#BalatrOverlay

125 messages · Page 1 of 1 (latest)

vivid pebble
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Hi there~

I would like to introduce you to a mod that I am (and hope to continue) working on.
This mod provides an overlay for the game, which helps you find combinations when your eyes are blurry or you're just in a hurry.
At the moment the functionality is limited to basic poker combinations, but in the future I hope to complete all the other functionality described on GitHub.
I'm really looking forward to your feedback, suggestions and comments!
https://github.com/cantlookback/BalatrOverlay

GitHub

Contribute to cantlookback/BalatrOverlay development by creating an account on GitHub.

minor tundra
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Great idea, maybe hit up the balatro calculator too, if the overlay could tell you the best hand in your current cards and jokers that need to be re-arranged would be really useful

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The biggest problem with the calculator is that it's external, I don't know if you're doing this with code but I'm sure with even this you have the groundwork to hook up into his calculator via an api

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We're still working on the typescript stuff so if you need code help now I'd consult him but if you want to hold off the ts stuff should be done in a week or two

vivid pebble
minor tundra
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Not necessarily, as long as it doesn't know your deck you'll never know if you could've scored more if you discarde/drew but I also see your concern

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As to the computation, no idea

vivid pebble
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to calculate every hand you have with different order of cards + different order of jokers

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that's 14400 combinations with 5 cards and 5 jokers, if im not mistaken

astral yoke
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is this for balamod or steamodded? or both?

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oh i see on the github its for steamodded. i'll probably download this later since it looks really convenient and nice. i'll finally be able to play fast without glasses too lol

slow acorn
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hello, at 2k resolution curve interface

vivid pebble
spark bear
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could you make the ui similar to balatro's? the ASCII art seems weird.

vivid pebble
gentle lance
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Hey there, thank you for you mod :)
Noticed that it continues being drawn if you open the deck. Can you somehow see when a player opens the menu and stop drawing the Overlay during that?

spark bear
vivid pebble
vivid pebble
toxic falcon
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yoooo this is exactly the kind of thing i've been hoping to see

peak root
wind harness
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Really cool and I like the idea. I have some visual issues with mine where it's cut off on the side though. I'm using a 4k monitor. The first pic is fullscreen/borderless. The second pic is windowed (which is how I usually play).

If/when you fix this, I'll definitely be using it!

vivid pebble
vivid pebble
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Looks like it does pretty well, but i can't check for resolution bigger than mine heh. Uploaded to git

uneven sun
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Enjoying this mod, thanks for making it! I'm excited for new improvements 🙂

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FYI I tested in 4K and 2K, the placement works great

vivid pebble
uneven sun
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Keep up the good work! ❤️

vivid pebble
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Okay, at least it does calculate chips without jokers

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Thanks god I can just copy evaluate function and just rewrite it a bit (not a bit tbh)

vivid pebble
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Okay I pushed it on github, seems like it works pretty well

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The only problem I see is only with cards that have a chance of triggering.

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The chips amount just changing when you highlight-unhighlight card if you have those cards/jokers

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Ah yes, and also I did use a blank card sprite for the interface

oak oxide
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this is great, looks really smart now

oak oxide
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Just curious, how does it run the calculation? I just had a run where I had space joker, then got a double tag and used it on "level up two pairs 3 times" so it levelled up 6 times. From that point on, space joker levels up a hand if I select it

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Selecting a full house will level up high card, then pair, then two pair, then full house of I select the right cards in that order

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Unsure if it's a bug, or the calculation is making the game think the hand is being played

crude nexus
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im guessing the code for chip calculation piggybacks on the game code for calculating chips

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which triggers any jokers that trigger when chips are calculated

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such as space joker

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one of the other modders looking into score calculation also ran into this problem I believe

oak oxide
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Ok understood, I'll bear in mind. Thanks for clarifying

vivid pebble
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There's a lot of bugs in calculation, because im using in-game function as a reference

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And this function activates some things in a very unexpected way

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Like this

vivid pebble
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I will make a button or a config variables in code so you will be able to turn off features that you don't want to use

crude nexus
vivid pebble
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Thanks a lot

crude nexus
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thanks for your work btw, I'm really interested in having a functional score calculator if you are able to work out the bugs

vivid pebble
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yes, it’s a cool thing, but it kills all the intrigue when you’re not sure if you have enough chips

crude nexus
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its mostly because there are a lot of things in this game that encourage playing more hands instead of less
if you just want to play your biggest score hand and win, that's easy to do without a calculator
but if you're trying to optimize, you often want to kill in exactly 4 hands meaning you have to do a lot of math to make sure you're not winning too early

vivid pebble
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More hands instead of less? What about $ for each remaining hand?

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Sounds weird

next glade
vivid pebble
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This message was about calculating probabilities of drawing different combinations, not about calculating chips

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Oh, or maybe no

crude nexus
crude nexus
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sure I could get 3 more gold, but then I need to hope to buy something strong with that gold, and if nothing shows up in the shop I have to spend a lot of gold rerolling
or I play 3 extra hands and get a guaranteed +3 mult with no variance

vivid pebble
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yes, to some extent you are right

crude nexus
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if I just want to play my best hand and win, I don't think it's too hard to do so without a calculator, it's fairly easy to optimize

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but if I want to play worse hands so that I win in exactly 4 hands, now I need to spend extra work making sure im not winning too fast while also not risking dying

next glade
# vivid pebble Yes, you're right, silly me

I haven't looked into this at all, but I imagine I could make the main engine of my calculator an NPM library which a mod (like yours) could call from Lua with the game state and the JS library would send back the result.
That would solve a few big problems:

  1. you don't have to write a Lua calculator
  2. you don't run into issues trying to use the game's built-in score calculation code (which seems to have bad side effects with some jokers because it's not meant to be run multiple times)
  3. While there'd probably be some overhead in connecting to JS, my calculator is pretty well optimized so would be able to do many calculations very quickly if needed; probably much faster than you'd get if it were written in Lua.

The main hurdles are connecting to Node.js in the first place (which probably means having to install the Node.js V8 engine alongside the mod) and exporting the state in a JS readable format.
If this seems like something you'd want to pursue, I can try and help.

oak oxide
next glade
vivid pebble
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If a player need to install nodeja to use a mod, I think it's a bad idea

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But anyways, thanks for your idea, I'll think about it later, i promise

languid knoll
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Just decided to try this, then got a crash upon clicking on the card on the main screen. Haven't checked if that just happens on the current steamodded on its own though

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you might be missing a nil check on hand interacts, since i think that counts as interacting with a card despite not actually having a hand

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Something... very silly may also be happening with Ice Cream

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okay, did just check, that crash doesn't happen without the mod

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and ice cream doesn't die

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I'll record a quick video of the latter lol

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okay, here's a clip demoing both bugs back-to-back. neither of these weirdnesses happen without the mod, and i just pulled the latest version off main

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thanks for working on this mod btw! it's a really neat idea

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none of the other mods here should conflict with this. i just have a card texture swap and more speeds, and that's it

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black screen for a few seconds there is just me relaunching the game

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the actual starting of that icecream was +75 when the hand started, so it dropping to 5 so quickly would (i bet) be because you're triggering some "hand played" callback once a frame when cards are selected and you're drawing UI, or something goofy like that

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i've copied down my save in case you'd like to test against it

vivid pebble
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Hahah

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I didn't even think about that

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That happens because i have a listener for card.click, but i didn't realise it will be working there too

languid knoll
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Hilarious

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Probably pretty easy to check for though lol

vivid pebble
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Yes, won't be a problem

languid knoll
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the callbacks on the built-in eval are probably more of a problem lol

vivid pebble
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Hope I'll fix that

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Thanks for the respond

languid knoll
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🫡 anytime

burnt dock
vivid pebble
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Okay so I fixed bug with number of hands played in "Run Info" menu. And "Played This Round" number too, but it will interrupt some of the jokers like "Card Sharp"

vivid pebble
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Will take a time to override it ugh

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And I fixed a bug with main screen card click

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added a config variables to turn off features you don't want to use (like bugged chips calc)

hexed cosmos
languid knoll
# hexed cosmos something about this is hilarious to me

"oh man, can't wait to eat this delicious new ice cream." you take one step out the door and it starts rapidly melting in front of your very eyes. then it melts completely and the cone crumbles into dust. then the cone crumbles into dust. then the cone crumbles into dust. then the cone crumbles into dust. then--

brazen vessel
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is it supposed to be doing that

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like the extra border

vivid pebble
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uum no

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that's weird

faint dragon
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The mod is not working for me. Did I do something wrong?

faint dragon
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Nvm, I have to fix Steamodded

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Ok, I got Steamodded working and I see the mod in the mod list

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And it is still not working

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Please help

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Ok, I got it from the Zip file instead of downloading the file directly from github and it worked

faint dragon
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Is this still being worked on btw? I'm really excited about this mod

vivid pebble
faint dragon
vivid pebble
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Thanks bud

uneven sun
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Just got back from vacation, great to see the progress that's been made. I might have a bit of time to contribute myself if there's interest? I guess when you have time you're working on the probabilities box? I might do some small QoL and docs PRs to get started

vivid pebble
dark willow
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So, I thought it calculated more than possible hands? like chips for selected cards + the hand? Open to being wrong here. I' ve been looking at the other screen shots in this thread and am mildly confused

vivid pebble
scarlet lance
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There is no new update , will you update it? If not is there a mod like it you can recommend?

vivid pebble