#⚙・modding-support
1 messages · Page 15 of 1
yes, both up to date
is steamodded nested?
no, by itself
why is there no lovely folder
thats supposed to get created when launching the game if you have lovely installed
what's inside the smods folder
actually let me guess
all those mods are inside of a folder inside the mods folder
and thats why the lovely folder isnt there
thats what im guessing the issue is at least
Found the issue, i was working with mods in the game dic rather than in the Appdata folder
my games crashing when i try to use fantom preview m od
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'
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
is NSFS a table that you or some other mod defined
NSFS doesn't exist unless you defined it
I didn't put that in my code tho
It didn't come up during the video
I haven't even seen NFS either
well there has to be an instance of NSFS in your main file since otherwise you wont get this crash
you should use ctrl F for these things
or look at the line number in the crash, thats what the 1 after the file path indicates here
Ctrl + F: Search for term
Ctrl + G (in VSCode): Jump to specific line
No I am not goated
Also your smods is ancient
Is it???
replace talisman for amulet
no but they should do it anyway
it's generally good advice
No I will NOT get rid of Talisman this is MY Talisman and I'm keeping it. Nyeh.
Also this would be better suited for #💻・modding-dev
Is it? I thought that this was for modding help
Cus it crashed
When I was modding
What's weird is that I opened it with the code earlier and it was fine
But I started working on my first joker and suddenly it stopped working
it's meant for help for players experiencing crashes while playing
modding-dev is for help with developing mods
Understood :0
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
I only have steammodded enabled, not 100% sure it's a mod issue but wanted to post this here first
what is your os
might just be something with my computer tbh
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
why is spectral lib crashing
it would help if you sent the crash
replace talisman with amulet
ok
oh okidoki thankarooni
okay it work sthank you goat
whats wrong with talisman?
Use Amulet instead
Honestly wouldn’t be surprised if it’s UTDR, that mod has quite a few compat issues
is wormhole expected to be compatible with other mods? hot potato wasn't
ill get rid of it :)
one of the teams did spectrallib compat
but can't gaurentee anything
It’s far more compatible this time around, much less patching involved
Ah rip
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
this is more of a #💻・modding-dev question btw
what to do abt
engine/sprite.lua:94: bad argument #2 to 'send' (table expected, got nil)
send more than a single line of the crash, maybe?
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
so any idea?
Looks like a Trance issue? try removing it
Try removing the other mods one by one, my bet would be Talisman
well apparently it was somehting with UNIK's
and it wasn't disabling even when I thought it was
js uninstalled it 🤷
How to make mod
thx
I updated steamodded, changed nothing from the code or folders, and now balatro won't open
/assets/2x/Jokers-Atlas.png
is the filename correct?
assets never shouldve been capitalized
If it worked before thats probably a steamodded bug if anything
well either way I changed it to "assets" uncapitalized and didn't fix it D:
Oh it's missing the modprefix
Crash log says it's looking for mar_Jokers-Atlas?
Can you send your atlas code?
well no thats the key of the atlas
Yea I had a doubt
it would be nice if the crash log showed the path its looking for though
Show your joker atlas attribute
File data would imply its failing at atlas injection
does the spritesheet also exist in 1x?
Do it for every atlas that uses it btw not just this one or it won't work
still same error
well it automatically uses your mod prefix for atlases so the prefix shouldnt be an issue
Did you save all your files
It crashes because you updated SMODS right?
I always spam the save_all on sublime
Ah
yeah, I didn't change anything from before or after I was testing something different and it opened fine before
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
Idk if that'd change anything, making dumb suggestions but did you update lovely as well?
I'm perplexed by this /Mods/marinamod.zip.mnt/
Do you have a zip copy of your mod in your mod folder?
yea for sharing but it never affected it
Try removing it out of your mod folder
ok so I double checked the version.dll for lovely and still nothing
holy shit it WAS the zip file
but it didn't do anything before??? smods???
🤷
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
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
Does it work without Penumbra?
me when i see grouping consumables together implies doing UI 🤢
game just froze and quit out with steammodded and lovely 💔
"bmm-compat" 💔
Just cheat and make one big consumabletype with subsets 😏
is this frowned upon? i have it bc its convenient so idk
i mean if i can group my tiered tarots with the originals and still retain their consumable types i would be fine
bmm compat does nothing smods already does better
instead of checking compatibility when you launch the mods, bmm compat does it everytime and just lags the damn game
word, i'll uninstall it and do it the old fashioned way
you can use imm instead, they share the same index
tbh i just used bmm to have a "nicer" time of browsing mods
idk anymore tbh 💔 never had random crashes just from steammodded lol
Weird, this all looks fine at a quick glance. Does your game also crash without steamodded?
i can try, should i just remove steammodded from the mods folder and launch?
yeah, sure
got this
This usually indicates a hardware/driver issue, see e.g. https://discord.com/channels/1116389027176787968/1472760635455705098
are you trying to mod or no
if so, do you have steamodded or lovely
i should try to turn off xmp?
The usual fixes include disabling XMP, disabling any overclocking, reinstalling bios, reinstalling windows
If you have it on, try turning it off yeah
word, thank you. this never happened to me before so im kinda shocked
maybe i did something to my bios inbetween my hiatus and forgot
yes, i took off all mods trying to diagnose why im getting crashes to begin with
ah
then yeah other issues I can't help with
It seems to pop up for people somewhat randomly. Sometimes it's an easy fix like XMP, sometimes it's a lot more difficult and we can't find a fix
lowk if the simple tweaks dont work imma just call it quits ✌️
cuz these random crashes every 5-10 min are bugging me
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
appreciate the help, i have something to work off of 👍
Hey guys I got mods but I want to play vanilla again how can I do so?
Easiest is probably deleting version.dll from the balatro game folder, as it stops the mods from loading
Alright, then how would I be able to play again if I want to?
Or would it be easier to rename and have steam regenerate it and then just swap it back again?
renaming should also work if you want yeah
Alright, thanks
does someone have a template for anything that isn't a deck or joker
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
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.
Alternatively, is it possible to manually allocate more RAM to Lovely/Balatro like I can in Minecraft's Launcher?
i believe the usual bottleneck on performance is the cpu
and i don't think there's a qol mod to handle that
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;
}
question
in what part of a mod are the prefixes added
for instance, curses for ortalab
and hexes for grab bag
they probably have custom prefixes
FUCK WRONG CHANNEL
anyone run into this issue
i think its something to do with talisman but i dont know what
replace talisman with amulet
amulet?
my hero
you got it?
i just downloaded it
why is talisman broken with cryptid
abandonware ass mods ngl
like the devs hated their own shit so they abandon it
and then there's amulet
damn
there are .lovelyignore files in cryptid subfolders, you should delete those
im just using balatro mod manager
okay
but you should still do that because thats whats causing the issue
the balatro mod manager is what put those there in the first place
i dont think they know where the internals are
balatro mod manager isnt really the best
there is an open mods folder button in the mod manager
its better you download the mod's .zip from the website and place it in ur mods folder
there you go
Does anyone know what exactly causes this error, and if there's an easy way to fix it?
@unique scarab wormhole crash
no fucking way lol
😭
There's also this on loadup, which I think is from the main menu trying to deal with the wormhole + cryptid + pokermon + multiplayer themes.
That many large mods is sure to lead to issues
Yeah, I'm not too surprised.
I have a feeling that WH isn't suitable with other mods enabled
especially with Pokermon and Multiplayer
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!
I know some people actually ran it with Multiplayer on stream
Pokermon tho
Only issue I saw was it crashing on run end with trying to render spacetart cards
Ok I'm getting curious about this crash. What conditions did it happen under?
The other big thing I noticed was that the retrigger spacetart seems... bugged... especially in conjunction with the boost spacetart.
Enter shop/reroll.
My guess is it's trying to spawn in stuff I've removed with banner.
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.
That'll do it. The key of the card it was trying to spawn was the rocket card default
Ah, so the shop doesn't just try and replace it with anything else?
Yeah once the shop picks a card type it wants to spawn it doesn't move off of it
Good to know, does this apply to vouchers and packs as well?
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
Spawning the rocket card default shouldnt be an issue though right?
The default is banned in this case tho
Default spawning ignores all bans
Does it? I have not had that behavior
So, I have no category fully banned, except for packs and vouchers, and I'm still getting the crash.
When I was developing SuperRogue the empty pools were certainly a pain point
from the crash it seems like its doing something in card creation without a defined type
And I'm pretty sure that menu cards can't appear normally either.
the only place i can think of where the type is concatenated is the steamodded rare consumable rolls
Okay, it's not packs.
Try unbanning specifically Atlas V
Okay, that works!

Thank you kindly, now I'll just hope it doesn't happen again.
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 🤔
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.
This is Cryptid related, not exactly sure how though
Restarting fixed it, so it's not a persistent issue.
Something about simulating jokers or smthn
Which is odd, given I had no cryptid content at the time.

Also, using hercules with multiplayer active, even in a singleplayer game, softlocks you on winning the blind.
And I think ursa minor causes the required blind score to not update.
I mean tbh what do you expect us to do about that 
I believe that's an issue on the MP end since they don't have any way to handle extra blinds/rounds
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.
This one is a bit more likely to be our problem
Hm, seems fine on my end
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.
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
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.
yo does anyone know how to make a custom stake that allows a custom sticker to appear
ive been trying for days now 😭
Have you seen this on the Sticker documentation?
yes
Then have you tried something like this in the Stake code?
You do not have your mod prefix
It definitely is
thank you 😭
lol yw
is there like a specific variable that determines whether a joker can be moved or not?
something in card.states, i think
ok found it thanks
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
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
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++
that's one option, yeah
another is to create a second copy of your balatro.exe, which will have its own folder in appdata, and use that one exclusively for vanilla
also sorry for asking a lot of questions
depends on the mod
more qol mods are functional without smods than any other kind, though
alright tysm i appreciate the help
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
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
did you add debugplus?
it's a mod (but doesn't need smods), thread's over here #1228149931257237664
ohh i misunderstood ill try that now
once you add debugplus you can open the console in-game by just pressing /
getting this error now
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
yeah still getting the same syntax error
the same one? line 2, } expected to close {?
did you copy the new command
yep
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 :/
im sorry but new error has dropped
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()
:( coding is annoying af sometimes
o.O
... oh, you probably don't have all three profiles do you
would it work if i just make 3 profiles
should work
success?
well it ran! it doesn't return anything, so the nil is expected
try adding smods and see
it worked! tysm for all this i appreciate it :)

I haven't saved the error, but while playing Cryptid, my game crashes when I try using certain cards
jut got it while trying to use Judgement
replace talisman with amulet
okay, thank you!
lowkey a FAQ channel would be pretty good
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
could probably make one in #1456641762591510671
there was a smods bug that sometimes fires this warning incorrectly, which i'm unclear on its fixed status
but also double-check that you don't have both a folder and a zip version of smods in your mods folder
There’s no zip but what’s a version I should downgrade to
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
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
#📜・modding-rules rule 4
look at the smods wiki, it tells you where to ask
Sorry thats by bad i wont do that again
I will do that, sorry for asking here in the wrong place though
Is there any way I can see my cards with the shaders without having to port them to the game
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
i cant get my crash report cuz it says i need to open settings but i cant open settings cuz i cant get in
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
steam modded is smods-main right
should be
then i do have it
but its not loading
yea
Whats inside the folder
its just grey screen with a bit of text
Is it another folder or a bunch of stuff
Inside the smods folder
try moving that out
to where
The mods folder
oh
But it shows up way too much and it lowkey pmo
does anyone else know
dont know anyone that does in specific, but theres a chance someone will see the crash and know
@gleaming gulch i fooled around a bit with the folder and got it to work
thanks for trying to help
Yo, I need help, When I launch Polterworx with my modpack it keeps throwing up this kind of crash log
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
ok thx, ill probly just play with one of the 2 instead of actually fixing my profile]
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
You need the PotatoPatchUtils mod which is linked on the mod page
Thank you!! I would have never figured that out
do i put it in my same mod folder as the rest?
Yes
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
mutliplayer works fine with 1620
So i can still play
what else should i use?
i don't use anything
straight up through steam?
but its up to you
I have no clue lol i just followed a tutorial
are you tryin gto do wormhole and mp?
not particularly but Id like to do both at separate times
if you can launch with out fixing the compatability issue that should be fine
np
is there a mod that lets you chose deck skins for each rank? i remember having this feature at some point
probably Malverk? Maybe?
Unfortunately i tried that and no
can someone help me fix my edition
#💻・modding-dev also post code
but this is support
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
})
this is for playing, dev is for dev support
shader is not the path, it's the key to an SMODS.Shader
it now doesn't even load in
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
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
})
😭
the shader = ... was correct, the string was incorrect
you need to make a separate SMODS.Shader
fairly new to editions
I need help, just tried to create a ranked lobby and this popped up, I updated my steamodded or so I thought
Competitive Multiplayer always sits behind a few versions of Steamodded.
huh, interesting
"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
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_maineffects 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
#💻・modding-dev <--- go there
oh shoot thanks man
can someone explain why my game keeps crashing and if theres a solution while Im playingt the wormhole mod?
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.
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
Great thank you I'll look into it
Oh thanks 🙂
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
thank you so much
np
can someone explain why my game keeps crashing and if theres a solution while Im playing the wormhole mod?
Seems like it's caused by a joker named Csaber? Try selling it if you can
hmm okay. I had him earlier in the game then i sold him.
random crash when rerolling store
uhh how do i fix this, it crashes when i open the game
make the G in GetDirectoryItems lowercase
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
lemme try and check those out
I presume you're using Beginner's Guide as a baseline?
If you are, you may want to reference the code here https://github.com/the-Astra/ExampleMod/blob/Episode-1/main.lua
valk:redux keeps crashing when i hit play
that is the wrong log
something about a shader
Are you playing on mobile?
no, on pc
send the crash log
i got it working i had to download the source code directly from main
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
crash when i start a run
Use amulet instead of talisman
#💻・modding-dev ?
it should be whatever effect triggers last
can you give an example of what you're doing
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
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
Oh I see, thanks! I was just curious but yeah I'll use a work around then
this should work as is in the next smods version 👍
what program do i use for modding and is it hard. i just recently wanted to make a mod
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
i use vscode and a combonation of asprite and piskel
this is what i recommend https://github.com/nh6574/VanillaRemade/wiki#how-do-i-start-making-balatro-mods
can you install/make mods without steammodded? or is it required
you can
yeah but its highly not recommended
though a lot of mods require it
you'd have to use exclusively lovely patching
and doing like anything content is very hard without steamodded
so i should install it?
yes
Yea
Anyone know how to spawn a png that just sits there and does nothing?
is it possible to make a toggleable in game skin, like the collaborations ones? or can you only replace base textures
smods.deckskin
also use #💻・modding-dev
what do you mean smods.deckskin?
do i make a folder within mods called that?
ty!
game keeps crashing, heres my crash and lua files
also fix your syntax
How do you make resource pack?
Like, I just wanna make a mod that adds face card skins
Brainstorm was being weird so I tried to redownload it
Now the moment I press escape the game crashes
SMODS.DeckSkin
is there a way on jokerforge to make jokers add eternal to other jokers
this is really more a question for the jokerforge discord
you'll get a much higher concentration of people familiar with jokerforge there
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..
probably cryptid's doing if you have literally no other mods
whats the versions of ur mods
cryptid was downloaded from the official github of it
same goes for the steammodded
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
Holy old steammodded
okay so update cryptid and steammoded
and replace talisman with amulet
hey i cant get deck builder to work.
heres the console
And my computer just chose to die
Deck creator no longer works
no
imma add this to faq it seems pretty common
Okay. Say where is FAQ
Okay thank you
I've restarted 4 times and it's stuck on this crash screen
deck creator doesn't work anymore and talisman has been replaced by Amulet
alright thanks
im trying to use brainstorm but when i press ctrl+a the game just closes can anyone help
hey how do streamers quick select cards? is it skill or a mod?
thank you
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
I am trying to figure way to track Xmult so that a Joker gains ^mult, when Xmult triggers
#💻・modding-dev
you can hook SMODS.calculate_individual_effect
Thanks you
anyone know why every time i use ctrl+a for bluepint my game just closes
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?
Well there goes my ideas
Technically they can just be the exact same
I didn't draw the art, I paid someone to do it
Ohh
Well then just make both contrasts the same
Sucks but at least it works
You could probably also just edit the saturation and contrast yourself
31 mods, whats going on
please
you have 31 mods, that's what's going on
anyway it's a plantain issue it seems
should i just uninstall it for now?
Yea
Also you should replace Talisman with Amulet
Talisman is known to be prone to issues with other mods
plantain and flipbook conflicting
plantain is trying to load flipbook's en-us.lua but it's empty, so the asserted value is nil and it crashes
-# why would you even manually need to load localization anyway...
it seems like you havent saved your json file
but i pressed save multiple times???
at least in the screenshot it shows theres unsaved changes
oh wait
main_file shouldnt be capitalized
lmao
IT SHOWS UP NOW!! I LOVE YOU!!
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
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..
DebugPlus
just download from green code button
idk if the mod still works tho since its pretty old i think
Thanks a lot!
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
Any mods downloaded?
that help:
...Wait, what EXACTLY are you using to load mods?
... nexus or vortex whatever you wish to call it, is that bad?
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
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
Yeah, same issue. You have SMODS 1226b, but Nexus reports 1224a.
That may be something to iron out first.
your smods is old asf
that's alpha 1226b, not even beta
check if you had another smods folder/zip
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?
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?
The mod has its dependencies set up incorrectly I believe
aw. can i change them to work?
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)
i have amulet
odd. do you have both?
You should be able to. I think if you change it from 1.x to 1.0.0 it'll work
8: Amulet by frostice482, ... [ID: Amulet, Priority: -10000000000, Version: 3.5.1, Uses Lovely]
exp_color: default
thread_fix_num: yes
thread_fix: modify
okay
Please post the entire crash log
what file would that be?
It should be a .json in the root of the mod's folder
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"])
okay
It's very difficult to get this amount of content mods to work, tho if I were to guess, Balatro Plus is the main culprit here
-# vibecoded ahh mod
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 ^^
balatro restarted mid typing and i thought my computered died XD
just to be sure like this: "dependencies": ["Steamodded (>=1.0.0)", "Lovely (>=0.6)"]
I think so
seems to work for one but not 2 in one oh well
hm
wait no the othere one was disab;ed give me a sec
never mind neither work
Hm
This new dependency system has really gotten my perception of how it should work messed up
gonna just try >=1.0 to see what happens
don't do 1.0.0
wait i can just look at other mods
do either the real dependency (whatever beta version your mod actually needs) or no smods dependency at all
oh.
well uh how would i put 1.x in the new syesem?
i cant spell sometimes its 0052...
e.g. >=1.0.0~BETA-1620a for latest
you don't
ohh that makes sense
you implicitly have that dependency by having json metadata
0.x doesn't support it
similarly a lovely >=0.6 dependency is equally useless
take it from the release.lua file
no smods version exists that can parse json metadata and supports an older version of lovely
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
worked.
what wiki?
that should realy be a pin.
... i may be stupid, i hit contune run when i had new mods
new crash. disabled cripted mod and this popped up
restarted and its working? so weird
you can't continue a run after disabling/removing any content mods
especially when your runs contains content added by such a mod
I didn't continue a run. I disabled a mod after I got done at the main menu, after it reloaded it crashed at the main menu. I held R to restart and it was running fine, it did crash again mid new run how ever
oh huh
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 🤔
Ill at you when I do. Its pretty late here now ><
I also need to disable alot of mods now. Its hard running multiple content mods at once
my balatro mod manager keeps going dark blue after opening it.. idk whats going on any advice ?
i uninstalled and reinstalled and nothing
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 😭
talisman incompatibility, use amulet instead https://github.com/frostice482/amulet
this is just a talisman replacement basically? cryptid will still work?
yes
gotcha, thank you :)
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
You have over 50 mods, one of them is trying to apply an edition to the main card after one's applied.
Give it the Binary Sort to see which mod is causing it.
I'm still doing it. Since the crash doesn't happen all the time, it's way more annoying to find which mod is the issue
It was multiplayer! Should I tell them?
Maybe. They may not accept it since you have so many mods.
ive seen this issue pop up before so definitely
something about the way they randomly apply an edition to main menu cards is outdated iirc
crash on mobile (https://lmm.shorty.systems/)
-# but ignoring that, it seems like Joker Filter (whatever that is) is missing a file
I was getting a much longer error, so i tried having just talisman+cryptid, and got this
Would it be reasonable to ask if it's possible to add a config option for disabling the custom menu with the extra card?
you are missing steamodded
I have a very weird situation
my save is screwed up somehow
here's the save file
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
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
I don't think so
the only mod I used before this was multiplayer
is there a way to turn .jkr files into raw text
probably but i don't know what it is
i think whatever vanilla function loads them does that
you can use https://balatro.shorty.systems/ to view/edit your save
ok I found out some interesting stuff
I unpacked both of these files to get these
for some reason, meta.lua has these ones that say "sandbox" after then
and it has names of the modded jokers in it too
wins (vanilla, by numerical order) and wins_by_key (smods) are desynced for some reason
does anything change if you run eval convert_save_data() in the debugplus console?
no
it just says nil
I want to keep the gold sticker btw
yeah it doesn't return anything
it doesn't fix my stats though
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
🤔 there's been some reported weirdness with stake stickers to say the least
same with deck stake wins too
it probably converts fine if you remove all the wins_by_key, but this is definitely to be addressed on smods' side
I'm just gonna do mods without steammodded
add --no-console to your steam launch args
thanks
@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
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
joker forge still uses oldscale so yea
oh the stake sticker is decreasing
this is the same problem the other person had, and for the same reason
first disable all content mods and get your vanilla profile back in place, then add debug plus and eval this snippet #⚙・modding-support message
make sure all three profiles exist, also. create them real quick if you never used them
why doesn't it work for me tho 
isn't it --disable-console?
probably i searched an old wilson message lol
nah I'm just gonna not use steammodded until they fix it upstream
I would rather not deal with that considering that I sync it all to my steam deck
that's certainly a decision you can make
another maximus bug happened when I use the 6 card planet cards
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
Can you send me this file?
...They may accept that as a change request.
That's a pretty standard config option across most mods that add custom menu so I'd be surprised if they reject that
ok thanks that did help, now i get this error:
try replacing Talisman with Amulet
Thank you!
i need some help
Brainstorm mod isnt working for me
It's activated but i cant see the menu of the mod
its menu is in Options > Settings rather than Mods
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
hey can u help me rq
it tells you what's missing??
I DIDNT KNOW WHAT IT WAS
you shouldn't actually install talisman though
oh you already got it smh
why are we posting the same thing in multiple channels
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
not a pinned message but https://discord.com/channels/1116389027176787968/1407865124454273054
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.
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.
which one
nvm
found it
uh doesn't work
?
i deleted the dependencies line
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
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.
have amulet installed, all other mods work
what version amulet?
latest version, installed with bmm
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
k
huh, its all like... commented out?
guess i'll just remove it anyway
aaaand it worked
its from like an old system of doing mod metadata where its just in code comments at the top of a file
try replacing the NFS on that line with SMODS.NFS
cant find a boot.lua file
replace both times where it says it?
Does anyone know of a newer version of Balatro Preview? i try to install it but the game crashes before the main window loads
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?
nohello.n - oh your actually typing hi
your_collection_poker_hands or something like that
I mean the one accessed from the run info menu
Is it gonna be something like that? run_info_poker_hands
oh uh
lemme check my mod I got something that adds a tab to there
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
it's in %appdata%
thank you
np
that's a broken card bug, ghost cards
im guessing no fix?
means one the mods u have enabled is bugged
ty
this shows when i use brainstorm:
any more information or???
like what happened to cause thiz
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?
these don't do any harm, they're meant to persist so you keep your settings when you reinstall mods you previously had. the files coming back after deletion is a steam cloud thing -- you just need to delete the files while the game is running to bypass it
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!
modding-dev is the appropriate channel, this is for support for playing
the idea for that would be to use context.joker_main and loop through context.full_hand and check if each card has a rank of 2
Oh darn, here I thought I was posting on the right channel. Apologies for any problems caused-
its okay
nw, let me know if you are stuck on anything
any time I pick a stake with brainstorm installed
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?
Oh PERFECT thank you so much
Dunno if here is the right place to ask, but what's different 'tween StickyFingers and MobileLikeDragging?
the difference is that you should use Silk Touch
they're different mods that serve the same purpose with different implementations
...the Minecraft enchantment?
no?
it's mostly better for mod support
the exact same as was said in #⚙・modding-general
yo wtf
kinda new to balatro and modding how do i add mods to balatro from github or nexus?
have you went and installed Lovely?
there's a step by step on the lovely github https://github.com/ethangreen-dev/lovely-injector
A runtime lua injector for games built with LÖVE. Contribute to ethangreen-dev/lovely-injector development by creating an account on GitHub.
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
most mods require Steamodded too
i'm sure you could find a video for Lovely setup as well ^^
ty so much
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}
can you post the full log
i would recommend switching talisman for amulet and updating balatro on steam
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
should i do the same as the guy above?
ok so i swapped to amulet and got this error
same thing
help. my modded balatro keeps crashing
deck creator no longer works
complete remove talisman
BUT I NEED IT FOR CRYPITD
^ amulet replaces talisman
thats like the whole reason talisman isnt loading
but also
that wasnt even directed at you
and isnt even related to the original issue
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