#⚙・modding-general
1 messages · Page 96 of 1
Use the 0.9.8 release, not the current state of the repository
there's a release with breaking changes coming up, it's currently unfinished
me when i still develop on 1.0.0 anyway
that's good, but others wanna use mods that aren't updated to 1.0 yet
(me literally developing 1.0.0)
im just being a silly goof
Wait, I was using the 0.9.8 release.
not having to do art lets me go off
Or...
As long as you please provide a list of what has to be changed on our parts I'm all good
You're so smart...
If I ever do another joker mod it will just be a pixel of color..... wait
Oh weird-- the Modded Version says it's "1.0.0 ALPHA-STEAMODDED" in the crash log...
yeah dont do that
I specifically downloaded 0.9.8 though...
emojiokers is gonna be like 50% shitpost garbage and 50% awesome things nobody's ever done before
colour cards:
do suspension railway 🚟
sus...
so many tutorials im looking up only tell me how to add modding to the game
not how to mod it yourself!
good luck :)
half options and half credits
is it more a discover yourself thing?
where is the source code even located hold on lmao
7zip + balatro.exe = profit
what this mean
thanks thats smart
existing jokers
what does one use to open lua files?
yeah missed jokers
ah
they are text files
please do not use notepad please use literally anything else please please please
Huh...
Why am I getting the 1.0.0 alpha of Steamodded every time I try to load up Balatro?
I reverified the integrity of the files and did a clean install.
hmm
Using the Terminal method for Mac.
what is the news
https://github.com/Steamopollys/Steamodded/releases/0.9.8 just to be clear, you tried to install via this page?
NEW FEATURES AND UPDATES FROM 0.9.8
Debug console QOL keyboard shortcuts by @jubnl in #66
Print debug messages to console by @WilsontheWolf in #68
Fix issues with deck preview by @Aurelius7309 in ...
is version.dll in the steamapps/common directory
Lemme re-add it.
damn nice
Coulda sworn it wasn't needed due to the fact that .dll files are Windows-readable-only.
there's another lovely.dylib file for Mac, I don't think its usage is well documented tho
awesome
Yeah I saw the dylib file.
Tried adding that in after the .dll failed.
Wait-- it has to be in the steamapps/common directory???
Not steamapps/common/Balatro ?
no thats what i meant
Yes.
me when i leak source code
hahaha
game is not open source
OHHHH I figured it out.
words is not me good
I used the Mac directions, but the Terminal function git clone https://github.com/Steamopollys/Steamodded.git links to the LATEST DEV VERSION (aka Alpha 1.0.0).
That's why it's freaking out!
Is there any way to make it so that I can point the git clone function to https://github.com/Steamopollys/Steamodded/tree/0.9.8 instead? Or does it need to have .git at the end of the URL?
Shoot... there doesn't seem to be a way to clone that repository...
Yeah, it seems as though I can only download the latest .git library that was updated 14 hours ago...
Dang...
Tried using git clone on that page. Keeps giving me a not found message.
There's an Assets section at the bottom of the release page, you should just be able to download the source code of that version there instead of git cloning it
though you should be able to specify 0.9.8 as the tag/branch to git clone, -b or whatever the flag is for that, I'm not sure
ok
☝️
Oh wait-- yeah, -b for branch.
Okay, got the right branch.
This time...
It's crashing on a different screen.
main.lua:2871: bad argument #1 to 'pairs' [table expected, got nil]
holy moly
Yeah, talk about a headache.
I'm VERY much an amateur (but an enthusiast all the same) at running commands from Terminal, so this is all pretty wild territory to me.
hm
So I think I know what I'm doing now, but I think the issue now is getting the Lovely patcher to recognize the .dylib.
I'm no expert on the mac stuff, it really needs better docs
you could try to see if you find anything useful in #1214591552903716954
Oh hell yes. I got the "run_lovely.sh" working, but it still crashes to the same error screen.
The difference THIS time is...
...I can actually scroll down the error log to see the REASON for the problem!
INFO - [GAME] file not found: main.lua: No such file or directory
Main.lua doesn't exist???
it always says that when it crashes
try navigating to lovely/dump/main.lua in your mods directory and checking what's around the line it crashed at
This is why I'm glad I use linux not mac :P
Huh... this folder wasn't here before...!
There's a folder called "Balatro\Mods" here in my app data...
It's totally empty though.
well that souds like it's partially workng
it is supposed to create that dolfer if it doesn't exist
that's where your steamodded should be
Hmmm...
Lemme try making a blank folder/file called "dump" and "main.lua" and see if creating the files manually can help specify the problem...
I don't think it'll even work without at least trying to load steamoded
so make sure you have it in your mods folder it created
I already have a Steamodded folder with the proper directories "core"/"debug"/"loader" in the Mods folder.
and the toml file?
Did you want me to place the "lovely" folder NEXT to the "Steamodded" folder?
Wait-- where did the--
Did I accidentally delete the toml file???
lovely will create a folder in the mods directory iirc but you don't need to make it manually.
Yeah, I don't have--
Y'know, that might explain a lot.
I was trying to load a single .lua file.
One of the example mods.
Basically if it is how it is on other systems, you just need to put the lovely dll (or I guess dylib in your case) in the game folder, and all your mods in that mods folder in the appdata folder, inclusing steamodded
Right right, I get that--
not all of them need a lovely.toml, atm, but steamodded does
OH.
and every mod should be in its own folder in the root of the mods folder
just for reference
Good to know. Made a folder for that test mod I was trying out, "Deck of 4s".
Steamodded includes the lovely.toml file you need for it where you need it. Sorry if that was confusing, the lovely folder is created automatically
I'd just test with a proper mod tbh, but id the dev says it should still work then I guess it should
But yeah the lovely.dll file for steamodded stays in the root of the steamodded folder where it came from
this used to be 3 bananas
PFF--
Okay, now I got a straight-up stack overflow.
So as it turns out--
There was a directory created in the Apple version of AppData (called "Application Support") LITERALLY called "Balatro\Mods". This looks and works fine on PCs, BUT...
Macs use the OTHER direction of slash.
Something in a single piece of code is telling my computer to create a folder and then look in "Balatro\Mods" when it SHOULD be looking in "Balatro/Mods".
The only difference is the "/" and the "\".
Dang...!
Actually, it made the lovely folder in there, too...!
What the heck?
yall think imma win?
But hey, now I've got that main.lua file.
Ye
So I dunno if I should be talking out loud about the code of Lovely out here--
But it seems that the line that's freaking out main.lua has something to do with a function for initializing a game object.
sounds like 1.0.0 steamodded code...
Again? I thought I purged 1.0.0!
funny that it doesn't do anything funny like that on linux
I guess because it's still working in windowsland basically with Wine
and the slash thing must be a pretty solved issue there
I just checked my Steamodded folder in Balatro/Mods.
Core.lua explicitly says it's version 0.9.8-STEAMODDED.
could you show the surrounding lines of code?
AHA.
Yeah, there is one piece of the MODDED_VERSION that says it's still in 1.0.0 somehow.
And apparently that's what's causing the conflict.
I have no clue how it slipped through.
in that case, delete your steamodded folder and grab the code from the release again
Doing that now.
Yeah, something's wrong with something in the release files...
...unless--
Wait.
Weird...
When I removed "main.lua" from the lovely folder, it didn't make a new one.
It's something in main.lua of the lovely dump that's causing the problem, methinks.
Starting on line 399.
Of main.lua.
remove all the dumped files and run it from clean
Okay!
Revalidating the files via Steam.
Playing fresh, it works fine.
Version 1.0.1f-FULL.
Okay, so... re-inputting liblovely.dylib and run_lovely.sh into the folder with Balatro.app.
does it clear those on mac? on linux it leaves version.dll alone
I was saying by analogy
Version.dll is all you need to use on windows and linux, and it isn't cleared when revalidating gae files
Ah, well, I never put it in the Balatro folder to begin with, since it can't run on Mac.
Oh--
Yeah, I mean, I don't think there's anything wrong with liblovely or run_lovely...
I removed them from the folder while it reverified the files on Steam just to be safe.
So now I guess I'm supposed to run the "run_lovely.sh" script, since that's what made the Balatro\Mods folder in the first place.
I don't think it'd mean anything if revalidating did remove them, it'd just be mac being different
Anyway, so I'm having to go into the terminal and running the command sh [long-file-path-leading-to-the-Balatro-steamapp-folder]/run_lovely.sh.
I'd see what happens if you don't first tbh
Yeah, it runs smoothly.
After running run_lovely.sh, the game still boots up, surprisingly.
But there's no sign of a modding interface.
can you not just open the folder directly in the terminal ans not have to put the path?
Nope.
Says "zsh: permission denied".
Either that, or if I don't put in the filepath by dragging the file into Terminal, it'll say "zsh: file not found".
You mac users and your dragging :P
So you HAVE to run it as a "shell script".
That's why it needs the "sh" at the beginning of the command.
well yeah I know that
Anyway.
Okay, so...
Good news is...!
Balatro\Mods now exists in my Application Support directory.
just on linux you can right click on a file explorer window and bring up a terminal already at that folder
you sure do everything one tiny step at a time :P
I only need the core, debug and loader folders, and the lovely.toml file in there, correct?
well the no sign of a modding interface is at least correct for not having stemodded I think
yeah, afaik, though I unzipped the whole folder there
Ah, alright. I'll leave it as is.
Okay.
Just Steamodded in there, yeah?
I'll try to open up Balatro again.
I mean that should work, the mod list will just be empty
Where does the mod list appear?
but if you wanted you could put 30 mods in there and it should work fine
Is it a button?
on the title screen, it adds a new button on the right
it doesn't say 0.9.8 steamodded under that?
Nope.
seems to not be loeading the mods at all, You might have to add something to the steam startupp instructions like I did on linux
Huh...
the same thing was happening
Startup instructions?
it's in the preferences meny for the game on steam
@umbral pilot is the dev, so he should know
what should i do if the steamodded_PS_injector crashes after asking me if i wanna instal 7-zip?
Oh wait-- I nearly changed the launch option as if it were a Source-engine game.
It's not.
OH MY GOD I GOT IT TO WORK.
I needed to run the game again with Steamodded inside the Balatro\Mods file... by re-entering the run_lovely.sh script AGAIN.
And yes.
There is now a Mods folder in the REGULAR part of the Balatro appdata folder.
THAT'S where I can put my mods.
Okay!
I guess, uhh--
If anyone needs help setting up Balatro with Steamodded on their Silicon Mac, I can help now!
Took a long while for me to figure out the file architecture, but now it works!!!
Alright, now I can finally start creating code and assets for the mod I wanted to make.
So true
reverie has a deck where all skip tags get replaced with a 1 in 4 choice of tags
https://github.com/nicholassam6425/balatro-mods its not exactly choosing, but quick-restart makes rerolling really, really, really fast
Ty bro
Oh you can also do that with debug mode and pressing b
guys do i sell yorick
is it alright to ask for installation help here? o:
show me a better joker lineup you cant
So cool
yes
awesome!
Trying to install Lovely+Steamodded, get version.dll in /Balatro, get source zip for steamodded for lovely in a folder in /Balatro/Mods, stick a few mods in /Mods, run Balatro but nothing outside of Lovely console and normal gameplay. What am I missing? (there's no dwmapi.dll but i see talk of that everywhere, and the console that pops up appears to not see any mods)
When the game loads up, there is no steamodded underneath the version number either.
the version.dll should be in the balatro installation folder
the mods folder should be in appdata\roaming\balatro
Ohh!
Yep that was it, i was working out of the game directory the whole time. Thank you!!!
Me with the save edited juggler that gives inf mult
hi i need help with the game in my mods folder there are codex arcanum. lua and CA_Overrides.lua and the game crashes when i open the game with these files how can i resolve ?
post crash log
that looks like an incomplete installation of codex arcanum
you need all the files, not just some of them
could you tell me them
There is the releases page in the GitHub
Download the latest release, and extract the files into a folder in your mods folder
Hi, I made codex
definitely read this as "hi i am codex" first
wich files should i install?
go into the release button on the right
Reminds me of the old undertalemodtool readme
well i'm dumb
same
!!! this would be amazing
that script should be runnable through the Steam UI - if you set your launch params to the shell script it should just work
Oh. Huh. I'll have to try that.
It'd save me a lot of trouble having to go through Terminal with that sh command.
now I just need an Oops all 6s
Got plenty of room for one due to the eerie inn cine
Hmm. I appear to be having trouble finding a command that would work in the Steam UI...
You can overwrite the launch args on steam
I think you can just put the path of the command you want to run in it and then %command% after it so steam runs your command not its command
Also make sure the script is executable
All it's doing is opening a terminal window at Balatro.app.
I know lovely on windows opens a terminal
"/Users/chimichanga94/Library/Application Support/Steam/steamapps/common/Balatro/run_lovely.sh" %command%
This is the command I gave it; modifying the path or any args outside the quotes causes Steam to throw back an "Unknown error".
Not sure if it also does on macOS
Can you open a terminal and just try running the first part of that?
As just a sanity check
Ah, I see what you're getting at here--
So in Terminal, what actually makes the program run is the sh command before the filepath.
Are you getting permission denied if you try running it just as is?
So in order to run the "run_lovely.sh" program (which allows Balatro to open and run with mods), I just type sh /Users/chimichanga94/Library/Application\ Support/Steam/steamapps/common/Balatro/run_lovely.sh
If I just run the program as-is, it gives a Permission Denied error, yes.
Ok try rubbing chmod +x "<path-to-run_lovely.sh>" then running the script
Okay, my Mac REALLY didn't like that.
With or without the launch args?
Because with the Launch Args, it crashes the Mac with a "LOVE quit unexpectedly" error message and some log data.
It's saying that liblovely.dylib is of an incompatible architecture (I have an "arm64" machine but it's saying it needs "x86_64").
I guess I'll just have to deal with running run_lovely.sh in terminal with that command each time I want to run Balatro with mods.
I mean, it's inconvenient, but at least it works.
my game keeps crashing on startup and all it says is Stack overflow
literally 0 mods in my folder rn
okok
how do i keep the lovely debugger on screen or do i just need the best reaction timing
what i got
best guess is i need to update morefluff
Anyone know how I can add a hand type to an existing joker? (By which I mean create a new hand type with its own planet card that requires a specific joker to be able to play it.
steamodded 1.0 will come with its own poker hand API
Actually I'd be adding two new hand types since the hand type would also work with flush. I'd assume it would be the same score as straight/straight flush respectively for ace, two, three, five, eight?
Сhat, is this a good idea, or is it better to debuff related to debt rather than hand and hand size?(For example, start with -10$)
I'd think a concert deck would increase the number of faces and or increase the value of faces.
fyi this is the error i got when trying to play more fluff the other day
i think the dev said they were gonna try to fix it
gotcha, was supposed to post it last week but was exhausted. wanted to go ahead and send it
do not give -1 hand
Why not?
black deck
gold stake
agony
your deck's bonus should be at least twice as good as +1 joker slot
hmm I had this idea for Black Deck where it’d start with an extra Joker slot but also a random Eternal Joker
hmm, maybe my ideas are too similar to the black deck, because if you get two negative jokers, there will be 1 more joker slot
then it's probably better to start with -10$
I had a mod idea, #🕹・game-discussion message, will be very “fun”.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Showdown blind that has all the effects of all the blinds you've previously beaten would be fire.
eye and mouth problem
water and needle problem
You can only play one hand anyway
No conflictions just super difficult
I was thinking just all of them, but the blind won’t spawn naturally, but would have a big payout
first naneinf. Spoiler for the new spectral from Reverie
I'm sure it had nothing to do with the like 6 copies of BBBalatro's actually square joker hiding under that TV thing
Hello, i try to change the spirite of spectral Card but when i launch my game nothing has changed… any advice
Not enough money
How did you try?
On Reddit it said i need to extract the exe file of the game then go to ressource ans do what i want but it reset itself
The easy way to avoid it resetting itself is to make it into a mod
Probably with Steamodded
do all mods disable achievements? ive had some mods installed for a 2 days and haven't got achievements since then, including me beating black stake. i would think that only gameplay altering mods would disable achievements
should I ask about a modding crash here or bug report
?
anyway, this is the error I get every time I launch the game with steammodded on I have no mods and I deleted and reinstalled it multiple times is still not working any help
that does not look like you have no mods
you have an incomplete install of Mika's Mod Collection
The crash log should show on balatro's window. If it's not there might be an issue with the crash handler. However, if you need to debug without it, what I did was screen recorded it, then played it back to find it, which isn't very fun.
thats not the folder mods go in
where is it?
that might be my problem lol
I have mods I and just don't know where they are
maybe
File path should look like this
C:\Users\Your_User_Name\AppData\Roaming\Balatro\Mods
AppData is a hidden folder so you need to enable viewing them at the 3 dots
hey yall, uh i downloaded the mod injector, but before I can drop in the balatro exe it instantly closes. Any help? am i missing something...
i see
Try lovely
chat we're so back
What’s the pattern?
It makes me think of the ||Red Miles||
Red, white and blue. Darn I love America Balatro
I wonder if Balatro logos evolved the stripes to hide from predators against the abstract swirly background
Thank you!
now, uh is there like a list of where I can find mods?
or is it just look through modding posts
does anyone know if this is still a thing?
Yeah it’s mostly #1209506514763522108 right now
I imagine so but I have no idea. Try finding someone who’s in it to ask
There's also https://github.com/jie65535/awesome-balatro
yeah, want an invite?
im done with work
Hi Lyman
hi lyman
im moving Balatrostuck to 1.0
and I made a CA logo for 1.0 when you guys move..
its tha quintessence
Idk who had the power to do so, but they're should really be some sort of pinned channel-wide announcement about the upcoming steamodded changes
its not like its backed by thunk tho
just follow the Steamodded thread
I mean the modding channel should have some sort of moderation of its own
To this
not.. really?
i mean
again I feel like it's more on you to keep up to date with the changes than on Thunk
Yeah, I mean it'd not for my sake so much as the devs of all the mods
it would be nice
to have like
1 mod dedicated to modding chat, if only so we can ping them to pin our title posts
(would a modding server be allowed?)
Some don't even know that big breaking changes are around the corner yet
well just modding in general not modding chat
i wouldn't do that
it's a schism and a bad one at that
yeah making a modding server might just make things more confusing
another?
fixed
i respect what balamod's trying to do but with lovely i dont think it really has anything new to offer
what
basically, having the ability to pull the latest mod updates from github
ok thats nice
i think thats been suggested before
I could have an update badge show up and click on it to update the mod or such
Mods if I made a bot that let people pin things in their own threads, would you be interested in adding it?
i do have to wonder, does github have like checks for stuff like
in the case of gitupdate, is there some prevention of uploading malicious code, like when we upload our repos does that get screened before its even sent to the servers or is it after the fact type thing
it wouldn't be hard even, it'd be a feature that the mod dev could add by adding their github repository link
i think thats coming in smods 1.0
I don't really think so
it'd just pull from github with curl iirc
But I think they can terminate your account
i know that sorta happened with curseforge iirc
(im not trying to fearmonger about an autoupdate feature btw)
It might also be nice to invest in a deticated mod platform for managing mods
(would be sick)
I think it'd be possible to set up a system, but it wouldn't be universal
you'd have to link your github repo in your mod header
the issue is making it widely used
i don't think a mod platform is needed
a mod registry would be useful though
again, it's just about providing a link to the repo, from there you can use CLI stuff to get to releases and autoupdate
I mean if you just stuck a way to auto update or auto install mods into steamodded for it and then it would get decent adoption
and if you had an online mod registry that people can add to, you could even set up a small mod browser in-game in distant future
Maybe before we talk about that, we should have people actually contributing to awesome-balatro :p
think tmodloader
They welcome PRs
not a fan of awesome-balatro as a solution
it's too static
awesome-balatro is very epic but at some point a formal categorizing website or at least some version of awesome-balatro thats like, tagged or some shit would be cool
i propose boorulatro
(i dont)
no no lyman i fw boorulatro
thats the fumes i huffed today from using a flamethrower at work today talkin
I like those short of link lists, but yeah it's not a complete solution by any means
its a nice wiki-esque landing page
I can’t tell if this is serious or not
also realistically, setting up a mod browser system wouldn't be that difficult - you'd just need a server that can host an array of json files with a static site loader for user's convenience
It's just a really nice way to format a resource for people who just wanna find all the mods in one place
just
could this theoretically be deployed on something like github-pages
from there you can set up a hook from SMODS into that array of JSONS, and use that with some git CLI magic
Wouldn’t it be balatrooru
I think thunderstore might have some support for balatro already.
i think so?
unfortunately while i love r2modman if the community does not decide to engage with maintaining a thunderstore page its kind of a drowning boat situation
the whole point here being to keep the mod browsing and debugging why mods dont work on playerside entirely ingame
we're already getting there with steamodded completely dropping classic injector and forcing you to use lovely
boorulatro
second step would be to allow mod creators to link their github repos for autoupdating purposes, that way we'd eliminate people asking about updates
third step would be to expand on that idea by creating a tmodloader style mod browser right in balatro
god autoupdates would be incredible
and not that hard even
it's literally just git CLI
its the biggest thing steamodded could add from a player standpoint imo
yep
ideally we want to remove at least 90% of player complaints with mods
by providing QoL features that resolve them
mod dependency and unloading is the first right step
tts to resolve issues caused by people not reading....
realistically the best way to remove a barrier of entry into modding for players is to make SMODS a one stop shop for everything modded
basically, as soon as I get SMODS, I can install mods from the SMODS ModBrowser
The thing with stuff like this is no matter how nicely it's implemented I'll inevitably end up having to "sideload" mods regularly for some reason or another
they update using the SMODS AutoUpdate feature
I think the best way would be a built-in mod loader
the SMODS DependencyDetector will tell me if I'm missing any mods
yeah, like what tmodloader does
Ah, I meant that more as in “in a perfect world…” but also because AFAIK thunk expressed modding support would be a feature they could add but probably not soon
And I know I'm "bit sometimes"ing in Technology Connections speech. These are good ideas, I'm just thinking outloud
see I think at this point modding support would have to entail "Thunk officially endorses Steamodded" because I doubt people would jump ship to a new solution that easily
Eh, I think thunk adding methods rather than hardcoding stuff would streamline modding a lot
I mean if thunk made a decent solution and got steam workshop support, I'm sure quite a few people would move over
Maybe modding support could be a 2h video where thunk explains the code lol
LMAO
Sure but my guess is a
built solution would probably be a bit more tied down. Just seems to be how official mod support generally is
Whatever we do we don't wanna fracture the community. The fact that veey nearly all mods are cross-compatiblle and loaded the same way should be very high priority to maintain
Basically if official mods happen and they suck we should ignore them
thats not a good thing
SMODS is giving us a GameObject framework rn
No but it is something I've noticed
I mean an official solution wouldn't mean the death of SMODS
Hopefully if it happened you'd be able to run both at once
I mean there wouldn't be any reason why not
We have a lot of control over the game
True. Isn't the while game just interpreted Lua basucally?
I know it's "compiled" but that doesn't seem to mean much
I need to update my mods, but I don’t know which mods are causing my crashes.
Does it have a crash message?
Yeah but it’s not very helpful, (it’s crashing on the transition to the next round, the crash message is just about that.)
Do you have the Steamodded logger for full logs?
I don’t believe so, bc I’m unsure it’d work with balamod
Ah it’s Balamod
Then I have no idea
I think the one modder I know using Balamod is on vacation so 😅
It’s also a game from pre-update so I don’t know if it’s the fault of an outdated mod or the fault of that.
(I don’t want to lose the current progress to test)
is there a mod that creates either a spectral card or a tarot card or smth that adds eternal to a joker of your choice?
there are jokers that do that but idk if anyones made the spectral version of it yet
eternal cavendish,,
I mean debug plus can toggle eternal, but it's not really good for if you want to use it in play
sure
Does anyone know which mod allows planet cards to be foil?
which mod has the joker that crashes the game?
any mod if youre unlucky enough
damn
MystJokers if you’re thinking of the one that loses the run after a timer
it pops up as a black card (joker) then my game just crashes with or without hovering over it
yw
what does it mean by secret hand
does it just mean any hand that isnt directly listed?
e.g. flush house?
The way it's programmed only includes the 3 base game secret hands
Since I'm not sure how to check if a hand is "secret" or not.
There’s probably something when it’s initialized in game.lua
I do some tomfoolery like that in Ankh to check which items are locked on a new profile
something like if hand != {high card, pair, two pair, three of a kind, ..., straight flush} then should be better
Then any modded hand would trigger it though
most ive seen are hidden
Could you please link the mod you got this from?
Looking to ref a card I’m making with this type of card
Or if it’s not a released mod could you point me in the direction of the Lua this came from
ortalab demo
shooooooot is that out yet?
iirc theres also a similar one in bunco
you could include the spectrum hands when bunco is the only suits mod installed
but also those are easier to access than the vanilla secret hands so idk
hmm
flush house is easier to reveal than bunco spectrum
i mean we're talking 1 wild card vs converting 3 very specific cards to another suit
All I can really do is assume that any hand that starts with visible = false is a secret hand.
that sounds like a good method
yes but it is much easier to get a conversion tarot that it is to get the wild tarot because 4>1
yeah but with the wild card it can be anything while with the conversion it has to be
- 2 of a rank that you only have 3 elegible of
- 1 of a different rank that you only have 3 eligible of
and you have to draw all those specific cards to play the flush house too
meanwhile for spectrum you only have to draw the wild card pretty much, the other 4 suits are trivial to get
when you consider how rng-based the hand you get for arcana packs is, i feel like spectrum is significantly easier
to be fair, death and other playing card copiers definitely make flush house slightly easier but i feel like spectrum is so free it doesnt even matter
i cant find steammoded. dose someone mind linking it?
https://github.com/Steamopollys/steamodded
Also See https://discord.com/channels/1116389027176787968/1217867725532041369
you know its kinda funny how a modloader update broke more mods than a game update
im so used to it being the exact opposite with mods
I mean it was mostly a balence update
yeah true
Also we basically are just patching the source code which is pretty easy to do
i guess it'd probably be different if there were actual additions
its just funny cause like
in minecraft literally a single 0.00.X version can break everything
i was expecting it to be over when the game updated ngl
ah the bad apple joker
I mean fabric is usually up and running super fast
that's fair
at least i can watch that one without my game crashing
speaking of bad apple joker i should check out how the smb1 one works
i feel like that could teach me a lot about how to mess with card drawing
and maybe save me from having to make a shader for extremely trivial shit like a color change
the what
where can i find that one
super balatrio bros in #1209506514763522108
@gilded vortex I was looking over your lucky clubber code a lot for ref on how calculations work and the one thing that’s stumping me is I have no idea what determines what is the “self.ability.context” or self.ability.extra” ect, im getting how most everything is formatted I just don’t see where self and ability and the other parameters and variables come from or get calculated if you have any information @me back
it just straight up loads a smb1 rom and draws it to a joker
actually im not sure if it emulates it or if it's a port that requires a rom for legal reasons
damn how tf did they even make this
- buy joker for $2
- buy super mario bros for $25
- pay $10 to fuse
do you have MoreSpeeds
bruh how do you find the file that you put the mods in 😭
i closed it on accident and now i cant download more mods
win+r
is there a way to mod the card files to put in custom PNGS, not adding new ones but editing existing ones
just specifically swapping out the card faces and card backs
i'm trying to ask aure to add a texturepack support thing so that this is no longer an issue
Im looking to put in my own tarot deck over the current one
right now there's a bit of stuff going into that
ah nice
https://github.com/CarrotonMan/balatrodarkmode/tree/main/BalatroDarkMode try using this for now
as a reference point
ideally it should be as easy as just making a texture pack, putting it in a texture pack folder, loading it in
is aure a dev of the game or just a mod maker
aure is the dev of steamodded
the modloader we're all using
not the original dev, but the active one
original dev of Steamodded is Steamo but I dont think people have heard from Steamo in a while
Wouldn't it technically be easier for the maker of the game to just make it so the cards read from a file full of named images?
atlases are a lot nicer to work with (imo)
well with that you have to make sure all your images are the same size,etc
?
they're atlas-based yes
they should probably be the same size anyway
i more-so meant allowing people to easily swap between texture packs
?
they don't have to be 71x95 btw
you can load the atlas with a custom width and height
yeap
idk what the term atlas means in this sense
so all the tags are in one file
the tarots are also all in one file (along with the planets and spectrals)
i prefer it when its just separate images you can replace by renaming the file then swapping them out
that's not how balatro works
Well yeah I figured that after you told me someone was working on making it easier to edit
if it was like that itd already be really easy to edit
individual files make these a lot harder to deal with
10 pixel perkeo
either way it shouldn't be that difficult to splice the images together
i can try and help if you want me to
id much rather individually rename cards than i would rather take the time to edit all those images in manually
(tomorrow)
personal preference for typing over editing ig
sure if you want too, i gotta dump the images off the PDF file though which is gonna take awhile
that's not what i meant either
manually swapping out images is painful
if you take ownership of a card you can replace its sprite as if it were a modded card
spritesheets are way more efficient
?
@cursive compass can i dm you about smods ui stuff
sure
i wanna brainstorm some stuff
i might have to go soon to take an exam tho
i am finally adventuring out from art
https://discord.com/channels/1116389027176787968/1237232375004663828
releasing my own mod
ah yes
most people just wing it then when editing, i assume
its a single pixel that is gone to make room for the joker
its not that bad
as long as you use the same size for each letter you'll come up with something workable, there's only so many pixel arrangements in the size its in
... I.. wow I never noticed that and the fact not every Joker has that bit cut off even bothers me more.
lyman did u hear the news™️
what news
yeah what news
niiiiice!!!!
i like that
do you like how i snuck in versioning
don't think i didnt notice XD
i made them inactive color so that they don't draw too much attention
but so that they have enough contrast to read
also About would stay mostly the same?
It'd show the "short" author text
Then you'd have the option to add a Credits page to the mod for larger projects
so for example Ortalab might change its authors to "The Ortalab Team" and then have all the contributors credited in the Credits page
oh thats a solid gokku
i think this is a good sprite style for consumables that activate boss blind effects.
fix the jaggies please 
Use line tool
does anyone know where i can find how to trigger effects and whatnot im trying to learn to mod i just have no idea what key words i in the code actually make effects happen and i cant find out ether
Hey guys, any popular or recommended mods you would like to share?
Vanilla+ Joker Packs (Relative small size packs of Jokers)
https://discord.com/channels/1116389027176787968/1220084296346501201
https://discord.com/channels/1116389027176787968/1214838383805997117
https://discord.com/channels/1116389027176787968/1224352378871087104
Vanillaish non-Joker Packs (Consumables, Tarots)
https://discord.com/channels/1116389027176787968/1226210957253017691
https://discord.com/channels/1116389027176787968/1217914433846775918
Large Joker Packs (Still keeps it relatively vanilla but definitely a big bump in Jokers)
https://discord.com/channels/1116389027176787968/1214097296317227028
https://discord.com/channels/1116389027176787968/1215775159638818826
Large Mods w/or outright New Content
https://discord.com/channels/1116389027176787968/1221916334372290620
https://discord.com/channels/1116389027176787968/1227317656131211284
https://discord.com/channels/1116389027176787968/1226234529413468190
GOAT Mod, keep installed at all times
https://discord.com/channels/1116389027176787968/1216064295633289286
that's what i would consider a solid base to start with
i'd also add sdm_0's stuff for vanilla+
house rules
true
Context comes when calculate_joker is called; I don’t think there is self.ability.context, as it’s the input of calculate_joker. Meanwhile, the extra array can exist for any Joker, and it’s used to store variables pertaining to that particular Joker. Most of the time, you want to define whatever extra.variables you need for your particular Joker to work
(Also where and how are people finding Lucky Clubber 🤔)
ok so
ive found something that i can ref
but i need to make a clean code sheet that i can run these commands on but idk where to get that and what other files and whatnot i would need to put it in the game to test do you know where or how i can do that?
you sent the code
Yeah but I never released it as a mod anywhere lol
For Steamodded 0.9.8 you only need a file with the correct header and an initialization function containing the Joker definitions, and an asset folder for art
Although I do recommend having individual files for Jokers, that can come later after you get a single Joker working
Steamodded reads the top of the file for comments and if it’s in a specific format it loads the file as a mod
I probably left it out when I pasted the file here
uhhhhhhh could you send an example?
I think this one should help https://discord.com/channels/1116389027176787968/1209506514763522108
But any Steamodded mod has them so you can checkout any of them
Also just Steamodded README or Wiki should have it
i think this just linked to the threads where you trying to send a specific one?
hmm I did
another thing
so
theres a bunch of key words im seeing but i have no idea where people are finding them to make jokers do diffrent things do you have any idea where to find those?
Another perfectly normal game of Balatro
What key words
Also, sorry for intterupting, I was scrolled up
just like to make jokers preform actions like checking if you are playing a specific hand or how to add money
its hard to desribe
See #💻・modding-dev
Looks normal to me 
Update, done for tonight
I realized that Logistics also triggers money if it;s given at the end of the hand and not the payout screen (which makes sense tbh and should be kept)
I see so many virtue jokers but can’t figure out which one through all the cards stacking on top of another xdd
danggg
FIVE????
Reverie be like
is that shrine or evil eye?
I think there’s one Afterburner/Shrine squished in.
and having a joker that lets me take 2 from each (I have a voucher that does the same but i didn't have it yet)
what do those ones do?
also quick question anyone else consistently getting the codex spectral?
I don't remember a lot of the names
oh yeah it totally is shrine
the codex spectral keeps appearing so much i am like nearly convinced it cannot be the same rarity as the soul and black hole
coro look at this
it's up to over x8 (probably a lot over by now) because I keep on getting black holes from bettma's vouchers
and I have dice
soul pos Aspects
i love the hope one like that
It's really cool but homestuck is a brick wall to me
that one looks best popping out of the card, like they all look great but that one looks like it was made for that
also that gets applied for every carfd too. Due to Snoresville's "Logistics"
I also have lucky cat, and with all my retriggers I think I got him up to x7 in one hand
Guys, is there any mod that make challenge deck setseed?
I already search it. When I see that I think that thread is for challenge that use seed or something not the one I mentioned. Sorry
its ok
which mod added planet editions that affects the hand it upgrades?
DX Tarots
1 foil black hole later:
i fixed that btw, it should be ready for whenever you want to play it
Which mod did Murphy play btw? When I watched his stream he kept playing guessing games 😅
he started playing bunco in the second half iirc
or whichever one has the loop hero joker
Oh neat
anyone figured out custom game speed yet?
theres one for 16x speed that I use
thank u, i'll check that soon
Ive been using it with no issue
same and I can't figure out why people are having issues with it
i think if you already had it set up its fine but somehow it breaks if added after the patch
idk i dont use it myself lul
do you guys think these should be buffed?
light/dark voucher what--
t1 t2?
yeah
i mean
i think it might be fine if you just let it full refill the booster slots
but still per-shop limit
(also voucher descriptions dont tend to reference the previous voucher by name; if it supplies a more powerful version of the same effect, the new effect is just written out instead)
thrice & dice
(nitpicky grammar moment) the word "random" can be omitted (see riffraff)
'Two random boosters' > 'Two Booster Packs' ?
there we go!
2 not Two
😂
what abt the balancing and syntax on these?
i like Mildew's concept but the formatting seems too... stuffy. there's not really a similar basegame effect to go off of tho
you do custom mtg stuff dont you
the square bracket effects are going to be in the seperate lil box next to the effect
no actually! ive never played mtg lol
you could have the tooltip even be conditional on Lucky Cat's existence
ooh true!
For the most part I disagree 🤔
mtg syntax would be like
Lucky cards you play have '+5 Mult, +$3 and lose other abilities'
yeah not for the lucky card one
its not exactly mtg syntax but it reads like someone who is familiar with mtg syntax wrote it
"lucky cards instead give +5 mult and give +$3"(?)
i also have no idea how you'd implement that it sounds scary lol
enhancements arent supported you blorb
Smh
also enhancement code isnt in a convenient single location
it needs to be enhanced
Adding new enhancements is really horrible
Smods 2.0 enhanceapi when
slobs enhanceapi when
numbuh made/is making/has made enhanceapi already
but it's uh
well idk i couldnt get it to work
but then again i am stupid
True
btw i ported the poker hand api
I wouldn't mind doing that
Lmao
official smods enhancement api....
i'll be able to use the sprites ive been sitting on from lyman for forever lmao
Yeah
(i didn't bother lovely-ifying it for the UI stuff because that's not so fun)
Nodes?
did you get your nodes printed?
Bogos binted?
patching a function that's like 70% different from what it was originally isn't super great
even though I did do that for view deck and it saves like 20 lines 💀
truly this is the ship of theseus of balatro
👽
Thats just average coding experience
Anyway chat my break is over, praying I don't drop a bundle of glass on myself and die
see ya lyman
Btw could you add support for custom consumable type badges?
Like, for the localization at least
don't I do that already?
Thank you
also there's a set_card_type_badge API hook to override the card type badge in case you need it to be different for specific cards
(alongside the set_badges that's been here that happens after the regular badges but before mod badges)
speaking of mod badges, why not have multiple
multiple take_ownership's?
no, dependencies
oh :(
Could you send me the code for this test? I wanna try it out for Codex
(i ask because emojiokers taking ownership of like 30 jokers is bound to cause problems)
hm i can try to look into making that less conflictable
like when something is being taken ownership of a second time, it would add that mod's ID to depencendies to display both badges and just apply the table to the object that's already there
like it makes sense if they're changing the same thing about the gameobject that's being taken ownership of, but if someone wants to change Baron's logic and that fails because i'm just adding a silly yes_pool_flag...
actually i wouldn't even have to change the register logic, since it does nothing when already registered anyway
guess what
pog
(this is actually taken ownership of thrice, since the loader also changes its use effect)
thats another reason yeah, without multiple ownerships being allowed, ppl wouldnt be able to change strength, sigil, or ouija
that would have been fine before, since taking ownership at the time the loader does, there isn't any mod being set
oh i see
... not that it matters now, but could one have just wiped the mod field to solve it too lol
uh
if you know the object already exists, why not just change it
the whole point of the setup is that it works regardless of whether it's already been taken ownership of without a bunch of checks
fun fact, i forgot to call register on both my take_ownership calls and it still worked because it does nothing after the first time

