#⚙・modding-general
1 messages · Page 101 of 1
Five can be P, and two can be B
at that point i don't see why you'd do that
There are other languages besides English
Also I’d just have both letter and number ranks
what happened to autumn circus mod the github is gone
people can't read these days huh
it's on hiatus
I shouldn't complain, at least you didn't ping autumn
true but like, this makes it not really fit any language at all instead of 1
this idea doesn't seem localizable within the same mod tbh
^
and three is?
also is there any sort of reason behind those specific choices? the dots aren't connecting in my sleepy brain
yeah this has the atlas crash XD
i think math wanted to push a fix for it onto steamodded but forgot?
Anyone know how to figure out which mod is giving an issue in the latest Steamodded and balatro updates now? I got rid of better stack master since the latest steamodded has it built in now apparently. mine crashes on launch :/
Any steam deck players on today? Having trouble getting mods running hoping for some help troubleshooting.
what
in the fuck
Hi! I just got steam deck mods working with directions here also see my top comment for lovely.toml clarification! Make sure you verify your files in steam first to start off on a clean slate with the game https://steamcommunity.com/sharedfiles/filedetails/?id=3178949415&tscn=1714938640 feel free to DM me with questions!
...does that still count as pc modding?
makes sense I guess
technically...? since steam deck is like linux right
Thanks! I just dm’d you. I appreciate the help.
I was worried about that after I read the rules, but I figured how could it count as a different system?
yeah, I think that can count as pc
Just don't try to modify a switch or Nintendo will have a few things to say.
having issues with codex arcanum, any ideas?
Image
still determined not to let balatrotale die
i've fallen off on working on it badly but i need to remember to get back to it soon 😭
the balatro hyperfix kinda died but i still dont wanna let all this work go to waste
I’m actually slowly converting it to be entirely Latin-based rather than English-based
do you think this is too op or not
Uh yes
Actually kinda funny tho it wouldnt have any change to joker slots or change to number of hands
But also even though you end up with 4x size you start with 4 different vouchers and plasma balancing and 10 dollars and a hex card
Also how would magic and nebula fit together
One gives two copies of the fool the other gives -1 consumable slot
Theres too many fools
And Ghost Deck has a Hex consumable.
you will have 2 consumable slots but 3 consumable
Starting from 2, you can have: B, T, C, P, H, S, O, N, D, J, Q, R, A
Numeral names with Latin or Greek etymology
I’d love to see you keep working on it! A lot of new, interesting ideas, pushing the boundaries of early Balatro modding
overkill already without ballance and joker
I think it should debuffed more
like blind req * (ante+1)?
ayooo
there can be multiple voucher here, wow, i thought 2 only
if I could edit the interactable UI elements I'd have a field day making it all look like some 90s video poker shit lol
I'm trying to install lovely, where do I find %AppData%/Balatro/Mods?
if on windows:
- click your start button in the lower-left corner of the screen.
- type %Appdata%, and the search bar will do the rest (capitalization should not matter)
- assuming you have Balatro save data, there will be a Balatro folder.
- if a "Mods" folder does not exist, create it.
ok I found it thanks!
You could edit their colors, maybe
there are prolly some hex values somewhere in the .lua files but I'm still a bit too scared to start editing those since I'm not really a coding kind of guy lol
The colors the game uses are all defined in globals.lua
level 100 flush five
High card still solos
true!
yea
ok
huh... i don't know what's going on
wait there we go
So how much is different on the coding side? Looking at it, it doesn't seem like too much
You have to sacrifice 0.3 less goats
What?
It’s just a joke about programming being magic
huh, is that released on a mod yet?
does this look like that jank red-cyan 3D?
I don’t think it’s red-blue enough
is that better?
The red yes, the blue not so much
The overlap maybe needs work
I have no idea how to resolve the overlap tbh
Also I think realistically the afterimages wouldn’t be aligned to the bottom of the card
If possible try to make the original Joker transparent
I think because it draws on top of the card that wouldn't be possible
Just draw the background on top of the card /hj
Or maybe change the alpha value if that’s possible
You can change the other values, so changing the alpha sounds feasible
is this any better?
A bit but I still think you shouldn’t be able to see the original, and they should be aligned horizontally with the screen rather than the Joker
The images are aligned to your eyes which are parallel to the ground, not parallel to the bottom of the card
that's just because the card has been rotated in the collection
yooooo ||scary face deck||, thats really cool looking
But I imagine the renderer has access to a relative vector and/or an absolute vector as reference
Maybe there’s post-processing that automatically rotates it, but you could solve it by counter-rotating it in advance
||Impossible Deck||
:0
You offset the images to the sides, therefore you had to be able to either move them with a relative or absolute frame of reference
these are all the things passed to the shader
G.SHADERS[_shader or 'dissolve']:send('mouse_screen_pos', self.ARGS.prep_shader.cursor_pos)
G.SHADERS[_shader or 'dissolve']:send('screen_scale', G.TILESCALE*G.TILESIZE*(_draw_major.mouse_damping or 1)*G.CANV_SCALE)
G.SHADERS[_shader or 'dissolve']:send('hovering',((_shadow_height and not tilt_shadow) or _no_tilt) and 0 or (_draw_major.hover_tilt or 0)*(tilt_shadow or 1))
G.SHADERS[_shader or 'dissolve']:send("dissolve",math.abs(_draw_major.dissolve or 0))
G.SHADERS[_shader or 'dissolve']:send("time",123.33412*(_draw_major.ID/1.14212 or 12.5123152)%3000)
G.SHADERS[_shader or 'dissolve']:send("texture_details",self:get_pos_pixel())
G.SHADERS[_shader or 'dissolve']:send("image_details",self:get_image_dims())
G.SHADERS[_shader or 'dissolve']:send("burn_colour_1",_draw_major.dissolve_colours and _draw_major.dissolve_colours[1] or G.C.CLEAR)
G.SHADERS[_shader or 'dissolve']:send("burn_colour_2",_draw_major.dissolve_colours and _draw_major.dissolve_colours[2] or G.C.CLEAR)
G.SHADERS[_shader or 'dissolve']:send("shadow",(not not _shadow_height))```
I just shift the pixels of the texture to the left or right
And how do you do that?
float displacement_x = (0.15*cos(anaglyphic.g)+0.5)/texture_details.b;```
along with this
vec4 red_tex = Texel(texture, vec2(texture_coords.x + displacement_x, texture_coords.y + displacement_y));
so it gets an appropriate number for the displacement and then shifts the joker atlas over by that amount
So they’re in relative coordinates. I’m pretty sure you can pass rotation info to the shader as that’s used for reflection calculation in other shaders, so if you take that data and rotate the displacement accordingly it should make it horizontal relative to the horizon
Alternatively, if you can figure out what rotates the image afterwards maybe you could undo it
Anyways, you don’t have to do it, but I think realistically that’s how it would look like
self.ARGS.send_to_shader[1] = math.min(self.VT.r*3, 1) + G.TIMERS.REAL/(28) + (self.juice and self.juice.r*20 or 0) + self.tilt_var.amt
self.ARGS.send_to_shader[2] = G.TIMERS.REAL```
found the values that are sent to the shader relating to rotation
well, the first one
but because it has a timer attached I'm not sure it'll work as you suggested
What you’d want are some combination of self.VT.r, self.juice.r, and self.tilt_var.amt I think
So if you don’t have the originals you could send them
Maybe instead of hiding the original card, you could tint it red and have the offset blue
Or vice-versa
Well, I think the way it works is more that it sets the non-red values to 0
anaglyph edition?
anaglyph edition indeed
bout to play with as many mods as possible on stream, so if you have any suggestions lmk
Ortalab
I'm working on one that will be fun but it's incompatible with 99% of other mods right now
since I'm using a beta version of the modding API
https://discord.com/channels/1116389027176787968/1219749193204371456
You can check it out here but it's not going to work for a mega modpack
for that I'd recommend ReShuffled because it would add to the chaos
lol (I got this naturally as well)
I still regret Reshuffled
I know that it's technically pre-release, but I might as well go ahead and suggest Relic Jokers. https://github.com/GauntletGames-2086/Relic-Jokers/releases/tag/0.7
it's OK I forgive you
I don't
I mean sure it got a bunch of people to notice me, but i feel like it was all the wrong reasons lol
the factory workers part time balatro modders
factory worker on the streets
balatro modder in the sheets (i like to lay down with my laptop to code sometimes)
in the google sheets
so true jestie
jestie
anyway heres a dumb idea i had for emojiokers
💙: Played Hearts become Bonus cards
❤️: Played Hearts become Mult cards
💚: Played Hearts become Lucky cards
🩶: Played Hearts become Steel cards
🤍: Played Hearts become Glass cards
💛: Played Hearts become Gold cards
🤎: Played Hearts become Stone cards
💜: Played Hearts become Wild cards
lmao
😂 Hearts Synergy The Mod
because hearts needed a buff
goood morning
gm feder
hm
Archived's getting to me
Archived?
Yup
what's that?
https://docs.google.com/spreadsheets/d/1-KCrrmBZgwtBdKJBWf5HVIFxsouiCu5DcUkbx7-wl2I/edit?usp=sharing
Jokers
Joker,Greedy Joker,Lusty Joker,Wrathful Joker,Gluttonous Joker,Jolly Joker,Zany Joker,Mad Joker,Crazy Joker,Droll Joker,Sly Joker,Wily Joker,Clever Joker,Devious Joker,Crafty Joker,Half Joker,Joker Stencil,Four Fingers,Mime
0.8.2,? | Rarity = ? | Cost = ? | BP = ?,? | Rarity = ? | Cost = ...
This
This is the 3rd time i've had to start over on collecting data
oh
o7
Doesn't help with the Ultimate collection breaking mid-stream, the crap I've been dealing with at work, and everything else
I'm staying away from Ortalab because all that compiled and just spewed out all because of a stupid apple's effect being +chips instead of xchips
I decided to cave in and just give them the +chips because why bother
it's one card
But yeah, I don't even think I have everything listed out that's in Balatro
I'm not including challenges because it's weird to have the same challenge over and over
Lemme think...
Jokers, Tarots, Planets, Spectrals, Decks, Tags, Blinds, Vouchers, Enhancements, Editions, I swear I'm Missing something
Wish there was like 5D Excel sheets or something
Plus side though: If a joker has no changes at all, I can keep it as is until it's most recent thing
So stuff like the original Joker (if it's true), would remove 87+ Jokers
Yeah, 87
but any effect, rarity, cost, Blue Print, Eternal, (etc) change happens, the card is changed
If only the art changes, then it doesn't count
omg feder hiiiiiiii
Welp, back to slowly going back to sleep as i work on archived
hiiii
good morning feder
good morning feder
good morning feder
i miraculously did not get cut but i did bruise my knee
ouch
why are you at the glass factory
to buy shorts
its stuttering and lagging
long dt means your game is experiencing slowdowns yes
y
i am a mindwriter tho
i changed the process priority
and its still lagging
why is balatro lagging its been fine for weeks with mods
You can't think of anything recently done to have caused such an issue?
just playing challenges
Hmmmm
Try a different save file and see if that's suffering the same performance
crash
also crashes when i turn off pixel smoothing
lag making me nauseous im done for tonight
removed fusion jokers and reinstalled lovely and steamodded

bean
bean
murphy had bad luck with my jokers on stream
The problem is with fusion? That’s odd
It shouldn’t have any problems
What was the issue?
New Reverie release has some cool cross-mod compats, go check it out 
Hi, where can I download more consumables mod? I can't find it on github.
well number 1 its part of a collection called the autumn circus but the mod is not currently available
youll have to wait till version 1.0 of steamodded, then the mod will release after
and no you cant ask for versions of the mod from other people as that is against mod rule 5
whatre mod rules 1 through 4
see : #📜・modding-rules
oh discord hid that channel for me cool
yea you generally just find them in browse channels at the top
oh ty
Where did my Small Blind go?
it's too small to see
x3 mult
no small blind
Balatro creepypasta, the dealer died
the shells are inserted in a hidden sequence...
Jimbo had a larger grin with super sharp teeth and super hyperrealistic blood eyes-
guys stop it this is scarier than sonic.exe
o shit my bad soz i got too carried away /silly
thabk you :)))
Been playing with Bunco and for some reason the spectrum has stopped working with the 2 new suits, is this a known bug?
Excuse the whole taking a photo of the screen, am playing on my tv
Works fine as long as I'm not using any of the new suits?
I could be wrong but they seemed to stop working after the point I had upgraded spectrum with the Quaroar planet card
Hi, is there any way to get run history with a mod ?
No I removed it and it didn't help
It's still stuttering
Phew
first victory on cryptid
hey whats that at the bottom of your wallpaper?
btw good morning chat
o7
k
the 2nd hat gives him power
morning!!!
Morning-aroo
Almost done with one version of Balatro archived
Just need to get the vouchers
And by done i mean… writing the list
oh yeah you mentioned you got Lovely working - what do you think?
it's hard to get feedback from technical users who've never used it before
It’s nice having a debug tool
Wasn’t too hard to transition from Lovely with 1.0.0 to how i had i before
that's great to hear
Yeah
Are there any 1.0 mods on GitHub already?
yo 1.0s out?
cryptid
still alpha version i think
Alpha if you use lovely
I’m trying to understand it from what i was told
oh aight i thought its out on release page
Not yet but it’s nuts
i can feel it
I'm here if anything is unclear
I oughta write docs for what's there before I add anything else
Yeah. Definitely will need ya later
(unless maybe porting sound.lua, it's sort of the odd one out now)
It’s not 100% different but i think i get it?
Anything after Atlas is code
The rest is pm the same
it has its differences
you'll want to scrap that register call, it does absolutely nothing
Can’t you do SMODS.Joker{…}
Also no more init
the mod file itself is the init now
the rest is mostly setting conventions that are more extensible than 0.9
rejoice
hooray
next version of mystblinds will make the monster 10x more likely to appear if you have codex or morefluff installed
nice
I did forget to add that xdd
randomly got this, any ideas?
that's the dead middle of a crash message...
this was genuinely all i could scroll to on it
idk if it broke or what but i couldnt go up or down
il try recreate
steamodded has a debug console, try to reproduce with it active and you can copy from there
how much of it do i need? its a giant message
this is the bottom
im pretty sure its all coming from a jonkler actually, il just ask in his chat
i know nothing about the mod but i assume more information = better
yh i pasted the hand i was playing and the crash in the jonkler thread
So if i wanted compatibility (for example Dragon Ballatro with Ortalab), how do i check for that
how do i fix my long dt
this is cursed
three philosophical jokers
two ways - if you want to register an object only if certain mods are loaded, you can put the corresponding mod ID(s) in a dependencies table on that object - this will also add that mod's badge
for any other logic that needs a mod to be loaded, SMODS.Mods['id'] and SMODS.Mods['id'].can_load will do
I’ll ask ya if/when i need to
Like how to do that
For now i’m deciding whether or not i should continue 0.9.8 development of Archived or plan for 1.0.0
Getting a crash every hand i play atm, originally was just straights but reloaded the game and now high card also did it, played multiple days in a row with no issues with all my current mods
thats just a positive joker
Bull + actually square jonkler will blow up ur pc
what mod is actually quare joker from again
BBBalatro
mmm i might download that
It’s really good
Nothing too op apart from actually square
But it is rare and costs like $16
I'm not sure what you mean, I think it might be a dusty box my speakers plug into tho lol
ohhhh i thought it was part of your pc wallpaper design so i was curious what the full thing was
playing full screen though ic ic
any balance advice?
I'm thinking about if it's overpowered. i take a test run and get +100
i like the idea, its like a better red card
tho i think because of that it could be 1/4
since its just probably the most consitent scaling joker? you dont have to do anything special other than buy
would be funny if it had a weaker version of this effect, but generated chips as well based of whatever you bought's sell value
maybe just on actual items/cards, dont count vouchers
audibly laughed at this joker, this is so good
i think i broke the game with mods
ah, now this is an interesting bit of mod jank
rip the high card run
what do you mean 68/1,114 joker slots
now it's 95/1114
it really works!
free vouchers? don't mind if i do!
WOAH ?!??!?!!!1111!!! FREE VOUCHERS?!?!???1111//1!???!?!
I... definitely would not want invisible cards
?x?
card back is messed up somehow lol
is it modded or vanilla?
Burnt Joker?
guess fps 
||it's still 60 for my device, for some reason Balatro's performance is dumbed down to minimal, which greatly reduces burden for my 12yo Mac||
Vanilia jokers but modded deck list
why are the cards so shaky when first played lmao
2 or 3 FPS max
you peeps never experienced seconds per frame so you don't know that 
duh, if you purchase it you’d be over the max joker limit
bruh its been going for like an hour
anyone have a problem where modded decks wont work
like they show up and i can use them but there special thing dosent work
all of them?
nah i figured it out turns out the mod i was using stopped getting the support and now i look like a dumbass lol
was it jellymod...
yea
unfortunate
i have a mod idea
your brilliance knows no bounds
one step closer to the true Win95 look :v
Bala-retro
what do ppl think about this challenge
start with eternal Pareidolia + midas mask (the mark is banned lol) (+ every joker in the shop and packs are rentals)
I'm testing it and it's actually pretty fun
uhh... I'm testing Vietnamese and
"Defeat boss blind to restock" seems not to be in any part of localization file
i saw mathisfun messing with it earlier, try asking them about it
A tip: if it’s three lines, then the message is separated in three rows
So you’re not going to find “Defeat Boss Blind to restock”, but you’ll find “Defeat”, “Boss Blind”, and “To Restock”
I scanned the whole en_us.lua and none of them showed up
chat is this going too far
I don’t think the concept is going too far but I’m not much of a fan. Although maybe this is just a WIP and that’s why
Yeah it's hardcoded in cardarea.lua
oops
If it’s green and white then maybe, but I think the SBURB logo is more iconic than the Skaia logo
since the latter is “just” a spirograph
I guess it doesn’t have to be green and white
IIRC you had white with the same stripes as in the Balatro logo
i'm following this as a guideline
and merging how Balatro uses a card for its A
with how Homestuck uses a spirograph for its O
I’m not a fan of the stripes in the official logo but I don’t even think of them when I think of the logo
It’s not a good sign for the logo but at least it doesn’t hurt it
pretty much speechless
it's hardcoded so other languages just show nothing
the thing is, I was testing Vietnamese by having it replace English, that's probably why
lol I just wrote a lovely patch to replace them for my Korean patch
@deep igloo you can unzip the .exe file
It’s in assets at either the original or double resolution
Managed it finally haha thank you!!
sliding gold
how does that work with mime though
i guess retriggers won't give money cuz the enhancement has been transferred
only when sliding stops it gets retriggered
mm
so i guess it’s like the retrograding on reserved parking
where it can retrigger and just not do anything
the gold card enhancement won't affect jokers i guess
Interesting
so it always activates lucky cards, i like this build
nevermind, it seems all my lucky cards are hitting
reading this without understanding what it actually means is so funny, "the hex code for each of these colors? 374244
"
there has to be a reason for it but its more fun to not know
(do not question the text editor i just wanted to check the color names and my default isn't a coding thing)
one thing to do would be to straighten things.
Saw this and immediately thought about what if Balatro released during 3ds era
🥲
Friendship with Pocket Card Jockey is over, now Balatro is my new best friend
Hi everyone!
I am new here, I tried looking around but I couldn't seem to find a guide on how to get into modding the game (I want to code a mod, not install one). It also doesn't help that I never modded any game before I guess.
Anyway, could you point me to some reference about the first steps to follow?
Thank you, and sorry for the silly question!
um... can't you just move it to the far right?
or does it mean the furthest right joker
Not a silly question at all! I can point you to https://github.com/Steamopollys/Steamodded/wiki for the time being, though keep in mind there's an alpha version that will release soon, changing a lot of things fundamentally. I'll be updating the docs for that soon, but what's there now should be a decent enough starting point
A Balatro ModLoader. Contribute to Steamopollys/Steamodded development by creating an account on GitHub.
Having a look at the code for other mods is also a good idea, and you should know that you can easily inspect the game's source code by extracting the executable with 7-zip
Way I'm reading it you need to destroy a joker to activate the ability but I could be completely wrong
Thank you! Inspecting the game files sounds super cool, do you know whether that is possible on a Mac as well? I tried showing the package contents, but it's just a .sh file and the icon...
try with renaming it to a .zip file first
bro I'm so sad the joker on the left removes all common jokers from the pool, I had a really good economy, I was rerolling like 20 times a shop, and I still couldn't get brainstorm or blueprint
i don't think removing commons makes rares more common unless specifically made to do so
coal cards are cool
are there any forks of jelly mod
i miss you jelly modddddd
doorhanger i think, its a rare
leftmost in this screenshot
yeah i think so, on purpose
Deja vu smth
I had this on a run.
It's got to be your last hand (as in your hand you play when you have one hand left) not your final hand of a round played
Oh no clue. Find pants hopefully and do two pairs?
Has anyone in here messed around with trying to mod the game using ThunderStore?
gonna try and install steamodded 1.0.0
and try and not break it
wish me luck
aaand it doesnt work
its not injecting at all
did someone say editions on floating sprites?
you can't use the injector, lively is required for 1.0
i use lovely
its just displaying as the vanilla game
and not actually injecting any of the mods in there
when i boot up the game
no mods button either?
nope
can you show me the file structure of your mods folder?
as of right now only using reverie as it's a stable-ish mod
reverie is on 0.9.8 for all I know? anyways that's not the issue yet
what's inside Steamodded?
oh that's incomplete
there's some obsolete things on the repo that I'll get rid of, but some if what you deleted isn't that
you also need the assets and lovely folders
from the steamodded source code?
yep
bet, lemme see if that fixes it
lovely is what has the patch files that actually inject the loader, nothing will work without it
ayyy that was it!
thanks mate, i never heard anywhere that those two folders needed to be added into the steamodded repo
well it was never an official recommendation to delete everything but core, debug and loader
i followed a guide that was posted in #1217867725532041369
oh right
and it said make a seperate steamodded folder, and move those folders into there
you can literally just git pull the repo into your Mods folder and that's good enough
i suppose i should have recognised that the text was outdated
i see
or well, git clone if not already present
I'll be adding clear install instructions to the repo either way, we're just at a point where I haven't done that yet
this can definitely be made into a meme
mult
mod idea: you can't see what joker you're buying
"hmm... i'll buy an $8 joker, it's probably baseba-why is obelisk"
because the oven work only of in when food. obviously
Bro broven
lasagnamaxxin I'm sorry
Okay actually modding in my jokers now, and I need some help figuring out on where to start, as I have almost no programing experience. I see the guide on how to mod, but it doesn't say where to actually start with steammodded
There's the Steamodded wiki, the Polydactyly Joker in #1209506514763522108, and I previously shared a functioning single Joker mod
though with 1.0 coming soon you might want to start there
Is the steammodded wiki on the original thread? And could I get a link to your single joker to work with at least for a base?
It's on GitHub
There's a wiki tab
this is a stake effect in Cryptid
and I think Reverie also interacts with this mechanic
average naneinf build (the left two jokers are scaling ^Mult and currently give ^2.7 Mult)
woa, retrigger joker
Spicy
that yorick looks like he got severely Scrongled
hmm
modded do be broken, but it's hella fun
A wee bit of mult from 2 Jokers
ops I broke it 
floating point
Yo can I get the github page/install tutorial for steammodded 1.0
Because it's out right
It's in alpha, not officialy out, you can download the Steamodded repo's zip if you want to give it a try
Where is that might I ask
we just broke infinity
poggers, is that from Cryptid
it'll be standalone but included with Cryptid
oh nice
it's unusuably buggy... but at least it doesn't crash lol
I'll work on polishing and getting it out there tomorrow
progress
most useful eye chart proc
dupe seance
séance user spotted
lmao
séance op
just change language to french
eye chart in chinese
My "On a Knife's Edge" challenge looks wrong but idk
cryptid is wild
reverie adrifting + tag or die go brrr
Lotta retriggers
I got a righthook joker with the blunt deck once(eats unscored cards and give +chips/mult for cards in high card hand) and it goes wild
i was fucked to begin with
oh your econ is dead dead
blue hearts?
which deck should i play
ok
virtual joker and amber acorn cancel out each other 
it doesn't say "flip face down"
yeah but it's funny
french players be winning
How confident are we about Steamodded 1.0 on MAC ? Because everything's so broken here...
uhh just to be sure, how did you install the alpha?
I've seen people get it working to say the least, so maybe the installation's at fault
I've cloned the repository and used :
python3 steamodded_injector.py ~/Library/Application\ Support/Steam/steamapps/common/Balatro/Balatro.app/Contents/Resources/Balatro.love
So where and what do I have to do with the lovely directory ?
paste the dylib file along with run-lovely.sh in ~/steamapp/common/Balatro
from now on you need to run run-lovely.sh in Terminal to launch the game
heck, I made an AppleScript file as an application to launch Balatro that way without ever having to open Terminal and type sh ~/path/to/run-lovely.sh
Ty ❤️
And what exaclty do I have to put in my lovely.sh ?
you need to run it...
literally told you how to run run-lovely.sh from my AppleScript bragging message
Yeah my bad sorry, it's working now
Ty so much
if i could achieve a background close to this, that'd be awesome
add a gradient and a lot of noise
should get the font if you haven't already
made a consumable :•)
awesome
Funnels all hand levels to a random (favouring high level) hand
that is probably a nicer way of writing it
i am not good at this whole writing descriptions thing in general
honestly i prefer your description
oh this would go insanely hard with black hole
ultra-telescoped constellation go brrrrrrr
i mean minus the text in the parentheses it reads like normal balatro text
would have you fuck around and find out that last part i think
like how
has weighted odds for the editions the same as the rest of the game
Transfers all poker hand levels to one hand type. (Skewed in favor of higher level hands)
I like this wording, but I’d probably change “give” to “upgrades”
upgrades all levels to 1 hand?
this might be true but also i think it'd probably be the type of card nobody would touch if that isnt specifically stated
"Upgrade 1 hand by that many extra level"
true
No
I've released a wip of SDM_0's Stuff for Steamodded 1.0.0's alpha: #1228825966940393483 message
cant wait to try it
dont play balatro at 3 am
Scary Face looks so normal compared to all of the rest lmao
scary face is ironically the least scary lmao
and then jimbo had a huge grin and there was hyperrealistic blood
reminds me of pitch canker /positive
for reference
okay, i think ill do some API stuff for Jimbo's Garden now
itayfeder, gardener 🌹
just some generic function hooks for easier implementation later on
alchemist
mad scientist
gardener
poet
i forgot about fools fables and for a moment i just thought you were mentioning an actual hobby of yours
sadly i didn't make reverie, i could have added filmmaker (an actual hobby of mine) to the list
i am not going to ask
but i will anyways
what
sdm_0 ........ uhm, idk 😶
graveyard
no
i'm still figuring out what i'll need to add
also The Plant crash that just occured #💻・modding-dev
whats graveyard?
Ever played or know about YuGiOh?
no but i'm wondering how that will be implemented into balatro
i think it was this video
interesting
and now i'm working on a jokers mod with a graveyard manip playstyle
are you gonna release the base feature and jokers separately?
yup
the Hearts? lmao
shoutouts to the Hearts?
bottom right especially
which deck should i play
Blasphemous
or Gacha
i really want to play gacha but i cant find the zip anywhere
like the download or did you just lose the zip file
i have tried several times to find a zip file in that thread because thats what i was told but either im being stupid again or it doesnt exist
hold on im currently searching
cool i was lied to
thanks
its right there
ah
unfortunately i dont know how to open them so i will not be able to play gacha deck
7zip
i can play blasphemous though, currently doing red deck purple stake though
does that work on .rar files? i thought it only worked on .7z files but i could try that
you couldve just googled that
yes
oh cool thanks
it works on a lot of files
break_infinity progress update
I feel like i may just make a modpage soon
Most of my ideas have been jojo related so i might as well post ideas before someone else does
chat, what would be useful settings to have in a steamodded settings tab
enable/disable mod, or toggling specific registered items on or off
that's mod specific, I was thinking for global settings
hey artists
would it be at all possible to have a setting that lets you move the "Mods" tab to the settings or pause menu?
I think the issue with that would be that changing mod settings during a run can be problematic
also mod count overlay like slay the spire, and/or mod names overlay for smaller modlists
National Security hazard joker?
I'm not familiar with sts, how would that look?
screencap of streamer i'm watching for example of mod count
I'm going based on what I know from the btd6 mod loader so tell me if you think it can be done, but in addition to disable/enable mod there should be a restart button, and possibly a way to update mods from the game itself?
updating from within the game seems like a holy grail sort of thing
oh also "show seed during run" setting would be cool, not especially steamodded related though so makes sense if you think it wouldn't fit
disabling mods requires some support on lovely's side and will require restarting the game at least for some mods either way
Could be a small mod by itself
(again like how sts does it, tiny text in the corner)
Hello all! I am having trouble getting mods to load on Bazzite Linux(immutable Fedora spin). I am attempting to use Steamodded+Lovely Injector.
The mods I am trying to use are Balatro Preview and Balatro Hand Preview.
version.dll from Lovely Injector is in my game directory beside Balatro.exe
Steamodded-0.9.8 (including lovely.toml) is inside my mod directory at /var/home/bazzite/.local/share/Steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/Application Data/Balatro/Mods/
When I launch the game it is vanilla unmodded.
WINEDLLOVERRIDES="version=n,b" %command% add this to your steam launch options for the game
ty hero ❤️
np :D
break_infinity progress update
Queen of Hearts photobomb
when do the exponents start being written in scientific notation?
Same cutoff as regular scientific notation, so 10^10^11
I left it pretty high for now since vanilla scores that would be above 10^10^6 have been reached
well it's gonna have more and more potential to be cramped with each added e
I could probably lower it to 10^10^8 or something
since it does cramp faster with the extra 1.0e in the front
I’ll also make sure that the new naneinf doesn’t crash the game before I release it
Been a hot while since I had a legendary in my run
gimmicky decks mod is siick omg
Yo, is there a mod that removes the joker limit?
https://canary.discord.com/channels/1116389027176787968/1215775159638818826 jokers for hire deck, sort of..
what happened here lol
the localisation text was updated but the loc_def was not
do you know what its supposed to say?
playing a straight flush creates a random spectral card
XStraightFlush lmao
oh ok so its just seance then
thanks bye
have you used seance before?
call love.load
no i mean hardcoding these file names
i don't know how to get a list of items in the game dir
a
there's probably a nativefs method for that
anyway that's already a way to disable mods
all i have in place for now is checking for a .lovelyignore file
is it possible to make this XStraight Flush appear in a card name instead?
like i'm trying to do this
if the mod is loaded right now, I add that file and reload using my fake quit button, the mod is then unloaded
so it's just UI now huh
this should be all the logic that's needed, it just doesn't account for single top-level files
plus it can't possibly load before lovely injection, so that still requires a full reload
Hey guys, having fun with Bunco so far as my first mod, any suggestions on what else to add? I liked the sound of the fusion jokers but it looks like there's 2 different mods with that title
Which is the better of the 2?
Also, will adding more mods potentially break if I already have Bunco installed?
Fusion Jokers is the original one, that you need if you want to run Jestobiology too.
So far I had no issue with Bunco in my modpack
Any suggestions of mods I should try in order?
reverie
You got a whole list there https://github.com/jie65535/awesome-balatro
That's the one I've been going through, just it's harder to tell the higher quality ones when it's not on Steam workshop and everything has ratings and amount of downloads
I wish this had steam workshop like slay the Spire so much
reverie is not a joker mod though
So I'll try Fusion jokers and reverie
That's cool, I enjoy any kinda mods
Will check them out
What's been everyone's fav so far then?
They didn't ask for jokers mod specifically
yeah ik but the list labels it as a joker mod
Bunco seems very high quality so far minus the Spectrum bug I've been getting, posted about it the other day but no one replied
Did you post it in the Bunco mod thread?
I didn't know there was one lol
Discord keeps hiding the channels for me for some reason
Wait maybe I don't know what I'm talking about
i dont have a fav but i also like morefluff (jokers + new consumable type), codex arcanum (new consumable type), the autumn circus (more consumables + new consumable type + vouchers), betmmas mods (vouchers + new pack + challenges), and deluxe tarots (more consumables + more packs)
autumncircus isn't downloadable atm?
a few others: gimmicky decks, ortalab demo, balatro archived, mystblinds, sylvie sillies, tier 3 vouchers
it should be available for 1.0.0 soon
yeah, so would need to wait for that then
break_infinity update
Amazing, thanks so much! Will check them all out
that 9.9 at the start is meaningless
yw!
you ain't got that kind of precision
i would give you my mods folder but theres a rule against that so just listing all of the main ones i like
If you want more jokers, challenges and decks I'd recommend my mod too yes I'm self-promoting
also I just realized I'm not even doing enough digits
sdm0s stuff?
Yea
yeah ig thats also cool, looking at it
(should have specified the name)
I changed the formatting so it's 1e2.345e9 above 10^10^8 and e1.234e56 above 10^10^11
I'm too tired to work out the UI stuff for disabling mods now, I'm just gonna push what I have upstream and let y'all find the bugs
though I'm literally hot reloading all game files except for engine and localization, so I don't quite see what's supposed to go wrong
for reference, no load if there's a .lovelyignore file present in the mod file's dir, this doesn't interact with lovely because it can't
can I add custom tooltips to consumeables just like jokers?
you can do it right from loc_def, jokers are the odd one out as vars aren't defined in the same place as tooltips

have you got an example I can take a look at?
loc_def = function(self, info_queue)
info_queue[#info_queue+1] = G.P_CENTERS.m_stone
end
hmmm, that seems to now remove the description text
is there like an analyzer or program to view memory of an application other than cheat engine (cheat engine isn't really it but u could probably figure it out?) I really wanna try and see if i can make something to take a current seed from a game session just from memory
yeah but cheat engine you gotta search through the memory
you're going to need to find the offsets unless you already know where they live
yeah i know
gotcha gotcha
like i just want something that i can just use to look at memory like it's a word document
if that makes sense
like those file hex editors but for memory but it seems the only thing is using cheat engine
yeah, x64dbg or any other debugger is probably your best option
most of them will have some way to hire a region of memory in the same way as a hex editor
the seed is probably going to be at a dynamic position in memory, probably at a position that you can't pattern search because of lua
that's my guess
you might be able to get like the G.GAME.pseudorandom array or something though based on the keys
i have thought of maybe instead of trying to find position's of the seed is finding the paramaters that it's using for the seed
since that probably would be easier to find i presume
or maybe not idk
like how the seed is being created?
yeah
math is the pro when it comes to this sorta stuff, I'd listen to what he recommends
since unless it got changed, this seems to be the paramaters for it
yeah so if you use that to compute the seed (and it's the same seed as the game) then you could theoretically use that to find the address of the seed in mem
lots of confounding factors in that though, hmm
it's a bit far fetched but theoretically, since this uses Love2D and all, what if you find how Love2D calculates these paramaters
since its seemingly just like controller input handling
tracking in-game time might be tricky, but the x and y pos are probably reverse-engineerable
although it is set to specific values sometimes so you might be able to use something like CE for it
the hard part is determining if you have the right value since the surrounding region won't have a constant value run 2 run
so you may have multiple matches for the magic num and no way programmatically to determine which is correct
yeah
oh nevermind, seems like the code for the starting one changed a b it, although it seems still possible, given i can get those values
I think your best option is to inject code that interacts with the native lua api
that way you can grab it directly
i guess
i mean my idea was to have something run alongside it
that just reads the process's memory
then you don't need to like inject anything directly but that's probably impossible
not impossible, just hard :-)
it's always worth a shot
and it would be a great learning opportunity
I wonder if you could narrow it down by the regions overall entropy or something
maybe that would be consistent across runs
it would probably be on the lua stack somewhere
I'm gonna be honest I have never played with any kind of this memory accessing / tracking thing
so i have no idea how to even really start with these
gotcha. lua is hard because it's compiled at runtime
which means that you don't have any sorta consistency in memory
i'm probably gonna see if i can reverse engineer the paramaters
okay my going theory is this:
- There's 3 paramaters currently in the generating seed function:
G.CONTROLLER.cursor_hover.T.x
G.CONTROLLER.cursor_hover.T.Y
G.CONTROLLER.cursor_hover.time-> this is based on the G.TIMERS.TOTAL value, which seems to change only a bit of time
for the X & Y values, they seem to change according to the cursor position (makes sense)
which are calculated by the position from the Love2D's function of getPosition(), divided by the tile scale & tilesize
then, what i could do, is probably recompile the game with a debugger or something so i can see what are the actual values of those X & Y values when compared to the mouse's position on the screenshot of the game
which in turn, i could use to instead of trying to find the actual memory location of those values, just track my cursor's position in order to find those X & Y values, and find what the time value is just by looking what it should be set to when you press play or something
not super sure on that yet
does that make any sense or is it completely insane
Pretty sure that goes against #📜・modding-rules
I wonder if you can just run lua code in it using memory stuff/debuger stuff
oh you definitely can but apparently it's against the modding rules
which feels silly? like that's not really enforceable
im pretty sure thats more so for legal reasons
but what youre describing seems more so just trying to understand the source code better rather than trying to debug the code
end of the day if you arent redistributing the actual source code or trying to debug (for the purpose of bug fixing) i think you'll be fine
Attaching a debugger isn't nessicarly debugging the code
bro my steamodded 1.0 brke because literally all of the files in the lovely folder got deleted and the current steamodded code breaks it so i can't mod the game properly
yaaaaaayyyy....
https://discord.com/channels/1116389027176787968/1241172556849876993
My mod that increases Balatro's score cap has released
It should be directly compatible with most mods, regardless of what tool was used to create them

just redownload everything
yeeeeah i eventually got everything fixed with the help of MathIsFun
a BUNCH of stuff was fucked
mainly outdated version of lovely, replaced files, and other stuffs
no way what's next, you're going to say you are?
"balanced"
have you got enough planets
nope, ofc not
lol its still going
GRAND TOTAL OF 3230 PLANETS
which deck should i play
a good one
alr thanks
codex
okie dokie
I am
now to find that :/
yo thanks
Finally working on the next Joker art for Dragon Ballatro
inter-mod combos always hit diff
absolutely
just finished the art for the "Portal" Joker
I know what the left one does (Gives an Ethereal Tag after beating a Boss Blind, right?), but what does the right one do?
Oh, that is sick. Effectively becomes +1× Mult for each Boss Blind defeated then. XD
that joker with the cinema mod can get veryyyy silly
Hello, first time poster, long time lurker/mod enjoyer.
What's an [easy] way to:
- Reskin jokers in game?
- Make my own jokers in game?
I know of how to install mods, but not on how to make my own [be it reskins or orginal jokers.]
With Reverie, you mean?
mmmhmm
Just channel the power of Eerie Inn, and spam as many Spectral cards as you can manage!
Nice and atomic- Just how Balatro is intended to be played
truly
hey guys do you know any qol mod that have a shortcut key to start a new game?
i wish i did
id love to know too actually
vanilla. hold r
ohhh that's why it wasn't working I have to hold it thanks!!
High Card Mod for SMOD 0.9.8 is finally wrapped up!!
daily shameless self advertisement (1/1): https://www.balatrohighcardmod.com/
👯♂️ 🪩 👯♀️
Congrats on the release!
🔫 now port to 1.0

verify game files on steam
Bonus/Mult Joker?
The enhanced Joker
well if you disable lovely, of course not
steamodded disables achievements by default
what mods do you have installed?
that's all?
I don't think either of these enable achievements?
that's probably a steamodded issue then, 0.9.8 messes up on discovery sometimes
especially with profile changes
best I can do is tell you it's fixed for 1.0
Yup
beside switching to the alpha, no
which one do we prefer
oooo temporary cards~~~
yess
- some jokers which create them but i havent given any of them sprites or text yet soo
Hmmm… I was thinking of making something like this into an API because I too have some Jokers like that
But so far no UI to indicate that it's going to be destroyed
either orange destroyed or orange some other part of the text imo
I think personally I would prefer just "Temporary" or a tooltip
How do you track which cards are to be destroyed?
Tokens...
?
for what to name temp cards
I prefer "Temporary"
I see Token as a broader category which can include permanent objects
Specifically objects you can't normally access except through an effect
You can access playing cards normally, it's just that these ones are destroyed when a round ends
cavendish is a token....
I think Cavendish and the Legendary Jokers aren't tokens despite satisfying that condition
perkeo is a token.....
card.ability.temporary = true
then on round end i just go through every joker / playing card w/ it set to true
Also the Enhancement cards that only appear if you have seen the Enhancement
what if i make a competing standard for the sake of having a competing standard
:)
situation: there are 0 competing standards
me: >:)
That's one way I thought about implementing it. I think it works if you save then reload the game. Currently, I have one Joker implemented that creates a temporary card, but it saves the information on the Joker rather than the card. I decided on this because it allows you to keep the card if you sell the Joker mid-round, but I think if I were to introduce more Temporary cards I should make this Joker work similarly for consistency
(also it crashes if you save then reload, because the card is recreated, so the original saved object doesn't exist anymore)
id probably make the playing card track that is part of the joker instead then, and then have it remove its own temporary tags if u sell the specific joker type, but then there'd probably be issues if you get multiple of the same joker type there
idk, i do like the idea of something like that though




