#Mobile Like Dragging

1 messages · Page 1 of 1 (latest)

river estuary
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The mod adds dragging support to use/sell/buy cards like on the mobile version of the game. Works great on Steam Deck using the touch display.

The mod implements a hybrid mix between the desktop and mobile UI. You can both click on a card and click on the action button like normal, or you can drag the cards to the actions area that shows up when a card is being dragged on the mobile version of the game.

The mod also add the ability to select card in your hand by dragging across them. You can also deselect card this way. The state (selected or not selected) of the first card touched decide what happen to all the card you touch.

Some options are available in the game settings:

Enable Actions Buttons.
Enable drag to select/deselect from hand area.
Drag Area Opacity (Default: 90%).
Move Joker Booster Pack Select Area To Joker Buy Area.
On the mobile version of the game when you buy a joker you drag it to the top of the screen over the joker and consumable area. But when opening a Joker booster pack you have to drag the Joker to the middle of the screen to select it.

If you ever found yourself trying to drag the card to your joker section this option is for you.

https://www.nexusmods.com/balatro/mods/133
https://thunderstore.io/c/balatro/p/jfmmm/MobileLikeDragging/

Nexus Mods :: Balatro

The mod adds dragging support to use/sell/buy cards like on the mobile version of the game. Works great on Steam Deck using the touch display.

desert sorrel
#

definitely needs to be a lovely patch, but still cool to see this ported over to desktop

river estuary
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Yeah I started looking into it but it's so poorly documented and seem like a lot of tedious work 😅

desert sorrel
#

that's my fault :-)

#

I recommend you to look into it and feel free to reach out if you need any help

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The best way to learn atm is to copy what other mods have done. Steamodded is a good example of such

graceful scaffold
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is there a github repo i could download from instead?

river estuary
red pasture
#

This needs to be a mod! I love the mobile feel for dragging to do an action, and was sad to see it crash my game when used with Steamodded.

Wishing you luck on getting it ported!

teal lagoon
#

thank you for making this mod seems amazing with the mobile maker

topaz flax
#

have you tried it?

teal lagoon
topaz flax
#

Damn imma try it now then

topaz flax
# teal lagoon i did!!

Letme make sure tho
You just followed the step in nexusmod page and then built the app using balatro mobike maker, right?

#

No need for steam moded or anything

teal lagoon
#

no need for steammodded

teal lagoon
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i didnt use mobile maker exactly because it doesnt work on linux but yeah followed the github patching process applied some other patches from mobile maker turned it into an apk it worket

topaz flax
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Oh, i gotta give it a try on windows with that github repo

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I was confused because their issues thread was not sure if mods work with the built or not

teal lagoon
#

I think you need to create a git repo on the game folder (the assets one) and then create a commit and then apply it but I'm not sure if you actually need to do that

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but it has to be pre applying other patches because otherwise there will be errors

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there's a fork of mobile maker called mobile builder that has the patches it applies as actual git patches so it's easier to apply them later

topaz flax
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Oh so we can do that manually for each patch

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Hmmmm that might do

teal lagoon
#

yup and if a specific one doesn't work you can like manually open the file and apply the changes

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and because they're like one line of code it's not tiring

topaz flax
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Lmao this recording is broken

teal lagoon
#

damn

topaz flax
teal lagoon
#

you're welcome!!

teal lagoon
topaz flax
#

Alrightyy

desert sorrel
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@river estuary do you have a repository?

severe stump
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I hope that a lovely version is coming along well!

river estuary
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For mobile maker on my side that was pretty easy to use. I just patched the game on PC on steam, then mobile maker just take that install, patch over it and upload it to the device if you have it in developer mod. I was able to get the game running on an android powered ebook reader with an ink display (Boox Note Air3 C). It play pretty well actually but with for sure a lot of visual artifact because of the animations. Thinking of making a mod to improve support there 😄

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@desert sorrel I don't have a repo currently.. I don't think uploading the whole game code base to the internet is a good idea so it's pretty much this one patch file. Didn't see a need for a repo for that. I'll create one when I have a mod maybe.

river estuary
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So I'm not that familiar with the whole Balatro modding scene and I have a question.

Must this be a steammodded mod?.. like I don't need any of the feature that steammodded offer. I'm not adding card or joker. I would be happy with just being a lovely patch.. pun intended..

But people reported an incompatibility with steammodded and when I looked if it was fixable I got very weird issue. It seem to conflict with part of the code that I haven't even touched in my mod. It was only replacing the first line of the pattern, then not replacing the other lines. Just pasting the whole patch, that was multiple lines of code, over the first line and then in between, just before the rest of the code it should have removed. I removed the extra line so it would just find the one matching the pattern, but then I realize there was a lot more of those issues.

would that be solved by just being a lovery patch or do I need to patch over steammodded just to support it?

desert sorrel
desert sorrel
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lovely patches aren't that awful but it'll be time consuming

#

but worth it imho

river estuary
#

@desert sorrel I'm having a weird issue kinda similar to what I was seeing with steamodded.

I started writing patches and was maybe 3 files in when for some reason one of my patches wouldn't match a very simple string. I could clearly see that string in the dump. I just switched it to a regex and it worked fine. Then I realized it was all the patches, that were working fine 20 minutes ago that were no longer working. The regex one work, but simple patches never match anything.

I tried just having one in a basic lovely.toml file to see if it work and it does not. Weirdly I have another small mod I made that has only one patch in another folder that work fine (I did try to remove it and only have lovely and my dragging mod, but same result).

Here my lovely.toml

[manifest]
version = "1.0.0"
dump_lua = true
priority = 1

[[patches]]
[patches.pattern]
target = "game.lua"
pattern = "self.deck.cards[1].states.collide.is and ((not self.deck.cards[1].states.drag.is) or self.CONTROLLER.HID.touch)"
position = "at"
payload = "((self.CONTROLLER.HID.touch and (self.deck.cards[1].states.hover.is)) or (not self.CONTROLLER.HID.touch and (self.deck.cards[1].states.collide.is and ((not self.deck.cards[1].states.drag.is)))))"
match_indent = true

The game.lua from the dump where I can clearly find that string.

function Game:update_selecting_hand(dt)
    if not self.deck_preview and not G.OVERLAY_MENU and (
        (self.deck and self.deck.cards[1] and self.deck.cards[1].states.collide.is and ((not self.deck.cards[1].states.drag.is) or self.CONTROLLER.HID.touch) and (not self.CONTROLLER.HID.controller)) or 
        G.CONTROLLER.held_buttons.triggerleft) then
        if self.buttons then
            self.buttons.states.visible = false
#

Terminal output

INFO - [♥] Lovely 0.7.1
INFO - [♥] Game directory is at "H:\\STEAM\\steamapps\\common\\Balatro"
INFO - [♥] Writing logs to "C:\\Users\\morinjf\\AppData\\Roaming\\Balatro\\Mods\\lovely\\log"
INFO - [♥] Using mod directory at "C:\\Users\\morinjf\\AppData\\Roaming\\Balatro\\Mods"
INFO - [♥] Cleaning up dumps directory at "C:\\Users\\morinjf\\AppData\\Roaming\\Balatro\\Mods\\lovely\\dump"
INFO - [♥] Initialization complete in 4ms
WARN - [♥] Pattern 'self.deck.cards[1].states.collide.is and ((not self.deck.cards[1].states.drag.is) or self.CONTROLLER.HID.touch)' on target 'game.lua' for pattern patch from MobileDraggingActions\lovely.toml resulted in no matches
INFO - [♥] Applied 0 patches to 'game.lua'
Setting breakpad minidump AppID = 2379780
SteamInternal_SetMinidumpSteamID:  Caching Steam ID:  76561197968929112 [API loaded no]
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It clearly loaded the patch but can't match even tho it's the same exact string.

I tried upgrading lovery and checking file on steam.. same issue

Any idea what could be going on here?

desert sorrel
#

what's the line number in game.lua that you're trying to patch?

#

assuming this (self.deck and self.deck.cards[1] and self.deck.cards[1].states.collide.is and ((not self.deck.cards[1].states.drag.is) or self.CONTROLLER.HID.touch) and (not self.CONTROLLER.HID.controller)) or

#

set that to your pattern and try again

river estuary
#

It's 2994 in gama.lua

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Wait so I have to select the whole line? I was trying to target only the part of the code I need to change in the middle

desert sorrel
#

yup, pattern patches have a really simple syntax. if you want to match the entire line you have to match against the entire line

#

you can use * to match any character

#

you can use the regex patch to do more fancy stuff

river estuary
#

So regex with named capture is my only option if I want to target replace something in the middle to try and be more compatible then.

What is match_indent exactly and when would you want it false

desert sorrel
desert sorrel
river estuary
#

I wasn't a fan of having to put the patch in a different .toml file.

That seem like a nightmare to maintain later when you have a lot of those patches.

I was thinking of a way of putting those patches directly in the source code next to the code that I changed in the form of lua comments.

So I found a node.js module that can parse lua code and extract the ast including the comments and another module to parse the toml file, edit it and stringify it again.

I made a script for it this week-end that parse the lua file of the game, extract those comments and generate the toml file patch.

Outside of me clearly not getting how patches work 😅 .. it's working pretty great so far but need a lot more work.

Basically I take the vanilla file and apply my mod over it, then in vs code I go in the diff view and can easily see what I need to patch. Then just add those comment over it.

I wrote an example with some doc that has a lot more detail on how it work, let me know what you think.

desert sorrel
#

your proof of concept is extremely similar to what I've been scheming

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I wasn't a fan of having to put the patch in a different .toml file.

What do you mean?

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Only instance where that's required is when you want patches to have different priorities

river estuary
#

What do you mean?

No I mean having to keep those in a separate file from the file that has the source code.

river estuary
#

But is you manifestv2 going to be something that also export a .toml as well? Cause I assume people can't just upload the whole game source code if it's going to be embeded in the source code in a similar way.

fluid dome
#

peak

desert sorrel
#

no need to bundle any game source code, mv2 will work the same as toml but with actual lua syntax support via the editor

fluid dome
#

waiting for this mod to be easy to install 🙏

warm glade
#

heya, im getting this when launching with steamodded

river estuary
river estuary
warm glade
#

ahh, okay

charred badger
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ooo looking forward to this!

severe stump
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Any updates on mod progress?

fluid dome
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i dont think the owner are going to port it over to Steamodded

graceful scaffold
river estuary
#

I do plan on making it Steamodded compatible, just going to be after I first make the lovely patch. That's the normal order of thing for this stuff I believe lol

I did make a lot of progress, but it's a lot of code to turn into patches and there was a learning curve. I made that mod during the holiday when I had a lot of time and now I'm back coding all day at work, so that for sure slows things down.

I'm maybe ~~40%~~70% done currently for the lovely patch. What's left is the hard stuff, but I got the hang of it by now.

I have a 3 days week-end incoming friday where I'm planning on working on this and hopefully release the lovely patch at least 🤞

severe stump
river estuary
#

I made some nice progress last night, got two files left to be done and solved an issue that was blocking me. One is the biggest one but should be able to wrap this up this week end if I don't find time earlier.

dawn bolt
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I wonder if you could also add a toggle to turn off the buttons next to the cards so you don't accidentally click those when a card is selected? heh

(of course sometime after the initial port)

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unless that's already in 👀 haven't played with it yet as I was waiting for the lovely patch port

river estuary
#

There a bug or two that I want to fix where the buttons show up when you drag a card sometime, but beside that I'm not sure it's needed. I played a lot with it on steam deck and never came close to accidentally clicking on those. But could be added if that turn out to be an issue for a lot of people.

river estuary
#

Exiting development!.. I got it working and to my surprise, as a lovely patch it's playing nice with Steamodded so far 😄
Need to do more QA, but might post it tomorrow if it's all working, its pretty late rn.
Edit: Nvm found a bug :/ .. it's progress still

solid bronze
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you're an absolute hero for putting this much work in for this mod 🙏

dawn bolt
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Agreed! Having played it on mobile really messed up my muscle memory from the few short sessions and I keep seeing myself trying to drag cards on PC 😄

fierce narwhal
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not sure if this is the right place to ask but it seems like a logical place to start. Im running the app from mobile maker with mods and I was looking into your mod. I've noticed trying to edit your name on the mobile maker version has a broken keyboard. and since you're developing a mobile-esque experience for a pc type client, would you be able to implement a way to open the keyboard for the respective platform (apple or android) when entering a text field?

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or maybe know a way i can impliment that myself into my existing game?

icy charm
#

theres probably a way to force the gamepad keyboard

fierce narwhal
#

This is what I'm facing rn

fierce narwhal
river estuary
#

Might just be because I'm not a real mod yet just like how steamodded doesn't work. Should have the mod out in a few days you can try again then.

fierce narwhal
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oh no this isnt from your mod, just wondering if an implementation can be made where if your mod is active, it disables the game keyboard and pulls the native keyboard of whatever device you're runnig (Steamdeck, ROG Ally, Android, IOS, [switch?])

river estuary
river estuary
fierce narwhal
river estuary
icy charm
#

It is

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You'll have to call love.keyboard.settextinput iirc

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I do it for DebugPlus

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(Although you can't open the console without a keyboard)

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Although it might require a path to use love.textinput

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Not sure

brisk creek
# fierce narwhal youre misunderstanding boss. I am merely asking how large of a task it is to imp...

i made this patch to do that

[[patches]]
[patches.pattern]
target = "functions/UI_definitions.lua"
pattern = "function create_keyboard_input(args)"
position = "after"
payload = '''
    --bandaid fix for having an actual ui element but hey look at that we use the built in keyboard instead of uh...
    love.keyboard.setTextInput(true) do return {n=G.UIT.ROOT, config={align = "cm", padding = 15, r = 0.1, colour = {G.C.GREY[1], G.C.GREY[2], G.C.GREY[3],0.7}}, nodes={}} end
'''
match_indent = true
#

now i can finally use pointer....

fierce narwhal
river estuary
#

You want to save that to a file named lovely.toml bsically

#

Path to put that in would be something like this on windows C:\Users\yourusername\AppData\Roaming\Balatro\mods\myModName

fierce narwhal
#

So all I need to do is create the lovely.toml with the above code and put it into a folder, call it anything I'd like, within my mods folder?

fierce narwhal
#

any progress on dragging actions working with steammodded? I tried the patch above btw and it said it needed a manifest if it was in its own mod. i added it to the mobile-compat mod in their patches section but that also didnt work.

river estuary
#

Should be out tomorrow

stone seal
river estuary
#

@here Alright folks it's out there..

https://thunderstore.io/c/balatro/p/jfmmm/MobileLikeDragging/
https://www.nexusmods.com/balatro/mods/133

I managed to get the VS Code debugger running on both PC and Steam Deck and was able to squash all the weird bugs on both platform 🤞

I'm now removing the button when a card start being dragged which solve the issue with the drag area not accepting the card when selection in booster. This one is a bit experimental, it was pretty hard to get working right, let me know if you have issues.

I also solved the issue with the button not consistently showing up on Steam Deck.

I feel like I'm forgetting another one, but anyway should all be smooth now, at least on Desktop and Steam Deck.

I haven't do any testing with mobile maker, you let me know if there's issue there.

Steamodded appear to work but I haven't done a lot of testing there beside using it for the More Speed mod which use the old deprecated version that advertise being more compatible. Most mod seem to use that version tho. Again let me know if you have issues.

I added a new Dragging tab in the game settings. You will find the most requested options to disable the card buttons there, as well as an option to change the drag area background opacity and move the Joker Booster Pack drag area to be the same as the Buy area.

Basically if you ever found yourself trying to select a joker in a booster pack by dragging it to your other joker, like when you buy them, this last option is for you.

I got some other idea of settings for that tab.. like it would be cool if when you buy a joker and drag it to a specific order in your existing joker list, it stayed there instead of moving to the end of the list. But that one might be a hard one to implement.

river estuary
#

Just noticed if you drag the card for a bit and just happen to land it back exactly where it started within the little 0.1 margin the game has for checking that stuff.. it will open the buttons because it think you clicked the card. I got a good idea of what to change to fix that by checking the drag time, but it's bed time. I'll try and fix that soon.

If you see the button pop out sometime when you dragged a card, it's likely that. The code for Steam deck that handle that is different, so might be fine there.

#

Oh and the other thing I would like as an options is the ability to disable the controller on steam deck. Anyone has an idea of how to detect steam deck with Love2d?

fierce narwhal
pearl salmon
fluid dome
#

finally

#

honestly, PEAK

severe stump
#

Works great for me! And I have a bunch of mods

dawn bolt
#

One idea could be to add a, say, 0.5s (or customizable duration) check - as in, set a variable if the card is held for longer than that and if so, hide the buttons again (or patch it so they don't show up then)

slate wraith
# river estuary @here Alright folks it's out there.. https://thunderstore.io/c/balatro/p/jfmmm/...

Well done and congrats on the release, this is a huge undertaking. Not sure if you're aware that you can have multi-line patch payloads wrapped safely with multiple quotation marks:

payload = '''
G.FUNCS.check_drag_target_active = function(e)
  if e.config.args.active_check(e.config.args.card) then
      if (not e.config.pulse_border) or not e.config.args.init then
...
    e.config.args.init = true
end
'''

Might make the patches a bit easier to debug in the future

river estuary
# slate wraith Well done and congrats on the release, this is a huge undertaking. Not sure if y...

I talked about it a bit earlier in this tread, but I made a script that take lua comment that I left in the game source code and automatically generate those patch files. So for me to debug is really easy I can just drag the folder that contain the whole game code with my changes over a separate Love2d instance .exe file and run the game with only my mod and the Love2d console enabled.

I haven't found if there a way to actually have it outputed using 3 backtick, but since it wasn't causing any issue I didn't bother digging that deep to find how.

river estuary
#

(or patch it so they don't show up then)

I added a setting that does that actually

dawn bolt
#

The moment you hold down your mouse button it will be in the dragging state

#

Not when you move the mouse after holding it down

#

That's what I meant 😄

river estuary
dawn bolt
#

Also it's not actually 3 backticks, just apostrophes '

river estuary
#

Your right too much javascript

dawn bolt
#

As a fellow Javascript main I understand PAIN

#

(And markdown code blocks, like in Discord haha)

river estuary
dawn bolt
#

Yeah no looking at the game now without the mod installed, it already does what I thought of

#

Guess I was just letting go too quickly

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I'll double check with the mod just to be sure though

river estuary
#

But if your not gonna use the button at all, disable them and it will work like mobile

dawn bolt
#

Yeah disabling would work best

#

Nope okay actually, your mod is causing it to show up the e.g. sell button even when holding down left click for more than 1s

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without the mod it only shows up if I let go within 1s (maybe less) so it's counted as a click and not a drag

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(With, as you said, not moving the card much or moving it back to its initial spot)

river estuary
#

Hum I'll give it a try later, there a power outage rn

river estuary
#

@dawn bolt Oh I see, that felt natural to me so I never noticed it, but after comparing it to vanilla I can see how that behave very differently. Should be fixable 🤔

#

Noticed there also the word nil that show up on the main menu on the top left when you go into the dragging settings page. Probably forgot a debug print there lol Not my mod

stone seal
#

@river estuary great mod, needs a fix with Galdur though, hard to select Deck/Sleeve/Stakes.

river estuary
#

The latest version changelog said he added controller support and for sure any mod touching the controller.lua file has a high chance of being incompatible with my mod. All this to say you might be able to use the previous version in the meanwhile.

river estuary
#

I managed to get "drag to select" working and its as amazing as I imagined it to be!

If you start dragging from a place where there is no card, like over the top of your hand for example.. and then you drag over cards in your hard it will select or deselect them depending on if the first card you touch was selected or not. So if the first card was not select it will select it and then select every card you pass over that isn't selected. If the first card was selected, then dragging will deselect every card you touch.

Still need to boot the steam deck to see if it work as well there before I release it..

Also managed to fix @dawn bolt issue, it was much more complex that I though. I "fixed" something the wrong way two month ago and it was the root of that and fixing it the right way was a huge headache. Now it should be a lot more like vanilla.

dawn bolt
#

Also nice to hear about the buttons issue 😄

river estuary
#

Yeah it will be optional.

Is this mod compatible with mine currently? It sound like it wouldn't for many reason, though I don't see it directly changing the controller.lua file or even much game file at all, so I guess it should be fine.

Bit of a bummer after spending all night on that, but you probably will want to pick my implementation just because it will work with touch display better.. also I think their implementation doesn't allow deselecting 🤔

Really curious of how it handle having too many card next to each other on large hand, that's my issue right now. You end up picking 3+ card at the same time and I want precision. I'm trying to find a way to determine the one closest to the cursor/finger and only try to highlight that one.

Really hard to make something that work in all cases when you can so easily find combo of stuff in this game that will pretty much break the UI. Like how do you handle having 100 cards in the player hand with something like this.

slate wraith
river estuary
#

You know of a mod that allow cheating.. like adding ton of card in my hand to test?

slate wraith
#

Hold tab in-game to see some of the keybinds and cheat options

brisk creek
#

on mobile highlighting a card shows you the description because you cant hover on a touch screen can that be implemented?

#

here's my scuffed attempt at making it but it crashes with some mods

[[patches]]
[patches.pattern]
target = "card.lua"
pattern = "play_sound('paper1', math.random()*0.2 + 0.9, 0.35)"
position = "after"
payload = "--[["
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''Node.hover(self)
    end'''
position = "after"
payload = "]]--"
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = "Node.stop_hover(self)"
position = "at"
payload = "--Node.stop_hover(self)"
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = "self.highlighted = is_higlighted"
position = "after"
payload = '''
    if self.ability.consumeable or self.ability.set == 'Joker' or (self.area and self.area == G.pack_cards) or self.ability.set == 'Voucher' or self.ability.set == 'Booster' then
        if self.highlighted  then
            if self.states.focus.is and not self.children.focused_ui then
                self.children.focused_ui = G.UIDEF.card_focus_ui(self)
            end
        
            if self.facing == 'front' and (not self.states.drag.is or G.CONTROLLER.HID.touch) and not self.no_ui and not G.debug_tooltip_toggle then 
                if self.children.alert and not self.config.center.alerted then
                    self.config.center.alerted = true
                    G:save_progress()
                end
        
                self.ability_UIBox_table = self:generate_UIBox_ability_table()
                self.config.h_popup = G.UIDEF.card_h_popup(self)
                self.config.h_popup_config = self:align_h_popup()
        
                Node.hover(self)
            end
        else
            Node.stop_hover(self)
        end
    end
    '''
match_indent = true
river estuary
#

If you disable the actions buttons in the settings it should behave like that no?

brisk creek
#

for me it just makes me unable to select cards that arent playing cards

river estuary
#

That might be something I fixed with my recent changes cause it work here on my experimental version 🤔

brisk creek
river estuary
#

Can you elaborate on what platform this is, you said mobile but there a cursor which mean it would use the desktop logic.

I just tested steam deck on the current released version of my mod and the real mobile app and they behave the same using the touch screen. When you touch on a joker it open the description. Even with using the touch pad on SD it does not do what you show here.

Maybe a mod conflict?

river estuary
#

I managed to fix the precision issue. It now behave pretty much the same as the other mod but you can deselect card as well here. No problem picking some specific card in a 100 card hand on desktop either.

It also doesn't seem to matter if you have both mod on, my mod seem to win over. But both mod have a setting to disable this feature, so probably better to only have one enable at the same time.

I changed a bunch of stuff so here a beta first, I'll update the mod on nexus and r2 once I get some positive feedback or tested it more.

fierce narwhal
#

any chance this can ever be converted to a lovely patch/mod rather than having to mess with the .exe's files?

river estuary
#

It is a lovely patch now, no need for dealing with .exe

brisk creek
brisk creek
#

i am now getting conflicts with cryptid / talisman

#

trying to drag a card in the shop crash

river estuary
#

@brisk creek is this with the new beta or the current release?

river estuary
#

@brisk creek How does that mod even load lol.. I loaded it (smod, criptic & talisman) with my mod

34 freaking patch failed to apply. So I'm starting to panic. Then I notice some of these are for file I have not touched.

So I boot the mods without my mod, 33 freaking patch failed..

What is wrong with that mod?

Did the update for Balatro that came out today break that mod by any chance?

brisk creek
#

no they updated the mod for new smods

#

wait let me check

river estuary
#

Check the terminal, is there a bunch of warning about patch failing to apply

#

The patch that fail to apply on my side is about the "can_skip_booster" function.. it's just missing.. what is that mod doing that would need to remove that.

Does it add buttons on card?

brisk creek
#

ohh true why are there so many warnings

echo palm
#

Awesome mod

brisk creek
fierce narwhal
#

yeah there are soooo many patches that fail to match anything, the dev HAS to know right?

slate wraith
river estuary
#

Oh so it's just the patch for the older version.. yikes

slate wraith
#

Possibly, but 34 does seem excessive

#

Cryptid has been around for long enough that they might also be old patches for older game versions

river estuary
#

Don't mind me just gonna slide this in before I overwrite my clipboard by accident

#

@here Outside of the two incompatible mod reported the new version seem to work fine. I've tested it everywhere including my phone and even installed it on my e-ink tablet and it work great.

So I've just released it on nexus and r2. Should be available later, r2 take so long to scan and publish the files.. hours..

As a recap the new version bring the way the click on card behavior works with the normal actions buttons more inline with vanilla instead of how mobile works there and it also add support for selecting/deselecting multiple card in your hand by dragging over them.

Enjoy!

slate wraith
tiny thorn
#

I love disabling the action buttons on my phone because i fat finger sell on my jokers a lot lol. But playing pokermon with that option isn’t really possible due to not being able to save item cards anymore in packs. Anyway to fix this?

#

Two clips for comparison with the option off and on

#

There’s also a voucher in pokermon that allows saving cards from other packs like tarot packs, maybe if there was an option somehow to disable action buttons except for card packs?

river estuary
tiny thorn
#

That was me haha that’s my bad sorry for the poor explanation but yeah if there was anything you could attempt id greatly appreciate it

#

It’s not a big deal having to play with action buttons on of course just a very nice QOL

river estuary
#

Your ticket #3 at the moment, I'll get there lol

tiny thorn
#

Mod is amazing though so good on my phone

stone seal
#

Bug(?): Holding on Skip Blind button to see the description causes the description to flicker in and out even after removing hand on screen.
Github link?

river estuary
#

Bug(?): Holding on Skip Blind button to see the description causes the description to flicker in and out even after removing hand on screen.

I don't have the flicker when holding on those button, but when I keep holding it and move my finger out it go to half opacity. Weirdly I tried it on vanilla and when I move my finger out it does start to flicker.

So not sure I'm gonna fix this one, it seem very usable still

river estuary
stone seal
river estuary
#

Ah I see you want what that Handy mod does when you right click.. hum.. I'm gonna think about it 🤔

river estuary
# stone seal Is this supposed to be fixed on their end or on this mod? The drag to select is...

Didn't realize you were responding to a response of mine this morning when I answered.

Basically my point is that I think that the latest version of that mod probably introduced the issue you are facing, so you could possibly use the previous version while you wait for me to support the latest version. Version v.1.1.5 here -> https://github.com/Eremel/Galdur/releases

I haven't tried the mod yet to see what the issue is but I wouldn't mind if you could go into more detail on how to reproduce your issue. Looking back at how you described the issue, I have no idea what to look for beside just trying the mod and hope I land on your issue by accident. Could you also tell me what platform you are on? desktop or a touchscreen? If you are on desktop but using a touch display that count as touchscreen as far as the code is concerned.

stone seal
lethal pulsar
tiny thorn
#

but theres a specific way you have to do it

lethal pulsar
river estuary
river estuary
#

@desert sorrel Hi, how do you apply a patch on one of the vanilla file only if another mod is present?

Like for example my mod add a function G.FUNCS.can_buy_and_use_check that must check that the price of card are more than 0.

When the Cryptid mod is present I need to wrap the numbers with to_big().

Can I make a patch that only replace those if the mod is there?

If not I'm thinking of maybe doing a regex that look for to_big in the rest of the file, but not a fan 😕

desert sorrel
#

why not do it entirely in Lua?

#

(fair feature request though)

river estuary
#

Is there an easy way to just check if a mod is there?

#

I guess I can just put a local isCryptid = to_big at the top lol

fierce narwhal
#

so the run down is: theres a guy named blake502 that made a program to create an apk from the steam version but to get it to run mods on android the files have to be in certain spots, need lovely dumps etc. there were a few conflicting posts on the github issue, but i pieced together what I needed to get it going and made a script that will copy the neccessary files. it copies nativefs.lua and json.lua from smods/libs/ and copies them to the /balatro/ directory, takes the version.lua from smods and copies it to /SMODS/ under the balatro dir, then looks for talisman and if found it copies the nativefs.lua to its own nativefs folder under /balatro/ because thats where it needs to be to be read on mobile for some reason. checks for flower pot and does some renaming and copying and then pulls your lovely dumps. as well as creating a needed lovely.lua file that tells the game to pull 0.7.1 version

#

the cleanup script just deletes the SMODS folder that was just created, the nativefs folder created, any files with .txt and .lua under the balatro directory because they were just the dumps. it keeps everything needed for PC balatro in place

fierce narwhal
#
GitHub

Create a mobile Balatro app from your Steam version of Balatro, with added batch scripts to automate moving files and reverting changes made for quick mod testing - mckellar11/Modded-Balatro-Android

fierce narwhal
#

hey be aware there was an issue in my script which i've updated

river estuary
#

@fierce narwhal thanks for making those script, saved me a ton of time!

I wanted to ask, I remember seeing you mentioning in one of the issue that you also found a way to quickly update the mods on your phone, but couldn't find it again when I looked for it.

Did you have steps on how to do this somewhere?

I started looking at making a mod to reduce visual artifact on my eink table (disable some animation & shader, etc), but having to go through all the step each time I want to test something is going to be a pain.

fierce narwhal
#

I use android studio on my PC, when plugged in you can easily delete the /data/data/com.unofficial.balatro/save/game folder from your phone without root, then just run the mods you want on the PC, quit, run set up script and transfer saves

fierce narwhal
fierce narwhal
#

So Ive had a crash that i can only reproduce when your mod is installed. when I am in the shop and I tap and hold on a card to start dragging, the game crashes with this error

river estuary
#

Yeah this is the error from cryptid I was looking at last night, didn't have time to look at that today but here my tentative fix for that issue that I only tested for 20 seconds just now.

#

But there other issue with this mod I don't suggest disabling the action buttons. Like you can use a consumable to upgrade a joker so you need to be able to highlight a joker you want the effect to be on. But my mod disable highlight to block the buttons and because you can't do that in vanilla normally.

So I need to find another way to hide the button and ideally only allow highlight when needed by a mod.

fierce narwhal
fierce narwhal
stone seal
river estuary
#

Right the mod that edit the controller.lua file, I'll take a look soon, still trying to fix cryptid.

#

Anyone know how to get double sided card in cruptid?

I can see in the code that I need to add drag area for those, but can't find any to try that it work.

fierce narwhal
#

Use debug plus to spawn one

fierce narwhal
river estuary
#

How do you spawn a specific card with debug plus

fierce narwhal
#

Ctrl + tab and click win blind after selecting small blind, go to shop. Ctrl+tab then add +$10 a bunch of times and then open collection, find the card you want and press 3, it will spawn in shop

#

Let me go to computer to figure out how to get it double sided

#

The money is to obviously buy it from shop

river estuary
#

Checked everywhere in collection and I just can't find anything double sided.

fierce narwhal
#

I think it's an edition

#

I'll let you know shortly

river estuary
#

I don't see it on my side there. On their discord they are talking about double sided getting a rework because it's buggy, I dont know if that mean they disabled it for now or what

#

There way too many discussion regarding double sided in the last few week for them to be disabled tho, I don't get it

fierce narwhal
#

I think not being able to select items is a bigger issue :p

fierce narwhal
river estuary
#

For that mod yeah, need to figure a different way to disable the btn without blocking hightlight.. maybe a long click on mobile so it's impossible to do by accident, on PC it could just be a normal click.

fierce narwhal
#

if its disabled, tap on the one with the big red X, there will be a popup with 2 versions, one with an X and one without, select the one without

river estuary
#

Alright manage to spawn one thanks!

stone seal
#

@river estuary (PC) New steammod update crashing when you click on joker/planet/tarot card-like multiple times

#
Oops! The game crashed:
engine/controller.lua:639: attempt to index field 'target' (a nil value)

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0301a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Steamodded Mods:
    1: B-Side by Afterlight [ID: bside, Version: 0.0.1]
    2: Card Sleeves by Larswijn [ID: CardSleeves, Priority: -10, Version: 1.6.4, Uses Lovely]
    3: Galdur by Eremel_ [ID: galdur, Priority: -10000, Version: 1.2, Uses Lovely]
    4: Epic Boss Music by WallyWalrus [ID: Epic_Boss_Music, Version: 0.2.0]
    5: Nopeus by jenwalter666, stupxd [ID: nopeus, Version: 2.2.3, Uses Lovely]
Lovely Mods:
    1: MobileLikeDragging

Stack Traceback
===============
(3) Lua method 'update' at file 'engine/controller.lua:639'
Local variables:
 self = table: 0x1c728850  {held_button_times:table: 0x1c625168, focus_cursor_stack_level:1, snap_cursor_to:table: 0x1cc71738 (more...)}
 dt = number: 0.0167132
 (*temporary) = nil
 (*temporary) = nil
 (*temporary) = C function: next
 (*temporary) = table: 0x1c7b3b08  {x:table: 0x1cd1ab78, rightshoulder:table: 0x1cdac6c8, y:table: 0x1cb03338 (more...)}
 (*temporary) = number: nan
 (*temporary) = string: "leftshoulder"
 (*temporary) = table: 0x1cadd3e0  {}
 (*temporary) = number: 1
 (*temporary) = number: 0
 (*temporary) = number: 1
 (*temporary) = string: "attempt to index field 'target' (a nil value)"
(4) Lua upvalue 'gameUpdateRef' at file 'game.lua:2689'
```
#
Local variables:
 self = table: 0x1c539a30  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x1d809890 (more...)}
 dt = number: 0.0167132
(5) Lua method 'update' at Steamodded file 'src/ui.lua:84' 
Local variables:
 self = table: 0x1c539a30  {F_GUIDE:false, F_CRASH_REPORTS:false, F_QUIT_BUTTON:true, HUD_tags:table: 0x1d809890 (more...)}
 dt = number: 0.0167132
(6) Lua field 'update' at file 'main.lua:992'
Local variables:
 dt = number: 0.0167132
(7) Lua function '?' at file 'main.lua:931' (best guess)
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '?' (defined at line 902 of chunk main.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"])

Less mods

river estuary
fierce narwhal
#

any updates on not being able to select things with galdur?

river estuary
#

Looked at it two days ago and it wasn't anything I expected it to be so pretty hard to debug. I'm trying to find a way to run the debugger with more than just my mod as it would probably make it trivial to find that issue.

Seem to be pretty much similar to running mod on mobile but I need to place the mods file in the debugger folder instead. I tried moving the mod file manually but got stuck on some weird error. Gonna try to run you script and just change the output folder next time I got time. But I'm doing that on my steam deck and I'm not sure it can run you script. Well see.

I'll let know if you can help me there.

fierce narwhal
#

I dont think the scripts would work on steamdeck, I believe they're addressed only for windows
I could look at making a steam deck version when i have a bit more free time

fierce narwhal
#

goin to start working on making the script work on steam deck

#

can i ask why you need them to work there? is that your main system for developing? i just wanna know why youd need to files on steamdeck turned into the mobile forma

river estuary
#

It's the only place I can repro your issue using the touchscreen quickly.

I can run vs code there, connect a monitor and keyboard/mouse and drag the game windows to the steam deck display and test touch support.

#

This is the issue I'm stuck on

Oops! The game crashed:
main.lua:1339: attempt to concatenate field 'path' (a nil value)

Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~ALPHA-1422a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Linux

Stack Traceback
===============
(3) main chunk of file 'main.lua' at line 1339
(4) global C function 'require'
(5) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x7f863ccad578  {title:Balatro, window:table: 0x7f863ccad5c0, modules:table: 0x7f863ccad608 (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(6) global C function 'xpcall'
(7) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(8) global C function 'xpcall'
(9) 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"])
#

path is from a table a few line up make no sense it would be a nil value, I don't get it

#

It's code from STEAMODDED

#

The breakpoint won't trigger there so not sure that's gonna work anyway 😕

fierce narwhal
#

I think i got the scripts set for steam deck specifically, not all linux but do you want to test it for me

fierce narwhal
brisk creek
#

i dont have a steam deck and after searching i dont think love2d even has a built-in way to bring up the steam deck keyboard

river estuary
#

I don't think I ever seen any game just open it and close it like it would do on mobile. Just gotta do the steamBtn+X combo 😕

fierce narwhal
#

right, i was just hoping their patch would be usable on my phone lol

fierce narwhal
river estuary
#

No you posted that at midnight and I'm at work now lol
Maybe later today, things are crazy at work rn.

fierce narwhal
#

faaaaair lol

river estuary
#

@fierce narwhal It somewhat worked but for some reason the SMOD & nativefs are empty, the one at the root, not the one inside each specific mods. Not sure if that's normal.

My debugger won't work anymore for some reason so wasn't able to test that it work.

That being said I don't know if I'll need it. I though I checked that lovely wasn't failing to apply some patch, but I guess I didn't because I realized last night there a few patch that fail to find a match in both Galdur and my mod. That could easily explain the issue. Gonna look into fixing those soon.

fierce narwhal
#

ok will work at tryig to fix those

fierce narwhal
#

if your talisman folder isnt named "Talisman" that might be a problem, because it looks specifically there

river estuary
#

Ah strange, I'll try an debug the issue next time I go debug something on SD

stone seal
river estuary
#

How does that mod work there no lovely file only jimbo.lua

rustic marten
#

Probably loads via steamodded without any direct lovely stuff?

river estuary
#

BTW managed to get the debugger working and found the issue with Galdur, but didn't have time to make the patch yet.

If your impatiently waiting for a fix you can make a patch that add this or put it somewhere in the code manually.

The issue is basically that the mod is overriding the click function but wasn't doing the same for the single_tap function for mobile.

local card_single_tap_ref = Card.single_tap
function Card:single_tap()
    if self.deck_select_position and self.config.center.unlocked then
        Galdur.run_setup.selected_deck_from = self.area.config.index
        Galdur.run_setup.choices.deck = Back(self.config.center)
        -- Galdur.run_setup.choices.stake = get_deck_win_stake(Galdur.run_setup.choices.deck.effect.center.key)
        Galdur.set_new_deck()
    elseif self.params.stake_chip and not self.params.stake_chip_locked then
        Galdur.run_setup.choices.stake = self.params.stake
        G.E_MANAGER:clear_queue('galdur')
        Galdur.populate_chip_tower(self.params.stake)
    else
        card_single_tap_ref(self)
    end
end

The issue is the same for item remover, but haven't spend time fixing this one yet.

But basically duplicate line 62-86 and try replacing click with single_tap like I did for Baldur.

https://github.com/art-muncher/Item-Remover/blob/main/jimbo.lua#L62

fierce narwhal
stone seal
#
    function Card:single_tap()
        if self.sleeve_select_position and self.config.center:is_unlocked() and not in_collection then
            local nr = (self.sleeve_select_position.page - 1) * sleeve_count_page + self.sleeve_select_position.count
            G.FUNCS.change_sleeve{to_key = nr}
            set_new_sleeve(self.config.center)
        else
            old_Card_single_tap(self)
        end
    end

Can't believe the issue was that easy to fix, just have to copy then replace "click" with "single_tap" in future mods, no need to spam taps anymore jimbo_spin

#

Only issue I have left with the mod is the consistent flickering of the Tag description when you hover over "Skip Blind"

river estuary
#

@stone seal

Forgot to mention that it also happens with CardSleeves in Galdur

Was that not fixed with the fix I posted for Galdur? If not can you elaborate on what is a card sleeve in Galdur, how do I repro this?

Only issue I have left with the mod is the consistent flickering of the Tag description when you hover over "Skip Blind"

I remain determined to ignore this one based on the fact the issue is also present in the vanilla mobile version in a worse way, but maybe I'll accidentally figure it out at some point. 😅

river estuary
rustic marten
#

It's given a page in Galdur if both are installed

river estuary
#

@here I released the latest beta, might take a bit before it show up on r2. This include the fix for that target nil crash as well as the to_big cryptid crash.

The baldur/cryptid/pokermon fix are still WIP. I managed to add drag area for cryptid but I keep finding new weird place where there's buttons to support, like I found this week end that there a whole freaking deck that make all card consumable with a use btn lol..

fierce narwhal
#

theres a certain rabbit hole you maybe shouldnt go down

river estuary
#

Yeahhh I want to do Cryptid cause it's popular and I want to figure out if there's any issue stopping modder from adding support for their mod. But its dawning upon me that there's no way I'm fixing all those mods haha.

I'm thinking of adding some api that make it easier to add those drag area without doing a lovely patch and then as this mod become more popular, either the mod maker add support themself or the community will.

I don't want to have every mod drag area in my code base either, and not being able to make a lovely patch that target a specific mod is kind of a pain there. if this was an option I would just have a Galdur.toml file that handle that mod only in it's own contained way.

Maybe there could be a compatibility mod for each mods that require it. Not sure what would be best.

fierce narwhal
#

this is kind of what I was thinking too, there needs to be an API or developed standard for this, better controller support and a few small other things

icy charm
#

if you can make a useful api that works well for adding buttons on both normal pc and cojntroler, you could probably merge it to smods

#

then you could use it for this mod as well

river estuary
#

better controller support

This isn't an issue with this mod right?

Like I assume the issue is that mod that add many btn don't bother adding a working controller scheme for their mod!? Is that it?

tulip yacht
river estuary
tulip yacht
#

Sounds good 👍

icy charm
quick arch
#

There are some incompatibility issues with Reverie. When opening a film packs instead of there being a select are for the cine cards there's instead a buy are that's grayed out. I think that MobileLikeDragging thinks that cine cards are tarot cards but they should think that they are jokers while inside booster packs. Also the buy/buy & use button overlaps with the new cine card area.

quick arch
#

Using dark magic got the select are to work. Now working on the actual cards so they could be usable.

quick arch
#

Got everything working

#

forgot to mention

#

I'll send the code tomorrow around the same time I started messaging

#

(P.s it's bad)

river estuary
#

@quick arch Don't hesisate posting your code, bad or not it can help.

quick arch
#

There's a few more bugs I found

#

like some cides add booster pack to the joker area of the shop

#

but the way the code is setup it only dedects where the card is from

river estuary
#

Ah yeah sound like me trying to fix any of those mods, keep finding new issues

quick arch
#

Also is there a reason why you decided to make the "buy and use" and "use" have a different drag target?

#

I think it's finally time to extract te balatro exe and look through the games code

river estuary
#

Everything I did here is because this is how the mobile version of Balatro does it.

I mean beside the drag to select or that optional setting to move one of the drag area.

But isn't it simply because the "use" area is located over the store area. So the "Buy and Use" area had to be moved somewhere else when your dealing with card in the store.

#

Actually trying it on my side they are in the same spot, but I remember there a case where they move one of the area for clearly this reason and I think this must be what you are asking, just not sure where that happen.

quick arch
#

I have had the "Buy and Use" button turned off for the whole time and everything works fine. I'll try applying the last patches today and sending you the code.

#

That is ofc if I don't find some weird new bug.

quick arch
#

But I do recommend someone to optimize it and fix some bugs

#

also 101% sure that I left some dev code in

#

not anymore

quick arch
# quick arch

relized the my changes on this where dumb and unoptimized so I changed them a bit

quick arch
fierce narwhal
#

Could be a useful collaborator. I posted the link to this discord in their GitHub issues

slate wraith
#

The amount of code overlap is likely to be pretty high, seeing as they're both essentially... "borrowed" from the mobile version

lime bison
#

i mean the code is in the mobile version so...

river estuary
#

Well that's awkward..

And yeah since it's the mobile code, it Indeed pretty much the same code minus the fixes to make it work with PC.

coral mason
#

is there a github for this

river estuary
# coral mason is there a github for this

Not at the moment since I can't just post the devs code online and there no point in putting the patch in repo since I just regenerate them from the source code.

But definitely started thinking about ways I could make that happen like having a patch of the source code that we could work with or something. Just gonna be super annoying when the devs update the game.

stone seal
#

@river estuary any idea on how to make "single_tap" work with Banner ?
Same type of mod as Item Remover

coral mason
#

hm

#

i guess i can understand that yeah

#

definitely nonstandard practice to work directly on the source code and generate patches from that

river estuary
#

It help a LOT tho lol, I can run the debugger directly on the code

river estuary
# stone seal <@295321377865596928> any idea on how to make "single_tap" work with [Banner](h...

It's almost definetly the same kind of click issue the other mods had

https://github.com/SylviBlossom/Banner/blob/main/lovely.toml#L95

Like here it add some code just at the start of the click function, but obviously that code wouldn't be present on the single_tap function my mod add, so you would probably just need to make a patch that add that code in the single_tap function as well.

I haven't tested it at all, I'm at work, but I bet that work

# Check card click for left-click option
[[patches]]
[patches.pattern]
target = 'card.lua'
pattern = 'function Card:single_tap()'
position = 'after'
match_indent = true
payload = '''
    if BANNERMOD.config.left_click and BANNERMOD.handle_collection_click_card(self) then return end
'''
finite elbow
#

yeah it looks like we both made the same mod around the same time 😂

#

(thanks for pointing me here, btw, I meant to post Sticky Fingers in this server but completely forgot for various personal reasons)

#

But definitely started thinking about ways I could make that happen like having a patch of the source code that we could work with or something. Just gonna be super annoying when the devs update the game.

I have a private Git repo with the game's source code that I work against whenever the game updates but for obvious reasons it's not published anywhere.

river estuary
#

Hi! I'll be back later to list my idea on how I could open this for colab, really need to focus on work rn 😅

stone seal
river estuary
#

If it need right click I'm not sure how that would work tho?

stone seal
river estuary
#

if BANNERMOD.config.left_click and BANNERMOD.handle_collection_click_card(self) then return end

Check in the mod option, cause that line seem to check if a left click setting is on and only call that code if it is. That look like code to support a left click more than anything.

fierce narwhal
#

gotta say sticky fingers is a pretty cool name for that repo @finite elbow

#

other mod controller support mod wen

finite elbow
#

Speaking of which, I'm in the middle of refactoring my mod to support more content mods (on addition of Cryptid/Pokermon), then I'll post it in this server for visibility, if that's okay with you @river estuary.

river estuary
river estuary
#

Mobile Like Dragging

modest stream
#

@river estuary how can I fix this tooltip issue

river estuary
#

And what platform? PC, mobile or steam deck?

#

Cannot reproduce with vanilla on desktop at least, so might be a mod conflict

icy charm
#

I get this on my thing

#

seemed intentional

#

just clicking a joker causes ot's tooltip to persist

#

maybe in collection it's not intended

river estuary
#

On a touch display or desktop? I spend like 5 min clicking around and couldn't reproduce but haven't tried mobile

icy charm
#

oh sorry I thought this was the cryoptid thread

#

its behaviour from cryptid

river estuary
#

On desktop right? can't seem to be able to reproduce 🤔

#

Ah nvm I was using an older version of cryptid and this bug is fresh off the press. For some ungodly reason you can now highlight card in the collection menu and even weirder is that it's only the joker that have the tooltip showing at all time while highlighted.

Anyone has an idea of what reason there could be for allowing highlight there?

#

Ah and it does that for all jokers everywhere, I guess it behaving like that in the collection menu is accidental.

#

It does it even without my mod tho.. is it just a bug in cryptid!?

#

Like here without my mod I have just a joker hightlighted and the tooltip is always on.. that's annoying as hell 😕

You can't even select the left joker without first deselecting the right one, that's just bad UI.

#

Here the PR that introduced this weirdness, it override the can_highlight function as well so that explain why disabling the action button in my mod no longer work too.
https://github.com/MathIsFun0/Cryptid/commit/0dc33f090f38a03f979526433330c0f11288ffdf

Here a PR that not released yet that allow other mod to disable this for individual area
https://github.com/MathIsFun0/Cryptid/commit/28218a6277871b07723b7d1040e9d8cc6b59cca1

If one of you that follow the cryptid channel has any idea of why this was needed please let me know, I am really wondering if I can just "revert" that or if there's a valid reason that I need to concider.

icy charm
#

not sure but when I first noticed it I assumed it was intentonal

#

looks like theres a sepcial case for the collection even

#

might be worth asking @hasty flint

river estuary
#

It's seems to be about a new tooltip UI but I don't get why it need to be open at all time like that, haven't tried it yet but that gottaa be pretty bad with touch on mobile, I can only imagine.

Maybe they plan on adding buttons in the tooltip 😨

hasty flint
#

It’s an intentional choice to allow for hover tooltips

#

I’m actually surprised hover tooltips don’t work with touchscreen, even in vanilla Balatro mobile

icy charm
#

wdym hover tooltips?

#

like dragging?

river estuary
#

In web dev an hover is when you put you mouse over something and for example a tooltip show up. But when you move you mouse away it dissapear on its own.

Vanilla work like that and on mobile you hold you finger on a card and the tooltip show up, when you release, it disapear.

But here with those changes it stay there permenently as long as the card is highlighted. That's not an hover.

icy charm
#

looks like if you want to show tooltips when dragged you can check card.children.center.states.drag.is

river estuary
#

But in anycase I can revert that on my side without worries if needed to support touch display? @hasty flint

hasty flint
#

that doesn't appear to work with touch controls anyway so it's not necessary

river estuary
hasty flint
#

In vanilla, there are some decks where you can hover over the text and it explains what it does

#

like with Zodiac Deck, it says start with these vouchers, and hovering over them tells you what they do

#

With Cryptid, I made it so Jokers can do the same thing, hence why the joker description stays for an extended period of tiem

icy charm
#

oh but I see what you mean

#

but I think it's a bit too annoying/messy having tooltips just sit around

#

maybe if upon clicking a new joker it got rid of the old one it would be fine

river estuary
#

But it also cover other joker which is another issue

#

Oh I was wrong vanilla mobile work like that, the tooltip stay after you click.. BUT if you click on another joker that is under the tooltip and it will ignore that tooltip and select the other joker.

The way it work in cryptid it just block the other joker.

river estuary
# icy charm maybe if upon clicking a new joker it got rid of the old one it would be fine

Been playing around with it for like 30 min and I still don't really get why it's needed 😅

Like the Zodiac deck cannot really even show a tooltip unless you install Baldur at which point it's spread around like that so no need for the tooltip to be permanent to see the information. I checked every Cryptid and vanilla joker in the collection menu and none have a second level of tooltip that need to be hovered on. I'm so confused.

IMO I think this should be a toggleable settings and ideally work like mobile where you can click through it to select the other card and like @icy charm it should hide the previous tooltip when selecting a new joker, like it does on mobile.

icy charm
#

the vanilla ui's all let you hover on the deck ui's

#

galdur doesn't so it just adds them as info boxes

modest stream
modest stream
river estuary
# icy charm these 2 spots in particular

Oker that's so weird.. I tried those yesterday and there wasn't any hover and I just realized that it's because Cryptid broke those. If you hover over those with latest version of Cryptid nothing happen currently.

I pulled the older version of Cryptid from my Recyling Bin and it used to work fine there, so it's another recent change.

But even tho the code to handle those is shared, it's also kinda unrelated to the same tooltip on joker no? Like I don't think it explain the need for this change.

But anyway I think for now I'm gonna revert those in my mod. I haven't tested it on mobile yet cause my steam deck was out of battery last night, but I believe @modest stream when he said it's a mess on touch display. If someone really miss this they can make me understand why it's needed and I'll add an option to add it back later or something 😅

river estuary
#

Also I started working on putting this on a repo to open it for collab, more on this soon.

modest stream
#

Btw which cryptid version is working fine?

river estuary
modest stream
#

Let me test it out and let you know if the problem is there or not

modest stream
modest stream
#

@river estuary I kinda fixed it I said kinda because I fixed the issue where the tooltips would stay, I removed a patch code from cryptid lib_ui.toml (but not perfect)

river estuary
modest stream
river estuary
#

CardArea.can_highlight yeah, I don't know what CardArea.init does, but probably that as well. All of it really 😅

river estuary
#

Ah so I did found an instance of a second level of tooltip on the chocolate dice joker when you hover the numbers.. how do you support that on touch display tho 🤔

#

Would be a pain to implement, but maybe there could be a drag area on the top left of the screen named "info" or with some magnifying glass icon.

When you drag any card, booster, chips, etc, there it bring it to focus in the middle of the screen with the tooltip forced open.

Don't know if that would work everywhere.

modest stream
#

And btw do you know the LockTheDeal mod I was thinking if ur mod could add a dragging feature for that like make it compatible with your mod, plus there is one thing I have forgotten that would need to be fixed

river estuary
modest stream
river estuary
modest stream
modest stream
# river estuary CardArea.can_highlight yeah, I don't know what `CardArea.init` does, but probabl...

@river estuary CardArea:init lets you select as many cards as the limit allows in collection mode.
CardArea:can_highlight makes sure all cards in the collection can be highlighted.
Card:hover stops the UI from constantly redrawing when hovering over a card.
Patch code that patched node.lua (patch code which I removed it from lib_ui.toml) allows forced popups to refresh even if one already exists

modest stream
#

This is what my concept was for MobileLikeDragging Mod compatible with LockTheDeal Mod

river estuary
modest stream
river estuary
#

Should do it on it's own, drag area take two function, one that decide if the action can be done and grey out the area if it return false, one that handle what happen if the first function return true and you dragged the card to the area.

#

It's basically the same as with buttons

#

there some gotcha there, but you can pretty much call the same function the button do

modest stream
#

And which file would that be ?

river estuary
#

it's mostly in misc_function, search for create_drag_target_from_card, it's all done in that function.

Really wish my code wasn't all on one line, I hope I can fix the toml parser I use to not do that.

modest stream
river estuary
modest stream
modest stream
#

@river estuary I was able to do this on StickyFingers, only if I could do it inside your codes 😭

river estuary
modest stream
river estuary
modest stream
river estuary
# modest stream Yes actually yah 😭

The module I use to parse sadly doesn't have a settings for that, or much settings at all, I took a look last night. So gonna have to figure something else out to fix that.

Technically in the meanwhile you can just search and replace the /n for linebreak, and then convert the single double quote to triple double quote. But for sure a bit of a pain.

modest stream
#

Thanks to you the dragging features are possible

#

@river estuary how many other mods does is your mod compatible with? Plus here a fix I did

#

I was thinking 🤔 would the same codes work with lil modification so I just have to transfer from sticky to yours

river estuary
#

Sometime depending on what function your calling in the active_check or release_func you might or might not need to pass it as a UI event, hard to explain.

Sometime this work
G.FUNCS.use_card(card)

and sometime you need to wrap the card like this.
G.FUNCS.use_card({ config = { ref_table = card} })

I reverted a part of the vanilla code that was changed on mobile related to this, to not have to patch so many thing, so there might be a difference on that point between our mods.

modest stream
#

Lemme check it out and see if I could do it or not I will let you know when I dome

#

Done*

modest stream
#

@river estuary got this design 🤔?

#

Any fixes needed?

#

Yo @river estuary I got it working in your mods it's literally WORKING!

#

🥳🥳🥳🥳

river estuary
modest stream
modest stream
river estuary
river estuary
#

@modest stream

              local lock_text = _card.ltdm_state.locked and 'UNLOCK' or 'LOCK'
              if _card.ltdm_state.locked and localize('ltd_button_unlock') then
                  lock_text = localize('ltd_button_unlock')
              elseif not _card.ltdm_state.locked and localize('ltd_button_lock') then
                  lock_text = localize('ltd_button_lock')
              end

So there no localization for ltd_button_unlock

I can see your attempting to set a default in this case, but when you do and localize('ltd_button_unlock'), localized doesn't return false, it return the string "EMPTY". So that condition always pass and it end up returning that error as your text.

try and localize('ltd_button_lock') ~= 'ERROR'

modest stream
#

local lock_text = _card.ltdm_state.locked and 'UNLOCK' or 'LOCK'
if _card.ltdm_state.locked and localize('ltd_button_unlock') ~= 'ERROR' then
lock_text = localize('ltd_button_unlock')
elseif not _card.ltdm_state.locked and localize('ltd_button_lock') ~= 'ERROR' then
lock_text = localize('ltd_button_lock')
end

#

It worked!

#

@river estuary

hidden fractal
#

what does LOCK/UNLOCK do

quick arch
#

It's from another mod and just keeps them for the next reroll

#

I think

#

Never used it

modest stream
quick arch
#

@modest stream you said that you made work with sticky-fingers right?

#

Could you make a pr or send the code to its thread?

#

Then it could be added to the mod officially

modest stream
#

Becz the mod has a feature that allows to disable action buttons

quick arch
#

Yea agreed as of now

#

But I made a pr that adds the same option to sticky fingers

#

It might come out with the next version

#

No controller support tho so that is that

modest stream
quick arch
#

I'll fix prism being weird with disabled buttons and then I'll make a PR (<-- you can grab the code from there) in sticky fingers

#

I can ping you when I'm finished if you want

modest stream
quick arch
modest stream
fierce narwhal
# modest stream

wait am i reading that you implimented LTD function as a draggable area?

#

thats mint

river estuary
#

@here here new beta version up. This one include the fixes for Galdur as well as my work on adding drag area for Cryptid (CCD Deck, Code Card, Cry Potion, Double Sided Card). Let me know if you find unsupported stuff.

I also revamped the way the "Enable Actions Buttons" setting work to better support Cryptid.

There is now two different settings:

  • Enable Highlight (Prevent the card from being highlighted) (default=true)
  • Hide Actions Buttons (If highlight is enabled, this will just hide the action buttons, otherwise does nothing) (default=false)

This make it possible to support Cryptid code card that need everything to be highlightable, but still be able to hide the darn buttons.

And I'm also reverting the change made in the latest Cryptid version that force the tooltip to be always visible when a card is highlighted, at least until I can implement a better way to support this or the feature is revamped on Cryptid side. If you have a wish for this to be configurable let me know.

@modest stream @quick arch Haven't added the code you posted here yet, but will post the repo in a bit if you want to submit a PR.

modest stream
river estuary
modest stream
#

Actually I took every support that stickyfingers had on other mods and added it on yours

#

Plus i was thinking giving ur mod some polish, to make it stand out 🤔

river estuary
#

I'd rather not just merge a dump of their code base like that without permission in the hope of being given the same respect back.

For sure there not 20 ways of implementation support for a specific mod and I can't stop you from looking at what they done to figure out how to apply the same support in this mod. But I would rather keep it to one mod support per PR and it looking like some time was taken to actually write some code rather than copy pasting and also properly make sure it work well in this code base.

Half the mod added to sticky haven't really been requested by anyone yet, so I think we can take our time to test stuff too.

modest stream
# river estuary I'd rather not just merge a dump of their code base like that without permission...

Actually I haven't just taken and copy and pasted as your way of implanting of code and theirs is different there is some slight difference so I thought it would be great to make all these mod support but I get your point altho I am not really sharing this for everyone to use and have it as I had done it for personal use I think it wouldn't be a problem, altho if u want I can give you the code and view it, btw if u do want the lock the deal code I hv it, I actually don't know how to open a PR

broken nacelle
#

hey is there a way to get this working with the pc game pass version of Balatro?

slate wraith
broken nacelle
#

ok thanks ill try with git

#

i tried installing the patch and got this

#

i'll try runnign the game

#

i don't think it worked, it might just not be compatible with game pass' folder structure

#

this is the function that is being called at line 4270 in UI_definitions.lua

slate wraith
#

I reckon that might be failing because of the new collab cards added between 1.0.1n and 1.0.1o. Let me check the differences, it might be fixable

broken nacelle
#

👍 thanks

slate wraith
broken nacelle
#

alright ill try it out in ab it

#

thanks 👍

#

got this, gonna try running the game now

#

yep it works now! thanks

modest stream
#

@river estuary how can I combine my modified codes with the updated version of this mod easily 🤔

stone seal
river estuary
#

@here Here the repo, still got an issue with the unpack script on stream deck, I'll debug this later. Haven't tested it on mac.

It's also missing my debugging setup, wouldn't work for some reason and I don't have much time to work on this this week-end. I'll add that soon.

Haven't done as much testing as I'd want but let me know if you have issue, or feel free to open a PR.

https://github.com/jfmmm/BalatroMobileLikeDragging

@stone seal I had a feeling I forgot one of your think but missed it when I took a quick look back up this tread. I don't think I'll have time today, but I'll look at adding those this week.

@modest stream Sure I'll look at adding this as well this week. You can use the repo to merge you stuff. Feel free to ask for help.

@broken nacelle There now an updated patch diff on the repo if you want, I put the command to patch with this one in the readme. Since it's a patch of two dir this time, you need the -p2 in there, that was such a pain to setup.

modest stream
#

Yah I read those GitHub guide but it got me more confused

river estuary
#

I don't have time today outside of maybe later tonight, but this week I can help you figure this out. Or post what your not sure here someone might know

modest stream
stone seal
river estuary
# stone seal No worries, are you incorporating the fixes from other mods into this mod? Or d...

are you incorporating the fixes from other mods into this mod?

If your talking about sticky, I won't be straight up taking their work and putting it in here in one batch as mentioned before, but fell free to ask about the specific mod supported there that you would like to see supported here and I'll look at making that happen.

Or do the fixes have to be in the other mod's files?

Not sure what you mean there.

I will look a look at fixing banner soon

stone seal
river estuary
stone seal
#

Appreciate it, take your time

modest stream
river estuary
#

Found how to emulate a touch display on windows during my lunch break, gonna save so much time debugging weird mobile issue without having to boot the steam deck each time 😄

modest stream
#

Plus how about a rename of this mod giving a unique and catchy name? Or it's fine as I wanted to make a small poster

river estuary
#

Ah yeah I wanted to look at a tighter smod integration, gotta be a way to support it without depending on it.

If we can find a nice name why not

modest stream
#

Let's make this mod stick out and also I was thinking ur mod could best if we cleaned up if that's possible, btw were u able to fix the codes being in one line?

river estuary
#

Still on one line sadly, but you can use to repo to see the original source, edit them and then regenerate the toml patch

river estuary
modest stream
river estuary
# modest stream <@295321377865596928> can you test this one? https://github.com/iarna/toml

That look like the repo for the spec, not a parser.

I specifically need a parser that work in node.js and those are way more rare because nobody use toml.

I honestly just tried the one that looked the best and it all worked well until the very end when I noticed the lack of support for this.

But lovery don't care about the lack of linebreak, so I didn't have a reason to care either 🤷‍♂️

modest stream
river estuary
#

Its most definitely the specs only, but they do have a list of parser on the wiki of that repo.

river estuary
#

Ah it's that the parser is not in the repo you listed, does seem to have support tho.

modest stream
river estuary
# modest stream Had a question, whats the work of the parser?

Its an application/script that take in a format, often a string, and convert it into another format that you can work with programmatically and edit, and then convert it back to the original format as needed with whatever information you added/removed.

In this case I'm leaving tomb patch as lua comment into the Balatro lua source code, next to the code that I want to have in my patch payload.

I can then use a lua parser that will convert the lua code into an object (AST) that I can work with programmatically. I use that to extract all comment that have a toml patch in them.

I then use the toml parser to convert that comment into an object as well.

I extract the code I want in my payload from the lua file and edit the tomb object to add that information, then I convert it back to a toml string that I just dump into a .toml file for Lovely to use.

modest stream
#

Not a big deal for the codes being in the one line

#

@river estuary I wanted a small help if u could help me out it's not tough, but it's tough for me as I am a newbie

river estuary
river estuary
modest stream
# river estuary Ask away if you have questions

I have everything needed I just wanna know how I can turn it into a mod, I will explain it more if u can help kinda got a small issue So there is this mod which was integrated inside the exe file (ofc which violates the modding rules) plus the mod is discontinued so I wanted to revive it and make it into a standalone mod, now I compared the original game source codes with the modified one and found the modified snippets of everything, I just wanna turn it into a mod steammodded/lovely mod, I wanted a little guide on that of achieving it

I am a newbie and am very sorry if I will be wasting your time, been trying to get this work for hours now, can you help me, the modified codes are in game.lua, tag.lua and cards.lua that's it

modest stream
river estuary
# modest stream I have everything needed I just wanna know how I can turn it into a mod, I will ...

I'm surprised to see that there doesn't really seem to be any existing guide about how to make a balatro mod 😕

I kind of started like you by just extracting the source and then eventually learned Lovely to turn this into a real mod. I'm far from an expert at it tho, so don't see myself writing a guide yet lol

There some doc here on how to write a lovely patch, but it leave a lot for you to figure out on your own tbh.

Might be worth asking on #⚙・modding-general or #💻・modding-dev if there's a guide somewhere.

river estuary
modest stream
#

Check DMs I sent ya there

modest stream
quick arch
#

For which mods have you made or are still making support for? Or are you guys fixing/patching thing rn? Would like to know for future reference.

quick arch
#

Np. I was just asking that, what mods have you finished making support for with Mobile Like Dragging?

#

And if you we're even doing that rn

#

or where you making fixes and patches for Mobile Like Dragging itself.

river estuary
#

I'm working on @stone seal requests cause they've been waiting longer than anyone (Banner, card sleeves), then will look at the other small stuff from you and cylant, then pokermon.

I'm on Banner rn, wanted to add a drag area but it turn out thing are really not setup to allow drag area in the collection menu. Probably just gonna make it use a simple tap instead.

If want to work on something let me know.

quick arch
#

What's the issue with card sleeves? I remember using it when playing and it worked fine.

river estuary
#

haven't tested that one yet, but I think it's only when you also have galdur and it's the same issue as galdur itself, the click won't work in the collection because they override card:click but not card:single_tap

fluid dome
#

is it fixed as of now

river estuary
fluid dome
river estuary
# fluid dome Galdur

Oh yeah I realized last night I screwed the target path for that one so it wasn't working, will post a new beta later today. Also fixed Cardsleeve and Banner.

fluid dome
#

lets go

river estuary
#

@here

This one

  • fix Galdur for real this time (+ fix for CardSleeves with Galdur)
  • Add support for Lock the deal (Thanks @modest stream)
  • Add support for Banner (just tap on card on touch displays)

Let me know if you have issue. Reverie soon.

river estuary
stone seal
#
card.lua:5328: attempt to call field 'handle_collection_click_card' (a nil value)```
#

@river estuary Trying to disable anything causes a crash
Disregard, had to update Banner

#

Galdur/Card Sleeves not working though, have to tap multiple times

stone seal
#
functions/misc_functions.lua:361: attempt to call field 'no' (a nil value)```
Crashing when moving/tapping on jokers while in a run
stone seal
#

Fixed it by going back to "MobileLikeDragging_beta_fix_cryptid"
Afterwards had to put "single_tap" in Banner's lovely.toml.

Also this line in this mod's "card.toml" from the new update.

Having the fixes inside this mod is still a pipe dream nope

river estuary
#

@stone seal hum that's weird, just tried it and Gladur/CardSleeve work fine here.

The other bug is also weird cause that's code I took from cryptid and I also can't reproduce, at least by just tapping a joker 🤔

Could you revert what you did in your last message, basically bring it back to a broken state. Then zip up your mods folder and send it here or in a DM.

stone seal
#

"Broken state" is just redownloading all of the mods from github egg

river estuary
#

I think I cracked it in the shower, your using only talisman and not cryptid and I'm checking that something that's in talisman exist to determine if cryptid is there.. I'll post a fix later need to go to work. No idea about Galdur tho.

stone seal
river estuary
#

Hum now that's weird

river estuary
stone seal
stone seal
#

Got 6 mods that produce the same crash when at least 1 of them used.

  • Extra Credit, Joker Display, JokerHub, NeatoJokers, Paperback, SDMStuff

Reproduce method:

  • Click and drag a joker/card around
river estuary
# stone seal Got 6 mods that produce the same crash when at least 1 of them used. - Extra Cre...

Ah so you do have other mods and while I was wrong this morning, I was right lol

Basically I'm checking if the to_big function exist to figure out if cryptid is there cause I didn't know better when I did that.

While you don't have cryptid, JokerDisplay decided that to support cryptid they would check if to_big exist, and if it doesn't, they just create a dumb function called to_big that return it's input unmodified.

-- Talisman compat
if not _G["to_big"] then
    to_big = function(x)
        return x
    end
end

Actually looking at it, all your joker mods do that exact fix in their own way, whichever load first win lol

I'll fix my detection of cryptid and it should fix your issue, sorry about that!

river estuary
stone seal
# river estuary <@351724742027509763> try that

Tested a bit, no crashes now, nice work.
Although the same issue from before persists (Galdur/Cardsleeves tap not working)
Banner works properly though? Don't they use the same code (single.tap)?

river estuary
river estuary
river estuary
#

@stone seal Tried all your mod on both desktop and steam deck and it just work on my side, not sure what could be wrong.

Do you see this in the terminal when you launch the game? Would mean the patch applied correctly.
INFO - [♥] Applied 1 patch to '=[SMODS galdur "galdur.lua"]'

And a similar one for CardSleeves.lua

What platform are you on btw?

stone seal
river estuary
# stone seal This shows on the console. Android & PC, though there's no console on android. ...

I wonder if it's just something with the setup to put mod on android. Like for example when lovely dump the patched file I never see galdur.lua in there. And I think @fierce narwhal script just copy the mods folder over to android but lovely wouldn't patch those file on android. So you end up with the unmodified galdur.lua.

I was patching galdur.lua to avoid doing it when the mod is not installed, but I guess I should just put that patch in the vanilla code instead 🤔

stone seal
river estuary
fierce narwhal
stone seal
vestal pagoda
#

My wallet mod also has a built-in drag module. Could you please analyze the differences between us?

river estuary
# stone seal Are the "Galdur.lua / CardSleeves.lua" files generated in lovely > dump > SMODS ...

Do you actually have those files in the dump folder on your side? I don't get why I don't have them on my side but that would explain why it's not working on mobile. I think I'm just gonna go with my plan to just put this code in one of the vanilla file rather than try and put in the "Galdur.lua / CardSleeves.lua". I don't technically need to patch those file to get this working and it would solve this issue once and for all.

Edit: Actually I see it now, I don't get why I don't see it sometime even when I have mods. The patch was applied fine so assuming the script just move those file like ethnmckllr mentionned, I'm back to having no idea why it's not working on mobile.

river estuary
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If you're only using it to add drag zone you could depend on this mod instead and lighten you code base I guess, is that why you are asking?

vestal pagoda
stone seal
river estuary
river estuary
stone seal
river estuary
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The readme include the whole process that your doing manually, but the script does it for you (BalatroFolderSetup.bat)

fierce narwhal
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If theres something you need it to do and its not, let me know and ill upload a version with said changes

stone seal
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Thanks for the info but I already sync with a bat file as well, without connecting a cable to my devices.
Don't think you can upload a version that doesn't utilize USB blueprint

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What fixes does it include?

river estuary
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I don't know what your setup is but his script and the mobile maker exe are two separate thing, so you could theoricaly use his script to get your file in order and then whatever batch file you have to upload them to mobile. But anyway whatever work for you I guess.

Theres various fix for various mod, like copying the nativefs.lua file so that some mods like cartomancer works.

stone seal
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@fierce narwhal How does the cartomancer fix work? Why does copying nativefs and init make it work?

fierce narwhal
# stone seal <@295755818190766090> How does the cartomancer fix work? Why does copying native...

https://i.imgur.com/DqHqqlo.png this is the lovely.toml from cartomancer. whenever theres a patch module, it states a source and a before/after. because theres no lovely truly on android, it doesnt do things the same that it does on PC. normally the patch would just look in /Cartomancer/libs/ for nativefs.lua and /Cartomancer/internal/ for init.lua. but it doesn't actually work that way. When you don't move the files and try to load on android, it starts looking in android source folders (i forget the 6-10 locations it lists) but none are within the com.unofficial.balatro/files/save/game/mods for some reason.

https://i.imgur.com/9AVxPMY.png this comment (https://github.com/blake502/balatro-mobile-maker/issues/137#issuecomment-2589416863) told me that you need to look in the "name =" field and its actually like the secret formula for where things need to go. so cartomancer.nfs needs to be a folder called cartomancer (under /Mods/) and the file needs to be renamed nfs.lua.. the init file's 'name =' says "cartomancer.init' which means it goes in the same cartomancer folder and needs to be called init.lua.

^i fed this exact thing into chat gpt several times to get it to help automate half of this stuff when doing searches/adding it to my batch script and it worked surprisingly well and gpt understood the assignment / naming/ folder structure.

GitHub

While there's no support for lovely on mobile as of yet, we've been able to make lovely mods work, at least on Android. I've tested this myself and would like to document the process he...

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sorry for the wall of text 🙂

stone seal
river estuary
fluid dome
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Just to mention that

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Buying Charms (Bakery Mod) through dragging it to the Buy area will make them disappear instead of claiming it

river estuary
modest stream
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@river estuary yo there is some issues am getting with the mod

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Also when using the Galdur's UI mod I can't select anything on it

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There is this crash am getting _card

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And I can't use UltraHand mod also

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Also the settings disable action and enable highlight I think they are mixed or something 🤔 as when I press enable and disable highlight it instead disables and enables action buttons

river estuary
modest stream
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Yh beta4

river estuary
modest stream
modest stream
river estuary
# modest stream Also the settings disable action and enable highlight I think they are mixed or ...

I.m not sure I follow with this one, I've just tested it and they sure seem to work as expected. But the naming might be confusing.

"Enable highlight" just enable whether non hand card can be selected or not. Like as in, will the card raise up when you click on it.

"Hide action buttons" is to decide if the action button should be shown when you highlight a card.

They are separated because in Cryptit you might want to hide the actions button, but you still need to be able to highlight card to selected them in area other than you hand.

"Hide action buttons" will do nothing if the highlight is disabled

river estuary
# modest stream On touch am getting issues actually specially on beta 4

Just tried it here and it work, spend so much time debugging that one recently I really feel like it should work now 🤔

You sure you don't have the same issue @stone seal had recently where you need to move the file for galdur by hand when uploading to a mobile phone? Can you scroll up a bit in this channel and check if that might be your issue?

river estuary
modest stream
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Let me know when it's fixed 👊

river estuary
# modest stream Let me know when it's fixed 👊

Wait what was the issue exactly? It seem to work fine here with touch display, I go in collection, check the checkbox at the bottom to enable it, then click on a joker and it add it to my joker area.

Was it when using this mod that you got the _card error?

modest stream
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Can you send me the latest version that you have

river estuary
austere hawk
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when using this do i use the same steps that are on nexus mods?

modest stream
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@river estuary check it out if MobileLikeDragging is the cause or

river estuary
river estuary
modest stream
modest stream
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@river estuary not sure again if it's caused by this mod but maybe 🤷‍♂️ can u check it

river estuary
modest stream
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@river estuary

river estuary
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Looking into it, I can reproduce

modest stream
# river estuary Try that

Thank you till now it's working perfectly, I was using this other mod called UNSTABLE and I can see that it will also need a compatibility for it as a select zone doesn't appear also ultra mod it would be cool is there was a small select zone so it's drag and drop 🤷‍♂️

modest stream
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@river estuary again am not sure if it's this mod but plz check it out

river estuary
modest stream
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It opens the run properly but than immediately that error appears

river estuary
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Seems rather unlikely to be related to this mod then.. you got a lot of mods so could be a conflict between either of them

modest stream
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This line

card.children.ltd_button:remove()

river estuary
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well most likely between LTD and the one adding Incantation.lua

modest stream
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🤔 hmm let me Remove it and see thanks a lot there is another error also not this mod it's another mod and I can't figure out the issue when the win screen gets triggered I think idk if it's the Zen mod

lucid nacelle
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Hello, i cant get dragging to work? the drag to buy and sell stuff works but i cant drag across cards

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im on PC

icy charm
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What do you mean drag across cards?

lucid nacelle
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is that not part of this mod

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lemme find a clip

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he drags across the cards to select them all

icy charm
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No that's not

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I think that's handy

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Not sure

lucid nacelle
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yeah it looks really good

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thanks anyway

icy charm
lucid nacelle
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oh lol

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i thought you meant handy as in good

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cheers

river estuary
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@lucid nacelle @icy charm I do a bad job of advertising it but I do have that feature added to this mod just like Handy, but I also support deselecting multiple cards as well.

No idea why it wouldn't work for you tho. Make sure it's enable in the option, should be on by default. Also you need to initiate the drag anywhere but on a card.

lucid nacelle
river estuary
modest stream
full geyser
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While without mod I can with 100% chance select 5 cards by clicking on each one, with mod in most cases cards just don't want to select

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Same for buttons

full geyser
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First instance - vanilla game, second one - only MobileLikeDragging

river estuary
# full geyser First instance - vanilla game, second one - only MobileLikeDragging

Very weird that this does this to only you so far, but it's probably related to this value here that I changed to fix an issue. Per the comment over it, it behave like what I see on your video when put to 0, but for some reason you also get this with 0.1.

https://github.com/jfmmm/BalatroMobileLikeDragging/blob/main/patch.diff#L1959

It's never been 100% clear from the code what this does exactly so hard to tell why you might have this issue.

Can you try changing increasing that value by 0.1 until it fix the issue?

Then tell me what that number is and if it's a value like 0.3 or something that work for you and others and still fix the issue, that will become the new value.

Just search for MIN_CLICK_DIST in the globals.toml file and edit that.
(I'm keeping it simple cause I can see your already in vs code right now, but le me know if you need more explanation lol).

full geyser
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Why you need change such a essential controller constants in a first place? You definitely don't need this for implementing some half-transparent boxes with triggers on cards drag start and drag end

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Game is a spaghetti code, every change potentially can break a game entirely

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Patches should be used only there's no other good approach to adding a code you need

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More patches - more likely mod will break after any update or with any other mod

river estuary
# full geyser More patches - more likely mod will break after any update or with any other mod

The changes made by this mod are in large part the changes made by the developer of this very game did to bring this to the mobile version. I purposely keep the changes as close as possible so this wouldn't be a nightmare if they did update the game in a major way. Patch mod always come with that risk and I don't see why that should stop anyone from doing what they need to get something working. I'll fix it if they update the game 🤷‍♂️

This constant is only used in the controller function which this mod pretty much overhaul completely, so very little fear of this breaking other mod. I would break them anyway, if they did make change to the controller function.

This constant clearly control the distance for a drag to be considered a click rather than a drag, which fix an issue where the game was considering a short drag as a click and poping up the actions buttons. The original implementation for the mobile version of the game didn't have to consider mouse interaction because there no such thing on mobile, so for sure changes had to be made here to support both mouse and fingers..

icy charm
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I wonder if this variable is effected by screen resolition

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Since mobile phones often have dence screnes

river estuary
# icy charm Since mobile phones often have dence screnes

The dimension in this game seems to be based on some ratio rather than something like pixel for I assume this very reason. I think this variable is also dependent on that. I know there was another similar check for the time taken to click on something that would be affected by the game speed, had to multiply by the game speed before comparing, but I don't think this one is 🤔

I'll give it a try in a lower resolution after work to be sure

icy charm
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I know the game uses a different unit system but there's some coordinate shenangians in the controller due to translating screen coordinates to game cootdinates

river estuary
# icy charm I wonder if this variable is effected by screen resolition

That indeed seems to be part of it after all.

If you click on the start of the "O" on the "Options" button and drag up just to the start of the second "o". Basically drag the length of the "Optio" part. This is what the game consider 0.9 and you can take whatever time you want to drag, when it release it will consider this a click and not a drag.

But the distance is still the length of "Optio" even if you reduce the screen size. So it end up worse on smaller a smaller resolution. Wouldn't affect mobile tho.

And I guess I have a precise click because I don't really have that issue even on a small screen, but if I click like a madman while never stopping my mouse from moving like in the video, I can reproduce.

Anyway reverted it to 0.9 for now. Gonna post that version on nexus soon.

loud widget
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I have found in cryptid’s equilibrium deck that you can steal cards in booster area if they are not booster packs

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Might also affect vouchers

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And that any consumable in booster is instantly used

hidden fractal
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Bootstrap stays at where it is "opened" instead of snapping into joker area properly

loud widget
vestal pagoda
loud widget
vestal pagoda
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Have you ever experienced a similar situation when using galdur?

loud widget
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I am using galdur I will remove it to see if that’s what causes it

vestal pagoda
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Oh no, I mean the partner selection interface is similar to Galdur's. If there are problems with selecting a partner, then there may be similar problems with using Galdur.

loud widget
loud widget
vestal pagoda
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Have you had any other problems besides not being able to select your partner?

vestal pagoda
# loud widget No

I will try to fix this in the next version, thanks for your feedback.😇

river estuary
oak bear
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@river estuary How can i install the latest version of the mod with balatro mobile maker? as it is no longer a patch?

river estuary
# oak bear <@295321377865596928> How can i install the latest version of the mod with balat...

Hey there, there a repo from @fierce narwhal made to help with that, not exactly easy but also not that hard thanks to this repo if you know how to run the .bat script at least.

Basically you install it on pc then use this to move all the needed file to mobile.

Use the [latest beta](#1328170752410652742 message) I posted here, I really need to stop procrastination on this and post it on Nexus/Thunderstore 🤦‍♂️

fierce narwhal
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glad its still relevant.. i've been caught up with a new job so havent had much time to tinker

stone seal
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@fierce narwhal Iirc you use SD? Did you need to edit the shaders of mods?

icy charm
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by SD I assume you mean steam deck, in which case no it's a PC so it's GPU hanxdles shaders like a PC

fierce narwhal
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no, steam deck was very easy to mod

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whats the scene like these days, I had a kid and i havent touched balatro since april

stone seal
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Been looking for a way to automate the script shaders when updating mods, no luck
No idea, decided to update mods since the official update isn't coming out this year

hidden fractal
vestal pagoda
hidden fractal
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left click can be associated with a hook to Card:single_tap, at least I believe so
the thing is, I've tried doing that with Galdur but to no avail

hidden fractal
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it's UIElement? what

hidden fractal
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nvm I got it

grand acorn
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I'm on balatro mobile modded and when I use mobile like dragging and galdur it's hard to selects cards/sleeves/chips etc if I tap something to select it it doesn't select it just tells me the info of the deck to actually select something I have to hold the item down for a long time and then it selects is there anyway to fix this?

hidden fractal
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I crafted it to deal with Galdur/Sleeve hassels without bothering the mod owners
but this only serves as a temporary solution

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take a look at my forwarded video months ago, it's an example

grand acorn
short badger
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the game doesn't run txt files😭

grand acorn
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I just renamed it and then it worked

stone seal