#Deck Creator 1.0+

1 messages · Page 2 of 1

unique forge
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alr

main sonnet
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Okay its done, the mod now works perfectly

unique forge
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Already?

main sonnet
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yeah

unique forge
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god damn

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for new calc, I assume?

main sonnet
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theres just a bug where sometimes the current deck being edited gets duplicated or something ? but im not able to reproduce it everytime and im not sure of what im doing when it happens so if someone gets the bug let me know

main sonnet
unique forge
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so new calc. old calc is used for lots of mods still, and that's why I used it when making my version, but you need to specifically download it from a notice in the instructions.

main sonnet
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git page said to no longer use the current release so yeah, new calc

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there is a compatibility layer but its incomplete

unique forge
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alr

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I'll also try it with old-calc, see what breaks when I do so. that way, it'll not only provide insight into the update, but also hopefully make the compatibility layer easier!

main sonnet
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old calc is 0.9.8 ?

unique forge
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I can check

main sonnet
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thats new

unique forge
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wut

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I'm on old-calc

main sonnet
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huh

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maybe i dont get it LMAO

unique forge
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are you on 1.0.0?

main sonnet
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yes

unique forge
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huh

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the notice is gone

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so ig they reverted it

main sonnet
unique forge
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hm

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you're on 1424a

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I'm on 1304a

main sonnet
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ye, couple commits ahead

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but its essentially the same version

unique forge
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huh

main sonnet
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dont worry about the second number is what im saying

unique forge
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Ik. I meant huh as in "huh, neat"

main sonnet
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oh, my bad

unique forge
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ur good

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it ain't there on any other pages either

main sonnet
unique forge
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I did

main sonnet
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Huh

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Do you have other mod loader like balamods ?

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I only got smod and DeckCreator in my list

unique forge
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nope

main sonnet
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Hm, i’ll check tommorow

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Try emptying your mods folder so theres only deckcreator and smod

unique forge
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I did that. now it crashes.

main sonnet
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Wur

unique forge
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but it also crashed when I updated my smods

main sonnet
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You got lovable right ?

unique forge
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so that's the issue

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yes, I have lovely.

main sonnet
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Maybe fully reinstall smods

unique forge
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Oops! The game crashed:
Syntax error: blind.lua:353: 'end' expected (to close 'for' at line 351) near 'elseif'

Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1424a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows

Stack Traceback

(3) C function 'function: 0x0a1ad388'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 883
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x0a1af038 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x0a1af088 (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])

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still did it

main sonnet
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blind.lua is a balatro file i believe

unique forge
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it worked fine when I swapped it back to old-calc

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ima redo the whole installation

main sonnet
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hm

unique forge
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alr, that worked

main sonnet
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oh ?

unique forge
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still no mods detected

main sonnet
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Oh

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show me the Deck Creator folder

unique forge
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OH

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I'm a dunce

main sonnet
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theres another folder yeah ?

unique forge
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I had the whole github page in the folder.

main sonnet
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oop

unique forge
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time for stress testing

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first glitch from my version (incorrect formatting on starting consumables causes crash) is fixed

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2 for 2

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almost thought it was 2 for 3, turns out that rando suits just got them really evenly on my first try

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currently 3 for 3

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4 for 4

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next is malverk compatibility

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oof! ipairs still dead. seems like malverk stays off while editing.

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honestly not gonna count it tho since I haven't a fucking clue how it happens

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yup.

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X random cards start with a random edition.

main sonnet
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Im not sure why/how it happens but in a lot of cases the mod fails to properly convert strings permanently…

unique forge
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if you can fix what me and others have been trying to fix forever in a few hours, I might just die on the spot.

main sonnet
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Well i wont lie, I might take the easy way out

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Which context does it happen ? With jokers or playing cards ?

unique forge
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anyway, the deck I made for stress testing may be broken.

main sonnet
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I’ll check it

unique forge
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*in the balancing sense, not the dev sense

main sonnet
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Heh thats fine

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I’ll fix it tommorow for sure though. And then it should be alright ?

unique forge
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far as I can tell!

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this deck was explicitly made to put the mod through hell, and no issues so far on ante 6

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ankh cannot destroy jokers causes it to chill in the middle of the screen if you buy and use with no space

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Fun tip: If you're gonna make a deck with an eternal pareidolia, BAN THE PLANT.

honest umbra
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interest reignited

guess i'll go see if all the old bugs still persist in the next update

unique forge
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many of them don't!

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but our worst nightmare, X cards gain random edition, is still at large.

honest umbra
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oof, the deck-resetting bug is still here

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quit a run at 44 cards, returned to 52

main sonnet
main sonnet
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(sorry im coming in this without knowing every issue lmao)

honest umbra
# main sonnet whats that bug ?

if you quit a run using a custom deck and then resume the run, your deck gets reset to its initial state (full deck, all card modifiers gained during the run removed)

for example, quit a run with 36/52 cards, then continue it--you now have 52/52 cards and if you finish the round, the cards dealt to you before get returned, and your deck is now 68/52

main sonnet
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huh

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im not sure if I can fix that one unfortunately, I have no idea where it would come from

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Im guessing when you reload your run the mod reloads the deck from the original saved state and then the game returns to you the cards youre supposed to have in your deck (but doesnt remove the ones you shouldnt have)

gray knot
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this might have been related to a bug in steamodded that got fixed very recently, unless you updated steamodded or it wasnt round zero

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if it was round zero then it might have been

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actually what am i saying that doesn't sound like it at all

main sonnet
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yeah no that looks like a different bug

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the mod does hook into a lot of vanilla functions so the bug has to be somewhere

main sonnet
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Ok i think I kinda see why it happens.. the mod does add its own code to the start_run function to do some configuration (on new run), then calls the original function (which might reset the deck state) and then does more stuff

main sonnet
main sonnet
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I sugget updating your game, or your steamodded version to latest

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yep tried other scenarios, cant reproduce

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Bug to fix, maybe: If you edit a deck, and click save: the ui gets confused and thinks the deck exists twice but deleting it shows no deck
details: The deck seems to get saved before the user clicks on "save deck" by doing actions like editing the base deck

honest umbra
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did this version move out of old-calc and is now just using the current steamodded? because i realized i am still using old-calc

main sonnet
honest umbra
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ah, alright

okay let me get that situated and then report back

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deleted old-calc, replaced it with current Steamodded

also deleted my Deck Creator folder and just replaced it with a fresh one from your github just to be sure; it is also the only mod active

got hit with this upon opening the game:

Syntax error: blind.lua:353: 'end' expected (to close 'for' at line 351) near 'elseif'


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1425a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x0d28cee8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 883
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x0d289c68  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x0d289cb8 (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])```
main sonnet
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@unique forge Had this same issue yesterday, you can check back up for what he did. I think the Deck Creator folder had ane xtra folder or files if I recall

honest umbra
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okay here are my Steamodded and Deck Creator folders

which ones should i be deleting exactly?

main sonnet
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wait no

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it looks fine

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This setup crashes for you ?

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And you have lovely installed correct ?

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Delete Deck Creator and re-download it from my github page

honest umbra
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reinstalled your mod; no dice:

Syntax error: blind.lua:353: 'end' expected (to close 'for' at line 351) near 'elseif'


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1425a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x35a0cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 883
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x35a0a5a8  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x35a0a5f8 (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])```
main sonnet
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whats the game version

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also show me your smod version if you load in the game

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Bug to fix: the "base deck" window doesnt reset when clicking create deck if youve created a custom deck with a custom base deck

honest umbra
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alright i managed to make it work again by reinstalling Lovely

the deck-resetting is still happening but i found it happens when you use any of the "X Random Cards" modifiers

here are my version numbers:

main sonnet
honest umbra
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that's the case right now

which reminds me, "X Random Cards Have Random Editions" isn't applying atm

also here's my setup (i also have a bunch of other mods but they're all turned off right now so i assume they're irrelevant)

main sonnet
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ok so my bugfix didnt work

honest umbra
# main sonnet ok so my bugfix didnt work

oh i'm sorry--it does work; it just reset the "Random Editions" setting back to zero and i had to re-edit it

but seems holos aren't applying; i'm only getting foils and polys

main sonnet
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ok yeah there was a problem with holos and thats what I was attempting to fix

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I'll look back

honest umbra
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yeah i just tried "X Random Cards Have Holo" on a test deck and got this:

main sonnet
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ok i did a half fix I think

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its supposed to be "holo" not "holographic"

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Ok i pushed the fix that should work if you wanna redownload the mod

honest umbra
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got it. holos are back now

i also noticed "X Random Cards Are Gold" doesn't work but i fixed that before so i fixed it again:

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i think that's all the bugs i'm aware of so far accounted for, which just leaves the deck-resetting

main sonnet
honest umbra
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added new line 2710 "local gold = config.random_gold_cards"

then added "> 0 or gold" to line 2716

main sonnet
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ill add it, thanks

main sonnet
# honest umbra added new line 2710 "local gold = config.random_gold_cards" then added "> 0 or ...

I added your fix in, and also fixed the bug with the Base Deck editor. The issue was that the P_CARDS object from the base game was modified directly when editing the base deck, so this may have caused issues down the line with card generation in booster packs or other things... I added a deepcopy function so the P_CARD table is duplicated instead of using the original array so custom cards/suits can continue to function, in theory

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If theres other issues to fix please let me know

honest umbra
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nice. and thanks for all your help in salvaging this mod; a lot of people have been waiting for it to be fixed

i'll still be keeping an eye out for that deck-reset fix--it's the last bug right now i'm particularly concerned about

main sonnet
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So, when activating a "X random card" modifier, my base deck got reset to base 52 cards, but the modifiers did get applied... is that what you were referring to ?

honest umbra
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was a modifier applied during the run? that should also go away when the deck is reset

modifiers inherent in the deck stay since that's its initial state

main sonnet
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oh no i just made a test deck and got in

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ok new issue, modified decks dont stay... they get reset to the original 52

honest umbra
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yep

also just tested a deck with 10 Random Glass Cards and a Devil Card

i applied gold with the Devil to a card then quit the run. when i came back, the glass cards remained but the gold card returned to normal, but at least i didn't get my Devil card back

main sonnet
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Ok so theres somewhere else for the gold cards I guess

main sonnet
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Ok i fixed the bug ! It turned out the mod never marked decks as having custom cards if you were only removing cards, not adding any

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OK i finally got the bug !

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Removed 2 cards from my deck, and added a bunch of arcana as well outside of X random cards

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going out and back in indeed reset the deck state

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I think I know what the problem is and its kinda just how the mod works... but I'll try to find a good fix for it

honest umbra
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makes me think this bug was always present in the original mod and nobody noticed

main sonnet
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Most likely, I just took the latest branch and started working from there

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so a lot of what im fixing doesnt even have to do with me updating the mod for latest balatro/smod

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(no shade on the original dev if youre reading this, i wouldnt have the balls of writing so much code in the first place)

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Hey, i fixed it !

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It even restored my previous deck

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I added a simple check when the mod generates the deck when starting a run (the game calls the same function for saved runs) if there is actually a saved run in which case, dont let the mod generate the deck so we keep the progression from the game

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Its pushed to the repository

main sonnet
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Only bug left is that weird bug where the mod sometimes thinks theres a new deck being created when its the same deck and adds a new one to the game (relaunching the game fixes it), but I cant reproduce it clearly

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(and also any unreported bugs)

honest umbra
main sonnet
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Its just a really annoying bug

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since you see the same deck twice (even though it actually is the same deck)

honest umbra
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nah, my deck's still getting reset to 52

and when i gold a card with Devil, quit and continue, it just disappears from my deck even though it's still gold in my current hand

more oddities: it seems if you combine "X random enhancements" and "X random editions", it only makes editions out of enhanced cards and never normal cards. this was not the case with the old-calc version

here's my folder again if you'd like to compare:

main sonnet
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alright i will take a look

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ill use your decks

main sonnet
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Ok i confirmed the random stuff applying to the same cards

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I found the issue, the code shuffles the deck before applying stuff to cards; but its not actually randomly picking cards

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its just looping over the deck and checking if theres no edition/enhancement

final ridge
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it fixed?

main sonnet
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Yeah I fixed that bug; I just made it so every time it applies a "X random", it reshuffles the deck

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ok i fixed the issue of deck reset, now I have to fix the tarot card reappearing and the gold ard dissapearing

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Interesting. If I add the gold on ante 1 round 1 without having played any hands and then back out and back in, I get the devil card back and the gold is removed

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but if I

  • add gold, play a hand
  • play a hand, add gold afterwards

Then the gold stays

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I wonder if this is actually a game bug/feature

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Since in normal cases, you'd never have a tarot card on the first round/hand of the run

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so the game isnt really registering it

main sonnet
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I used debugplug to give a card gold on first round/first hand, and the bug does happen so its not related to Deck Creator. You just gotta play a hand. All other bugs are fixed

final ridge
final ridge
main sonnet
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I used ctrl+w to cycle enhancement on cards in hand

final ridge
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ahh

main sonnet
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i didnt look at the other stuff

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But yeah the game not starting to save progress until you play hand/discard makes sense

honest umbra
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looks like you finally fixed it. thanks again for your amazing job with your work on this 👍

came across a couple more small bugs while testing my decks:

adding more voucher slots to the shop doesn't work

if "reroll booster packs" is turned on, if boosters also have added shop slots, when you reroll it it defaults back to 2 slots

if "chance for purple seals to spawn spectral cards" is active, when discarding a purple it'll make two cards instead of one, even if the spectral chance doesn't proc (i assume it just makes two, since that was my current maximum consumable slots)

main sonnet
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I'll take a look at those later 1

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Do you have a test deck for those options btw ?

honest umbra
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also something weird happened: when i arrived at the shop it only showed me 1 voucher even though i set the voucher shop slots to 2 but when i quit at the shop and continued, the second voucher slot then appeared

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plus i remembered a very low-priority bug: the game crashes when you attempt to go into the deck editor while using a gamepad

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i'll leave it up to you whether you want to look into that but a bug's a bug

main sonnet
main sonnet
honest umbra
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oh wait no--after only the first round

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i assumed you meant the first boss blind

main sonnet
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yeah first round/blind lmao

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Ok will look into it

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so that, the purple seal thing, the reroll thing

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gamepad support I wanna eventually do it cause I usually play on my rog ally but dont hope on it

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are there any other mods that crash in their config when using a gamepad ?

honest umbra
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i haven't checked yet because after crashing the Deck Creator with it, i decided that i'll just configure all my mods with the mouse just to be safe

after all these bugs specifically for the Deck Creator are worked out, i plan to turn on all my mods along with it to see how they fare coexisting with this

warped gorge
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What's wrong here? Did I miss something or download it wrong?

main sonnet
warped gorge
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ill try it out and lyk thanks

main sonnet
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theres a couple bugs left to iron out but at least it works

warped gorge
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i installed it and extracted it, but it wont show up in my mod list

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i have the newest smod version and lovely installed

main sonnet
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So you have Mods/Deck Creator/DeckCreator.lua for example ?

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im pretty sure everyone has got this issue where they needed to reinstall lovely or smods cleanly or something

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Something with "old-calc"

thick cobalt
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Man, the balatro just crashes for no reason and I don't know what to do.

main sonnet
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log ?

bronze mason
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One minor bug i'm seeing. When you page to the second page of cards to add in spectral or tarot cards, it wipes the page and you can't then add anything or go back to page 1.

Easy reproduction:
-Go to custom deck
-Add tarot or spectral cards in items (cards with multiple pages)
-Page over, it blanks out and stops you from going back to 1

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Just in case you can't see it in the screenshots

Balatro 1.0.1o
Steamodded Alpha 1012b
Lovely 0.6.0

main sonnet
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I’ll fix that in the coming days

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So essentially you cant switch pages

high vector
honest umbra
main sonnet
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I wonder if I should try making a pull request into the original mod

high vector
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i have other mods only deck creator crashes

main sonnet
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wait no

high vector
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same issue

main sonnet
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No idea then its working for a couple of us

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Reinstall your mods, make sure its on the right version

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and no old-calc anywhwre

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your issue is literally that

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my fork doesnt use registerUi anymore

honest umbra
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reinstalling Lovely also fixed my crash-on-boot issue

high vector
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I may try that then

high vector
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Nope, not that. I reinstalled everything, removed all mods, verified files, uninstalled, and so on. Then, I reinstalled only two mods: SMODs and Deck Creator

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update i did all that shiz again this time removing lovely as in version.dll and then unsiatlling and still same error

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@main sonnet Sorry to ping you, but I figured out the issue. I was using the latest build of Steam Modded for Baltro multiplayer, but your mod doesn't support that version, which caused it to crash. When I downgrade to Steam Modded v0.9.8, it works fine. So, the maby mod requires Steam Modded if so the github should be updated to say so v0.9.8, and newer versions don't seem to work.

main sonnet
high vector
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Well, it does apparently

main sonnet
# high vector Well, it does apparently
function GUI.registerModMenuUI()
    if ModloaderHelper.SteamoddedLoaded then
        sendTraceMessage("Registering config menu", "DeckCreatorLogger")
        SMODS.current_mod.config_tab = GUI.mainMenu
        ---SMODS.registerUIElement("ADeckCreatorModule", GUI.mainMenu())
    end
end
``` function is commented
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delete the deck creator version you have

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and make sure you download the one from the link I sent

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cause you might still be using the wrong one from your downloads

high vector
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Hmm I will try that

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OK, I think I understand what I’ve been doing wrong when I click on your link, it says all the original information from the original GitHub not the fork so I’ve been clicking on the how to install button not the download zip so it’s been taking me to the old deck creator mod

main sonnet
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I havent changed the readme at all

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you can use the green button to download the code

high vector
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Is there any thing I have to name because I have my mods in the folder and deck creator is the only one that’s not showing up in game

main sonnet
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no

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show me the mods folder

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did you reinstall Lovely as well ?

high vector
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yes but many i do it again

main sonnet
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show me the deckCreator folder

high vector
main sonnet
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ok yeah found the issue

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so you want no files except whats in the SRC folder

high vector
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Ah ok

#

There we go that totally works thank you so much

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Something that I’ve totally done before too, but I just guess I forgot about the whole source folder and whatever

main sonnet
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Im still debating actually maintaining the mod, or making a pull request to the original mod

high vector
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i mean the og mod kind of has all a deck creator would need i guesse

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i think anything for an esier install and maby even getting on the mod manger would be good

main sonnet
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which mod manager ?

high vector
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the best one

main sonnet
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deckcreator is not compatible ?

high vector
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it is just gotta add it to its database so it shows up

main sonnet
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i have no idea how it fetches mods so maybe its still getting the old one

high vector
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in app

main sonnet
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oh

high vector
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it uses this

solid bramble
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hey guys, what is the most recent version of deck creator?

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I'm not seeing it on my modlist despite it being in my folder

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wait I think I had the wrong file in the folder

solid bramble
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does this mod work with modded jokers? I appear to be getting a crash whenever I try to make a deck

main sonnet
blissful quest
main sonnet
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tbh im not sure it will be merged

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so i should probably continue fixing bugs

blissful quest
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Just made a "Deck of Tens" - Ten Joker slots, Ten Consumeable slots, Ten hands, Ten discards. Try to find everything that is ten-related lol

main sonnet
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Dont hesitate to report any issues

blissful quest
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Oh. and 52-card deck with all tens. 13 tens per suit.

chrome skiff
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@main sonnet hey thank you so much for getting this mod running. I was so upset to see the "official" version doesn't work. It's such a great mod, so your help is much appreciated

slim elk
#

Hey guys, I appreciate everyone in this thread who has been working to help get the mod working. Thanks so much. Sorry I've been busy with life the past year and haven't had a ton of time to update the original mod, but with Luma's help I was able to release an updated version of the mod today that I think should work well on v1.0.0 Steamodded. Please check it out here:

https://github.com/adambennett/Balatro-DeckCreator/releases/tag/v1.2.2

GitHub

Updated codebase to properly support Steamodded 1.0.0
Added 5 additional gameplay modifiers under 'Static Mods' that modify Spectral card behavior

main sonnet
#

Do you think you could add me as a contributor to your repository ?

#

I'd be down to continue pushing bug fixes and whatev

slim elk
#

You're a contributor now that your commits are part of main, and the repo is already open for PRs, that's how I saw yours 🙂

main sonnet
#

oh perfec

#

I kinda wanna try fixing controllers as well, unsure how id go about it tho since no other mods do it

slim elk
#

yeah I never took the time to figure that out, but it would definitely be a good improvement

bitter girder
honest umbra
#

lol the original modder returns

what an unexpected turn of events

bitter girder
bitter girder
main sonnet
wary pumice
#

I got this error

#

on startup

#

actually i guess that's not an issue with this mod, it still happens without having it installed

main sonnet
wary pumice
#

Oh I did just install that you're probably right

#

I assume Bunco isn't updated to steammodded 1.0.0 yet?

main sonnet
#

No idea

chrome skiff
#

@main sonnet @slim elk THANK YOU!!!

Best mod ever jimbo_spin

chrome skiff
#

I noticed that you can adjust the appearance rates of cards in the shop, but not the booster packs. Would this be easy to implement?

#

That would be a pretty fun way to make custom shops!

honest umbra
grand matrix
#

Everything works when I go in and start making a deck, except when I click "base deck" I get this

#

My girlfriend however got everything working and is streaming a run with her new deck now! So very happy you came back and got this fixed/updated. Since it's working for her and not me, maybe I just need to reinstall everything and make sure it's all current

main sonnet
# grand matrix

this is an issue coming from the fact that you havent unlocked everything on the current profile

grand matrix
main sonnet
#

yep so this will be a wontfix

unique forge
#

HE HAS RETURNED!!!

spring marsh
#

Alright. Imma combine this with Jen's Almanac now.

dim frost
#

wasted like an hour to figure out how to make text colored 😄
proud of myself kinda
Cool mod, flexible

naive shell
#

Wait, how does one do that? how did you even add a line break?

honest umbra
#

you gotta edit the descriptions in CustomDecks.txt yourself

the mod has its own markdown for descriptions that there's not really any guide for so i learned the format myself by datamining other mods

#

for example, this:

#

gets turned into this:

dim frost
slim elk
#

I will put together a little guide for this feature for the next release. Mainly the <n for new line is hardcoded, the rest come from the game

honest umbra
#

@slim elk question: are all the probability-based options in the Deck Creator affected by Oops All Sixes?

in addition, is there a special markdown that changes the description text if you have that card like it does in the actual game?

neon condor
#

How do you edit how many cards you can play

high vector
#

does this work with multyplayer do we know

high vector
#

PSA it does but you must slect the diffrent deck option and both players select the custom deck

stuck frigate
#

I dont know why but this mod just refuses to show up when I put it into the mods folder

celest marten
#

when ever i try to add tags to a deck i crash

grand matrix
# tall rose Same

That happened to me when I first tried this mod because the folder was arranged in a different way than I expected so the directory was wrong at first. But with the new v1.2.2 in the releases tab that doesn’t happen anymore. So if it’s happening there then darn, no clue

slim elk
#

It should be a folder inside your mods folder called DeckCreator, with all the files inside that. You should be able to simply extract the zip from the releases page into your mods folder and it will work

slim elk
slim elk
slim elk
honest umbra
slim elk
#

Ohh no definitely not easily

#

Could cause some issues with cross-mod compatibility as well, modifying stuff like that

honest umbra
#

alright. i don't necessarily need it; just wondering if it was already in the mod or if it's easy to implement. thanks

high vector
main sonnet
high vector
#

yes

#

umm i cant replicate error it happens and not often

main sonnet
#

hmmmm

#

Try to see if theres a replicable pattern

#

there should be one

main sonnet
main sonnet
slim elk
high vector
#

That may have been it accidently i at one point did ban the multi-player blind but that was a seprate thing it only happened twice if it happens again I will try and replicate the error

#

Also would be nice if there was some more mod compatibility between multy player and deck creator just so I don't gotta send my decks to my friend each time I make a new one

#

Very much not that important tho just thoughts

main sonnet
#

i think it would be balatro multiplayer's job to do that

high vector
#

Hmm probably they do got like an api thing but I assume that's for other mods

orchid tiger
#

00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

main sonnet
#

me too

slim elk
#

Nvm I found it

high vector
#

Yeah, take a look, and if there's anything you can do great. If not, don't worry about it, I don't care too much. I just thought it'd be kind of cool.

indigo scroll
#

we are so back

thin ether
#

Mod Idea: Chance to unbalance chips and mult (Add current Mult to Chips, set Mult to 1)

bronze mason
slim elk
#

Yeah I fixed that with the latest release

stuck frigate
#

Still having the problem where this mod doesn't show up

main sonnet
#

update smods and lovely

stuck frigate
#

I have

main sonnet
#

reinstall the mod

#

you installed it wrong, probably

grand matrix
slim elk
vast vessel
pulsar panther
#

is there a way to simply change the seal of already existing cards rather than having to remove them and then add them as a seal card? im trying to make red seal deck

pale tusk
#

It seems this mod and Ortalab don't get along very well.

main sonnet
#

its possible

gilded flax
#

Which part of ortalab is causing issues for this mod though?

gilded flax
cyan quiver
#

same crash on my modpack too

#

found the issue, I forgor this is incompatible with malverk lol

#

still crashes whenever I finish a round

twilit heron
slim elk
#

can anybody post error logs + reproduce steps for Malverk and Ortalab crashes? I can't seem to reproduce them on my end

slim elk
twilit heron
#

I could reliably create that crash and downloaded deck creator to copy the log for you. But I am getting a new crash when I boot up the game with deck creator.

Not sure if it's because it's a newer version of deck creator than what I had previously or because sm updated

#

I went back and used an older version of Deck Creator that I had. I just go to the mod config, click new deck, and hit save.

slim elk
#

The first message looks like your mods folder isn't configured correctly

#

Which versions of the mod are you using? Is the first message from the latest version?

twilit heron
#

The first message is from the latest version, using balatro mod manager. The second is about a week old from github.

twilit heron
slim elk
#

Can you screenshot how it looks please? It should be Mods/DeckCreator/files

#

When I downloaded from the mod manager it seemed to unpack it correctly but there's an open issue on github where somebody had the same problem. I'm not sure why but he had to modify his "ADeckCreatorModule.lua" file

#

I think issue #12

heavy mango
#

im sure im not the only one but it doesn't seem to detect the mod? i KNOW i have the latest versions of lovely and steamodded so

#

any help? like it doesnt even show an error, the mod doesnt even show up in game

twilit heron
#

The LUA you provided here has fixed the save issue when I manually install the mod. https://github.com/adambennett/Balatro-DeckCreator/issues/28

Still get a crash at start up using the mod manager version. I tried adjusting the code as per this but to no avail. https://github.com/adambennett/Balatro-DeckCreator/issues/29

I am using lovely

GitHub

Disabled a couple other mods, still got the exact same message (albeit with different mods on, cuz duh) The error: Oops! The game crashed: Mods/Deck Creator/Persistence.lua:167: bad argument #1 to ...

GitHub

It just crashes when you open the game using Balatro Mod Manager. No other mods installed Crash log: Oops! The game crashed: [SMODS ADeckCreatorModule "ADeckCreatorModule.lua"]:58: module...

slim elk
#

Hm might be something to do with Mac, can you please try on the windows machine too

twilit heron
slim elk
#

Thanks, appreciate it

slim elk
cyan quiver
#

I'm still so sad that this is so unstable 😭

slim elk
#

Can you post the error?

cyan quiver
#

at the end of round

#

and it's no longer crashing

slim elk
#

You have 30 mods enabled... no wonder it's "unstable" lmao

cyan quiver
#

fair

#

I turned off the start with a random voucher and it stopped crashing

faint raven
#

this shit

#

is so peak

gilded flax
#

Mods (that I have checked) like Bunco and Ortalab also have the "crash on save" problem. The paperback mod adds new decks as well, but the paperback mod works fine for some reason.

heavy mango
#

hey so um I still can't seem to get the mod working, well, idk if it will work as it seems it isn't recognized when looking at the mod list in game

#

unless I did something wrong, it should work. I know all the stuff I have, whether it's api, mods, etc, I know all of em are up to date and in the correct folder

#

so any help would be appreciated

#

I personally haven't seen anyone else have this issue here so I'm not sure how to fix it

#

hello?

#

dang no one online here rn

slim elk
#

@heavy mango please show your mods folder and screenshot the main menu of the game too if possible

slim elk
heavy mango
#

fixed dont worry worrymik

waxen birch
#

Won’t let me load the mod. It says “lodmoadhelper” is not found hmm

gilded flax
copper osprey
#

anybody have mod for increasing joker and consumable slots ?

rich moon
#

The inverted version of Jokerless, Anti-consumerism

#

Oh great

#

This mod pretty much crash whatever I do

#

It crash when I click tag if there's another mod

#

It crash when I tries to save the deck

rich moon
#

...

#

Hope the creator of this mod still care about this

unique forge
#

heya, what did I miss?

honest umbra
slim elk
#

All the fixes I have ready at the moment are available on the dev branch on github

slim elk
rich moon
#

You better keep working with this mod

#

This is essentially a creative mode for Balatro

rich moon
#

By the way

#

Let us add card with negative, you coward

rich moon
#

Also

#

While it may sounds too much

#

But do you think it's possible to let us add other types of consumables from other mod?

rich moon
#

Why there's two parts for displaying text?

rich moon
rich moon
#

Thankfully, you can still edit it via text editor

wary idol
#

I Created A monster using this mod the "True Five Card draw deck" 1 hand, 0 discards, and 5 hand size no way to gain more hands, discards, or hand size

#

I also have a easier version with 1 hand, 1 discard, 5 hand size, eternal and negative smeared joker, shortcut, and four fingers, and finally it allows for increases to hands, discards, and hand size

unique forge
#

Got a crash when selecting tags in the add starting items area.
Lines 3841-3845 of GUI.lua (3843 was the one flagged as causing problems):
tag_matrix[math.ceil((k-1)/6+0.001)][1+((k-1)%6)] = {n=G.UIT.C, config={align = "cm", padding = 0.1}, nodes={ temp_tag_ui, }} if discovered and not v.alerted then tags_to_be_alerted[#tags_to_be_alerted+1] = temp_tag_sprite

#

function GUI.addTagMenu()
local tag_matrix = {
{},{},{},{},
}
local tag_tab = {}
for k, v in pairs(G.P_TAGS) do
tag_tab[#tag_tab+1] = v
end

table.sort(tag_tab, function (a, b) return a.order < b.order end)

local tags_to_be_alerted = {}
for k, v in ipairs(tag_tab) do
    local discovered = v.discovered
    local temp_tag = Tag(v.key, true)
    if not v.discovered then temp_tag.hide_ability = true end
    local temp_tag_ui, temp_tag_sprite =  Helper.generateTagUI(temp_tag, 0.8, { key = 'hoveredTagStartingItemsAddToItemsKey', sprite = 'hoveredTagStartingItemsAddToItemsSprite' })
    tag_matrix[math.ceil((k-1)/6+0.001)][1+((k-1)%6)] = {n=G.UIT.C, config={align = "cm", padding = 0.1}, nodes={
        temp_tag_ui,
    }}
    if discovered and not v.alerted then
        tags_to_be_alerted[#tags_to_be_alerted+1] = temp_tag_sprite
    end
end
#

that's the full function

unique forge
#

seems to be a cryptid thing btw

#

though it also has a crash with the same conditions for pokermon, so it is def worth looking into

slim elk
#

@unique forge check the dev branch code, I have a few fixes in there that aren't on the main branch yet and I think this is one of them

slim elk
slim elk
slim elk
# rich moon Let us add card with negative, you coward

It doesn't do anything if you do unfortunately. I'd have to modify a lot of base game code to make it work, and that's kind of outside the scope of the mod. I try not change base game logic unless I absolutely need to since that sort of thing is what leads to incompatibilities with other mods who also attempt to modify the same code

rich moon
#

😅

honest umbra
#

using the dev build and just making a reminder about a bug with the Purple Seals that's still present:

if you set Purple Seals to sometimes give Spectral Cards when discarded, they'll grant me more than one card. not sure if it's trying to give me more since my consumable slot maximum is 2 but it might be doing so

unique forge
#

I reinstalled the dev branch

unique forge
#

Also, I'd like if the banlist didn't overwrite built-in banlists from mods like pokermon, since I have to ban ALL vanilla jokers for pokermon decks and that also makes them incompatible with changing the pokermon only setting.

slim elk
slim elk
ivory cobalt
#

What I’m trying to create a deck the tags aren’t working… Is this a normal thing or am I doing something wrong?

#

Like it keeps crashing

unique forge
#

maybe just; if pokermon is enabled, check config. if pokemon only is enabled, activate vanilla joker banlist.

slim elk
#

There is a "ban all" button, couldn't you just use that and then unban the pokermon ones? Or is there a lot of pokermon jokers

slim elk
ivory cobalt
#

Is there an older version that works?

#

Like if I use an older steam modded, older lovely and all that would it work?

unique forge
slim elk
#

It works with just steamodded + deck creator. I don't have nearly as much control over what happens when you've added 30 other people's code to the mix as well lol

ivory cobalt
#

I only have Cryptid steam modded, lovely and deck creator

#

Is Cryptid the thing that’s wrong?

#

Because Cryptid is really the only reason why I want tags I wanna see how many cat tags I can get

slim elk
#

Your screenshot shows 23 mods

ivory cobalt
#

I added them on later

#

Originally the same problem happened with only the four mods

#

I can show you the report screen for that too

#

It was the same error though

slim elk
#

If there's any mods that add tags they will likely crash it

ivory cobalt
#

Ok

slim elk
#

If not, let me know, maybe it's something else

unique forge
ivory cobalt
#

Awwwww

unique forge
#

yeah.

slim elk
unique forge
#

alright, I'll probably try my best, though chances are it will be the coding equivalent of redneck engineering held together by duct tape and prayers.

slim elk
#

It's Lua all the code is already like that lmao

unique forge
#

fair

#

btw, is there a way to add a line break to a deck description?

slim elk
#

Yeah it's either >n or <n

#

Forget which

unique forge
#

alr

unique forge
#

just remembered that I have no clue how to code in lua. I am throwing my fixing methods at something that needs to be properly coded.

slim elk
unique forge
idle wadi
#

question: can i make a custom deck with modded enhancements? if so, how?

slim elk
#

No probably not without additional code to handle the other mods

unique forge
#

Suggestion: Make it so we can add custom deck backs, ideally by placing pngs of them in a specific folder and causing them to appear in the list when they're there.

gilded flicker
#

a

cedar yacht
#

nice

limpid haven
#

no idea if this thread is still alive but it'd be nice to have an option to add custom images

cedar yacht
#

You can replace the unused deck as an alternative

limpid haven
#

that's only 1 texture sadly

cedar yacht
#

yeah#

limpid haven
#

mod kinda doesnt wanna run

#

for some reason

slim elk
#

@limpid haven My pathing is getting messed up by the mod manager download. Try changing the path to the folder in your mods folder, it either should be "mods/DeckCreator" or "mods/Deck Creator". I forget which but the manager is either removing or adding a space

round shale
#

Having an odd issue with Deck Creator (and I suppose this is probably the right place to discuss it so I’m putting it here)
I use several mods with balatro, but after a lot of testing, I have concluded that Deck Creator seems to cause the Blind tab in Collections to bug out with mods that add more blinds, and by bug out, I mean that it somehow prevents the game from adding an option to change between pages and instead forces it to all load into the same page, which stretches it out pretty wide if you have a lot of additional blinds

I’m not sure how to fix this issue, but the least I can do is show what is going on with the blind tab, so here you go

round shale
#

I think so

#

Does that conflict with it

simple hare
#

It shouldn't but maybe deck creator messed something up. I've never tried it tbh

#

I also forgot that it should be smoddrd itself doing this in everything but the run setup screen

round shale
#

interesting

#

I don’t really think galdur would affect anything with the blind tab in collections though, it could be something else

simple hare
#

Yeah neither do I, as I said I forgor

round shale
#

Nope Galdur doesn’t seem to affect deck builder

#

I turned it off to check for differences and none showed up

cedar yacht
#

Havent seen icons that look like what the are meant to represent, here are mine

#

im missing 2 yes

slim elk
# round shale Having an odd issue with Deck Creator (and I suppose this is probably the right ...

Thanks for the report. My code probably is overriding the menu function that draws the blind menu in a way that breaks other mods attempts to show pages here. I'll take a look for the next update, this should be fixable. If you happen to know of a mod that (by itself) adds blinds and causes the page selector to show up on this menu, please let me know. I may be able to simply copy that piece of code from them and replace mine

round shale
#

Working on figuring it out rn

round shale
slim elk
#

Thanks that's helpful, I'll refer to this when I go to fix it

rich moon
#

I would like a normal blind ui

#

The one without page selection becomes problematic when there's more than 30 blinds 😅

gaunt oracle
gaunt oracle
gaunt oracle
#

this thing was active until a few days ago y everybody ignoring me 😭

slim elk
#

Hey @gaunt oracle sorry I don't check this every day. There's two possible solutions to this issue:

  1. Remove some of your extra mods which are likely causing the incompatibility and crashing the game
  2. Try the code from the dev branch of the project. If you download all the Lua files from the dev branch and replace your mod files with them, there are some new fixes that haven't made it to the release build yet which may resolve this. You can find the repo here: https://github.com/adambennett/Balatro-DeckCreator
GitHub

Deck Creator is a small tool for the game Balatro that allows users to create, save, load, and even share custom decks. - adambennett/Balatro-DeckCreator

gaunt oracle
#

aight thx ill try that vvhen i have time

gaunt oracle
weak raft
gaunt oracle
#

same thing as i have

gaunt oracle
weak raft
#

i also have noticed, if ynot all jokers are unlocked, it straight up crashes too, when you try to add things that are supposed to be there from the start

silver vector
#

hey, can someone help me, i keep getting crashes just as i enter the game

slim elk
slim elk
slim elk
weak raft
weak raft
cyan quiver
cyan quiver
weak raft
#

intersteing, that the skin mod is the problem

silver vector
untold mauve
plucky delta
#

I'm trying to make a deck where you start with 1 card and can't get jokers, tarots, or cards from the shop or tags; however, you start with 10 joker slots, four of which are filled by Eternal Marble Joker, Certificate, Riff-Raff, and Cartomancer. I'm trying to ban tags that give you cards, jokers, or tarots and vouchers that add cards, jokers, or tarots to the shop, but every time I start a game with any of them disabled, as soon as I enter the first blind, it crashes the game. I've removed all other mods and nothing changes.

untold mauve
thin ether
#

Bug: Ante Scaling also affect Blind Score multiplier

untold mauve
merry creek
#

every deck should be stored as a seperate file

prisma arrow
#

Game crashes immediately when using Judgement. My custom deck is no jokers, planets and almost no tarot show in shop but you start with an Emperor, High Priestess and Judgement.

elfin turret
#

Im wondering if it would be possible to add an option for the random jokers on start to be limited to selecting cards only from mods? or even limiting it to selected mod/mods?

analog briar
elfin turret
#

oh

analog briar
#

Yeah if u look at GitHub u can see how long since the last update has been pushed haha

buoyant scroll
#

happened when i clicked save deck

odd nexus
#

Caused by seeing shop

cyan quiver
# odd nexus

sorry to say but this mod was abandoned ages ago

#

like, nearly a year ago lol

elfin turret
#

Is there any similar mod that is getting updated?

analog briar
#

No

#

If there were it’d be in this thread and you’d most likely know about it already and not have to ask

cyan quiver
#

the most similar thing would probably be House Rules

#

honestly this thread should probably be locked

analog briar
lone meadow
#

for anyone who wants to use this, i can't advocate for exactly how safe this is but using the oldest version of steammodded beta 1.0 has made my game get past first shop, if that is a point where you have crashed

waxen ledge
proper bridge
#

Hi, dunno if this is the right place to report this, but I created a custom deck that only has legendary jokers, and each time I get to the first shop of the run, the game crashes
Here's the log that appears whenever it happens, is there something that I need to do to get it working?

wind elk
#

I'm facing a shop crash too