#Balatro Modding Wiki [WIP]
1 messages · Page 2 of 1
ohhh
this will be our excuse so we don't have to change class names lol
specifically talking about "from Cryptid"
I think remove the "from" and move to the bottom, in a similar manner to how ingame does it
below the joker png, or at the bottom of the entire infobox?
oh, below the png
looks pretty good
is it possible to recolor mediawiki links in-line or do you have to do it by stylesheet?
I think you have to do it in stylesheet; browser dev console shows they explicitly define colors for not only links, but links whose pointing site you've already visited
so surrounding a box-bracket link with a span with color style won't work
I came across this problem with Ct as well
solution is to set the following style up:
.bmw-xx a, .bmw-xx a:visited { color: inherit }
, makes a list of selectors to apply the rule to, :visited is a pseudoclass for a elements whose href you've already visited
and then you can surround the box-bracket link with a colored span
thats interesting because it looks different in the rarity stylesheet
ah
although now that i think about it, i see why you wrote it as such
i only just realized i need to accomodate for :visited so I havent updated rarity yet
ah lol
also since Rarity always outputs a link, that's the only case I have to consider
thats something to look out for
speaking of rarity actually
actually nvm
I was gonna say "try not to use the rarity template for inline uses" but the template was literally designed for that lol
though it came to mind when I saw people using rarity template when there's Ct styling for rarity colors
oh!
i just realized we dont have a style guide page yet
we definitely need to make the meta pages dont we
style guide for what?
is this how you do it?
for writing wiki pages, grammar and writing tone and such
ohhhh yeah
just .bmw-infobox-canvas a, .bmw-infobox-canvas a:visited should suffice, since it captures all a that's contained in element with class .bmw-infobox-canvas
that makes sense
i think ill include all the classes so that it doesnt break
better safe than sorry
gotcha
how does this look? i underlined it so that it indicates that it's a link
looks good
nice
thats weird, for some reason it doesnt register as a link
i cant click it or anything
oh i forgot to put in the square brackets lol
dummy
I'm about to go sleep but I wanna ask first, how do we actually wanna go about cross-mod content?
For stuff that just uses APIs (CardSleeves, Fusion Jokers, etc.) we could make an Mbox saying "this requires [mod] API to appear" or something
But what about full-on cross mod content? Like example, supposedly there's something cooking between Cryptid and Pokermon, but under which mod do we document such content? Among several other questions that may arise
this was answered before i think, the mod that implemented it
...wait yeah we had this convo before
Terrible memory retention strikes again 💥💥💥💥💥💥💥
why did you change MS's rarity, I literally made it as a rare joker 
unless I made it like that
yeah sorry it was me
The line <templatestyles src="Infobox/styles.css" /> must be added to the very beginning of the Joker page before using the JokerInfobox template
Question: Is there a reason this line can't be included in the template?
Yeah, the infobox itself already has the tag, it'd be redundant to declare it again on the article page
This might be even more of a terrible idea, but what if you split the table into three tables: for "Non-Evolving", "One-Evolution", and "Two-Evolution", terms based on what's described on Bulbapedia page for evolutions
Ah thanks
i finished the cryptid joker page
oh god dammit i just remembered dev build exists
we might be making a cryptid-specific infobox in the future
what other stuff would go on it?
one of the people over on cryptid proposed an overhaul of how jokers are categorized by introducing something called traits
those traits would be new categories based on the effect and target of the joker, being far more specific than how the balatro fandom wiki does it
while categories like "additive mult" and "economy" already exist in the wiki, this system would add dozens of new categories alongside those such as "scaling jokers", "retrigger jokers", "numbered card jokers", "flush jokers", "tarot-related jokers", "hand size jokers", "sell value jokers", so on and so forth
in the infobox, they would appear under a new infobox subbox labelled "traits" and would have a similar implementation to how the rarity template works right now
one immediately obvious problem is scope and scale
while this can be very useful for those browsing the wiki, building the infrastructure itself could be problematic
I feel like these should all work as categories tbh
yes, i said that
If I open the wiki page for RNJoker and see thirty different tags in the info box I’m going to not understand a thing lmao
i should mention that this is not pertinent and imperative, this is something we would like to have in the future but not right now
But putting it in Category:Scaling Jokers or Category:Cryptid/Scaling Jokers works nicely for organizing these things
ideally there would be a dropdown menu or a collapsible subbox that can hide and show those tags when necessary
whats more important to me right now is adding this into the joker infobox template
yeah this is scaring me from a wiki standpoint ngl lol
that's a really good idea though
implementing this right now and it makes me realize that maybe i should not be using notepad to write code!
i do have notepad++ though so im gonna go ahead and use that instead
you WHAT
yea
yeah notepad++ is already tremendously better, it has syntax marking for the language too (if it isn't enabled for a file already, Language > H > HTML)
VSCodium has been the best for me so far
VSCode (and similar) is definitely really good with all its features, but it can be a bit overkill especially in the context of making just small HTML elements and not entire websites
I guess in my position I'm using it for everything else, so might as well use it for small things too. And some of the HTML extensions are great on it
absolutely
this made me lose my marbles a tiny bit
| {{InfoboxStatsTableBlank
| title = Credits
| contents =
{{if: {{{conceptcredit|}}}
|{{!}} style="text-align:center;" {{!}} '''Concept:''' {{!}}{{!}} {{{conceptcredit|}}}
{{if: {{{artcredit|}}} {{{codecredit|}}} {{{musiccredit|}}} {{{sfxcredit|}}} {{{misccredit|}}}|
{{!}}-
|}}
|}}
{{if: {{{artcredit|}}}
|{{!}} style="text-align:center;" {{!}} '''Art:''' {{!}}{{!}} {{{artcredit|}}}
{{if: {{{codecredit|}}} {{{musiccredit|}}} {{{sfxcredit|}}} {{{misccredit|}}}|
{{!}}-
|}}
|}}
{{if: {{{codecredit|}}}
|{{!}} style="text-align:center;" {{!}} '''Code:''' {{!}}{{!}} {{{codecredit|}}}
{{if: {{{musiccredit|}}} {{{sfxcredit|}}} {{{misccredit|}}}|
{{!}}-
|}}
|}}
{{if: {{{musiccredit|}}}
|{{!}} style="text-align:center;" {{!}} '''Music:''' {{!}}{{!}} {{{musiccredit|}}}
{{if: {{{sfxcredit|}}} {{{misccredit|}}}|
{{!}}-
|}}
|}}
{{if: {{{sfxcredit|}}}
|{{!}} style="text-align:center;" {{!}} '''SFX:''' {{!}}{{!}} {{{sfxcredit|}}}
{{if: {{{misccredit|}}}|
{{!}}-
|}}
|}}
{{if: {{{misccredit|}}}
|{{!}} style="text-align:center;" {{!}} '''Other:''' {{!}}{{!}} {{{misccredit|}}}
|}}
}}
|}}```
me throwing readability out the window
(it always happens with complicated mediawiki templates)
is this readable
took me a minute but I think I get it
yay
i do not mean this as an insult of any nature, honest, but i nearly fainted at first glance
something is terribly wrong
{{#if: is the formatting for parser functions
don't worry, that's a common thing to get wrong, especially when double curly braces are used for like 3 mediawiki features lol
thats genuinely embarrassing
eh, it happens, and it happens to, let's be honest, every technical wiki editor a lot
ah i see
does something like {{{conceptcredit|<noinclude>?</noinclude>}}} work?
as in the question mark only appears in the template page and everywhere else its blank
interesting
it works!
WHAT
this is my first time give me a break 😭
ayy nice
wait how do I delete an image I uploaded?
I'm assuming you do not have this button?
I uploaded a smaller version of the paperback logo that isn't used on the page, but I don't know how to access that file to even check lol
wait I found it
Yeah, I don't have that option
yep, that's it
oh and make sure to add the name of the mod in your image file name
I was gonna go back and reupload calling card to do that as well, but it looks like I'll need somebody else to delete it for me
you can use https://balatromods.miraheze.org/wiki/Template:Delete or ask any admin to delete a page
for future reference, regular users cannot delete anything, even files they uploaded; what you can do instead is append {{delete|(REASON)}} on the page you want deleted
Makes sense. So if I wanted to delete this image https://balatromods.miraheze.org/wiki/File:PaperbackIcon.png I would just go into edit source and mark for deletion?
yes
i wish i got some help from someone who actually understands how the hell shaders work because each second i spend trying to decipher these ancient runes is a second of agony
like why are these lines not parallel line in-game??? i cannot be the only one seeing the lack of parallel with these lines
and what do these variables mean???? where do they come from, how do you get them???????????
in short: extern is Love's version of uniform
i don't think i can figure out the parallel lines part, but I managed to create generators for fragile and golden shaders regardless
dont upload these, these are still wip, just wanted to demonstrate
maybe you could use shadertoy?
cant figure out how to import/export images
fragile and golden have an extra variable that's generated randomly, which makes the lines appear in different places each time
glass and lines_offset probably have to do with that
that's what I ended up deducing; I just took [shadername] and lines_offset to be arbitrary random values
that's not how that works
you should go look at the lua side of the shader code
it's in Sprite:draw_shader
i've been taking [shadername] to be an arbitrary random value and it's worked pretty well for me
like i'm sure that's not how it works but the point of this project is to at least show the shader's properties
I made some pages for Diamond Bard and Heart Paladin (Fusion Jokers), sort-of as a personal testing-the-waters with Joker pages
https://balatromods.miraheze.org/wiki/Fusion_Jokers/Diamond_Bard
https://balatromods.miraheze.org/wiki/Fusion_Jokers/Heart_Paladin
Do you think this wiki needs navbox?
Perhaps
it absolutely does
@burnt seal Hey just a heads up, try not to reference content from other mods in Joker synergy sections; for those sections try to focus on just vanilla and same-mod content (and required dependencies)
We want to write with the assumption that the reader isn't doing cross-mod shenanigans, so referring to other mods adds some confusion and clutter to the overall section (esp when the reader isn't interested in cross-mod stuff)
That being said, thanks a bunch for getting the other class jokers up and going for Fusion Jokers, much appreciated :)
ah all right
perhaps we should have a style guide page with this sort of thing
yeah that was brought up but no one's really gotten around to making it
but I got time today, I can take a look at making it
well we've got a start https://balatromods.miraheze.org/wiki/Modded_Balatro_Wiki:Style_Guide
Pages for specific items (e.g. Jokers and Decks) should be titled in the form "Name Of Thing (Associated Mod)". Disambiguation like "(Joker)" or "(Deck)" should be used only if the same mod actually contains multiple different items with the same name. Images should be titled similarly.
Use the templates.
For synergies and other gameplay tips, f...
i think i got the title advice wrong
"hasty" truly is the word of the day oops
oh thank god
i was literally stuck with one bullet point lol
i was staring at the screen and nothing just came up, like i forgot all the principles i work with
okay now i realized what i did here
the image title convention we've been using is different from the page title convention
oh we finally have a style guide nice
im currently looking at the wikipedia style guide rn
and the minecraft wiki one too
i tried to take inspo from other wikis as well but i dont wanna plagiarize so im just disregarding that stuff
i did see this which we could do
https://minecraft.wiki/w/Minecraft_Wiki:Wiki_rules/Generative_AI_policy
minecraft wiki is under weird gloop, so they can do that
ah that makes sense
other things off the top of my head
- american english spelling
- Month Day, Year in prose
- YYYY-MM-DD in date format
- impersonal writing
but balatro is a canadian product, therefore ca-
hmmm
i got nothing to input for the form of english to use; as a canadian i already can't be bothered to distinguish between american and british english lol
i have a personal vendetta against british english lol
hey look, it's okay to spend an extra character on a few words
besides, wikipedia uses american english as standard
fair enough
youll have to rip "analyze" and "color" and "defense" out of my cold dead hands
the date formats are good tho
and impersonal writing, i assume that means avoiding first and second person?
yes and also avoiding any lean or tone in the writing style
what do we do with out-of-game lore in the case of jen's almanac?
hmmm
id say since the balatro wikis are already understood to be pretty meta-oriented (meta, as in, best game decisions), we should not delve too deeply into that lore (i.e. just a trivia bullet point)
like "this character is a character from this person's lore where they do this" and stuff, but nothing too in-depth
and if it's out-of-game, wouldn't really make sense to keep entire collections of lore on the wiki
ig lore should only be deeply documented if it's deeply revealed in-game?
i agree with all those points
i guess we could summarize this with an example: "If Example mod is part of Placeholderverse lore, which contains features not associated with Example mod, then don't delve too deep into Placeholderverse lore, and only make note of such lore for Example mod content that are associated with the lore. On the other hand, if Demo mod only has Demo mod lore, then the lore can be described more deeply on its own page"
ok but this assumes we're documenting jen's almanac on the wiki; got nothing against the mod but i've seen the craziness that goes on in the mod and 😨
oh yeah some other things
should we finally decide on what image size to go for with mod sprites?
as in the one's that go in main mod pages?
i was thinking we use the icon in-game but i know theres external logos like what jen's almanac and pokermon have
if we could find a way to integrate both of them into the same infobox that would be great
Couldn't some mods have a lore section where they can explain the lore in?
only if the lore is directly around the mod, and if the mod isn't part of a larger overarching lore
this
I guess they could link to the wider lore in the References section
whats our opinion on including install guides in the wiki page
SMODS install + default mod install guide is good
is SMODS different from steammodded?
They're the same
SMODS is steamodded
ah i see
90% of mods follow typical mod install so only the ones that don't would need their own install guide.
Which can just be put on the same page as the general mod info
which mods need special installs?
unsure, but its good to have protocol in case one does show up
might be nice to have a text-visual guide for installing mods
should the install guide be on its own page or included in each main mod page?
i think referencing it is best
something like "See main article: Installation Guide"
I was thinking, for Github mods we should just point to The page on how to install Github mods
since you're using the same interface for all the mods (which is Github)
for other unlike mods (if any) we make it a mod subpage
I guess
wouldn't it be more like "how to download off github" and "where to move the mod you just downloaded"?
yeah
Magic words are strings of text that MediaWiki associates with a return value or function, such as time, site details, or page names. This page explains only the standard magic words; for a technical reference, see Manual:Magic words .
There are three general types of magic words:
Behavior switches: these are usually written as uppercase words ...
finally made the mod infobox template, let me know if theres any bugs (no documentation for now)
https://balatromods.miraheze.org/wiki/Template:ModInfobox
this is presumably a replacement for https://balatromods.miraheze.org/wiki/Template:ModInfoBox ? (yes that's a different link)
yes it is
oh clever on the <noinclude>?</noinclude>
yea im glad it works
So we can go ahead and replace it in our own pages?
test it out in a sandbox page before pulling it into the main mod pages
All parameters filled out, seems to work fine
does color: initial; work on spanned links?
like links inside span? yeah it should
great
is imagedimensions really a required argument?
it shouldnt be
the [[File:{{{image|}}}|{{{imagedimensions|}}}]] results in [[File:image.png|]]
i believe that should work?
which just... doesn't seem to load the file
hmm, you're right, that should still load 🤔
maybe you got the file name wrong?
nice
no need for a version section?
can confirm it's optional
wait did I just miss the entry for it
its the parameter latestversion
do we want that information to be required or not
I feel like no since it only introduces a really easy way for outdated information to exist
thats fair
Head's up, I'm making a breaking change to {{modsubpage}} that makes it so the nameless parameter "X" adds the page under the category "MOD/X" where X is whatever is provided into the nameless parameter
I'll edit all pages accordingly
Done
not sure i understand but yay more infrastructure
wdym
SMODS.Enhancements
🤔
🤨
do you mean in game or on the wiki
Wiki
probably just an overlay over the joker png
Translate shader code from (whatever .fs is) to (something more familar) and make it so the translated shader code applies to still images
Or at least that's what I did @clever knot
😅
Using overlays doesn't necessarily work due to how shaders interact with each of the pixels on something
(Especially hue shifts)
If there are editions you want me to take a look at, I can check it out, but I'm currently focusing on finishing the last 3 remaining Cryptid editions, which I'm currently taking a break from
Ortalab and Pokermon editions is all I need
What editions does ortalab have?
how are you exporting it as an image?
Using a python library to import an image, interpret its color channels, manipulate stuff, and export the resulting manipulated color channels as an image
Can't remember the library off the top of my head
Oh neat. I tried that at one point but couldn't get it to work
it looks like theres some new jokers in the paperback mod that have the exact same names as some jokers from lobotomy
is it just new art or are they actual new jokers?
Same source, different art, different effects
do we want to make a disambiguation mbox for that?
files already have (Mod Name) appended and the pages would be under subpages
so prolly not
okay
@hexed canyon just wondering, is there anything else you need to do before the new infoboxes are ready to go? no rush though
mainly documentation and testing
i havent written up the documentation for modinfobox
gotcha
also the template guide meta page you mentioned the other day, i think its good to write that up too
Overexposed, grayscale and anaglyph iirc
And laminate d
Gotcha, thank you
I can try helping out after I deal with stuff tomorrow
Just need to get a better grasp on the infobox system
Oh god I just had an idea for jtype
Make it allow multiple inputs so no need for multiple templates
But this might require some Scribunto shenanigans
thought: not all mods are content mods, there's stuff like talisman that just sorta adjusts the game (and sometimes other mods rely on it)
still worth documenting but do we need to adjust the style for them?
Definitely, though generally most if not all mods require some adjustments of wiki style to accommodate their unique features
Ykw I was thinking a while ago, would it be worth documenting stuff like API so that mod devs can use them and stuff?
that seems useful yes
oh can we download module:string into the wiki?
hey so i know of a quirk Asteroglyph has that probably should be added to the cryptid vouchers wiki page
Asteroglyph sets your ante to 0
except if you already have Asteroglyph
in which case the 2nd asteroglyph sets your ante to 1 instead
and the same is for all consecutive asteroglyphs
all future asteroglyphs also set your ante to 1 instead of 0
(and yes, it is possible to get more than one asteroglyph, via things like Deck of Equilibrium or Pointer)
thats probably a bug
idk
how do you accidentally make it so you set the ante to 1 instead of 0 if you already have an asteroglyph
seems too specific to be a bug
bug or not, it's worth documenting
also worth documenting is an unexpected interaction with redeemed deck (it subtracts the ante number when you bought hieroglyph, resulting in sending you to ante -2)
Cryptid's first release was on May 10th, where did March 19th come from?
oh no now i have to figure out when i first started concepting my mod
I think we should just stick to first availability of the mod itself
Because yeah lol
There was a version you could download in March
Oh
then that should probably be the creation date yeah
I was wondering if we should make a sort-of wiki meta announcement bulletin board thing to let editors know of some vitals changes (like templates, style convention, etc) without all that stuff getting buried under discord messages
probably a good idea, yeah
if people start linking to the wiki enough there'll start to be users who edit the wiki but aren't on discord
Yeah bc I don't think me saying "yall pls categorize images like this" etc. here won't be much seen much 🥲
oh yeah, it might also help to put the style guide in the sidebar
miraheze lets wikis do that, right?
I've been uploading a lot of images; how do you categorize them in masse?
related: all the Jokers for Cryptid has been uploaded 🎉
(except for Non Verismile?)
Is there any way we can get the mod title centered in this template? I feel like it's awkward to the left
At this point I think you're better off waiting for the upcoming infobox reworks
Its not quite ready yet; still being ironed out and tested all that
Ah, didn't realize a rework was happening; cool
https://balatromods.miraheze.org/wiki/Template:ModInfobox if you need a link btw, and this one has stuff more centered
some formatting issues with the mobile version, im thinking of implementing changes that adapt to the mobile skin
did someone ever put together a joker template that could do soul images, or did i imagine that
soul images?
second layers, like the legendaries have
ah, i see
see this
I think what you can to do at least get started with mobile support is to make the infobox expand to 100% width when it detects that the client is as small as a mobile screen
Can't think off the top of my head what the code for that is but I can send it when I'm able to
that can work for sure
@media only screen and (max-width: 768px) {
.bmw-infobox-canvas {
margin: 10px auto;
width: 100%;
}
}
I think this is how it goes @hexed canyon
i think theres a specific name for the mobile skin, ill have to check
this is a good starting point i think
found it, its called minerva neue
https://www.mediawiki.org/wiki/Skin:Minerva_Neue
Minerva is the skin that serves mobile traffic for Wikimedia projects across the world.
Compared to other skins such as Vector , it provides a much simpler user interface and is much more aggressive about optimizing for performance so that it can cater for mobile users.
It is optimized for use with the MobileFrontend extension (which is done by...
!!! i might have found the extension we need
https://www.mediawiki.org/wiki/Extension:MobileFrontend
The MobileFrontend extension helps improve the mobile presence of a MediaWiki instance.
Features include:
creates a separate mobile site for your mobile traffic,
system administrators are able to provide a different skin, e.g. Skin:Minerva Neue .
provides various content transformations to make your content more friendly,
notably section colla...
hold on, im pretty sure this is a miraheze default
lemme check
yeah the wiki's got it activated
oh sick
so you could use body.skin-minerva .bmw-infobox-canvas but you also have to consider that some people might switch to Minerva on desktop
this is a responsive unit that applies a style when the width is about as small as portrait-mode phone screens
it looks like mobile screens default to around 360-375 pixel widths when visiting web pages
so yeah max width of 768px will do just fine
is this properly formatted?
body.skin-minerva > .bmw-infobox-canvas {
background-color: #cccccc;
width: 100%;
margin: 10px auto;
padding: 1px 0px;
border-radius: 10px;
box-shadow: 0px 0px 4px gray;
text-align: center;
float: right;
image-rendering: pixelated;
}
}```
don't use >, it won't select anything
> is "direct child", so excludes grandchildren etc
yeah
is the rest of the code good
hmm
you can remove some redundant properties like background-color box-shadow, text-align, and image-rendering, since those would already be defined by the default .bmw-infobox-canvas
the mobile responsive selector just overrides the default
Other than that things look good
interesting, i thought itd be a new class altogether
okay i saved the changes
nothing looks like it changed in desktop view which is good
mobile view looks good
and actual mobile view works!
im gonna try and see what i can do about the excess space in the titlebox
looking at this code, it looks like the <p> lines that dont have the class "title" work as intended in desktop view (ie zero height), but in mobile view they have a minimum height of 7px which is what i dont want
<p class="title">'''{{{title|?}}}'''</p>
<p style="line-height: 50%; font-size: 14px;">{{{subtitle|}}}</p>
<p style="line-height: {{#if: {{{subtitle|}}}|13px|0px}}; font-size: 14px;"> </p>```
seems to be this thing that's the problem
have to override the padding and margin
thinking
display:none if {{{subtitle|}}} else no text
wait no
im wrong i got the booleans wrong
display:initial if {{{subtitle|}}} else display:none
particularly if you replace line-height: {{#if: {{{subtitle|}}}|13px|0px}} with display: {{#if: {{{subtitle|}}}|initial|none}} on that 4th p, you'll get the same effect as with 0px
it's just that as a user you can't interact with it at all
sorry my internet's being slow, my messages are getting through way too slow
so if you add display: {{#if: {{{subtitle|}}}|initial|none}} to the 3rd p you should get something that works on both desktop and mobile
oh god these messages are really messy
<p style="margin: 4px; line-height: 0px;"> </p>
<p class="title">'''{{{title|?}}}'''</p>
<p style="line-height: 50%; display: {{#if: {{{subtitle|}}}|initial|none}}; font-size: 14px;">{{{subtitle|}}}</p>
<p style="line-height: 13px; display: {{#if: {{{subtitle|}}}|initial|none}}; font-size: 14px;"> </p>
oh i forgot about display
this is so so so helpful
hm. it actually straight-up just disappears now
but i think i can work with this
oh wait, it's because the 4th p has margin
use padding for .bmw-infobox-titlebox
im gonna try something
yes
grrr i need to remember that the first value is top-bottom and the second value is left-right
and 4-valued {padding, border, margin} is clockwise sides, start-at-top, if you ever need that
thank you
so the outside padding works but now i have to deal with this god-awful line height problem
even at 0% it is still disastrously big
wait. maybe its bc i declared font-size in the stylesheet
let me see if thats why
THATS WHY
why in the world does line height work for the title but not for the subtitle. make it make sense
i can try looking at it, can you text that source code over here so i can inspect it
sure
<span style="font-size: 28px; line-height: 100%;">'''{{{title|Jimbo 2:<br>2 Jim 2 Bo}}}'''</span>
<span style="line-height: none;">{{{subtitle|this is such a silly title<br>lol lmao}}}</span>
</div>
okay, so apparently line-height does not work on inline elements, so span; it only works for block elements, so div
...
then why does line-height work with the first span
that doesnt explain why title gets the line-height
yeah
im stumped, i'm not sure
damn
@hexed canyon ok i might have encountered something
Try setting line-height of container div instead of either span
IT WORKS
ayy nice
also i'm beginning work on a proper main page layout, highly wip but here's progress so far
omg
blame us and our need to use sandboxes
its likely a lot of file uploads too
i think it's 50% me having to categorize the images that come through
heres the balatro font btw
https://managore.itch.io/m6x11
:O
we can upload the .ttf file to the wiki but there's a bit of set-up needed first
Once the file is uploaded, the following needs to be placed in MediaWiki:Common.css:
@font-face {
font-family: m6x11;
src: url('[RAW IMAGE LINK]') format('ttf')
}
Raw image link is grabbed from here:
i dont think we want to use m6x11 for the entire wiki
Oh, this doesn't apply the font globally
ah
It just adds the font to the font-family list
nice
font family code can actually be straight up m6x11, no quotes no spaces etc
I'm gonna go ahead and do it, I can't edit MediaWiki:Common.css so admin's gotta do it
damn
oh wait
even more set-up needed
wait hmm
ok yeah .ttf needs to be added to allow uploading it
(this is a screenshot from my own wiki but should apply to bmw as well)
yep
When we do upload the file though, we need to attribute the author, something like:
This file was created by [https://twitter.com/managore Daniel Linssen]. It is free to use with attribution. File obtained from [https://managore.itch.io/m6x11].
im gonna worry about this another day im too tired hh
That, and file page
Looking good?
it looks neat
the type must be written as words, not shorthand
no i meant in the stats section
Oh
also theres plans to make a special infobox template for pokermon jokers, with evolutionary lines and pokemon type sections accounted for
you typed "!!" instead of "Effect"
Hm
and "+$" should be "Economy"
we do need to establish a style guide for joker pages, so its not all your fault by any means
if someone (me after work) wants to add a whole bunch of mod pages, here's a list they can reference
Jesus christ
Should we put Jokers under Mod/Joker or Mod/Jokers/Joker?
Latter is my choice
Mod/Joker
former
shoot, i got that wrong on jtypes
i'll rename it rq
I have +$ as Additive Cash
i say we keep it because theres now multiple different ways to earn money (multiplicative, percentage, etc)
that's fair
Is it okay if you undo my recent edit on jtype currently away from pc
sure
also forgot to actually update the template lol (also made necessary changes to infobox stylesheet)
https://balatromods.miraheze.org/wiki/Template:InfoboxTitlebox
heads up, recentchanges is almost useless because i took up actually half of it (filter out minor edits)
i also changed the yellow in the second box because ugly; gave it a bit more orange
every mod is now cryptid
billions must jolly joke tuah and M on that facile
-# i'm so sorry
@wintry compass
jolly joketuah
shut up 😭😭😭
i love you
Why do I kinda want to add that now 😭
do it, i beg
please
i was meant to add jimbo tuah
Put it in the CSL
(courtesty of kane)
the what 🤨
Cryptid Suggestions Log
Don't.
Do.
i wven made some art for it
???????

@burnt seal I'm gonna place the community assets under one single category, assuming there won't be more general-scoped placeholder sprites made for each type of item
makes sense
I'd like some feedback on the main page construction; maybe what to add, some improvements, things that work here, etc
- I love the edits/articles/files in balatro's style
- What would be the criteria for putting a mod under the Mods header?
- I feel like a short text section about the wiki itself would fit in nicely
- Maybe also some external links for balatro related stuff? Not sure about this one
The border rounding also makes me feel weird. It looks good, until I think about the shape of the individual cells? idk this is just me rambling you don't have to take this one seriously
good point on external links, we'll definitely need that
as for what to put under the Mods section, I don't really have a specific criteria; I was thinking to prioritize "really large mods that people might want a wiki for" (i.e. Cryptid) but I don't think this criteria will hold up well; I could replace the Mods section with something else entirely, like listing categories
Hmm, for the text section about the wiki itself, maybe we could say like "this is the place for content mods, API documentation, cross-mod interactions" etc
it depends on what the scope of the wiki is gonna be ig
yeah I think you'd want a solid, easy to determine criteria if mods are gonna be put on the homepage, otherwise people are gonna be hurt their mod isn't on it
what categories do you mean btw?
I was thinking mods, mod content (contains categories for Jokers, Consumables, etc.), images
ah sure
I don't want it to list out the categories for Jokers, Consumables, Decks, etc because anyone visiting the wiki is more likely than not interested in finding information for one specific mod
I mean it could basically be the standard boilerplate wiki description
a short section about why it was created, by whom its run, how to contribute, and what the content of the wiki is about
fair enough
I can always make all boxes equally rounded (would make CSS cleaner lol) but my thinking for these corners is to make a smooth "flow" between each other instead of having a "bumpy" feeling, kinda thing
Yeah I understand why you did it. Don't take my feedback on it serious until someone else also has an opinion on it 🙃
alrighty
I do think that to be able to confidently write this, we need to be clear on what the scope of the wiki is actually gonna be; it's clear we're going to document mods, especially content mods, but we're also already beginning to make pages for some of the more technically fundamental mods like Steammodded and Talisman, and we've got mods providing special APIs like CardSleeves and Fusion Jokers
What are we gonna do with those pages? Will we say that they just exist, maybe list content if they have any? Are we gonna go in-depth with API documentation? The idea's been thrown around, but remains unclear as to whether we'll actually go and do it
that's a good question but I'm not sure any one person can answer it 😅
Yeah, which is why I'm hoping I can get some more input from others
until then I'll maybe hold back from making the wiki summary text - I'd rather not the wiki make promises it won't fulfill yet
I think the original focus was always on content mods, though I suspect people would also definitely be interested in more technical mod-stuff like steamodded, talisman, UI improvement mods, installation guides etc.
I'm not sure if actual API documentation for specific mods is the direction the wiki wants to go in.
that's fair, I find that those are seldom done on encyclopedias, always in this specific format that I encounter more than I'd like once in a while
I do think that the APIs deserve some attention to help modders gain access to a bunch of cool features and stuff
sure, but mods already have their own API pretty well documented afaik
unless you had a specific mod in mind?
not really
yeah most of them use the github wiki for API documentation
a thing that might be cool is if it showed a few mods at random out of a larger pool
that way the criteria wouldn't need to amount to "one of the top X best mods with the best pages"
I think utility-wise it's not not the greatest thing as a main landing page point, if people need to wander around the wiki with a specific direction
BUT I do think that would be really cool; I could add it as a separate section for random mod pool
also just had an idea: categorize mods further under categories like "content mods", "ui mods", etc, then use those categories for the main page portal
That's probably helpful while navigating
got mosaic and noisy going
but i cannot for the life of me figure out glitched, like this is my best attempt thus far
it's not good enough; not sporadic enough, not to mention the weird mirror problem
whatever i'll worry about it some other time
in the meantime I think I'll have to switch from Ace of Spades to Jimbo when showing editions; it's very much not colorful enough so the shader effects won't show in full display
im taking an indefinite break from shaders this stuff is actually making me lose my hair
i think i said i would do ortalab and pokermon shaders but no im over it 😮💨
i really like the format, and i second larswijn's points
one point i would like to make myself is i think there should be more space in between elements to let them breathe, perhaps add more line-height and padding to the topmost section and to the images in the mod section
sounds like opengl shaders alright
GLSL is part of opengl iirc
i think so? im not totally sure if it builds upon it or if its a different branch of it
also i think the inside colors should be lighter
oh and on a similar note, dark mode version looks kinda ass
Miraheze dark mode is just Ass (capital A) in general
most people agree across Miraheze
alrighty, i've noted that, thank you
i've been using miraheze dark mode! it's so utterly Ass
anyways, at one point we can probably have a "Featured Mod"/"Mod of the Week" instead of just featuring popular mods on the Main Page
I'm not sure that's a good reason to not fix the dark mode version 😅
Miraheze's dark mode involves the use of CSS filters, particularly invert and hue shift
I can't (be bothered to make the color schemes) work around that
oh i use an external dark mode chrome extension
btw, here's your hair growth shampoo
https://discord.com/channels/1116389027176787968/1276894022656462910
i think we can do both, where most people who only play the popular mods can easily find the mod they want to explore, while also showcasing more obscure and lesser known mods to those people
_ _
where was this when i was looking for it?????????????????????????
i dont think it'll grow my hair back (geneticks ahahahah) but holy hell tysm
it uses GIPS, it's not great
why not?
hair loss scary
oh right you still need to translate the shit shaders from love2d to glsl
yes you need to translate:
love2d's version of opengl's ancient version of shaders -> somewhat modern opengl version of shaders -> gips version of shaders
curses
rip
but it couldnt be as bad as working with python opencv's default BGR(A) and [y,x] instead of [x,y] right?
oh you were using opencv?
okay that sounds worse
yeah
and none of the values are normalized so i have to account for that in translations
I've never used opencv for glsl stuff so I'm not sure how bad that one is
so this is like. marginally better than what you had to do
i hope, i'll check it out when i'm more motivated to deal with this lol
let me know if you need any help with the GIPS stuff, I used it for a bit myself
on a side note, i really don't want to work around miraheze's implementation of dark mode, so I'm pretending it doesn't exist; maybe I'll consider it if the wiki has its own style and implementation of dark mode (which would begin with overriding the filters miraheze applies with dark mode (not too hard to do but there are some edge cases to snipe))
I have no idea how miraheze's dark mode works, so if it's as much of a pain as you say it is, I can understand
Dark mode works by applying an invert and hue shift filter on the entire page, except for stuff like images, videos, and other visual media; in this way the only thing that changes is lightness, which inverts
Not that it's painful, but it's just
tricky to come up with a color scheme that works in the light and dark
something something color theory breaks down etc
the two-mode-compatible colors won't really look good
wait, you can't pick a colour for light mode and colour for dark mode?
ah, wait
i just remembered
nifty little thing called "mw-no-invert" that prevents dark mode inversion from occurring, i could just use that
well... it sure is something
yeah
also i could, i suppose
but yeah that's a lot of work
i gotta move prototype to template to try it out tho but
at this point i really think it'd be better for us to, not immediately but one day, work on the wiki CSS and implement our own dark mode afterwards
There's a CSS way to disable the ugly filter-based dark mode, and we can use the class name associated with it to change the site theme from light to dark
i.e. change background from one image in light to a different image in dark
but i don't think we should worry about that right now
yeah sounds like a good idea for future us
also there are already a couple of wikis that just disable it straight up lol
particularly the wikis for Pizza Tower and Rain World (both hosted on Miraheze)
but I think we could make a light and dark mode version of the wiki CSS; like we could use, say, the default green playing BG for light mode, and Celestial pack BG for dark mode
just some ideas
oh yeah a custom background would be nice
oh thats a really fun idea
heres what i use for dark mode btw if you wanna check it out
https://chromewebstore.google.com/detail/dark-reader/eimadpbcbfnmbkopoojfekhnkhdbieeh?pli=1
...oh god
i just had a really stupid idea for
random mod pool
so you know the shop in balatro
please tell me your idea is to be able to "reroll" the random mod pool
so it's like a random mod each time you load the main page?
was thinking, yeah, i don't think it would be too hard to implement
hahaha awesome
lmao that'd be so funny
That might be a little much but also really funny
yeah i thought so too, just an idea that came to mind lol
but it's funny
like i could totally implement this with js but i think it's best to keep this simple lol
funny and viable doesnt always overlap
what, are we doing reasonable takes that take interface usability into account?
besides that I think I'll use this section for mod types (e.g. content, qol, texture packs, api, something something etc)
oh thats a good idea
it's probably for the best 😭
and then for each mod type, they can have their own page displaying the most popular mods of their type, and a list below that which is basically all the mods of that type currently in the wiki
we could do it in the category page itself but in my opinion its ever so slightly messy
It's not too bad, category pages are kinda just like main namespace pages, but with the forced addition of a list of pages
i think it's actually the better option, less mainteneance and stuff
mods:
- Cryptid
- Cryptid
- Cryptid
- Cryptid
so true
i see nothing wrong with this /j
cryptid is the only balatro mod wdym
cryptid by localthunk's younger cousin
if cryptid is so good why isn't there a cryptid 2
jen
that's the spin-off
that's cryptid^2
cryptid{1000}2
I'm sure Thunk would love the instability
if jimball isn't in the 2025 gameplay update...
poggers
just wait til i 1.1^cryptid
i think the main mods we want to showcase are cryptid, jen's almanac, pokermon, ortalab, and grim
so true\
I'm still not sure about choosing specific mods to be on the homepage ngl
what is "that"
golden needle
oh i meant in the mods page
i came up with the first half of that one
aintnowaying rn
ah
wait, Math is to blame for my suffering on that challenge?
holy hell
i have modded screenshots of this in fucking december
google golden needle
sorry math we gotta kill you now
ew, the stakes were above the deck?
oh lord stake being on top is so cursed
better, but still feels like you run into the criteria issue
it's still a steamodded example mod one year later
thats true, and i think its good to avoid conflict on which mods get to be showcased in the first place
are there any other modded wikis we can steal ideas from on that point? 🤔
none that i know of unfortunately
math just dropping lore bombs inbetween
is it really that interesting
the commit timeline vid for steamodded was cool to watch
none feature feature mods, and none categorize mods by type afaik (or maybe im not looking hard enough)
old modding is funny because i can say i made the first joker
there's an underground discord and everything
well "underground" because localthunk was aware of it
lmao
forgot there was a point where thunk didnt like modding
"unofficially sanctioned"
no he liked it
huh
yeah sounds more like a PR/liability (?) thing
but the people who found out independently -- he didn't tell them to stop modding
oh fair
oh very interesting
I still see mods that have a loading system with a comment on top saying "File loading based on Relic-Jokers"
Does Cryptid still have this?
It does :]
id be so interested to watch that
i don't know anything that happened in the underground :p
Unfortunately I hopped into modding when the game released.
yeah I wasn't there for the first months of balatro, let alone modded balatro
same
would be interesting 👀
i think i got into balatro in may of this year when NL streamed a ton of it
i got here about 3 months ago 
cryptid in 2023 be like
first screenshot of new content I could find
id win
I think I got into balatro in the start of March 2024? like 3 weeks after the full release
also unrelated note, added more to main page construction, still gotta work out the colors
nice!
oh neat!
i think theres too much space between the sections now
and maybe we should have a white textbox for the about section
wait i think this one was also added to vanilla
lmao
god i cant wait to get this going on a template lol
actually hmm, i should probably make text boxes opaque and consistent with the thing in mods
yep
trying to find more lore pics, but this was the stage where we were doing more bug hunting and developing Immolate
lmao I see thunk hadn't implemented e-notation yet
infinite discards moment
wait, were you getting infinite chips from banner?
another really old mod
that I made
oh yeah GUI immolate was also a WIP thing at some point
never finished, mostly not done by me
I have no idea what engine Marr-Ales was even using for this
that's the ultimate deck in steamodded examples no?
Scratch 😍
what do we think of this as a style guide for writing joker pages
dang, need you to write a style guide for the actual game's wiki
lot more "fuck it just write something" energy there
I will say this is a lot. Mods change constantly, and this would be a mountain of information to keep up-to-date with
its not that much imo
** Modded Categories (e.g. Code, Chess, Evolution Stone, etc.)
is this for modded consumables, or modded items in general? if only consumables, I'm missing a section for general modded items
for example yeah
also should there be a section for tags?
also for this, i think it would make sense for the numbers to be clickable
- grim's skills
- contracts?
- sleeves (though those are more like "decks+")
- are betmma's spells consumables? I can't find out and I don't have it installed
- probably some other mods I forgot (maybe lobcorp has non-consumable items?)
hows this
* Poker Hands
* Jokers
* Consumables
** Tarots
** Planets
** Spectrals
** Modded Categories (e.g. Code, Chess, Evolution Stone, etc.)
* Modded Features (e.g. Grim Skills, Contracts, etc.)
* Vouchers
* Tags
* Blinds```
ah youre right, i forgot about those
yeah seems better
great
what else needs a style guide
from what i can list off the top of my head
- general style guide
- mod pages
- install guides
are there infoboxes for other card types
not really, for now we're only doing general consumable pages with a table listing each card
I tried that and I figured it wouldn't be clear that those are clickable; showing the hypertext separately is a better way to show that, well, they're links
can you make more than one sandbox
how do you get your mod added to the wiki?
right now its kind of a free for all
i think we should add a rule saying "if the mod has no publicly available release version out, no pages can be made about it or its features"
unfortunately twelve souls exists but ideally that should be the only unreleased mod we'll ever have in this wiki
(strange pencil doesn't have any releases yet, only dev versions)
Strange Pencil is a Balatro mod created by DigitalDetective47 with an art style resembling drawings created in Microsoft Paint. This mod contains a variety of different...
yeah i think we can grandfather twelve souls and strange pencil in
but no more unreleased mods after that
You can write the wiki page yourself, that's what I did 🙃
yep
worte the basics for my page
what was your page?
oh nice
on this topic: i know that some mods straight up do not do formal releases and you have to download the code from github even though the mod is in a "released" state
-# (i was going to give Bunco as an example, but its readme asserts that releases exist, so i guess it used to have them and then removed them for some reason? which is a completely different scenario than i had in mind)
to account for cases like this, i think we'd want something more like "the mod has to have been made available to the public"
you can just add your own mod on the wiki? neat
i imagine that most mods are going to get added by either their author or someone who very likes both their mod and editing wikis
and only the biggest and most popular mods will be able to rely on having that second kind of person
(oh, bunco does have releases, they're just not in the sidebar for some reason. every time i think i understand github, i learn about a new behavior that i was not expecting)
another rule worth having might be one to the effect of "when you create a jokers or other subpage for a mod, please also create the mod's main page if it doesn't already exist"
stubs are totally fine, they attract wiki magic, but not creating the page at all is... weird to me
yeah that seems most likely
Or maybe there’ll be someone who wants to add as many mods as possible to the wiki, you never know
oh yeah, it's absolutely a sum thing
the more they love wiki editing, the less they need to love a particular mod to add it, and vice-versa :p
🙂
with https://lshtech.github.io/, ChatGPT, Bulk Rename Utility, and Wiki Up, it's actually pretty fast to quickly make Joker pages
I'm too lazy to learn ReGex functions :p
you make me want to write the pages myself right now but I can't
Could you not just ask ChatGPT to write the regex for you? And then never touch it again lol
im pretty sure chatgpt doesnt even know how regex functions would work, and just spit out stupid bullshit that looks like it would work but doesnt
its hard to not be mad about the fact you use generative ai rn im sorry
imo its fine if you used it to make the function, but 100% not the content
i kinda disagree but I don't want to argue today
oh wait this person is also making the entire pages with the ai?
you cannot expect an ai to know exactly what the jokers do
they said its easy to make pages
it would make things up, it doesnt know balatro mods at all
I just used ChatGPT to create Excel functions
ah alright, but tbh I don't think it knows how they work
to clarify, all I'm doing is turning websites like this https://itayfeder.github.io/Codex-Arcanum/
into tables for the wiki
question: should the mod infobox templates automatically categorize the page into [[Category:{{name}}]]?
Not a bad idea, I think we should go with that
in our case, a release version is the latest version you can see on the right hand side of the github page
i do agree that we need a proper distribution location for mods outside of github because its super messy right now as it is
im going to say this right now
Generative AI such as ChatGPT and Stable Diffusion are strictly prohibited in any form of contribution in the Balatro Modded Wiki.
hey all im having a problem with getting steammodded working for my game. i have read the install instructions and its still not working
If nobody said that they were using it, would you genuinely be able to tell the difference if it worked fine?
thats going into the realm of speculation, allegation, and accusation which i am wholly unequiped for
i wouldnt know the proper protocol, but i do think civility and level headedness is key to figuring out if they used genai or not
i know wikipedia has whole pages devoted to this for sure
check those out, that could be useful if such a situation happens
wouldn't be the first time I'd have to tell a group member to get their AI generative bullshit in check
Lemme guess, James/Jelly?
do you mean jellymod?
Yes. Are you not talking about that, though?
(That reminds me, I need to check up on the JamMod progress.)
I'm not haha
The sheer amount of content across various Balatro mods mean that the wiki will contain a similarly huge amount of pages describing such content. As a result, categorization is vital for the organization of the wiki, ensuring that everything can be located very easily. The following is the categorization guideline for the Modded Balatro Wiki.
I know this was from a while ago, but I'd like to give my two cents on the topic:
The primary concern with the utilization of large language models (LLMs, genAI that makes text) and difusion models (DMs, genAI that makes images) in an encyclopedic context is the reliability of the generated data; since Balatro (video game) is a particularly new topic in the world, LLMs and DMs are not trained to give reliable information about Balatro, let alone its mods that are obscure relative to the greater game, hence I agree that data directly generated by LLMs and DMs are to be strictly forbidden for addition in articles on the wiki.
(Also important to note the whole shitshow regarding the copyright status of generated data; remains to be debated to this day, hence to stay safe and futureproof our content, don't use genAI text or images on the wiki.)
However, Solace used an LLM to create a tool that is operated and directed by them to format [what is definitely not wikitext-friendly text] into a wikitext-friendly format. The generation of code is just as controversial as the copyright status of generated data, however the important part is that ultimately no data generated by any LLM is directly placed into the wiki - what is placed instead is just a re-parsing of already existing data.
This is one of the grey areas of genAI; I'm personally fine with using AI to create snippets of code that serve a greater function in human-directed programs, but honestly anyone's mileage may vary.
tl;dr
- Make stuff with genAI and put that stuff into the wiki as is: Unreliable, legally dubious, avoid.
- Make code with genAI to make tools that is controlled by the user to make data from one domain more viable in another domain: It's okay?
As a person who finds the regular use and reliance on LMMs problematic, firmly opposes the generation of images via DMs, and believes that a proper use of machine learning can truly help elevate various mundane functions (so we can spend more time doing things that are less mundane and repetitive), we need to be careful with how to specifically stand against stuff like LLMs and DMs.
It's important to think about why we should not allow certain uses of machine learning on this and many other wikis, and do a lot of research to better understand why, rather than throwing a blanket over the entire thing and just outright deny any usage of these tools.
It's okay to be angry and upset at irresponsible and inappropriate usage of machine learning tools (God damn I am with AI-generated """""artwork"""""), but beyond that, please be careful about what to be mad at, and preferably, try not to be mad at it, just careful and skeptical.
Uh, besides that, pretty interesting way to get tables for different mod pages up and going; where are you finding those kinds of pages?
very good, i like this a lot
here's wikipedia's stance on genAI as far as i can tell
https://en.wikipedia.org/wiki/Wikipedia:Computer-generated_content
Various types of computer algorithms, neural networks, machine learning, and approaches sometimes termed artificial intelligence are used to assist humans in generating creative material.
Each editor of Wikipedia is responsible for ensuring that everything they submit to Wikipedia meets its policies, guidelines, standards and best practices, and...
While large language models (colloquially termed "AI chatbots" in some contexts) can be very useful, machine-generated text (much like human-generated text) can contain errors or flaws, or be outright useless.
Specifically, asking an LLM to "write a Wikipedia article" can sometimes cause the output to be outright fabrication, complete with ficti...
Wikipedia is an entirely different domain than BMW; the major difference is that they're documenting a bunch of stuff in the world, which LLMs have just as big of a grasp on, while we're documenting Balatro mods, which LLMs pretty much know nothing about
While we can consider what Wikipedia et. al. have to say regarding machine learning data, we ultimately have to form our own stance on the usage of machine learning data for article contents
But the main point is that Solace just generated a portion of code to make a larger tool that ports HTML into wikitext tables
Those two pages only talk about the direct implementation of LLM and DM data into articles
i see
i think your tl;dr best sums up what i think we should do for the BMW
while also adding a caveat to your second point being "thoroughly and diligently make sure that all output from LLMs is sanitized, edited, functional, and safe to understand and use"
sounds good
the bmw lol
not the place to ask for support! you'd be better off asking in #⚙・modding-general
what happened
someone asked for help with installing mods probably
^
ah
that reminds me
we really need an easy way to install mods
not even install, just find them all in one place
you mean like a list of mods?
there's several lists of mods, one that i think is actively maintained is this https://docs.google.com/spreadsheets/d/1aoJrrC7Y-dkvJwBu_U6amelYnoCrZgWqpoGRAfHN1ys/edit?ouid=104778838255629149408&usp=sheets_home&ths=true
this was shared here before
are mods added on a request basis for the mod index?
not sure, i've got nothing to do with it
no
but haven't updated it in a while
like a long ass while
just haven't found the time to update it
ah lol
no, an aggregator like gamebanana and an easy mod downloader like celeste's everest
ah
that'd be cool
except for the fact that from experience, everest keeps failing on me, so i'm largely indifferent to the idea
indefinite break ended two hours ago, i ported the cryptid edition shaders over and everything works wonderfully except noisy and glitched
the process went really smoothly
👀
nice
ah thats rough
i havent had that experience myself personally
but yea i dont want to have to install lovely the hard way ever again
it just. sucks
niceeee
Also was wondering if this is good or could add more
its good but its pretty plain at the moment
what if you took the swirly patterns of the game background and used it as a texture?
I can't use URLs in CSS outside MediaWiki:Common.css due to Miraheze limitations
The idea came to mind but I tried it; doesn't work
what link are you trying to use?
what is static.wikitide.net? is it miraheze's image hosting?
oh it is
Yeah (Wikitide is an adjacent wiki farm to Miraheze, complicated history)
do you have the original miraheze file?
No, not sure how to get it
oop, I should've tried harder to find it https://balatromods.miraheze.org/wiki/File:Website-background.png
Oh, that
That link doesn't point to the direct image, only the page showing image details
I.e. you can't embed an image with that link
I know, but I wanted to see if they have a /latest
Ah, okay
why not upload the texture to the wiki and use it that way
this is uploaded to the wiki
it's just that either Miraheze or MediaWiki in general don't like seeing the url function for CSS outside of Common.css due to """""security issues"""""
no, the software sanitizes inline css as well
(sanitization is basically "no unsecure css features", including url function)
also im trying to apply noisy from cryptid but it just seems to be darker than in-game?
and glitched barely changes things
uhh as a compromise what if i just did more gradients
what website is this?
oh i quite like this
what gradient did you use for the two columned divs?
I like it, though the external links section is getting kinda hard to read (previous version too, just didn't see that one haha)
they said that would be fixed once the stylesheet goes in i think
urls will be coloured in the final version
as long as the final colour is more readable than this blue/purplish
yeah b/c mediawiki default styling colors links a certain way
but because they define that for all as I can't change it directly without stylesheets
radial gradient atop linear gradient (you can stack gradients in background; hell you can stack background elements in background)
oh sick
@dapper horizon i found an extremely dirty workaround to make background images work
yeah that's like really dirty lol
four divs to make one thing work is so nasty
markup languages hurt my brain
this is more CSS than markup but yea
but html is a markup language :)
what makes a language a markup language
markup langugages involve defining relations between parts - parents, children, siblings, etc
ohhhh thats cool
and from there they can be used to dictate how to display involved parts
i see i see
I think if there's nothing else to change in the prototype I'll begin creating the template for this
is the workaround too dirty
yeah; it's generally not good to use img elements as backgrounds
i could also always ask wiki admins to make a class whose sole purpose is to add a background with a certain image, but ehh
i think we'll be fine for now
can you change the image when editing an article or not
not in that case
damn
since it would be in Common.css, only editable by higher perms
that sucks
is it simply against common practice or is there a more unsafe reason?
against common practice; imgs are more interactible than divs with background images - you can right click to do more with the image, select the entire image like you would with text, add additional properties like alt text, and so on
if you go down the road of using divs with background images you begin dealing with overlapping children, which is always going to be messy in terms of implementation and screen size response
it's not worth the mess honestly
i see
surprisingly it still works when downsizing the window and going into mobile view
I just checked the template you made in your sandbox and I want you to know is that some pokemon has branched evolution
In other words, they'll evolves into something else with right conditions
Man I am not having the greatest luck with shaders rn
Managed to get ortalab fluorescent and cryptid noisy going but cryptid glitched and the other 3 ortalab editions, nope
ah yea, thats definitely true in the case of eevee
ill have to look up how bulbapedia writes about it
i believe this is what you wanted to put in the portal?
- Content Mods (Adds various new game content)
- Joker Mods (Only adds new Jokers)
- Quality of Life Mods (Adds additional tools that increases the convenience of the gameplay)
- Resource Packs (Replaces pre-existing textures, audio, etc. with ones created by the author)
- API Mods (Provides an API that adds more features to the game that other mods can use in a convenient implementation)
- Technical Mods (Fundamental mods required for modding)
