#⚙・modding-general
1 messages · Page 24 of 1
that looks perfectly normal... are you sure DebugMenu and DebugMode are steamodded mods?
I got them from here so i assume so https://discord.com/channels/1116389027176787968/1209857245316255744
though DebugMenu should be, at least that's what the steamodded debug enabler is called
both are steamodded
then what's not working
debugmode has hitboxes enabled by default
ah right, I don't use that one
nothing is working >_>
there's no mods button on your title screen?
no
I'm using game version 1.0.0 but the most recent dwmapi, maybe they are not compatible ?
they should be...
just to be sure, can you show me C:\Program Files (x86)\Steam\steamapps\common\Balatro?
what do you guys use or recommend me to print whole tables into the console to help debug? im looking for something thatll make tables more readable
sendDebugMessage(inspectDepth(table))
til
using steamodded's tk debug console
i use senddebugmessage but didnt know inpectDepth
i have been meaning to ask this, how do you resize tk window
is inspectDepth part of base Lua?
i changed a variable in the .py if that helps
you mean like make it bigger?
no, it's defined by steamodded
yeah
a recent pr changed it, make sure you have that
manually resizing doesn't resize it
oh ok, ty
oh yeah i'm still on 0.8.2 i'll update when i can use my pc
all hell shall let loose in 20 hours.
are all the boss blinds chosen when a run starts or when the previous boss is defeated?
they're sort of predetermined by the seed, but they're not polled until they're needed
so boss rerolls can change things
my idea was to make a joker so that you could see all future boss blinds in order when you sell it
but i guess that isnt feasible then
if you change how they are pulled it would be
true
you are modded the game, if something doesnt work the way to need it to, just change how it works lol
has anyone gotten the no_ranks config to wrok on a deck?
has anyone figured out how to have jokers that won't spawn in shop? i.e. uncollectible rarity or what not
different from how cavendish does it
I just saw this, thank you very much my guy, saving me hours of research.
that being said, anyone have ideas for a card set theme? :))
Thurston themed
whus that
or has anyone figured out how to remove certain ranks at all with any method
i managed to get this:
but:
the text below the deck was saying 52/28
maybe you removed it from the preview but not from the deck idk?
i removed it from G.playing_cards
apparently that doesn't remove it from the deck proper
Is there any way to manually edit the save file or so to give myself more hands?
Where is math handled for calculating score, I'm not familiar with the source and it doesn't seem obvious
for anyone who stumbles upons this later, you can remove cards by using G.playing_cards[i]:start_dissolve(nil, true, 0, true)
you can also do G.playing_cards[i]:remove()
thats how i made my 11-20 not be in the starting deck
i think i tried that and it didn't work
i'll chekc it now
nevermind
it worked
💀
you just have to keep in mind that it removes it immediately, so you want to be iterating in reverse order
https://discord.com/channels/1116389027176787968/1223425670860902543
Made a gradient shape how-to for any pixel artists, hope its helpful!
specifically, this effect
Was something changed in steammodded lately related to sprites? i updated a few hours ago and the only image i used is now fked up
this is so dumb lol
the question is not "Why" it is "Why Not" and honestly someone should stop me
there's little space though for more hearts
but hearts could be smaller...
so...
Hey all!
For April Fools we're making a shitty Joker skin and we would like some extra hands! Come to https://discord.com/channels/1116389027176787968/1221662711947989052 and claim a row. No art experience necessary (in fact, less is more), we just wanna get this done by April Fools!
yeah i was thinking of switching to smaller hearts for 26+
shrink the number and delete the border
to fit more hearts
you can probs get away with a 3x3 pixel heart
straight flush anyone
i do have to make these for at least all four base suits, though
the only one that really needs a bigger size is spades
nine pixel spade and nine pixel club are very similar
which is just a flipped heart wth 2 extra pixels, making it 4x3 (or 3x4)
clubs you can just make a plus sign
diamonds is pretty self explanatory
it's probably funnier if they get gradually smaller anyway
also a plus sign lol
pretty much yeah lmao
they just get to 1x1 pixels and you have to hover them to see what they are anymore
bahaha thats incredible
that one card has more chip value than a pair of mult card aces
you could play this as high card for 1,900 points with no jokers or plutos
just make a completely red card and call it like a 1,000,000 of hearts
if I load a save that's had modded gameplay without a mod, and then load the mod back in, will I still have progress that was made with said mod?
7/8 done
what if i actually added this but it literally is +1 chips, triggers infinite times
like actually useless card
So I updated my balatro, and something happened'
is this only missing lucky now?
yeah
that's awesome lol
no idea how i'm going to add it though
yeah i got nothin' haha
Stone Wild Card probably goes hard ngl
Wait, nvm it's fine
in-game
wild x-electrosilicate+, delicious
Can I get an explanation behind this?
yeah why is the fool there
oh wait what it's just the wrong textures? neptune is wheel of fortune
I think every thing is f'd
Whichever mod adds Double vision (All cards are considered 2s) should have thought a little harder about that.
Because that's a joker that guarantees 5 of a kind for every hand.
Every. Single. Hand.
it's funny tho
Maybe it should of been a legendary.
wee joker + double vision would be funny
What's the hand for Moon?
this is tarot replace lol
and i will make sun
I forgot that was a tarot for a moment.
more colorful tarots sounds like fun
misleading moon
I'm really stupid, can anyone explain this?
So far, only 5 of a kind (aces) cause this

bowling ball moon
Wait, 3 of a kind (aces) also causes it
lol
i made it so you can enable starting with all my dumb ranks in the starting deck (probably off by default though lmao)
anyone knows of a mod that uses custom hand types? (removes poker hands)
does anybody know where to look for playing card creations?
how do you mean
like is there any piece of code that creates playing card?
because DNA copies a card instead of creating one
hmmm
I was wondering if the code uses create_card to create playing cards
you probably want to use the Card object somehow
I think so but I don't know what do i need to specify
it's in card.lua
repost
now that i look at it, it seems to be complicated 🥲
yeah, so i was wondering if there's any possible example
look into the card_from_control function in misc_functions, it's how Game:start_run makes the cards
hmmm, thx
do you know where in the code creates card for standard pack?
also game.lua line 298 in P_CARDS
I think i was thinking more along the lines of random card creation
it has all the cards in a standard deck
Bolwng bal
i know Card:open() is how booster packs work, but not much past that sorry
functions/common_events.lua line 2078
create_card function
it's called in card.lua line 1707 for the standard packs
this is peak starting deck
idk how it works exactly so good luck with that 🙂
OH hey, someone DID Make a Fridge!
My brain: "Why is there 2 of every card?"
checkered deck lol
that's exactly what i was looking for, much appreciated!
Checkered Deck: 
question, does playing moded balatro affects the original savefile or it is like a different instance?
same save file
you can just do modded play on a different profile though, if that's a problem
^that's what i did
oh, i see. thanks for the info then
if at some point you figure out how to prevent certain ranks/suits from appearing in standards, do let me know 🙂
my favorite part is how adding ranks 11-25 to the starting deck strictly makes the game harder
in standard packs you mean?
or in general
i guess in packs and in the shop
my deck is built so that it only allows certain ranks
adding other ranks might break the balance
I see, I think I know how to do it in general, haven't tried just yet
can someone pls tell me if removing mods and then re-adding them will reset my modded save
depends i think
there are certain feature that i know of won't get saved properly
not like all data but some
I didn't load any mods on my main save file so I wouldn't screw it up
ok so I think I kind of figured out? basically you can wrap a function at the back of Card:open that modifies G.pack_cards with conditions that throws away (replaces) unwanted rank/suit
wdym by screw up
I think steamodded disables achievement by default, if that's what you are after
in terms of unlocks, I think if you uninstall any mod, as soon as you boot the game those extra unlocks that's mod specific is gone (i think)
......noooOOOOOOOOOO
I meannnnn you can just install another mod that enables it
good thing steam acheivement manager exists, so any acheivements I've broken from installing steammodded I can just award myself as I complete them
on an honor system
or maybe uninstalling steamodded will reset my acheivements? idk
I don't wanna overthink it
anyone know if there's a "clean" way to override basegame jokers? lookin to make
and fibo work with my ranks
were they hard coded or done by something like "is_even" "is_odd"?
hard coded
f
I think you can try just do your thing in if self.ability.name == {jokers_you_want_to_override}and see which one happens first
so i'm working on an additional little detail for a little steamodded suit color mod that i want to release, but... i'm kind of having trouble figuring out exactly how to change specifically the font colors for high contrast suits.
i just want to be able to change them to match the colors i've given them here, if that's at all possible.
I believe they have a separated file for high contrast asset?
just replace both
G.C.SO_2['Spades'] = '000000'
replace 'Spades' with the suit and '000000' with the RGB value
free bloodstone and arrowhead when you pick checkered deck
i mean checkered deck is already very very nearly free unlock for those two lol
i still dont have the club/diamond versions unlocked myself
yeah, i should have specified, mb. i figured out how to do it, but where do you do it? like, what method specifically should it successfully replace in?
you should be able to do it in your mod's init function, but if that doesn't work you could try hooking into like Game:start_run or something
i am ready to play a run with thirty ranks and and thirty suits
what if we made "balatro with 12000 cards" for april fools (hand size is 100)
what if no
rofl
i do already have 28 ranks tho
40 ranks, 300 suits, 15 colors, 20 suits per color.
theres is no way anyone gets that done in time
just port the infinite deck from tts
you can use something like nandeck to automate most of the process
and the hands are already made (search "poker with 12000 cards" on google)
to restore vanilla balatro, can I just verify integrity of game files?
fill in this template
no new ranks, just suits
no new sinful jokers or stones btw
you'd have to override how the game generates prefixes for cards
ranks: 1-31, pawn, rook, knight, bishop, jack, queen, king, joker, ace
colors: red, orange, yellow, green, blue, purple, pink, black, white, brown, cream, rose, lime, turqoise
suits: clubs, diamonds, hearts, spades, moons, suns, planets, stars, circles, squares, triangles, trapezoids, nothings, hexagons, septagons, octogons, ovals, cubes, donuts, and wild
make it happen, somebody
example card: red 26 of diamonds
rose queen of spades
lime 12 of ovals
theres a limit of 55 new suits
just make the prefix > 1 character
so there's still 300 suits
yeah you still need to override SMODS.Card.generate_prefix() tho
yes
can't be that hard
anyways recolours are lame
probably not, just putting it out there
new hands: wash(5 cards of the same color), straight wash(5 hands of the same color), wash house(3 cards of the same color and rank and 2 cards of the same color and rank), wash wave(5 cards of the same color and rank)
also can't forget wash flush(5 cards of the same color and suit)flush straight wash(5 cards in a sequence of rank, all sharing a suit and color)house washflush(3 cards of the same color and rank and suit and 2 cards of the same color and rank and suit) and rush rave(5 cards of the same color and rank and suit)
and wush pair(2 cards of the same color and 2 cards of the suit, also comes in wush house)
rainbow(5 cards in a color sequence)rainbow straight(5 cards in a color sequence AND number sequence)rainbow flush(5 cards in a color sequence AND same suit)rainflush straight(5 cards in a color sequence AND same suit AND number sequence)Spectrum(5 cards in a color sequence of the same rank)Spectrum Flush(5 cards in a color sequence of the same rank AND suit)
did I miss any
ballin
the mighty return of

how did you add the support?
(is_fibo_card just checks against a table of every fibonacci number under 1000 because idk how to code a proper fibo check and i highly doubt ranks will exceed that)
hmmm i see
the actual infinite deck when
uniformly samples all real numbers for ranks
- j q k if you get really really lucky
every card you draw is a random real number with a random rank
ranks are also randomised
image is a random bitmap
and the colour is a random hex colour
me on my way to make a straight with 3289328, 3289327, 3289326, 3289325, and 3289324
(i will need to use infinite discards)
raised fist hype
raised fist is now mod 10
so true... until you draw seven numbers that look like 0.000002382917
so true jestie
TRUE ERRATIC DECK... start with a deck of 52 cards, with any non negative real number
can't wait to draw 383827747 of daggers
OR
can't wait to draw the graham's number of HJKADFHFDA
WHY NOT ADD COMPLEX NUMBERS
and e of guns
100 + 3i of clubs
cant wait to draw 2147483647 of nothings
Tree(3) of spades
wait i think i broke jokers that aren't odd todd even steven fibonacci actually lol
not playing modded balatro because steamodded release is broken and im too lazy to downgrade.. i have returned to euro truck simulator 2
heck. yeah i broke every other joker somehow lol
OH WAIT IM DUMB i just need to return what the aliased function returns
damn i just hate it when i draw my -691*pi^12/638512875 of hv$y({te&+=2~g~]|)6es
trying to play any hand that isn't a flush with this 112 card monstrosity is basically impossible lol
i mean you can play high card pretty consistently
are you sure about that
?
like, even pair would have some amount of difficulty
let alone full house
just
into 17s its easy every time
that may allow you to get a pair every so often
once in a blue moon
i heard 0.9.2 is fixed
is it possible for me to edit my save to un-softlock my run or do I just have to give up on the double canio
really? is it just lovely at the moment?
how tf you et no spectral cards left
I used familiar but I didn't like what showed up so I hit escape and went back to the main menu to go for the other one but when I came back the cards didn't show up
I literally already tried that multiple times
welp your run is cooked ig
I came here for the purpose of seeing if I could save edit to un-softlock the run
did you try fully closing and reopening the game? just a thought
yeah i got nothing
maybe someone who's knowledgeable about modding could help
yeah talking to someone smarter than me should help
where's the save file located
where is the save file located please
i dont even have all the ink ones done yet ^^"
can someone please tell me where the save file is located I don't know where it's located
wyd
ok I found where it's located
but holy hell that's a lot of code to go through to see what could fix it
I looked through it and I can't find the part that says that I'm checking the contents of a spectral pack and deciding which spectral card to use
can someone more adept at save editing please check it out
oopsies
these guys show up to clog my shop often enough... I DONT WANT MORE OF THEM!!!!!
myst are you making the infinite jokers mod
common backwards compatibility L (it's fine i just have to make it compatible but)
(i just updated to 0.9.2 lol)
Did someone say booster?
my feeble art skills will never be able to touch a booster pack
same for me XD
i made it WOOOOORSEEEE
how many ranks?
can you show the deck showcase?
holy...
oh thats fun, yeah
the numbers are out of order here
i'm not even thinking about Jokers here lol
yeah its cuz my code registers the ranks out of order and i'm not 100% sure why
my suits are in there
wait what ids do each of the ranks have?
uhhhhh who cares don't look at the id just do tonumber(card.base.value)

is this api in 0.9.2?
bc you might get issues with ids coinciding with those of face cards and aces
oh that's not possible
no it's for my mod
the id is handled by the API
I take a short nap and this is what I comeback to?
I know some of you people are insane (including myself) but damn, do you have enough?!
im up to 180 cards now and the game is actually getting frame drops now lol
Heyyyy everybody I just wanted to very loudly announce that I'm dumb, and in need of help. In the modding channel, is there any particular way you're supposed to able to find download links? The only thing I've actually found how to install is Balamod, which appears to be set up correctly but idk... Basically, I'm tech illiterate and asking where the heck to start
you need to find the link to the github page, which is usually at the very top of the thread, and once you're there you should be able to figure it out
ok cool! probably just bad luck the ones ive checked hadnt been at the top then. Thank you!
hopefully when the R2modman stuff gets rolling it'll be easier
yeah np, one thing you can try is use the search feature, and if that doesnt work then it might be a WIP/concepting thread that doesn't have an actual download quite yet
I'm trying to find modpack that work pretty well together; ive seen some collections but are there any recommendations or could someone who plays modded zip up their luas and send them to me? I'm only using steamodded and not balamod. I'm about finished with the vanilla game and looking to spice things up
ship it
I didn't even know discord had a search function, I'm only now realizing how out of my depth I am
nah you're all good
its cool that it supports my mod👍
you should add sixty suit support
literally doing that right now lol
musical suit support when? XD
oh they're dynamic? sweet
secondarily it might be hard because of how you ban musical suit outside of the musical deck
don't you take the whole entry out of SMODS.Card.SUITS? i could see that being a problem...
(i only like glanced at musical suit tbh)
hey is it ok to have balamod and steammod installed at the same time or will that break things? I'm looking at mods that require one or the other but it kinda looks like they're different systems
very high chance of breaking things
heck, ok thanks!!
steammod has more mods made for it
also, any recommendations for which of the two to run with?
answered before i even sent the question, that's impressive
any way to set mod load order? seems like its kinda randomised whenever i start up balatro
is tehere a way to get an indentifier of a specific card?
Steamodded has a lot more mods
oh whoop answered
that's so cursed omg
oh my fucking god
the royal spectrum (real?)
royal might be checking for >10
yea. it's not like it really makes a difference
does it work with the erratic deck
i dont have erratic unlocked LMAO
you can make a second profile and do the unlock all thing
correct but im in a run (testing is hard because i start having fun)
just me and my regulation-size 230-card poker deck
hell yeah
ohhhhh you flip the notes instead of rotate them for the card symbols ohhhhhhhhhh
i got the Stained Palette deck working 🙂
now i just need to come up with ideas for bismuth joker
hehe big atlas moment
any more suit mods out there i can support or is this all of them
infi-suits but its not out yet, so i think that's all of them
and sixty suits which you probably shouldn't bother with
its also not out yet
yeah im not touching "mod that adds suits for the sake of big number" for uh.... time constraint reasons. on my lifespan.
nobody point out that my mod is literally "big number for the sake of big number"
one big number is more than enough
how-
how is there already modding for this game
never underestimate the power of people on the internet with too much free time
cause we good😎
nice
ima still that sentence
lol
okay so
in trying to fine tune a problem i thought my mod was having
i found a slight UI glitch in the vanilla game
fun
the collection tab uses its own, entirely separate logic for coloring the {suit} color format
that only updates when the game is launched
Woohoo!
this spectrum house deck goes pretty hard actually
hell yeah
oh hi i've made an abomination thanks for the api
holy fuck, i was right.
with 9 suits, there's way more spectrum houses in a base deck than regular full houses
function create_UIBox_your_collection_jokers() in the file functions/UI_definitions.lua
very UI
something powerful
created a masterpiece
that's a whole shoe at that point
i knew a guy who played a 250 something card MTG deck
on an unrelated note, shiny rainbow moonstone looks fantastic
it is pretty in holo yeah
it's also helpful in deleting moons from the deck because i need less deck i think
what is wrong with you
i dont have enough money to find out
honestly, i think the amount of hands needs to be multiplied by 4, but the blind goal needs to be multiplied by 20
🤣
maybe the amount of discards too
this is probably not going in the game but looks cool
rofl
do keep in mind, starting with 11-25 in the deck is a config option that will default to false
their existence will still royally screw up the game's UI, but whatever
hmm
should i report the bug that i found?
the answer is 99% yes
1% what lol
lol
this only affects modding and not the base game lol
nono, i meant this
viewing jokers (and possibly other things) in your collection only updates the suit-specific font colors once on launch
so if you turn high-contrast cards on or off, the text colors stay the same
i only found it because i've been trying to fix it via modding
yea report
Imagine do flush only 
i'm telling you
basically impossible with those odds
5 of a kind is easy now
x20 blind goal amount```
Yeah🙃
(yes my joke is very clever 🤣)
i dont think im getting my mod done tonight i just update steammoded and now it hates my code
doesn't get easier if you add more suits
more likely you're getting flush five
basically half of this is off the screen lol
but mostly flush
theres more of each rank
way more
true
but your odds of getting a flush five will be pretty much the same wouldn't it?
if you add more suits?
yeah it'll still be zero
it will still be possible though
no, you have zero chance of getting a flush five with a starting deck
holy shyt
so then you're asking a question answered by "yes the game still fundamentally works"
you still only have one of each exact rank/suit combo
I can't believe I made this work
but the odds would still be the same if you add more suits though
i should re-try three of threes now with the new API changes
it'd get higher up to a point, yeah
there's a lot of complexity having to do with hand size mainly
f
seems like the card's name and both atlases are being ignored
is there support for mac?
and now it does this too??? wat
ah, was because of the deck preview thing when hovering the deck. guessing it probably has to do with there not being the full ranks for the suit
... or somehow some incompatibility with another mod, after i remove the rest of them. groan.
(sixty suits)
figured it out: SMODS.Card:new(...) sets atlas_low_contrast / atlas_high_contrast, when the correct variables are card_atlas_low_contrast and card_atlas_high_contrast
still not sure on the name not taking.
@lean dune Seems like there's a bug in the new card api; you told me to break things right lol
sorry about that, I must have done that while tired
small qol mod idea: show the highest count rank and suit (and their counts) above the deck at the start of an erratic deck run (during the first blind screen only)
i feel ya lol
oh no
i'm not doing 11-25 for sixty suits it wouldnt be funny enough to justify the pain
wise
also like does it bother anyone else that the suit in a playing card's name has two spaces preceeding it for some reason
how do I unsee this now
oh let me fix that as well 💀
jesus christ i hate it
wait yall didnt see that right away?
nope!
looks like that actually isn't my fault
i was wondering if it was base game or not lol
probably the suit name happens to be ' Eights', for that one
there's currently only 30/60 suits implemented
That card pile holy
you sure theres no double space there....
lemme load vanilla rq
yeah its like that in vanilla too hm
holy fuck
800 card decks must be fun
2 of reverse spades
Anyone tried the 0.9.2 version of Steamodded yet? How stable is it compared to .1 ?
haven't had issues as long as my mod isn't borked /shrug
it works but still less stable than 0.8.2
Darn, guess I'll stay on that for a bit
yes
Is it possible to make new card editions?
how to make new suits?
Nothing's impossible with modding. We've already got something in the works for it
Oh cool
steamodded featured a playing card API by yours truly that allows adding both suits and ranks
I have a concept, just need to write out 150 some odd joker thingies :)
huh?
at a very basic level i have managed to make this work
It still has lag issues, but they've been identified and the fix will be in 0.9.3
still no idea how to override the name if thats even possible with less than 5000 lines of code
i like how the save files have a .jkr extension
also not sure how to do this any cleaner than making the game pretty much think that three has two red seals on it
thanks!
but no tech power lol
Ayy everyone
So I've been playing Mika's mod and I really enjoy the Jokers for Hire deck
I was wondering if there's possibly a way to make rearranging the jokers easier once you hit like 15-20 of them
so i'm modifing six suits
i figured out how to add a name and description
UI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
lol
i mean how else am i going to do it lol
there's no other possible way to give a card a name and/or description :))))
i have a friend whose laptop also fucks up like that
seems OP, but i love it
3 of numbers
it triggers 3 times when played, so it's not busted as a steel card at least
how does it handle things like red seal tho?
it should stack additively
retriggering the retrigger :^)
technically the code is just... how red seals work but put a bigger number in
i have no idea how to do anything more interesting than that
seems like it's pretty unlikely that most of my special playing card ideas will be feasible unfortunately
i did this mainly out of frustration but honestly i kinda like it lol
Definitely not me allowing you to specify a name but not doing anything with loc at all
:))))))
i was three minutes late either way </3
isaac holy card
how easy is it to create custom pools? I want to move my jokers from the normal joker pool to a custom one to not fill up the shops/booster with mostly useless stuff
install using Lovely
i already installed using the .exe...
is it ok if i did or
you can do .exe or lovely
but the exe is safe right, virus total is saying its a trojan
the .exe will be caught by avs because it has to directly change the game's code
yes it is safe
if you got it from the github (which you should) yes it is 100% safe
its from this url https://github.com/Steamopollys/Steamodded/releases/tag/0.9.2
yup it is safe
ty sorry for bothering you so much ahaha very relieved 🙂 Have a nice day 👍
So What's Jack of Specials gonna do?
what's a jack of specials
no that's 3 of 3s
three of threes :3
Master of None?
honestly i would rather be able to make cards that aren't beholden to ranks but yknow
game engine and all
WAIT THEY UPDATED STEAMODDED AGAIN!?
it'd probably be a lot of upheaval of code to make that happen
I'm gonna have to make 0.9.3 because uh... the game is hella laggy
oh is that steamodded's fault?
oh so stick with 0.8.2 then?
i thought that was because i had like 300 cards in my deck
0.9.2 is stable otherwise, but it kills itself the more you hover over cards
the fix is pretty much ready to go tho
i'm so tempted to add a gradient to my 11-25 Stars, Moons, Notes, and Ink cards for the opt2 versions.... it looks so weird to look at next to the base suits....
but then they'll look bad next to the actual cards thoooo
just change those as well lmao
but is not my mod
i also have no idea how to github which is like the main reason i havent released anything yet lol
eh, it's not that complicated
then it's old 9.2
I replaced the release because of a stupid error that wasn't worth its own release
hey guys, none of the mods are working; did i install them correctly? do i have to do something ingame to access them?
this is the file structure and when i press f4 on my collection for negative the first shop mod nothing happens
it doesnt have the mods icon ingame as well
how did you install steamodded?
try following this #1217867725532041369
Hey I was wondering if someone knows why this might 've happened.
Image on right is the image im using for the mod im making and the left is how it is displayed in the game, i was making the mod on a previous version of Steammodded and everything was going smooth, yesterday i updated it, launched the game and the image suddenly looks like this, i didnt touch anything. I dont know why that might've happened.
Originally the asset in the game was displayed how it is supposed to, filling the whole green space but now this happens, idk.
Codex Arcanum is going along pretty nicely. 9th alchemical card!
what is yalls favorite mods? havent tried any yet
do you want me to be biased or not?
modders would say their mods
go ahead lol
biased: of course it's Musical Suit and Codex Arcanum
not biased: Six Suits was the first mod I ever played, and I still love it
(both Musical Suit and Codex Arcanum are my mods XD)
biased: #1217028577858420806 but i still need to update it later
not biased: #1215775159638818826
what got you into modding balatro?
at my workplace, a few people started playing balatro.
they know that I like to mod games (I am a veteran Minecraft modder), and challenged me to start making mods for balatro
i'm a computer information systems major, i havent done any modding in lua though. is it too difficult to get into modding a game for someone that hasnt tried it?
nice, have you been modding other games as well?
im not a computer information systems major and im managing to do it, somewhat, so you're fine i guess
if you can do say, python, then lua should be simple enough
mainly Minecraft, but i dabbled in Forager and Stardew Valley
With steamodded Where do I put the mods? I install it and when I go into the game that has the little mod ui thing but I’m not sure where to put the mods.
Like, which folder
thanks, i'm gonna look into it because i'd love to create a mod for balatro
it just has to be fun, if you think you could enjoy the process, i'd say go for it
not sure if anyone has tried it but i ive though of making a slay the spire esque mod that adds some of the relics as jokers
how do I mod?
you should search in the modding channel maybe you find something
you know how to code?
I meant how to get the mods
and yes
This is a nice recompilation of mods
https://github.com/jie65535/awesome-balatro?tab=readme-ov-file
ty
i feel like this should be pinned
its everything in the readme
but yes
steammodded or balamod
ty
Personally I like steamodded
ty! :)
um so what am I supposed to do here
I'm a steamodded guy personally
Use lovely injector #1217867725532041369
Can someone mod this superb cover into the game? :hearteyes:
First off, THANK YOU all for all the love as of late on some of my recent videos! It's so nice to see so many new folks to the channel, and it really means a lot that so many of you dig the solo Balatro Main Theme Cover! Many have asked for this, so here's an extended 30 minute version of the original cover video!
Yes before you ask, you can to...
I havent even looked at balamod, does it has any advantages? For modders i mean
that's just my biased opinion, I've done significant dev work for steamodded
I haven't looked too much at balamod tbh
i saw a few people talkling a few days ago about this, might look at it at some point
was something done recently to sprites in steammodded?
it's not supposed to be either one or the other in the long run, we want them to be compatible with each other as much as possible
cause one of my sprites suddenly feels funky
and i didnt touch anything hahaha
just updated steammodded
I don't think anything changed
lol, then im lost
steamodded 0.9.2 has some issues with lag, but I would assume your problem is unrelated to that?
This happens
it happens with any image, it just "stretches" in this weird way
idk, it literally started looking like this after updating steammodded
same reaction i had xD
what version did you update to?
maybe try reverting steammodded to the previous version? check if the issue persists?
nope, that i know of, but im sure 95%
that i didnt touch anything
0.9.2
try rolling back to 0.8.2 and see if the issue persists
So Interesting hypothetical:
Who do you think would be able to beat the Extreme deck (1 hand, 1 Discard) first on white stake? Balatro University (Who everyone is saying is a bot somehow), or RoffleLite (Who from what I've seen has beaten Gold Stake numerous times and will just casually play on it)
alright,
me 
wait does having steammodded disable achievements? even if i don't have any mods?
yeah but you can get a mod to re enable them
just to be sure, just verify files from steam should be enough right?
Im putting my money on balatro university
it does by default, but it's possible to re-enable
wrong reply but yes
ups
what?
wtf, again
Lol
wrong reply
sry to everyone, butter hands
humm, rolled back to 0.8.2 and it still persists, but im not sure this is the version i had, will roll back to 0.7.2, i think i was on that one
rolled back to 0.7.2, the v i was working on , its displayed fine now
how do you register the sprite?
0.7.2 is quite a way off, there might have been changes since then
SMODS.Sprite:new("roulette", SMODS.findModByID("Roulette").path, "roulette.png", 199, 199, "asset_images"):register()
what do you use it for?
from the games code
the image?
yeah
What is this game written in?
that image is just a placeholder, for now i just want it to be displayed, nothing more, dont know if that answers your question
lua/love2d
Lua
lua, love2d
Lua



combo
I'm not familiar with any usage of asset_images, I might be able to identify the issue if I see what's changed from 0.7 to 0.8
does anyone know if stuff breaks if I update steamodded? (I think I should try and see but just in case)
depends hahaha
things should mostly work with 0.9.2, except there's still an issue with lag. I'll release 0.9.3 which fixes this hopefully today
in the game its only used for this:
self.asset_images = {
{name = "playstack_logo", path = "resources/textures/1x/playstack-logo.png", px=1417,py=1417},
{name = "localthunk_logo", path = "resources/textures/1x/localthunk-logo.png", px=1390,py=560}
}
I thought I saw someone complaining about calculate function being broken
but okay, nice to hear
that was a 0.9.1 issue
0.9.2 fixes that
beautiful
Are you making Bingle Bingle in balatro?
🫣
I saw roulette wheel
Not exactly, though its still fresh and a lot of changes might be done to make the mod more interesting, im just trying to make the main things work to show it in modding, and then iterate over what people might tell me
I mean I only asked because y'know... I was doing Dungeon & Degenerate Gamblers texture pack
Lemme just say it should combine well with cards like "Student Debt" (from Mikas mod ithink?) and viceversa or your mod
i might need a proper roulette image 🫢 , if you're down for it obviosly
i suck at art in general so
im pretty sure my mode is incompatibly with 0.9.2
tell dev that lua indexing starts at 1 not 0
that's the issue
I updated my mod to 0.9.2 Steamodded, did some code refactoring and somehow, despite loading the sprites, all jokers looks like the default one
huh? how are you defining your jokers?
if you want sprites no to assigned automatically (which it looks like you're doing), you need them to be named like your joker's slug
So name the sprite 'j_trancethedevil' or pass the sprite name explicitly
anyway to have a joker change the played hand (like, for example making a flush into scoring like a high card)
If I do "j" .. id.slug it says j_j_trancethedevil.png doesn't exists
just do id.slug, no further logic needed
you can also put all your jokers in one spritesheet and supply that to the joker method
I replace id.slug .. "png" with id.slug? Cuz if I do I get this
Sorry I don't understand where do I do id.slug
the name of your sprite should be id.slug instead of id.name, that's what the loader recognizes
Ooh ok
with any other name, you have to provide it to SMODS.Joker:new() as an additional parameter
.
(don't mind me)
likely one would have to modify the functions that calculate these poker hands
similar to what 4 fingers and shortcut do
oh right oops I guess I could have kept the snipped of code here am a dummy, ugh whatever too lazy
wat
I sent some snippet of code from ancient joker here to prove it was random and I'm too lazy to find it back
that is too close for comfort on the first round
thats the textture from Dungeons and Degenrate Gamblers?
No that's the extreme deck
oh ok
I'm DYING
Did 0.8.2 and onward enable custom legendary jokers to be discoverable?
idk
oh my gosh are you kidding me
I get banana on a run and it DIES INSTANTLY!?
THAT WAS MY ONLY JOKER

ah sorry if there is confusion, i mean like before a hand gets scored, the type of hand changes
yeah surely there's a way to do that too
ill look into how the hand is scored

so fast, such update
I'm imagining a 'erratic joker' that makes whatever the hand is played into some other hand randomly - so even if you play high card constantly you don't know if it's going to count as a flush, full house, or straight 🤔
oooo tons more rank/suit slots
does anybody know which part of the code correspond to shop rendering? like generating what is available in a shop and stuff
im making a joker that makes every hand count as a high card
57*57 (3249) more suits and 48*48 (2304) more ranks possible now
what is this start
an ohko start
I need OHKOs
Have a look at Game:update_shop()
yeah thats what they said
How did you struggle that much? IN THE FIRST ANTE?!
1 hand per round
...God, that sounds like fucking pain.
it is 💀
thx!
how do you have so many jokers?
i finished reworking my code to work with 0.9.2, and accidently delated all the work😑
what needs to be reworked?
index and some other parts of my code
mainly layout
what index needs to be changed? just want to make sure i also have those in place
i started it at 0, it starts at 1 for 0.9.2
thats the problem i was told with my code , another i found out was layout
im fixing it, again😑
just like a different way its formed you can check my published version for what it was and mika for what it needs to be
The layout doesn't need to be changed at all
I simply changed mine out of personal preference
mine does, its not working :/
At least from my experience, the only thing i had to change was the way loc_vars was defined, but that was specific to 0.8.2
in generate_UI you mean?
So if you weren't using the loc_vars function you don't needa change anything 🤔
my code is working fine with its current layout in 0.8.2, but its not for 0.9.2
Yea exactly, there's an interface for it now so you don't needa inject into the in game function
im just gonna rework the layout cause im alreday half done with it
interesting, may i ask which commit was it changed so i can take a look at what i should do? 
Yea it's this one in case you were wondering https://github.com/MikaSchoenmakers/MikasBalatro/commit/669b692a36d6e5504b8ea2b99434895934967b6e
Wait no
That ones broken
Oops
but the idea is to replace generate_UIBox_ability_tableref right?
I can just look at your lastest one and adapt to similar conventions, thx for checking for me!
-- Set local variables
function SMODS.Jokers.j_mmc_prime_time.loc_def(card)
return { card.ability.extra.Xmult }
end
This one 😎
btw mika did you have to do anything in order for your legendary jokers to not show up in shop?
yeah I thought so too, but today somebody send me a screenshot of my legendary jokers showing up in a shop
and i checked their seed it was actually the case
but i don't recall this happening at all for all this time, and nobody has ever seen your legendary jokers coming up in your mod right?
Not that I know of no
I don't do anything differently, but I'm assuming it's a very rare bug within either the base game or the mod loader
yeah likely, because i have like 20 legendary jokers and this is like the first time this happens
anyway, thx for showing me the local var part!
Is it not possible to get the context.full_hand in a context.cardarea out of before and after?
It does seem possible actually, I don't get why the ipairs is empty then
the only time that would trigger would be when not playing a hand surely
so it makes sense for full_hand to be nil
context.full_hand is used in stuff not in before or after like Sixth Sense iirc
sixth sense happens in after, no?
Can't check rn
looks like it does a wierd thing with context.destroying_card which does have full_hand, doesn't change that theres a lot of contexts your code would hit where it would make sense to be nil. Edit: it looks like the branch you're looking at only has scoring hand
hi everyone. I have almost no experience with coding. But I have been enjoying it a lot to browse trhrough the lua files and figure out how modding works.
i am trying to make a mod that replaces suit colors not only on the cards but also in the tooltip text. I have been able to get my own sprite replacements to work. But I cannot get the text color to change.
I have found where the colors are defined in globals.lua and am trying to change the. I am using the mod example for achievement enabler, because i figured this variable is defined also in the globals.lua. But my code does nothing. And almost two hours chatting with github co-pilot havent allowed me to figure it out yet. 😄 could somebody help me please?
--- STEAMODDED HEADER
--- MOD_NAME: Achievements Enabler
--- MOD_ID: AchievementsEnabler
--- MOD_AUTHOR: [Steamo]
--- MOD_DESCRIPTION: Mod to activate Achievements
----------------------------------------------
------------MOD CODE -------------------------
function SMODS.INIT.AchievementsEnabler()
G.C["SO_1"] = {
Hearts = HEX('123456'), -- Replace these with the desired colors
Diamonds = HEX('789abc'),
Spades = HEX("def012"),
Clubs = HEX("345678"),
}
end
----------------------------------------------
------------MOD CODE END----------------------```
for starters, why not give your mod a different name/ID? I don't think the loader likes overlaps
other than that, just setting it in your init function will probably result in the wrong timing, try a patch on the function where these values are defined
yeah, i will give it a different name of course. 🙂
thanks for your reply! much appreciated
maybe here?
local new_colour_proto = self.C["SO_"..(self.SETTINGS.colourblind_option and 2 or 1)]
self.C.SUITS.Hearts = new_colour_proto.Hearts
self.C.SUITS.Diamonds = new_colour_proto.Diamonds
self.C.SUITS.Spades = new_colour_proto.Spades
self.C.SUITS.Clubs = new_colour_proto.Clubs```
--||||||||||||||||||||||||||||||
-- COLOURS
--||||||||||||||||||||||||||||||
self.C = {
--For other high contrast suit colours
SO_1 = {
Hearts = HEX('#f03464'),
Diamonds = HEX('#f06b3f'),
Spades = HEX("#403995"),
Clubs = HEX("#235955"),
},
SO_2 = {
Hearts = HEX('#f83b2f'),
Diamonds = HEX('#e29000'),
Spades = HEX("#4f31b9"),
Clubs = HEX("#008ee6"),
},
this is where i found it in globals.lua, in a function called Game:set_globals()
thats also the spot where the no achievement flag gets set. thats why i figured it would be the right spot?
function Game:set_globals()
self.VERSION = VERSION
--|||||||||||||||||||||||||||||
-- Feature Flags
--||||||||||||||||||||||||||||||
self.F_NO_ACHIEVEMENTS = false --Disable achievements
--- STEAMODDED HEADER
--- MOD_NAME: Achievements Enabler
--- MOD_ID: AchievementsEnabler
--- MOD_AUTHOR: [Steamo]
--- MOD_DESCRIPTION: Mod to activate Achievements
----------------------------------------------
------------MOD CODE -------------------------
function SMODS.INIT.AchievementsEnabler()
sendDebugMessage("AchievementsEnabler Activated!")
G.F_NO_ACHIEVEMENTS = false
end
----------------------------------------------
------------MOD CODE END----------------------
this is the achievement mod for reference
how do you install the mods off of github I'm trying to get some and I can't find a download link anywhere
maybe i'm stupid but idk
like do you have to install each individual tiny file?
top right corner you can download the lua file and copy it to mods folder
thank you
sure
The loader will discard every duplicate when loading them 👍
So yeah it don't like that
i have it with my own MOD_ID locally. it was just part of experimenting. dont want to cause any duplicates of course. 🙂
Aaah ok thanks, i'll try with that
Still get a nil error
Ah wait I might know how to fix that
quick question guys, i'm trying to reskin the cards.
Am I restricted to this pixel art resolution? Is there any way to put actual images (non-pixel art) in place of those?
Pretty much
damn
yall got any non poker theme ideas specifically in pixel art to replace the current deck
all my ideas don't work in pixel
if playtesting goes well, I should be able to release a first version of my joker modpack tomorrow.
A few jokers will be missing because they have more advanced effects and I'm not sure yet if I can code them and make sure everything is compatible with other mods.
the new tarot API definitely will help though
I think you could technically define a higher resolution atlas, though idk if you would have to scale it down
