#⚙・modding-general
1 messages · Page 99 of 1
i'm thinking of having ⛏️ be "destroy played stone cards, 1 in 4 chance to create a <stone> Joker"
these
maybe Rock would be a better name then
lbal miner if it was cool
to avoid people thinking it just makes Stone Joker
TRUE
LITERALLY THE IDEA
luck be a landlord player spotted
i tried to mod that game and got frustrated with working with my hands and feet shackled while being tied to a tree upside down in the rain
cringe
ok so can someone explain the joke with Bull to me like im an idiot
it shouldn't be hard because i am an idiot
is there a joke
is the joke just "here's a fucking bull on a card"
oh i found it https://www.investopedia.com/terms/b/bullmarket.asp
i think
oh stock shit
animal jokers
yeah i was considering
this will all not matter eventually because hopefully someone will make an API for joker "flags"
minecraft forge ore dictionary my beloved
chat is Lucky Cat an animal
i think so
maybe
is egg an animal
the art reminds me of Maneki-Neko tho
Isn't every Jimbo an animal?
this is why i asked
what other animals are there
im pretty sure its supposed to be the sculpture/statue/whatever they technically are of the cat with paw up thing
literally just bull
that's why i'd count lucky cat
but emojiokers has access to... A Lot
true
(havent done any yet but its mainly that i am idealess and dummy)
i probably could just make a modding post for emojiokers at this point
Does anyone know how to install steamodded on mac?
do a 🐴 joker
I I don't know how to install it by tutorial
i hate to break it to you but there is one dummy here and it is me
don't use the injector, lovely should be compiled for an intel mac sometime soon
here is my command:
git clone https://github.com/Steamopollys/Steamodded.git && cd Steamodded && python3 steamodded_injector.py ~/Library/Application\ Support/Steam/steamapps/common/Balatro/Balatro.app/Contents/Resources/Balatro.love
so which command I should type in the terminal?
wait until a build of lovely is made for x64 macs
Can you explain the problem of injector and lovely for current situation on mac?
the injector is deprecated and barely working, lovely is the preferred method of installation
however the only build of lovely is for apple silicon macs, not for intel
bald ahh run
@pseudo hare could you give me the rundown on what was necessary to get the script running?
(when you get a chance, no rush)
do mods affect steam achievements or does valve anticheat have any conflict with them
Achievements are disabled when you play modded unless you use a mod that enables them back
valve anticheat is nonexistent here
valve anticheat
valve anticheat
valve anticheat
valve anticheat
imposter
i have pack between colour packs and film packs but i don't know what they might be (too much mods problem)
?
might be codex arcanum's stuff
nope
Codex!!!
tag packs
from stamp deck and tag or die cines
oh and the pack pack from the crazy lucky cine
ok is there a mod that just-
makes clubs actually green when you're in high contrast
yeah theres 1 that is featured a few places
from enhanced enhancements originally but you can find it standalone as "recast contrast"
also in bunco
yeah i found those threads
very nice, i will now have to figure out how to install those 😓
of course codex ! your mod is awesome !
oh okay thx
so with the proper mod you can play with mods and still get them?
i just wanna install some QOL mods nothing too game breaking
they made a northenlion joker?
is there an easy way to turn a mod off without removing it from the mods folders
no. why can't you just do that?
i mean yea
i'd recommend making a shortcut for the mods folder if thats where the trouble comes from, and just moving them instead of deleting them if thats where the trouble comes from
it'd be a cool feature for 1.0 to be able to disable mods in game but for now i don't see it as much of an issue
it's planned, but it will still require restarting the game for some mods
It shouldn’t be too hard to just make a config file that tracks that
I already have that for components of my 1.0.0 mod
yeah I need to look into config files anyway
sorry for the tag I've been kind of busy with school , don't know if you remember me , but I've been working on a new card and wanted to ask your opinion
can't bloat G.SETTINGS for everything
lovely changes will require a game reload unfortunately, that's the biggest blocker
well, biggest blocker if you want it to be perfect
which I don't think you should try to achieve
yeah i don't think that's the goal
i think we can still make the game restart itself with os.execute and whatnot
could even be a native lovely subroutine
even better
hmm, is there a clean way to shut love2d down?
I'd rather not pkill it
probably love.event.quit()?
I'm assuming that exists
i would assume there's something of the sorts
well at least there's a quit button to recycle logic of
redacted
wow that mult has so many digits it can't fit them all
you need executive clearance to access that information
put a card in it
when the handsize is missing a finger
when you drop a card
Sleeve trick
I've seen a lot of them and all of them do it in the way I'm doing it right now
Because that's the one that's infinitely easier to do
jesus on the cross:
By manually calling card_eval_status_text?
Made my first mod! It's not much, it just replaces all of the tarot card designs with the official Binding of Isaac tarot deck. My sibling and I are working on making all of the base cards Isaac themed, including each one of the 150 jokers, the planet deck, and the spectral deck.
The official tarot deck will be the only one using official art, and even then it'll likely be replaced later by our own art.
@crystal arrow :)
Loving it!
I'm trying to install lovely-injector on Windows
Does anyone know where the versio.dll is?
I can't find it in the .zip file of the latest release
... zip file?
oh oh I see'
is it not just in the release page
Friend is testing the mod I made and she got a royal flush in the tarot menu.
Fantastic.
great looking stuff! I've been looking at assets to port over to balatro, and not a lot of good tarot cards to use from any media out there, lol. seems like only these and the tarot cards from the persona series scales well enough to actually use.
i was gonna do isaac tarot as an additional 22 cards lol (but i was probably gonna adapt them to the balatro tarot palette/style personally
This is very much just a proof of concept, we're working on adapting the entire base game's art to both Isaac, and my sibling's art style, just because it would look so fucking sick.
Either that, or the Four Souls official art.
floor soles~
once i have any level of comfort with the new api stuff i'll probably be tackling Balatro of Isaac again, got like four degrees of sidetracked lmao
Fair, I'm having fun with my tiny dip into the modding scene.
My sibling does the art, I do the rudimentary coding.
👀
That looks super cool!
We're doing a simple reskin.
Reskinning all 150 jokers, all consumable cards, and all deck backs.
so.. a texture pack?
150 pieces of art is a decent bit of art
It is! We're going to start small, and this is going to be a project for a few months.
We're not rushing since it's only for me and them to play with.
Focusing on consumables first, then we'll make the jokers.
btw what do you think of these first 6
they have their name written in alternian alphabet
ie the zodiac name
Gemini, Cancer, Leo, Virgo, Libra, Scorpio
If I told you I can read alternian, how much of a nerd would that clock me as
I used to be able to write fluently
i used to be able to write english fluently
if you're a english major you are qualified to say english is a nonsense language then so can't be sad about it
also i think alternian in like.. the daedric cipher? is backwards, but can be read forwards regularly
Yep, it can.
Old alternian is.
New alternian is still a roman alternate, but it's unique symbols.
whys it skip no. 3
cuz they havent done it yet lul
right
im leaving summoner for last because
summoner suuuuucks
he's such a nothing character
all of them are nothing characters they werent even in the first 1500 pages /s
Hey guys is there anything special about space joker that I'm missing
Because I'm literally copying the code from that into the joker I'm trying to make that same exact effect
its in context.before
Yes
aside from that not really?
It's what burnt joker uses
it would be really funny if that was the problem this whole time
Okay I don't think it is
is that the mario logo font
it's more cursed when you try making your own font
new cursor
Yo can I get some help
This is part of the calculate function
But for some reason it does this
try using if context.joker_main instead of your current if condition
Just delete the whole thing?
there's a thing in steamodded for this
SMODS.end_calculate_context(context)
what's the difference?
lmao
That worked lmao
Thank you
np
context.joker_main my beloved
balatrovacation gaming
true!
do you have it on a nintendo switch or a steam deck so you can be truly balatrovaction gaming?
What do you guys think
classic double ice cream setup
At round 1
Also solar flare activated on hands every single time that's not a bug I just got rlly lucky
they all seem good, art, balance and effect wise
Art and concept was by gappie :)
yaya i know
Goodgood
well didn't know the concept was
i should ask gappie about sketching a silly lil thing for me sometime
about what
Garfield, you fat cat, you've done it again. you're such an overweight feline.
Music is Begnagrad - Coc'n Rolla
time for a nap.
i'm a cat who loves
to snooze
i hate alram clocks
ik youre not actually asking but sushi, steamed fish, chili, coreander, garlic, pickled jalapeno, onigiri, capsicum, carrot, celery, watermelon and rambutan
real
seems solid
never heard the name capsicum for those peppers but it does make sense
doing art for my mods 😭
im so bad abt asking people for help thats part of why im doing emojiokers hhhhh
what did you do?
Almost?
algerian?
i mean it almost looks usable
Used Rosewood STD as a font
custom font mod
oh XD
It is usable
feder should i use rosewood std or the mario font (super mario 256)?
i was using maven pro just cause i like the font even though any non balatro font is a little cursed, then someone commented on it in a screenshot so i wanted to find a way worse font to use and include in unrelated screenshots
If you want the worst font, you might as well use something that doesn't even have letters
the small stuff is pretty much unreadable, i mean i could play without it but not gonna
You don't need to read $$$$$$+
yeah that was suggested but i plan on playing with the font on the whole time so while it can be terrible i'd rather it not be unplayable
a font without letters but still including numbers could maybe work though
i dont have a switch or steamdeck 😔
balavacation without the bala... 😔
mod idea: switch 7 and 8 in the font and the card textures
shitposting
shitposting implies people won't do this seriously and this modding community is cracked enough to have people play it like that as a preference
shitposting as in i dropped the baltro image in the game and its not an actual mod
i'm using the font to play tho
Okay question, with the new release, how do I change the balatro mods folder?
i want to have two mods folders, one ofr 1.0 and one for the previous versions
uh I'm not sure actually
it uses the lovely mods dir, but idk what it does if there are multiple or how you could set it up to use one or the other
I mean, I could just have two folders and change their names accordingly
But that’s not elegant
there might be a command line option?
This feels perfect(?) for that mod with the joker that basically plays super mario bros. 🤔
lovely has a --mod-dir argument
oh really that's interesting
yup, I use it pretty often
also, is file splitting still a thing in 1.0?
joke of greed
Intriguing
nothing's stopping you, im still using the same methodology in emojiokers as thac
cool
i thought there was an issue with that in a previous alpha
you're referring to using NFS to load other lua files right
If that is the case, yea you still can
the main things are "no more INIT calls" and "every constructor uses a table now"
Ortalab uses it pretty heavily so I can separate like with like much easier.
i really oughta split up emojiokers more lol
rn all the jokers are in one file and even with 18 its a lot haha
(helper functions and overrides and actual registration are separate but the joker data is all in a clump)
probably could split em based on the emoji categories actually... People/Nature/Food/etc.
This organization is so good, thank god I figured it out else it would've been a pain making every joker/voucher/etc. in individual files.
printing SMODS.Mods for every injection, that's what we like to see
I forgot to remove that when debugging xdd
i still dont want to have every joker in its own file but that could help separate things...
wait is load order consistent tho

I add an order variable in each init_obj function to takle this
Else it'll load from (I think) alphabetical order.
To explain, this goes through every object in the "Objects" folders, checks for the .lua file and calls it's init function, which then goes through every .lua file in the folder inside the object folder and registers it.
alternatively i could just do what i do currently but More
what the fuck is an object file
Folder, sorry
I mean I could probably work some sort of multifile support into steamodded
It goes through this stuff
but idk how to make that useful generically
So far using NFS has been fine other than being a little awkward when I want to load a file but not have it as an object.
Hello, I have a Problem to install the steammode. In the notepad there is always the text "This program cannot run in DOS mode"
How can I solve it?
hhhhh did you open balatro.exe in notepad...
Itay really speedrunning this
modders are changing everything in the game now. what action could be so fundamental it goes with play hand and discard, yet so new it has to be placed awkwardly next to the play hand button creating asymmetry?
whatever the opposite of praying is
oh it's for the farming sim mod
yes
LETS GOOOOOO
i expect romance options in the farming sim mod tha kns you
balatro dating sim
im gonna make a casino business sim in a cardarea
make luigi poker in a cardarea
uhm
working as intended
uh oh
lmao
flush of spades...
I don’t even know what happened lol
congrats on breaking the game
oh my god it actually tied
https://gyazo.com/86aba7a17b29191a496dd958c2db35c7.mp4
no cards for you
who up eating thee cards
New boss blind:
the epilepsy
fishing minigame when?
all good video games have a fishing minigame
This is my window...
.... huh????
I have no idea what I do wrong
what uh... type of computer do you have
is there a mod that doesn't hide any of the hand types on the list of them?
Idk why but i'd like to see them all at all times
https://gyazo.com/b0ea42a0c7b5fc4a20c2271830f5357f.mp4
I made something
The stuff you make so fast is so impressive, legit looks like a normal saturday to you 😄
it`s automatic. How or where else can I open it? have a Windows Laptop
please feel free to launch this at me from a cannon when it is ready
let me write an API for adding more crops
(and also figure out how the hell will crops work)
balatro mod collab when
but i wanted to express it in a weird way
Ye
time to think of some crops then
what are the properties of a Crop
crops have a certain amount of rounds they need to grow
when they are fully grown, they give a passive buff to a group of cards
i was thinking it could be fun to give them unique textures for some of their stages, like minecraft crops
so you have a crop that buffs heart cards, but takes 4 rounds to fully grow
are they Cards or more like oddities
(visually)
trying to make my brain do a imagine
then, when its grown, they give +10 chip bonus to heart cards or something
cards
i see
oooo
okay these are my current ideas for "card groups". I need crops for each:
Hearts
Clubs
Diamonds
Spades
Aces
Face Cards
Numbered Cards
Odd Cards
Even Cards
Stone Cards
clubs could be clovers, tho idk if anyone actually grows clovers lul
hearts as sunflowers? since they're aligned with Sun tarot?
Stone card could be any drupe?
face cards could be pumpkins (alluding to the practice of carving faces in them)
ooh yeah pumpkins is fun
Numbered Cards as grape or corn?
oh htat's good
Thank you very much, it works with this method!
even could be Cherry but idk if tree fruits are what you want
stone cards
What about jackfruits for Jacks
Face cards crop could be Monkey Orchids
they aren't a farmed plant, but they look like faces
There’s also guaraná for anything with eyes
oh shit yeah those do look like eyes
I will probably want to go for crops that are more general
🍑 for ace i will not explain the joke
Can you grow crop tops?
?
It’s a joke… because they aren’t plants
yeah right i was confused Xd
🍐 buffing pairs somehow sounds cool
what about Mandrakes them?
They're a farmed herb, and some fantasy stuff makes them into living creatures with faces
Jackfruits for Jacks 👀
currently we have:
Face - Pumpkin
Numbered - Grape
Even - Cherry
Odd - ?
Ace - ?
Heart - ?
Club - ?
Spade - ?
Diamond - ?
oh cool tree fruits arent off the table
Cloves of garlic for Clubs?
i know sunflowers are grown as a crop to some extent
Sunflower oil
since sunflower seeds are a food item you can purchase
That’s all I know
beetroots for spades maybe
The stylized Hearts icon comes from a plant seed IIRC
a bit of a stretch, Apples for Aces (Scholar + apples often having "academic setting" connotations)
Tenuous but I like it
Just make heart the life fruit from Terraria easy 😎
Hi all. I have noticed that Balatro already have a good modding community and I ve noticed that there are way more mods than those shown in thunderstore and nexus. Which mods would you recommend, are big/popular? So far I ve seen Codex Arcanum and Bunco which looked cool.
Maybe spade could be a plant with spikes or that itches
You got this neat thing https://github.com/jie65535/awesome-balatro
Cactus?
Rose?
Cactus sounds cooler
yoink every plant from the gi alchemy event
Gi?
don't worry about it
Alright, I'm gonna try previewing Steamodded 1.0.0 today, to get a better idea of how to make a mod in that version.
If anyone familiar with the development of Steamodded 1.0.0 is in the chat, is now a good time to see if the build is stable enough, or should I wait until an official, stable release?
well that would mostly be me, I've been doing the heavy lifting
Ah, that makes sense why you approached me in #💻・modding-dev about that, then.
I'd say all the main APIs (mostly the ones that have been there in 0.9.8) should be stable enough, some others are still work in-progess or not ported yet
Okay.
Would it be best for me to restore the Balatro.app to a clean version before injecting the latest .git files?
Or, if I already have Steamodded 0.9.8 installed, can I build off of that?
all feedback is incredibly useful, currently I'm working on improving the mod UI and adding mod settings alongside finishing off some APIs
you shouldn't need to do that once you have a working installation of lovely
just replacing the steamodded files should set you up, and keep in mind that mods from 0.9.8 will not work with this
Oh! Okay, good to know!!!
also if you happen to be able to spare the time for it, I'd appreciate if you could send me a description of your installation process, so I can update the instructions on github accordingly
Just downloaded the latest build of the 1.0.0 preview version, renamed the old "Steamodded" folder in Balatro\Mods to "Steamodded_OLD_0_9_8" and turned the Steamodded containing the 1.0.0 build into the new "Steamodded" folder.
Going to run the lovely shell file in terminal to see if it works on my Mac.
the folder being named "Steamodded" is irrelevant, you may have to move the old version out of your mods folder
it's no good if they both try to load
Will do.
Moved out the 0.9.8 version temporarily.
The game crashed with an error located on line 2304 of main.lua. The attempt to concatenate the 'dir' field gave a tag error that was a nil value.
usually I've seen this error as a result of the Steamodded folder being nested too deep
I assume that's not the case?
if so, it might be a forward/backward slash type issue
It might be because of the forward/backward slash issue.
Lemme move the lovely and Steamodded folders OUT of the glitchy "Balatro\Mods" folder and into Balatro/Mods instead.
It works now.
We're good!
Build 1.0.0 is stable on Silicon Mac.
amazing
Mind you, I have no other mods loaded...
yeah, most mods aren't updated to 1.0.0 and it will shit its pants if you try to load them. I have some changes pending on my system that will resolve that more gracefully
#1219749193204371456 has a version that works with 1.0, so you could try loading that
Huh...
by that I mean it will check the file contents for SMODS.INIT and simply ignore such files as outdated
Alright.
Is there a guide yet on the syntax for Steamodded 1.0.0?
Because I'd like to test out 1.0.0 by making a really simple mod that just adds in a single, new(-ish) Joker.
I need to get on writing docs bad lmao
basically all classes take a single table as a parameter that contains all the info that a joker in G.P_CENTERS would
you can have a look at cryptid for examples, or I can give a more detailed rundown
Well, would it be too much work for me to ask you to be the one to script up the code for one Joker?
I could work off of that like it's a template to make more Jokers of different varieties that have slightly different effects to their vanilla counterparts.
sure, I gotcha
I already have the visual assets in their appropriate files.
( See my "StarSuit mod" assets zip for more details )
The particular one I'd like to be made is the one that is just a mirrored texture of the "Raised Fist" Joker.
I named it in the readme txt file as the "Double Deuce" joker.
It would basically have the exact same effect as the Raised Fist, except it adds 2x the Mult of the highest-ranking card in the hand instead of the lowest-ranking one.
The requirement to find it in a run would be the same as ||"Cavendish"'s , but instead of Gros Michel being destroyed prior, the "Raised Fist" would need to have either existed or currently exists in the list of equipped Jokers||.
I think the 1.0 syntax isn’t that different, and I can at least help with 0.9.8 syntax
The Steamodded wiki helps
Wait. There's a Wiki.
Why didn't I think to look for a Wiki page.
I didn’t either
I have a LUA script as a base using the 0.9.8 syntax; all it does is initialize the joker with some really bare-bones information about it in particular. Feel free to modify/add and switch around things as needed.
Do you mind if I send you the LUA file in DMs?
go ahead
ah you already did, aight
Sorry-- got a little antsy there. XD
Beside the removal of INIT what changed for Steamodded 1.0 writing-wise beside the deletion of SMODS' init? (think I asked this before don't remember)
constructors take a single table instead of a gigantic list of values
So instead of
local j_example = SMODS.Joker:new(name, slug, extra = {}, loc_def = {name, desc}-
``` ect it's just all one line?
wait so does Steammodded inject the mods into the exe from the mod folder when you first drag balatro onto the injector?
modding rule 4, sorry
my bad I was asking in general anyway
looks like this generally (ignore the card type badge thingy)
Do zip folders not work in lovely or am I doing something wrong?
So I have added some mods and I noticed the background stopped moving, not sure what caused that
do you have reduced motion on?
:3
oh yeah it was on thanks you
When are we making a mod that adds jokers based on mod makers
Okay I need a quick question
how do I get a deck to start with a specific joker?
they only have vouchers or tarots
I'll try something
Like a collection of legendaries but as mod creators pfp?
Yes
That'd be cool
Lyman already has his jimbo
Yeah
If we want to participate, can we come up with our own effect or just need the art?
Yo how do the jokers such as droll and crafty work because I can't find their calculate function
They directly have the value and poker hand in their config
So they just don't need it?
They just check for an existing t_ value and type hand
Okay I have a question and I really need to get this working
How do i make it so that the config adds jokers
may i participate in this project? ik my mod is still far from done but it would be cool
Ask Itay, I dont know how he'll organize it
may i participate in this project? ik my mod is far from done but it would be so cool
it was just a concept, it's not concrete yet
if it ever will be concrete , may i participate?
This would be so peak
i dont see why not
any opinions on this joker design ? still trying to improve my pixel art but I'm very proud of the shading
we need legendary mod makers first tho
Otherwise it sounds like self-aggrandization
true
maybe just not legendary jokers
a new rank
or you could get a rarity based on the quality of your work
We could just make a "Modder" rarity.
yeah true
Quality is not objective so this wouldn't rlly work
discord compression destroyed this i guess
Alright everyone, how can we make insane deck even harder?
no booster packs
Impossible Deck:
- Jokers will spawn as Eternal, Rental, and/or Perishable instead of just Eternal.
- Start with $-10
- Discards cost $1
- 1/4 cards are face down
- Played cards are still debuffed after scoring
- Small and Big Blind give no reward money
You're just Poor
Ante 1 small blind starts at naninf
lol not that impossible
naninf - 1?
implement negative interest
Keeping the 1/4 flip
for every -$5 you lose $1
make hermit throw you further into debt if you're under $0
did you use the steamodded injector or lovely?
i think lovely
move the version.dll to an empty folder by itself, if you put it in a folder with other stuff theres like a 99% chance it will be annoying later
Yo is there something wrong with this register because the joker is not showing up
Do what I did here and delete the skip button from all booster packs
is it j_caveman or something
looks perfectly normal, is the mod being loaded at all?
Yes
Yes it's j_caveman
are you sure the joker isn't being added?
Wait, why are you calling :register() twice?
I mean that's how all the others do it and it works fine
one is for the sprite
i mean do you need it to be j_caveman:register()
i'm just guessing so probably not
ohh sorry it was registering sprites
nope, variable naming is arbitrary
Here's the rest btw
is this inside an init function?
Indeed it is
huh
double check the joker really isn't there then
because I don't see any issue at all
I see it now
It was inside a different function
That function being the calculate function for a different joker
oh
lmao
lol that's cool
Where is the psychic in the files
Is it under a different name
I'm trying to make a joker that does the same thing that the mouth does
can one of the math nerds (cool people) help me with smthn
how many vouchers would it take to lower the nameinf score below nameinf
if every voucher bought reduced the blind size by 4% (multiplicitive)
once it's out of bounds, it stays out of bounds
NaN*0.0000000000001 is still NaN
so it depends on order of operations
and such vouchers would likely operate on the score the game gives it to work with
also is there a cheat way to calculate how much xmult i'm getting with 22 rainbow jokers and 35 color cards (rainbow joker gives 2x mult per color card)
preferably in a manner that i can switch out those numbers when i get more color cards and rainbow jokers
would that be 22 x 2 to the power of 35?
does that work
they stack multiplicatively on each other
so it's 2^(22*35)
so uh
6.2E231
very cool!
hold on i got a really good recording to share
someone needs to make a mod where the tags squash up like jokers
so they fit on the screen
for situations like this
wait wrong one
https://streamable.com/zxdvdy my apologies for the audio
i didn't have my headphones in at the time
anyway what happens when you create a planet while having all planets
whats the planet fallback card
Pluto
cool
I keep on trying to download steammodded, but windows tells me that it can't download
thanks
why does everyone call it steammodded
I'm gonna start calling it auremodded
idk, it was just names "Steamodded" from the start.
its a portmanteu of steamo, the creator, and modded, what the tool does
yeah but there's only one m in steamodded
Steamomodded
trying to download lovely. where's version.dll?
in releases
so guys, i just installed steamodded but now my balatro crashes. What should I do to make it work? I'm bad at all the IT shit...
I am completely stuck. I've downloaded a steamodded file but Idk what to use or how to work any of it. H e l p -
so if it is the .exe, i just opened it and that was pretty much it but you see how much it works for me...
Yeahhh. It's just not working. Ive tried thunderstore too but
same, same
do you have both lovely and classic steamodded
because you cant use both
thanks, that's a good idea
steamodded 1.0 will remove classic injector support altogether
in favor of lovely
at this stage steamodded is 50% loader 50% large corelib
it has a lot of really good APIs for mod developers to leverage
I think I might just deal with base Balatro. I find all this confusing to follow -
i also don't understand all the big it words but ill just try the lovely one and delete the old one ig
Yeahh I'm just gonna.. N o t
theres a guide
i'll post it
Thank youu
i mean steamo did start the project so i'd call it stauremodded
staure
*stauremo
i mean I don't intend to take credit for the project, but I will for the rewrite
Steamodded Reaureitten
steamodded: aurewrite
good one
what happened to balatrocat gaming? why loading?
2 major patches until smods 1.0
i mean i did just finish porting the tag api
btw aure did you remove hearts? yet
perfect
sounds like a ship name
thats the part that you're supposed to think but not say
so ig i still need to get stickers and payout args fully ported and make up my mind on what to do with sound.lua
and then some loader stuff
To be fair I find accessing the nodes after they've been constructed easier
Because it uses less nesting
no
in slightly more seriousness, I do kinda want to provide a clean interface for mod settings
hi, ive managed to install steamodded (on my mac), but now get this error when booting balatro up does someone know how to fix it?
I assume you didn't intend to install the alpha?
you followed the instructions on github, right?
not really, i already tried every version of steamodded and reinstalled balatro a few times but it seems i get another error, either it being one related to 7-zip, or a bad directory, i finally did manage to get the git repository running but it just crashes
yea, i got all dependencies, and followed every single one
yeah uh we need to update these instructions quite a bit
you'll likely want version 0.9.8 at this rate if you're interested in playing any existing mods
one sec
i did in install 0.9.8 and the "full verision" of seven zip, at first i got a error of "no such directory named 7zz", i realized i was using the wrong ver of 7zip, so i installed the right one, but got this other error, which i couldn't find a proper fix to
what is it?
Oh wait, you say you've already got the 7zz directory, though?
The one being referred to is available in brew.
I believe the code for it is brew install sevenzip, if you already have some form of brew directory on your Mac.
i think this one's a case of trying to run the injector with 1.0.0 code
yea i did that, even updated homebrew from source, i tried p7zip, which redirected me to "7zz is not a directory" and sevenzip caused another error, "returned non-zero exit status 2"
Hmm...
i did update and check balatro and lovely but i can't seem to get it working past the terminal and if i do i get this
Lemme look over the-- OH WAIT. The directory.
It might have something to do with the directory in Library/Application Support/Balatro having changed.
Between Version 0.9.8 and 1.0.0 of Steamodded, a glitch in the file directory creation path was fixed.
wait uh... are you using lovely or the injector?
It's supposed to create some directories inside of Library/Application Support/Balatro/Mods (as it is in 1.0.0) , but due to a slight coding error, it creates a separate folder in Application Support called "Balatro\Mods" (as it is in 0.9.8).
i tried both, didn't manage to get lovely working, but the injector yes, sadly it got me that first error
the injector will not work with version 1.0.0
Lovely will work with 1.0.0.
It's actually pretty helpful at getting Steamodded working, too.
lovely injector? i don't really know how to set it up on mac
So what you'd need to do is go back into your Library, then go to
Application Support/Steam/steamapps/common/Balatro
And then drag and drop two files so they're next to Balatro.app:
liblovely.dylib
and
run_lovely.sh.
i did check support, everything seems to be fine, but strangely when i did get manage to get steamodded working in the terminal, it did not create a "mods folder"
It might not be inside of Application Support/Balatro.
Check the Application Support directory again, and see if there's something nearby called "Balatro\Mods".
It's literally all one string of text there.
Not inside of another folder.
as for the versions, if you do want to install 0.9.8, you should run git checkout -b origin/dev in the directory you pulled upstream steamodded into
these support directory?
im gonna try that
liblovely.dylib is the Mac equivalent to the version.dll file on the same page that you can download a build of the lovely injector. (Found here: #1217867725532041369 message )
Similarly, there should also be a run_lovely.sh file available there.
y'all figure this out, I'm gonna go sleep now
Okay, it seems as though you're running 1.0.0 Steamodded if it didn't make the glitchy "Balatro\Mods" folder path.
Alright.
that was apparent by the crash screen already^
gn
that will get running lovely, or is it any more steps to actually get the mod menu in-game?
I believe it will get Lovely running, and by extention, should help either resolve the crashing through Steamodded or at the very least help isolate where the crash is coming from.
thank you.
So while you're in the "Application Support" directory, you will want to scroll down from the "Balatro" folder and instead focus your efforts on getting both the "dylib and sh" files into the Steam/steamapps/common/Balatro folder.
Oh! The "run_lovely.sh" file is located in the "source code ZIP" on the Lovely Injector GitHub page.
like this?
Yes!
So what you will need to do next is "run" the "run_lovely.sh" shell script INSIDE of Terminal.
This can be most easily done by simply opening up a new Terminal window,
typing
sh (with a space)
and then dragging-and-dropping the "run_lovely.sh" file into the Terminal window.
alright let me try
thank you! the game DID boot up this time, and i got no crash errors, i assume lovely is now installed, i only need to reinstall steamodder again right?
Yes.
Steamodder needs to be located in the same folder as where "lovely" is located (inside of Application Support/Balatro/Mods).
This should allow both Steamodder and lovely to work together.
you will know if you installed it correctly if the game doesnt crash and there is a purple mods button in the bottomright of the title screen
If all goes well, there should be a blue-purple "Mods" button next to "Collection".
Each time you will need to run Balatro from the shell script file.
the zip file right? because ive heard the ps_injector and .exe injector do not work as a viable installation for macbooks
Yes, be sure to decompress it into a folder and call that folder "Steamodded".
That's how I got mine to work.
So it should look something like this:
Application Support -> Balatro -> Mods -> BOTH "Steamodded" and "lovely" (two different folders in the Mods directory).
After that, you will need to do the sh [run_lovely.sh] thing again in Terminal.
Unfortunately, I do not yet know of a way to configure Steam to execute Balatro.app by first running the "run_lovely.sh" file instead.
are you referring to balatro.love or do i put lovely run_ inside and lovely.dylib inside a new folder called lovely?
Nonono.
Keep run_lovely and liblovely.dylib where they are.
What you need to do is download the version of Steamodded you would like to use,
Decompress it from a .zip file into a folder,
And then drag that "Steamodded" folder into Application Support/Balatro/Mods.
i do not have a mods folder because of my deinstallation of build steamodded, so do i create one manually?
nope,
I see...
Yeah, create a folder called "Mods" there.
Ah, did it create that glitched folder in Application Support?
The one called "Balatro\Mods"?
i think so
Okay, good!
So what you need to do is copy the "lovely" folder FROM "Balatro\Mods" and place it into where it SHOULD go...
...which is the Balatro -> Mods folder that I wanted you to create.
After that, place the "Steamodded" folder NEXT to the "lovely" folder inside of "Mods".
This should allow it to run from "run_lovely.sh" with Steamodded installed!
problem is, it did create the wrong path you talked to me about, but the folder itself is empty, no lovely folder
is it supposed to be that way or is it there like another lovely thing?
If I remember correctly, it creates that directory, but cannot implement anything in it because the directory it is supposed to send documents to didn't exist.
So once you create the Mods folder INSIDE of Application Support/Balatro and run lovely AGAIN, it should populate it with files and the like.
i did find a file called lovely, it contains this, but i finded it by searching directly, is it this one?
i do not know as it strangely doesn't show me a direction, but there is 3 other ones, lovely-mac, lovely-win and lovely-core
Mmhmm!
i will try them all, and do i delete the corrupted balatro mods file?
I think that was inside of the lovely installer ZIP file...
Oh, umm-- actually, I left mine alone.
alright
Hmmmm... have you tried running Balatro again, this time, with Steamodded in both the Balatro -> Mods folder, AND the Balatro\Mods folder?
This might seem counter-intuitive, but I think with the shell script for lovely, you might be able to run Steamodded.
i got it set up as you told me
i will try this first and then do the second option
thank you!
Did it work?
it did not, but it did boot up this time without complaining about lovely, and it did not find any corrupt files, i think it's set up so i will try the second option
I have it working on mac like this (first pic is my Balatro folder, second is Balatro/Mods folder, third pic is Balatro\Mods folder
really weird
two seperate folders
and everything works
except for the reverie mod
do you have inside mods folder only your mods or also steamodded and lovely?
Inside of Balatro\Mods (the weird folder) I only have lovely and steamodded, inside of Balatro/Mods (the right folder) I have all the mods I use
only my mods
so in Balatro/Mods you do not have steamodded and lovely? do you boot up the game from steam directly or use that run lovely file?
i have this set up
i custom made the freaky balatro one
it runs the command "sh lovely.sh"
oh
launching balatro just launches it normally
i did manage to get it working, thank you a ton man 🙏
nice!
How do we tell him?
(Steamodded 1.0.0 is coming kinda soon)
I mean yea it's good, but seeing how mac users have been struggling to install Steamodded
all you have to do is change the lovely.toml file right?
mac is a foreign dimension to me i have no idea whats going on there
i assume not for normal mac users, my macbook is a very old gift and it's kinda modded externally to get it working, hahaha
intel mac?
yes, i modded it with some stuff and internal software to get it running smoothly similar to a m1
fortunately i do have a very good windows pc at home but i use my mac very often
The "m*c" users
opposite for me
the mac users! /positive
it is not hard really hard haha, it is very limitant as a operative system though, it treats you like a baby and comforts you in it's limits so when you wanna do interesting stuff you get confused or messed up
nothing like windows
i like macos tho
it feels like a smooth operating system
but i dont really like apples native software
Can i have help? It's saying that it's attempting to cmpare 2 nil values at the line: table.sort(self.cards, function (a, b) return a:get_nominal() > b:get_nominal() end ) in the cardarea script
also this is what is causing the message, but i need it for the cards to work.
function Card:get_nominal()
if self.ability.effect == 'Gray' then
sendDebugMessage("ok")
end
end
how do I turn off mods
you have to remove them from the mods folder
thanks
anybody know how to get the 1.0 beta for steamodded?
+3 sell value at end of round. 1/1337 chance to increase all joker's sell values by $100
sell rate increases in a set pattern per round, starting from 4, 2, 0, 6, 9, and repeat
also when bought, having sell rate increase, or sold, a cool sound plays
bad luck 
has anyone posted about a naneinf bypasser? would absolutely LOVE to see one
someone made one but it's not the most compatible with other mods iirc
updated the back of cool egg, thoughts?
windows game capture ahh screen 😭
mine does the same thing where it shrinks the game window like that
yeah 😭
behind the egg
it's not visible but imo you could shift the egg itself a bit downward for perspective
i guess it's because the screen display scale is not 100%
no, you have to set the window mode to fullscreen and lower the resolution until it works
for me I have to go from 2560x1600 to 1440x900
i just use OBS
yeah but the encoders suck
wdym?
I'm forced to use </= veryfast and it pixelates the hell out of some scene changes
like cutscene to title or blind to shop
lower the resolution will cause my many other windows to change sizes and dragging them back to the original size is tiring
imma post a vid of it since the files are somehow extremely tiny (I think I know why...)
yeah I hate that too... just focus on balatro and do other stuff later is how I solve that
it's so laggy 😭
Hi, can someone see if oddityapi github page is down for them too? Wanted to add it into my game but its down
its on hiatus/discontinued
dam,thx
it may or may not return for steamodded 1.0.0, but don't get your hopes that much up
alright, how is this cool egg?
thats one cool egg
anyone here got a link to the multiplayer mod discord
i thought it was bleeding from the middle
have anyone tried screenshake 200% yet?
no access
can someone help me debug some issues Im having? (not making a mod but loading preexisting mods)
I think its the mod Deck_Creator v1.2.1 thats causing issues(Im using Thunderstore)
yea, i don't think that mod works on thunder store
so if I download it manually it will?
also if I do mod it will the cloud save heck up on computers without mods?
anyone got an answer on how to fix this? trying to use bunco and reverie at the same time, happens when i switch to one of the added decks
made it look less like blood
"It's time to kick ass and play poker... and I'm all outta cards."
definitely one of them at the moment
been tryna figure out how to install steamodded for a couple hours already
does it even work on an M1 mac?
Hi,
I'm proud to say that it is possible.
There are a few hiccups along the way to getting things stable and moreover, playable, but I've been doing my due-diligence to help out other Mac users in the ways that I can.
First and foremost, installing Steamodded on its own doesn't seem to work; Steamodded's terminal-based injection method alone didn't work for me. The furthest I got was a crash screen for Balatro via the Steamodded crash report screen, and I'm pretty sure that nobody wants a modded game that doesn't work more than an unmodded one that works just fine.
There is a way to circumvent the crash, and it even gives you an alternate modding system in the process, one that can work in tandem with Steamodded. It's called lovely, and I believe it uses the fact that Balatro was built in the Love2d framework in order to create a usable workaround on pretty much all systems, even x64/RISC-based processors like Apple's proprietary M1 and M2 chips.
I'm just gonna use this moment while I wait on a response to do a self-promotional thing about the mod I'm currently making using the Steamodded 1.0.0 ALPHA update.
Just need a little bit of help with some final adjustments to the LUA script before I end up releasing a sort of checkpoint of a mod build; about 2 Jokers'-worth of calculatory bug fixes away from being able to proudly say that I have added in a whole 10 Jokers that have effects and art very similar and fitting to the ones that are in the base game.
But honestly, as much as I'd like to advertise some of the ideas I've been wanting to make... that's another story for another time, when I can get some help from those more familiar with LUA syntax and the way that these mods are built.
Anyway! I'll just reply to your comment again while I await a response.
Feel free to ping/reply to me when you are willing and wanting to be able to get Steamodded installed on your M1 Mac.
working on a card art texture pack featuring characters from my game
does it take away your money if you sell it
yes
a negative egg giving negative money doesn't sound too wrong to me lol
ncie
lol
lol
nah id win
lol
could really use some help. https://mclo.gs/LBsmICE
game crashes with this log when im resetting/creating a new save. i can see nothing from it
maybe try uninstalling&reinstalling balatro,make sure to save your mods or whatever
okay imma try a fresh reinstall
nope doesnt work. pretty sure its caused by some currupted lines in the mod luas. i did some intrusive edits to make more stuff localizable. everythings good during runs, just not for when i create new saves
gonna disable them one by one and catch the bad one
Hmmmmm
I was making a deck but i think it’s kinda more fit for a challenge than a deck
i clicked play and this error came up
3 hands, 3 discards, 1 joker slot taken up by eternal perkeo, no jokers or joker packs ever show up, spectral cards appear in shop
Death banned, money tarots banned
the "not hiring" challange
I’m playing through it and either i’m an idiot or this is way harder than it seems like itd be
Ive lost like 10 times
The fewer hands really screws me over
Originally i had it at 3 hands 2 discards but that was ridiculous
I might ban immolate too tbh
cryptid?
The times ive gotten cryptid i had to use it to save my ass bc i was about to die
And i still died later lmao
it’s kind of nuts how much harder banning the money tarots made this
removing fusion jokers fixes the issue
and i tried using unmodified fusionjokers, issue still happens so i guess its not caused by me. maybe some kind of mod conflict/incompat
Do mods need the old patch to work? Since updating, my mods seem to be broken
Ok I’m definitely banning immolate and cryptid
Any idea how to fix this?
Most likely caused by this joker, had a same problem a while back
known