boiling animation of sorts:
ah, a preview of my nightmares
oh god now it jiggles
my favourite kind of shader: dying gpu
ok so i got it to show up literally at all
3
yeah im trying to do something that every fiber of this game's code is resisting every step of the way and none of it works and my computer is on fire
you are correct, that most resembles a sauce covered penne noodle
ok now make a noodle joker that has no effect other than just turning this shader on to all cards when bought
you may be joking but this would actually be a great exercise and change of pace after staring at shader code for 8 hours
I'm only like 25% joking
so 'dummy' does equal 'dummy' when the game is loading but not when the deck is being viewed
man i love programming
keep your eyes peeled for my "Balatro Cooking" mod, where instead of making poker hands, you make dinner 
i could think of like different types of burgers like double patty, veggie and they all provide different stats
alright yeah im giving up on this, if it's not the Same String Not Equalling Itself then it's P_CARDS Is Wholly And Totally Immutable For Some Reason
Yea that's what I'm going for, hopefully that doesn't exist yet either
have you touched SMODS.Card.SUITS at all?
yeah
i switched to just defining the dummy suit properly
figured i could just do that for now til a proper "non-card-registering" method is added
the card i add still causes the game to implode
I'll try and add something like a None suit down the line
even though i start it from a deep copy of one of the cards the suit registering function creates
and since i don't touch its suit it should be the same
and it just... ISNT
and random parts of the code just stop working for no reason
could you send the code you have so far over to me?
i got it to make a copy of one of the cards but it stopped being able to have a custom sprite... even though no part of that changed...
that's weird...
only true balatro heads understand the importance of 1.1239285023
yeah none of it makes sense or works
do we like this, do we not?
magma-ed
don't fry my jokers
that is very cool, maybe a bit bright
its a bit intense
A bit bright, but looks very cool
Make a real version of that burger
ok tone down brightness, on it
What's this?
Been working on the archiving process
I'm working on creating custom shaders for cards, hoping for a firey, burning effect
I made a deal with a devil named trial and error
I tried doing stuff in shadertoy but it's difficult to translate between it and the .fs format
hmm
for reverse engineering the card generation algorithm, would I have to use the precise value of pi used in the hasing algorithm?
cause if im too precise or too imprecise the hash would probably be different
im just gonna use C#'s implementation of pi and yolo it
I ain't got brain power for this right now, but I'll see what I can make work
dont feel bad i aint got brain power ever
idk why i thought this was something possible or reasonable to attempt to do
A true developer...
Looks like you have both balamod and steamodded on at the same time?
might be an issue relating to that
from the looks of it, something's breaking between Blind Collection Patch on Steamodded and Deck creator on balamod
modded balatro being weird once again
never mix mods together if you want a coherent experience
i dont even know how that happened
i bet if i play the card its gonna crash the game
thanks i hate it
the
I'll fix this in a bit
i tried to play the next blind and it instantly crashed
reminds me of the glitch where you could add planet cards to your deck
and by a bit i mean a few hours
The number of mods I install for my games is always "Yes"
new run def fixed it, thank you
mine is "not enough"
it's trying to load the atlas field of the current blind which is non-existent
what does this effect do?
though that part of the code is now unused
what do you think it should do
Im currently brainstorming ideas for a Balatro: Board Games Edition(not an actual board game just with board game stuff)
I have forgotten most board games lmao
gives x2 mult and 1/4 chance to go extinct maybe?
you and I are thinking along the same lines
yeah it looks like they are super heated
you guys really wanna know the plan?
yea
imagine a mod where jokers could be fused
I think someone was working on that
like DNA plus burnt joker = first discarded card of every round gets cloned
or blueprint + brainstorm = copies joker to the right and far left
@iron onyx is your person
just checked some of his sent messages, and hell yeah im downloading that mod when it comes out
I was thinking it would be cool to have four legendary jokers that apply a different edition to scored cards in certain circumstances - and these would all be based on different ways real life playing cards might get destroyed. So fire obviously, water, perhaps wind, perhaps mud, perhaps ice - and the editions they apply give buffs that also make the cards worse/destroy the cards over time
maybe orange blue joker gives mult based on how many cards are in the deck by the end of the round
open to ideas about this whole thing of course
problem is, burnt joker is already a thing
you mean like the discard to upgrade joker?
well I'm going for something pretty radically different game mechanics-wise so as long as it's just a naming issue I can work with that
molten joker
at this point, i'll open a forum for it
yeah i'd love to see your progress
if its legendary, it should be a name, rather than [adjective] joker
the main idea was just to condense cards with similar effects
is there a way i can look at the source code of the game? i want to see how RNG works
open balatro.exe with 7zip or equivalent
so um, I skipped past the seed and Ive been searching for smthin like this seed for a while. is their any way to save this?
is that a Bad Apple Joker? wtf
added in most recent jellymod update
also i love how you didnt even question the deck viewer literally being in my hand
nah thats normal 
new buff to stone cards (?)
Why does context.after get triggered twice?
I'm trying to imagine what it would be like if you combined the Notes suit, the SixSuits suits (Star + Moon), and the Ink and Color suits mod
Literally more modded suits than base
200+ cards to start with
Niceee
its missing 8 suits from my mod and the musical suit due to a weird bug i'm getting with it
does anybody have any experience using Love in a mod to transform Nodes?
Wdym?
i updated the texture for my suits i see that you have an older version installed
I cant grab the seed anymore normally cause I lost and forgot to get the seed
Is there a save file still?
i had noticed you where updating them, but i had not realised you had pushed the update
nope
What does esc do in this context?
The keyboard key
i probably wont update again for a couple of days i plan on adding a few more jokers and the codes going to take a while but the current version has 2 jokers/tarot cards/blinds and the updated textures of the suits
nothing
I don't think you can do anything then
well i do plan to incorporate compatibility for your suits into my own mod once i am done drawing all these face cards
Cause even if the game still knows it, you couldn't access it without installing another mod
true
Maybe if you have the debug mode mode you can open the debug mode menu and win
welp time to find the god seed again
Maybe I should make a mod to store the last seeds you saw
rattlingsnows ink and color suits, aures moon and star suits. and 5/13 of the suits from my WIP version of infini-suits
Oh geez
im modding my suits with the moons and star suits installed
for also compatibility
i had the foolish plan of making custom face cards. so its taking quite a while to do
and i'll need to make two more face cards for each other suit i'm going to support
At last, peak burger
B u r g
its smaller than my earlier run when i had all the suits that i have not made face cards for. which was 20 suits total
i did manage a flush somehow
what

damn
would be funny to have perkeo cloning a lovers card so you just steadily make the deck more flexible
weirdly perkeo is the one legandary i have not gotten yet
im trying to download steamodded but my browser keeps saying "virus detected" and not letting me download
anyone know what to do?
(moving to the steamodded thread)
this is sick af
lmfao
anyone has experience manipulating game objects using Love?
Does anyone know how to get a reference to any UIbox using get_UIE_by_ID when the reference isn't stored anywhere convenient?
Is there a global UI element that is the root of all others?
Imagine trying to get a flush
13^2 deck, blue joker when
🤷♀️
tfw windows is free as long as you deal with the watermark
hahahahaha i just saw it when i was showing it to a friend
totally true
not buying win10 for a third time
i didnt buy it the first time 
so i downloaded steamodded, now how do i put mods in the game?
put mods in the mods folder located at C:\Users\YourUsername\AppData\Roaming\Balatro
if one doesn't exist then make one named Mods
see i did that but it didnt work
i made the folder and put the sixsuits mod in there, but it doesnt work
oh weird
i think the injector didnt actually do it the first time
yup
injector just didnt run the first time
ran it again and now it works
why do i keep my hand levels?
where is three pair
from #1218775422066622585 mod
Steamodded 0.9.1 dropped btw
It will take me less time to do the releases once the github action workflow is ready
yay!
But Nuitka is not complying... So this release was once again done manually
Updated on thuderstore as well: https://thunderstore.io/c/balatro/p/Steamopollys/Steamodded/versions/
- the depth for files search have been extended to 3, it should help you to better organize your mod packages for r2mm. I changed the path of example mods to avoid them getting injected when on a lovely setup. I might rework the
loader.lualater to avoid Steamodded trying to load himself.
@tacit mountain @lean dune just tried to update, any ideas what the fix is here?
macos manual install (no lovely)
nvm I figured it out, I think it was because I had an existing mods folder and it didn't like that
FiveOfAFlush mod doesn't work, it uses a really old API that was removed
wowie federapi integrated
ig BlindCollectionPatch is no longer needed so i dont have to fix my shit lma
thats yuge
unfortunately, i am dumb
has anyone tried steamodded 9.1 yet with mods that make use of it? I tried it with Mikas and my own mod and it appears to break, but didn't with previous version
Jelly's Mod seems to work but it doesn't use the end_calculate_context function which I think is part of the problem
The joker calculate function was screwed with
That’s what I was worried about
I just decided to take the rest of the night off and hope they fix it tomorrow
Any ideas why the mod called Chose Joker First Shop Doesnt Work Guys?
it's working on my end, I used it this run because i wanted to try a certain synergy with a different joker in a seed and had no issues
is the joker in the collection not turning negative when you hover over it and press f4, or?...
Yes, joker doesnt turn negative when pressing f4 and joker doesnt appear on the shop
hi, some kind of error caused me to lose some progress and im wondering if there's a save editor/some method of save editing i can use to get it back?
how is burgi not a basegame joker
How nice to wake up to this...
puts a bean in the game but not a burger smh
brurgrer
Should I delete?
No I mean it's just sad seeing the new version this unstable
Then again it's said it would be on their git
I mean don't update yet
Yea I won't
It’s all good in my view, they’re doing this for free and don’t owe us anything, I’m grateful for all the hard work 🙂
The update page has that disclaimer for a reason
It's as shrimple as that
Amen to that too
🙏
I know there's already a couple of commits in queue rn IIRC
Nice
It's the balatro mod cycle
During daytime for America we release the commits, then all the folks in Europe despair during their daytime looking at the code

Funny european trolling
Will the git have FederAPI mod examples as well? (or it's already the case?)
You'll probably see a good example of implementation when https://discord.com/channels/1116389027176787968/1221916334372290620 gets a public release up
Oh neat
Musical suits is worth checking too
Is there a line of code that depicts the odds of a negative joker showing up? Been looking for a while, I might just be dumb
don't ask me to explain exactly what's happening here but I'm pretty sure it's this
common_events
assuming the wiki can be trusted, these are the odds
looks to not be accurate
yup, not accurate
According to this code the odds are :
Negative 0,3%
Polychrome 0,6%
Holographic 2%
Foil 4%
yep
i see
playing cards from boosters are double that without negative
and you actually DON'T want to take hone or glow-up
yeah the wiki is accurate
because negative is rolled first
wait hm
Oh yeah mb I only read the bottom of the code
So the wiki is right
Yeah the wiki is right
i am bad at reading code
I don't know how to read 💀
hone doubles the edition_rate but technically the odds are increased more than double
this isn't single-spin odds
edition_poll is rolled only once
ah yeah, what i meant was moreso
it can't be polychrome if it's negative
can't be holo if it's poly
can't be foil if it's holo
yep, but it's only poly odds that increase more than double
base 0.3%
hone 0.9%
glow up 2.1%
holo 1.4% > 2.8%
foil 2% > 4%
yeaa you right
except that's also not true if something is prevented from being negative - I'm not so sure where that happens though
only thing I can think of off the top of my head is wheel of fortune
base rate*
i think
If i were to add tarot cards to my mod, what style is better?
Keeping the style of my modded jokers, or using the vanilla style?
oh gosh, a jimbo tarot
What do you think feels better?
i mean, it depends. the modded style catches your eye faster if mixed in with vanilla cards.
But they might look out of place
I like both, but I think i have to see them ingame to make a decision
Yeah. I’d say make a copy and do that
Or just make a quick texture pack and test in game that way
Is it possible for a Joker, in a card area context that's not before or after, to return multiple messages instead of just one?
I was thinking about how a streamer I watch tried to tell me debuffed cards are the spawn of Satan and I really don't think they're always that evil. How would I go about making a custom challenge that makes everything debuffed
I would like to know too,
function fakemessage(_message,_card,_colour)
G.E_MANAGER:add_event(Event({
func = function() card_eval_status_text(_card, 'extra', nil, nil, nil, {message = _message, colour = _colour}); return true
end}))
return
end
I added this function to my mod to send more messages, but they only show up after everything else, so not really that useful
at the start of the run iterate through the deck and debuff any necessary cards
Great joker idea a joker that eats the value of all other jokers towards its own value and mult..... Based off the sin of greed
and override the debuff function which undebuffs every card as it is called after every boss blind
By 'at the end' you mean after the last Joker effect?
actually you don't need to do that
oh?
if you look at the double or nothing challenge, there's a perma_debuff property you can set on a card's ability table
Im still not sure if i like the vanilla style or my modded style more
after scoring is completly done
Bad joker idea.... Based on the amount of negative jokers u have the worse its own ability is.... So say it does 6x by time u have 3 negatives it has something like 2.5x
Yea won't do sadly
@runic kraken Yea if it's not achievable you can just write your own message, Mika did that for one of the joker
anyone here has manipulated an UIbox using Löve?
find one thing wrong with this picture (you cant)
well the real question is why the hell is it high card
the obvious is the 11s,12s and 13s
but I also notice you have discarded more card then possible with 4 discards (both vouchers)
and it's ante 1 anyway so you can't have both discard voucheres
also that
completely missed that
i didn't do anything funky with discards. you sure you did the math right?
white stake on red deck lol
8 that im holding, and im down 1 hand and 3 discards yeah
also ewwww this sorting (extremely minor)
i can give that a go, right after i figure out how to fix the function that was previously crashing when selecting two 11s, 12s, or 13s
i kept the original face_nominal for aces at 0.5 even though it no longer collides in terms of nominal
but that is the tiebreaker for sorting
apparently get_X_same doesn't like having more ranks
line 554 is crashing on the "next" call
hm
it's initializing a list of 14 empty tables
but it's just overwriting that indexed by the cards' id
hm, yeah, setting it to initialize 17 tables instead fixes it
I'll get that fixed up for 0.9.2
also this is more than a little strange, how the extra ranks all get truncated to one character 🤔 just while im on Oddities Of The Rank API
Will there be cards specifically for them numbers
but what about the numbers for the cards?
what the fuck
great catch, I was already on changing that to 2 characters
if i may, perhaps it would be prudent to make it so it's an option from the new_rank function, to supply the truncated form, or at least modally choose which to use? one character would be correct for face cards to fit in, but numbers look strange
that might be even better
and two characters being the default would look strange for additional face cards, so i dont think a "one-size-fits-all" solution is possible
i think this should be enough customizability
or are there any other cases that might be useful to include?
assuming im following this correctly, yeah that should be all bases covered. you can supply shorthand.unique as a string literal, or shorthand.length to make a dynamically truncated version, right? and it defaults to 1 character shorthand
yep
technically just having shorthand.unique means that the shorthand.length part is redundant but it might make for cleaner code on the mod side? more options probably better than less options though
the length version is just less boilerplate if you wanted to change a rank's name
but yeah it's technically redundant
yeah i think that's what i meant by the "cleaner code on the mod side" part i'm just not familiar with the term "boilerplate"
yeah basically
dont do booster packs
you don't end up having to change same/similar values in multiple places
worst mistake of my life XD
man and inserting '11' to SMODS.Card.RANKS['10'].next didn't work (?)
do you have next set properly on 11 and 12?
11's next is '12', 12's next is '13', 13's next is 'Ace'
they need to be lists
shouldn't 13's next be jack?
hm
my intent was that 10 goes into jack or 11
branching paths, of a sort. the >10 number cards would be their own thing separate from the face cards
but even trying to fully overwrite 10's next with {'11'} also seems to not work
is there a debug console i'm not privy to? it'd probably be easier than just trying runs until the thing i'm trying to test happens
tk_debug_window.py is the debug console that's available, for the most part. it's on the steamodded github
oh, huh, Strength is correctly incrementing 10 to 11
(with the next table fully overridden, that is)
OHHHH
that's a bit tricky, actually
I add newly added ranks to the list of starting values for get_straight
so after it doesn't find an Ace, it goes looking for an 11
so theoretically it should work with a 15, 14, 13, 12, 11 straight? or is the starting value the high card of the straight
the starting value is the low card
i think neither universally adding it nor universally not adding it can do the trick
because not doing so would cause separate chains to be completely ignored
I guess I'll have to make another option for it
*nods* yes this is a wisdom i think
oh wait i think i get it, it has to do with how you aren't allowed to "wrap-around" a straight if it includes an Ace? so it's thinking i'm trying that with an 11?
yeah just patched get_straight to not include custom ranks as starting values, works like a charm (afaik)
obviously i can drop that patch if such a feature is put in the API proper
what is going on here
im making numberz
yeah as I said that has it's own issues, I'll just add another option to treat new ranks like aces in straights
right. i probably won't be releasing this before there's a steamodded update, if the past few days are any indication, so it's more for my own benefit lol
is calling the option key ace at all confusing?
probably, yeah. might imply interaction with Superposition or Scholar
i think it needs to be more descriptive, but i don't want it to be too long either
straight_edge?
funny, i like it
on the topic of joker compatibility, actually, Fibo and
come to mind...
omg, this means you can make straights wrap around by setting SMODS.Card.RANKS['Ace'].straight_edge = false
without that fallback, that would now just completely invalidate straights because there's no starting point anymore
new argument btw
new_suit gonna be longer than most novels
create_cards only is checked against false
you can just omit it and it will still create the cards
also I think you'll like these
but if it's omitted then it's nil and it'll count as false?
nil is not equal to false
oh right lua
this seems to not impact gameplay, but this 3 of spades wants to sort after the 13 of hearts when sorting by suit
well, it'd affect gameplay if trying to suss out info on facedown cards
yeah the nominal stuff hasn't been touched at all
I think Ace being 11 barely works because there's no rank with value 1
i see. more reasons for my mod to be cursed as hell
oh hey good to know this works
it picks a card from your deck afaik
yeah it's just nice when the game supplies me instantly with the knowledge that something i wasn't even considering, does in fact just work with no additional requirements
Any advice on how to install steammodded on Win11? Windows won't keep the file even after I mark as safe, etc Just says Virus Detected
use lovely #1217867725532041369
and for any issues downloading, make sure you aren't using chrome or any chrome based browser
I got u. Go into privacy and security go into the file that got blocked and hit allow them download again.... Some mods have a similar issue but requires u to download it on a different device or the file itself that that Windows has an issue with
I just turned off my active protection while downloading it
is this dumb or am i dumb
Ok so I put DVPreview and DVSimulate lua files into the balatro mods folder, I have steammodded folder in there with Core, Debug, loader, and lovely.toml in there
i'm still not seeing the checkboxk to show score in settings when I start the game
Turning off real time security allowed me to execute the steammodded.exe file, so that worked but still can't get the mod to turn on 😦
no idea if I like this more or less
Oh trust me… you’re not the only one that’s gone crazy lol
I had something similar planned
crazy? i was crazy once. they gave me a 92-card starting deck and said "here figure it out"
92? Pathetic
this is already unplayable lol
How about 240 cards?
6 suits, 6 face cards, 24 ranks including half a suit and infinity
groans audibly
0-1/2-1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19-20-21-22-23-24-INF-J-C-B-T-Q-K-A
(yes 20's next is Ace)
That is the ranking i have in a REAL DECK IRL btw
fight back
Uh what?
fight back
But i can’t fight me
i did, eat 20-16 straight
Also why is it ante 5 Crimson Heart?
fight back
damn I wanted to make the same thing, beautiful
it only slightly breaks the deck view ui
slightly
can still leave by pressing esc thankfully lol
hey there, does anyone know if it's possible to add text to the joker count and the consumable count?
Is it spelled Jelly Mod? Or what and where can I find the download and whatnot
ohno
oh shit
I wonder if it would look cramped if we try to squeeze it to fit on screen
scroll bars are a big no-no
Thank you
I was about to release 0.9.2, but I might try to do some squeezing first
would it help to have 23 ranks premade or
I can just register a few dummy ranks
I think im finally done with my tarot textures
would y'all like an early surprise or an on time surprise
early
sure
I see you went for an inbetween route
Looks good
Btw, just realized how insane my card collection modpack is gonna be once ortalab and Archived are done
You got every change from Balatro up to 1.0.0 (and later on up to 1.0.1) in one update, you got a mod that doubles the amount of stuff in the game
You got all the other crazy stuff
im glad the tarot API works!
Are there any mods to add hands or give unlimited hands ?
no problems with the api yet. Thank you for your work
I had the thought of a voucher that lets you pocket a booster pack consumable you would otherwise be forced to use on the spot
nice ty, where do i find info on how to install ?
Ball (art is just a placeholder)
balling
honestly that art is sick if u just add some speed lines so it doesnt look like the japanese flag lol
How can you find an ms paint drawn deformed ball sick
how hard is it to write rounded up at the end
"..gains its current Chips divided by 12, rounded up" ?
Does sound better like that, thanks
Every two hands, score
1/12th of this joker's current
chips, rounded up.
(blah blah blah, 2 hands left)
oh wait
It gains it too
It's ok, I used "the ceiling of'
It's just that I remembered the ceil before the round
Every 2 hands, gives 1/12th of chips
rounded up, then gains that many.
(blah)
maybe 1/12th of its chips but
when you write the ceiling of at the start you dont even know whats being rounded up until you read further, taking up real estate in your brain and making it overall harder to understand the card
i think thats how you'd succicntly word it
English isn't my main language, but thanks for the tip
bros i'm sorry to interrupt. I'm trying to read earlier chats but I can't find anything.
Has anyone made a non-poker themed deck skin for the game?
Eyup
Maybe in #1209506514763522108 ?
ngl im a native english speaker but even id forget about the word "round up" sometimes and just go for something like ceiling so i dont blame you (x
but yeah, i think the second version of what i wrote earlier might be the most succinct
sorry english is my first language
can't find anything 
Does look better alright
much cleaner
Maybe check #🎨・fan-art too?
my only real qualm though
is that its not clear how many chips this gives
like, i know it has 10 chips total
i will look, lmk if anyone finds
Ah how much it will add afterward?
but having to ask to do 10/12, rounded up in my head feels like there should be a way to show that
Lmao I get you, no worries I'll do something about it
maybe have it listed like
(chip value you're getting)/(total value chips)
so in this case it would show up like
In the currently?
Currently: +1/+10 Chips, 2 hand(s) left
Won't people think it's a division?
or something similar
i think the plus signs after each number might dissuade that interpretation in my opinion
like if it was 1/10 then i'd assume 0.1 chips
you could also color the numbers differently
maybe make one of them tarot purple, even if that isnt exactly in base game color theory
neat joker by the way
Yea I was thinking of coloring them differently
Dunno what the "+1" color could be tho
Thanks!
ok new question guys.
Hypothetically speaking, if I wanted to replace the cards myself, how does that look like
just the skin of the cards, not the jokers or the tarots
just main ones
is it as ez as replacing some jpegs or is it a more complicated process
alternate thing by the way
if you dont think that the +1/+12 solution looks good
you could also just change the 1/12th to 1/10th but id understand why you wouldnt do that
Does anyone know why context.after gets triggered twice 🤔
Was thinking of putting the +1 next to the 1/12th
ooooooo, smart
Will try that in a bit
Not sure why, but adding and context.cardarea == G.jokers to it fixed my problem, if anyone else has the same thing 👍
does anyone know which lua file i can find the source code for cartomancer in?
Yea maybe theres multiple "context.after" under different context
If you use VSC you can do ctrl+shift+f for every instance of cartomancer
very easy, the exe can be opened with a zip unarchiver like 7zip and the texture atli are under resources/textures, within that folder the 1x folder contains 1:1 pixel versions (i reccomend editing these ones) and the 2x folder contains those same atli nearest neighbour scaled up by 2 (this is for the smooth pixel scaling feature). also, steamodded has an example mod for putting replacement textures in game called "negative texture pack".
https://gyazo.com/929872602d938810190f3f607cec90d8.mp4
inching closer to making the boosters work
I'm having issues again, every time I try to buy a joker I get the error "attempted to get length of field 'full_hand' [a nil value]"
I currently have "Jank Challenges, JankJokersMod, LushMod, LushUtil, Expand In Hand Abilities, Mika's Mod Collection, More Fluff, Six Suits, Themed Jokers, MultiJokersMod" anyone have a similar issue/fix?
Which version of Steamodded you use?
What ever the newest is, I just updated it
Yea its broken
yeah thats why
it screwed everything up with jokers
K
I'm on releasing steamodded 0.9.2 rn, which should fix these issues
also im surprised you were able to play a coherent game before with that many mods
It works surprisingly well, just don't add JellyMod
Can you send the file?
I still need to compile everything, then the release will be up on github
K
Okay, let me know when it's up
Hold on, I may not be on the latest version, I'm on 0.7.2
oh that's way behind
K, let me know when you release 0.9.2
you can also download 0.8.2 in the meantime if you dont want to wait
Nah, I'm fine waiting, it gives me a reason to cook some food
Are there any mods or specific modded jokers that focus on scaling? I feel like there are too few of those and the concept is really cool
Incremental joker,
Can't remember what mod it's from but it adds .1x mult every round finishes
That's nice
Are people expecting the balance patch to break all mods? Should I hold off modding until then?
And is there anywhere mods are being rated yet or is it all free for all atm?
(@lean dune )
Rated?
Similar to the workshop on steam
It's mostly lists atm without knowing what is worth trying
All mods I've seen are free on GitHub
Yeah, it's just lists of mods and no indication which are bad
I've been itching to try some UI mods at least but I saw the balance patch mention and wondering if I should hold off
it might change some backend things, we really don't know
UI isn't likely to change a whole lot though
Any "must have" UI mods yet? A way to see what my hand will score is at the top of my list. I saw a lot of options for this using external tools
and anything that uses the mod loader APIs will likely not need to be adapted even if backend changes concerning it
That's fair I guess if after reading the GitHub you think it's cool you should just try, couldn't hurt
Well designed projects will have well designed GitHub pages
Good to know
Not a lot tbh. There's #1221215713910325330 for what you mentioned, but it's likely to break other mods
I know it's early stages still. Just wait until Balatro wins game of the year
rest assured it will
It's a wonderful unique concept with a lot of room to grow
Feels like when I first played StS
Any content mods people are really enjoying?
I still have so much base game stuff to unlock and decks to win with...
Mikas Jokerpack is good for a bunch of stuff
other than that Jellys mod, but thats mostly incompatible with other mods
i see jellymod mentioned probably the most out of any content mod but also half of that is cause it has bugs and compatibility issues
I'll probably stick with vanilla content for a bit longer. I just like seeing if there are good UI improvements brewing
you can also always check out my own mod, it adds a few jokers that all have common themes to synergize together
https://blizzowx.github.io/
Jellys definitely has the most content for any single mod currently, but that's also because it's seemingly utterly uninterested in maintaining compatibility with anything else in order to do so.
JellyMod is insane considering it uses absolutely 0 Steamodded API
Yeah and it's genuniely too bad for it too.
I enjoy the ideas in Jellymod, but when the choice is Jellymod vs Literally All Other Mods, it loses every time.
honestly i still find it really funny that no one knew about jellymod because james wasnt on the discord at the time
and someone just mentioned the mod and everyone was like ???????????
its honestly impressive
i dont blame his mod for being incompatible with a lot of stuff since that offers a degree of design freedom thats nice to have in the early stages of the mod scene
and plus, it gets the content creators going
more eyes on the modding scene is always a good thing
imo my personal modding philosphy is being able to pick and choose whatever you like, hope when codex arcanum we dont end up breaking every other mod x)
imo, compatibility is king. A modding scene doesn't grow if people won't make their mods compatible with other mods as a constant and consistent effort by all parties involved.
The only other path towards a robust community is to be such a gigachad mod author that you make the most highlander of highlander mods such that the whole community is bowed by the sheer weight of your influence and you force everybody else to make their mods compatible with yours. You need to have the undisputed king-of-content position to even take a shot at doing that though. You need to have streamers and Youtubers playing your mod over vanilla to have that kind of status.
imo its all just a symptom of starting to developing mods before an established common ground
we still have 2 modloaders after all (which isnt a bad thing! balamod dev pls keep it up)
Yeah, hell we don't even have an accepted standard for API yet.
and we only are now getting apis to modify other things besides jokers and cards
id imagine new updates gonna bork some things, but tbh i think it'll be more along the lines of cards have new fields and we need to register said new fields
since it seems more so of a balance update + new sticker types
We aren't even technically done with API for that stuff, I could see smaller API made for stuff like calculate_dollar_bonus and add_to_deck/remove_from_deck for jokers.
And probably a lot more if I looked though other card logic
what would you need for those specifically?
just so you dont have to locally declare it every mod?
(Granted I don't think the API for it is that needed)
But QOL for small stuff is nice
did steamodded ever get proper cardback injection so we can have multiple deck mods or
Got it working Lyman 👍
Holy tooltip
calculate_dollar_bonus is used by jokers that give money on payout (Golden Joker, Rocket, Cloud 9, etc.)
add_to_deck/remove_from_deck is used to update changes when stuff is obtained/sold (such as Astronomer, Chaos the Clown, Chicot, Credit Card, etc.)
Basically yea
If you're making mods with massive amounts of jokers, you'll end up calling one of these two.
And making your own API to make calling these functions easier could screw with other mods that don't.
As I mentioned, not necessary at all but nice QOL I would wish to have regardless.
This ties into what I was asking at first about the dev being tied into the modding scene or if updates will just break everything
no i get that, im asking why would you need an api for that, or rather what would an api do in this case
like, i just localized calculate_dollar_bonus in my mod and it wasnt really that much of a hassle
it'd be nice to not have to do that but
¯_(ツ)_/¯
adds like 3 lines of code
thats a cleaner way of doing it than i thought of
only thing is that maybe bump "chips" from the first line to the second line
Yea true, it sure is a long text line
this is the steamodded api: where is j_test defined?
it seems to be calling Jokers.j_test, but what does that refer to
Pretty sure it's the joker slug no?
isnt the slug defined as "test"
https://github.com/iJohnMaged/multi-jokers/blob/main/MultiJokers.lua would recommend looking at this for a better example of the api imo
Woops looking at the wrong func
"j_" is added onto your defined joker slug, so if your joker is called "monochrome" and you define the slug as that the slug is considered "j_monochrome"
ohh thanks
Same with everything else but with the letter changed (like vouchers using "v_")
alright lads it's here
UNBROKE
BACK TO JOKE
how easy is it to change the appearance of cards? is there a guide of some sort?
The day of this is over YAY
No unused-but-forced-to-define-anyways-else-it-crashes self
yes, the literal day of it
actually more like 2/3 of a day
Gave the ball to myself first round in a run test, if you use just a few hands it's really hard to scale it and isn't worth it to pick, scholar's foil edition gave more chips overall lol. Might up the scaling or change the base chips value.
I got a little mod idea, just a modded joker:
Scrap Cash (Rare):
When a hand is discarded, gives money equal to the level of the discarded hand. Does not apply to high card.
And another idea for a legendary joker. Don't got a name for this one.
Effect: When a hand is discarded, it is also played for free.
(Free as in, it uses no hands.)
First one sounds feasible, second one I have no idea.
I know the first one is doable, I just don't have the knowledge or motivation to make a mod.
So I'm throwing free ideas out.
isn't the second one just slightly better burglar?
Not necessarily.
Since the hand is discarded, it should still trigger discard effects.
But it also triggers play effects.
The power comes in that you get to trigger way more effects for the amount of discards/hands you have.
I only consider it slightly better because there are also anti-synergies with discards
think ramen, green joker and the like
Right, but that's very intentional.
anyway it's way too weak for a legendary
Rare, then?
I think it's wildly abuseable with good luck.
Especially when playing builds that scale with each hand played.
While not locking you out of discard effects like burglar does.
This is gonna be nuts in Archived
Riff Raff + Beta Invisible
Get a negative on something, it'll just infinite negative
And booster packs make it much easier
is anyone available to help me install custom card textures
i cant get balamod to work and winrar just says its corrupt if i try opening the exe
Oh yea btw @vestal crag maybe you can suggest your jokers here https://discord.com/channels/1116389027176787968/1215516228525760543
this one is definitely doable, nothing is not doable via modding LOL
but this is not how the game works by convention. Discard is not done per hand, but per card.
so you could potentially have a tracker that stores all the discarded card and track when it hit the number of cards highlighted, it means all currently selected cards are discarded, then play it
but it is not like you get "these cards will be discarded for this button press" right away
i think it'd be balanced if it played the hand but not the cards
like, as if it was a hand of debuffed cards
i dont understand the balamod quick install either it just tells me its not a command
so you meant basically replace discard button with play and only takeaway discard per that button pressed? LOL
I don't use balamod personally, sorry
@dusky reef im down to use whatever i literally just wanna change to custom textures i made
i just dont know how
was hoping someone did LOL
oh, easy way is to replace a in-game file
actually my idea sucks because that'd be just a worse burglar
how, it says its corrupt when i try to replace with winrar i assumed i had to have an injector
Hey, I was wondering if someone experienced modding the game could lend me a hand, I just want to ask a question cause I quite stuck rn in my project.
you can try 7-zip? i heard that is ok
will update you shortly
not necessarily if you get like 10 discard LOL
true true
i feel legendary jokers should be wackier tbh, like what if an effect was "add last discard cards to played hand"
this got me thinking, what's the longest description in the vanilla game?
i feel most are like 2 sentences at most
in fact it is as concise as i can be
Ceremonial Dagger.
yeah they rarely have complicated descriptions
does anyone know the easiest way to test a custom joker?
use debugmod and add it to your hand right away
7zip does work
yay
i guess mods can go wild with joker effects, but it's good vanilla keeps it simple
where can i find this?
uhh let me find the link
thanks
lovely tysm
np
it's just sometimes even the simplest to answer effect would take many text to rigoriously explain
unrelated but is blind a poker term?
yeah it is
oh alright i did googled it better so i get the idea, but are the blind icons like, fancy chips or they're circles just because?
Does anyone know how to disable mods i have downloaded?
They're modeled after the markers players get for the blinds and being a dealer
the easiest way is to either delete the files or move them out of the mod folder
or with steamodded, you can just change the first line in some way, then the loader will just ignore it
i want the joker to create the tarot card for each blind (like cartomancer) but my code is making it create one on each played hand. can someone help
Hey, I was wondering if someone experienced modding the game could lend me a hand, I just want to ask a question cause I quite stuck rn in my project.
Never ask to ask, just ask your question
To put it simply, i want to rotate an UIBox when a button is pressed and im quite stuck
Looking at the code for cartomancer, you're looking for context.setting_blind
also if you're at all using steamodded, it's not recommended to modify calculate_joker directly
oh, would it be better to create my own function and call it inside calculate_joker?
UI can be quite jank with this game honestly, and I haven't dealt with a problem like that specifically
Good news. 0.8.6b has been fully archived archived and I even added 1.0.1a's 8 Ball
Well almost
I just need the blinds
and seals but I can't find seals
Oh shoot I found it
Gold Seal: Returns to hand when played
Why is the modloader so sketchy? 😭
Steamodded?
aye
It's a false positive. It's literally a program that's injecting code into another program so of course by definition it's considered a trojan
look at the source code if you are concerned
Speaking of, is there any way to get chrome to let me download it? It false positives as a virus.
Yea i went over it and seems perfectly fine but i assumed antivirus would be smarter >_>
google is probably your friend
Use Firefox, that's how lol
the most collision-free way to get it running at the moment is via lovely, which doesn't modify the executable at all
yeah no, don't use chrome or any chromium based browser
firefox all the way
Thanks
Welp. I got all the archived for 0.8.6b listed
i recommend Brave instead of Firefox
brave is still chromium
it is, but still miles ahead of Chrome
and I prefer it over Firefox, but that's just me
as long as you arent recommending opera gx you will be spared my wrath
either way, first thing you should do when you have issues downloading is using something not chromium based
also yeah i would recommend doing lovely, easiest to update imo
can't you just use r2modman?
not sure if the current release already supports Balatro, but there should be a beta version around somewhere
yeah, that's sort of an option as well, but not all modders (myself included) upload to there
the r2mm version also uses lovely tho
(i say version like it's a separate thing - it isn't)
i mean, you can still manually drag the mods into the folder, even with r2modman
kinda defeats the purpose of it though, now that I think about it
I need to update the version on there btw
Lovely worked, thanks for the help!
lua is a very good language for modding things
its why binding of isaac's modding api is built with it even if the original game isn't lua based
why's that?
scripting languages are just really easy to mess around with, compared to something like c#
not a big fan of lua, I'd much prefer C#
I did all the steps but it won't work for some reason. My mod files are classified as "Lua source file" instead of just Lua, can this be the reason ?
I mean, Python, Javascript or even Ruby would have been better but they are relying on an heavy interpreter to work, even if some games engines exist with Python
Lua is fine
make sure you've put dwmapi.dll in the same folder where the Balatro executable lives
where's my pascal rewrite of balatro
please not js
if you're gonna make me do JS, I'll need it to at least be typescript
doing gods work steamo & crew
I did that and everything else in the instructions 😵💫
hm... can you show me the structure of your Mods folder then?


