#⚙・modding-support

1 messages · Page 15 of 1

gleaming gulch
#

none of the modded info seems to be showing up

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okay

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do you have latest steamodded and lovely

sullen rivet
#

yes, both up to date

timber harness
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is steamodded nested?

sullen rivet
#

no, by itself

timber harness
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hmmm

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can we see the folder

sullen rivet
gleaming gulch
#

why is there no lovely folder

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thats supposed to get created when launching the game if you have lovely installed

drowsy harbor
#

what's inside the smods folder

rigid void
#

weird, no lovely folder

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the crash indicates that lovely patches are successful

gleaming gulch
#

actually let me guess

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all those mods are inside of a folder inside the mods folder

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and thats why the lovely folder isnt there

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thats what im guessing the issue is at least

sullen rivet
#

Found the issue, i was working with mods in the game dic rather than in the Appdata folder

wooden coral
#

my games crashing when i try to use fantom preview m od

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when i check the log it says: INFO - [G] Error: [love "boot.lua"]:48: Failed to initialize filesystem: already initialized
stack traceback:
[C]: in function 'init'
[love "boot.lua"]:48: in function <[love "boot.lua"]:42>
[C]: in function 'xpcall'
[love "boot.lua"]:357: in function <[love "boot.lua"]:355>
[C]: in function 'xpcall'

gleaming gulch
#

fantom's preview no longer works

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at least not on newer steamodded versions

wooden coral
#

in what steammodded version does it work in

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actually nevermind

mental ingot
#

I'm trying to make some Jokers using TheAstra's modding guide and I followed everything to the T but when I tried to test my first Joker I got this error on launch.

#

I double checked all my code for typos and when I fixed them it still doesn't work

gleaming gulch
#

is NSFS a table that you or some other mod defined

shy seal
#

NSFS doesn't exist unless you defined it

mental ingot
#

I have no idea

#

I have no idea what NSFS is DX

shy seal
#

NFS is what does exist

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In other words, a typo

mental ingot
#

I didn't put that in my code tho

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It didn't come up during the video

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I haven't even seen NFS either

gleaming gulch
#

well there has to be an instance of NSFS in your main file since otherwise you wont get this crash

mental ingot
#

OMG I FOUND IT

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I'm so sorry chat I wasn't looking hard enough DX

gleaming gulch
#

you should use ctrl F for these things

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or look at the line number in the crash, thats what the 1 after the file path indicates here

mental ingot
#

Nevermind I got the error again 😔

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Unless I'm goated

split stream
#

Ctrl + F: Search for term
Ctrl + G (in VSCode): Jump to specific line

mental ingot
#

No I am not goated

shy seal
#

Also your smods is ancient

mental ingot
#

Is it???

gleaming gulch
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it is 7 months old yeah

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we are on 1620a already

timber harness
gleaming gulch
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thats

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unrelated to this crash

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like its true but also not relevant right now

timber harness
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no but they should do it anyway

shy seal
#

it's generally good advice

mental ingot
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No I will NOT get rid of Talisman this is MY Talisman and I'm keeping it. Nyeh.

gleaming gulch
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amulet is the same thing

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but it just works with everything by default

shy seal
mental ingot
#

Is it? I thought that this was for modding help

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Cus it crashed

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When I was modding

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What's weird is that I opened it with the code earlier and it was fine

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But I started working on my first joker and suddenly it stopped working

shy seal
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modding-dev is for help with developing mods

mental ingot
#

Understood :0

regal jolt
#

not entirely sure if this is mod related, but my balatro is now for some reason just being a transparent screen. I can hear the music and the window exists, but there's nothing rendered in it

timber harness
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uh

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what mods do you have

regal jolt
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I only have steammodded enabled, not 100% sure it's a mod issue but wanted to post this here first

junior briar
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what is your os

regal jolt
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on linux using proton

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ubuntu specifically

regal jolt
#

might just be something with my computer tbh

cobalt gust
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what am i supposed to add? ive put before in front of it, i put in in the bracket, i put it after and nothing works, i have no idea how writing code works lmao

gleaming gulch
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you need to update lovely

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this is not a code issue

maiden pulsar
#

why is spectral lib crashing

timber harness
#

it would help if you sent the crash

maiden pulsar
#

hold on

gleaming gulch
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replace talisman with amulet

maiden pulsar
#

ok

cobalt gust
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okay it work sthank you goat

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whats wrong with talisman?

unique scarab
cobalt gust
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alright

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ill try that

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hmm

unique scarab
#

Honestly wouldn’t be surprised if it’s UTDR, that mod has quite a few compat issues

frosty shore
#

is wormhole expected to be compatible with other mods? hot potato wasn't

timber harness
#

but can't gaurentee anything

unique scarab
cobalt gust
#

oh hey tysm

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i had to get rid of bunco too

unique scarab
#

Ah rip

clear void
#

Can someone send me a wiki or teach me how to add Enhanced Cards and what not
and or give me ideas for decks or jokers

gloomy parrot
blazing orchid
#

what to do abt
engine/sprite.lua:94: bad argument #2 to 'send' (table expected, got nil)

shy seal
blazing orchid
#

character limit when trying to send whole thing but here's more:

engine/sprite.lua:94: bad argument #2 to 'send' (table expected, got nil)

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1620a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.9.0
Platform: Windows
Steamodded Mods:
    1: Talisman by MathIsFun_, Mathguy24, jenwalter666, cg, lord.ruby [ID: Talisman, Version: 2.7, Uses Lovely]
    2: UNIK's mod by 70UNIK [ID: unik, Priority: 7777770, Version: 0.6.3i]
    3: Cartomancer by stupxd aka stupid [ID: cartomancer, Priority: 69, Version: 4.17c, Uses Lovely]
    4: DebugPlus by WilsontheWolf [ID: DebugPlus, Version: 1.5.2, Uses Lovely]
Lovely Mods:
    1: Trance
    2: BMM-Compat

Stack Traceback
===============
(3) LÖVE function at file 'boot.lua:352' (best guess)
Local variables:
 errhand = Lua function '(LÖVE Function)' (defined at line 616 of chunk [lovely debugplus.console "debugplus/console.lua"])
 handler = Lua function '(LÖVE Function)' (defined at line 616 of chunk [lovely debugplus.console "debugplus/console.lua"])
#

only content mod is UNIK's, and it happens when trying to load home page after launch

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so any idea?

turbid lagoon
blazing orchid
#

will do ty

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nope removed trance still same error

turbid lagoon
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Try removing the other mods one by one, my bet would be Talisman

blazing orchid
#

well apparently it was somehting with UNIK's

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and it wasn't disabling even when I thought it was

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js uninstalled it 🤷

jovial fox
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How to make mod

timber harness
jovial fox
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thx

mental thistle
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I updated steamodded, changed nothing from the code or folders, and now balatro won't open

turbid lagoon
#

/assets/2x/Jokers-Atlas.png
is the filename correct?

mental thistle
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is it something stupid like the A isn't capitalized anymore?

gleaming gulch
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assets never shouldve been capitalized

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If it worked before thats probably a steamodded bug if anything

mental thistle
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well either way I changed it to "assets" uncapitalized and didn't fix it D:

turbid lagoon
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Oh it's missing the modprefix

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Crash log says it's looking for mar_Jokers-Atlas?

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Can you send your atlas code?

gleaming gulch
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well no thats the key of the atlas

turbid lagoon
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Yea I had a doubt

mental thistle
gleaming gulch
#

it would be nice if the crash log showed the path its looking for though

turbid lagoon
mental thistle
turbid lagoon
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the atlas = atlas_key thing

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Add mar_ at the beginning of it, save and see?

gleaming gulch
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File data would imply its failing at atlas injection

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does the spritesheet also exist in 1x?

turbid lagoon
#

Do it for every atlas that uses it btw not just this one or it won't work

mental thistle
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still same error

gleaming gulch
#

well it automatically uses your mod prefix for atlases so the prefix shouldnt be an issue

mental thistle
#

they have different order sorry

gleaming gulch
#

Did you save all your files

turbid lagoon
#

It crashes because you updated SMODS right?

mental thistle
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I always spam the save_all on sublime

gleaming gulch
#

Ah

mental thistle
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also I shared the mod with my partner so she could beta test it and she downloaded balatro from scratch and downloaded steamodded latest and the mod worked fine so I'm perplexed

turbid lagoon
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Idk if that'd change anything, making dumb suggestions but did you update lovely as well?

mental thistle
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yeah but idk maybe I did a step wrong

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I'll just start again to see qwq

turbid lagoon
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I'm perplexed by this /Mods/marinamod.zip.mnt/

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Do you have a zip copy of your mod in your mod folder?

mental thistle
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yea for sharing but it never affected it

turbid lagoon
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Try removing it out of your mod folder

mental thistle
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ok so I double checked the version.dll for lovely and still nothing

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holy shit it WAS the zip file

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but it didn't do anything before??? smods???

turbid lagoon
#

🤷

jovial pond
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im trying to redo all my mods because of random crashes, so i deleted version.dll, verified files on steam, deleted files in app data, and got another crash

mental thistle
#

also deleting the zip made it so that when I started the game, my mod was disabled???(and ztrl+z to reinstate the zip file made the mod enable again on the crash log) maybe smods was confusing the zip for some kind of config

turbid lagoon
jovial pond
#

gonna try now

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no it doesnt

junior briar
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me when i see grouping consumables together implies doing UI 🤢

jovial pond
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game just froze and quit out with steammodded and lovely 💔

junior briar
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"bmm-compat" 💔

turbid lagoon
jovial pond
junior briar
junior briar
#

instead of checking compatibility when you launch the mods, bmm compat does it everytime and just lags the damn game

jovial pond
#

word, i'll uninstall it and do it the old fashioned way

junior briar
#

you can use imm instead, they share the same index

jovial pond
#

tbh i just used bmm to have a "nicer" time of browsing mods

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idk anymore tbh 💔 never had random crashes just from steammodded lol

frosty shore
# jovial pond

Weird, this all looks fine at a quick glance. Does your game also crash without steamodded?

jovial pond
frosty shore
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yeah, sure

jovial pond
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got this

frosty shore
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ah yeah that's a vanilla issue

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one min

frosty shore
timber harness
#

if so, do you have steamodded or lovely

jovial pond
frosty shore
frosty shore
jovial pond
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word, thank you. this never happened to me before so im kinda shocked

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maybe i did something to my bios inbetween my hiatus and forgot

jovial pond
timber harness
frosty shore
jovial pond
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lowk if the simple tweaks dont work imma just call it quits ✌️

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cuz these random crashes every 5-10 min are bugging me

frosty shore
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Yeah, it sucks. I'm not sure if balatro is sensitive to these issues for some reason or I'm just seeing a lot of bug reports

jovial pond
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appreciate the help, i have something to work off of 👍

frosty shore
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no worries 👍

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lmk if disabling xmp fixes it or not

unborn plover
#

Hey guys I got mods but I want to play vanilla again how can I do so?

frosty shore
unborn plover
#

Or would it be easier to rename and have steam regenerate it and then just swap it back again?

frosty shore
#

renaming should also work if you want yeah

unborn plover
frosty shore
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steam doesn't have to regenerate anything though

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there's no "vanilla" version.dll

clear void
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does someone have a template for anything that isn't a deck or joker

gloomy wasp
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hey can anyone help me out, ive modded balatro in the past with no issues, but now when i mod the game, it permanently reverts my C+ save file to a version of it from 6+ months ago and i have no idea why

mild crane
#

Just curious, whenever I've watched YouTubers play modded and end up with 20+ jokers, they don't seem to lag until a hand is played, but as soon as I get like 12 my FPS drops dramatically. I have a pretty high-end PC that doesn't experience FPS drops elsewhere, is there a QOL mod I'm missing? I'm only running Cryptid, Saturn and such.

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Alternatively, is it possible to manually allocate more RAM to Lovely/Balatro like I can in Minecraft's Launcher?

drowsy harbor
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i believe the usual bottleneck on performance is the cpu

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and i don't think there's a qol mod to handle that

wheat depot
#

I am having trouble searching for multiple vouchers in the same seed with the Immolate seed finder. My intention is to check for the tarot merchant voucher in the first two antes, then for paintbrush/palette and heiro/petroglyph in any ante 1 - 18. Can someone help me? not sure what I am doing wrong.

#
#include "lib/immolate.cl"
long filter(instance* inst) {
    long passedFilters = 0;
    int temp;
    
    for (int i = 0; i < 19; i++){
        init_locks(inst, i, false, false);
    }
    
    // check for tarot merchant in the first two antes
    
    if (next_voucher(inst, 1) == Tarot_Merchant) passedFilters++;
    else if (next_voucher(inst, 2) == Tarot_Merchant) passedFilters++;
    else return passedFilters;
    activate_voucher(inst, Tarot_Merchant);
    
    // check for paint brush and pallette in any ante
    
    temp = passedFilters;
    bool found = false;
    
    for (int i = 1; i < 19; i++) {
        if (next_voucher(inst, i) == Paint_Brush || found == true){
            activate_voucher(inst, Paint_Brush);
            found = true;
            if (next_voucher(inst, i) == Palette){
            passedFilters++;
            break;
            } else return passedFilters;
        } else return passedFilters;
    }
    if (temp == passedFilters) return passedFilters;
    
    // check for heiro and petro in any ante
    
    temp = passedFilters;
    found = false;
    for (int i = 1; i < 19; i++) {
        if (next_voucher(inst, i) == Hieroglyph || found == true){
            activate_voucher(inst, Hieroglyph);
            found = true;
            if (next_voucher(inst, i) == Petroglyph){
            passedFilters++;
            break;
            } else return passedFilters;
        } else return passedFilters;
    }
    if (temp == passedFilters) return passedFilters;
    
    return passedFilters;
}
eternal bone
#

question

#

in what part of a mod are the prefixes added

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for instance, curses for ortalab

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and hexes for grab bag

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they probably have custom prefixes

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FUCK WRONG CHANNEL

hazy cedar
#

i think its something to do with talisman but i dont know what

hallow grotto
hazy cedar
#

amulet?

hazy cedar
hallow grotto
hazy cedar
hallow grotto
#

you got this

hazy cedar
#

why is talisman broken with cryptid

hallow grotto
#

abandonware ass mods ngl

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like the devs hated their own shit so they abandon it

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and then there's amulet

hazy cedar
#

damn

gleaming gulch
hazy cedar
#

im just using balatro mod manager

gleaming gulch
#

okay

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but you should still do that because thats whats causing the issue

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the balatro mod manager is what put those there in the first place

hallow grotto
azure anchor
#

balatro mod manager isnt really the best

gleaming gulch
azure anchor
#

its better you download the mod's .zip from the website and place it in ur mods folder

hallow grotto
#

there you go

halcyon basin
#

Does anyone know what exactly causes this error, and if there's an easy way to fix it?

unique scarab
#

no fucking way lol

hallow grotto
#

😭

unique scarab
#

Ok wait I thought this was an issue with an atlas

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it is not

halcyon basin
#

There's also this on loadup, which I think is from the main menu trying to deal with the wormhole + cryptid + pokermon + multiplayer themes.

unique scarab
#

That many large mods is sure to lead to issues

halcyon basin
#

Yeah, I'm not too surprised.

hallow grotto
#

I have a feeling that WH isn't suitable with other mods enabled

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especially with Pokermon and Multiplayer

halcyon basin
#

For a mod jam, that is kinda expected, even if it's a bit of a pity.

#

There's a lot of really cool content there!

unique scarab
#

I know some people actually ran it with Multiplayer on stream

hallow grotto
#

Pokermon tho

unique scarab
#

Only issue I saw was it crashing on run end with trying to render spacetart cards

unique scarab
halcyon basin
#

The other big thing I noticed was that the retrigger spacetart seems... bugged... especially in conjunction with the boost spacetart.

unique scarab
#

So normal spawn

#

hm

halcyon basin
#

My guess is it's trying to spawn in stuff I've removed with banner.

unique scarab
#

That would likely be it

#

I presume you banned every Rocket card

halcyon basin
#

Haha, yep, how did you guess!

#

I actually had that before, then unbanned one to fix it.

#

The issue comes when you ban entire categories.

unique scarab
#

That'll do it. The key of the card it was trying to spawn was the rocket card default

halcyon basin
#

Ah, so the shop doesn't just try and replace it with anything else?

unique scarab
#

Yeah once the shop picks a card type it wants to spawn it doesn't move off of it

halcyon basin
#

Good to know, does this apply to vouchers and packs as well?

unique scarab
#

I don't believe so since they're all a part of the same pool unlike card types which each have their own seperate pools

gleaming gulch
unique scarab
#

The default is banned in this case tho

gleaming gulch
#

Default spawning ignores all bans

unique scarab
#

Does it? I have not had that behavior

gleaming gulch
#

in banner at least it does

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and i think with basegame ban functionality too

halcyon basin
#

So, I have no category fully banned, except for packs and vouchers, and I'm still getting the crash.

unique scarab
#

When I was developing SuperRogue the empty pools were certainly a pain point

gleaming gulch
#

from the crash it seems like its doing something in card creation without a defined type

halcyon basin
gleaming gulch
unique scarab
#

Try unbanning specifically Atlas V

halcyon basin
unique scarab
halcyon basin
#

Thank you kindly, now I'll just hope it doesn't happen again.

unique scarab
#

No prob. I wonder if Banner's method of switching types if a pool is empty gets broken by Cryptid. I know that was something I had to account for in SuperRogue 🤔

halcyon basin
#

Now I get this when selecting a card in a blind, entirely out of nowhere.

#

Literally no idea where it came from, as the previous blind worked fine, and I only picked up bean and green joker.

unique scarab
#

This is Cryptid related, not exactly sure how though

halcyon basin
#

Restarting fixed it, so it's not a persistent issue.

unique scarab
#

Something about simulating jokers or smthn

halcyon basin
unique scarab
halcyon basin
#

And I think ursa minor causes the required blind score to not update.

unique scarab
#

I believe that's an issue on the MP end since they don't have any way to handle extra blinds/rounds

halcyon basin
#

I mean, I don't expect you to do anything really, I fully understand if it's not something that can be fixed, but I figured I'd bring it to your attention in case you weren't aware.

unique scarab
#

Hm, seems fine on my end

halcyon basin
#

Odd, it might not be ursa minor specifically, but I do clearly remember having the displayed score stuck at 1200 for an extended period of time.

#

It may also be the gravicards, pretty sure the display on those is somewhat bugged as well.

unique scarab
#

Those are also working fine on my end

#

Display updates properly and everything

#

I wonder if it's some MP Jank changing how the value is displayed

halcyon basin
#

That is very possible, so I'm probably misremembering if I had MP active, because I could have sworn I didn't when I encountered the issue.

waxen laurel
#

yo does anyone know how to make a custom stake that allows a custom sticker to appear

#

ive been trying for days now 😭

unique scarab
#

Have you seen this on the Sticker documentation?

unique scarab
#

Then have you tried something like this in the Stake code?

waxen laurel
#

wait, does it need to have the mod's key

unique scarab
#

You do not have your mod prefix

waxen laurel
#

along with it

#

OMG

#

IF THATS THE REASON WHY ISTG

unique scarab
#

It definitely is

waxen laurel
unique scarab
#

lol yw

waxen laurel
#

is there like a specific variable that determines whether a joker can be moved or not?

turbid lagoon
#

vanilla-wise there's card.pinned

#

but it's kinda specific to a thing

drowsy harbor
#

something in card.states, i think

waxen laurel
gloomy wasp
#

im having trouble with keeping my save when i mod balatro, ive modded balatro in the past with no issues, but now when i mod the game, it permanently reverts my C+ save file to a version of it from 6+ months ago and i have no idea why

drowsy harbor
#

there's been [a discusson on this](#1335012398528069652 message) on the smods server
tl;dr i made some tracking functions to be robust to mod loadout changes but accidentally made them completely unable to handle switching to vanilla and back again, and we can't think of a solution to this

#

i mean on the smods end
on your end you could keep your vanilla data separate from your modded data, and/or leave smods active when you want to play without content mods. though it's too late to recover the original profile unless you have backups

gloomy wasp
#

i do have backups, so youre saying i should take my vanilla save out of the balatro saves folder when i want to play modded? and just put it back when im done

#

also, if its a smods issue, do you know if i can play QoL mods without smods then? i mainly just wanted to play QoL mods while i go for C++

drowsy harbor
waxen laurel
#

also sorry for asking a lot of questions

drowsy harbor
gloomy wasp
#

alright tysm i appreciate the help

drowsy harbor
#

another thing you can do, after adding lovely but before smods, is add debugplus, open the debug console with /, and paste this

eval
local stakes = {
    "stake_white" = 1
    "stake_red" = 2
    "stake_green" = 3
    "stake_black" = 4
    "stake_blue" = 5
    "stake_purple" = 6
    "stake_orange" = 7
    "stake_gold" = 8
}

for profile = 1,3 do
    for _, v in pairs(G.PROFILES[profile].deck_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
    for _, v in pairs(G.PROFILES[profile].joker_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
end

G:save_settings()

this will copy all your wins by index records into wins by key records so smods won't eat them

gloomy wasp
#

im not sure i understand how to get to the debug console, ive put lovely in (just version.dll i believe?) and opened balatro but its opened like vanilla, but with a comand prompt running in the background

drowsy harbor
#

did you add debugplus?

gloomy wasp
#

ohh i misunderstood ill try that now

drowsy harbor
#

once you add debugplus you can open the console in-game by just pressing /

gloomy wasp
#

getting this error now

drowsy harbor
#

oh, i must've typod something somewhere

#

commas.

eval 
local stakes = {
    "stake_white" = 1,
    "stake_red" = 2,
    "stake_green" = 3,
    "stake_black" = 4,
    "stake_blue" = 5,
    "stake_purple" = 6,
    "stake_orange" = 7,
    "stake_gold" = 8,
}

for profile = 1,3 do
    for _, v in pairs(G.PROFILES[profile].deck_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
    for _, v in pairs(G.PROFILES[profile].joker_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
end

G:save_settings()
#

... typo 2, a second eval got in there somehow
i fixed it a moment ago but double check that if you're still getting errors

gloomy wasp
#

yeah still getting the same syntax error

drowsy harbor
#

the same one? line 2, } expected to close {?

gloomy wasp
drowsy harbor
#

did you copy the new command

gloomy wasp
#

yep

drowsy harbor
#

paste it and check
they look very similar, all i did was add commas in the opening table

#

that error means there isn't a comma

#

wait

#

frick

#

i hate table syntax

#
eval
local stakes = {
    stake_white = 1,
    stake_red = 2,
    stake_green = 3,
    stake_black = 4,
    stake_blue = 5,
    stake_purple = 6,
    stake_orange = 7,
    stake_gold = 8,
}

for profile = 1,3 do
    for _, v in pairs(G.PROFILES[profile].deck_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
    for _, v in pairs(G.PROFILES[profile].joker_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
end

G:save_settings()

lua tables don't like if the key is a string in quote marks fsr

#

and lsp didn't give me an error about it :/

gloomy wasp
#

im sorry but new error has dropped

drowsy harbor
#

gah
i know what i did wrong
the table is backwards

#

this is why i test things repeatedly before i push them, i'm always finding something like this

#
eval
local stakes = {
    "stake_white",
    "stake_red",
    "stake_green",
    "stake_black",
    "stake_blue",
    "stake_purple",
    "stake_orange",
    "stake_gold",
}

for profile = 1,3 do
    for _, v in pairs(G.PROFILES[profile].deck_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
    for _, v in pairs(G.PROFILES[profile].joker_usage) do
        v.wins_by_key = {}
        for index=1,8 do
            v.wins_by_key[stakes[index]] = v.wins[index]
        end
        v.losses_by_key = {}
        for index=1,8 do
            v.losses_by_key[stakes[index]] = v.losses[index]
        end
    end
end

G:save_settings()
gloomy wasp
#

:( coding is annoying af sometimes

drowsy harbor
#

o.O
... oh, you probably don't have all three profiles do you

gloomy wasp
#

would it work if i just make 3 profiles

drowsy harbor
#

should work

gloomy wasp
#

success?

drowsy harbor
#

well it ran! it doesn't return anything, so the nil is expected

#

try adding smods and see

gloomy wasp
#

it worked! tysm for all this i appreciate it :)

drowsy harbor
mint pond
#

I haven't saved the error, but while playing Cryptid, my game crashes when I try using certain cards

mint pond
#

jut got it while trying to use Judgement

mossy wharf
#

replace talisman with amulet

mint pond
#

okay, thank you!

timber harness
#

lowkey a FAQ channel would be pretty good

bronze compass
#

It says this even though I only have one

#

Duplicate installation of Steamodded detected!

Please remove the duplicate steamodded/smods folder/zip in your mods folder.

Possible location: /private/var/mobile/Containers/Data/Application/764E21FE-6271-4213-93D9-3253B7037575/Documents/game/Mods/smods

drowsy harbor
drowsy harbor
bronze compass
drowsy harbor
#

1620a has been completely stable in my experience

#

the bug i'm referring to doesn't cause the crash, it just blames it on a dupe install when it shouldn't

chilly shale
#

I need some help, so i just managed to mod balatro on ios but for some reason when i load it up with steam modded it forces my game out of landscape mode, was wondering if anyone here has any ideas of what to do

shy seal
chilly shale
chilly shale
green isle
#

Is there any way I can see my cards with the shaders without having to port them to the game

gleaming gulch
#

No but debugplus has a command that allows you to view shader changes without relaunching the game

#

watch shader <path to shader relative to mods folder> iirc

dusty crane
#

i cant get my crash report cuz it says i need to open settings but i cant open settings cuz i cant get in

gleaming gulch
#

you dont have steamodded installed or it isnt loading

#

You get crash logs by default with steamodded, the crash log setting is a removed vanilla feature which is still mentioned in the crash log

dusty crane
#

steam modded is smods-main right

gleaming gulch
#

should be

dusty crane
#

then i do have it

gleaming gulch
#

but its not loading

dusty crane
#

yea

gleaming gulch
#

Whats inside the folder

dusty crane
#

its just grey screen with a bit of text

gleaming gulch
dusty crane
#

only htese

gleaming gulch
#

Inside the smods folder

dusty crane
#

is another smods folder

#

named teh exact same

gleaming gulch
#

try moving that out

dusty crane
#

to where

gleaming gulch
#

The mods folder

dusty crane
#

oh

#

it worked

#

tysm

#

now i have the crash report

gleaming gulch
#

Aaaauggghh

#

Okay idk the solution to this crash

dusty crane
#

oh

gleaming gulch
#

But it shows up way too much and it lowkey pmo

dusty crane
#

does anyone else know

gleaming gulch
#

dont know anyone that does in specific, but theres a chance someone will see the crash and know

hexed obsidian
#

i think cryptid is also neated

#

nested

dusty crane
#

@gleaming gulch i fooled around a bit with the folder and got it to work

#

thanks for trying to help

wild star
#

Yo, I need help, When I launch Polterworx with my modpack it keeps throwing up this kind of crash log

sleek bone
#

when i tried to use wormhole i started getting some weird crash about pairs being nil, so i starting removing mods 1 by 1, until i got to no mods but lovely and steamodded, then it was still crashing, so i removed those, and now is giving this crash, even after the usual verify integrity and uninstall, reinstall checks

sleek bone
#

ok thx, ill probly just play with one of the 2 instead of actually fixing my profile]

dawn shore
#

I am trying to get the Wormhole mod to work, can someone please help me figure out what I should do tofix this dependency

#

It says i need a greater than or equal to 1.0.10 and you can see my version in the top right which I think is the most up to date

unique scarab
#

You need the PotatoPatchUtils mod which is linked on the mod page

dawn shore
#

Thank you!! I would have never figured that out

#

do i put it in my same mod folder as the rest?

unique scarab
#

Yes

dawn shore
#

Youre the best

#

okay followup question . To fix a previous missing dependency I added smods 1620a. But then if I tried launching multiplayer it says I need a 1500 version which would override my 1620 installation? Any info on that

timber harness
#

mutliplayer works fine with 1620

dawn shore
#

So i can still play

timber harness
#

oh your using the laucnher

#

idk about that then

dawn shore
#

what else should i use?

timber harness
#

i don't use anything

dawn shore
#

straight up through steam?

timber harness
#

but its up to you

dawn shore
#

I have no clue lol i just followed a tutorial

timber harness
#

are you tryin gto do wormhole and mp?

dawn shore
#

not particularly but Id like to do both at separate times

timber harness
#

if you can launch with out fixing the compatability issue that should be fine

dawn shore
#

perfect thank you

#

It works! Thank you guys so much

timber harness
#

np

rich finch
#

is there a mod that lets you chose deck skins for each rank? i remember having this feature at some point

unique scarab
#

probably Malverk? Maybe?

rich finch
#

Unfortunately i tried that and no

clear void
hexed obsidian
clear void
clear void
# clear void can someone help me fix my edition

SMODS.Edition({
key = "randomize",

shader = "randomize.fs",

loc_txt = {
    name = "Randomize",
    label = "Randomize",
    text = {
        "{C:chips}+#1#{} Chips",
        "{C:mult}+#2#{} Mult",
        "{C:attention}Randomized{}"
    }
},

config = {
    chips = 0,
    mult = 0
},

sound = {
    sound = "foil1",
    per = 1.2,
    vol = 0.4
},

unlocked = true,
discovered = true,
in_shop = true,

weight = 14,
extra_cost = 3,

apply_to_card = function(self, card, from_debuff)
    local seed = (card.sort_id or card.base.id or math.random()) .. G.GAME.pseudorandom_seed

    card.ability.extra = card.ability.extra or {}

    card.ability.extra.chips = pseudorandom(seed .. "_chips", 20, 150)
    card.ability.extra.mult = pseudorandom(seed .. "_mult", 4, 25)
end,

loc_vars = function(self, info_queue, card)
    local chips = (card.ability and card.ability.extra and card.ability.extra.chips) or 0
    local mult = (card.ability and card.ability.extra and card.ability.extra.mult) or 0

    return {
        vars = { chips, mult }
    }
end,

get_weight = function(self)
    return G.GAME.edition_rate * self.weight
end,

calculate = function(self, card, context)
    if context.main_scoring and context.cardarea == G.play then
        local chips = (card.ability.extra and card.ability.extra.chips) or 0
        local mult = (card.ability.extra and card.ability.extra.mult) or 0

        return {
            chips = chips,
            mult = mult
        }
    end
end

})

hexed obsidian
hexed obsidian
clear void
hexed obsidian
#

wdym

clear void
# hexed obsidian wdym

previously it was loading, it would just crash trying to load in the shader, but now when I did the SMODS.Shader, it doesn't even load in

hexed obsidian
#

the mod doesnt load or the shader?

#

also post your current code for both pls

clear void
# hexed obsidian also post your current code for both pls

SMODS.Edition({
key = "randomize",

SMODS.Shader = "randomize.fs",

loc_txt = {
    name = "Randomize",
    label = "Randomize",
    text = {
        "{C:chips}+#1#{} Chips",
        "{C:mult}+#2#{} Mult",
        "{C:attention}Randomized{}"
    }
},

config = {
    chips = 0,
    mult = 0
},

sound = {
    sound = "foil1",
    per = 1.2,
    vol = 0.4
},

unlocked = true,
discovered = true,
in_shop = true,

weight = 14,
extra_cost = 3,

apply_to_card = function(self, card, from_debuff)
    local seed = (card.sort_id or card.base.id or math.random()) .. G.GAME.pseudorandom_seed

    card.ability.extra = card.ability.extra or {}

    card.ability.extra.chips = pseudorandom(seed .. "_chips", 20, 150)
    card.ability.extra.mult = pseudorandom(seed .. "_mult", 4, 25)
end,

loc_vars = function(self, info_queue, card)
    local chips = (card.ability and card.ability.extra and card.ability.extra.chips) or 0
    local mult = (card.ability and card.ability.extra and card.ability.extra.mult) or 0

    return {
        vars = { chips, mult }
    }
end,

get_weight = function(self)
    return G.GAME.edition_rate * self.weight
end,

calculate = function(self, card, context)
    if context.main_scoring and context.cardarea == G.play then
        local chips = (card.ability.extra and card.ability.extra.chips) or 0
        local mult = (card.ability.extra and card.ability.extra.mult) or 0

        return {
            chips = chips,
            mult = mult
        }
    end
end

})

hexed obsidian
#

😭

#

the shader = ... was correct, the string was incorrect

#

you need to make a separate SMODS.Shader

clear void
grave fjord
#

I need help, just tried to create a ranked lobby and this popped up, I updated my steamodded or so I thought

pine anchor
#

Competitive Multiplayer always sits behind a few versions of Steamodded.

grave fjord
#

huh, interesting

waxen laurel
#

"calculate = function(self, card, context)
local other_jokers = {}
for i = 1, #G.jokers.cards do
local compatible = G.jokers.cards[i] and G.jokers.cards[i] ~= card and G.jokers.cards[i].config.center.blueprint_compat
if G.jokers.cards[i] ~= card and G.jokers.cards[i].config.center.rarity ~= 4 and compatible then table.insert(other_jokers, G.jokers.cards[i]) end
end

if context.joker_main then
print(other_jokers)
    for i = 1, #other_jokers do
        G.E_MANAGER:add_event(Event({
            trigger = "after",
            delay = 0.2,

            func = function()
                local ret = SMODS.blueprint_effect(card, other_jokers[i], context)
                if ret then
                    ret.colour = G.C.BLUE
                end
                return ret
            end
        }))
    end
end

end" can someone explain why this doesn't work

#

im trying to make a joker that re-triggers all jokers that are blueprint compatible and not legendary

hexed obsidian
# waxen laurel "calculate = function(self, card, context) local other_jokers = {} for i...

a couple of things are wrong

  • You are technically not retriggering but copying, which could be what you want but it's a different effect
  • You don't need to check for blueprint compatibility when copying, the blueprint_effect function does it for you
  • blueprint_effect returns the calculation returns of other jokers, if you return them in an event it won't work, you need to return them directly in calculate
  • blueprint_effect also works differently from other effects since you want to copy jokers in any context for it to actually work with any joker. If you only want to copy context.joker_main effects your code is correct, but I doubt that's what you want. You should remove that check.
  • When you remove the event you are going to find the problem that returning an effect will end the function after the first joker. To solve this you need to store the returns into an array and then return SMODS.merge_effects({ return_array })

Further info:
https://github.com/nh6574/VanillaRemade/blob/b07ab88f94949bd48fe95fb09c83f2f44d5fabe5/src/jokers.lua#L3729
https://github.com/nh6574/VanillaRemade/wiki#how-do-i-copy-multiple-cards-at-once
https://github.com/Steamodded/smods/wiki/Utility#smodsblueprint_effectcopier-copied_card-context---table

#

ah

#

final thing wrong

waxen laurel
dawn shore
#

can someone explain why my game keeps crashing and if theres a solution while Im playingt the wormhole mod?

odd thistle
#

Hey guys could someone explain why on Cryptid mod I have "nil" at the end of everything like Chip or Mult. Didn't used to have it until I reinstalled my files.

gleaming gulch
#

its an auto pluralization thing that broke in cryptid on newer steamodded

#

Spectrallib has a working version and takes priority over the cryptid system so installing that fixes it

odd thistle
#

Great thank you I'll look into it

gleaming gulch
odd thistle
#

Oh thanks 🙂

neat lily
#

can anyone tell me what i should do? all my planet levels are at 0 and when i buy a planet my game crashes. ive tried deleting and redownloading everything and nothing seems to work. any help would be greatly appreciated 🙂

#

it only happens with cryptid not normal or multiplayer balatro

neat lily
#

thank you so much

timber harness
#

np

dawn shore
#

can someone explain why my game keeps crashing and if theres a solution while Im playing the wormhole mod?

hexed obsidian
turbid lagoon
dawn shore
mental thistle
hollow cobalt
#

uhh how do i fix this, it crashes when i open the game

unique scarab
hollow cobalt
#

oh

#

what about this

unique scarab
#

that's an odd one. maybe folder permissions related?

#

Could also be that you set up your base string incorrectly

#

I'm noticing some weird file naming conventions

hollow cobalt
#

lemme try and check those out

unique scarab
#

I presume you're using Beginner's Guide as a baseline?

hollow cobalt
#

yeah i did

#

it works now thanks

storm nebula
#

Hallo! Is anyone here using the Collage Balatro modpack?

#

Mine just keeps crashing

idle breach
#

valk:redux keeps crashing when i hit play

#

that is the wrong log

#

something about a shader

turbid lagoon
#

Are you playing on mobile?

idle breach
#

no, on pc

shy seal
idle breach
#

i got it working i had to download the source code directly from main

undone fjord
#

Does anyone know if you can trigger evaluate_poker_hand with replace_scoring_name multiple times?

#

It doesn't seem to change context.scoring_name after replace_scoring_name if you have more than one card that interact with it

molten holly
#

crash when i start a run

gleaming gulch
#

Use amulet instead of talisman

hexed obsidian
undone fjord
# hexed obsidian <#1233186615086813277> ? it should be whatever effect triggers last can you give...

Whoops, sorry for using the wrong channel
I have a card that upgrades the select poker hand to the one above in the order of the list, it's not blueprint compatible but I thought if you had copies it should work

local current_hand = SMODS.PokerHands[context.scoring_name]

if not current_hand then
    return {}
end

local current_order = current_hand.order - 1

local min_order = math.huge
local min_poker = "Flush Five"

for _, poker_hand in pairs(SMODS.PokerHands) do
    if poker_hand.order == current_order then
        --sendInfoMessage("replaced with", poker_hand.key)
        return { replace_scoring_name = poker_hand.key }
    end

    if poker_hand.order < min_order then
        min_order = poker_hand.order
        min_poker = poker_hand.key
    end
end

Small snippet of what it does

hexed obsidian
#

ah yeah context.scoring_name doesn't change between calls

#

i can probably fix that in smods

#

for now you should have a global variable to keep track of it probably

undone fjord
#

Oh I see, thanks! I was just curious but yeah I'll use a work around then

hexed obsidian
#

this should work as is in the next smods version 👍

thin raven
#

what program do i use for modding and is it hard. i just recently wanted to make a mod

drowsy harbor
#

you don't need a specific program, it's mostly editing standard text and image files. you could, in principle, do everything in notepad and mspaint
but that would be an awful experience. use a proper ide, such as vscode, and it'll be much smoother

coarse cedar
#

i use vscode and a combonation of asprite and piskel

hexed obsidian
fickle fox
#

can you install/make mods without steammodded? or is it required

gleaming gulch
#

you can

timber harness
gleaming gulch
#

though a lot of mods require it

timber harness
#

you'd have to use exclusively lovely patching

gleaming gulch
#

and doing like anything content is very hard without steamodded

fickle fox
#

so i should install it?

timber harness
gleaming gulch
#

Yea

fickle fox
#

alr

#

thx

cosmic sapphire
#

Anyone know how to spawn a png that just sits there and does nothing?

fickle fox
#

is it possible to make a toggleable in game skin, like the collaborations ones? or can you only replace base textures

fickle fox
#

what do you mean smods.deckskin?

fickle fox
timber harness
fickle fox
#

ty!

fickle fox
timber harness
#

also fix your syntax

supple bison
#

How do you make resource pack?

#

Like, I just wanna make a mod that adds face card skins

night scaffold
#

Brainstorm was being weird so I tried to redownload it

Now the moment I press escape the game crashes

timber harness
olive goblet
#

is there a way on jokerforge to make jokers add eternal to other jokers

drowsy harbor
#

this is really more a question for the jokerforge discord
you'll get a much higher concentration of people familiar with jokerforge there

lime heath
#
Oops! The game crashed:
Syntax error: functions/common_events.lua:3447: 'end' expected (to close 'function' at line 470) near '<eof>'


A mod you have installed has caused a syntax error through patching. Please share this crash with the mod developer.


Failed to get additional context :/

Stack Traceback
===============
(3)  C function 'function: 0x11364090'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 924
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x11369a98  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x11369f90, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])

Cant even enter the game, maybe i did something wrong?..

#

The only mods i have is steammodded and cryptid..

drowsy harbor
#

probably cryptid's doing if you have literally no other mods

timber harness
lime heath
timber harness
#

okay that doesn't tell me the version

#

which version

lime heath
#

i was able to fix this error,had to use steammodded from the cryptid zip,but theres another problem,now with the deck that i cannot play somewhy

#

cryptid is the only mode i use

timber harness
#

Holy old steammodded

#

okay so update cryptid and steammoded

#

and replace talisman with amulet

magic lagoon
#

hey i cant get deck builder to work.

#

And my computer just chose to die

gleaming gulch
#

Deck creator no longer works

timber harness
magic lagoon
#

Aw.

#

Is that like a recent thing or cuz it wasn't Mark does not working

timber harness
#

imma add this to faq it seems pretty common

magic lagoon
#

Okay. Say where is FAQ

timber harness
magic lagoon
#

Okay thank you

arctic comet
hexed obsidian
arctic comet
#

alright thanks

vestal sequoia
#

im trying to use brainstorm but when i press ctrl+a the game just closes can anyone help

magic lagoon
#

hey how do streamers quick select cards? is it skill or a mod?

drowsy ingot
#

how do i fix the location where mod manager put mods

#

it says it load them from there

#

and my mod manager doesnt place mods there

#

am using proton

#

i have tried manully placing the mods in the steam directory

#

and i have tried placing them manully in the other directory it tries to place mods in

#

but

#

icant find the proton location

#

and i have the correct launch options set

#

i have also tried without using proton

#

still doesnt work

#

the main problem is that is a proton directory

feral otter
#

I am trying to figure way to track Xmult so that a Joker gains ^mult, when Xmult triggers

hexed obsidian
vestal sequoia
#

anyone know why every time i use ctrl+a for bluepint my game just closes

supple bison
# timber harness SMODS.DeckSkin

So do you write something like this?

SMODS.DeckSkin {
    key = "ClubsSkin",
    suit = "Clubs",
    loc_txt = "Name",
    palettes = {
        {
            key = 'lc',
            ranks = {'2', '3', '4', '5', '6', '7', '8', '9', '10', 'Jack', 'Queen', "King", "Ace",},
            display_ranks = {"King", "Queen", "Jack"},
            atlas = "customcards_clubs_lc",
            pos_style = "suit"
        },
        {
            key = 'hc',
            ranks = {'2', '3', '4', '5', '6', '7', '8', '9', '10', 'Jack', 'Queen', "King", "Ace",},
            display_ranks = {"King", "Queen", "Jack"},
            atlas = "customcards_clubs_hc",
            pos_style = "suit"
        }
    },
}
#

Does it need to have both LC and HC?

mossy pond
#

I think it does

#

But even if not, you should do one anyways

supple bison
#

Well there goes my ideas

mossy pond
#

Technically they can just be the exact same

supple bison
#

I didn't draw the art, I paid someone to do it

mossy pond
#

Ohh

supple bison
#

Which means I have no control over it

#

Now laugh at me

mossy pond
#

Well then just make both contrasts the same

supple bison
#

😅

#

Sure

mossy pond
#

Sucks but at least it works

#

You could probably also just edit the saturation and contrast yourself

coral willow
coral willow
#

please

hexed obsidian
#

anyway it's a plantain issue it seems

coral willow
#

should i just uninstall it for now?

turbid lagoon
#

Yea

#

Also you should replace Talisman with Amulet

#

Talisman is known to be prone to issues with other mods

meager jackal
#

plantain is trying to load flipbook's en-us.lua but it's empty, so the asserted value is nil and it crashes

gleaming gulch
#

-# why would you even manually need to load localization anyway...

upbeat dragon
#

it is not showing up???

gleaming gulch
#

it seems like you havent saved your json file

upbeat dragon
#

but i pressed save multiple times???

gleaming gulch
#

at least in the screenshot it shows theres unsaved changes

#

oh wait

#

main_file shouldnt be capitalized

upbeat dragon
#

lmao

upbeat dragon
spare quarry
#

where duz i download blind editioinz

#

if any1 can help with dat

#

i fouind da github but it says no public releazes

#

?

#

@gleaming gulch srry idk if im allowed to ping

#

and idk if u can help

lime heath
#

Really sorry for asking such a stupid question,but does anyone know if theres mods for this cheat panel that u can pull out by holding/pressing tab? Couldnt find one at all..

turbid lagoon
#

DebugPlus

gleaming gulch
#

idk if the mod still works tho since its pretty old i think

spare quarry
#

oh here?

gleaming gulch
#

this one

#

yes

#

that

spare quarry
#

ohhh

#

ty

twin badger
#

Oops! The game crashed:
Syntax error: card.lua:398: '}' expected (to close '{' at line 365) near 'eternal'

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1226b-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.9.0

Stack Traceback

(3) C function 'function: 0x37d597d8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 879
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x37d5f460 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x37d5f4b0 (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])


any ideas on what this could be

twin badger
#

that help:

split stream
twin badger
#

... nexus or vortex whatever you wish to call it, is that bad?

split stream
#

Just trying to get a better understanding of how this works.

#

Anyways, disable ALL the mods except LOVELY and SMODS.

#

Then return with what happens

twin badger
#

Oops! The game crashed:
Syntax error: card.lua:398: '}' expected (to close '{' at line 365) near 'eternal'

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1226b-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.9.0

Stack Traceback

(3) C function 'function: 0x2270b0b0'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 879
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x2270e7e8 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x2270e838 (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])

#

same thing I think

split stream
#

Yeah, same issue. You have SMODS 1226b, but Nexus reports 1224a.

That may be something to iron out first.

rigid void
#

your smods is old asf

#

that's alpha 1226b, not even beta

#

check if you had another smods folder/zip

twin badger
#

figured out the issue I think, it would seem I downloaded mods ages ago (sure part of the reason i was in this discord) and they exist somewhere I can't find, and so i've got like 2 version of Smod that won't let me launch the game on the fresh instal of smod, and some other shit i'm sure doesn't work on the latest version of baltro, anyone have any idea what folder they could be in?

magic lagoon
#

hey why does some mods say i'm missing >=steammodded1.x?

#

for examle thr 2 for one joker mod

#

return "1.0.0~BETA-1620a-STEAMODDED" is the contents for release.lua

#

is that not right?

unique scarab
magic lagoon
#

aw. can i change them to work?

frozen hemlock
#

Oops! The game crashed:
talisman/coroutine.lua:191: ...Roaming/Balatro/Mods/balatro-plus/src/bplus\override.lua:126: attempt to index local 'ret' (a boolean value)

magic lagoon
#

dont use tailsmen.

#

Amulet.

frozen hemlock
#

i have amulet

magic lagoon
#

odd. do you have both?

frozen hemlock
#

#8

#

oh it dident post.....

unique scarab
frozen hemlock
#

8: Amulet by frostice482, ... [ID: Amulet, Priority: -10000000000, Version: 3.5.1, Uses Lovely]
exp_color: default
thread_fix_num: yes
thread_fix: modify

magic lagoon
#

okay

unique scarab
unique scarab
#

It should be a .json in the root of the mod's folder

frozen hemlock
#

Oops! The game crashed:
talisman/coroutine.lua:191: ...Roaming/Balatro/Mods/balatro-plus/src/bplus\override.lua:126: attempt to index local 'ret' (a boolean value)

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-1620a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.9.0
Platform: Windows
Steamodded Mods:
1: Card Sleeves by Larswijn [ID: CardSleeves, Priority: -10, Version: 1.9.2, Uses Lovely]
2: More Joker Packs by Samario [ID: MoreJokerPacks, Priority: 10000, Version: 0.0.2]
3: Seven Deadly Decks by AstroLightz [ID: 7DeadlyDecks, Priority: -5, Version: 1.1.0]
4: KCVanilla by krackocloud [ID: kcvanilla, Version: 3.8.0]
5: Buffoonery by PinkMaggit, Flowire [ID: Buffoonery, Version: 2.0.0, Uses Lovely]
6: Cosmos by Cosmos [ID: Cosmos, Version: 1.0.0, Uses Lovely]
7: iOS adaptation by Xioxin [ID: IOSAdaptation]
8: Amulet by frostice482, ... [ID: Amulet, Priority: -10000000000, Version: 3.5.1, Uses Lovely]
exp_color: default
thread_fix_num: yes
thread_fix: modify
9: Azazel's Jokers by Starlet Devil [ID: AzzysJokers, Version: 1.0.0, Uses Lovely]
10: Prism by Blazingulag [ID: Prism, Version: 1.10.0, Uses Lovely]
11: UltraHand by Xioxin [ID: UltraHand]
12: RWBY Joker Pack by Cylant [ID: RWBY_Joker_Pack]
13: Paperback by Paperback Team [ID: paperback, Version: 0.8.1, Uses Lovely]
14: More Fluff by notmario, CHECK CREDITS IN MOD TAB [ID: MoreFluff, Version: 1.6.0, Uses Lovely]
15: Balatro+ by SomeCoder99 [ID: balatro_plus, Version: 1.0.2-a, Uses Lovely]
16: Aikoyori's Shenanigans by Aikoyori [ID: aikoyorisshenanigans, Priority: 300, Version: 0.2.0-alpha-250405b, Uses Lovely]
Balance: absurd
17: no laughing matter by MiniRebel, Modlich_303 [ID: no_laughingmatter]
18: Cryptid by MathIsFun, Cryptid and Balatro Discords [ID: Cryptid, Priority: 114, Version: 0.5.15a, Uses Lovely]
19: MultiJokersMod by John Maged, Multi, GoldenEpsilon [ID: MultiJokersMod]
20: Pixel Art by bb1893675 [ID: TexturePackTemplate]
21: BBBalatro by B [ID: BBBalatro]
Lovely Mods:

Stack Traceback

(3) field C function 'assert'
(4) Lua field 'update' at file 'talisman/coroutine.lua:191'
Local variables:
dt = number: 0.0238719
(5) Lua field 'update' at file 'talisman/coroutine.lua:212'
Local variables:
dt = number: 0.0238719
(6) Lua function '?' at file 'main.lua:993' (best guess)
(7) global C function 'xpcall'
(8) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '?' (defined at line 964 of chunk main.lua)
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])

magic lagoon
#

okay

unique scarab
#

-# vibecoded ahh mod

frozen hemlock
#

XD gatcha! yeah im trying to do a challenge run with over 1,000 jokers. But i can disable Balatro+. thank you for the help ^^

magic lagoon
#

balatro restarted mid typing and i thought my computered died XD

magic lagoon
unique scarab
#

I think so

magic lagoon
#

seems to work for one but not 2 in one oh well

unique scarab
#

hm

magic lagoon
#

wait no the othere one was disab;ed give me a sec

magic lagoon
unique scarab
#

Hm

#

This new dependency system has really gotten my perception of how it should work messed up

magic lagoon
#

gonna just try >=1.0 to see what happens

shy seal
#

don't do 1.0.0

magic lagoon
#

wait i can just look at other mods

shy seal
#

do either the real dependency (whatever beta version your mod actually needs) or no smods dependency at all

magic lagoon
#

oh.

#

well uh how would i put 1.x in the new syesem?

#

i cant spell sometimes its 0052...

shy seal
shy seal
magic lagoon
#

ohh that makes sense

shy seal
#

you implicitly have that dependency by having json metadata

#

0.x doesn't support it

#

similarly a lovely >=0.6 dependency is equally useless

magic lagoon
#

take it from the release.lua file

shy seal
#

no smods version exists that can parse json metadata and supports an older version of lovely

magic lagoon
#

testing it now

#

we should add this to the FAQ

shy seal
#

the versioning system is fully described in the wiki, though it seems having something that doesn't work / shouldn't be used as the first entry is confusing

magic lagoon
#

worked.

shy seal
magic lagoon
#

that should realy be a pin.

#

... i may be stupid, i hit contune run when i had new mods

frozen hemlock
#

new crash. disabled cripted mod and this popped up

#

restarted and its working? so weird

shy seal
#

especially when your runs contains content added by such a mod

frozen hemlock
shy seal
#

not sure of the cause then, maybe something is detecting cryptid incorrectly by not accounting for if it's enabled? if so you can try moving it out of your mods folder completely 🤔

frozen hemlock
balmy folio
#

my balatro mod manager keeps going dark blue after opening it.. idk whats going on any advice ?

#

i uninstalled and reinstalled and nothing

proper harness
#

whenever i click an EGO card with paperback it crashes, is the mod a bit broken/incompatible with something? im horrible reading these logs so sorry if this is obvious 😭

gleaming gulch
proper harness
gleaming gulch
#

yes

proper harness
#

gotcha, thank you :)

orchid prairie
#

I got this crash and I don't know how to fix it. It happens on the title screen 60% of the time. And yes, I have a big list of mods, but they normally don't have too many issues together

split stream
orchid prairie
orchid prairie
#

It was multiplayer! Should I tell them?

split stream
gleaming gulch
#

something about the way they randomly apply an edition to main menu cards is outdated iirc

grim lily
gleaming gulch
#

-# but ignoring that, it seems like Joker Filter (whatever that is) is missing a file

ancient cipher
#

I was getting a much longer error, so i tried having just talisman+cryptid, and got this

orchid prairie
plush pilot
#

I have a very weird situation

#

my save is screwed up somehow

#

you can see that it has green sticker on hit the road for example

#

but when I load up the game, it has gold sticker on hit the road

#

here it is in game

#

so I don't know if there's like some secret other file somewhere that balatro is loading

#

I'm playing on linux with proton if that matters

drowsy harbor
#

did you get that green stake win with a mod that adds stakes that aren't above gold and then disable smods at the same time you removed that mod? that's the only way i can think of for stake stickers to increase like that

plush pilot
#

the only mod I used before this was multiplayer

#

is there a way to turn .jkr files into raw text

drowsy harbor
#

probably but i don't know what it is

#

i think whatever vanilla function loads them does that

proven lynx
plush pilot
#

I have to deflate this myself then

#

it's some weird crap innit

plush pilot
#

for some reason, meta.lua has these ones that say "sandbox" after then

#

and it has names of the modded jokers in it too

shy seal
plush pilot
#

FAHHH

#

that's what I was just about to test out here

#

so how do I make them match?

shy seal
#

does anything change if you run eval convert_save_data() in the debugplus console?

plush pilot
#

what is debugplus

#

do I gotta install that

plush pilot
#

it just says nil

#

I want to keep the gold sticker btw

shy seal
plush pilot
#

my stats without smods shows 86% joker stickers

#

and then with smods it shows 48% joker stickers

#

I would like to keep the higher percentage from vanilla

shy seal
#

🤔 there's been some reported weirdness with stake stickers to say the least

plush pilot
#

same with deck stake wins too

shy seal
#

it probably converts fine if you remove all the wins_by_key, but this is definitely to be addressed on smods' side

plush pilot
#

I'm just gonna do mods without steammodded

plush pilot
#

I have a common question

#

how do I get rid of lovely injector's console window

hexed obsidian
plush pilot
#

thanks

upbeat dragon
#

@unique scarab (you said to ping you here)

For some reason I haven't managed to get any Horoscope cards to activate but I have no clue why, their requirements just won't fill (Happened with both Libra and Scorpio before i just gave up on the horoscopes)

Also Group Chat doesn't work with Joker Forge Jokers

unique scarab
#

The JF thing makes sense, I can imagine it doesn’t generate code using the function Group Chat relies on for cross mod compat

#

Not quite sure why the Horoscopes aren’t working though

gleaming gulch
#

joker forge still uses oldscale so yea

drowsy harbor
drowsy harbor
rigid void
frosty shore
#

isn't it --disable-console?

hexed obsidian
#

probably i searched an old wilson message lol

plush pilot
#

I would rather not deal with that considering that I sync it all to my steam deck

drowsy harbor
#

that's certainly a decision you can make

upbeat dragon
#

Another thing is after I used the banner mod to ban the 6 card hands (because they'd just crash my game) I can no longer pick 6 cards with the sixth finger deck

unique scarab
split stream
unique scarab
#

That's a pretty standard config option across most mods that add custom menu so I'd be surprised if they reject that

ancient cipher
hexed obsidian
ancient cipher
celest trout
#

i need some help

restive sapphire
#

Brainstorm mod isnt working for me

#

It's activated but i cant see the menu of the mod

rigid void
rich sand
#

when i do this i carry what i download to the appdatabalatromod folder right?

#

imma just try

#

looks like this so i think imm good

#

uhhhhh help me please

rich sand
shy seal
rich sand
#

I DIDNT KNOW WHAT IT WAS

shy seal
#

you shouldn't actually install talisman though

#

oh you already got it smh

#

why are we posting the same thing in multiple channels

sturdy crater
#

uhhh

#

is there like a pinned message with the QoL mods like drag select?

#

I honestly am considering signing up as a Blind Person atp

sturdy crater
#

tysm

#

i was going crazy

umbral carbon
#

Hi, i recently know about the Wormhole mod but im a total beginner in modding. Can anyone please tell me what i need or how to use the mod after downloaded it?

#

im on their github and reading stuff but i don't see any like.. tutorials how to use their potatopatch.

hollow blade
#

help what do i do ????

#

it tells me to install steammodded but i have it

pine anchor
#

The version check has been changed, so you'd need to go into the folder of the mod and remove the Steamodded dependency line in the .json.

hollow blade
#

nvm

#

found it

#

uh doesn't work

pine anchor
#

?

hollow blade
#

i closed and opened balatro again

#

the mod still asks for steammodded

#

ah nevermind i found out how to fix it, i just forgot to remove that last ,

#

so it works now thanks

dusty zealot
#

Hi, I am having issues with this calculate function in the txt file:

What it is supposed to do is make the joker give money each time a clubs card triggers, but increase it by 1$ each time a clubs card triggers that hand so +1, +2, +3 etc, which it does.

However there is an issue when blueprint is involved. As my counter is within the calculate file, the blueprints are incrementing the counter and when i put the increment under not context.blueprint, the blueprints to the left of the joker lag behind by 1$ as they score before the counter goes up.

Is there any way to make the counter increment once per card scored? Thanks.

coral willow
#

have amulet installed, all other mods work

shy seal
coral willow
shy seal
#

show it on the mod menu please

#

oh wait nvm, that dependency is wrongly formatted

#

judging by the dependency, the mod is a bit dated

#

you can remove the dependency from the mod's metadata json file and see if it works

coral willow
#

k

#

huh, its all like... commented out?

#

guess i'll just remove it anyway

#

aaaand it worked

gleaming gulch
coral willow
#

then one more problem

#

when i install plantain.... uh...

#

oops wrong copy

gleaming gulch
#

try replacing the NFS on that line with SMODS.NFS

coral willow
#

cant find a boot.lua file

gleaming gulch
#

the src/utilities/functions.lua it says in the crash

#

thats whjere it is

coral willow
#

replace both times where it says it?

gleaming gulch
#

i think so

#

if that also crashes then try only editing it on line 62

coral willow
#

alright

#

did both and then just one, crashed both times :(

#

oh well

ancient cipher
#

Does anyone know of a newer version of Balatro Preview? i try to install it but the game crashes before the main window loads

turbid drum
#

Hello hello

#

I wanna edit the poker hands menu, I wanna add extra UI elements. Can't find anywhere how to access that area. How do I access that area?

timber harness
timber harness
turbid drum
#

I mean the one accessed from the run info menu

#

Is it gonna be something like that? run_info_poker_hands

timber harness
#

lemme check my mod I got something that adds a tab to there

feral citrus
#

its been a while since i have played balatro and because i downloaded mods that are now outdated i cant open balatro, i forgot the folder where all the mods are, can someone help me just to take these mods off i dont need them as of right now

feral citrus
#

thank you

sacred hamlet
#

np

hoary meteor
#

does anyone else get the bug where you just randomly lose hand size?

sacred hamlet
#

that's a broken card bug, ghost cards

hoary meteor
#

im guessing no fix?

sacred hamlet
#

means one the mods u have enabled is bugged

hoary meteor
#

ty

wind sundial
#

this shows when i use brainstorm:

timber harness
#

like what happened to cause thiz

gritty forum
#

Tried playing around with some mods earlier and then decided to revert back to vanilla. Deleted all the mods and the version.dll, now the game keeps creating the config folder for nonexistent mods in appdata every time I launch the game. Tried reinstalling the game and deleting all files and checking integrity, is there a way to stop it from happening? Is it a cloud save issue?

shy seal
acoustic wyvern
#

I really hate making my first ever post here a cry for help, but as a novice modder I feel like I'm grasping at straws here.
I'm trying to make a joker that would give X2 mult if the hand played only contains cards of value 2 or lower. Looking at different jokers from the Cardsauce, the SMOD documentation and vanilla cards themselves don't seem to help me, as I don't exactly know what I'm looking for. Thank you in advance for any pointers!!
-# I moved this from 'Modding-dew' since this channel feels more appropriate!

hexed obsidian
acoustic wyvern
#

Oh darn, here I thought I was posting on the right channel. Apologies for any problems caused-

azure anchor
#

its okay

hexed obsidian
#

nw, let me know if you are stuck on anything

wind sundial
rare badge
#

Not sure if this counts as modding support so sorry if this is the wrong channel for this but how would one go about making a texture pack? Do I need certain software or anything to get started?

hexed obsidian
rare badge
#

Oh PERFECT thank you so much

cobalt radish
#

Dunno if here is the right place to ask, but what's different 'tween StickyFingers and MobileLikeDragging?

shy seal
#

they're different mods that serve the same purpose with different implementations

cobalt radish
#

...the Minecraft enchantment?

shy seal
#

no?

#

it's mostly better for mod support

pallid fable
#

can anyone help

gleaming gulch
pallid fable
#

yo wtf

gleaming gulch
#

if you arent then idk

ashen dagger
#

kinda new to balatro and modding how do i add mods to balatro from github or nexus?

sacred hamlet
#

have you went and installed Lovely?

ashen dagger
#

no not yet

#

should i js find a yt video for it

sacred hamlet
#

after that it's usually just a matter of dropping ZIPs into the mods folder it makes, with the exception of some mods that don't work with zip loading

#

i'm sure you could find a video for Lovely setup as well ^^

ashen dagger
#

ty so much

orchid hazel
#

I have an issue crashing my game when trying to load back into a game

#

I'm getting card.lua:5395: attempt to index local 'obj' {a nil value}

hexed obsidian
orchid hazel
hexed obsidian
#

i would recommend switching talisman for amulet and updating balatro on steam

orchid hazel
#

I'll try it

#

What does the attempt to index local 'obj' {a nil value} mean?

hexed obsidian
#

the game is trying to access a value inside obj but obj doesn't exist

#

in this case obj is the prototype of the card being loaded, i dont know why it doesn't exist

foggy vine
#

should i do the same as the guy above?

#

same thing

soft loom
#

help. my modded balatro keeps crashing

gleaming gulch
#

deck creator no longer works

timber harness
soft loom
timber harness
#

no you dont

#

use amulet

gleaming gulch
#

^ amulet replaces talisman

#

thats like the whole reason talisman isnt loading

#

but also

#

that wasnt even directed at you

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and isnt even related to the original issue

dull spire
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is it possible to mod Balatro on xbox pc gamepass?
I dont own it on steam and I dont know if steammodded would run right