#⚙・modding-general
1 messages · Page 29 of 1
troubador + merry andy
temperance as a joker is swashbuckler i think
Fair.
stuntman + merry andy?
Half Joker + Mime
oh that's clever
seeing the actual word "and" in a coding language is unsettling
i posted it up above, but this
ah i see
i think i have enough now
luck is this mod's mechanic?
yea
what does the jimbo army do
that ones unrelated, it gives +2 mult per played card
Oops + Oops, honestly. (There's a lot of 1/4s and 1/2s.)
oops! all 12s!
sentenced to Fragile
Yup
Nat 20
What's that one Lucky Cat synergy...
i'm afraid you can't get a nat20 with 2d6
Mystic Summit + Dusk
my 2d6 rolled a 2 and a 1, so its obviously 21
your blackjack limit is 20
my 2d6 rolled a double 10
what your d6 don't have a 10 side
pfft
clearly thats 15
though wait that does give me an idea of a joker that could probably be okay
Actually, Oops + Lucky Cat would be funny.
Half Joker + Burnt Joker?
even more niche than oops! all 6s lol
This is written like a HSR ability XD
y'all want to instantly cringe
...sure
Lay it on me
on an unrelated note
sdjsdjh what does this mean 😭 😭
check out my old code snippet for registering card ui
try me
if self.ability.name == 'Devilish Joker' or self.ability.name == 'Impractical Joker' or self.ability.name == 'Devoted Joker' or self.ability.name == 'Makeshift Joker' or self.ability.name == 'Fortuno' or self.ability.name == 'Pawn Joker' or self.ability.name == 'Sentai Joker' or self.ability.name == 'Scrapper Joker' then
return generate_card_ui(self.config.center, nil, loc_vars, card_type, badges, false, nil, nil)
end```
nevermind i am not that strog
thats some good ol' spaghetti
this is 3 lines of text
what in good lord

oh i got 20 on 1d6
seeee
opposite it is the -13
look im gonna roll a d6 and ill show you what i rolled
Square Joker + Family?
did you go out of your way to fucking perspective warp a comic sans 20 onto your dice
LMFAO
comic neue actually
LMAO
Actually, Square Joker + Family could be a combo.
like i get its a fake shitpost but this is like effort
high effort shitposts are the best
this ain't Roll get your weighted die outta here


Also, good editing shitpost, is good.
i rolled a demon eye
AAAAAAAAA
Wait
Pants + Square Joker
anyways um,,,
sorry for asking for help again but
help 😭
i dont know what i did wrong
don't apologize for asking for help
at some point you passed a nil value to the ipairs function
that's probably in the jokers being injected to the game
sjhsd yeah sorry
the table you are trying to iterate through is not defined
can i see your beast joker
-4 mult
MY MULT
oh no!!!
im having a nice time!!!
yeahh i just dont know at what point that was
i think the way your joker is set up is incorrect
oh
unrelated but is it just me or are transfems usually more apologetic
well
😭
what 😭
no you're right i know about 6 transfems and we all say sorry a lot
local j_beast = SMODS.Joker:new("Beastly Joker", "beast", {beastly_ability}, {x = 0, y = 0}, loc_def, 2, 5, true, true, true, true)
should be
local j_beast = SMODS.Joker:new("Beastly Joker", "beast", beastly_ability, {x = 0, y = 0}, loc_def, 2, 5, true, true, true, true)
I believe
oh yeah that makes sense
speaking from experience ofc
ahhhh
omg

make that 7 now then
LMFAO
more apologetic compared to the average human being? or what 😭
i don't usually say sorry 😭 but i know people who do
i gotta start taking estradiol i want to be funny as shit
sdjhsdjh i guess??
or maybe the proper word is more timid?
you dont need hrt to be trans!!
timid thats the nature from pokemon
what would the blahaj joker do
this is true,,,
hmmm
my apologies i was trying to make a funny
sdjhsjh no no its fine sorry

maybe you do need to hop on that E then
sorry?
the only hormone supplement i need is the dopamine i get from hitting a 2 card blackjack
(im not actually chastizing u by the way friend)
oh dw!! i know this is all in jest!
i too am simply reciprocating the funny
james was still so real for making that mod
how dare you say that, blasphemy!
even using deck creator that shit crashed my game 3 times 😭
the apple was simply too bad for you
i love bad apple tho so i cant be mad
anyways omw making estrogen joker
anyways sdjhsdh its still not working
same error?
mhm
changing a card in any way gives it a bonus (like hiker but different trigger)
Estrojoker?
what will it do? give 1.5x mult for every queen you have, like baron for king
i mean
is beastly_ability defined
estrogen joker gives you the ability to eat your cards
i think so
unless its improperly defined
+1X for each King turned into Queen
True
local beastly_ability = {
extra = {
base_chips = 20,
chip_mod = 20
}
}
or jack, for strength
can you send the whole script?
thanks, I'll test a few things
sure sure sure
thank you!!
O H
yeah, I just saw that too lol
oh yeah
it crashes because it tries to iterate over the nonexistent description using ipairs
thanks!!!
nice
np
we're so back
we have returned
oh yeah lyman can you check out the update to the website template
you have to have 6 jokers tho
Black Deck for the win
$66 and -1 ante are very strong though
also if you get this in negative it's a free win
i didn't think about that lol
i would but i still got to refactor like half my code
fair enough
i daresay this is weak
ill ping you when i refactor it and try to implement the update though
maybe i should make it work only once per game
ruining your build for some meh scaling
furnace + krampus + mineral deposit/seltzer is very good in jellymod. i must say
this is my -1 ante joker btw
it's cracked if you have a single extra joker slot
ritual seems really bad to me idk
imagine randomly getting this too
you dont need 6 joker slots
you just need a negative
can't escape the wall lol
but black deck is also awful
i love how one ability is -1 ante and another is +6 mult
and i dont think ectoplasming your way into this working is that good
that being said the infinite riff-raff deck on black deck is very funny
which i guess is kind of stupid
yeah probably doesnt need the -1 ante
and also letting you destroy eternals is super powerful
feels so bad otherwise though
-1 ante makes it loopable
im not a fan of this design tbh
i was worried sudden death without that -1 ante but
you can easily buy 5 jokers with $66
infinitely loopable
maybe i should just get rid of it
without -1 ante it's quite weak
it either does nothing or it's really strong to a point its hard to balance
the idea is there but seems flawed tbh
i agree the idea is there
exactly $666 would be a funny trigger condition
maybe you could do something with it destroying a joker slot
you could safely put -1 ante there
actually you could make it blow up a joker slot if its doing the thing
oh true
still doesnt fix the issue of being very do nothing most of the time
but thats personal philosphy
but if you wanted to go with this exact design that's what i would change
i think some of rare is just do nothing in the original game
even hit the road does something some of the time with most decks
maybe change the trigger
this is about as specific of a trigger as seance is i'd argue
"Every 66 cards scored, gain +66 Chips..."
actually this is one of my if you have exactly 2/3/4/5/6 jokers triggered jokers
actually that sounds slow but it's an idea!!!!
oh its a cycle
idk maybe you go the localthunk route of design and maybe dont do the 6 joker one
just like thunk didnt make a high card variant of the tribe/trio/etc
yeah there's no "The Five Of Them"
my 4 joker joker is short
wait that gives me an idea
R Key felt pretty wordy but that's the best I could do
way too strong
joker retrigger is most likely a no-go in basegame lol
counterpoint

spiral joker just gives me anxiety
and i am being lenient by counting "x" as a separate word
it has more words in game
hi sorry to interrupt
how do I make the description of a card dynamic?
like, it currently shows an error, is there something im missing?
oh hm
like this
btw I learned a lot from MoreFluff mod, and this is my first time coding in lua, thank you so much for your code
Is there any way to make the swirly background of the game into a solid green screen colour or any colour at all
debug mode i think?
you reference the loc def values in text like #1# for the first value in the list or #3# for the third
im not a wordy andy mostly but sometimes a modded design needs all them words
high card will always have my eternal wordy pass
personally i dont like going over 4 lines of text
5 if counting trinket/reminder text like (Must have room) or counters
yeah
Oh im good then
got it! thanks a lot!
Usually 2-3 lines (without counting inactive info text)
Free moners
it sells for 1 btw
Ah
cute
my plan for this is to provide a good start
Inb4 you only get it at ante 10 
base joker after being powercrept by every other joker in the game:
is it jjookkeerr
Nope
wait i'm so fucking stupid i could've done the 85% all mult blind effect all this time
instead of fucking with localization i just needed to overwrite the return
How do I get into debug mode?
look for debug mode in #1209506514763522108
can someone double check if there's a joker mult effect that doesn't say +x Mult
can't you just change the message?
yeah i need to check if there is an edge case here
ph unless you count xmult (why would you though) no
not true, gold ticket still worse
actually true
honestly i feel it's like that because thunk didn't want to add a second effect to it
if it was "play or discard" i think it'd be fine. sacrifice a joker slot to always get value from your gold cards
requires the setup of having gold cards
Just had a fun idea for a joker:
- Regicide: starts at x1 mult. Adds x0.25 mult per face card played. Then, destroys the face card.
Named after an old card game
canio and triboulet's bastard child
i wanna get custom unique playing cards working so bad but it's gonna be SO MUCH code to patch. ugh
Like Egyptian Ratscrew or Regicide
Another idea:
- Blackjack: x5 mult if the sum of the cards in played hand is 21
Maybe x3/4
Yeah that’s probably my next mod XD
the blackjack one is already in Mika's mod
should reduce mult if the total is more than 21
That would be funny
Interesting
i think the worst part of adding new playing cards is making it function with existing stuff like strength
so far i think the worst part is that i don't have the luxury of the base game tracking the "slug" of a playing card's "base"
other cards get self.effect.center.key or self.config.center.key ??? idk this code is confusing
oh nvm there's self.config.card_key maybe this is what i needed ^^"
Wanna make the custom hand cards into a race?
you what
Us trying to make it work
Wanna make that into a race between us?
(I’m not home yet, I’ll be in about 30 mins)
Just for fun
there's like a billion things that need to get overriden for this to work at a basic level for what i'm hoping for it to be
because i'm not just thinking "ooo you can arbitrarily register like the 94 of hammers" i'm thinking like full-on enabling playing cards to have the complexity of jokers
guys, I'm wondering, how do you setup a dev env for the mods ? Are you using a dumped balatro with steamodded (or balamod) installed and creating the mod in the main.lua file or something like that ? Or just by reading the mod loader's code and then using the different APIs ?
the SMODS.Card:new(...) function is nice but doesn't allow for custom slugs so you can only register one card for each suit+rank combo so even if you use a dummy suit+rank you can only register one card via that function since it doesn't allow you to supply a custom slug
and then you have to account for the game polling the card's .base.value directly EVERYWHERE
(and other properties of its base)
there's no function to override unless we patch every single one of those preexisting functions to call like Card:get_rank() or the appropriate alternative
honestly i probably should just leave this to someone else anyway it'll be massively jank and bad if i do it 
What if we make that value into a function
then the game will crash
You can then evaluate it to whatever you want based on global parameters
And return the correct value
because it'll try to compare a function to a string
Hmm I see
searching the source for this
and that's just one of them
similarly, nearly everywhere that the game checks for stone cards would also have to be overridden, since fundamentally pretty much everything stone cards do is what we'd want to be doing as well, just with calling other code instead of Make Card Bad
You can always have a method in the background that changes the value
(making the card treated as 'suitless' and 'rankless' (or calling code to determine what suit/rank the card is) and changing its displayed name and text and stuff like that)
some of these could be cleanly handled with standard hooking, an unfortunate amount of these checks are in the middle of functions though
btw, it was not communicated properly, but I implemented new log levels in Steamodded (v0.9.3+) for debug purposes. There's 6 log levels defined in steamodded now. You can invoke them with the following functions:
sendTraceMessage("My trace message", "TraceLoggerName")
sendDebugMessage("My debug message", "DebugLoggerName")
sendInfoMessage("My info message", "InfoLoggerName")
sendWarnMessage("My warn message", "WarnLoggerName")
sendErrorMessage("My error message", "ErrorLoggerName")
sendFatalMessage("My fatal message", "FatalLoggerName")
which will print out in the debug console:
2024-03-30 22:12:11.018426 :: TRACE :: TraceLoggerName :: My trace message
2024-03-30 22:12:11.020429 :: DEBUG :: DebugLoggerName :: My debug message
2024-03-30 22:12:11.021429 :: INFO :: InfoLoggerName :: My info message
2024-03-30 22:12:11.021429 :: WARN :: WarnLoggerName :: My warn message
2024-03-30 22:12:11.022429 :: ERROR :: ErrorLoggerName :: My error message
2024-03-30 22:12:11.023429 :: FATAL :: FatalLoggerName :: My fatal message
Be sure to use a logger name that correspond to your mod (example : "MikasCollectionLogger" for Mika's mod collection).
The logger name is optional and will default to "DefaultLogger" if no logger name is passed.
I also rewrote the debug console which allows you to filter out only logs from a specific logger, and/or by log level (v0.9.5+), also there's a search functionnality implemented. The new debug console has a bug that I'm aware of, some rare logs are not parsed properly. I fixed this issue in my last pr which should be merged in the next steamodded release. I encourage you to start using the new logging mechanic, it could help a lot to debug and figures out from which mod an error (or just a log in general) comes from
i dont think i have enough brain to do custom playing cards
the game is too fundamentally built up on the playing cards very strictly being Normal
THANK YOU
YOU HAVE NO IDEA HOW MUCH THIS HELPS
sorry for writing all caps XD too excited
me, also having no idea how much this helps since i dont know how to use the debug console
execute the python file in the debug folder of steamodded
Python file. Open it, and then open the game
Can you finally reopen the game without opening a new debug menu?
i've just been using standard print() functions because lovely opens a terminal
Oh and are logs saved now?
There's some shortcut implemented :
ctrl + f focuses in directly in the search bar. The ctrl + backspace functionality that you find in most of IDEs and text editors are implemented too. When your are focused into the search bar, if an occurence of a search was found, press enter to go to the next occurence
I did not thought about this funtionnality. I'll implemented them in the next days
Yup, there's also a "clear log" button that deletes all the logs from the console
It would be simple to implement as well, since the connection between the game and the debugger is just a socket
I. Love. You
i thought this has been a thing since forever
I'm trying to keep track of hand state/cards in hand. I assume I can just interate over them with G.hand.cards for starters.
Is there some kind of event I can listen to when the hand changes/cards are drawn?
New to lua and I'm not sure how to do this correctly. Does anyone know? Or if there is a mod that already interacts with this I'm sure I could figure it out from there, but haven't seen anything.
I don’t think it’s still a thing
and from the way I handle the logs within the console it would be a really easy functionality. I'll make 2 possible exports :
- export logs shown currently in the console
- export all logs, regardless of the current search state
i've been having tk open while reloading balatro
Oh my god that’s amazing
Huh. Guess it was already implemented and I didn’t notice it XD
You can hook into the functions for each separate action. If you'd like to track card order, you have to do it from scratch, I believe. That's my experience
you can find the latest console version (that has not been merged atm) here:
https://github.com/Steamopollys/Steamodded/blob/aaff3f062fac55d78423691b37b1404f8fff5b45/debug/tk_debug_window.py
i use git pull so i have it :p
Please let me know if you encounter any issue/bug with the latest version
anyways small request
i've just updated MystBlinds to Steamodded 0.9.5, can someone check if it is properly working?
https://github.com/Mysthaps/BalatroMods/tree/main/Steamodded/MystBlinds
Anyone have any idea how many people have Steamodded installed with lovely vs without? I'm thinking of publishing my history mod just for lovely
notably i've removed the patch dependency
Btw myst have you migrated to the blind register?
if you're publishing a Steamodded mod then either lovely or not works
I made it 😉 My first contribution was added in version 0.9.1, you'll see there's a huge difference between the 1st debug console and the current one
Nah, I'm thinking of getting rid of the header lol
i wouldn't have updated to 0.9 otherwise :p
ah
i think there are still quite a lot of people who use the .exe
I'll let you guys know when the export functionality will be implemented
Great!
Gotta be honest, you inspired me to make it XD
I wanted my mod to be compatible with yours
Oh sorry XD
Ty!
So basically something like this should do the trick right?
G.GAME.blind.drawn_to_hand = Hook.addcallback(G.GAME.blind.drawn_to_hand, function(...) firewhenready(function() return G.buttons and G.STATE_COMPLETE and G.STATE == G.STATES.SELECTING_HAND end, [MY CALLBACK]) end)
thank you for that hahaha
did 0.9.1+ mess with jokers
Not sure where you're getting all these functions from? addcallback and firewhenready?
ughhhhHHHHHHH
@cunning silo you asked me to see the UI of the roulette right? you can see it now you want though its not perfect
btw do you know when your gonna release that?
its out already
i hope i can make it sound when it spins today
and i had some weird crash yesterday so let me know if the same happens
Yeah sorry, should have added that. I was looking at the repo for the balatrobot since I want try that out anyway, and it already seemed to have a decent implementation for the hooks I was gonna use if it works.
https://github.com/besteon/balatrobot/blob/main/middleware.lua#L55
https://github.com/besteon/balatrobot/blob/main/hook.lua
yup!
Yeah, looks like that would work then. You could also just take a reference to the original function and override it as needed:
local draw_to_hand_ref = G.GAME.blind.drawn_to_hand
G.GAME.blind.drawn_to_hand = function(...)
[CODE BEFORE]
draw_to_hand_ref(...)
[CODE AFTER]
end
Aaah, this is exactly what I was hoping for! Thanks a lot, I'll play around with that
ok it was far easier than I though
It will be available in the next steamodded release
(poke @cunning silo)
niiiice
you can test it now with this file
https://github.com/Steamopollys/Steamodded/blob/4bb34ac5312d35bf01adf15a1cdea85364afc6dd/debug/tk_debug_window.py
that's my deck?
ik
?
allllright i'm stumped here
stack trace gives no useful information, but
engine/ui.lua:686: attempt to compare number with nil
Stack Traceback
===============
(1) Lua local 'handler' at file 'main.lua:5564'
Local variables:
msg = string: "engine/ui.lua:686: attempt to compare number with nil"
(*temporary) = Lua function '?' (defined at line 5591 of chunk main.lua)
(*temporary) = nil
(*temporary) = string: "Oops! The game crashed\
"
(2) Love2D metamethod at file 'boot.lua:352'
Local variables:
errhand = Lua function '?' (defined at line 5563 of chunk main.lua)
handler = Lua function '?' (defined at line 5563 of chunk main.lua)
(3) Lua method 'draw_self' at file 'engine/ui.lua:686'
...
on hovering a joker
what happens if you get rid of your joker's description
i run into a problem with a random stat as i can not proceed in the run for the lower number was higher than the normaly lower number
if thats my deck, im not sure when will i continue making it but for now things like that happen
you can have the full stackrace in the debug console
i do have tk but no way i'm posting the whole thing here lol
you've already played with the roulette mod? you like it? also thanks for the better debug console
yup, I did not encounter any bug btw, it just grew my frustration xD
I was missing $1 for a blueprint, I lost everything
me too buddy, me too, from 100$ to 0 in 2 minutes
actually let me try something
History mod is out! 👀
https://discord.com/channels/1116389027176787968/1224730080056573972
...nope
can i throw this to anyone to check for issues
Any resources on how to start modding the game?
looking at other mod's code is a good place to start
i don't even know anymore this code is similar to MystBlinds yet it doesn't work at all
It's safer to use Steamodded unless you absolutely need granular patches imho.
hm what's wrong?
yk i'll just throw you the code
i have steamodded installed using lovely but only so i can git pull to update
one of my motivations for making lovely was so I could git pull steamodded to update lmao
it's so convenient
i can't be assed having to download and reinject every time i wanted to update lmao
We need a joker based of captain jack sparrow
Repeating decks have edited card backs, enough you can recognize them
I still don't know how to add editions to card backs though
I'd be honored lmao
black deck used to be worse?! wtf
There's some interesting use cases for relying on it more as well. It would mean dropping the classic injector, but I think we should do that anyway at some point
the biggest blocker on replacing the classic injector is mac support, but @vocal spoke has been amazing in figuring that out
so we're not that far off
amazing
oh yeah.
I also found a few more Balatro Versions that were on my PC
unfortunately, if I want to archive stuff earlier than 0.8.6b, i need to find videos from before that time
Any video before 18 June 2023
added a new joker and...
I'm looking into the event.lua file to understand more about the Event Handler (E_MANAGER) and what some of the arguments like "trigger" (can be "immediate", "before", "after", etc) and "blocking" (true/false) do. Any tips?
tried to hover over an undiscovered object?
seen that I think
yup
how can i fix ?
we're on it
All you get for the next hard deck
😨
lemme guess.. 2 hands, no discards?
No no
It's a completely different effect
I only need to know how to get some challenge deck stuff working
i should download your mod tbh
with all the stuff i have that gets crazy powerful
your mod might balance it
Lemme tell you, archived alone is making me go insane
A lot of my projects have suddenly turned into group projects and I’m surprised and glad that somehow my stuff has turned into things to bring people together
Is it possible to change sprite of a certain joker without replacing the whole image?
I'd imagine to change a sprite of already existing joker you'd simply replace the spritesheet
Yes
but that kinda sucks and I want to replace only one joker
Maybe find a way to patch overtop the joker’s sprite initialization or something?
Like how you make a new one but then make it so that in the mod it replaces the art. Idk how hard it is or if possible. I’m going off theories
you could try setting a different atlas on the joker object
yea you just replace it in G.ASSET_ATLAS
i just remembered i think like yesterday somewhere people were talking about making cards with no suit, but code for that should already kinda exist in the base game because of stone cards. they have no rank or suit
yeah but that part is hard-coded by means of ability name
ahh
what am I supposed to do aside from SMODS.Card:new_suit() to create a new suit? Getting this error
This error appears when I click on 'View deck'
looks like you aren't providing it with the correct spritesheet for the cards
what's the definition look like
yeah these atlas names don't exist just because you're calling your vars that way
you need the actual name, i.e. the first argument of SMODS.Sprite:new()
any reason why you're defining the same sprite twice?
I think I don't get it, because I my first arguments to sprite:new() are the same as the var name/the same I provide to new_suit()?
oh nvm
I got it now
giving it the same atlas for high and low contrast is perfectly valid btw
sprite_ is borking
🦣
yeah I saw that in sixtysuits yet I actually want to do different sprites, later
for now I do not even have face card sprites
sure but you still need to actually have a sprite that has that name
currently you're just registering the same exact file to the same exact atlas twice
still needs a different name
if you give it the atlas 'exotic_cards_high_contrast', it will assume that it exists
The Insane Deck is done
woo
You all got 1 week to have someone beat the extreme deck before I give the insane deck a public release
ah got that now, ty
yeah I think that's all
there aren't any guides for balatro modding out there are there
friend is looking for one in this server and cant find any
there's https://github.com/Steamopollys/Steamodded/wiki which is incomplete
other than that, best I can recommend is looking at other mods and inspecting the game's source code (just extract the executable)
I have suspicions where this is headed 👀
If you guess what one of the other 2 are (no cheating because I posted it in another server that I share with some of you)
I will fully show that effect
1 in 4 cards are drawn face down?
You're fine to guess Aure since this is the only server we share
that's just x-ray challenge all over if so
okay so it's drawing from challenges
Some yes
Been learning how to turn Modifers into configurations
but that's unrelated
I'll go with double or nothing without the benefit for the other one then
played cards become debuffed after scoring
but that could be way off
it's a brutal combo ngl... if you play a face down card, you might have wasted a card you'll need later there
exactly
i love the look of the deck backing thoo
yeah ikr
Thanks. i used my extreme deck and made it blue
whats the extreme deck look like?
oo
blue fire does burn hotter than red (atleast for stars)
I wanna make it more pixelated
woh
basically make it less blurry
more defined?
i get what you mean
cool
ye s
E
ee e ee eeeee Ee ee eE ee? eeeeee....
!!!!!!
Insane cards
on a scale of 1 to 10 how hard is this game to mod?
you know how to code?
eh, I'm learning it still but I've dabbled in things like Game Builder Garage, so I know the basics
My only "advice" is to just try something simple at first, maybe just change an existing mods code alittle and go from there
ok
There's simple example mods in the Steammodded repo
Thanks!
most "simple" things have already been done by other modders, so you can probably look at those
doing something that hasn't been done before is where the fun begins
thisss
joke, the real fun is the friends we made along the way
coding with lua is actually quite frustrating (for me)
why?
eh, there's worse
and there's better
as with anything
you win some you loose some right?
basically
I'm mostly fine with lua, I just can't stand how array indices start at 1
when it comes to syntax, everything is just flavor
i have a lot of experience with C# and Java, which seemingly hinders me more than actually helping lol
a lot of small errors that get old pretty quick
something i thought would be logical when i first started coding and now its just strange
yeah switching between languages sometimes gets me too
I already have to switch constantly between C# at home and js at work. And lua is pretty different to both of those again
and not being able to debug properly makes testing pretty annoying
i wanted to ask something that confused me the hell out of me the first day i started to tinker with the code of the game and the example mods from Steammodded, why "arg_56_0" and not something more descriptive?
eh we have debug tools
legacy from obfuscation
nothing is written that way now that the code is no longer obfuscated
rule of thumb, the example mods aren't the best resource to use
was it done on purpose?
I'm currently working on my own debug tool. Not sure if it actually is going anywhere tho, lol
if this gets to all the features the tk window has, I could see myself using that for aesthetic reasons
is it inside the game or does it just use the font?
sadly not inside the game
good point
the main feature I originally made this for is to be able to display a whole lua table in a treeview
which is suprisingly much harder than I thought
that seems useful but non-trivial
the C# part is done, but getting the table into a json format and sending it via tcp turned out to be very annoying
lua seems "unable" to handle converting nested tables into a json string without crashing, and when it worked it was always sent in multiple packages which are a pain to piece together again
there's something that might be even more useful
dynamic crash screens
you only see as much of the stack trace as the screen can handle, with no way to scroll
(and seeing the full value of an in-scope table would be useful at times 💀)
a similar thing would be to be able to copy crash logs for viewing
crash logs should also be sent to the debug console, from which you could copy them
they are
but not if you don't happen to have it running
(yes, that sounds like a me problem)
agreed
why does my hologram look like this--
i only have my own jokerfusion mod active, and that doesn't change the face of it
something's odd about todd hologram
ate too many cheerios
funny you should mention him~
when is steamodded being updated on r2modman 
its the latest whodunnit by agatha christie
but on a serious note: that's heckin weird, isn't it?
i actually really love the attention to detail on odd todd, because not only is his hat odd, so are his eyes and the thing around his neck is
hey, dont rul out the business card
Joseph J. Joker
so who called the hit on hologram joker
Hitman Business
I can't do that, sadly
gotta wait for steamo to do it
ohhhhhhhhhh i think i get what it is. i think hologram might be three layers and not two
don't think so
It will be in a minute
and whatever the mods do to replace it, don't take the third layer into account
i swear that like, the eyes move on it or something
jester 47
awesome
mods usually don't replace sprites anymore but add new ones
but maybe one of the mods you have installed is indeed replacing
maybe the glow is a third layer?
that might be why the hologram joker broke in the april fools mod
i knew i wasn't the only one having this problem
woah
well holo only defines 2 pos tables
i mean, my current joker fusion mod does use the old method of replacing the entire joker sprite table with a new one
because i based my own util file off of lusciousdev's
actually it might break when you disregard its soul_pos
that wasn't working for april fools, now was it
does the april fools mod use lushutil, or a variant thereof?
ami late
am i in AnarchyBalatro
Played cards
ooooo boy
exactly lmao
new lore just dropped
0.9.5 still held up?
I think

🪴
so theres two things i want to do right now, and i want to do them equally so i must crowdsource the decision. A or B?
I don't care, third option GO!
this was a mistake
Wow so many options
fine ill just pick myself


i choose A
Baltro
bal
Baltro
its not just baltro...
BAL | TRO
i recognize that font anywhere
you would change your mind if i told you what the options mean
but fine if yall wanna pick B, ill be back later
🅰️
whats the link to the github page that has a collage of all mods
the choice was
A. Play Balatro with friend
B. Drop 4 thermonuclear bombs
not all but most*
thank you
idk B sounds good depending on where
on whoever chose b...
irch
Lmao
Insane Deck: Played cards give a copy of a disabled Egg joker worth 0$ 
Egg Shell
eternal disabled Egg worth $0*
do the other suits look out of place?
look normal to me
they look nice!
barely noticed at a glance, so thats good
still doable - skip, pray for judgement, maybe half joker from that, then pray to stock up on any jokers in shop
you'll have 2 disabled joker slots, that's the best I can do though
🦣
🦣
Another cruel idea: all cards are debuffed and stone cards
what mod injector should I use for these mods?

is that a reply to me
yes
It's either a very old release or a very early crash
i am about as technologically illiterate as they come
do i just override
and yeah follow the lovely guide
Read the Release not, it explain how to update with classic injectors
And for a lovely setup, just delete Steamodded files to replace it by new ones
ok im already confused do i have to run something again?
with lovely injector, no
with the classic injector, you need to run it again after verifying game files
Could somebody please help me with running modded Balatro on my Macbook, I am a bit lost
tell me the .exe or whatever file i need to click or i will do it wrong im sorry im so technologically illiterate 😭
so i just
delete the entirety of ModName?
and remake it?
If you did the installation with lovely, yes that's it
@lean dune I will add a lovely annotation somewhere when that's the instalaltion method for Steamodded, it will help us a lot for that type of situation
oh gods now i have to remake that
What, adding files ?
It don't matter
the name doesn't matter
i was told it was last time
but it's good to name it steamodded so you know what it is
😭
ok so now that i have this empty folder i need to download the latest installer and run it?
or do i need to upack something first or
yeah makes a lot of sense especially when we're going away from the classic injector at some point anyway
go to the release I sent up there and download the source code as zip archive
ok so just download steammodded0-9-5.zip?
Yep
C:\Users\YOUR_USER\AppData\Roaming\Balatro\Mods
And it should be it
dont need to run a ddl or exe?
Nop, just the game
:D
wait what
when i boot up
it doenst hsow that
any mods are enambled
nor that "mods" option on the main menu
You may not have a lovely installation wait a second it will be very easy
aye
Download this
And put it in your game directory
(So the Balatro game directory)
now this is gonna sound
really stupid
but whats a game directory
is it the one in appdata?
or from steamapps common
looks like a problem with high card mod
damn
gnome more high card
by the gods it works
alright
thank you, sorry for taking up so much of your time
it's fine
one more question
if i have something like this
how do i download it all at once
nvm i found it
ok nvm i do have to askw where the downlaod is for this
i hate downlaoding off github it feels like each filetype has a different way to download it
how do make sure I have all the required libraries installed?
you can always just download the entire repository's code and take the folder out of it
for steamodded
but what about the assets?
i dont wanna manually download all of them one at a time
and i dont know how to downlaod a folder from github
s ofar ive only found the downlaod link for raw code
you know how there's a green code button
the option at the bottom says download ZIP
that will give you a zip file with everything in the repo
you are ablessing on this world have a wonderful week
and now the game fuckng crashes on startup
im
😂
oh what's wrong
no idea
it just shows a black screen
a loading bar for
.1 seconds
and then hardcrashes
no crash message, it just exits?
this is my modlist if its got something to do wit htaht
yeo
some of these should have their own folders, like JellyMod and Mika's
also try removing JellyMod and see if that fixes anything
mikas has a fodler
i have it in both
a folder
and loos
should i delete the loose one?
now i get this
The bunco mod should also be in subfolder
ill just redo em all ina subfolder
now that i actually know
how to do it
and not just downlaoding the raw code
yeah also remove the loose ones
you need to create one for it
jellymod should also be in a subfolder
but it tends to be incompatible with things, so a good first step is to try and remove it
i love how the first debug step is almost always "remove jellymod"
lmao yes
so true
my "one match before bed" turned into "its now 1am"
well same here but the actual reason I'm up is getting sucked in by a 2 hour balatro university video
anyway heading to bed now, see y'all
gn aure!
I am trying to install steamodded but I get this error
I cant use balamod because I don't have the M1 chip on my mac, is steamodded also like that?
@wild karma Hey, maybe you should try this: https://github.com/Steamopollys/Steamodded/issues/23#issuecomment-2033283714
This one can also give you some ideas: https://github.com/Steamopollys/Steamodded/issues/23#issuecomment-2015948430
woh
just get lucky lol
hello anyone know how to fix ?
jshd hi does someone also know what's going wrong here?
i know this is the line of code that's the issue
if context.cards_destroyed then
local value = 0
for k, v in ipairs(context.glass_shattered) do
value = value + v.getID()
end
self.ability.extra.current_chips = self.ability.extra.current_chips + value*2
return {
message = localize('k_upgrade_ex'),
card = self,
colour = G.C.CHIPS,
delay = 0.45
}
end
if context.cards_removed then
local value = 0
for k, v in ipairs(context.removed) do
value = value + v.getID()
end
self.ability.extra.current_chips = self.ability.extra.current_chips + value*2
return {
message = localize('k_upgrade_ex'),
card = self,
colour = G.C.CHIPS,
delay = 0.45
}
end
but im not sure what to do about it 😭
it can be more
why do you have a locked foil joker
mika's mod i believe?
correct
whats the state when your hovering over the deck and it shows ou the preview?
im pretty sure this doesnt change the game's state, just displays the window similarly to card tooltips?
do you know of any way to detect if its open, e.g. have a func run when its open
no, sorry. though i know it's probably possible, since iirc the deck and hand move down when it's open. just dont know how that's done ^^"
hi um
hmmmmm
i still havent figured this out
dear lord
if you get bull and bootstraps there
practically won
i keep hitting jack pot $50 million rn
ante 2
here my trick
i became the house
and the house always wins
im big winning
wait are you betting negative money lol
negative jollars?
do you guys know the dimensions of the cards in pixels? I got the raw files of the assets but I'm struggling to figure out how many pixels should be in a card.
got it, thank you so much
so it's about 69 x 93
