#Dimserene's Modpacks Manager v1.13.2
1 messages · Page 7 of 1
yeah for some reason mod badges are disabled
even with the steammodded setting ticked off
snow's mods
I have no idea if that can be fixed tho
where is the link for the modpack please ?
It's pinned
thx :DDD
Well time to figure that out I guess
that's caused by a patch that was recently added to cryptid unreviewed
my pack's full of latest commits and the more i play it the more i feel like its becoming more of a complete piece of shitshow
the
tags are gone in blinds for no reason
😨
and everytime i click a button its like rolling a dice of crash-or-not
That sounds like a good reason to not add other mods into the mix lol
My plan is to add mod compat with Ankh post-release
So that would include things like fold, end round, fuse, evolve, etc.
🥳
I bumped into a strange issue
My modpack utility mod only works in Full, not in Fine-tuned or Vanilla+
This is the crash log
I copy-pasted the same lua file into Fine-tuned and Vanilla+ pack so it is definitely not user error
Can you even reference lovely like that?
There must be a mod in the full pack that defines a global lovely
Can’t you use smods to get the path?
Well by define a local lovely myself I fixed it
And I still don't know how to smods it
What do you define lovely as, out of interest?
local lovely = require("lovely")
Makes sense
For the 🧠 of mine I don't really understand any of this
I just crawled the internet and my modpacks' mods, looking for something works
I tested, a blurred platinum, didn't crash tho
What other conditions do you have at the time?
unfortunately i have since started a new run
Let us know if you encountered this again
steamodded doesn't make lovely lib global because it only really needs it when first loading
But there’s a mod somewhere that does 🤔
https://github.com/Dimserene/Test_Pack_July24
One more promotion for the test pack July 2024, it will be dismissed at July 31.
Dimserene, does your fork of DebugPlus just make it so the console doesn't constanly pop up?
If so I'll probably switch to using that one myellf and include it in my own mod pack
yes
Makes sense. Definitly a good change for the average user :3
I don't like them myself lol
I mean, me neither, if you mean the log popups
the log popups are a bit in the face imo
yeah they really are
Also, I don't quite understand what you're doing with SDM's stuff + Modded only challanges. They seem to work fine as they are as seperate mods without lovely/tom or anything. Are you just doing it that way so you can fork the repo and hae them automatically update easier?
it's to make lovely.toml file located in the correct depth
but... there isn't a lovel./toml in the original mods. Not that I can see. They're 2 separate mod folders that you just add to yur mod folder, and must not use lovely specific features
My idea was just to pull to pull the repo into my own, due to not ebing able to just make a submodule with how it was set up
I could with how yours is set up, but I didn't realize yours existed untilI looked
You are looking at 0.9.8 branch
in 1.0.0 branch there's lovely.toml in SDM_0's Stuff folder
I need to fix my own repo now too, lol. I'll probably just include your fork as a submodule because it works, and I have to redo it anyway to get the right version
Keep it slow, keep it steady
Why is debug plus even included in a large mod pack? I can’t see any situation where the average user would need to use it outside of development purposes
why not
It's because there are developments/debugging/playtest users among us
Even, I specifically said the packs are not recommended for entertainment purposes, so dev tools like debug plus will be a good addition imo
I would have thought it’d be better just as another mod that people who want to do that use, but I can see your reasoning
Lastly, I shut it's logging view off to reduce its existence to basically invisible
To make it pleasing for average chaos enjoyers
it's also good for well... cheating, which plenty of people find fun
I am not saying it's added for cheating, but ppl can do whatever they please
Yeah that’s personally why I wouldn’t add it to a mod pack, but I can understand wanting it in there for people to use as a testing tool
There's alo the fact that Dimserene's packs are intended to be standalone, so it's better for it to be included, than not be supported for people who want to use it
I wish you had Myst Jokers and Crimon's decks in one of your modpacks :P That way I could just cloe them into a gitub codespace and copy the relevent folders into my repo like I did for Snow's Mods and Tier 3 vouchers. Now I have to actually upload folders' from my local machine, whic appears to suck ass
Decks and challenges mods are probably not added directly, maybe in a form of permanent addon
I mean why not? They're completely optional
or is that why?
I think I got everything added to my own modpack. Now to test it, write the readme, and make a release
my commit comments will forever be full of typos, lol
current mood: "one day i actually want a run to end with me winning instead of the save bricking"
What actually happened 
just a note, please don't edit the names of the sheet tabs, it'll mess with the auto refresh
Noted, should be final tho
uhhh this was meant for the mod index
I know 
I don't know how it ended up here 
You failed successfully
Game abruptly closes upon exiting shop, save then proceeds to immediately close the game upon loading it
🅱️ricked
The fun part is I have no hope of debugging it because it doesn't save anything in the logs
my current save also closes when continuing
no logs either
trying to win a run without game crashing (extreme demon)
Well shit
so how to enable debug stuff?
You hold tab
I guess if you think the game is not gambly enough you can play my packs
Now you gamble with your save file, how fun
I think the debug stuff is too long now it doesn't fit the screen
It's just a line of text cut off
And part of the reason is custom fonts mod
I played with the config and finally make it look like vanilla but the font size is still a little bit on the big side
I mean if you find the number that vanilla uses it should work
Time to go source code hunting
Warning, The packs are undertaking massive overhaul, please stand-by
standing-by*
You know what I meant

Overhaul finished, everything is tidied up
But everybody are required to do fresh installation
Meaning delete Mods folder, delete <modpack name> folder, reclone+copy/reinstall
wilson is planning a redesign for it, i already asked before

antimatter, but correct sentiment
(54 mods) Dimserene's Modpacks (SMODS 1.0.0)
Removed from extreme pack
- Phantom Thieves Jokers
- Easier Scoring
rip
poor :(
😔
I know it's not time for test addon mods to be added, but I am still displeased by the constant dropping mod count
So I will add some non-content or prior mods right now to mend it
I manage to win runs, but they tend to run into a crash soner or later in endless
As is the nature of using so many very much in-development mods I guess
Should probably disclaim that tendency in the Readme for my mod pack when I take it public
Which should happen tonight/tomorrow morning. And then I'll make my own thread and stop bothering y'all about it here
It's OK, you can chime in anytime you want
Added 6 mods
♥️Vanilla+ & Above♥️
- Aure Spectral
- DVD
- Less Intrusive Stickers
- Score Improvements
♣️Fine-tuned & above♣️
- Blackjack Hands
♠️Extreme♠️
- DX-Tarots
the best spectral (totally not biased)
(60 mods) Dimserene's Modpacks (SMODS 1.0.0)
I guess the crash on boot I was getting (supposedly from morefluff) only when I had the newest version of blackjack hands installed doesn't matter because you don't have morefluff
i thought Vanilla+ was no content mods
Finished adding support for all the mods in finetuned (except for SDM_0's one because they told me to wait) 🎉 🎉
lol
Well it's removed from vanilla plus
curious how blackjack might interact with spectrums
Been a nightmare trying to do anything during this heatwave 😅
It doesn't. Sadge.
Would've been cool to set up a Blackjack Spectrum House build, but I'll have to settle for Blackjack Flush House.
blackjack spectrum flush house (blackjack of 5 wild cards, 3 of one rank and 2 of another)
Yee. They could base the planet cards for those on the Archimedean Solids
oh what like the truncated stars or whatever
The star polyhedra, yes.
ig i could make a blackjack spectrum and blackjack spectrum house
It fits with the rest being platonic solids plus sphere.
That'd be cool for modpacks like this one, but you're not obligated to.
mod compat is cool but not a requirement yes
Anyone using fullpack and recently updated might be crashing on boot
It's because D6 Joker and Cryptid somehow incompats
I've reported the issue
For now just manually remove either mod should temporarily solve the crash
I just cloned the extreme pack about 20 minutes ago and it's working fine for me
What is in that part of the UI definitions dump?
One sec
Yeah it looks like a lovely patch didn't get applied
😭
It is beta5 when beta6 exists.
Is that relevant
Is that relevant
It just ignored the Cryptid patch
Idk, I've never seen it before.
Try updating Lovely to the beta 6, see if that works
Oh bruh yeah
My lovely version is too old now
That solved it
Thanks Oppositewolf
Flowwey mentioned it first, don't wanna steal credit here
Oh really? I never noticed because I just delete the d6 jokers file
It was an old lovely version, no issues if you're fully updated
Damn, should I also provide a way to update lovely injector for end users?
I think the only way to do that would be to redistribute it yourself. Probably would have to contact the owner of lovely for permission. Idk, not sure the rules about that kind of thing
Unless you provide a direct download link to it when you run the install script
yeah, at the moment I'll just notify end users to update their version.dll
Like "PLEASE UPDATE YOUR LOVELY INJECTOR YOU MF"
Sorry impulse
some of the joker displays just disappears
is it possible to learn this power?
and crashed when I play a hand while ante 8 boss sadge
What deck are you playing on?
redeemed deck
The displays disappear when there's too much slowdown, but it seems that there are some other things in the game that trigger that as well, I will fix that today. You can unhide them by right clicking the joker
Can't relate, it's really cold here 😛
Share some plz 😭
Dimserene, idk how iften you try to update mods you have to fork, but it looks like your fork f SDM_)'s mods is 2 commits/bugfixes behind
Im gonna improve the repos of my mods so that they're less nested
Where??
Does not look like it
Which boss
these 2 commits on the 1.0 branch looks like they were made after your latest update. idk why they don't seem to be being automatically tracked, I guess maybe because of the stuff you had to move around
wait nvm
the page must've been cahched in my browser or smth
my bad
Actually what happened is it didn't pull through when I updated my modpack for some reason, so the link there was still to an older version
Actually we should wait for this
but how do you plan on doing that?
The lovely patches are annoying
obscure overshoot
For SDM0's Stuff, I'm gonna split each mods into its own repo and move the lovely folder to the root. For Joker Evolution I'll just make the example_mod.lua part of the Joker Evolution mod instead of a separate mod.
ah that will make it easier to have them in the packs for sure
Lovely
Any Linux user can test this shell script for me?
It is supposed to clone Dimserene's modpack repo and submodules as a whole and install it to the correct directory
Please let me know if it works or not
errors out on the copy step
there's a copy symlinks that lead to the sam place, but thi path is the one I browse to:
/home/coonie/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods
it's not much more fucked up than the one you used, lol
and in this case it's because it's proton
makes the path real fucky
and the .steam vs .local thing is a recent change to proton/steam I think. Steammodded had it wrong in its documentation when I got into modding back in april
and if you don't know, a folder starting with a dot just means it's "hidden"
How does proton work anyway
though most linux usrs show them I think
That is the same in windows
huh I guess they did start doing it that way
I don't know the technical details really. It's a compatibility layer to run Windos games on linux, and requires a windows-syle directory structure somewhere. Hence the "drie_c" and all that
I mean they represent hidden in a way, but they are shown to end users
ah yeah I getcha
trying it now
I don't know if that path issue will affect everyone or not
fpr some reason that one only dies the cloning step
Dies?
ends like its not doing anything wrong
and ofc running it again just fails because the directory's already there
Wierd
I already have a backup in the form of the local copy of my own modpack :P
will do
Oh yeah then remove it should be fine
Oof
I don't think this should be needed with proper bash scripts, but try just putting "&&" between the commands
Wwait I' an idot
betting this one worked (after I got rid of my Mods folder)
I just forgot to actually check that the folder was made
ofc bash has no output on successful folder creation and copy
sorry for wasting your time
Oh yeah it does not output anything when cp
I have an android phone and termux
So I should know that
So it works?
yes
Good good
lemme test the first one with the right path again
so you don't need to use the && silliness
ok
why did you say to use this one btw?
I am actually not sure if the full path Mods cp to should be ...Balatro/Mods or just ...Balatro
I think it should be first one?
Oh god i think something very stupid happened
can confirm that this one works
What's in the Balatro folder ? Still intact?
yeah, still looks normal
Good I thought I inundated your balatro folder
Say what
/Mods/Mods/[your mods]
that's what this would do
this one is right
Ok then
it doesn't do that becaue by copying "./Mods" you're copying that folder into the specified folder
because I use the exact mod pacl I now have on github, and steam cloud exists, I wouldn't have lost anything anyway
but yeah it would have been a bit of a pain to reinstall
(I know that's not where the gaame exe is, but I presume I'd have to reinstall for the supporting files)
You mean reinstall to pre-dimserene-modpack?
Oh you mean the game itself
yeah, if it had nuked my appdata folder
but it dudn't, so it's a moot point
as it is, it was trivial to just copy my mods folder back in
True
some of these deck effects don't like eachother
hell yeah, nilnil nilnil nilnilnil nil
the DNA upgrade i'm currently using says otherwise-
What does that mean
I have Gorokichi and it's working fine rn.
thats aesthetic
Lol
sometimes i wish i had /slander outside of TOS
Talking about indent, I hate how my modpack info display don't indent properly
Oh god now there's also Mac users
And I don't know if linux shell scripts work on steamdecks
Any one using mac?
And this is one of the reasons why I'm just distrubting zip archives periodically for my own pack
Though I think you can run bash scripts and do anything else on the terminal with steam decks
And mac has a very siilar terminal setup to linux afaik
they might ven use bash
I might look into it tomorrow
I didn't take zip method because I didn't want to redistribute them
But I guess I am redistributing them
well, stamodded's gpl license is infectious, and what you're distrubting /is/ source code, so should comply with the gpl
I fully understand that now, but not when I created the main pack
I getcha
Maybe it's a good practice to make a relatively stable archives
Like once in a while
But then the problem falls to what defines the "stability"
It's easy enough to just zip my local copy of the pack that for mine I'm probably gonna make releases pretty much daily
Assuming there's been an update ofc
But stable archives makes sense too
In my experience there's always update every day
nods
There's no perfect or finished state of a mod. When imperfect, authors get to fix/polish them. When perfect, authors proceed to build upon them, which almost dooms more bugs
Which IS a virtuous cycle
the boss blind is freaking out
The game crashes when winning the run
Literally impossible to win
I think some unlocks messed up, I reset the profile and used unlocked all again the game don't crash when winning anymore
That does not make any sense, I guess anything would happen at this point
Things like these make me think there's never a "stable" state for the modpack
So uh I disabled a mod and now my game crashes.
Anyway to re-enable it?
Nevermind, I managed to fix it by deleting the .lovelyignore file in the mod's folder.
I would say we should add this when it's in a releasable state
(totally because I don't concept for it or anything)
Oh yeah I'd say that makes sense. I'll be downloading it myself and if I like it (which I almost certainly will) be adding it to my pack too
It hadn't released right
Nah it'll still be a fair while I think
I was gonna suggest this mod lol. It really does look like a great concept for a mod. I'm excited for it
Looks promising 👌
Steamodded is kinda weird with disabling JokerDisplay, I recommend turn it off from the mod's specific menu
So you disabled Joker Display or Lcorp?
how does it crash when disabling lobcorp
It's crashing because lobcorp is checking for SMODS.Mods.JokerDisplay which still exists even if disabled
Yeah, I've also had the mod work completely fine even when disabled. I don't know if that's fixed now
I kinda makes sense why SMODS.Mods.JokerDisplay would still be true even when disabled, Steamodded has to know the mod exists in order to disable/enable it.
So it kinda has to be in SMODS.Mods
oh that's funny
Although iirc isn't checking for _G.JokerDisplay better?
I usually do that
yeah i can probably change the check to the jokerdisplay global
SMODS.Mods.JokerDisplay and SMODS.Mods.JokerDisplay.can_load might also work?
It's probably just easier and safer to check for JokerDisplay or _G.JokerDisplay
Well, unless someone want to mess with me specifically and makes a mod that overwrites it
I mean... basically any check can be overwritten, or break in the future
this will also break if SMODS changes something about it's inner functionality
yea
I don't think that SMODS.Mods.<mod_id>.can_load would ever change but it is the more unsafe solution to just checking for global JokerDisplay
If another mod adds or overrides it than that's just an incompat issue with that mod; it's unlikely any will be willing to do that.
i will overwrite SMODS in the next update
Why overwrite SMODS?
for fun
for evil
prob true for JokerDisplay, but can_load is probably better if you cant be bothered to find out if the mod declares any globals
that's also nice if you don't care about loading priority
huh, didn't even think about that but makes sense yeah
Tbf you would want to load after the mod so the information the mod loads can be used.
If your mod loads before JokerDisplay, you can check if it's there though can_load but it's still gonna error if you add anything because JokerDisplay doesn't exist yet.
well yeah, but then you do care about loading priority
though I have no clue about the practical applications of needing to know whether another mod will be loaded in the future
Honestly there isn't.
hey maybe someone wants to add a nice message if it sees you have cryptid installed
like when it checks you save files in metal gear
There was a mod that added Jimbo as a legendary card, quips and all
Idk what happened to it.
I got it to a different crash screen where it says it's missing a file named lua
yaa
verify integrity of game files
Oh yeah right
how does one do that ?
At this point I should've just throw "verify game file integrity" every time I see somebody crashed
Test addon pack for July 2024 will be expired in 11 hours
Also I just did a PET, it made me feel like going into alternate dimension
I literally hit update before every session
Well if there's no issue whatsoever then maybe you don't have to
And by that I think I know why you do that
I always try to have the most up-to-date version of y mods before playing, modpack or not
Either way works as long as you don't bundle the lovely dll with your mods. This is only because it makes deploying releases a pain in the butt 🫠 .
I also think it'll be important to include some sort of version check in future releases.
It is a bit much to expect users to actively seek out new lovely versions when they release.
I think that is indeed a good addition if realized.
You know, normally when someone says "The game doesn't like me winning." it's a hyperbolic statement of unfairness. In this case, it's that the game crashes every time the win screen would come up. I've updated, verified game file integrity, deleted and reinstalled, nothing fixes it.
Some “gamble” object is having issues
This looks the game is trying to unlock something (maybe “Blackjack” whatever that is) and failing.
Ohhh. Must be something to do with the Blackjack Hands mod then.
That's a shame. Hopefully it can be fixed. I like that mod.
@mathguy
hi
Odd part is this mod doesn’t have a hook for check_for_unlock
Wait did I pinged
TL;DR something is trying to get unlocked after winning a run and it references both the “Blackjack” hand and “The Gamble” in the process.
It was a really good run too. I got an Eternal Effarcire and then I got Ouija, and then I had Exponentia and Constellation on me. It was the ultimate Spectrum Five build.
the The Gamble joker requires winning a run without playing a Blackjack to be unlocked.
Ohhh ok
it kinda just worked in 0.9.8
im guessing i have to change something to avoid errors
This mod kinda smelled of 0.9.8 with the nonexistent use of SMODS.Challenge.
At least most of it was converted it seems
Hmm, what about remove the mod temporarily and then resume again maybe it magically fixed?
Deleted. Let's see if it works...
You are not playing blackjack Hands anyway
I was in other runs that also crashed on win.
Like when I was getting all those Blackjack Houses I mentioned.
It worked!
so like how do i make unlock conditions properly?
I thought it might crash since I leveled up some Blackjack Hands, but I guess those were able to be removed seamlessly.
It looks like you have the same crash as Lu i gical11🖤⚡️🤍's
Before mathguy fix the mod please remove Blackjack hand mod
Hey, I'm in a run and it crashes every time I try to buy the buffoon pack in the shop
Oh Gods. Old bugs still lurking.
Is it possible to find a certain file that contains 'next' in line 546?????
When there are so many files to be searched is there a tool that can do this
Or 'calc_function' idk
Can you upload relevant log file here?
It's in Mods/lovely/log
I'll try, I'm not sure exactly which log went to that crash cuz I was messing around trying to get around it
Sorry if this is the wrong thing, I just recently started modding balatro so I'm still getting used to it
Should be easy to narrow since this is a JokerDisplay related issue (or at least originates from there).
It’s from a line in TWEWJ
Ouch, this doesn’t look pretty
JokerDisplay.evaluate_hand returned “Unknown”
@parchment or @N' ?
Maybe I am asking a stupid ass question. But can version.dll be put on github source code? Or is that going to be a very bad idea
That's normal, it returns Unknown when there's something other than a playing card selected.
It seems like TWEWJ doesn't check if poker_hands["Three of a Kind"] exists before calling next().
what's your node's alignment
try cr
Or maybe I am not supposed to concatenate these texts
I think I did tried that
Yeah my approach is bad I think but I don't fully understand how the game or smods handle these
try also adding cr to the text node
didn't make it align to the right
I mean when it was just a single line of text it worked fine
but the lines after first one will always align to the left of first line
make three text nodes
surely
Now they're tryna connect head to tail
Oh i have an idea
Nope no luck
Myst you meant this right?
yea
They simply concatenated
uh no there are no row nodes there
G.UIT.R?
yea
so itd be like
{
-- first row
n = G.UIT.R, config = ..., nodes = {
{n = G.UIT.T, config = ...}
},
-- second row
n = G.UIT.R, config = ..., nodes = {
{n = G.UIT.T, config = ...}
},
-- third row
n = G.UIT.R, config = ..., nodes = {
{n = G.UIT.T, config = ...}
},
}
Nods
Can G.UIT.ROOT be inside G.UIT.ROOT?
Ans is yes but they all clumped together
This is how it looks like with this solution, but there is a big transparent black box underneath it
well i guess i can just remove that color tag
Nope, not so easy huh
try G.C.CLEAR
How do I get to know all these color names?
The colors are in globals.lua
Thanks guys, it worked
if you think the lines are too spaced apart then change the padding
Yeah I might just remove the padding
Not a stupid question and it's not a "bad idea" per se, but it's not a recommended practice compared to releases.
It's also a pain to integrate into any sort of release pipeline.
I have a vague idea that it will not be as easy as I thought.
Thanks for the explaination!
- Removed Test addon pack July 2024
- Added 9 mods:
Vanilla+:
- Aurinko
- StackedRedSeals
Fine-tuned and above:
- VanillaExpansion
- SpicyJokers
- Virtues
- MoreJokerPacks
- Jeantoine
- Contracts
- Snow's Mods
(69 mods) Dimserene's Modpacks (SMODS 1.0.0)
New test addon pack for August 2024
aren't Aurinko and StackedRedSeals dangerously close to being "content mods" btw?
Yeah I don’t think those are quality of life
Yeah I would say Aurinko for sure isn’t very vanilla+, I think stacked red seals is okay though, although I haven’t looked at what the default config values are
Do all of the mods work with 1.0.0a
Just updated to the newest version. Crashing on boot. What's Neighborhood from?
Contracts
Huh. Should I remove that one then?
probably
Yep, getting rid of Contracts fixed it. What's that mod even do anyway?
Legally binds you to a $500 dollars fee with the mod owner
I categorized them like this because they didn't "add" anything new.
Personally I don't have experience with stackedredseal so I can only judge by Its supposed effect
Aurinko definitely adds new features, it entirely changes how planet level ups work
You could easily argue that editioned planet cards at least are 'adding new content'
First things first, i am not trying to argue with whether it should remain in vanilla+ or not, I really wanna discuss
I think it's not a bad idea to introduce some tweaks mods into vanilla plus pack
It's not like dx cards from dx Tarot, there are physical additions in collection menu
I agree with introducing tweaks (stacked red seals is a great example) but I don’t think the way editions planets applies to hand levelling is suitable for vanilla +
Hmm, then how do we define the line
Like personally I don't hate the idea behind aurinko being introduced into vanilla
if a mod has a direct impact on the scoring in a run, I'd say it's no longer QoL or utility
I categorized it in playstyle mod
I saw, but I'm not sure it fits the description vanilla+ has right now
I see
I think both are mods that fit really well in "balatro's style" and stay pretty close to the original mechanics
and are therefor good candidates for a "vanilla enhancements" (or whatever) modpack
they just... don't fit the current description of vanilla+
Yes I see your reasoning now
I don't want modpack(s) that only my own ideas matter, but I guess I can tweak the rules to reconcile it
yeah I get that
and I mean, as long as there are clear(ish) rule for separation between the packs it's all good
even if those rules change over time
maybe add a simple "vanilla-like" definition
I think you could maybe adjust your tuning so more things are in extreme rather than fine tuned
And leave vanilla + as just qol stuff
also an option yeah
Will think about it more, I'm currently at work
I did noticed Fine-tuned-Pack are dangerously close to Full pack as of right now
I am hesitating between many aspects
- I don't think many ppl actually uses Fine-tuned, at least last time I make a poll full pack won like drastically
- If there does exist Fine-tuned enjoyers, their opinions are not heard by most of us.
- Again, currently the rules are not strict and clear enough to distinguish where a mod should belong
Thought about bugs and crashes, deprecated mods cause them because of lacking maintenance, new mods cause them because active development, no good
I think extreme needs to exist because of Cryptid
So fine tuned is one step down (right?)
Craziness and difficulty, everyone have different ruler on the topic
This is almost how the packs function right now
Also idk if math blinds is in extreme, but some of them are pretty unfair
Like I said, the measurements aren't the same between us
I would like pll that played Fine-tuned have a vanilla-like experience, and content mods that managed to achieve this are welcomed
In my thinking, fine tuned should be your default go to mod list that you can just download and play and have a good experience, anything extra (or stuff that needs customising) goes in extreme
That might actually included cryptid
Because many ppl find good experience in cryptid
Cryptid is 100% extreme
Although maybe it’s fine in standard gameplay
I only see the crazy crap it does
I do too
When you don't have Epic/Exotic joker's it's not too insane.
Maybe very evil blinds, but not too bad
But they’re on by default, yes?
Everything is on by default so yeah that would include Epics and Exotics.
The misc Jokers are still really unbalanced imo
Yeah, I’d categorise that in extreme then
Agreed
I mean it easy to disable so I don’t think it’s a big deal
I will never put it in Fine-tuned
¯_(ツ)_/¯
Not for a plug and play mod pack
I mean, come on, how many people do we have asking how to install mods when there’s a perfectly well written guide to it
Yeah you’re right about that
xd
It's because of several reasons:
1. So many more guides that should be deprecated but exists
2. 0.9.8 & 1.0.0 confusion
3. They hate to read.
You missed some strike throughs on those first two reasons
It’s number three
It’s always number three
Imagine trying to direct them to turn off options in configs
What config, you mean cryptid ?
Well any config
That’s my reasoning for things that need configs adjusting for whatever reason to be in extreme
If the default settings don’t offer a balanced good experience ofc
I have several mods in my pack that I do manually changed config before including them
It's not a big deal for me
But cryptid is definitely not one of them
Hey there’s a weird crash I just got while doing a strange run. It just closes the game too, but I got a look at the logs and it says the following
INFO - [G] ERROR LOADING GAME: Card area ‘shop_vouchers’ not instantiated before load
INFO - [G] ERROR LOADING GAME: Card area ‘shop_jokers’ not instantiated before load
INFO - [G] ERROR LOADING GAME: Card area ‘shop_booster’ not instantiated before load
It happens when I try to continue a run from main menu
What happened before you tryna resume the run?
No I mean, did you modify anything
Nope, it crashed at first when I pressed view deck in my run. Now it just won’t let me resume
ran into the same error btw - seems like the contracts mod is nested for some reason
and unnesting them fixes the issue
When did you install the current pack
What's that mean?
that the files look like this (there's a Contracts folder in the Contracts folder)
you can fix it yourself by moving the inner contracts folder up 1 directory (or wait for dimserene to fix this and update the modpack)
Huh. Well that's just silly.
if you want to do version checks / grab the most recent version then you should look into using the github API. afaik the info that you would need to get doesn't require an auth key or anything
That is because mathguy arranged his repo like this. Thankfully the mod is discontinued, I will find time to fix this.
It's an easy fix just need some time
Thank you, that's a nice information to have. I will look into this
you can use this for inspiration if you'd like https://gist.github.com/ethangreen-dev/1ff0ad1ca02c5e7f70fbb5d471db7413
https://api.github.com/repos/ethangreen-dev/lovely-injector/releases/latest is the endpoint you would want to query
I am actually not capable of intaking these : (
But I'll try anyway
Did a quick Google search it looks like this is written in rust
So ever since i partake in this modding community, what I noticed is that there do exist a border between average modders and coders, and I am somehow being forced between the groups
https://github.com/PyGithub/PyGithub
Maybe this pegging template will be more suitable to work with
I'm neither a coder or a madder, so i'm definitely fumbling through
How often do you update your modpack?
7
10
3
When I think about updating it
Are you doing this entirely in lua?
You shouldn't
I refer myself as a coding illiterate
I can't even write a functional mod on my own
I can't install this on my phone sadly
Short answer is that I mostly use bash or batch script 🤔 I know coding solves lots of issues but I just can't get a hold of it
Huh I'd think that the terminal thing in Android could do python. Guess not
I installed it and it prompt me to install rust.
Ah makes sense
https://www.geeksforgeeks.org/how-to-install-rust-on-termux/
Looks like they're might be a way
Huh that's weird. Is your version of python/pip up to date,
Tried upgrading multiple times
Never mind found a solution
But I need to rest first.
Rest well :3
Fixed
Cleaned up the repos, made my life much easier to manage pack versions, and pushed 0801b version.
Did you remove Snow's Mods? You said you added it from the test pack, but it doesn't seem to be in the main pack now
whoopsie
I can see the same problem, as in that I don't python either
python is pretty simple to fumble your way through even if you don't really code imo
though for all I know Rust might be too. In any case there's a template in the readme for the python thing so all you should need to do is figure out what api commands you need and put them in the spot for them
Looks like I need to actually put time and effort to understand it, I might need to do it some other day
Time to look for github api tutorial for dummies
why is there a template for pegging
Very fair. I've never done anything like this either, so idk how complicated it is
Uh... which pegging?
I regret Googling it already
Did a quick look at the github api documents, I decided it's not worth my time to figure this mess out... I'll let end users worry about it
LMAO
How much do you guys trust ChatGPT?
I think it's like cheating with midjourney to create logo
But like, this is so useful than any guides online
I don't have a problem with ai in general, but text bars ai in particular has less legitimate objections imo
I think using it tfor coding help is perfectly fine
I personally wouldn’t use ChatGPT as your sole source of info
As it can confidently give you misinformation that sounds correct
AND I lack the knowledge needed to distinguish rights from wrongs
Full disclosure. I used it to help write my list of mods in the readme for my mod pack. Would just be more menial to write all that markdown by hand, so I just wrote the first entry then gave it the links to all the mod repos and had it write the list in the sane format
Well if it doesn't work it's wrong :p
If I just want end results then maybe, but I do wish to learn from it.
But do you know what questions to ask?
That is the other question.
I did this:
I wish to have a lua file that implements github api to fetch latest release zip file in this url: https://github.com/ethangreen-dev/lovely-injector/releases
Start using chatgpt to find out what to ask /j
Actually maybe I should use rust or python like metherul did, but I would like end users to be able to use install the packs as easy as possible
So it should definitely include the git commands for installing the pack while checking/downloading latest lovely injector
I can see why metherul used rust, as rust don't need to install extra libraries
I thinking running a python script is easier than using git commands
You mean to fully rely on guthub api to download and update repo?
Is that not what your idea is?
Oof I guess you are correct
But can the script install required libraries by itself ? Or end users need to install them first
I looked it up, it looks like if I use pyinstaller, it will package python with many required libraries as long as my scripts together into standalone executables
Then again it is hard (but might not be impossible) for my android phone to realize
Regarding this, I actually didn't download the Fine-Tuned pack because it had so many content additions that I may as well get the Extreme one, so I ended up using the Vanilla pack and adding a few content mods myself for a streamlined experience. Only an extra ~90 jokers cherry picked from several mods, and the new suits from Bunco. This way I still see a lot of the content from the base game and get to experience how modded content interacts with that, rather than a chaotic mix of every mod's content.
Not to say that the Fine-Tuned pack is bad, I think it's a good pack! I just think that people downloading a pack that adds 300+ new jokers and many other new content items are probably the same people who would just get the extreme pack anyway.
You mean Fine-tuned pack?
Yes, edited
I mean everyone have their pick of fav mods, I cannot make everyone happy by introducing many different packs to choose from
The idea of Dimserene's personal favorite is also out of the window because well, I am actually using Full/Extreme pack personally
The idea behind Fine-tuned is actually let players have all-their-can-pick, and let them reduce from that
But I guess the way my packs update is prohibiting ppl from doing that.
I cannot install pyinstaller on android, and I am not trying anymore
It's annoying now I have to remove mods I don't want after every time I update and reconfigure the JCursor images
its super powerful for questions that can be solved using google but prolly would cost you extra time to figure out or personalize. for example you got some example codes but dont know what a specific line in it is actually doing, or theres a crash but you have no idea what it means nor how to manage to solve it, or not sure how a flag can be used in linux commands. just dont ask it to write a whole ass balatro mod for you based on your prompt
well since you talked about this, do you wanna elaborate?
Also for those find a mix of modblend that is difficult to customize not your bowl of soup, consider https://discord.com/channels/1116389027176787968/1267759347157565552
Actually, I tried to copy pasted my modpackutil mod's code in to the prompt and asked it to break it down for me, and I think it's doing a fantastic job.
I am gonna ponder upon how to distinguish Fine-tuned and Full packs
I think I am gonna make a checklist and score each mod to determine whether or not they should be in Fine-tuned
currently I remove 3 mods from the full modpack, when I update I have to remove them again
and JCursor't cursor image points to a specific filename, so if I renamed to a different one the update will overwrite it
Game full closes itself after I do the install, any help?
game launches fine and everything, but this still happens
I have a feeling dimserene switched to using the original repository but forgot to fix the url
ah, makes sense
verified integrity and also tried seeing if i had an old version of lovely. No Dice still
Yeah it doesn't seem like a problem really. If you do want to make sure you have the latest version of betmma's just download it from them directly
The code button, not the release
ye went ahead and did that
still no dice
also tried unlock all, didn't work either
Unless I'm missing something there's no way to fix that "error" on your end and it Doesn't seem to be causing any trouble
theres a really nice amount of mods rn
You need to reclone
@oblique vigil you need to fix your mod!
how exactly
In the bugs and crashes tab look for RO-Balatro
What does that mean, no crash screen?
Just a heads up but D6 Jokers + Cryptid together causes it to crash on startup, I went through all the mods and since updating to the new modpack and removing one or the other lets it load normally
@silver oriole Letting you know the repo update on SDM_0's Stuff has been done.
I recommend you do a clean install (delete Mods folder then setup)and see if this is fixed
Roger that
Yeah I tried a clean install too, error still happened and they were still causing the conflicts
Huh
Could just be something on my own end still but removing one completely fixes the issue
I'll see if I can replicate that
Yeah just lmk cause if you dont I can attempt to clean install again
@silver oriole this should download the latest windows version of lovely: https://github.com/ethangreen-dev/lovely-injector/releases/latest/download/lovely-x86_64-pc-windows-msvc.zip
that should always work
afaik
Oh :pog:
You might need to remove <modpack name> folder too
It didn't crash for me
I already have the modpack folder separate from the actual mods so that's not a cause
No worries, but I can confirm the modpack should work as intended
Awesome, everything else was working so it's not the end of the world if its still bugged on my end for whatever reason
I think it's because the cryptid had a lovely patch that is no longer there, but when my pack updates it's still there
Maybe you could make the updates clean installs of all the mods included. You could do it without deleting any bits the user added to their mods folder extra, and probably even exclude user configurable files from deletion/replacement
Should be a bit tedious, but not too hard when bash
I know everything is possible, I just cannot conceive how to do it
You could remove the folders totally without user configurable files and then cd into the ones that do and remove everything else, before cdomh back into the mods (or balatro) directory and copying everything over
Abd pretry sure copy has a --no-clobber flag or similar
And I presume windows batch scripts support all the same things, though I also think there's ways for people running modern versions of windows to just run bash scripts natively
Well, i think i played enough fallout 4 for now
I'll try out newest version soon
I think i might have to stop in middle of run though
no crash at the beginning
i got bored so i'm running infinite deck today
Space man good to see you coming back, would like to know if you have any feedback on how to improve the packs
I mean if you got bored there's definitely something wrong
Well i don't mean the modpack is boring
i meant the playing fallout 4 made me bored
i'm just trying to do the simsettlement mod storyline done but god
constant need to loot and shoot makes me bored as hell
Ahh god damn grinding
yeah
dang, lost the run to wall
there doesn't seem like bug happening yet though
no crash either
we've got lot's of bug fixes recently
Do you have the most recent modpack installed? The version should be visible on the top right of title screen
@wild imp where should version.dll be located in linux/proton? I would like the full path
I'm not at my computer but I'll take a look in an hour or so if no one else answers before then
Sorry to bother you for this btw :sorry:
No worries. I'm not a busy person :3 Quite lazy and unencumbered in faxt
Just happen to not be in the same place as my computer atm
Yeah, full version that i just pulled
I need to go out now so i'll have to continue later
Ok, just remember don't update midrun
👍
Looks like it's "/home/coonie/.steam/steam/steamapps/common/Balatro" for me
"coonie" of course just being the suser folder
so it should be
"/home/$USER/.steam/steam/steamapps/common/Balatro"
yep
Does this one work
It should download lovely, or check your lovely version and if outdated, update it
yep, looks like ti worked
I deleted lovely before I tried it, so idk if the checkign + updating works, but I already had the latest release anywat
looks like running it again works in that it just tells me it's up to date
What if you install an older lovely and try again
I'll try it, gimme a sec
I really should look into dual boot my laptop
seems to work
Cool
you could run a linux VM in a pinch, not like you'd need to actually play the game in it, so it doesn't have t be very powerful
and having to reboot to test things kinda blows
Any recommendation
ofc I reccomend just switching to linux :P
fr though, in terms of linux distrobtions, I'd go with Linux Mint. It's basically made for new users and is what I still use, and for virtual machaine software to run it within windows, good ol' virtualbox works just fine afaik
I have a powerful gaming laptop that is customized in windows, don't wanna blow it
yeah I get'cha. I had a nice gaming laptop too, (it's broken atm) but never really played games so I could use linux no issue
Thanks, I will look into it
I actually tried to install Linux on my android phone and to no avail
An x86 emutlator for android should be able to do it, but native arm linux wouldn't be set up the way you need for testing anyway
Always has been 🔫
Unsure what the issue with it loading was yesterday, just clean installed it all again and its loaded perfectly fine
Finally set up my virtual machine and tried it myself, now I'm feeling bash/batch scripts can not quite achieve what I expected
I wish even a 5 year old child can install it. As few steps as possible and dummy proof
I'll ponder about this some more but not now
I keep getting scared of the dvd idle thing 10/10
Played lots of fine-tuned runs and didn't crash so far 👍
Would it be possible to edit PampaJokers in this modpack to remove the sendDebugMessage("remove from deck") call from remove_from_deckref ? (around line 1743)
man the antimatter deck is buggy
I mean dimserene would have to host it himself instead of using a submodule. I guess in this case it doesn't matter much because it isn't being actively updated
Your modpack seems to be very outdated
That's not a big deal
Now that most of the jokers have support for jokerdisplay it doesn't as useless anymore lol
Yeah I didn't really think it'd be
Also I forgot you could just make a fork and use that as a submidule
And then I could use that one too
I mean you really did all in didn't you 
Do I just delete this line?
What are these questions for?
Presumably for what pack it goes in, or if it gets included at all
Though 0.98 mofs are functionally just as good as 1.0 mods as long as they work
I am trying to come up with a better categorizing strategy between Fine-tuned and Full packs
Makes sense. I'd just probably do away with the loader version as it's irrelevant as long as a 0.98 mod works properly on 1.0, which many do
It's one of the aspect to consider
I'm not sure how so ngl
One sec
Which mode are you on the fence about?
I think the only thing that matters for separating extreme/full pack from finetuned is stability and balance imo
If anything more mods can be moved to extreme due to how balanced/unbalanced they are
I'd say the vanilla-ness is something that is also a priority, since you might not want a complete game overhaul even if it is properly balanced, though, it should be fine to include them since you can easily disable a few mods from the mods menu.
But, I'd agree, the rest of the ideas, won't say they don't matter, but they have a much lower priority/value, in my opinion.
Personally, just as an example, if I did a point system, I'd probably have 6 at 1-5, loader version kind of falls into updates/stability. So, it'd be
Unstability and Crazyness get a 5X multiplier for their importance,
Vanilla-ness gets a 3X,
The other categories are just 1X, or maybe 2X.
Mods that reach a certain value make it to the fine-tuned, below that value get in the full pack, and there's a minimum value that means it's excluded from the packs entirely.
Again, even if a 0.95 mod manages to work fine on 1.0, I don't see any issues that aren't cinched by unstability and updates
The reason I still include it is that the older the version it uses, the likelihood of it fails is higher
by this table shouldn't Cruel Blinds be in Fine-tuned
"Unbalanced"
that alone is enough?
I could see craziness being 6 or 7 and stability bumped up to 4 as well, but, it seems pretty robust at a glance.
Changing the weight isn’t going to do much
It’s gonna inevitably end up revolving around how balanced it is if you do that
shrugs just seems redundant I guess. And ngl the older mods that / do/ still work often seem to do so now stablely and consistently then many brand new mods still getting updated
I'd say that's the intention, fine-tuned is trying to add content that keeps balance, where all mods are viable, and you're not going to always drop jokers for better jokers from a few specific mods, right?
But that’s how things already are
And my opinion is that it’s it’s not harsh enough
Like take some if the jokers from a mod in fine-tuned and compare them to vanilla jokers
9/10 times they are way stronger which doesn’t make sense for a vanilla experience
Isn't that why balance is now being considered?
They are too extreme for average players true, but other than these edge cases, how do we judge the others
Also is a weighted score sheet the way to go?
I don't know, but I was trying to do this approach
I guess the issue is from the joker packs that are too powerful to be considered as balanced, but, still completely overshadowed by Cryptid. I don't know how reasonable it'd be to make Cryptid and whatever mods are intentionally completely overpowered into an add-on pack to resolve that issue, or something like that.
Yeah that’s definitely the biggest issue
I mean, how much powerful is TOO powerful
How do one deem a mod vanilla like or not?
I’m not quite sure 😔
More likely then not balance will have to be on a case by case basis for weighing but aside from that the weighted score sheet works for me
I think it comes from balance and design
Both of which Cryptid, for the most part, does not have compared with vanilla (although I think you could make a case for maybe Code Cards)
I could work on a balanced cryptid if people are interested in it
Idk how common it is for people to avoid joker/content packs besides cryptid for balance reasons
Besides blinds being too hard that is
I mean I think it makes more sense for packs
I know a few that would
I definitely do myself, but I don't know how common it is for most people.
This exactly
Like you have to ask yourself if you want a game experience that feels normal to play or one that just goes all-out crazy
Besides myst's both (math blinds and cruel blinds) of the other major blind packs are either intentionally or unintentionally too hard to want in a standard experience
so large amount of balanced content?
Would probably be rebalancing current cryptid content
I would ngl. I've mentioned it a couple times but folk tend to find the idea silly
Balanced mode toggle
i'd like it
Pog actually
Lol that’s a bit silly
Since people are interested I’ll probably start tommorow
I'd be up to putting some effort into programming some balancing for Cryptid myself, but, probably wouldn't if I'm the only one working on it.
Or monday
This feels like a good way to keep things happy for both parties, as it can straight-up remove jokers too if they’re too imbalanced
Like for example Canvas is OP and I think ppl might be sad seeing it nerfed in a balanced version, so it may make more sense to remove
Because it’s so iconic
I was thinking just have a separate version
isn't this a cryptid discussion not a modpack discussion
Yeah lmao
True, it should probably be moved there now
Since it spun off a discussion about making a more balanced modpack
I don't know what the folks there would think tho
Speaking of a more balanced modpack move TWEWY to extreme
Average craziness enjoyers
True
What?
Is twewy unbalanced?
dw lol
I’m only partially joking
Imo it’s very close but just not quite there
But I think it staying in fine tuned is ok for now
But that’s only my opinion
Don’t stress about this too much, changes for something this big can happen slowly
Like, beyond cryptid, this vagueness is very hindering any managing and categorizing attempts
I think, if Cryptid gets separated, TWEWY immediately gets moved to extreme. All the hand size buffs and stuff like that hearts card that upgrades ranks are very powerful.
TWEWY is vanilla-like but the balance is quite off
I still enjoy it as a vanilla-esque mod though
Yeah, thinking about it more, maybe we can gather opinions like these and do some polls to decide
Yeah, I love TWEWY, feels great to play with, but I drop it often, because otherwise, it's just better jokers that I should be taking over whatever I already have.
Betma's vouchers also goes into extreme, though, I could see a toggled verion with a lot of the overpowered vouchers being off still being in fine-tuned.
As a was getting before, I think the other content packs, when if a bit unbalanced are nothing compared to cryptid. There are a lot more people who avoid just cryptid than who'd want cryptid just to Shai be able to play whichever more human level "imbalanced" mods they do like
Idk I guess there's a different between normal 'unbalanced' which is the norm for major content mods (even those who try to be vanilla) and something well... cryptozoological
make a poll for every modded card ever added /j
Ngl most vanilla jokers below uncommon are absolute unusable dogshit and the major balance 'issue' with mods is they don't make dogshit jokers and their commons are more like uncommons in base game
The base game is also balanced to make beating ante 8 somewhat challenging, while with how I play nodded that's just the beginning of any decent run
Basically base game balance is a fool's errand to me, especially because just having a lot of jokers to choose from is enough to make the game significantly "easier" even if those jokers themselves are overall base game level
I don't think base game is a perfect metric by any means, but I think it works as a good enough one. If a mod by itself makes beating Ante 8 on a high stake much more consistent, it probably should go into the Extreme pack.
I mean, if we are judging with base game, most mods are made better then the game
So... pretty much every pack that adds more than 20 jokers
Agree
Or else why do ppl want the mod in the first place ?
Ngl I don't have a horse in this specific race having my own curated pack to my own interests. So sorry if I'm injecting too much irrelevant opinion
Different perspectives on the same issues are very valuable.
Yeah, why do you think it's not relevant
Just because I don't use or plan to use your packs I guess
My own pack shares my own taste rather than trying to cater to other people's
Fair. Though regardless it's probably better to hear from people who play with or want to play with your fine-tuned pack themselves. As it's their opinions that really make a difference. I can unit presume what they may think
unfortunately there are far less ppl using ft than full
Maybe I should instead ask ppl what will make you wish to play (or at least try) on Fine-tuned
where are the download link for the mod packs?
It's pinned
@wild imp another thing, apparently it is not possible for linux end users to directly run .sh files other than using commands?
In user interface, one will still need to configure the file before they can run the file by double clicking
I mean you just need to right click and set it to be able to run as an executable. Then I /think/ you can double click to run, but I always just do ./[file name] in the terminal
Anyone who dailies Linux should know that, but for the steam deck users, you can just put something in the Readme, presuming it works the same
There's no real way around that, you even have to do it for actual portable Linux executables iirc
.
Good to know👍
Yes
Ok, I've revised the code.
