#⚙・modding-general
1 messages · Page 106 of 1
i have seen the functions draw_card and draw_from_deck_to_hand but i cant see where the code actually does like (randomly pick card from deck)
I don't know what the function is called, I'd have to search for that as well. But the draw order is determined when the deck is shuffled at the end(?) of a round
oooo that makes sense
what if you add cards to it in the shop tho
I'm gonna shake you
for wheel maybe split the card into quarters and in one of the quarters have each possible effect
do we have a steamodded 1.0 user on Mac OS on right now? I need someone to test something
maybe for death make the card grayscale
Sure! I’d prefer if you credited me as well for the mod
maybe death could have a misprint-like effect where the right side of it looks like its starting to spread to the left with electricity visual effects like the tier 2 vouchers
Absolutely!
thanks but I really have done nothing more than just merge 2 texture mods together. Most of the tarot were made by @tropic olive and the suit changing tarot made by @proven crypt. The only 4 I did myself were high priestess, emperor, temperance, and hermit
oh i see
I have zero photo editing skills lol
I'm thinking of making playing cards really big though. I noticed that even though the playing cards are big, I only look at top left corner because that's where the number+suit are. And it's tiny. I wish I could make it bigger while not looking terrible
working on something cool
why is it still doing the shadow with shadow=false lmao
the shadow looks so bad
replays? 😮
this mod is called Deja Vu right
i think it's gonna be a part of ankh
round score: no
the round is done with your shit
really just said try winning now
Anyone have a link or guide on how to get into modding on MacOs
i could make .djv (Deja Vu) the file extension lmao
but you're the spectral pack guy and deja vu is like
a thing happening again
thats a perfect name for a replay mod
its part of another mod
yeah, I'm just integrating it with Ankh though
the replays are also designed for run verification... which is what Ankh is already for
math do you know what the status is on joker retrigger api being available 🥚 🥚
I've been waiting for it to be more stable
But also I haven't noticed any issues in a while 
I could probably make a PR to Steamodded in a day or two
coollll cuz i wanna make a s&b stamp :)
Not sure I'm making this one chat
it's taking a while
what stake is that??
if im not mistaken it has all of these plus the base game stakes
Sapphire stake might not be implemented though
it is
Kk
9-24 are all done
I just didnt notice it
this might look almost the same but now I'm not faking the name and description, it's actually reading from a replay file
Mods are wild wtf
m
ok now time to see how Steamodded added pages to UI and copy that
:)
hmm
looks good to me
finally figured it out
good job
Oh hey it's me. Crimson Heart
What's the deck and chip?
this is the stake effects
Ascendant Stake* Very Fair Deck
Very Fair Deck: -2 hands, -2 discards, vouchers no longer appear in the shop
Ascendant stake? what?
we added 24 new stakes (of which 16 are implemented)
It'll be this when it's done
I will only be playing Stake 15
random deck idea
White Elephant Deck - All shop items are free, all Jokers are Eternal, rerolls never decrease in price
ONLY STAKE 15
Btw had a dumb idea for "Negative" stakes
where they get easier
good thing we have Stake API
Steamodded 1.0

https://github.com/MathIsFun0/Cryptid/blob/main/Items/Stakes.lua
It'll probably be faster to just look at what I did
for _, v in pairs(self.items) do
if v.object_type == "Stake" then
v.sticker_pos = v.pos
v.sticker_atlas = "sticker"
local words = {}
words[1], words[2] = v.loc_txt.name:match("(%w+)(.+)")
local stakeName = words[1]
v.loc_txt = {description = v.loc_txt}
v.loc_txt.sticker = {
name = stakeName.." Sticker",
text = {
"Used this Joker",
"to win on {C:attention}"..stakeName,
"{C:attention}Stake{} difficulty"
}
}
end
end
this part is very important
no its not my new stamp emotes are way more important /s
nuh uh

Half the blank jokers of Ortalab being added in are in
ortega lab
Balagetro
The mexican food product?
So yeah... what can Steamodded 1.0 do now?
Yesss look at vampire
So adorable
jokers, consumables, tags, stakes, consumable types, suits, ranks, seals, vouchers, backs (decks),
did i miss anything
Sounds
if anyone has any actual idea what the vampire stamp should do btw im all ears i got nothin
gradient API when
after I finish Ankh v1.1.0 I'll probably add it if nobody's done it yet
I swear we need a Shader creator
theres like three people around here that know how to shader
if the joker with vampire stamp gets an edition, remove it and let the stamp gain X0.5
Hey everyone 🙂 I was wondering if anyone can help me with installing mods 😞 I tried a few different things that didn't work, and I don't want to download sketchy files if I don't need to, would appreciate some thorough guidance if someone had an idea 🙂 much appreciated
Hey I will try to help you with the best I can give
When you launch the injector your command prompt should launch himself installing the mod folder to your Balatro
Then when you launch Balatro you should have a new button at the very right with « mods »
use the lovely method
(What is the lovely method btw ?)
Can it help me with my ||mf|| soul_pos problem and all ?
Idk how to do it for vanilla Jokers but you need the base and soul sprites to be in the same atlas then pass the position of each sprite via the position coordinates
… 💀
🏳️
Ff
Do I need to take ownership of my joker to do so ? (In my mod lua file)
It didn't come up with the button, I downloaded and launched the injector 😦 might be missing a step
When you inject what the command prompt say ? (Maybe try the Victin method he is better in this than me)
It's weird, every time I try to open the zip file it says the file is in use by another process then deletes the file
Bizarre cette histoire
I think you should
I see 4 new stamps, what do those do
vampire is undecided, s&b will be "retrigger this joker once" when joker retrigger api gets in, hiker is probably going to give permaboosts to playing cards just undecided on the exact mechanic, and banann is like X1.5 Mult but 1 in 10 chance the stamp falls off at end of round
i wanna try theming the death tarot, but i dont know what colors to use
Can’t you already retrigger jokers?
I don’t think there’s anything that does that in the base game
Only jokers that retrigger playing cards
Cant you make the joker with seb stamp blueprint itself once?
Vamp Stamp
What would Vamp Stamp do?
Remove Joker editions and buff ability values, like x0.2 per time an edition is removed?
Again, wouldn’t work with modded Jokers, and Joker editions are so rare this is very useless
Why don’t these work with modded joker’s again
Stanp when?
Have you tried to mod a Joker?
Have you programmed?
I don’t even have a computer
People code from their phones but in any case
There’s no way to know what variables correspond to a value you’d want to increase like this
You could increase values arbitrarily but that introduces unpredictable behaviour
Now your Invisible Joker takes 2.4 Rounds to activate
Hanging Chad repeats the first card 2.4 times
Maybe a modded Joker could repeat the (1.2)-th card 2.4 times
There’s also some values which could be missed
I think Erosion and Blue Joker wouldn’t work
But I don’t remember how they’re coded
(Since they’re vanilla you could hardcode them in, but it’s the principle)
To be more specific, the Jokers have a list of numbers and a list of instructions, and they’re separate. And AFAIK there’s no way to read the instructions to learn what the list of numbers means because it can contain arbitrary instructions
Hi anyone knows if theres a way to manually set the best hand played stat?:( Currently the gmae crashes for me and I can't play any hand
What do i need to do after the take ownership ? Do i need to write all the option ? (cost,rarity px, py...)
Only the ones you want to change AFAIK
What is AFAIK ?
"as far as I know"
thanks
also i try to install love but there is no version.dll
(Also I’m sorry it’s my first time modding a game so I don’t know how it work )
you need to download the release, which has version.dll inside
how long does a successful run usually take you? (excluding endless)
Hi !
I installed steamodded and now when I open Balatro, this is what happens.
Can you help me ?
verify game files on steam and reinstall steamodded
you have 2 installations of steamodded
oh ok thanks im gonna see that
everyone
i would not cause of the background of the cards
especially the yellow suit is pain to look at
yeah that yellow on yellow is barely visible
's all trash
no
.
<@&1133519078540185692>
lmao
love the beautiful crashs like this
would you like a suggestion to try or are u gonna figure it out urself?
im gonna sleep and hope the world ends while im asleep
🙏
coins are yellow or silver typically
the coin suit is yellow
but ig if sm1 actually smart has an idea, this bumbling idiot would accept
i'll make a proof of concept to make sure i am not being a bumbling idiot
honestly just put a black outline around the yellow of the coins
is this idea anything? too subtle?
Hiii
I managed to install steamodded but when I launched the game it told me that the file Enhancers.png did not exist. So I went to create it myself without knowing what it was supposed to be and I put a png half invisible and half white and here is what it showed me.
Overall, because of Steamodded I lack textures of the game 😅
Someone can help me ?
Rectangle deck
... wtf
that looks like a mod tried to register a sprite but forgot to specify the path to itself
what mods do you have installed?
I think it used to do that to me when I had only one mode (the dice deck) but I don’t think it’s due to it
could be any mod that registers sprites
When I install it, in the steamodded files, after "assets" nothing existed (neither "2x" nor Enhencers.png)
nothing new
maybe I should try to reinstall everything
it's not meant to be there is the issue
steamodded 0.9.8 does not have assets of its own
hmm ok ok
So what am I suppose to do ? I can't launch the game without these files
Install an other version of steamodded ?
If a mod wants to use these files, the mod should distribute them
ok I try to delete all my mod and it work
So I thinks it was one of them who made that bug
Thanks for your help !
Huh I didn't know that number+ suit goes on top of enhancer (wild card). I guess I have to come up with another idea for wild card then
yeah so i just zoomed in on the original version and the suit actually goes on top of the wild card thingy. I guess i just never noticed it
#1230341696957448222 we had Super Mario Bros. in balatro now we have Donkey Kong in balatro
what
its donkey kong in balatro
he's the leader of the bunch
whar
You know him well
he's finally back
to kick some tail
Does anyone suggest me a mod?
Codex Arcanum is a good mod
I second this
(shameless plug, check out #1210728178201526373)
If you're on 0.9.8 there's Mika's Mod that exists https://discord.com/channels/1116389027176787968/1215775159638818826
what happened to my erratic deck run
okay, are there any good save editors so I can just take out the bugged cards in my deck?
i mean you should be able to find it in the file(it's gonna take a long ass time tho) and delete it
i haven't tried that yet
show mod folder
Press win + R, type %appdata%, find balatro, should be there
ty
perfection
steel?
yeah, I'm gaining a lot of mult on my cards
am i cooking (roblox themed balatro mod concept) (also the gears are consumables able to be used a certain amount of times and are replenished at the end of an ante, but cant be sold, so they must either be destroyed by a joker or take up a consumable slot forever)
did kind of screw myself over with this because i dont know how to add consumable types lol
steamodded 1.0 supports a lot of what you need for this out of the box
there's a consumable type API + the ability to not destroy consumables on use
sick
first thing i thought when klein bottle
That dude is the mascot of kleinbottles
and mobius loops
atlas_table = 'ASSET_ATLAS, not atlas there
otherwise seems good so far
also #💻・modding-dev
my bad
nws
New SDM_0's Stuff poll #1228825966940393483 message
looks about right
hi gang
hi lym
Greetings Lyman
Yes
eagles with crowns
crowns
is it even possible to antimatter deck without eventually breaking talisman infinity
also hi lyman
blueish green
Purple
I'm done with you all
Cyan

out of the two though… green
I vote function f(vote) return not vote end; f(green) blue
green
yeah i better look into that
Just drew this, thoughts?
A drill?
Defuser or Diffuser?
tell me how to fuse energy first then
Like, bomb defusal
can't defuse something that's not fused
Energy Fuser?
A joker that needs another
i like this idea
Fusion Mod compat
Yeah
the fuser gives base mult or other thing
and the defuser gives base chips and other thing
and they can fuse with other jokers
Fusion API
Thank you
You actually answered unlike the rest of the bozos lol
i'm kidding about the bozo, i enjoy you all even if you all annoy me sometimes
Ironically I chose the blue one too
btw update in #1241902854915096626 if you wanna see it
eagles holding on to crowns
bluegreen
Random question, is there a sheet/docs for modding Balatro that I could find?
Nevermind, I actually read the threads
Hey guys, question
if I were to uninstall all mods from the game
would that corrupt my savegame?
your profile? no
a save of an ongoing run? yes
Thank you very much
Uhm, got Riff-Raff on ante 1 and fried egg on ante 11.
I found a money glitch; by using a planet card I gain 36$ and a random joker, I've a joker that always give back the planet cards I use.
Game's at 1 fps...
hi, im having some issues getting modded balatro to work. I previously had it working but then validated the files and now when i run steammodded_injector it doesnt do anything
help plz
Could anyone help me real quick? I wanted to find some game files in here but I can only find the game itself, anyone have an Idea?
It's always automatically changed to .zip.app
ok so ive now got the steamodded file in the mods fiolder
and run the balatro.exe with the injector
still doesnt work
https://github.com/Steamopollys/steamodded/releases
I ran the balatro.exe with the injector
following this guide https://steamcommunity.com/sharedfiles/filedetails/?id=3175609191
where do i find this file
ok, where do i find the game directory?
it mentions cpying a file into the game directory, I dont know where/what that is
oh ok
nice it works now. thanks!
I held 3000$ with the mika mod, I've already 225 jokers
is it better to change the chance to 5 or not?
seems fine to me, you can only play a few hands anyways
Sludge
Sludge
whats new in the modding world?
balatro replaced by tetris
Minigame jokers
More perishables
Port of my mod to SMODS 1.0.0
Working on a replay/run validation mod
Yea lol
fluorescent shader updates!
💀
why is everyone calling it steam modded
it's called steamodded because it's Steamo's project

steam modded is a great project, crazy that valve officially sponsored the project
fr fr good guy valve
but what does the dded mean???
dont d(call) e(it) d(steam modded)

Wow someone named themself after Steam Modded?
But they typed it wrong?
smh
Rebrand to “Steammodded” (two Ms) 
how can I fix my game crashing whenever skipping a blind, at the bottom of the log file is says "main.lua" not found
^ log file attached
im gonna start calling it steamo d ded
steamodded (au)rebranded 🪲
hmmmm, 6 slots be wonky
smoddad
the joker is so bad they give you money for taking it
i guess it’s the 397 joker cards constantly floating around
least broken modded balatro run
It's the mika mod
its really funny the game is trying to pawn off the bad jokers on you though
lmao
what is the dollar stencil from
Cheesy joker
But no broken mods
Just bugs
Stencil has 50 xmult, I've 2 stencils
No way, bootstraps is better
why not both 
I've infinite slots
ic
After all this time I got oops all 6's
I got bull... I've 40k$
Yay, brainstorm!!! I'm getting 3000$ every joker now
I'll stop abusing the bug now
I mean I’m going backwards on this run
Like I was at ante 20(?) earlier in it
Yay, 2 minutes/card and my hand size is 24 (before 34) all my cards in hand will trigger now + the jokers
When I select a blind or skip a blind the game crashes, in the log file it says "file not found: main.lua: No such file or directory", I have reinstalled, verifyed the files, reinstalled lovely and steamodded but it still crashes.
(log file is attached)
what mod?
Cheese jokers and Mika

Only with the cards I've e21 and I'm not done with the cards
- my 120k chips and x50² mult
And other things (hologram is at x21)
It seems like a JellyMod issue and that mod is really outdated and broken
deleting that mod fixed it. thank you 
1 card left!!! already e24
where can I find the cheese jokers mod, I don't see it in the thread or on github
nvm
Bruh, I got e88!!! e12 more and I would've got naneinf (I think)
naneinf is at e308
but that's donkey kong, not mario
hi gang
hi man
Hmm.
I want to add a bit of text on top of cards when they draw inside the View Deck screen.
I've located the necessary values to know when that screen is happening, but I don't know how to just say "draw this string plz"
I want to add a +Chips right onto the card without having to hover over it to see the bonus from Hiker
There was a mod that added notation to vanilla Jokers about their current statistics
I think it used something similar to the Sell/Use UI
You can also look up how the game displays the text to view the deck or Blind warnings ("Hand will not score")
yeah that looks like this.
self.boss_warning_text = UIBox{
definition =
{n=G.UIT.ROOT, config = {align = 'cm', colour = G.C.CLEAR, padding = 0.2}, nodes={
{n=G.UIT.R, config = {align = 'cm', maxw = 1}, nodes={
{n=G.UIT.O, config={object = DynaText({scale = 0.7, string = localize('ph_unscored_hand'), maxw = 9, colours = {G.C.WHITE},float = true, shadow = true, silent = true, pop_in = 0, pop_in_rate = 6})}},
}},
{n=G.UIT.R, config = {align = 'cm', maxw = 1}, nodes={
{n=G.UIT.O, config={object = DynaText({scale = 0.6, string = G.GAME.blind:get_loc_debuff_text(), maxw = 9, colours = {G.C.WHITE},float = true, shadow = true, silent = true, pop_in = 0, pop_in_rate = 6})}},
}}
}},
config = {
align = 'cm',
offset ={x=0,y=-3.1},
major = G.play,
}
}```
which is... a lot
I found the buy/sell/use hunk and tried it already and just got errors about not finding FRAMES in ui.lua:284
do you have any questions about it
mostly it's trying to migrate this into Card.lua
I figure I need to do things in draw()
because yeah, copying this straight over gives attempted to index a nil value FRAMES at ui.lua:284
Can i somehow mod/modify files to have higher chance for negatives, polychromes, foils and so on? i want to do goofy stuff and not break game entirely. I know already u can open exe with rar and get to code but i dont know where to start from there
I think that would do it every frame. If you just create the UIBox somewhere else I image it has its own draw function or whatever takes care of making the boss_warning_text work
search all files (Notepad++ find in files in folder...) for "negative"
Look up set_edition
you can hook it and instead return a result however you wish
Idk much how UIBoxes work, but there's a root note centered, offset upwards, and connected to G.play in some way, and that containts two row nodes each with an object node to hold a DynaText object
You may want normal text objects instead of DynaText
Though keep in mind each color is its own G.UIT.T
and each line is its own row
Normally I see the rows organized into columns but this doesn't have them
I myself plan to do something similar but using icons instead of text
Kinda like Stickers/Stamps/Seals/etc. but to just give an estimate
also other purposes maybe
drawing images over top is hekkin' easy
I did joker stake stickers in the collection in like an hour
https://steamcommunity.com/app/2379780/discussions/0/4308327178401860622/?tscn=1709808515#c4293690852336516667
I don't really want to do the Stake Stickers, I say Stickers like their own type of modifier
Except stackable
sure, sure. I just mean that it'd basically be the same thing.
I just haven't looked into how to draw more stuff on top of cards
I mean, its 95% card.sticker = [whatever]
the [whatever] is the reference to the sprite
but yeah, I have no idea how to get past this
Find out where and why FRAMES is being called
I did, I have no idea what it's trying to do and why the existing text objects work without it
function UIBox:draw() -- line 183
if self.FRAME.DRAW >= G.FRAMES.DRAW and not G.OVERLAY_TUTORIAL then return end
self.FRAME.DRAW = G.FRAMES.DRAW
for k, v in pairs(self.children) do
if k ~= 'h_popup' and k ~= 'alert' then v:draw() end
end
if self.states.visible then
add_to_drawhash(self)
self.UIRoot:draw_self()
self.UIRoot:draw_children()
for k, v in ipairs(self.draw_layers) do
if v.draw_self then v:draw_self() else v:draw() end
if v.draw_children then v:draw_children() end
end
end
if self.children.alert then self.children.alert:draw() end
self:draw_boundingrect()
end```
You can replace the hard coded values in poll_edition
so I try this:
self.extra_chips_text = UIBox{
FRAME = {
DRAW = 0
},```
and it throws the *same error*
Try giving your UIBox a root
but they do have it
not anywhere that's specified outside of movable.lua
ui inherits from movable which inherits from node
like this? only adding () and multiplying it by 3?
Ok, and that helps....how?
If you don't find where ui defines FRAME, you can search where its parent does so
and when you find that, you can understand what's going wrong that your object doesn't have FRAME
then the definition is among them
the one in node.lua, which should be called automatically when I construct the UIBox
its literally in the constructor
Maybe you're passing the wrong arguments to the constructor and it's failing to construct the object properly
It just happens that the first failure point is FRAME
but I'm copy-pasting a known working constructor call
Does the working call reference any local variables or somesuch
It could reference a global that isn't defined at the time you call it elsewhere too
the one for the non-scoring hand only references the reason why the hand is non-scoring and replacing that function call with hard coded text is trivial
What is your version of the code
self.extra_chips_text = UIBox{
definition =
{n=G.UIT.ROOT, config = {align = 'cm', colour = G.C.CLEAR, padding = 0.2}, nodes={
{n=G.UIT.R, config = {align = 'cm', maxw = 1}, nodes={
{n=G.UIT.O, config={object = DynaText({scale = 0.7, string = '+5 Chips', maxw = 9, colours = {G.C.WHITE},float = true, shadow = true, silent = true, pop_in = 0, pop_in_rate = 6})}},
}},
{n=G.UIT.R, config = {align = 'cm', maxw = 1}, nodes={
{n=G.UIT.O, config={object = DynaText({scale = 0.6, string = '+5 Chips', maxw = 9, colours = {G.C.WHITE},float = true, shadow = true, silent = true, pop_in = 0, pop_in_rate = 6})}},
}}
}},
config = {
align = 'cm',
offset ={x=0,y=-3.1},
major = G.play,
}
}```
the only change was replacing string = localize('ph_unscored_hand') with string = '+5 Chips'
where is this defined
right now it's inside Card:draw(layer) which is at least somewhat comparable to Game:update(dt) for the unscored hand.
Lets see here, lets have some fun. Lets move the construction of this UI Box right up into the constructor of Card, for shits and giggles.
Now the text draws all the time, no matter what, with no care in the world as to when the card itself is being drawn. i.e. restricting it to the View Deck screen.
oh and if I tell it to draw() during the View Deck screen, it throws a FRAME nil value error again.
Actually, reading more closely the issue is that G.FRAMES is nil
So the issue is that G doesn't have FRAMES, rather than self, which would be the UIBox
that is simultaneously helpful and unhelpful at the same time X)
Is your game crashing on load
even in this state
the view deck bit being because of this:
if self.ability.set == 'Default' and (self.area and self.area.config.view_deck) and self.ability.perma_bonus > 0 then
self.extra_chips_text.draw(layer)
end```
where the extra_chips_text = ... being in Card:init()
Then G.FRAMES should've been defined
Maybe it's emptied at some point, but I couldn't find it
If it is, I could guess it's due to state changes or the game being paused while the deck view is active
I agree. Also have a quick gif
ergo, wanting to draw text in the view deck screen, and not knowing how
I mean, AFAIK when you click the view deck screen while a Boss Blind's warning is on screen, the warning is removed
So maybe the message isn't cleaned up properly
While true, I'm not actually using the boss warning object
Exactly
There is nothing about what I've tried that indicates to me that it shouldn't work and yet it doesn't
I mean, clearly it doesn't work
clearly, but the why is not apparent
Do you set self.extra_chip_text.attention_text = true?
Try setting it and see if it crashes
Also, this should've been discussed in #💻・modding-dev
I checked to see what channel was the right one and found little guidance, so... oops?
at what point? after construction? on viewing the full deck?
the same way the boss blind message does
immediately after creating it
no change in behavior
hmmm looking at it again if the state isn't SELECTING_HAND the UIBox is destroyed
maybe viewing the deck changes the state which causes something else to fail
Is there a reason that, in the "blank_joker_template" the first 4 columns are 71px wide but the last column is only 70px wide?
I guess it would just be dead space on the right anyway, but it seems centering may get off for displaying jokers in the last column?
Maybe it's related to
if G.VIEWING_DECK and (self==G.deck or self==G.hand or self==G.play) then return end
``` in `CardArea:draw`?
not sure, noodling off to spread liber-tea for a bit, trying some other thing as well to at least anchor the text TO the card
well it didn't crash, but also didn't draw anything
partial(?) success?
KNOW WHAT I DID DIFFERENT? Almost nothing
self.children.extra_chips_text = UIBox{
Can someone help me out. Which mod has huge joker?
Morefluff i think
Yeah that's more fluff
reshuffed 😔
why 😔 ?
idk i just dont find repainted-esque stuff funny ig
i love reshuffled
i knew that from seeing my minor arcana cards in the mix
i should probably figure out how to make them not look terrible
heh.
refrance
nice
riddle me this, Batman.
This works:
if self.ability.set == 'Default' and (self.area and self.area.config.view_deck) and self.ability.perma_bonus > 0 and self.children.extra_chips_text then
for k, v in pairs(self.children) do
if k == 'extra_chips_text' then v:draw() end
end
end
This does not:
if self.ability.set == 'Default' and (self.area and self.area.config.view_deck) and self.ability.perma_bonus > 0 and self.children.extra_chips_text then
self.children.extra_chips_text.draw()
end
(the if-statement is the same in both, the difference is whether I call directly or loop over children)
self.children.extra_chips_text__:__draw()
ooh
I am a smort
I don't do Lua much, I use C# on a daily basis, so syntax inertia
Man it looks so good~
Now to make the text dymanic with the correct value
if it helps, obj:func() is the same as obj.func(obj)
yeah, its the finger memory of pressing buttons
(whats this for btw)
I want to put the Hiker bonus chips visible on the deck view to get a quick-glance overview of the cards that've been buffed.
oh
eg, I had no idea ALL of my queens of diamonds had been played
me, with my permaboosts library for permamult, permaxmult, permahmult, and permahxmult
itd be interesting to see it with all that on it lol
(no its not out, i have submitted it for inclusion in a different mod tho :) )
hahaha
I think they look fine.
what is the mod called that lets you use infinite jokers?
Ok then... how would I go about getting a reference to this value from here?
(honestly, I don't care where I store the variable, as long as I can reference it from the text spot and from the card so I can update it)
coins is godawful
...yeaahhh that one is a little bad because they blend in, but in general I think the yellow cards and the other colors are pretty good
:(
Don't feel bad. Like I said they look good overall
Have you considered trying a different gradient range without the darkest color or one with just a solid color of the lightest one you currently use?
The more I look at them they look better. Could try some different things but I think they're good to go as is. I like em ❤️
don't set the width of a CardArea to 0
hahaha
for the actual gradient or the dithering
what is the mod called that lets you use infinite jokers?
Hmmm maybe minimize this space and let the dithering reach the edge of the card more, increasing the overall usage of the middle color and stuff. Or maybe just use the top color and make it solid (which I imagine is not the effect you want but sometimes something simple is the answer)
I sorry 
feder how should i make minor arcana not look terribad
What exactly about the coins is making you think that? Like is it just blending in to much?
i guess
idk i know to defer to other ppls judgment cuz obv i can tell what its sposed to be cuz i made it and the other day ppl were sayin they look bad
Maybe they're just saying that because they do look different than typical playing cards. They're not used to them so it's a little jarring. Like I said the more I look at them the more I think they're better than first impressions.
you could try by making the start and the end of the gradient shorter
so the ends of the cards are occupied more by solid color
Fuck around and find out I guess. Keep a copy off to the side and just tweak it here and there and see what feels right
I'm excited to play with them because they caught my attention when you first showed them
I'll shut up now
idk
at least the code for making the minor arcana have a custom center sprite led to the spirograph watermarks for aspect suits
how do u mean "shorter"
chat how can I beat this big blind?
u dont thats the fun part
Pray
Ante
-0.60/8
oops all negative
🙏
help
Idk why, but my game crashed
should i continue working on graveyard or should i work on even more blinds
graveyard!!!
graveyard
Graveyard
any funky joker ideas rn
none exist
🥲
i just woke up from my nap thank you for your input
What mod, myst?
Graveyard
black seal is outdated yes
0.9.8 and 1.0.0 mods arent interchangeable
i mean yeah but everyones moving to 1.0
ill just wait til its updated theni guess, cheers
is it possible to update those mods ?
or do you know working mod on 1.0 ?
mods like blacks seals
or those
Okay thanks !
i want it too but when i try to mod the documentation speaks in 1.0 and i dont know how to do it in 0.9.8 "language"
can i screen my script and paste it here or should i do it in modding dev
Small question: does balamod locks achievements?
Sadge
I just wanted to add improved mouse controls
😔
Game crashes whenever selecting a deck
(log file attached)
Thanks, missed this part
seems legit to me
Hey guys, quick question; when making new cards, do they have to be in the same pixelated art style, or is it possible to make non-pixelated ones? (aka can I use already drawn images or do I have to have some new ones drawn for the game)
AFAIK it can be anything
Although maybe you'd need to rescale it
The game already has rescaling logic so you would need to change it
Right, I see; thanks ^^
Another question actually; are there mods that dont disable things like achievements etc?
Like, I imagine you cant make progress in the game with mods that add jokers for example; but, what about GUI mods, like replacing the cursor; could that work differently?
....Huh; so that means you actually can just download like the better RNG mod, and then unlock all achievements using that?
hello, I have no affiliation with Balatro but I wanted to talk to a user that I know is on here about using tools they work, but for another game (Hades II), this is just a post stating my intentions in case something looks suspicious
specifically I wanna set up a debugger on Hades II's lua
additionally, if anyone knows about the inner workings of lovely patches, in the sense of how they can be ported to a totally different lua runtime and loader, please let me know
I’d ask @umbral pilot but I vaguely recall hearing that lovely should work with any Lua game? But Idk
it should be easily portable to any LOVE2D game
for other engines, it probably won't work out of the box
yes, that's why I asked for someone who knows the details
that way we can go and implement them
Hades II ships with the PDB and we have a loader that hooks stuff there and extends the lua environment by exposing more stuff
so forking or porting some parts of lovely is possible, but I don't know how much effort or how useful it'll be
yeah you're best off talking to metherul for that - you can have a look around the source in the meantime
I'd guess it highly depends on love's structure, so I'm not sure how reasonable a direct port would be
I am not really looking for a direct port
I'd honestly rather just taking the patching implementation and wrapping it in a new interface that the existing plugins can use
however that can be done
we don't need patches that often, as we have an elaborate system of wrapping that we used in Hades 1 (it's like monomod's hooks, but we can't do the equivalent of IL hooks)
so this is a nice to have thing for the few mods that would need it
I see
because in Hades 1 nobody was around to make a loader with any meat to it since they changed it from MonoGame to a native C++ thing on the 1.0 release, so we made do with only doing things within the limited scope of that lua environment.
them changing the engine is well known because it was written about by The Forge and is part of Supergiant Games' documentary
forever?
Yo does modding break the restrictions in the challenge runs? Jokers are showing up that should be restricted for me
I want achievement reneabler mod
Do I just have to place it in mod folder?
So I download the raw file
Yay, ty
Is there a mod to disable some mods?
steamodded 1.0 has this built in, not possible on 0.9.8 though
1.0.0f?
fair
1.0.0-ALPHA-MMDDx
current is 0528a, for example
is there a mod to make negative soul cards?
how?
it's possible in Cryptid with a deck that lets you get any item in the shop
and Perkeo
Debug Mode 🤔
I mean, I saw a YouTuber playing with color cards
more fluff?
yes?
How do I download steammodded 1.0.0?
Do you need to
1.0 is unreleased, you can always find the current in-dev state on the main branch on github - note that mods that aren't updated to 1.0 are incompatible with it
I want to disable some mods
Just move them to another folder
What’s more likely to happen is that the mods aren’t up to date to 1.0 anyways
👍
yeah you'd end up disabling all your mods lmao
Is another folder in balatro good?
Ok
That's exactly the name I gave it
Who's paul?
I just zip the mods
Do you actually want to know the secret to that?
you need to find Paul
uhm...
what happened?
that's ominous
i dont remember where thats from but use it when you get into a shop
Oops
I've two now
HELP!!!
I can't win
I'll have to use one of my 63 mr.bones
They didn't trigger
I died, without knowing what shaky jupiter does
giga modded balatro vid just dropped with a bunch of mods from here if anyone wants to check it out. Had a blast, cant wait to add more.
looks like madness
it was chaos and i loved it. it got more unhinged later when i added more but died so quickly on those runs
My run too, just died
.
truly mad
BUT the game didn't crashed
When Steamodded 1.0 releases there’s gotta be a crazy modpack that gets created
Is there a mod that always makes the first tag to be a coupon? I can't be the only one who restarts over and over again until I get it 🙂
You can achieve this with https://discord.com/channels/1116389027176787968/1242974974701080617
bruh
Awesome! thx
I think im gonna start doing a segement where we just add a mod or two every week and just call it mod madness or something. Just pure chaos
Game crashes whenever selecting a deck, at the bottom of the log file it says "2024-05-29 09:49:04 :: ERROR :: StackTrace :: Oops! The game crashed"
(log file attached)
who's paul
nvm, I guess the "legendary deck" mod is outdated
remind me to fix mystblinds tomorrow
What mod did you make?
They made mystblinds…

maybe "held in hand" since thats the language on mime and other in hand abilities?
Damn my bad thx
😭
Better ?
scoring... when scored?
Yeah I know that's why I'm asking
remove the first scoring
Retrigger all scoring face cards when this card is scoring or held in hand
oh
Well it's not retriggering every face card on board
very confusing
I know
yeah should include "this card" for clarification
it's retriggering face cards when scored, so it doesn't retrigger non-scoring ones
also why would you ever play this if it can proc in hand
from what im gathering its scoring face cards whether played or not as long as that card is in hand correct?
?
[retrigger scoring face cards] [if snb is (played or in hand)]
that's just called having money
Ok I'll try something
now i am just a nerd but do you guys think a digimon or yugioh focused mod would be possibe
thing is im no programmer but honestly think itd be awesome if someone did it after all if slay the spire has mods inspired and you guys are skilled and dtermined enough to make mario there is a chance someone can
how do I fix this. Whenever I save a run and continue later, it removes everything, all jokers, cards, levels, etc. I have to fully reset the run
Jimbo's evil fucked up curse
?
what mods do you have
Try removing half the mods, starting a run, getting a joker, then exiting and reloading
Do it with both halves just to have a control
The first half I deleted worked (pactdeck and below) but the second time it did the same thing (negativejoker and up)
remove the first half, then remove half of what remains
keep the half that doesn't work, then repeat until you find the smallest collection of mods that don't work
I imagine it's a single mod causing the issue, but it could be multiple mods mixing poorly
monies
But if you do half at a time you'll find the culprit in approximately log_2(n) attempts
where n is the number of mods
i love cryptid
would the log file show anything that could help finding which it is?
so with 1,000 mods you'd do approximately 10 tests
I'm not sure. I imagine the issue is that someone overwrote either the save or load functions
maybe they tried to hook it but did it poorly
yeah I think so, it says "WARN :: Loader :: Duplicate mod ID: AxUtil"
I don't think that warning is important but idk
it's one of the .lua files
I mean, most mods are .lua files yes
I mean one of the ones that aren't in folders
axutil is for seals fyi
if you want to get rid of the warning
how do i fix this after installing the more fluff mod
average cryptid run
welp now when I'm in the shop it's not giving me the cards to choose, no jokers, tarrot, planet, or normal cards. Even when I reroll I get nothing
uhhh...
ooh what's this?
just attempted to download steamodded, should i not be seeing any additional menu options or something? i genuinely cant tell if i actually downloaded it
i followed the direct installation instructions
i have steamodded-main inside mods inside balatro inside roaming inside app data
Someone on reddit posted a couple deck ideas that I found interesting and I decided to recreate them, work in progress but it's coming along
Double Deck: Start with 104 cards, pick 1 extra card from booster packs (so an Arcana Pack allows you to pick 2 out of 4 cards, a Mega Celestial Pack gives you 3 out of 5)
It took me way too long to kludge together in code, but I also managed to make it look like someone actually shuffled the Blue Deck and Red Deck together :')
As in, the 2nd pack's cards all have red backs when they get turned over for any reason (dealt to the player, shuffled back into deck, turned over for enhancement animations or bosses that make cards face-down)
this is what it currently looks like
||I love this game but the game's Lua code seems held together by duct tape||
is there some issue with the file structure?
Is lovely installed?
also this looks like it’s Steamodded 1.0.0, most mods are still using 0.9.8 so you may want to download the code from the GitHub release instead
Yeah the install guide for 0.9.8 is essentially gone
Or at least not easily reachable
But basically you download 0.9.8 from here: https://github.com/Steamopollys/Steamodded/releases/tag/0.9.8
Put the steamodded injector executable in your Balatro game folder in Steam's local game files, and drag Balatro.exe on top of the steamodded_injector.exe file
install for 0.9.8 and 1.0 is the same as long as you use the good method (lovely) and not the pointless annoying bad method (injector)
And then mods should be loaded from the mods folder
don't use injector
Ah
When I first installed it I don't think I saw anything in regards to lovely
But that was a while ago
yeah
Instructions just opened with "use the injector and done"
the install instructions were only changed recently to plainly state that the injector is not the best method, but its been worse for like forever
Also I find it rather amusing that due to pure happenstance with how Love2D's API's work on Android, Steamodded just works out of the box on the phone version(s) if you use Balatro Mobile Maker
I hope 1.0.0 won't break that
game directory is steamapps/common/balatro or whatever
oh
manage local files on steam
IT WORKED
BAL||
||TRO
i'd refrain from talking about this cause of #📜・modding-rules 1 and 4, idk how that even exists but i guess maybe its not important enough for the publisher to try to take it down? or they just don't know
if i made an aseprite .pal for the basegame joker palette, would it be appropriate to post in this channel or somewhere else?
if you see any knock-offs and such contact the publisher thru Balatro@playstack.com and they will deal with it
#🎙・server-chat message
ohhhh it was an android knockoff
duh
...
im stupid as hell
nw it happens
you will know when balatro mobile comes out when there's an announcement
nah not a knockoff but still against the rules and explicitly stated to be against the creator's wishes
Is that ToS-breaking though? It's rather common practice for Game Maker or Love2D games to get programs that take the PC version and repack the data for Android
But yeah you're right, I missed that channel
For some reason I can't see any of the modding channels until someone links them
this took some time but was worth
yeah
not sure if its illegal to make (probably not) but its def something you shouldn't talk about here
discord made this genius idea of browse channel in an attempt to replace the "select role to show channel" bots and stuff
little did they know some people do not know that this is a feature and...
you get people not seeing channels
Argh, I don't know if I want to keep this at +1 Discard or give it +1 Hand Size instead
I thought this would just be a funny gimmick deck but playing it is actually rather interesting
I did some test runs without any extra discards or hand size but that makes it a bit awkward to play
why does the more fluff mod not work i just have this
The +1 hand size makes it look a bit too busy for my tastes but it does make the deck suck less at drawing Straights
Multiple people have reported More Fluff not working in relation to Thunderstore, I just think it's a Thunderstore issue because it's janky. Try installing it from Github
Note that you'll need to manually install... uh... whatever modloader this mod uses
He doesn't say anywhere
Like at all
cloud 9 gaming
hopefully i can push this to echips
Oh yeah Cloud 9 is very good with this, $8 per round
steamodded 0.9.8
i just have an issue with downloading the stuff for mods to work so could you help?
Try installing the mods and Steamodded and Lovely manually, not through r2modman or Thunderstore, it clearly doesn't seem to work well with this game due to the way mods are loaded and r2modman being kinda shit
ok
i got it working i just forgot to use the injector and tried to manually download the files last time
i extracted the games source code
and uh
where the hell are the joker calculations
calculate_joker in card.lua
Tells what it’s calculating for (ex. Playing a hand, selling a card, etc.)
uhhhh how the hell do i make a lua file
save it as <your file name>.lua in your editor of choice
well that was fast
i dont really see what the problem is
oh nope just saw it i think
sike so many more issues
This is using 0.9.8 syntax with 1.0.0
