#Balatro Mod Manager is now out! 🎉
1 messages · Page 2 of 1
made to go extinct. Literally.
very accurate exemple here
keku 1 - 0 HuyTheLocFixer
some things are not made to last
but some things don't have a choice to go extinct
they must stay for as long as their owner could hold them
the poor gang
I still have my 2012-mac too it's a solid machine ngl
but the new toys are cheap and so powerful
local salary wouldn't say that
Performance could probably be improved pretty substantially by just disabling the background shaders and downscaling the thumbnails to a reasonable size
mod manager banana edition: 1 in 6 chance to delete itself
but it looks cool
(better argument)
Huy's just asking for options to improve perfomance, not to disable it for everyone
then it would take even more resources haha
like 80+
I already checked
damn
shit takes forever
what is an "intel"
intelligence
i dont have that
like from tf2
theres macs still on intel that people use?
You guys act like that was 25 years ago lol
it was 25 years ago
it is 2025 after all
Can't you still buy intel Intel macs right now?
So true
yeah you can still buy the NES
Oh my bad didnt look at the date of the google summary
But intel macs only got discontinued 2 years ago
Unlike the NES that got discontinued 30 years ago >:D
as long as Steam supports Catalina
Intel Mac won't die
at least up to those that supports Catalina, as old as MacBookPro9,1
Pushing universal version today
May i ask why some of the mods on the mod manager do the animation to install then not install?
could you show me?
mhmm
it doesn't matter as long as you get the footage transferred
try clearing cache
in settings
didnt work. in all fairness its just these few mods for me. the rest work so if anything i can just manually install them. but then again maybe something you may want to know of. in case it can be fixed. in case the same issue happens on other mods
Could you list them?
I see they are not working for me either
they must have given me the wrong download url
as of now its just Lucky Jimbos, Buffoonery, and Rain World Karma Deck.
alrighty, thank you 🙂
Love the mod manager btw. quite helpful
In fact, these people have wrong download URLS
they have been naughty
@abstract sleet 🤨
rip lol
I'll fix it rq
@odd solar alright, try clearing cache now. I fixed the download URLs
Do you have any plans to add instances and automatic dependancies? Since its almost impossible to get the correct steamodded version while it's still in beta
Ope, I have messed up indeed
I think
How do I update it? Just do a PR on the same repo again with the correct link?
I already fixed it
Damn. Sorry about it
No worries
@round arch I made the universal version for ya https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.2
noice
small suggestion, may already be possible but I haven't seen anything for it, but the ability to point the manager to the folder of a mod you already have installed would be nice
like you open the mod's page in manager and there's a "point to installation" button
open an issue, if you want any changes made to the manager: https://github.com/skyline69/balatro-mod-manager/issues
@fluid kayak https://github.com/skyline69/balatro-mod-manager/issues/41 done
❕UPDATE: New Release: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.3
Reindex mods
how
"Validate Mod Database"
its just deleted smods
no prob
I ain't gonna lie, the repo has sooo many clones but only 7 stars :/
Is it really that bad
just caught up on this, sorry for my mod causing issues
the readme for the mod index might need small adjustments on the part in parentheses, since that's what I referenced for setting up the json
mod manager smods don't work with multiplayer??
I'm talking with the founder of the mod for compatibility
good luck
Thanks
quick checkup, is the mod manager working for everyone?
ye
but not the multiplayer mod
can we attempt to get jens almanac into the database, it would make it much easier to be able to just turn it on from there rather than having to move mod files around all the time
yeah, i didnt mean at this exact moment, just for like the future if you get me
Did you read through this little monologue from earlier? #1339375696254074942 message
Any thoughts about how you'd engineer a mod update feature?
also a quick QOL idea that i think would be nice, could we make it so it downloads dependcies alongside the mod you are trying to download, like how the R2modman does it(im not sure if that is something we can do, i dont have much experience with coding file managment stuff)
Implementing GitHub OAuth and making users login with a GitHub account would also be a fine way to bump up the API rate limit to allow BMM to check and update all mods
It's bad UX tho
like imagine having to login to github when you are a newbie
and don't even know what github is
Worse than requiring users to uninstall and reinstall every mod when they want to update them?
I mean, it doesn't require them to login
Do you have any ideas for alternative solutions?
Not supporting versions and updating is a pretty major omission for a mod manager, imo
If I would have enough financial support, I could host a proxy which cashes the mods in the index and the issue with the GitHub API would be no problem anymore and the update feature could be implemented surely
I talked with the founder, we're working on a solution. It'll take around an hour
Hi, I'm having an issue and i don't really know what to do? I installed ver 0.1.0 yesterday and used it with no issue iirc. Today I downloaded and Installed the 0.1.3 update, and was unable to install any mod with the app, when i would click download it wouldn't start the typical downloading animation, nothing would happen. When I went to "Validate Mod Database" I got this SQL error. I went back to the original ver and tried clearing out the mods, but i found that this mods uninstall button doesn't do anything. I can install mods and use the application just fine still on ver 0.1.0. paperback is not in my mods folder. On ver 0.1.3 paperback is not in the mods section in the manager
If you're willing to fund it, that would be a great solution
Remove bmm_storage.db in the %Appdata%/Balatro
that fixed it, thanks!
you're welcome
I would, but I don't have the financial capabilites to do so
What about the (free) option of pulling version info into the balatro-mod-index via GitHub Actions?#1339375696254074942 message
Reckon there's any chance that could be a workable solution?
If you also pulled the latest update time, that could also solve the with the Last Updated feature hitting the API limit
It would only work temporarly, since it would still hit the limit
Are you sure? I think GitHub actions allow 1000 REST requests per hour per repository when authorised
The larger issue is the monthly minutes limit, but you could tweak the update frequency to remain under the 2000 minutes cap
faroquin vs bmm who would win
Is that even a question
@torpid osprey Multiplayer is now in
I wont lie, the mod manager on my windows laptop makes it run laggy as well. terminal windows processing things run slower all around. Was using balatro mobile maker and repacking the apk was at 10 min. i closed the mod manager and it went instantly. Also if I have the modmanager open and try to test out mods on balatro holy shit is there frame drops
For any future inquiries regarding Jen's Almanac:
can someone send pre built files im too dumb for this
and then we had betmma who did it within like 5 minutes

idk if that's a fair take lol
i'm just not okay with it at the moment, i ask that you respect my decision
thats dumb af
yeah I think it's very fair to want to control where and how your content is distributed
it's just personal choice
but its on github and anyone cna see it anyways??
almanac isn't on github, i removed it from github a long while ago to reduce my workload
where do i get it btw
does it have a thread here
you can find it in the cryptid discord: https://discord.gg/unbalanced
it's fair to want that even if it's on github imho
if it was on github i'd consider it a dick move
Seriously?
How does removing something from github be "fine" yet if it were on github, it would be a dick move?
I really have no comment other than, that's just utterly stupid.
I understand that you don't like the decision, that's fair.
Though maybe try rephrasing it?
don't we have a rule here to only discuss balatro mods in this discord and always leave the code source public ?
There are loads of reasons why any developer would prefer to limit and control distribution of their work. People make mods for free, for their own enjoyment. Publishing a mod is a gift to the community, often with a huge amount of time sunk into it. If a dev doesn't want to spend even more of their free time helping people with issues, their options are to:
- delete the mod
- ignore requests for help
- reduce the number of people who need help
- build a community to help people for you
The best way to build a community is by having one single point of access. It's not a bad approach if you actually care about the experience of your users.
but isn't against the rules of this discord ?
if the creator of the game says you need to keep your mod's code source public
you have to do it
or otherwise your right to mod the game can be withdrawn
right ?
Yeah, this does kinda violate rule 6, now that I see it.
How so? It's not a mod posted on this server
"All mods must be must have source be available "
Exactly.
Sure, to be posted on this server. But it's not.
4 chances out of 4 to crash the game
opinion aside that's an incredibly unkind take
It's really not that cut-and-dry. EULA's and licenses can only go so far. Mod makers still own the intellectual property of their work
source is available too considering there's no intermediary compilation step. what you download is the source code, plain and simple.
i mean no offence to the creators, i just find it odd to take it all out of this discord.
i have my mods preferences too and cryptid doesn't fit them
as a creator I would take offense to this.

I'm sorry! I don't even know why I participated in this conversation in the first place
very polite of you.
this is exactly as I expected it to go
You guys should not deviate from the topic of this thread, no one benefits from this
Respectfully, discussion about the rights of developers to not have their mod distributed is definitely on-topic for the thread of a mod distribution program. Personal attacks, not so much
Again I apologize for the not so kind words i wrote !
Since this got buried under a different mod discussion, Is this something you'd be interested in as an approach or not skyline? Or would you only want external server caching?
are mods not installed through the mod manager recognized?
whats the benefit of using this over smods ? where i can select what mods i wanna run insdie the game
more user-friendly for non-modders
the goal is to make something that launches Balatro with mods being separate from vanilla
meaning you can switch between the two easily without renaming version.dll
Not yet
@cunning matrix
is this foss?
The problem with this approach is that the GitHub Action would run even longer in the future when more mods are added, since it sadly has to check every JSON until it approaches the newly added one
Yurr
nice
could just make a fake "check for updates" button that uninstall and reinstall all mods you had installed 
it's far from a good solution, but at least it makes things faster
Hmmm, good point.
We should be able to guesstimate how long the json search and parsing hashing would take for each mod and set a baseline from that though. E.g. "with 200 mods we expect the github action to take approx 5 minutes" and then run it every X hours based on that
That is hilarious and would probably actually work (though you don't actually need to lie to the user to do this lol)
You could take it one step further and do a quick hash on the contents of the downloaded and local files and indicate which ones were changed
But it's pretty rough, and for large mod lists that "check" might be a multi-gigabyte download
A hash on the mod content would actually work for the github actions approach too
yeah
how to i instal? do i put it in the %AppData%\Balatro\Mods like every other balatro mod? or?
cuz it's not working 😦
It's a separate program. Download from Releases and run the setup
wait download for releases?
😦 i am very confused
Treat it like a program not a mod
wait but i odnt get what to do?
Just run the exe
uhm... i think im stupid... how do i do that?
It's understandably overwhelming the first time, there's a lot of information to deal with
And the Assets are hidden by default for some reason
A few questions:
Do I have to rebuild my entire modlist to use this?
I have downloaded mods that I have customised to suit my preferences. Will all this need to be done again? Or is there a way to point the MM to xyz-files and say this is xyz-mod?
If you already have things set up the way you like, I wouldn't recommend using BMM currently. It deletes the contents of the mods folder when it reindexes, and doesn't recognise mods that it didn't install itself
Can I use it to install ontop of what I have? So without indexing?
Yep. Just backup your Mods folder first, just in case
I have about 13 backups 🤣
I'm assuming this functionality is on the timeline for the future?
Looks like it, based on the current open issues
Not sure if this has been suggested, but it could be a good repository for themes for the Trance mod
YO THX SO MUCH
Now added an option to enable/disable Background Animation
What's the chances of being able to show mod incompatibility inside the mod manager? Mostly just wondering.
Also, is there a current road map you have in mind? Honestly pretty excited to see what the Manager features ends up coming around to.
What do you mean with mod incompatibility?
So, mods that could potentially conflict and cause issues in game.
The next Issue I‘m gonna be working on is gonna be the one with the mod collections
Honestly, no Idea on how anyone would implement that
Maybe with the smods meta data
Hmm. I'm not too well versed in coding, and just a noob, so I'm not sure either. I know there's a way, as other Mod Managers I've seen on other games implemented it, but I never really asked. Figured I'd ask, since I've noticed there's issues with Mod Conflicts, and the game doesn't really say anything other than "Needs dependency," "missing file," or "Fully Loaded."
I've started working on a Google Doc that we can all use and edit for people to see, and hope it'll be something that should hopefully help.
May I suggest a toggle to remove the BG entirely? for those who want that dark mode? I currently use a separate mod to do so
Thinking about it, it would also make for a great battery saver on handhelds
I need to first work on the linux variant before introducing custom themes
I wasnt meaning a theme, I just meant a toggle to disable the BG
Completely black?
Yeah
A) Dark mode
B) Dark mode
C) Power Saving? 👀
After installing everything and running the command
How to open it ?
Kinda confused
As I said. Custom Themes will be introduced later on
The paths are given at the command output
On windows
Got rust deno and Tauri
Fuck i closed the window
How to view powershell history ?
cat (Get-PSReadlineOption).HistorySavePath should work
shows inputs instead of outputs
Its cuz it's a prerelease, dunno why GitHub does that
@ripe plume did it work?
Yeah but was messy and didnt wanna bother
Plus conflicted with the modpack manager i installed prior
Decided to delete them both and manage mods manually
I believe something like this. SMODS can detect if a mod has missing dependencies or an incompatible version. Checks version req vs what's installed
I don‘t understand tho why the mod manager needs it
SMODS already displays this info?
The apps on the mod manager don't state what version is required of smods or anything, only if the whole package is missing. We need to open the game to know if we have issues
Doesn't NEED it but QOL down the line, makes it feel polished
IronyMod Manager is another I use for Stellaris, which has some supported conflict detection might be worth looking at seeing what they do
Seems like a useful future feature yeah, doesn't need to be added right now
So the version of Cryptid with BMM, is it using the new calc? o.O
yeah its refactor branch
where to get latest release
of?
oh nvm
what's the status on removing these binaries? https://github.com/skyline69/balatro-mod-manager/tree/main/src-tauri/resources
if i get my mod on the index, would it update automatically?
if the download link is set up correctly then yes
only version.dll is used (I‘ll update it manually, the other one is old. The latest lovely version is gonna be downloaded on macOS automatically
gotcha. you should be also be downloading the windows binary at runtime instead of bundling it.
I don't want to need to coordinate lovely releases
especially in the event of a sec. vulnerability or major bug.
Dumb question but can I install this on my Steam Deck via the manual method?
it should work I believe, but you have to specify the game path yourself since Idk if Windows binary can detect Balatro from Steam Proton
another dumb question but i've followed all the instructions and was able to install the mod manager on mac with
curl -sL https://raw.githubusercontent.com/skyline69/balatro-mod-manager/main/scripts/install.sh | bash
, but where can i open it to use it? 😅
i also already closed the terminal
ok i decided to just reinstall it and this time it popped up the friendly click-n-drag this to the applications folder so 🤗 all good now
the script builds a temporary disk image file iirc
faroquin is like a cooler name its pretty tough
so, I was wondering how to install on steamOS/Linux, but it doesn't say on the GitHub page. Could someone post how to do it?
There is no Linux support right now
It will come in the future
I'll be waiting. It seems really cool
How do I uninstall, I thought there would be more content, and now im upset because this just deleted all the mods I already had installed.
i think i just uninstalled, but damn, I just lost 40 mods
luckily lovely says what mods are installed in each log
sorry for complaining homie
Yeah it should not do that, or at least should warn user before wiping everything
yeah i dont think it warned me
Opened a pull request to add my mod to the index, lmk if theres any issues!
@cunning matrix Steamodded's version still defaults to the long-deprecated 0.9.8, could you change the default to latest?
is it better to use this or do it manually?
no it doesnt?
this is latest
Is this just a me problem?
BMM doesn't use the Steamodded or Talisman balatro-mod-index entries, it has custom handling for their versions
thats.. weird
It's been that way since the beginning as far as i can tell, it was mentioned once before
wonder when thats getting changed
There's a larger issue with that version handling, which will become a breaking problem if not fixed.
Because a GH API call is performed for each mod (to get the last change date), as soon as there are more than 60 mods on the balatro-mod-index the program will hit the per-hour call limit immediately. This means that new users who download the program won't be able to download Steamodded or Talisman with it at all.
Pretty sure it does do that?
It at least used to do so
by chancce do the mods update automatically? or do we have to reinstall?
Uninstall/reinstall is the only way currently
okie thankyou
hey guys, I'm currently working on a paginator, because we already have a lot of mods on the index
Looks great, that will be handy in the future
Speaking of "lots of mods on the index":
#1339375696254074942 message
No Idea on how to go around this issue
A rough fix would be to use GitHub actions to populate the mod index with all the data that you need per-mod, running every few hours, then pull it all at once in a single call in BMM
Also while i have your attention, was this dealt with? I haven't checked recently
#1339375696254074942 message
Nah, ez to fix tho
And I don't see why this is an issue?
you can still select, no?
So only 1 request? Or what?
I guarantee it'll take you less time to fix than it took me to write the issue, but i guess you like closing issues
I don't understand your question, sorry. I figure if you bake in the extra metadata like last update time and version info into the entries in the balatro-mod-index, then you'll have it all ready when you download the index in BMM, and won't have to make additional API calls to get that info
Oh yeah ofc
So i followed all the steps on download and downloaded the 4 programs, how do I run this mod still?
bmm is a separate program, not a balatro mod
did you mean the prerequisites
then I recommend using the prebuilt binary
click on the hyperlink, scroll down to "assets" and click the dropdown
then select the respective installer for your operating system
okay thanks, i got it working, also are all mods here supposed to be compatible with all the mods here? the game crashes when I try to run codex arcanum, and lovely crashes when I try to run cryptid
The mod manager does not care for silly things such as mod compatibility
Seriously though, its a trial and error kinda deal
Though most mods should work when using individually
ye ye I know, its definetily a difficult process to build something like this, and then to check compatibility it seems like it would have to be a manual process which is difficult for this
a lot of time would need to be spent to check everything which its feasible
Okay who added the original codex arcanum to the repo
Instead of the existing better maintained forks
@main nexus
Can you elaborate on the cryptid crash?
yeah that'll be me, honestly didn't even know that there were more updated forks, I'll get that changed - what link should I use?
Sorry for the rude call out
I'm actually a bit confused, what happened? I saw you asked in the arcanum thread
It's okay, I am the one going around logging a bunch of older stuff after all
I asked, they said I could, but I guess I grabbed the wrong link by going to itay's version
And that you were at least somewhat aware of the redux arcanum fork by jumb0
The current forks I know of are:
- aure's fork (unmaintained)
- elbe's fork
- jumb0's rewrite fork
I believe jumbo's is the most up-to-date one
I honestly thought redux was a "not ready yet" kinda successor project that would be a separate mod rather than the main thing going forward
Ah
Either way, thanks for the heads up, I'm bringing over a lot of older mods so the occasional goof will happen
I believe we want @tough vale's redux arcanum, as it is basically a reimplementation of the original mod
(lots of breaking changes in smods etc)
As well as providing necessary bug fixes, the Redux Arcanum fork also implements a suite of balance changes and a few new features.
Hmm, maybe not.
Starting to sound like we need elbe's fork instead
Which afaik only has bugfixes for the original
tbf Jumbo said it should be fine as well, so I'll pop both in and people can decide which they wanna use.
Yeah that sounds good to me
A separate entry for redux and codex (latter with elbe/lshtech's fork)
Exactly
I'll make the corrections in my fork now and set up the pull request
Thanks for the work you're putting in btw :)
No problem <3, it's not like it's anything requiring any know-how, I'm just doing the gruntwork for the backlog of old mods because I want a unified mod manager to take off
It's sort of this, since I've added additional features + balancing that deviates from the original, but I don't really have any other plans for it at the moment
Adding both might make sense
@cunning matrix Heads up that we've hit the 60 cap now. Talisman and Steamodded downloads are now broken.
It also breaks a few other GitHub services i use online because it single-handedly saturates the API call limit.
yeeah I'm gonna temporarly disable the "latest" thing
I installed rust and deno, as well as vs studio since they were listed as prerequisites, if I want to install the mod manager with the exe can I remove them?
Yep, they're the requirements for building the program from scratch, not required to run it
"Prebuilt Binaries" right next to "Prerequisites" is a bit confusing for non-developers. A lot of users won't know what "prebuilt binaries" even means, and when people see "Prerequisites" right next to a download link they understandably assume they need them for it to work.
PR
I don't get the confusion. I mean, it's also not for meant for non-readers
But I was gonna update the website anyways
so they don't have to do it via github
But there is still so many things to do
and I can't do every feature/request at the same time
That's fair, I'm sorry for bombarding you with a lot of minor requests. I appreciate that you're making the mod manager in your own time and I know it's early days, so not everything can be expected to be perfect.
I just see a lot of players new to modding making the same mistakes, and it seems that some better communication by developers and user-friendliness in programs would help reduce the number of people who stumble into the same pitfalls and have to be helped out.
Are we allowed to add mods to the mod index that aren't ours but haven't been put on the index yet?
Check licensing and permissions first. If it's listed on GitHub with a copyleft license like GPLv3, MIT, MPL, then it's fair game and cool to be redistributed. Otherwise, ask the developer first
what caused it to crash here? Removed talisman and Cryptid, and still got an error. These mods run fine without Balatro Mod Manager, but with the mod manager, I crash
No, I appreciate your feedback. I don't want to come as rude, it still helps the project a lot
is this like good
"Validate Database"
in Settings
yeah but thats gonna get rid of the mods that arent in the database yet right?
can I have it not do that
sure, but it can cause things to break
btw, does the mod manager pull from the latest source code for the mod's main branch? Or does it install the latest release?
Depends on the link in the balatro-mod-index.
Fixed release:"downloadURL": "https://github.com/Breezebuilder/SystemClock/releases/download/v1.5.1/SystemClock-v1.5.1.zip"
Latest release: "downloadURL": "https://github.com/MathIsFun0/Talisman/releases/latest/download/Talisman.zip"
Latest source head: "downloadURL": "https://github.com/Eremel/Galdur/archive/refs/heads/master.zip"
also the hit https://github.com/Steamodded/smods/archive/742b80fe8d01fe7a1183d94d293afcab7162170d.zip
validated database and it gave me this when I tried switching to another profile
Sorry guys, I couldn't work on the Balatro Mod Manager today this much, but I'll try as much as I can
I'm working on the fix for the current issue with the mods
(I'm talking about the cache)
Hey! I release my mod yesterday (https://discord.com/channels/1116389027176787968/1342187005244866700) and someone told me to add it to the mod manager. I looked around the project and it seems great! any guidelines on how to add a mod there? how would that work when i release a new version? thanks
There is a guide available there :
https://github.com/skyline69/balatro-mod-index
It has all the info you need to get your mod inside BMM.
thanks, i’ll look into it this afternoon
Does anyone have issues running cryptid on this mod? it crashes every time whether I have other mods installed or not
that's just a cryptid issue if you're using new calc (latest smods) and/or the refactor
Is there a reason why we have to run an installer instead of this just being a portable program?
This workaround any good?
https://github.com/tauri-apps/tauri-action/issues/302#issuecomment-1616806925
literally just cargo build --release and renaming the binary..
I'll try, when I'm back home
I don't have any familiarity with Tauri, just wanted to draw your attention to it. Reading through the thread, it seems like Webview2 is the main issue, and would probably result in a lot of people complaining to you that the portable version doesn't work. Might not be worth it.
mv ./target/${{ matrix.target }}/release/wooting-profile-switcher.exe ./target/${{ matrix.target }}/release/WootingProfileSwitcher_${{ github.ref_name }}_x64-portable.exe is renaming the non-setup exe from the build, right?
Yeah
What's your experience with Tauri been like so far? Would you use it again instead of something like Electron?
The interop is too good to not use it
neat, Ive just compiled it myself since i do not want to install stuff i dont really need so currently using it as portable
Does anyone know how to install the mod manager on steam deck
The program isn't available for Linux (yet), it's Windows or macOS only currently
Poop, I’ll try & stay updated
I just found that my description.md has a typo and corrected it, would such change request invalidate my overall pull request?
hey gang, i just used the mod manager to load up the game w/ just steammodded and malverk - the latter doesn't seem to show up in the Mods tab and the game crashes w/ this message when I pull up the Options menu - not quite sure if i did anything wrong
ope, figured it out - super old version of steamodded is being installed by the modloader. the april 2024 0.9.8 release if i had to guess
everything works after manually downloading/installing steamodded from github! haven't seen anyone else talk about having this issue after doing some scrolling, bit weird
Is there a known fix for this? on Windows
update lovely
It reruns the checks for any changes you make
out of curiosity is it possible to run a mod not within the index
if not then thats fine, since the original reason im asking was solved by realizing showing joker stickers is a vanilla setting lol (actually i kinda need it for the house rules mod)
Manually-installed mods will work as they usually do, but they'll be deleted by BMM if you click the "Validate Mod Database" button (which it will warn you about first)
good to know
BMM and steammodded + lovely works separately?
BMM is not a mod
it installs steamodded and lovely for you
it's completely separate
should i delete mods in the %appdata% first?
you don't have to
some mods you have installed might not be on the mod manager
and they will be deleted if you click the "validate mod database" button
cool
all of the mods in the manager just, disappeared? like none of them appear in any of the tabs
and if i try to search nothing comes up
It doesnt work with cryptid ?
i installed cryptid separately because the version in the manager wouldn't install, i'd click the download button, it'd act like it was doing something for a split second, and then just stop, no popups or anything
wtf mod mananger
How is multiple authors formatted? Just ["author1", "author2"]?
That's because Cryptid just merged it's largest update back to the main branch, but BMM is still using the link to the refactor branch. For now you can download it from here instead: https://github.com/MathIsFun0/Cryptid/releases/tag/v0.5.4
they nuked the refactor branch? probably shouldn't have yet haha
though it should be updated on the index https://github.com/skyline69/balatro-mod-index/commit/9dbb02030cc6f12bc526679eb7c11bfced5dd65a 🤔
Wow, that was merged only 7 minutes before 1 1 2 tried to download it. Probably missed it by a slim margin
If you hit the "Clear Cache" button in Settings Cryptid's download should work now
I think their name's Fibonacci Sequence haha
thank you muchly
Also see above, Clear Cache in Settings
Why does cryptid not work on this mod?
this isn't a mod?
BMM is a separate program used to manage mods for Balatro, not a Balatro mod
idk if the index has updated to where it's supported
both talisman and cryptid would have to have the proper releases
so who knows
Does anyone recognize this issue where the mod manager is just empty? I've tried reinstalling and other stuff, like deleting bmm_storage.db.
i am having this exact same issue
ive tried uninstalling bmm and balatro and a couple of test mods in so many different ways
it worked earlier is the thing i just thinkg i fucked something up really really bad
unplug your router and plug it back in
lmao what is that actually the solution?
if the issue is being rate limited by the github api and your router has dynamic IP then yes (waiting an hour has the same effect, github limits you per-hour)
but if this has been happening to you for hours it probably isn't that
don't actually 😭
most routers take like 15 minutes to actually function after being unplugged afaik
i mean mine is usually relatively fast
i mean like,, if it works lol
ok i reset it lets see if this works (:
it did not help :(
update your lovely to 0.7.1
how do i do that
Oh right it's bundled with the manager... What's the version of your manager?
hmm that's weird
not sure why it's using 0.6.0 then, I'd assume the included version would be 0.7.1
you could get lovely manually from https://github.com/ethangreen-dev/lovely-injector, and just launch the game through steam instead
that doesn't really tell me the current version either haha
Fix cυmming very soon
🔥
ok i found out the version of smod was the problem
🤨
Yes I know that, but when using this to include cryptid it doesnt work, it crashes, even with no other mods insallted, the cryptid download doesnt work
is it still bundled? I thought that was replaced to download it like everything else.
don't think it was judging by the fact #1339375696254074942 message still exists as issue
idk though, didn't look through the source code
It's bundled but the included version is identical to (matching SHA256) the released Lovely 0.7.1 dll, so I'm not sure what would be causing that issue
More windows file permission shenanigans?
❕UPDATE: New Release: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.5
@cerulean rain https://github.com/skyline69/balatro-mod-manager/pull/69
"pull/69", ha nice.
yay
sweeeeet, thanks!! hype release
Currently working on opening mentioned mods (you can't see my cursor)
Neat feature, how does it work? Are you using URIs of some kind, or have you come up with some other linking method?
although very slow
ooh cool 🔥
first time trying to mod balatro, and apparently my game crashed, not sure what to do
There's that sneaky lovely v0.6.0, how'd that get there?
Can you explain how you installed the mods? Did you download and install a version.dll file from somewhere by yourself, or did you only use Balatro Mod Manager to install mods?
To fix the crash you want to update Lovely to v0.7.1, but it would be good to know where v0.6.0 came from in the first place, because BMM should have installed v0.7.1
I downloaded them from the mod manager
Okay, interesting. Which mods did you install?
how does one go about doing this
Download the latest version of Lovely from here:
https://github.com/ethangreen-dev/lovely-injector/releases
And follow the install guide
Put version.dll in the Balatro steam installation directory along with Balatro.exe
Mostly a very confused soul. I don't see any way or reason for BMM to be using 0.6 in the installation process
I should add something in my mod's description inside BMM that says "Make sure to have the latest version of Lovely" or smth similar.
That shouldn't be necessary as BMM should always be installing the latest version of Lovely. BMM up to this point has included the v0.7.1 version.dll, and moving forward it will download Lovely from the latest release on GitHub
Fair enough, i was as confused as you were about Lovely 0.6
- It's not possible for mods to override or replace it regardless of how they're installed
- BMM's git shows no changes to the packaged version.dll and I've confirmed that it's identical to the v0.7.1 release version
- The only file introduced into the game install directory was the bundled one from
../../resources/version.dlland no modifications are made to this path - BMM makes only a handful of unique https requests which i've audited, they're all either to known domains or the non-existant
https://test.com/mod.zip
@cunning matrix Any guesses about cause?
No Idea. It's not possible that it would use 0.6.0
Forgive my ignorance but is this a complement to steammoded or a replacement?
You can download steamodded through it
Ah, got it, thanks. Do you know how I can toggle the FPS counter and other on screen info when using that?
I believe that is DebugPlus
How is the latest version working for you?
2
4
5
I barely use it
oof
Damn
I just wish it would show what mods you already had in your mods folder before having the manager
I had to move them all out for it
After the links feature, this will (probably) be the next feature, which I will implement
I think this is cuz most of the people who are active in this thread are other mod devs
who already have their environment set up the way they like it
I just use Linux so I’m patiently waiting for release
@cunning matrix not sure if this bug has been reported but scrolling down on the settings page doesnt work if you have a mod open in the mods tab
Already fixed in the main branch
Hi @cunning matrix I just downloaded BMM on my Mac, but after giving it the steam path, it's just stuck on the loading mods screen
Try restarting the app. Sometimes the github api hangs
really? its still happening on my end
the one from 2 days ago?
I've tried doing that multiple times; even restarted my Mac once, but to no effect
It's on the main branch, just hasn't been made into a release yet I'd imagine
ah
Just do this:
git clone https://github.com/skyline69/balatro-mod-manager.git
cd balatro-mod-manager && deno install --allow-scripts
task release
btw you need task now
Mhmm, clear cache?
in settings
Tried that as well 😭 no luck
is there some additional step I'm missing apart from the run .dmg and install?
Nah it's still weird tho
Could you try building it from source?
the manual installation commands?
this
command not found: task
Click the link above to install task
oh shit I forgot to install task after I installed homebrew
"cargo": executable file not found in $PATH
did you install cargo
I just did, but now it says
fair enough. but
Now that I don't know how to help with, cause I'm not familiar with Tauri
F
anyways
here is a new update: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.6
yay, it loaded. cheers!
Have fun!
been crashing ever since i downloaded the mod manager, crashing even without mods installed. any chance i could get some help from someone who understands this stuff.
What
Verifiy game integrity?
tried that, still crashing
I'm assuming you're also crashing when launching normally through steam?
yeah
lemme take you to #⚙・modding-general then
can send crash log
I'd like to add my mod in this, but i dont really know how github works. How would i do it?
i saw the guide but i dont know how to commit in the first place
nvm
you got it?
i decided to check it tomorrow as i need to sleep rn.
Question. Can the mod manager be used with the pc gamepass version
If you set the path right, it might
This is my first time installing the modmanager and it's crashing immediately as I try to open it
L homie
Love you bro
💀
Which platform are you on?
I'm on PC using the gamepass version. But the modmanager is crashing on startup. I haven't been able to do anything yet
I might have misunderstood what you meant but if it helps I'm using Windows 11
Gamepass version won't work until Lovely implements support for it, which is in-progress but uncertain at the moment
Gamepass version uses the Xbox folder structure, and appears to save to %AppData%/love but Lovely might change that when they add support for it, so keep an eye out for that
Alrighty. I'll keep an eye on updates. Thank you very much!!
Hey, so I was trying to get Steamodded installed. I did manage to do that, but BMM isn't recognizing Steamodded? can't install any mods that use it
Did you install Steamodded through BMM or manually?
Steamodded is ignorant of anything it didn't do itself
Manually
that fixed it. Thanks!
so, the mods are updated automatically or how does it work? Cheers!
This feature is not implemented yet. You'd just have to uninstall and install for now
Just wanted to confirm - using BMM doesn't affect achievements or unlocks, right?
BMM has no impact on any such things
on the other hand, Steamodded does
check the mods -> config tab if you'd like to change anything about it
ah, got it. what does the disable mod badges thing do?
and what's the difference between enabling achievements and bypass restrictions?
Mod badges
yeah, exactly
Basically smods has Which Mod is This From already
as for enabling achievements/bypass restrictions, see #1209564621644505158 message
@quartz veldt how is the manager so far
pretty nice xD. loving it so far.
read the README https://github.com/skyline69/balatro-mod-index
i have everything set but i dont know how to commit on github
thank you
Just want to confirm, we're fine to submit manifests for mods others have made, or are the cases I'm seeing pre-authorized in a sense?
Btw might be nice to have a reinstall/version-switch button for mods, since updating steamodded via force uninstall and reselecting latest seems a bit unintuitive
Also strangely when I click a link in a mod desc it tries to open the link like 7 times at once?
It's best to have permission from the mod author if it's not your mod. Some authors might fairly take issue with having their mod distributed outside of their preferred platforms and the actual legalities of distributing mods outside of/against the authors permissions are very complicated.
That's interesting, I thought that bug had been fixed weeks ago. Are you using the latest BMM v0.1.6?
Yup, tapped the wiki page button and
Thanks for clarifying, hadn't been sure if it was permitted since it's just metadata around pulling it from their git as far as I could tell, but that's understandable, guess I'll just have to be careful around installing stuff next to the manager when needed
❕UPDATE: New Release: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.7
Big thanks to @viral locust . He contributed a lot to the project
and @rare mango , who created the cool Icon & Logo for BMM
just out of curiosity, whats the reason that validating the database removes mods not on the manager
i dont mind reinstalling house rules every so often since everything else i really want for now (except for extra credit iirc) is on the manager index but hey one can hope right
There is absolutely no way to map the mods from their repos with local mods, because of GitHub's API rate limitting
That's why the mod manager needs to track it itself
i mean, fair enough
any way to get this working on the pc gamepass/ms store version?
Marked mods work now. Now, we're gonna work on the history for them
Heyo - you know how I pestered you to do this? #1339375696254074942 message
Now that Steamodded has released BETA 0301a, would you switch the default back to the old method of getting the latest release? The fixed releases might be a slightly more dependable and reliable source from now on - Cryptid is already broken on newer Beta versions for example
But it already does get the latest release, no?
Looks like the download button on the minified version pulls from the latest head (https://github.com/Steamodded/smods/archive/refs/heads/main.zip),
whereas the download button on the full mod page goes to the latest Release at (https://github.com/Steamodded/smods/archive/refs/tags/1.0.0-beta-0301a.zip)
This one is probably the more reliable version for more people currently
But honestly who the hell knows what might change in the next week
I'm just trying to push for the wider adoption of fixed Releases in an attempt to make things a little more stable
I beg for no more breaking changes in steamodded
So updating calls for deleting the db, but how do you rebuild your modlist after that? Just hit install on everything you had or would validate database resync it?
as per your request, there will never be quantum ranks /j
-# also the breakingness of a change is relative, any of our code could be targeted by lovely patches from other mods
Breaking changes that are tested, well documented, and properly announced are very different from "oopsie, didn't test any mods with that" breaking changes 😭
sowwy 😭
validating the database would just check if the database has unvalid records or if there are any mods in the directory which are not in the database
Lovely patches of Steamodded aren't using the API at all, it's totally fair to leave those in the dust. That seems like a shortsighted way for a mod to add a feature anyway, especially with Lua where everything is accessible.
where could i find core modding framework?
Would you also work on every part of code related to this?:
#[cfg(target_os = "linux")
yes
ill work on linux-specific builds
Sure, send the PR and I'll happily look into it
anyway the current setup is pretty janky so I'm planning to add Balatro support to Boson too so its easier to set up native linux
@waxen ether how's it looking with the linux variant?
Multi Text Box can't be installed through BMM, doesn't give feedback if on the modpage but if tried from the list it gives this error
Looks like an invalid download link was supplied to the index. I'm getting a 404 error when I click on the link in the repo
so, every time I install a new version of the Mod Manager, it cannot see the mods I installed with the previous one. And yeah, I always delete the bmm file before updating
that would be why.. the bmm file stores what was downloaded
fixed
quick question: does the author field on the description json support a list of names or just one string?
Only a string, but can be arbitrarily long, so you can just write multiple authors formatted however you want
LawyerRed and his dad and his pet dog and his neighbour from 2 doors down
awesome, thanks!
EVERYONE UPDATE TO v0.1.8 SO IT WORKS:
https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.8
In-app mod opening & folder naming is now supported
is there a way to disable/renable mods or do i have to delete them entirely?
You can do that using steamodded
btw
@iron tundra does the latest version of the mod manager work for you?
i actually don't knwo what version im using, if its the one before the current one or what
You can look at the about page
Down below it should tell you which version you're using
then its likely im not using 1.8
upgrade
Reporting here, but the Fusion Jokers Github currently on the mod index has been incompatible with SMODS since October
So downloading it via BMM will crash
ehh ig this is an index issue
Oh so thats why
yeah the elbe patch fixes that crash
Yo could someone update their description on their mod rq? I want to test the github action
@versed socket ?
Great
will be able to in about an hour
holy shit
hey that's a pretty big speed-up
fr
Hey all, just double checking because it's my first time checking this out, do I need to download the mod index as well as the manager? It's been stuck saying "Loading mods..." for like five minutes now so I figured I'd ask
Nah you don't, the mod index is just what the manager pulls from... Or something like that, I'm not involved in the guts of it
Basically no you only need the manager
Sometimes it takes a while since the mod manager requires GitHub's API
So what's really loading is GitHub
I got it working just now, I had actually missed a step during the initial install! Thanks y'all! : D
Working on updating feature now
I'm gonna change the mod index again
Prepare the mod index for skyline69/balatro-mod-manager#70. Create an optional version, but recommended parameter (mention in README.md), which will help the mod manager detect updates for mods. Th...
It works right now
Yeah this https://github.com/skyline69/balatro-mod-index/compare/main...98-implement-version-parameter makes sense. How does it update? Manually?
wdym?
@vagrant plover The dev would update the latest version manually in the index, so it would show up in the manager
Yeah that's a pretty good stopgap. The dream of course would be automatic version handling
Any Ideas on the implementation?
My thoughts last time this was talked about was using github actions to inspect the downloadURL and attempt to grab the latest version from the mod's repo manifest json automatically.
Kinda janky though, ngl
I used some jank ass checking for commit dates for the mod list spreadsheet so that might be an avenue to look down too
honestly might give it a try
Hmm, last commit would also work I suppose
but if we have more than 1000 mods then it's shit
Is that chatGPT? haha
potato tomato
what do you guys think
Good limit to keep in mind, though I don't think we're anywhere close yet haha
yeahh let's do
I'll try hold on
1000 requests / hour is pretty alright ngl
So checking the latest commit right?
Oh btw, if we do use some sort of "auto-version detection", some way of opting out might be nice
or release
wdym
some mod makers might want to dictate their releases/versioning themselves, for whatever reason 🤷♂️
latest release might honestly work better the more I think about it
check if releases are available and use those, if not use latest commit
So, like this?
"automatic-version-control": true
Might be better as an opt out rather than in
But I would need to refactor every json file
not if it's opt-out, right?
Dont you need to do that to add a version anyway?
No, it's optional
Oh true, but an opt out flag would also be optional
Alright
So it looks like I implemented it right
Best testing place is production ofc
New version guys: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.1.9
It is HIGHLY recommended to delete bmm_storage.db in the Balatro config directory, to prevent issues while updating.
On Windows: %AppData%/Balatro
On macOS: ~/Library/Application Support/Balatro
...
ooh, nice
someone was having issues installing Divvy's Balatro Preview mod btw, not sure why it went wrong #⚙・modding-general message
hey how do i get mods to show up? running latest version
same ^
nvm
Did you remove bmm_storage.db and cleared cache?
i just cleared cache and it started working
quick question, is the latest version of cryptid in the database
great
yus
nice
Btw the automated updating bot is live https://github.com/skyline69/balatro-mod-index 🎉
I think I broke something
shit
ok im confused on how to update the mod manager
nevermind i am just silly
second error after closing out the first one
unusable while panicking? is that a lobo corp reference
heeyyy just installed it and no mods are showing up
its an error type in the .lua language i believe
try refreshing the cache
^like this but clearing cache didnt work
i did
i did
i did it twice and it worked
same issue here, some code went and died, the dev of the mod manager is working on it i believe
Hold on
I am fixing it
one line of code casued this ussue
because I am stupid
its aight
this seams like a amazing tool
I updated the executables
Guys please give me updates
kk
ominous message
is working now, i can see mods now
Perfect
yep same
reinstalled and got the same error
Did you install the latest version?
yes
Like I updated it 3+ min ago
the binary
I think this error is being caused by a mod and not the manager tbh
man fuck avast for constantly flagging bmm
@lusty remnant Can you check if it's ok, because I enabled automatic version checking in the index
avast is a virus itself tbh
windows defender is good enough
at least you can disable the ads to make it decent
just dont open avast and you'll be fine
I'm telling you, Avast (or any other anti virus other than windows defender) is complete bullshit
In 2025 you don't need it anymore
virustotal:
@wheat wave could you help me add the automatic-version-check parameter to some mods in the mod index?
Or anyone
Just pr
hey does bmm auto-inject or do i have to install lovely
It'll install lovely for you
aight
@fluid kayak please?
like so?
yess
i imagine true for mods that download from a refs/heads and false for those that download from a release or something else right
It'll download from the latest release (if there is one) and it'll use the latest commit
that only makes me more confused
So it would use this commit for you currently
gotcha
can do more later if necessary
but just to get it started
and make sure im doing it right
update lovely
Thanks a lot
@fluid kayak could you make a commit to your mod rq
So I could check if it worked
sick
Ooohh 👀
i have steammodded installed but this mod still tells me i need it
any help appreciated
nvm i have it working now
?
Like that Cryptid is good?
I can check in the loader tonight, but we put out a release yesterday so it shouldn’t break anything
No I mean for the auto versioning
I can’t check for another hour or so anyway since I’m not home
But are you referring to the mod manager working at all or Cryptid working with auto versioning enabled?
Oh you mean a commit
I can test that
No, did you enable auto versioning in the index
Lemme do that now, sry for the delay
All good
I gtg now actually sry
Think I was able to make the PR
To enable auto versioning
I am back
shitty ai art jumpscare
💔
@lusty remnant are you there?
How does Steamodded check for the manifest.json (or any json). Like, where is the schema for that??
I can't find it
or @fluid kayak do you have any idea?
uhhh no clue
filename:lower():match('%.json') and depth > 1
and
local success, e = pcall(function()
-- remove invalid fields and check required ones first
for k, v in pairs(json_spec) do
if v.type and type(mod[k]) ~= v.type then mod[k] = nil end
if v.required and mod[k] == nil then error(k) end
end
-- perform additional checks and fill in defaults
for k, v in pairs(json_spec) do
if v.default then mod[k] = mod[k] or v.default end
if v.check then v.check(mod, mod[k]) end
end
end)
if not success then
valid = false
err = e
end
end
if not valid then
sendErrorMessage(('Found invalid metadata JSON file at %s, ignoring: %s'):format(file_path, err), 'Loader')
the json spec in question: https://github.com/Steamodded/smods/blob/main/src/loader.lua#L76
Thankss
back now
and yeah the JSON filename doesn't matter
when it was added originally it was abc.json for some reason
that sounds like Aure forgetting to change testing code 🤣
I don't think this intended btw lol
Oh and Divvy's Balatro Preview is completely broken when installing through the mod manager btw. Probably because it actually unzips into 3 "different" mods lol
Hmm, supporting zipped folders containing multiple separate mods is likely to be a real pain...
Just checking in while I'm stopped for lunch, I'm fully booked and short on time until late tonight, but i can write a script to fix up the remaining mods in about 9 hours time. What does automatic-version-check affect, and is it a required param?
Yeah I would understand if it got removed from the index lol
Even trying to upload them as separate mods might be better, but without a way to specify dependencies besides Steamodded and Talisman, that would probably cause almost as many problems as it would solve
Agreed. A full-fledged dependency system would probably be a good addition
latest version fixed this, no?
wait do we have updating from the application now
yes
Working on local mods now
Would the local mods feature detect a locally installed Smods and satisfy the dependency for mods installed through the bmm?
yus
It would be cool if you'd be able to update local mods through the bmm and have it convert to the bmm version of the mod
But that's probably asking too much
implementing it right now as we speak
very nice
one kind of annoying but low priority thing
the update mod versions workflow is running and failing every hour on my fork - and I kept getting emails every hour about it lol
yeah that's normal haha you have to set the secret
alright that's enough for today
I'll do the rest in a few hours
les go 2hrs of sleep
Oh yikes, I don't think the workflow should run on forks haha, that might be a little annoying for other people.
I'm not very familiar with github workflows, but some sort of check to prevent it from erroring/running would be nice, e.g. either
- checking whether the secret is set: https://github.com/smallstep/cli/blob/94f3d85d3de96deb01e0dbc1b60596ecda12ac43/.github/workflows/triage.yml#L29-L31
- checking whether the repo owner is skyline: https://github.com/orgs/community/discussions/26409
unless you're talking about having fixed this in main, this is definitely present on release v0.1.9
Would it be possible to get the mod tags shown in a mod's page?
please add a "view mod folder" button for convenience and troubleshooting
only problems i see are:
- we can’t delete mods directly from manager, and deleting them manually still shows them as installed
- it doesn’t work well if we already have some mods installed
- You should be able to delete mods you installed through the manager, no? If you delete them manually then it unfortunately won't work properly and you'll need to reindex yeah
- True, but skyline is working on that right now #1339375696254074942 message
for 1), i tested like 2 weeks ago and it wasn’t working but maybe it’s something on my side only. i don’t use the mod manager so it’s ok
2 weeks is quite a bit considering this manager has only been out on windows for a couple months
did anyone get Cryptid to work through the mod manager on MacOS? game keeps crashing for me 😭
i think the issue might be that cryptid requires a more up to date steamodded than the one in the mod manager
i tried manually installing steammodded from the github instead of using the mod manager's version and it still crashed
manually installing cryptid seems to work
@desert falcon should we make a new release of Steamodded in that case?
you can literally select the latest version of steamodded in the mod manager
I love uncoordinated releases
the latest version on the steamodded github isnt updated enough for cryptid either
go to the cryptid github and there should be a link
yeah i got it to work, thanks
current state
Does this need its own page? Wouldn’t it be better on a whole installed mods page?
Oh I see
I’m not sure they need separating if there’s an identifier on the mod itself
cause some mods arent on the catalog
i assume that identifier is ripped from the smods metadata
Looking nice
Looking good so far
yeah yeah ez to fix
@uneven leaf check PR
why not just have it pull from thunderstore or like gamebanana or something
wdym?
like instead of having people submit mods to the github or wtv
like this?

