#Balatro Mod Manager [WIP]

1 messages · Page 1 of 1 (latest)

clever pelican
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Hiya everyone! My name is Morpheus and I am a reasonably experienced developer working in C#,C++, and other languages and I am currently working on developing a robust mod loader to attempt to support easy mod downloading, installing, and sharing! It will be using lovely and Steammoded as its base for allowing mods (Shoutout to those people!). It's been taking some time to get all the UI challenges figured out (I mostly develop backend, not frontend GUIs haha), but I am starting to make significant progress on it and should hopefully have something to share soon!

The reason I am posting now is because I am looking for a couple of things that could help assist me in getting this to everyone in a better state and more efficiently. This is not something I am doing to make any sort of money, just have a love for Balatro and mods and think its still quite disorganized at current. So what am I looking for? I would love any (free, but with credits of course) help with the following:

  • Artwork/Design (I am no artist, heck the logo I have on this thread is done through AI haha)
  • Idea Fairies (I have quite a few ideas working such as profiles, profile sharing, conversion of old metadata to new metadata format)
  • Co-Developers (If you've got solid experience in C# and would like to help out with some localization or some other things that may be out of my current reach/goals)

I don't need any of these to finish this project, but it would be awesome to get some teamwork on this! I'm hoping to have something to share later tonight! Also small shoutout to Dimserene for the modpack launcher that kind of sparked this whole concept for me!

cunning stone
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Love the icon, and this is an awesome idea! Are you gonna have it to where the mods can be updated through Git with this app? That would be huge

radiant dragon
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Bace of Clubs

clever pelican
cunning stone
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Cool. I only ask that because the only way I download mods is cloning the repository, and I wrote a script to pull from all the repositories in my mods directory (But it doesn't work sometimes for some reason lol). But anyway, I'm looking forward to this! Also, I have a little bit of experience in C# so I might be able to help in some fashion in the future 👍

clever pelican
radiant dragon
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who made the logo art?

restive umbra
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AI, they said so in the post

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hence the Bass of clubs

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and the fact that the queen of clubs has a big spade on it

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yeah we definitely gotta get you a new icon

oak ginkgo
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and who exactly is doing the hosting for this

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not exactly the cheapest thing in the world to do

clever pelican
oak ginkgo
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also yeah get rid of the icon

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ai garbage

clever pelican
oak ginkgo
cunning stone
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I mean you could even make a github repo that has that list in it

oak ginkgo
cunning stone
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It's just a list of github repo links. I don't see how it would be hard to maintain that

clever pelican
# oak ginkgo what about centrally? where are you fetching the list of repos containing mods f...

Right now (very early phase), I am requiring the user to copy and paste the url for the mod they want to download. I would love to eventually want to have something like @cunning stone said, but like you said, it would require maintenance that could become cumbersome. RIght now, once the mod is installed, it will be maintained in a separate folder and used as a jumpoint for any profiles with certain mods to be installed. Once things get more calm and organized with modding, I can then check the manifest.xaml of updated mods to check for updates. I'm also pulling the mod download urls and storing them in jsons so if you share your "profile" or modpack, it will automatically download them.

late gazelle
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The big issue I see with manual maintenance of links is what happens if the dev falls off the face of the world

clever pelican
late gazelle
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I had been giving some thought to working on a mod manager, never got started though

clever pelican
acoustic gorge
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I wonder how much of this could be done as a part of Steamodded? I think there was talks about an in-game mod manager through that, and it bypasses the problem of having to install another program

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Something like this would be awesome though, standalone or not

cunning stone
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That would be sick

clever pelican
acoustic gorge
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You’d have to learn Lua though

clever pelican
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I should also be clear, I have no desire for credit or anything. I just want a good mod loader 🤣

clever pelican
acoustic gorge
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I got used to it pretty quickly

cunning stone
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Yeah it's not bad, I still prefer statically-typed languages like c++, not Lua's "Oh you can have this variable be a number, and then hey, it can be string later!"

clever pelican
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Yeah scripting wise I mostly deal with JavaScript, VBA, and Powershell

barren flume
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tbh the term mod loader is a bit incorrect. Lovely and maybe SMODS are the mod loaders, they load the mods. This would be more of a mod manager/installer

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I think we want to finalize the new metadata system before working too much on a mod index/repo

weary prairie
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Suprised that Steamodded isn't in beta yet

barren flume
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lol

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we keep adding more stuff

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I still need to do that tag pr

clever pelican
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I’ve even gotten a few tools built out to automatically convert old metadata in to new metadata and a GUI to modify the metadata