#⚙・modding-general
1 messages · Page 44 of 1
Had to make a helper function but that's not an issue really
Also if you make the auto_set tables a variable they need declared before you run SMODS.Sticker:new else it'll think it's black
anyone have advice for fixing UI element positions?
but cards dont update in the collection so i have no idea how to do this in a way that the sprite animates at a reasonable speed regardless of framerate
Ok now I think sticker API is mostly done
https://discord.com/channels/1116389027176787968/1228149487352938529
Dark Theme cards, for whoever were asking about them earlier
is there any place where SMODS functions are documented?? at all??
oh thank you
in steamodded's source code
where you can read them
if you're afraid of reading source code, good luck modding this game
90% of modding this game is reading the games source code
to be fair I havent really do any of the basic stuff like adding new jokers
Your noggin is already large 
I would try to focus on making a very basic joker from scratch, and once you do you can build off of that
that name is literally me fr fr
is it tho
are you coding an animation framework from scratch because you dont understand the basegame's version and there's no good examples of it?
I'm gonna animate so much shit
I believe
LOL button
no but i am doing a lot of other useless things
i need to get ready for work fuck this
thats so good you have to keep it that way pls pls pls
SODAAA 🗣️🗣️🗣️
begging someone to tell me how to change position of UI elements 
you change its position by changing its position
there's no obvious way to do this
my guess would be maybe try to multiply whatever variable you have going on by the inverse of the gamespeed
I feel like this is the nth time you've said this about yourself
you're not dumb silly
smh my head
its just one of those days
all of this could be avoided if i knew what the hell an animation atlas is tbh
isnt that just a sprite sheet?
yeah but how does the game know that
its in a different place than asset_atli
and how can i have a card have just the pos or just the soul_pos animated if its tied to the card's atlas
i believe changing asset_atli to animation_atli in the sprite declaration would be a start
i havent done this yet but out of curiousity does the game like it when you directly update soul_pos in calculate()
thats basically what im doing
you just need to run sprite:set_sprite_pos(pos)
where sprite is either card.children.center or card.children.floating_sprite
you can probably guess which is which
are you actually changing it in calculate()?
no
but theres no reason itd work different
dont directly update pos or soul_pos tho, you'll affect all instances of that card everywhere
ok here you go, for seeding challenge runs
🫡
make sure to localize your variables-
youre gonna want to use {X:mult,C:white}X3{} Mult
for the proper red background with white font
except in this case it'd be X#(yourvarnumberhere)#
might wanna use "denominator" instead of "odds"
homestuck jumpscare
appropriate response
imagine knowing what that is
i don't know what homestuck is
imagine knowing anything at all
knowing what
guitar hero man??
oh no
how many shrimps do you have to eat
akai not acai im dying
PLASTIC GUITAR ASMR
hmmm it might not be legendary bc the character im thinkin of isnt exactly a joker
this goes hard on mute
lyman keep in mind im gonna keep fuckin with the animatedjoker thing until i die probably so
so im happy for you or sorry that happened
gotcha
also yeah im making homestuck jokers
Heat, Sucker, Sweet Buffoon, Note Desolation
Dark Carnival, Pairing Grid, Dead Shuffle
ohno
lyman i implore you to reconsider
does anyone know why lua's upset at me for instancing 2 jokers at once? what is the standard for batch loading jonkers
i define a table of jokers and iterate over them
jocker...
my mod MoreConsumables does similar for consumables
check it out its the dumbest mod youll ever see
so like Pampa Jokers does it for example?
moreconsumables is so wholesome i love hitting straight flush twice in a row with meteor
define a table with all the entries and iterate over it?
i have no idea what that is
me when i downgrade flush five five times in a row with meteor
me when i use moon (the best planet card)
me when i use the moon to get the high priestess to get a satellite and a moon to get the high priestess to get
yeah bout the same but that looks like pampa might be skipping the joker api
yeah
since idk why else youd have order
yeah joker api does make things easier
and then what, you iterate over the table's contents right
and register jokers based on that?
hi uhhh question
what's the table name for those cards that appear after you open a booster pack?
the idea was better in my head
cosmic is just zodiac exodia
I'm running Gemini, Aries, and Pisces. (4, 5, 7)
Gemini in particular is busted as hell because it scales it's own scaling because it has scaling retriggers.
...my hands take over a minute to play.
have fun
blank card pog
the orb....
I'm going to scale this until it gets to the point that blind scaling outpaces it, but I don't know if that will ever happen. I'm barely keeping up with ante 13, but I was also barely keeping up with ante 12, and ante 11, so...
blind scaling will outpace you when they stop giving numbers
am i insane or is this homestuck
Oh, and I have a blueprint and got the negative ophiuchous.
not mutually exclusive
so true
homestuck takeover in the balatro modding channels........
its preferable to my insanity takeover
i was a sleeper agent the whole time
what was your activation phrase
i was a sleeper
the activation phrase happens a week before the second saturday of this month
its chungus
so six days ago?
The first saturday of this month?
this is like. a rare at least
i like it
I broke scaling even further.
I found an ectoplasm, and then grabbed the cosmic joker that's basically hiker.
i am the worst modder and all my mods match my skill level
yippee
if your the worst then what does that make me?
a wolf
infinitely better
nah I haven't even added a new card to the game
kick me off a table then
shjdhsd im sorry for asking this again and interrupting but im,, honestly not sure what to do here
im trying to create a joker that makes an edition joker always appear in buffoon packs, i have some idea of where to start, but i don't know what to do to actually affect the jokers that show up
maybe look at the way codex arcanum's voucher does it
stop lying to yourself you are amazing and in fact a god amongst humanity
also maybe look at how telescope does it
its not quite the same but it's probably pretty close
poll_edition handles determining editions, either change how it works or chabge the code that uses it
localize function time
oh wait i just had a thought can we just hook the localize function for tooltips
since otherwise we cant do loc vars
oooooh this does seem pretty close to what im trying to do, thanks!
uhhh
next question then
how would I change game code/functions 😭
alias the function and overwrite it, calling the aliased function from within the new function
usually if youre trying to modify a function you create a local copy of it (and be sure to fix it after youre done messing with the code
local calculate_dollaf_bonusref = Card.calculate_dollar_bonus
function Card:calculate_dollar_bonus()
local calc_dollar_ret_val = calculate_dollaf_bonusref(self)
if self.debuff then return end
if self.ability.set == "Joker" then
if self.ability.name == 'Wanted Poster' and G.GAME.current_round.hands_played == 1 then
return self.ability.extra.dollars
end
end
return calc_dollar_ret_val
end```
heres an example that uses calculate_dollar_bonus
it's usually a good idea to create a ref to the original function first, as seen in the first line of that
ahhhh i see
im used to calling that practice aliasing
til
i see, thanks a lot!
im gonna try to figure this out, this has been really helpful!
gonna be helpful explainin that to peeps now
hence why i call them alias__Card_draw or whatever
i just parrot what myst told me when i started to mod 
my mod is an amalgamation of everyone elses code at this point
is that not what coding is at its core
That's basically coding, yeah.
gotta love that no one has any idea why my game will hang on completing load, close immediately with no stacktrace, and crash steamwebhelper unless i wait a full minute after it closes to re-open it
myst taught me how to localize
mika taught me how to do the entire joker_api, really, and the config
sham was the original code i took from multijokers
and theres this one snippet of code from multijokers i use for at least of like 6 of my jokers
but only sometimes
that sounds like a formatting thing + steamwebhelper being a cpu muncher
i used mikas mod mostly when i started and then sixsuits after than and then i just started reading the games source front to back
gotta love it when the steam web browser eats up 4GB of ram and all its doing is playing some animated advertisement for pingo's crunch quest 64 (now 10% off)
I feel like I'm doing this wrong😑
i have also taken to just cracking open the balatronomicon
balatronomicon...
thats hard as fuck
yes you're iterating the full hand but checking the same card every time
yeah after this returns once it'll exit the function
you'll want the return to happen outside the loop
maybe use some local boolean
if true, return that code, otherwise return nil
replace if self. with if context.full_hand[i].
no not the self one
self is for the joker here i think
context.other_card should be context.full_hand[i]
i think
whats the exact joker effect youre trying to do here by the way?
i think it might help clear some stuff up
I've decided to time how long my stupid scaling hand shenanigans actually takes to score. It's...uh...at the third card at two and a half minutes.
If every scored card in played hand is a spade gain X0.13 Mult(Currently X1.6 Mult)
And I started the timer late.
Good morning fellas!
if context.joker_main and context.cardarea == G.jokers then
local onlySixes = true -- boolean that's enabled by default
for k, v in ipairs(context.full_hand) do -- iterate through the hand, we set the variable
onlySixes = onlySixes and (v:get_id() == 6 or v.ability.name == 'Gold Card') -- to itself (true) and whatever get_id() returns
end --(which should be true or false) if any card of your hand fails here, it will be set to false
if not onlySixes then -- if it's false, we exit the function
return nil
end --otherwise we return back to the normal intended function
return {
message = localize { type = 'variable', key = 'a_xmult', vars = { self.ability.extra.x_mult } },
Xmult_mod = self.ability.extra.x_mult
}
end```
this isnt for suits but this is just an example of the structure

it's the weekend!
so awesome cant wait to stay up hours coding and making bad art
whcih means ill work on the mods a lot
If I had a mult scaling joker that activated on retriggers...
ooh good luck!
o shit
Or even a glass card.
good luck on your job interview!
yeah good luck
oh and don't worry about the art, i have a backlog i wanna work on
i figured :p
Actually, I'm gonna go get a glass card and hit Naneinf.
Power died let's gooooo
they are so pretty whoag
gl man
Well, failed Naneinf...because I only had 2 glass cards. Hit e161. I was getting e13 without glass, with only about 600x mult scaling. Mostly scaling additive.
Masked Fool, Uncommon
Played cards have a 1 in 2 chance to give mult equal to their chips amount
(just a little idea i had)
that sounds funny
idk it's just a reference to anothre game i thought would be funny XD
djshd hi again
uhh
so i think ive figured out the whole code injecting thing now where you add code to functions
but how do i make the code execute like, after everything else?
nOOO
when you localize the function, reference the base function before you add your own code
nooooo :(
hope you saved beforehand
XD i feel you
aseprite is going to be so mad when i ask it to recover files
the PC at my job crashed yesterday and deleted like 3 days of work for me
so yeah saving is good
recovered
recovered
recovered
recovered
recovered
recovered
recovered
recovered
recovered
recovered
find my pages
slenderlyman
lmao i just did the exact same thing in fl studio
(crying)
🫡🫡 🫡 🫡 🫡 i pray it recovered properly
it did not
as i was afraid of,,,
thats how it always goes with fl lmfao
fl studio is just helping you from making trash beats
truly innovative feature
REAL
there a way to have something similar to save states? gonna use it to explore seeded runs
is there a mod for it or smth
i mean you can just copy and paste your save
how can i do that?
C:\Users\[name]\AppData\Roaming\Balatro\[save number]
ok thx
doxxed
192.168.0.1
XD
remind me and I might add this to DebugPlus
I don't think its that hard
But I have an exam to study for rn
btw I thought this might happen because I tried a similar for loop.
what's your context check?
that's right. 1.0.3 coming soonish
hell yeah
might also add other types of stuff like decks and blinds
you should
this triggers on every context that also pass through cardarea
and some of those might not have a full_hand
thus, crash
also anyway to make the "jokers" tab disappear? i aint got any in my mod and currently dont plan on any
will also add that
can you also add the willpower of the human spirit
oh yeah maybe add stickers since that API is almost done
what if i add stickers support for House Rules
just add "All Jokers are [sticker]" for all custom stickers
and as usual make everything stackable ignoring blacklists
how can i fix it?
when do you want it to trigger
when a hand is just spades regaurdless of how many cards there are in the played hand
before the hand played, while hand is played or after hand is played
after
i'll see what i can do
context.joker_main and context.cardarea == G.jokers
joker_main? thought you do end_calculate_context
done for 1.0.3
that worked, thanks👍
had to make my own function to get the suit.
based on the joker effect mentioned before i think he's specifically talking about the period of time after stuff like your steel cards are calc'd
i forgot to turn off ping again im going to hell
btw how do you turn that off?
i still think it would be pretty spiffy if a couple of us got together to make some community library for stuff like this
thanks👍
so thinking about it, some functions that would be neat for a communitylib (im cribbing a lot of these from mika)
- get suit
- get odds/evens
- create [card type] (streamlined)
- is face
- increase/decrease rank (with wrap around for stuff like A -> 2)
- finch's on drag/drop trigger
- easier updates to pos and soul pos methods
- unified localized copies of the games functions like calculate_dollar_bonus and what not (not copying the games code, just easy ways to inject into them)
- more straight forward messaging
i can look into some of these
get suit was easy
are suits numbers?
i dont doubt a lot of these are easy and a couple of lines long but it would be nice to bundle them
sdjh oh okay
if you dont bad things happen
i once forgot to do that and i ended up being able to play planets as poker hands
ill be honest i dont know if any of my code was right
is this how it should look like(???)
ack
local calculate_dollaf_bonusref = Card.calculate_dollar_bonus
function Card:calculate_dollar_bonus()
local calc_dollar_ret_val = calculate_dollaf_bonusref(self)
if self.debuff then return end
if self.ability.set == "Joker" then
if self.ability.name == 'Wanted Poster' and G.GAME.current_round.hands_played == 1 then
return self.ability.extra.dollars
end
end
return calc_dollar_ret_val
end```
example
i think the only problem is changing the rank of a card dynamically
whats the big issue?
okay cool but then uh
how do i make it so that the original function goes first n stuff
speaking of this I wanted to do a similar thing for a deck's code.
i am unfortunately not too sure about that
aw thats
Fair
you cannot change the default value of cads, since they take directly from a variable
although...
you're also calling open_pack for some reason
that was just me copying the original thing
card_openref is the original thing
you only need to call card_openref(self)
it's kinda weird
how are we handling stacking stickers
how do i use the text for jokers with a joker's text that changes?
because i have a joker who's text changes at runtime
how much
webgl supports shaders, so maybe?
it changes text every time a blind is selected and a total of 5 different descriptions
itll be a headache and a half thooo and honestly not that worth it
you could write your own js to do that probably
you can do a different text on page reload
does this support decks yet?
in 1.0.3, yes
i should do that
holy shit The Wall Wall
gotta put tags in too at this point
looks about right
e WallTh and et VesselViol
here we go
how do you save the html?
?
is the website template free to use? im unsure since i dunno who made it
it changes upon reload
gimme a moment adding the wtfpl to the github
got all the files ready for the website update !!!!
hallowed....
that ones silly
lets go
website looks cool but i do too many ridiculous things
a ceritified silly goober?
the minicards on your moon planets should probably reflect what they do
i'd say you could put the symbol of that suit and like a plus sign or something, get funky with it
moreconsumables planets each have some abstract form of their effect listed
oh true hmm
yeah ill prolly due the ace plus a plus
Love this mod. I just wish I got station more often.
you could just forgo the card element and just make it the suit symbol too
so its more readable
might put enhancements, seals, and editions (for the future) into one category
for space reasons
so like "Modifications" or smth
yeah probably
How do i save the html on the website?
you just edit it normally?
via inspect?
this plus an icon for chips
thanks👍
so more like this?
ooh! what do these do?
love it
maybe have a symbol similar to the generic deck back next to it?
you might want something to say "plus chips"
anyways these look fun
i'll mess with the verdant shift text in a bit but here's everything i have so far
so which one?
is it possible to create scrolling text?
second one looks like the bonus enhancement
which increases chips
so the second one
alright yeah i think its better
plus doesnt fit as much but i figured it would try it at least
also blue deck exists
dunno how to do editions
can probably do a prerendered texture?
oh well. committing now
is there a way to add a 2nd row of jokers below the first?
are there like different themes?
mario do you have an empty template anywhere :3
i'm testing it
<3
you can comment out what you don't use
anyone have any clue on what method i could intercept if i wanted to make X cards flip before being scored, to show their fake rank?
:yipppeeeeee:
I remember seeing a mod about tag packs, does anyone know where I can find it?
yes, thanks
but it's not released 😦 I can't learn from its code
no way
does the animation work correctly?
yes
awesome
ah, i see
yeah the categories don't actually matter
also
also you can change the background colours by editing the shader in the html
well, good news: i think the functionality for X cards is finally done
slightly bad news: i'm not sure if there's an easy way for me to force X cards to flip to their fake rank before calculation
See the gambler.
Has the sudden urge to quote QQ again XD
X cards?
oh thats badass
Btw does the page have voucher support?
QQ?
no but i can add it right now
Qingque (HSR)
ohh ive never played
and also pack support
That would be incredible.
Another thing, when a row does not have the maximum amount of objects in it (3), it should probably be centered
i'll see what i can do
"wild rank" cards (that only copy the same rank once per hand)
(these sprites are placeholder, i'm planning to replace the ace symbol with question marks that have the suit symbol instead of the bottom dot)
also C:spectral aint working!!
Huh, how did you do that? That’s interesting
oh? will fix
opening the balatronomicon (i.e., combing through the source code and going insane)
What method did you hook into?
Ohhh it only works for straights?
well, it also works for get_X_same
Oh ok cool
and a little bit in evaluate_poker_hand
now i'm just trying to figure out where i could insert a little visual flourish
Interesting
ok!
oh hell yea
because ideally, i'd love for scored X cards to flip to the rank they are acting as for the hand before the scoring process begins... but i don't know if there's a clean way to do that in steamodded
...oh, i think that might work
you werent using that?
inside of you there are two jimbos
one of them wants you to play flushes the other wants you to play straights
You are my favorite person
XD this will be so good for the showcase page for Fusion
(Cause I already made a format for them
i've been trying cause i think it'd be cool and easier to use but what about a dropdown instead of scrolling or an option for a dropdown
most i got was this, doesn't even work all the cards still show
thats fair
how about easy adding of new sections?
like decks, but renamed where anything assigned can go under it
you can just edit the html
it's hard to get specific jokers under different categories, and I'm not very familiar with html.
i'll go to bed and try some stuff tomorrow
dramatic entrance!
(also, blasphemy has been retextured to have the uncommon border to match it being uncommon in game)
Hey ya'll, quick modding/cheating questions, what is a way I can cheat to give myself one more hand versus The Needle?
I'm on Mac, for the record.
Which one is that?
Fantastic, what do I need to do to install it? I haven't modded yet
you can use https://discord.com/channels/1116389027176787968/1209564621644505158, but i'm not sure about the mac support
yipppee my modpack is done
awesome
just gotta wait for the next balamod release so that it actually works :3
It does, but for now this issue might be helpful to help when using the injector: https://github.com/Steamopollys/Steamodded/issues/23
thinking of adding auto detection for the balatro install path... and maybe making my PR easier to review by commit, sorry there's just one big commit in there :x
Does this mean the installation was completed succesfully or not?
I dragged Balatro.love into the directory of the repo as instructed.
OK, think I managed it.
Followed the comment about 7zz and stuff.
Yep should be 7z and not 7zz on mac I think
Was 7zz that did it
Mac is super inconsistent with it...
Moving it to the bin folder
OK so how do I actually install a mod now? lol
I have the zip file of a mod
Hmm, Balatro isn't in the Application Support folder
Guess something went wrong with the install? Though it printed a success message and all
Oh, got it.
Apparently there are two different Application Support folders
There is a global Library, and a Library for each user. The Balatro folder was in the latter.
Oh yeah, I guess it can vary depending on the Steam installation
Ok, so I just unzip the mod zip inside the Balatro folder?
Yep, but try to keep all the files inside in a specific dir for the mod
Awesome. Thanks a lot mate!
np
I have multiple MR about Mac support but it's very difficult to make it work for all mac version
I'm waiting for lovely support on this side
Fair enough, seems sketchy
turned negative chaos the clown into a bonus card with a tarot...
How am I supposed to use the Debug Mode mod?
hhhh what
i cant find the Balatro.love file
im on mac
Tab
so apparently the antimatter voucher always uses the negative effect (unless you give it an edition)
Balatro.app/Contents/Resources only has this icon inside it
Hey there! I'm currently working on a keyboard shortcut mod. I'm trying to create a UI element to go next to/above selected object (button, cardarea, etc.) to interact with. However, I can't get it to draw above the overlays. Here's how I'm trying to do it atm:
Here's the UI element setup code:
KeyVoucher.overlay_uie = UIBox{
definition = KeyVoucher:create_overlay_selection(),
config = {align='cl', offset = {x=0, y=0},
major = G.OVERLAY_MENU, bond = 'Weak'
}}
table.insert(G.I.POPUP, KeyVoucher.overlay_uie)
I've been trying to boost it by adding it to G.I.POPUP, as it is one of the last things that get drawn from at Game:draw()
Here's the element definition for reference - just a box rn:
{ n=G.UIT.ROOT, config={
align = "cm",
colour = G.C.UI.TRANSPARENT_LIGHT,
minw = 2.5, minh = 2.5,
outline = 1, outline_colour = G.C.RED,
r = 0.1}, nodes={}}
Have anybody faced this problem before?
it seems these mimic the edition and card enhancement representations in the collection
vampire eats played jokers lol
bro really went like:" "
<@&1133519078540185692>
mods, delete me
there was a spambot
"today i will check on #⚙・modding-general"
< clueless
is there a way to disable mods while still keeping all my mods installed?
do I just move the mods folder out of the appdata folder?
i think renaming your mods folder to something else (i.e "mods off") should work
otherwise, yea you could also move it out to a different folder
alright, thanks
quick question, do mods work with the experimental balatro version? i really like the new tags so wanna use them there
it most likely will i think
I've done this to quicky swap between disabling and re-enabling mods
still dont expect a completely bug-less experience
i really appreciate when the main mod file for a mod is called "balatro-mods-main"
if I make a folder called "Decks" and put all the deck mods there, will it still work?
howtf do you make a chin
Mods\Decks\mod file
i think steamodded has a maximum depth it'll search so just make sure it's not like 5 folders deep
no surprises there aha
i should make a maurice joker actually
now i need to delete most of them
welp
nvm its only like 2 mods screwing it all up
ok it was just one, poggers
if you're using lovely you can also just move or rename dwmapi.dll/version.dll in the balatro folder (depending on which lovely version you're using)
im not :(
three i believe
i recommend using lovely, its easier to update/disable and some mods might require it
alright, thanks for the heads up
(lovely can load steamodded so it doesnt preclude you from using steamodded mods either)
sick
many dot....
thats at least 4 decks
cant wait for jellymod to singlehandedly break every single other mod you have
i didnt use it
sick
then it should all work i think
great
jelly is incompatible with a lot of mods tbh
whats wrong with it
its a cool thing on its own but unfortunately predates a lot of the APIs extant in steamodded now, to my recollection
so the way it adds stuff to the game can break other things
(and a few of the things it does still dont have "proper" methods, too)
that looks like 3 ngl
nah youre crazy
nah thats definitly 3
Ooh that's my mod 👀
i dont know which mod that is
but i do like that boss blind
oh wait
this is the Risk of Rain mod right>
Which mods have been updated in the last 2 weeks?
also
which mods should I not include with others
that is a lot of mods
man some of these jokers are so cool
Yea I downloaded all I can find so I can do a lots of jokers run
jellymod is generally incompatible
Yeah right
so a couple teasers before i pass out:
new art for the X card, now that it's starting to finalize
no MoreConsumables 
I can download it if it doesn't crash the game iwth others
and the completed visual flair
and yes it does do flipping audio
ah, i couldn't hear it too well
wasn't sure if the audio got lost somehow in clipchamp
from github
link?
i'mma go to bed, and try to pull X cards out of "numbalatro" and into a separate mod, with an additional Enhancement API
but hey
progress is progress
enhancement appy
chrome is not letting me download it
turn off live protection, or make an exclusion folder to download it to
how
Find out how to stop Windows Security from alerting you about or blocking a trusted file, file type, or process, by adding it to the exclusions list.
both will block it
use the lovely install method it's easier to update and doesn't require you to throw a steel chair at your firewall
do mods disable achievements i might try modding the game while grinding for all gold stake stickers on every joker if i can just to make the grind more bareable by adding a bit more variety to my games
theres an achievement enabler mod
steamodded disables achievements by default, but theres a separate mod to overwrite that
i see
and everything would work as normal
also does it keep progress between modded and nonmodded
mostly. some things might calculate weirdly with the game having more content
yes, same save files
in particular i'm not sure if completionist might require all loaded jokers to be gold stucked
yeh idk it might
so a save that was modded but was reverted back to unmodded won't have any issue getting the final 100% completion achievement
hopefully, though i dont think anyone has tested this empirically
fair...
i know some unlocks can wind up triggering strangely, for example the free planet card joker unlocking before all planets are found since it checks for a specific number of discovered planets
its just kind of a really huge grind to complete all 150 jokers on gold stake and to have it not feel stale after that long....
anyone know if theres a way using Immolate to search for a seed that has legendary + ankh first shop? ik it comes with a search for double legendary but I wanted to try for seeds that have double of the same legendary
or if theres a way to get started learning to make my own searches would work
ooh thats really good
What lines I have to edit to change the joker cap, consumable cap and hand size?
in order, G.jokers.config.card_limit, G.consumeables.config.card_limit, G.hand.config.card_limit
Thank you!!
Hello! I have just started looking at modding and have apparently not installed things correctly - it isn't finding ModloaderHelper anywhere (plus a few other things). Any idea where I've gone wrong?
ModloaderHelper?
Here's the error
I didn't see that I needed it when I was installing but it appears necessary and I haven't seen where it is easily
i believe that happens when you try to load a balamod mod in steamodded
but i might be getting wires crossed
Ah, possible! I will see what I can do
wait steamodded shouldnt even try to load a balamod mod actually. nvm im the dumbest person alive
Cant find these on game.lua file
i have no idea why the mod is attempting to load balamod
go into ADeckCreatorModule.lua and remove these lines, might work
Just found this... There is no more self.jokers lines... It says highlight_limit = 1
I dont understand where to edit
Hmmm will see what I can do. Update if things go wrong I guess. Thank you!
notepad moment

if you are directly modifying the source code (which you shouldn't anyway), the function that defines the values is get_starting_params in functions/misc_functions.lua
how do you pronounce 
gender
Okay waiting on a download so I can edit the lua file, but in the meantime I've removed it from the mods folder temporarily and things are working
thank you!
🗣️
bobm
Enforced Speedrun challenge?
too hard
i got separation of themes working :]
Bobm
skill issue
5min
last i checked the slowest white stake on speedrun.com was a bit over 4 minutes
you should include the theme correlation to make it clear how they're tied together
:^)
?
i should try speedrunning a little for fun
ritual sacrifice day is my favourite holiday
or wait like what each card is?
yeah
is there a mod that makes the game harder (not looking for new jokers new packs etc. unless its apart of the difficulty increase)
house rules!!!!!
like just exclusively a hardcore mode for masochists
ok👍
kk
does anyone have the 1x version of tarot card font?
i know it exists and i cant find it
thanks!
gm chat
goooood morning Lyman!
mornin!
Maybe in about 45 mins at around 11:15 could someone teach me how to install mods? It would mean alot to me
morning Lyman 👋
blade dance art subject to change
jokers lament
would anyone help me mod balatro please
and colourless, yes
might do the Forms separately after
also might do a luigi poker card
morefluff wasn't the one with claw right?
might do this actually
Is there a sandbox mod that lets me play with whatever jokers/vouchers I want?
you can summon them via debug mode
oh ok
press 3 while hovering in the collection
cool, thanks
oh yeah quick modding suggestion i'm putting here cause i want it to be seen: a menu (or more like a template for one that goes in the "mods" tab) for enabling or disabling certain things in a mod in game, more convenient than going through and disabling things in the lua file
main issue would be moderation
obviously, you could have trusted mod developers be the only moderators if they're willing or your actual friends in the community
but then you would have to keep backups of all the data in case theres a mole
or do it alone
if we're doing a modded jokers wiki, PLEASE NOT FANDOM
please please please no fextralife either
ofc i won't do fandom
genuinely never heard of fextralife
ideally there'd be a custom searchable interface
i don't play mmos thank god
thoughts on anger creating temp copies of every ace played that round and putting them in your drawpile?
is it too insane to just recommend using mediawiki
oh hm
nope mediawiki is cool
hosting is an issue though
i never see fandom sites or game guides using mediawiki its very despair
aces don't brick your hand quite as much
Wiki.gg is the best out of all of them, from what I saw.
anger doesn't either 
7, 2 or 3 then?
miraheze's also good from what i've seen although correct me if i'm wrong
how do i go debug mode
there's a mod that enables it
oh ok
is this enough modifiers?
so i may have fucked up my game a lil bit, where can i get the default textures of the cards so i can have a normal backround again?
tried that and it didnt do anything to anything
it's this mod ain't it #1228149487352938529
oh interesting
if there are multiple pinned jokers then the newest one goes to leftmost
and you cannot drag pinned jokers around
that makes some sense
all jokers are pinned
coming soon to your local house rules
Now try beating the game with every modifier
all jokers are also eternal, perishable, and rental
i think we've established that it's impossible
based
Luxury Tax + Rich get Richer conflict each other
anyways, should a modded balatro wiki be set up?
yeah but with a few off its technically possible i think
typecast + faster perishables can't be played either
probably delete balatro.exe and veryify game files
wait whoops
scrolled up too much
thanks
nah you're right thats how you beat house rules all modifiers on
you reminded me i needed to make a sunday funnies joker
I updated to Steamodded 0.9.8 and now my local variables don't work anymore 💀
What do you guys do to keep track of something that's usually not obtainable information (like the amount of enchanted card ect...) in this version?
is this intended?
you either got horrendously lucky with showman or something broke
might be a bugged seed actually
or jellymod might have broken
what are you doing
nothin
also blade dance final for those who care
The fact that I can read that HORRENDOUSLY bitcrushed text kinda concerns me.
add temp steels to hand
i drew it to be readable
guh
some more lowres text
i am those who care
you're cooking with these sts jonklers
those are such fun effects
particularly the mini needle one
quick question about intent and phrasing
the needle (play only one hand) still benifits from burglar bc it triggers after
is it your intent that this doesn't work the same way?
cos other wise it needs to be rephrased to limit hands to 1 at start of round
if it worked with burglar it would be absurdly op, no
i love antiburglar jokers!!!!!!!!
what, banner and delayed gratification?
blasphemy
those 2 but they're almost never enough to matter
new yorick is worth getting rid of burglar for
is it possible to change the sprite of a joker based on how built up the joker is?
like, an extra value on the joker?
just realised how nuts this would be with hologram
youre probs using soul chance increase mod
there's a race condition with removing cards from the deck after the blind aaaaa
hi chat
i have a question
how would one go about adjusting the soul pos of a joker
i know you have to set sprites afterwards but is there a specifc way im supposed to be getting and adjusting the coordinates of soul_pos
slightly modified bobm's sprite
soul_pos is after eternal_compat when you init the joker
they're talking about changing it after initialisation
you'd have to edit the Sprite that is drawn i assume
it's config.center.soul_pos yeah
but you also need to call card:set_sprites(self.config.center) to make it work
got it working!!!
tsar bobm when
you can avoid rerunning set sprites by changing the x and y values individually i believe i.e like
...soul_pos.x = 0
...soul_pos.y = 0
i think theoretically yes, but i havent seen anyone do that yet
i think you could just change the sprite thats in card.children.center but im just guessing
send a balatro game deletion request to steam in 300 seconds
i did consider this exact thing of changing sprites on certain conditions too, but i dont really like drawing sprites so i gave up on it xdd
deletes your profile when you lose
he's cute
good luck!!
heya, i'm trying to get modded balatro going, but i'm not understanding how to get the modded client
i have the steamodded injector, but it does nothing
how to you get the steammodded?
there are updated directions on this server on how to install Steamodded with Lovely but I don't have the link to where it is. I'm sure someone here knows
I could swear there was another post I saw recently that had newer instructions
it was updated April 9th
awesome, thanks!
how do i find the folder with mods installed in it? trying to remove some mods but i cant find the folder
lets GOOOO
i wonder if there are enough celestial bodies out there for every rank, too...
i could see one of those for Face Cards too
there's enough zodiac signs for every rank






