#Deck Creator 1.0+
1 messages · Page 2 of 1
Okay its done, the mod now works perfectly
Already?
yeah
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
dunno what new calc is, but it works with latest steamodded and balatro versions
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.
git page said to no longer use the current release so yeah, new calc
there is a compatibility layer but its incomplete
alr
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!
old calc is 0.9.8 ?
thats new
are you on 1.0.0?
yes
huh
dont worry about the second number is what im saying
Ik. I meant huh as in "huh, neat"
oh, my bad
Reinstall it from my repository by downloading the source code
I did
Huh
Do you have other mod loader like balamods ?
I only got smod and DeckCreator in my list
nope
Hm, i’ll check tommorow
Try emptying your mods folder so theres only deckcreator and smod
I did that. now it crashes.
Wur
but it also crashed when I updated my smods
You got lovable right ?
Maybe fully reinstall smods
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"])
still did it
blind.lua is a balatro file i believe
hm
alr, that worked
oh ?
still no mods detected
theres another folder yeah ?
I had the whole github page in the folder.
oop
time for stress testing
first glitch from my version (incorrect formatting on starting consumables causes crash) is fixed
2 for 2
almost thought it was 2 for 3, turns out that rando suits just got them really evenly on my first try
currently 3 for 3
4 for 4
next is malverk compatibility
oof! ipairs still dead. seems like malverk stays off while editing.
honestly not gonna count it tho since I haven't a fucking clue how it happens
uh-oh! I feel like I know where this came from.
yup.
X random cards start with a random edition.
I’ll fix that tommorow
Im not sure why/how it happens but in a lot of cases the mod fails to properly convert strings permanently…
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.
Well i wont lie, I might take the easy way out

Which context does it happen ? With jokers or playing cards ?
anyway, the deck I made for stress testing may be broken.
*in the balancing sense, not the dev sense
Heh thats fine
I’ll fix it tommorow for sure though. And then it should be alright ?
far as I can tell!
this deck was explicitly made to put the mod through hell, and no issues so far on ante 6
ankh cannot destroy jokers causes it to chill in the middle of the screen if you buy and use with no space
Fun tip: If you're gonna make a deck with an eternal pareidolia, BAN THE PLANT.
interest reignited
guess i'll go see if all the old bugs still persist in the next update
many of them don't!
but our worst nightmare, X cards gain random edition, is still at large.
I fixed this bug
whats that bug ?
(sorry im coming in this without knowing every issue lmao)
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
huh
im not sure if I can fix that one unfortunately, I have no idea where it would come from
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)
this might have been related to a bug in steamodded that got fixed very recently, unless you updated steamodded or it wasnt round zero
if it was round zero then it might have been
actually what am i saying that doesn't sound like it at all
yeah no that looks like a different bug
the mod does hook into a lot of vanilla functions so the bug has to be somewhere
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
does your deck has an actual custom deck (added/removed playing cards) ?
So I did a test deck with only face card and aces (16 cards), and removed 5 cards with a spectral booster pack and gave holo to one of the card
Exiting to main menu, and resuming the run: the deck was still at 11 cards in deck, with the holo present
Exiting to main menu, closing game and going back in: same as above, the deck was in the state that it should be
I sugget updating your game, or your steamodded version to latest
yep tried other scenarios, cant reproduce
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
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
Yeah i made the fixes according to latest steamodded
ah, alright
okay let me get that situated and then report back
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"])```
@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
okay here are my Steamodded and Deck Creator folders
which ones should i be deleting exactly?
your smods-main folder is actually the entire github repo and no just the required files, follow their instructions on their page to download the correct files
wait no
it looks fine
This setup crashes for you ?
And you have lovely installed correct ?
Delete Deck Creator and re-download it from my github page
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"])```
also here's my lovely folder, just in case:
whats the game version
also show me your smod version if you load in the game
Bug to fix: the "base deck" window doesnt reset when clicking create deck if youve created a custom deck with a custom base deck
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:
ok good to know. so you set X random cards, play a game where you remove cards, exit/go back in and you get all your cards back ?
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)
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
ok yeah there was a problem with holos and thats what I was attempting to fix
I'll look back
yeah i just tried "X Random Cards Have Holo" on a test deck and got this:
ok i did a half fix I think
its supposed to be "holo" not "holographic"
Ok i pushed the fix that should work if you wanna redownload the mod
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:
i think that's all the bugs i'm aware of so far accounted for, which just leaves the deck-resetting
can you post the specific fix over the full file please ?
added new line 2710 "local gold = config.random_gold_cards"
then added "> 0 or gold" to line 2716
ill add it, thanks
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
If theres other issues to fix please let me know
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
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 ?
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
oh no i just made a test deck and got in
ok new issue, modified decks dont stay... they get reset to the original 52
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
Ok so theres somewhere else for the gold cards I guess
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
OK i finally got the bug !
Removed 2 cards from my deck, and added a bunch of arcana as well outside of X random cards
going out and back in indeed reset the deck state
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
makes me think this bug was always present in the original mod and nobody noticed
Most likely, I just took the latest branch and started working from there
so a lot of what im fixing doesnt even have to do with me updating the mod for latest balatro/smod
(no shade on the original dev if youre reading this, i wouldnt have the balls of writing so much code in the first place)
Hey, i fixed it !
It even restored my previous deck
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
Its pushed to the repository
This should also be fixed with the above bugfix
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
(and also any unreported bugs)
what causes this to happen? would it come up in normal gameplay?
No this only happens in the deck editor
Its just a really annoying bug
since you see the same deck twice (even though it actually is the same deck)
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:
Do you remember which deck you used for this test ? I imported your decks
Ok i confirmed the random stuff applying to the same cards
I found the issue, the code shuffles the deck before applying stuff to cards; but its not actually randomly picking cards
its just looping over the deck and checking if theres no edition/enhancement
it fixed?
Yeah I fixed that bug; I just made it so every time it applies a "X random", it reshuffles the deck
ok i fixed the issue of deck reset, now I have to fix the tarot card reappearing and the gold ard dissapearing
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
but if I
- add gold, play a hand
- play a hand, add gold afterwards
Then the gold stays
I wonder if this is actually a game bug/feature
Since in normal cases, you'd never have a tarot card on the first round/hand of the run
so the game isnt really registering it
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
it is because the game does not save until you discard or play a hand
I believe so
how u use debug plus to give yourself shit?
I used ctrl+w to cycle enhancement on cards in hand
ahh
i didnt look at the other stuff
But yeah the game not starting to save progress until you play hand/discard makes sense
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)
here's the test deck i used
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
plus i remembered a very low-priority bug: the game crashes when you attempt to go into the deck editor while using a gamepad
i'll leave it up to you whether you want to look into that but a bug's a bug
yeah thats not really a bug, mostly just a missing feature... most other mods with custom ui/configs should also crash (tell me if im wrong tho)
After playing the first blind ?
yes
oh wait no--after only the first round
i assumed you meant the first boss blind
yeah first round/blind lmao
Ok will look into it
so that, the purple seal thing, the reroll thing
gamepad support I wanna eventually do it cause I usually play on my rog ally but dont hope on it
are there any other mods that crash in their config when using a gamepad ?
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
What's wrong here? Did I miss something or download it wrong?
https://github.com/XLuma/Balatro-DeckCreator get the mod here instead
Deck Creator is a small tool for the game Balatro that allows users to create, save, load, and even share custom decks. - XLuma/Balatro-DeckCreator
ill try it out and lyk thanks
theres a couple bugs left to iron out but at least it works
i installed it and extracted it, but it wont show up in my mod list
i have the newest smod version and lovely installed
So you have Mods/Deck Creator/DeckCreator.lua for example ?
im pretty sure everyone has got this issue where they needed to reinstall lovely or smods cleanly or something
Something with "old-calc"
Man, the balatro just crashes for no reason and I don't know what to do.
log ?
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
Just in case you can't see it in the screenshots
Balatro 1.0.1o
Steamodded Alpha 1012b
Lovely 0.6.0
error for ya
how did you get this error
please use latest smods, it no longer uses old-calc
I wonder if I should try making a pull request into the original mod
i have latest i think also got the error on luanch
i have other mods only deck creator crashes
wait no
https://github.com/XLuma/Balatro-DeckCreator get the mod from here
same issue
No idea then its working for a couple of us
Reinstall your mods, make sure its on the right version
and no old-calc anywhwre
your issue is literally that
my fork doesnt use registerUi anymore
reinstalling Lovely also fixed my crash-on-boot issue
I may try that then
is it possible that baltro mod manger is causing issues with it.
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
and got this error again
update i did all that shiz again this time removing lovely as in version.dll and then unsiatlling and still same error
@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.
my fork shouldnt work at all with 0.9.8
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
delete the deck creator version you have
and make sure you download the one from the link I sent
cause you might still be using the wrong one from your downloads
Hmm I will try that
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
I havent changed the readme at all
you can use the green button to download the code
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
show me the deckCreator folder
Ah ok
There we go that totally works thank you so much
Something that I’ve totally done before too, but I just guess I forgot about the whole source folder and whatever
Im still debating actually maintaining the mod, or making a pull request to the original mod
i mean the og mod kind of has all a deck creator would need i guesse
i think anything for an esier install and maby even getting on the mod manger would be good
which mod manager ?
the best one
deckcreator is not compatible ?
it is just gotta add it to its database so it shows up
i have no idea how it fetches mods so maybe its still getting the old one
in app
oh
it uses this
hey guys, what is the most recent version of deck creator?
I'm not seeing it on my modlist despite it being in my folder
wait I think I had the wrong file in the folder
does this mod work with modded jokers? I appear to be getting a crash whenever I try to make a deck
good question, no idea
my fork is the latest one
Many thanks for your fork. Added a comment to your pull request to second it getting merged.
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
Dont hesitate to report any issues
Oh. and 52-card deck with all tens. 13 tens per suit.
@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
youre welcome !
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
holy shit, legend
Do you think you could add me as a contributor to your repository ?
I'd be down to continue pushing bug fixes and whatev
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 🙂
oh perfec
I kinda wanna try fixing controllers as well, unsure how id go about it tho since no other mods do it
yeah I never took the time to figure that out, but it would definitely be a good improvement
Bug found in the Base Deck editor.
lol the original modder returns
what an unexpected turn of events
Bug found after clicking the Create Deck button.
An unexpected and amazing turn. I'll be pleased to tinker around with all the options.
need repro steps
I got this error
on startup
actually i guess that's not an issue with this mod, it still happens without having it installed
this seems like an issue with Bunco
Oh I did just install that you're probably right
I assume Bunco isn't updated to steammodded 1.0.0 yet?
No idea
@main sonnet @slim elk THANK YOU!!!
Best mod ever 
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!
messed around with the mod again today and it seems the Booster Pack reroll bug mentioned in my post above got fixed but voucher shop slots still aren't increasing (unless you quit and continue in the shop) and purple seals are still giving multiple cards
also i was wondering if there will be an option to add a random number of seals to your deck like you can with enhancements and editions
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
this is an issue coming from the fact that you havent unlocked everything on the current profile
That actually makes a ton of sense. Was wondering about that. Thanks for the confirmation
yep so this will be a wontfix
HE HAS RETURNED!!!
Alright. Imma combine this with Jen's Almanac now.
wasted like an hour to figure out how to make text colored 😄
proud of myself kinda
Cool mod, flexible
Wait, how does one do that? how did you even add a line break?
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:
it got me a while in order to figure this out really
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
@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?
How do you edit how many cards you can play
does this work with multyplayer do we know
PSA it does but you must slect the diffrent deck option and both players select the custom deck
I dont know why but this mod just refuses to show up when I put it into the mods folder
when ever i try to add tags to a deck i crash
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
What way did you arrange it?
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
I would need to confirm with the code, but iirc Oops All Sixes will effect the various probabilities in the mod. Not sure what your second question means exactly - do you mean you want to reference a card in the deck description? It's possible but I don't remember off hand how to do it. I'll be sure to include a section on that in the description guide when I start working on it
Could you post the stack trace possibly? I can't reproduce this
Crash could be coming from you not having everything unlocked. Try using a profile with 100% of items unlocked
i was referring to how having Oops All Sixes turns text like "(1 in 2)" in descriptions into "(2 in 2)" and if there's a way to implement that into custom descriptions
Ohh no definitely not easily
Could cause some issues with cross-mod compatibility as well, modifying stuff like that
alright. i don't necessarily need it; just wondering if it was already in the mod or if it's easy to implement. thanks
error when i press starting items
Do you have everything unlocked ?
Hi, i tried reproducing and on my end, the pages are correctly filled up. What is your mod list?
Tried to replicate it, however it is working on my end; what is your mod list ?
Looks like maybe a conflict with the multiplayer mod. Did you possibly ban any blinds? Try not doing that, if so
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
i think it would be balatro multiplayer's job to do that
Hmm probably they do got like an api thing but I assume that's for other mods
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
me too
Can you link to the API here? I'm not sure exactly what mod you're referencing but I can take a look at their project and see if there's anything we can do on this end
Nvm I found it
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.
we are so back
Mod Idea: Chance to unbalance chips and mult (Add current Mult to Chips, set Mult to 1)
It may have been fixed already, I swapped over to Nyoxide's main branch after your pull request and noticed it was working. So probably caught in the mix of fixing something else
Yeah I fixed that with the latest release
Still having the problem where this mod doesn't show up
update smods and lovely
I have
It you got the mod from this page, unzipped and then it still doesn’t work, then I have no idea
https://github.com/adambennett/Balatro-DeckCreator/releases/tag/v1.2.2
Please show your mods folder
Got an error when I tried to pick a tag?
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
It seems this mod and Ortalab don't get along very well.
its possible
Which part of ortalab is causing issues for this mod though?
Disabling Ortalab fixes the crash on save deck issue, not sure why though.....
same crash on my modpack too
found the issue, I forgor this is incompatible with malverk lol
still crashes whenever I finish a round
wish they were compatible 😦
can anybody post error logs + reproduce steps for Malverk and Ortalab crashes? I can't seem to reproduce them on my end
@vast vessel do any of these mods add Tags to the game? This will likely break the tag menus in DeckCreator right now
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.
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?
The first message is from the latest version, using balatro mod manager. The second is about a week old from github.
How can I fix the mod folder?
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
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
Here you go. Currently on my laptop, but I cando the same on my windows desktop if it changes anything. I have the same mods on both versions of the game and have the same crashes with the deck creator.
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
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 ...
Hm might be something to do with Mac, can you please try on the windows machine too
Happy to, I'll report back once I am home.
Thanks, appreciate it
@heavy mango can you screenshot your mods folder please? The files should be under Mods/DeckCreator/
I'm still so sad that this is so unstable 😭
nyoo
why is this deck crashinggg
Can you post the error?
You have 30 mods enabled... no wonder it's "unstable" lmao
Using balatro mod manager seems to make the modloaderhelper confused about other files position. Manually unpacking and pasting the file from github seems to solve this issue.
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.
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
@heavy mango please show your mods folder and screenshot the main menu of the game too if possible
I think I may have fixed the crash on save for some mods, try the files from the dev branch it might work better. I'll be putting out a new release soon with the fixes as well
fixed dont worry 
Won’t let me load the mod. It says “lodmoadhelper” is not found hmm
Did you use balatro mod manager
anybody have mod for increasing joker and consumable slots ?
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
heya, what did I miss?
the next update has been teased for a while so make what you will of that
All the fixes I have ready at the moment are available on the dev branch on github
I do 🙂 Can you please post error logs?
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?
Why there's two parts for displaying text?
You can't save a deck if you have Ortalab installed
Thankfully, you can still edit it via text editor
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
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
endtable.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
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
@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
This may be fixed with the same changes I mentioned in the comment above. I'll publish an official update to get the changes to you guys soon
I don't really remember, there's some reason I need to store the data like this though
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
😅
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
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.
Kinda tough, there's not exactly a global ban list API that everyone is using. Someday when local thunk adds real mod support to the game we might be able to have vastly improved cross-mod functionality though if he adds stuff like that
Thanks for the reminder. I think this one should be fixable and I'll do what I can to include the fix in the next update
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
That's fair. For now, maybe you could check if pokermon is installed, then check the config, and if pokermon only is enabled, add all vanilla jokers to a separate banlist used only when it is enabled.
maybe just; if pokermon is enabled, check config. if pokemon only is enabled, activate vanilla joker banlist.
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
Known bug, I think it's an issue when other mods at tags but not totally sure. Hopefully will be fixed in the next build
Is there an older version that works?
Like if I use an older steam modded, older lovely and all that would it work?
there are quite a few. and by "quite a few," I mean more than in the base game (all 151 gen 1 mons + several pages of others, possibly over 300 total.)
No you probably just can't have that many mods on
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
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
Your screenshot shows 23 mods
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
If there's any mods that add tags they will likely crash it
Ok
If not, let me know, maybe it's something else
cryptid and pokermon are both already known to crash when opening the tag menu
Awwwww
yeah.
Hm I see. Well I'd really like to refrain from adding too much cross-mod specific stuff until localthunk adds his mod support stuff to the game, but if you want to work on this I'm happy to accept a PR
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.
It's Lua all the code is already like that lmao
alr
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.
Ortalab and Bunco also crash
Just use gpt he's pretty decent at lua
I don't want to simply because of the company behind it.
question: can i make a custom deck with modded enhancements? if so, how?
No probably not without additional code to handle the other mods
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.
a
nice
no idea if this thread is still alive but it'd be nice to have an option to add custom images
You can replace the unused deck as an alternative
that's only 1 texture sadly
yeah#
@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
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
Do you have galdur?
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
interesting
I don’t really think galdur would affect anything with the blind tab in collections though, it could be something else
Yeah neither do I, as I said I forgor
Nope Galdur doesn’t seem to affect deck builder
I turned it off to check for differences and none showed up
Havent seen icons that look like what the are meant to represent, here are mine
im missing 2 yes
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
Working on figuring it out rn
Morefluff and Ortalab both have it show up, and so does Cryptid
It starts getting weird when deck creator is added alongside it
The more modded blinds there are, the wider it stretches
Thanks that's helpful, I'll refer to this when I go to fix it
I would like a normal blind ui
The one without page selection becomes problematic when there's more than 30 blinds 😅
Bet
got this after tryna create a deck
help anyone?????
this thing was active until a few days ago y everybody ignoring me 😭
Hey @gaunt oracle sorry I don't check this every day. There's two possible solutions to this issue:
- Remove some of your extra mods which are likely causing the incompatibility and crashing the game
- 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
aight thx ill try that vvhen i have time
no idea if it was disabling mods or downloading that other one, but its fixed now thx!!!
crashed when i wanted to save
same thing as i have
for me it vvorked after disabling mods but still happens sometimes
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
hey, can someone help me, i keep getting crashes just as i enter the game
this is the crash
@silver vector see this message for the fix
Yeah I've tried my best to avoid this crash in the code but the balatro code that checks for unlocks causes a lot of problems outside of the normal game (like in the menu, creating a deck). I would definitely recommend to play on a profile with all items unlocked
I think the Malverk mod is not currently compatible with Deck Creator, possibly also some of the other mods you are using
well i did managed to get the decks to work then with an unlock all profile
good to know - haven't tried to re-add them again, if this problem is only for creation, then i don't really care then
unlocking all jokers is a requirement to use the mod, the dev confirmed so in the github
malverk is incompatible with deck creator, yes
intersteing, that the skin mod is the problem
I honestly just downloaded the mod from github and called it a day, xd (tho it did take it me a while bc I had to Uninstall all mods and a few other problems, but all is solved now). Anyways, thanks for answering, I appreciate it.
why😭
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.
i only encountered this error when i edited settings on black hole and soul cards
Bug: Ante Scaling also affect Blind Score multiplier
uh wdym
every deck should be stored as a seperate file
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.
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?
This has been long since not worked on
oh
Yeah if u look at GitHub u can see how long since the last update has been pushed haha
sorry to say but this mod was abandoned ages ago
like, nearly a year ago lol
Is there any similar mod that is getting updated?
No
If there were it’d be in this thread and you’d most likely know about it already and not have to ask
the most similar thing would probably be House Rules
honestly this thread should probably be locked
Except this does the opposite cause it just limits ur runs haha
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
maybe a bit late but here is a fix
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?
That's not good
I'm facing a shop crash too