#Balatro Mod Manager is now out! 🎉
1 messages · Page 3 of 1
?
I've removed the version and left only automatic-version-check true👌
Nobody really puts their mods on either of the two so there would be nothing to pull.
yeah there are very few mods i get from nexus or gamebanana (and those ones tend to be a bit lower quality)
well, at least nexus isnt the primary index
that would make balatro modding really tedious, if my experience with modding fallout new vegas is an accurate experience
I wouldn't want to require everyone to make an account on a website to even download a mod.
i forgot about that 💀
i have like 2 or 3 balatro mods from nexus but none of them wouldve been worth making an account
i just had one already cause of stardew valley
It works really well ngl
aight I'm gonna kms
thats the issue we have now lol
and its easier to get people to put mods on a mod website than submitting them to the mod manager
also it scales better
With all due respect, nah
it like
does tho
im not telling you you have to do it im just explaining why i was asking why you didnt already lol
But it's not?
You'd have to make an account, learn the mod website, make sure the mod website has the latest lovely+steamodded
yeah they're pretty similar in difficulty. we try to make it simple at ts but even still it takes some getting used to
github is convenient since most devs here are used to it by now
why would you have to make sure the website has the latest lovely/steamodded lol
Because otherwise you'd still be pointing people to github anyway to get lovely/steamodded?
I'm not against using a mod collection site like thunderstore or gamebanana, I've actually asked multiple times if we as a modding community could start using such a thing
but I don't really see the point in uploading my mod to such a site if the modloader(s) aren't on it
I keep lovely updated on Thunderstore but I don't mention it much because of my massive conflict of interest.
i feel like it matters significantly more if the modding community uses it than if the mod loaders are available there
you only have to download mod loaders once so it doesnt matter as much
smods updates basically every day and has had breaking changes multiple times 😭
not really "only download once" kinda modloader haha
a month or two ago
seems kinda weird
i feel like it should just have that in general but especially if its updating so frequently
impressive, sounds like you're not using mods that need the latest smods
guess not
one of my mods would literally not load on your smods version
oh yeah lovely stuff don't usually need updates
is malverk a lovely mod?
SMODS has at least been trying to move away from relying on everyone using main over releases, it's just that for all of alpha there was no rc releases and everyone's just used to that.
im on 1416a
isn't that less than a month old?
ye
no but in the cryptid server there is a guide to autoupdate github things
idk
16th of feb is less than a month old
oh i reset my computer semi recently so i probably updated without realizing
cause cryptid needs more updated steamodded than even the "latest release"
Anyway, all of that is my reason why I don't upload stuff to modding sites. I'm assuming other mod devs have similar issues. And if nobody uploads them to those sites, there's no real reason for skyline to pull from those sites
i get that but right now its pulling from kind of nowhere so i was a little confused
(also the scaling thing)
It's pulling from github, which is a really well established platform for developers, not for casual gamers 😅
also you're completely right on the scaling thing but yea 🤷♂️
i meant nowhere as in like not a centralized place
i mean really anywhere other than a discord forum is nice tbh
closest thing is the mod wiki
tbh modding balatro isnt realy for casual gamers cause of lovely anyway
@vagrant plover could you do something for me rq
idk if lovely is that intimidating lol
it's not that difficult 😭
Could you try the latest version of BMM from the main branch for me? I included local mod detection now
I can also prebuild it for you if you want
dont you just like put the files in a place and then run the game thats pretty standard for modding
it can be tricky to whitelist lovely
sometimes
like the windows defender thing?
I've got the cert, just need to update the release workflow.
tis a bit complicated
how much did u pay
be honest
i didnt have any issues with that so idk
if you could prebuild it for me I'd appreciate it, don't really feel like grabbing rust, deno etc
aight wait
free! I'll share the site that I used when I get home
you need to apply for it n stuff
but it's meant for oss projects
no way
ye but also you have to disable any antivirus programs temporarily or you cant download
at least i had to do that
bro's down bad
haha I'll send it in a little bit
we're getting our certs in order at thunderstore and I almost wanted to use one of them for lovely
since I was pretty desperate
but it would've been weird since this is a very much non work project lmao
I feel that so bad
i will say if youre going to use a mod website PLEASE make it gamebanana 🙏
unless there is one i dont know about, i agree completely
thunderstore sucks and nexus sucks like 10x as much
Using SignPath to sign free and open source projects - for free
I'll DM you my application for reference, it wasn't too hard
i actually dont think i know of a game with a good modding scene that doesnt use gamebanana (other than proprietary stuff and steam workshop)
celeste is like the peak of modding communities
idk what the gamebanana for stardew valley looks like
true
nintendo games like ssbu are about as good as they can be for nintendo games
pizza tower is also about as good as it can be for being sentenced to only 1 mod at a time
Bethesda games on nexus
stardew valley has almost nothing on gamebanana
Hang on there's a lot of cool stuff happening in the Skyrim modding scene 
But I'm biased since that's how I started making mods n such
i think mods being good and mod communities being good are different
like lethal company has cool mods but the modding scene as a whole is kinda fucked up
Thanks
New version guyss: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.2.0
now i finally have an excuse to update
let me know how it went out!
How do I fix this?
Local mod detection woot!
uhhh do i need to delete a file and restart i forgot
bmm_storage.db in %AppData%/Balatro
Install Steamodded via the mod manager
ok there we go
how's it?
good stuff
i accidentally deleted sofanthiel tho i gotta put em back into my trance install
lmao
Yeah it's pretty much all nexus with a few files hosted on external sites. Just for the love of god don't use the mod manager nexus provides.
Stardew is best done manually with Stardrop being the mod manager I'd still recommend.
yeah
besides, nexus mod manager is practically useless if you dont want to spend money
Yup. It causes more headache than it helps even if you do pay for it.
i should get around to moving my stardew mods to my new pc
I have the mods installed but they are not showing in the game, does anyone know why this is happening to me?😪
"Validate Database" Button in the settings
those are malverk dependent mods, go to options and then textures
You might be able to have that as an option when installing a new version of the manager
oh it's beautiful
to delete the old database
Also it probably makes more sense to display the Mod Manager Catalog mods before the Local Mods under Installed Mods
KSP uses git/forums for the most part, minecraft used to be forums, now curseforge/modrinth, lethal company has thunderstore, space engineers has mod.io, I've never seen a modding community that used gamebanana tbh, haven't been able to figure out the ui either, feels like an obtuse mess, but maybe it's more organized for some games? also couldn't find any dependency management or anything, would love to have another platform to poke though :/
Though I guess sandboxy things are more liable to have odd infrastructure
celeste uses gamebanana
FNF too
my game is crashing every time i try an run it
Can you provide more information? Are you seeing an error message with the crash? What have you installed?
Cryptid's depending on a SMODS dev version.
Not the release version
Was worried this would happen if we just blindly switch to releases and couldn't pick between release and main install
Actually can you do that?
Try switching to this version instead
Ok awesome you can
how do I get that menu?
You should see it if you click on Steamodded on here #1339375696254074942 message
Cool. Click the red garbage can icon to uninstall the current version first, then click the dropdown box that appears
oh that seems much nicer lol
i just did it manually and then followed the instructions in the cryptid server for an update script
installed the manager and converted a few things to the manager, but now every time i boot up i get this. anything i can do to get this fixed?
You should remove the version.dll from %AppData%/Balatro. The launcher will auto install the latest version for you when you click the launch-button
I've thrown up a PR now to set automatic-version-check for all remaining mods and fix an issue with the automatic version checker
yeah, i thankfully was able to get this working, so i appreciate that
i did the manual re-install of lovely but ill keep that in mind for the future
Will need your review and approval. Also seems like the json validator can't handle more than about 12 file changes at once, and throws up its hands in confusion
Awesome job on the last couple of updates, by the way. The updater feature just works seamlessly and is super handy, and recognising the manually installed mods from both meta.json and the old Steamodded comment header style is a massive improvement to usability.
Im very confused: I've even released a new version on my github repo but the version I install from mod manager still doesnt have all vouchers
???
Probably a delay to avoid getting ratelimited?
is this about the commit from 3 minutes ago?
cuz the index updates only once every hour to avoid ratelimits
I mean there are some pretty bad bugs in the release version currently that are already fixed on main, there probably should've been a new release version already
(which multiple people have also asked for btw)
No, the voucher was in like since mod released in public
according to your code, these are the vouchers you load
vouchers = {
list = {
"tag_hunter",
"hashtag_skip"
},
directory = 'vouchers/'
},
and they are also the ones I see in-game
Wierd cuz they worked on my end
Thanks for informing
Mb I forgot to update that part of the code on github
all gucci
Issues like the one above could also be caused by the way the latest version is determined by the update_mod_versions.py script currently.
If a release version is present, it will use the name of the tag from the latest release - otherwise it will use the first 6 characters of the latest commit SHA for the version.
This will be a problem for mods using a link to archive/refs/heads/<main>.zip but which have also created a Release previously, as the version stored on the mod index won't change until a new Release is created even if there are new commits to HEAD.
The simplest fix is probably to change the script to check if the downloadURL link points to the GitHub HEAD, and to use the commit version if so
Might make a PR after dinner if Skyline hasn't beaten me to it
The current implementation of the updater is very slow. I was thinking about making it async / multithreaded
Seems like it only takes about 20s on a typical run, but it is hitting the API limit which is very surprising
Have you set up the token properly?
How is the token related? It couldn‘t make any requests if it didn‘t exist
When i ran the script on my machine, when it couldn't determine the token it still worked but failed after 60 accesses
Of course it wouldn‘t work. The token is a secret environment variable on GitHub
Yes mate, I'm replying to this
The script still works even if the token is invalid, it just doesn't use it for authentication and it runs into the unauthenticated 60-per-hour limit.
Manually setting my own token in the script allowed it to exceed the unauthenticated limit
yeah me too i take long like 30 minutee to load mod
took me 2 mins dawg
also the mod manager doesnt have gen's almanac
jen's*
i know don't why i take that long
Do you have any other projects that would be contributing to the 5,000 requests per hour, possibly?
Might be worth adding some checks to see how fast it's being consumed
https://docs.github.com/en/rest/using-the-rest-api/rate-limits-for-the-rest-api?apiVersion=2022-11-28#checking-the-status-of-your-rate-limit
Jen has stated before he does not want his mod on the manager
oh thats reasonable
limit = response.headers['x-ratelimit-limit']
used = response.headers['x-ratelimit-used']
reset_time = datetime.fromtimestamp(int(response.headers['x-ratelimit-reset'])).strftime('%H:%M:%S')
resource = response.headers['x-ratelimit-resource']
print(f"GitHub API ({resource}) calls: {used}/{limit} (Resets {reset_time})")
wait does github not have a webpage to view that?
Unauthenticated:
GitHub API (core) calls: 60/60 (Resets 21:49:49)
Authenticated:
GitHub API (core) calls: 3/5000 (Resets 22:30:41)
There's almost definitely something wrong with the authentication if it's hitting the API limit
In a sense the REST response is just a... very very very simple webpage?
true I guess haha
Then again, it might not be hitting the rate limit at all, and there might be some other cause for the 403 errors
No, nevermind, it's definitely hitting the rate limit
My guess is that GITHUB_TOKEN = os.environ.get('GITHUB_TOKEN') doesn't work? not sure though
I'm not sure if it's that, considering it has mostly been running fine until the last few hours.
The first limit hit was run #32 14 hours ago
Then every hour for the last 4 hours:
Run #42, run #43, run #44, run #45
It seemed more likely to me that the token was being read incorrectly rather than it hitting some sort of (secondary) rate limit since it's not getting defined in the workflow environment https://docs.github.com/en/actions/writing-workflows/workflow-syntax-for-github-actions#jobsjob_idenvironment
But I'm really just shooting in the dark tbh
@wheat wave could you check the script and the workflow? I am currently not at home. I don‘t think it causes any problems
No
It depends on your internet connection
I haven't found any obvious issues yet, i'm working on a couple of features that might help diagnose the issue better, and reduce the likelihood of running into secondary rate limiting
Thank you bro
Also thinking a little more, it's possible that this is actually the problem. The rate limits started being triggered after PR #112 when ~50 more mods had automatic-version-check enabled - before this, there were less than 60 mods being version checked and so the rate limit wouldn't have been hit in a single run
@wheat wave your theory is confirmed: https://github.com/skyline69/balatro-mod-index/actions/runs/13789164383/job/38564265830
Hooray! Another problem to fix
No idea, why it wouldn't work tho. Do I have to set environment secrets too?
Not sure, i've never dug that deep into GitHub before. I'll see what i can find online
From what i've read, GITHUB_TOKEN should be built-in and doesn't need to be manually defined, but might need to be provided through the environment variables to the python runner in the workflow file. Something like:
jobs:
use_api:
permissions: {}
steps:
- env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
python .github/scripts/update_mod_versions.py
If that doesn't work, then defining your own token in environment secrets and providing it in the same way might do the trick?
Could you do a PR to the update-version-bot branch
I think it might be
- name: Update mod versions
env:
GITHUB_TOKEN: ${{ github.token }}
run: |
python .github/scripts/update_mod_versions.py
No ability to test it in the time I have, but worth a shot
Heyo, looks like it worked. Happy to see that magic number 5000
but
Run git config --global user.name 'Version Update Bot'
git config --global user.name 'Version Update Bot'
git config --global user.email 'bot@noreply.github.com'
if [[ $(git status --porcelain) ]]; then
COMMIT_MSG="Auto-update mod versions"
if [ -f commit_message.txt ]; then
COMMIT_MSG=$(cat commit_message.txt)
fi
git add mods/*/meta.json
git commit -m "$COMMIT_MSG"
# Using the PAT_TOKEN with the default token URL format
git push
else
echo "No changes to commit"
shell: /usr/bin/bash -e {0}
env:
pythonLocation: /opt/hostedtoolcache/Python/3.10.16/x64
PKG_CONFIG_PATH: /opt/hostedtoolcache/Python/3.10.16/x64/lib/pkgconfig
Python_ROOT_DIR: /opt/hostedtoolcache/Python/3.10.16/x64
Python2_ROOT_DIR: /opt/hostedtoolcache/Python/3.10.16/x64
Python3_ROOT_DIR: /opt/hostedtoolcache/Python/3.10.16/x64
LD_LIBRARY_PATH: /opt/hostedtoolcache/Python/3.10.16/x64/lib
/home/runner/work/_temp/0d0216ab-4a3d-44dd-befc-d0bfa42b9afe.sh: line 16: syntax error: unexpected end of file
What kind of syntax?
I fixed it
Shouldn't we make this async tho?
for ✨ better performance ✨?
But it works now
For public repos, GitHub doesn't limit the runtime of actions, only the number of API requests, so performance absolutely doesn't matter. Even if you did, you'd be dropping typical runtime from 60s to maybe 10s. You'd also risk running into another dreaded API limit: concurrent calls.
Right
Personally, i've only ever dealt with the pain of threading and async where absolutely necessary, and this doesn't feel like one of those places imo. But if you think it would be a fun challenge, no harm in trying!
(GitHub recommends not trying)
I'm out for now, should be back in a day or two
Thanks for your help
Woo called it, somehow, haha
Is there a link to submit stuff for the index?
Ty
New strawberry like look

damb now the meme i was gonna make until google slides decided to not accept my png image of a celeste strawberry wont seem original
ig now i dont have to figure out how to fix it
sorry are you makign memes in google slides
Honestly power to them
New release guyss: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.2.1
i dont know any other viable free image editors
Photopea Online Photo Editor lets you edit photos, apply effects, filters, add text, crop or resize pictures. Do Online Photo Editing in your browser for free!
someone suggested that and it is too much for my brain to comprehend rn
for how low quality the things i do are, this is the first time slides has ever dissapointed me
and i feel like it is probably a bug
Shocked that you figured out how to assemble things in slides instead of literally any image editer
As in that seems way more difficult to pull off to be clear
its because thats what i grew up with (originally powerpoint but then my main thing was a chromebook)
Hello yes how long has this existed I am here now
When I told the manager to update my installed mods to the Official versions with the buttons it didn't remove Cryptid-Main folder, but did add Cryptid folder, resulting in trying to load two Cryptid at the same time. I did fix this but it was VERY confusing at first.
i forgor 💀
Start cooking then
When can I expect a PR (or any commit)
next week
yay I'm getting bombarded with Update Mod Version workflow run failed on main branch caused by my fork of balatro-mod-index

Yeah, make sure to disable the workflow in your fork
how do I do that 💀
i will later, promise
#118 should fix this problem for everyone going forward
nice
It's not ideal and will prevent people from deliberately running the version update bot on their own forks, but it's the best tool GitHub currently provides for scheduled jobs
Other events have better granularity - if it were an event like on pull_request, we could just check if the PAT_TOKEN were defined and not run the job, but there's currently no way to set up an env to check that before a scheduled job starts
@cunning matrix If you trust me, i've tested #118 on my own fork to confirm the repo check works properly, should be good to go
Just keep it in mind if you ever change your username or the name of the mod index repo
@wheat wave merged
When updating our mod, do we just change the download url in the mod index and make a new PR ?
Yep, that's one way to do it.
If you're happy to instead use a generic name for your release .zip and always name them the same thing (like BalaQuints.zip), then you can instead rely on GitHub's automatic latest release link:
"downloadURL": "https://github.com/Luuumine/BalaQuints/releases/latest/download/BalaQuints.zip",
and set "automatic-version-check": true,
Then the mod index will automatically update the version number when it detects a new release, and it should just work forever after
I prefer to use verion numbering in the zip file name, so I'll stick with changing the link, thanks!
No worries, I'm doing the same currently too. At some point I might try and extend the auto-updater a little further to automatically populate the downloadURL field too
Updated my mod (https://discord.com/channels/1116389027176787968/1342187005244866700), finally decided to use that thing, thanks
i just installed this, and it wiped my account? even if i open the game through steam directly it won't have all my old progress. any suggestions on a fix?
cannot reproduce btw
(the mod manager properly deleted the Cryptid-main folder and replaced it with the correct Cryptid folder)
When you look in AppData/Roaming, do you see multiple folders for Balatro?
I'm assuming it's because that was the very first time I'd used the manager and it like. Didn't recognize it that one time? I have not had this problem occur again now that I'm just using the manager, so chasing it down is probably not a high priority.
Hmm, weird
Something in the folder might have been in-use and BMM failed to delete it
i only see the one folder for it
will i have to reset my data if i want to play modded?
do you have cryptid installed by any chance?
through the installer, yeah
Cryptid "deleted" your savefile
it's a safety measure to make sure your savefile doesn't become corrupted or otherwise mangled
ah, that makes sense. so will i have to start from scratch if i want to play cryptid?
if you'd like to continue on your current savefile, go to %appdata%/balatro. You should see two folders there, 1 and M1, correct?
yup, i see them both
Perfect. Just copy and paste (no moving, copy-pasting) the meta.jkr and profile.jkr from folder 1 to M1
all fixed. thanks for the help!
I thought Cryptid already did copy 1 to M1 to create it, has that changed or am i losing touch with reality?
I can't confirm nor deny that last part of your question, but I also thought cryptid would make a copy from 1 to M1 🤔
Just checked my Cryptid install from a month ago and the stats are totally different from my main save, seems like it's a fresh profile. I've been telling people the wrong thing for the last month, whoops
was apparently never the case according to math
I am losing touch with reality and all is right with the world
definitely a fresh profile
when Cryptid >=0.5.4 is installed and run for the first time, you get greeted by Joseph J. Joker
that's the sign of a fresh profile, telling you to choose a gameset
need some help
2: Maximus Has Steamodded mod that failed to load. Missing Dependencies: 1. Steamodded (>=1.0.0~ALPHA-1428f-STEAMODDED) 3: Cryptid Has Steamodded mod that failed to load. Missing Dependencies: 1. Steamodded (>=1.0.0~BETA-0308a)
You'll need a newer version of Steamodded. If you don't see an Update button in BMM, make sure to update to the latest BMM version first
did you just update BMM?
I did
maybe try deleting bmm_storage.db?
where would that be?
%appdata%/balatro
Yep, this is the same root issue that Divvy's mods have (#1339375696254074942 message), where one feature-mod is split up into multiple dependent mod folders. A few possible solutions:
-
Devs could make BMM-specific single-mod versions where all libraries and dependencies are included as a single mod with a single folder. Seeing as how both Divvy's and Toeler's mods are pretty small (< 50kb), this wouldn't be a bad solution for end-users, but would require a lot more work from the devs in restructuring their mods in a way they might not like, or creating and maintaining two parallel versions of all of their mods.
-
BMM could a implement a full mod dependency system, either by parsing the mod .json files or by hardcoding it into the index entries. Then devs wanting to distribute multiple mods would have to create separate index entries for each of their component mods (e.g.
DVPreview,DVSimulate,DVSettings). This would be slightly less convenient for users and more work for mod devs, along with another major feature for Skyline to find time for. -
BMM could try and implement a "smart" mod folder structure interpreter and extract mods into separate folders when there are multiple folders that contain key files. I'm not sure how you'd go about doing this in a totally bulletproof way. It would also be likely to break if Lovely or Steamodded ever change the way they load and interpret mods, along with being another highly-specific nuisance feature for Skyline to maintain.
-
Lovely could implement recursive mod loading so that nested folders won't matter at all, and everything can just be installed in whatever structure the mod devs want. This would be... good for everyone?
Bettma's mods work just fine from their subfolders, and show up as seperate listings in-game, is there some trick to how that works for them?
And oddly enough BMM sees them as separete mods when installed locally (or ya know, deleting the database with it installed)
From what i know, Lovely will only load patch files that match Mods/*/lovely.toml and Mods/*/lovely/*.toml, whereas Steamodded will recursively search for and load any *.lua files with the old comment-style header.
Bettma's mods use one unified lovely folder in the BetmmaMods directory, and the subdirs contain only old smods .lua files and assets
BetmmaMods
├───5_legendary_challenges
├───Betmma_Abilities
│ ├───assets
│ │ ├───1x
│ │ └───2x
│ └───shaders
├───Betmma_Jokers
│ └───assets
│ ├───1x
│ └───2x
├───Betmma_Spells
│ └───assets
│ ├───1x
│ └───2x
├───Betmma_Vouchers
│ ├───assets
│ │ ├───1x
│ │ └───2x
│ └───shaders
├───Betmma_Voucher_Pack
│ └───assets
│ ├───1x
│ └───2x
├───Better_Vouchers_This_Run_UI
└───lovely
This is probably the neatest way to organise a feature mod with lots of sub-mods, but the structure wouldn't work for mods like Divvy's where DVSettings is a fully separate library that all of his other mods depend on but don't include
I swear every time I open this thread there's like a new version of BMM available
Wait does BMM not update itself
Could also be interesting to have an "update all" button (or regular sync) that updates all mods
about that:
if i enable automatic version check, the mod index can gather version number from the tag numbering so i wouldn’t need to update the version myself?
Yep, that's exactly how it works. Once every hour the update bot checks all mods to see if their version is different from the one stored on the index, and updates the version in the meta.json if so.
Then when BMM downloads the index, if the version on the index is different from the version on-disk, it'll change the download button to an Update button
nice, thanks for the info
Every combo of mods including SMOD I try keeps hitting this after I updated BMM. I'm not code-y enough to tell where the issue is 😦
Any help would be appreciated (this is the crash with my full mod loadout)
Something is trying to use table (omeganum) but is actually a number (vanilla)
may be a problem with loading a normal run with talisman or the opposite ?
Unsure
Cool, I can add "Can crash software in mysterious ways" to my resume
and since I can at least troubleshoot, it's not this. I've tried new runs and a complete reinstall lol
Best approach might be to just start removing mods until it stops crashing, then work your way back up until you can work out the culprit
If you work it out, please let us know
That looks like talisman working it’s big number crap into places it shouldn’t be doing
If it's a number that goes up it only makes sense, think they applied it to money and something else, though it does seem crazy to get e308 money in the first place
Looks like Deluxe Consumables tried to create an Editioned planet in the shop and something freaked out, so probably not Talisman's fault actually
Might be bad interaction with Paperback, possibly it's Dichrome edition? Can't be too certain but that's what the stacktrace seems to indicate
Oh right this is why I uninstalled dx consumables huh
No this is saying the edition chance modifier has been turned into a big number, it’s a number that only needs to go up to 20 before it doesn’t make any difference. It’s either some bad code calling poll edition or some talisman sorcery
Sorry if I wasn't clear, I did actually try almost every combination of mods, but it was crashing even with all the "unnecessary" (everything but background math) mods removed lol. but totally possible the crash error changed and I didn't notice by the like 20th attempt lol.
But I'll definitely report back if I figure it out! Thanks y'all ❤️
So I guess solution, but no clear explanation.
Fiddled around for a while with everyone's suggestions. The fix was disabling/uninstalling deluxe consumables AND disabling editions on all the mods manually. I had no idea why tho
So a quick break to cry and make a bad choice about weed later; I wondered if it was like... something deluxe was doing on install? So I reinstalled everything from scratch but just without deluxe at all. And I can use mod editions just fine. Installed deluxe again, started a run until crash, then uninstalled it — can't use editions again, gotta disable them.
So I dunno wtf deluxe is doing, but it's sure doing something! That I would prefer it not. 🥰
I also have no idea how any of this related to the fact this only started after I updated BMM. Anyways thank y'all for the help I'm just going to stay far away from Deluxe consumables lol
Oh I see how it’s doing it
It’s 100% the fault of talisman for making hand levels into a big number and then it interacts with dx tarots in this way causing the crash
It can't be 100% talismans fault if dx tarot is colliding with it after uninstall csn it?
It's permanently editing something else's files for some reason I guess
Talisman jank persists through uninstalling, you’d need to test on a new save
Talisman is making dx tarot's collision persist after removing dx? That's bizarre
But also they fixed it by reinstalling their modlist, so save file seems unrelated?
I could look further but it’s something that dx tarots is setting that is normally fine except talisman has turned it into a big number so it crashes
hey so i got a problem, to put it basically, i already got rid of a mod, but it persists in the mod manager, problem is i cant remove it because i get an error associated with the fact that the file isnt there, but also i cant install it because the mod manager thinks its already installed
no idea if im missing something or manager is just being jank but nothing has worked so far
Settings -> "Validate Database"
thanks
Now that validation doesn't delete anything, would there be any risk in just performing a validation automatically when an error like this happens?
I mean… not reall
I could implement it
Was actually gonna suggest performing validation on BMM start
I have been exclusively using the mod manager to grab mods since this 👆 last happened, and I've somehow ended up with two copies of Steamodded after updating it today.
However, I believe what happened is twofold: I told the manager to delete and reinstall Steamodded last night as part of troubleshooting an unrelated issue, and when I look in my mods folder just now after a "you have two Steamodded!", the folders have two different names, one with -smods-121382e on it.
This makes me think this is a hiccup on Steamodded's end? I'm just dropping both and doing a fresh grab on Steamodded.
Hey lads, I'm getting an error when trying to open the mod manager, how do i fix? It's just an error window that pops open:
Microsoft Edge can't read and write to it's data directory:
...\AppData\Local\com.balatro-mod-manager.app\EBWebView```
And then the app is just a white screen and doesnt do anything
When i create the folder in that directory it doesnt give the error but still does nothing on the white screen
Hello! Im currently having an issue where when I upgraded to the newest version I keep getting this error, I dont really know what stuff means but I keep getting this error message. Whats the solution?
Delete the bmm_storage.db file in %AppData%/Balatro. You should probably do this whenever you update to a newer version of BMM
I just figured that out as you sent it thanks so much!
oh ok
New website guys: https://balatro-mod-manager.dasguney.com/
A standalone mod manager for Balatro that makes finding, downloading, and installing mods easy.
Got ya.
downloaded the version of Cryptid Mod & Steamodded currently listed in the mod manager and they are stating to be incompatible with eachother, not sure where i should put this tbh, hoping here is the correct place 😅 SOLVED TY
Uninstall Steamodded, and make sure when you reinstall it, that 'latest' is selected in the dropdown
aha thank you
New release guys: https://balatro-mod-manager.dasguney.com/download
A standalone mod manager for Balatro that makes finding, downloading, and installing mods easy.
The way the bottom box acts like a viewport on mobile is so funny
Wee scrolly and slidey box
skyline im so sorry but the link for downloadurl in challengerdeep's meta.json is wrong again 😭
how dare you
change it now
it should be /latest/download/ChallengerDeep.zip instead of just /latest/ChallengerDeep.zip
PR
aye aye
New website is looking extremely polished, great work!
I've got a feature request: is it possible to make the pagination/page selectors automatically switch pages when trying to scroll past the limits of the current page? Hope that makes sense
Also related but separate, would be good if the scroll would reset to the top of the page when the page is changed
Add those 2 things to a PR so I don't forget to implement it
any idea why virustotal is flagging the .exe file on your website as malware?
Bkav and Crowdstrike both use AI heuristics and are responsible for a lot of false positives. The Kaskersky hit is new, though
gotcha, would like some insight into kaskersky though
I mean the more interesting part would honestly be lovely's version.dll, that BMM also installs
isnt this because technically it is "injecting" code into another app
Yes
yeah i just wanted a similar explanation on the flag i highlighted
interesting, i uploaded the .exe on their opentip website
lets see what it turns up
Have submitted the .exe for reanalysis on whether or not it is a FP
Suspicious activity and clean files, that sounds like a compliment lmao
If you don't trust the setup .exe, it's also relatively easy (if time-consuming) to build it yourself.
____ __ _____ ___ ____ __ ____
/ __ )/ |/ / |/ / / _/___ _____/ /_____ _/ / /
/ __ / /|_/ / /|_/ / ______ / // __ \/ ___/ __/ __ / / /
/ /_/ / / / / / / / /_____/ _/ // / / (__ ) /_/ /_/ / / /
/_____/_/ /_/_/ /_/ /___/_/ /_/____/\__/\__,_/_/_/
```1. Install Git from <https://git-scm.com/downloads/win>
2. Install Rust from <https://www.rust-lang.org/tools/install>
3. Install Deno with PowerShell command
```ps1
irm https://deno.land/install.ps1 | iex
```4. Install Tauri CLI with `cargo install tauri-cli`
5. Run the BMM build script with PowerShell command
```ps1
iwr "https://raw.githubusercontent.com/skyline69/balatro-mod-manager/main/scripts/install.ps1" -useb | iex
Friend, can the tool support multiple languages?
I believe it's only available in English currently
oh no, i trust that it is safe, im just trying to get it set as an FP on virustotal so other people dont see this and go 🤨
appreciate this, thank you
:)
Wow, that is an incredibly fast turnaround time
out of curiosity, how are mods added to the mod list? its through another github no? not cuz i wanna add any, but to know if more mods will be added
they’re added through pull requests to https://github.com/skyline69/balatro-mod-index
Nice job haha
A way to see new additions to the index in-manager might be neat, but that also sounds a bit complicated
In the upcoming version, you'll be able to drag and drop mods directly into the mod manager
oh hey that's pretty cool
Hey, is profiles with different mods a planned feature?
Certainly been suggested before https://github.com/skyline69/balatro-mod-manager/issues/47 and if I remember correctly Skyline said it's a planned feature
ah ok that's awesome, definitely looking forward to that
will there be an update button in the launcher, or does downloading the new update keep my mods
Updating BMM will keep the mods, yes. You should also delete the bmm_storage.db file in %AppData%/Balatro when you update BMM, which will just allow BMM to refresh it's own internal database but also won't affect the mods you have installed
No need in the newer version anymore
So I'm completely new to this, is the Mod Manager like the equivalent of the Steam Workshop where I can just click on a mod and go about playing it or is there more to it than I need to know beforehand?
it helps you install mods more easily
you cant "play" the mod from the mod manager
it just adds it to your mods folder for balatro and enables the mod next time you open it
Ahhhhh okay okay, thanks for the clarification
I figured I'd ask just in case
yup all good
You can just install mods and play balatro with mods through it easily
I'll have to give it a whirl tonight
New version released: https://balatro-mod-manager.dasguney.com/download
A standalone mod manager for Balatro that makes finding, downloading, and installing mods easy.
(might feel faster now)
Question if you don't mind me asking, do you plan to make a Linux version? I still can't figure out how to install it with the manual installation.
I'm currently working on Linux support, but the biggest issue with linux is the browser itself. Webkitgtk2 is a very very shitty browser and it's the main one which is being used for Tauri
Ahhh
If you want to see why, you can try building it yourself under this branch: https://github.com/skyline69/balatro-mod-manager/tree/66-linux-support
if i were to use the exe to install again, would it override the current version i have?
Yes
awesome, ty
Could someone add Bunco to the index rq?
@errant sequoia
Hi there!
Did you manage to install manager on Steam Deck somehow? I am also interested in this possibility.
I'm thinking of trying to run it through the windows program emulation, with which it runs all the games.
Have you tried to launch it somehow?
I haven’t tried again since it came out, I’ll try again when I get off work.
If you guys want to try the experimental linux variant, you can build it yourself under this branch: https://github.com/skyline69/balatro-mod-manager/tree/66-linux-support
Would there be any good ways to provide feedback for using the linux installation via github issues or anything?
and it does have the same dependencies of tauri, rust and task right?
`[humplydinkle@jackspc src-tauri]$ deno task install
Task not found: install
Available tasks:
- dev (package.json)
vite dev - build (package.json)
vite build - preview (package.json)
vite preview - check (package.json)
svelte-kit sync && svelte-check --tsconfig ./tsconfig.json - check:watch (package.json)
svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch - tauri (package.json)
tauri
`
when i'm in src-tauri there's no install for deno
`error: failed to parse lock file at: /home/humplydinkle/balatro-mod-manager/src-tauri/Cargo.lock
Caused by:
TOML parse error at line 6634, column 1
|
6634 | name = "winsafe"
| ^
duplicate key 'name' in table 'package'`
And cargo doesn't work either
@cunning matrix sorry for ping but you forgot a [[package]] header in the cargo.lock file
Damn
There also doesn't seem to be a "deno task install" command?
^
at least in src-tauri according to the manual build installation
Sorry for all the fuss in the channel at least - wanna make sure I'm able to test on linux properly
@cunning matrix it also seems that there's deno task build but not Deno task install? this documentation oesn't seem right 🔍
`error: this file contains an unclosed delimiter
--> bmm-lib/src/database.rs:652:3
|
19 | impl Database {
| - unclosed delimiter
...
22 | pub fn new() -> Result<Self, AppError> {
| - unclosed delimiter
...
37 | if !db_exists {
| - this delimiter might not be properly closed...
...
114 | }
| - ...as it matches this but it has different indentation
...
652 | }
| ^
error: could not compile bmm-lib (lib) due to 1 previous error
`
And there is this build error as well
with not properly closed brackets
I‘ll look into it when I‘m at home
@wintry veldt fixed it
You need to do it at the root of the directory not in src-tauri
There still isn't a install task for deno at root either
Task not found: install
Available tasks:
- dev (package.json)
vite dev
- build (package.json)
vite build
- preview (package.json)
vite preview
- check (package.json)
svelte-kit sync && svelte-check --tsconfig ./tsconfig.json
- check:watch (package.json)
svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch
- tauri (package.json)
tauri
[humplydinkle@jackspc balatro-mod-manager]$
closest thing I've gotten is just running deno build
you do deno install not deno task install
true
Let me take a look at the readme
Yeah that could be part of the problem as to why I'm having issues - outadted readme
Fixed it
would I build task release-windows or macos in this case? Or is there a task-linux
Look in the readme
I updated
I am so sorry about all this btw 😭
No it's fine
Run this:
curl -sL https://raw.githubusercontent.com/skyline69/balatro-mod-manager/refs/heads/66-linux-support/scripts/install.sh | bash
/ __ )/ |/ / |/ / / _/___ _____/ /_____ _/ / /
/ __ / /|_/ / /|_/ / ______ / // __ \/ ___/ __/ __ `/ / /
/ /_/ / / / / / / / /_____/ _/ // / / (__ ) /_/ /_/ / / /
/_____/_/ /_/_/ /_/ /___/_/ /_/____/\__/\__,_/_/_/
Balatro Mod Manager Builder
----------------------------------------
Build started at Wed Mar 19 02:29:19 PM CDT 2025
Error: This builder is for macOS only.
perfect
Error failed to bundle project:
- `failed to run linuxdeploy`
Tauri build failed
builds fine but doesn't get converted to an appimage
Yeah ik but try running the binary
BMM
Well that's weird
I know if I run task dev I can get the actual like interface to run properly
but it doesn't seem to be applying when going to the linux application
Yeah if you just run task debug you should be able to see the app in debug mode
Did you also install fuse2 on arch?
fuse2 is installed by default I think why
just checkin
if I run go-task debug the ui boots up normally in a tab
but if I try to launch the application it doesn't work at all
idk I'll look at it later
Heyo!
If automatic-version-check is set to true, do I still need to update the downloadURL manually? It doesn't seem like it gets replaced from the old version if the version field is updated
Yes you do need to update it manually
If you're using a downloadURL that doesn't automatically track the latest release or latest HEAD, probably best to disable automatic-version-check, otherwise it will prompt users to update but they'll just be downloading the same version.
Will the launcher automatically fetch the correct link if I use the automatic latest release link on github?
for ex. https://github.com/Firch/Bunco/releases/latest
downloadURL is a simple and dumb parameter, it has to point to a file directly and won't be changed by the mod update bot
oof why would I ever want to have automatic version check then if the only thing it does is switching the number without changing the version?
For now, anyway. Might be worth improving later on, but smart resolution of URLs is a little dangerous
If your releases all use the same package name, you can make use of the github latest download link with https://github.com/Firch/Bunco/releases/latest/download/<your_package_name>.zip
they do not; they have the version postfix included in the name
But GitHub doesn't provide a way to get a name-invariant download link for the latest package (yet? maybe ever)
This at least wouldn't be hard to add as a feature to the mod update bot. I did say i'd make an effort to add it at some point, I just haven't reached that point yet, haha. You're welcome to submit a PR if you like
@cunning matrix There was a lil' bit of spicy community drama relating to content usage and unclear permissions yesterday, and it's got me thinking about the legalities of mod distribution within BMM.
Are you happy to adopt the policy of only accepting submissions on the mod index from mod authors, or where clearly permitted by the mod licensing?
It might mean a little bit more work required in double-checking and approving PRs to the mod index, but I think it's an important issue.
I wholeheartedly agree with this, as someone who added a bunch of the old abandoned stuff that's currently on there
Legalities aside it's just good manners to get the permission of the creator or just let them do it themselves
hi. Im new to mod and stuff, is there a guide that teaches you how to install BUNCO?
ive downloaded the zip but theres no notepad with instructions
Install it through the mod manager
I always check the licenses before adding a mod. All of the mods on the mod manager are either MIT or GPL
thank you!
Why would legalities be involved? Don't think there's any rehosting of files involved, just a simple retrieval from a public link by the local client? Does that count as redistribution in some jurisdictions?
The respect is good though, particularly since if the updater doesn't work right then bug reports for stuff that already got patched gets more common :/
hehe
Can it look for mod updates automatically?
go to file → remux recordings after recording
If only discord would embed it, it ain't a bad video container format
What do i do with this error message?
update lovely
Ish. As user, some mods will have an "auto-update" option enabled on the index, which allows those mods to prompt an "update" button in your manager which is then a simple 1 click to update for you
Thank you so much, that fixed it
Yaaaay!!!
Feature request: collapsable sections. when browsing pages of currently installed mods, click the next page and boom, it scrolls to the top and i've got to scroll past my wall of locally installed mods. if i could just collapse it, it would be very nice
@cunning matrix can you make the mod manager install mods at either ~/.config/love/Mods or the protonprefix
that's basically all you have to do for balatro mod manager
MORE MODSSSSSSSSSS
powershell pmo 💔
@cunning matrix is this fine that it's loading for like 2 mins already?
Yeah it depends on your internet speed
for the linux branch?
yea
that's all you have to do for balatro mod manager for linux
the option between protonprefix or the directory is for people who run Lovely Injector + LOVE natively on Linux and people who run balatro through proton
i'll add balatro support to boson later anyway
man we need a 'Download Dependencies' button
Not possible, since some mods might require a different version of steamodded or talisman
What's the default installation location for lovely on linux?
the binary? you have to build it manually for now
No the mods
~/.config/love/Mods
actually
the default is the protonprefix
?
yes
Then it shall be protonprefix
~/.steam/steam/steamapps/compatdata/<balatro id>/pfx/<windows path>
@waxen ether I updated
oh, also dont forget about the 50 people using Steam in a Flatpak
in that case it will be ~/.var/app/com.valvesoftware.Steam/data/Steam/steamapps/compatdata/<balatro id>/pfx/<windows path>
@waxen ether Could you also look into the issue with the appbuild?
can someone help please?
this is whats happening when i try play bunco + steammodded
update lovely
how do i do that?
Did you install lovely before?
yes
i deleted everything just now in the mods folder then added lovely in (the .dll file)
but still comes up with an error
i used the new lovely version i tnik
You shouldn't do that. Remove lovely and the mod manager will install the latest lovely version for you when you just click on "Launch"
oh ok let me try now
thank you for helping me
ok so i just uninstaled all the mods
and deleted lovely
from the files
and launched it from mod menu
then i re added the mods launch it
and same error occurs
So this must be causes by a mod then, no? If it launches without any mods with lovely, I don't think lovely is the issue then
interesting
Could you try and install the latest lovely version manually?
https://github.com/ethangreen-dev/lovely-injector/releases/tag/v0.7.1
just did now
and tried launching it manually
when i delete both the mods and launch it was just lovely (after manually donwloading it works as well)
its a mod issues between bunco and steam modded
Update your lovely
i just donwloaded the latest version manually
surely thats ok?
or am i missing something
Delete the old version.dll in the folder where your Balatro.exe is located
place the new one there
Also delete dwmapi.dll if it's there.
Where are you getting it from?
That's still running Lovely 0.5.0
this was the trick
tysm
tysm to everyone for the help ❤️

Categories are based on https://balatromods.miraheze.org/wiki/Main_Page
right, but it doesn't means there only should be these ones
we could also use them as subcategories
e.g. for content
Might be easier to do it locally, the GitHub interface online is a bit clumsy for things like this.
Briefly:
- Make a clone of your fork either with the command
gh repo clone <your username>/balatro-mod-indexor with GitHub Desktop - Create the mod folder
Username@ModName - Create and write files
description.md,meta.json, and optionallythumbnail.jpg - Commit changes locally
- Push the local changes to online
- Create a Pull Request from your fork to the Skyline69 repo
i dont have gh things installed
do you have git installed?
github and git are very different things but sure
I don't have any gh things installed either, but I do have git
anyway did you make a fork on github yet?
gh things - things related to github
yep but it has nothing
and isnt commited
and like I said, github and git are very different things
Alright. Then create and write the files as described in the https://github.com/skyline69/balatro-mod-index readme. Check https://docs.github.com/en/repositories/working-with-files/managing-files/creating-new-files if you have no idea how to do that
that doesnt answer my question
was your question not "how do I add files to the fork"?
I'm confused, did you not see the github docs link I posted?
i did check both links
the readme i checked like few hours ago
b4 u even sent it
and the docs didnt help at all
okay so which step specifically are you stuck on
do you get an error message? is there a button you can't find?
i basically have no idea tf is happening after step 5
do i actually have to commit 2 different files to this rep
so i will be able to attach them to the fork
or what
💔
step 5 from the mod-index readme right?
Commit and Push
Commit your directory and files, then push them to your fork.
this one?
You said you were stuck, I'm asking you where
yes you have to commit 2 different files (3 if you include an image)
and what after ?
"pushing to your fork" doesn't really exist on github when you don't use git
i dont see any 'attach file' or smth button in fork
there's an "upload files" button if you need to upload an image
i dont think u have an idea what am i even talking abt rn.
as i dont have any idea how to use github
I don't, which is why I keep asking
stuff like "is this the step you're stuck on" which I get responded to with "bro I read it"
as i said b4 u asked that
i read the whole 'read me'
and i do know what should i do
i just have no idea how.
just send your fork here and I'll take a look
i dont even have one ready bro 💔
Yeah you do. Go to https://github.com/l1s3l/balatro-mod-index/tree/main, that's your fork where you can make changes
wow so i can check that
Then you should probably press the "Sync fork" button and "Update branch" so you're up-to-date
(it doesn't really matter in this case but it's good practice)
after that you can start adding files using the method described in the github docs link I showed earlier
does that make sense?
yee kinda
Alright. Make sure your files are in the right directory/folder when you add them. Tag me if you need any help
@waxen ether could you look at this
is mod manager supposed to automatically update the latest Steammodded? Because the current one isnt compatible with Cryptid I realize
@cunning matrix There's a conflict that makes the manager detect GARBSHIT as the Hit (blackjack) mod, thus getting the "official version" of GARBSHIT deletes it and installs Hit.
I don't know if this could happen with other mods but thought I should let you know.
Yeah ik I‘m working on the algorithm for the detectio of the mods
can you be patient im in bed
that was TWO
IN THE MORNING
its 4
Anyone got any ideas? I installed all these mods off BMM but I'm slightly confused because some of the mods require a newer version of Steammodded than the BMM offers.
If anyone can help I'd really appreciate it :3
So I did figure that out but I'm still getting an issue and i'm not sure lol
Well for one, Talisman looks to have been installed with an older version of BMM? The folder shouldn't be getting -main at the end anymore
And iirc cryptid doesn't like that
Same with steamodded actually, the folder i'm getting is named Steamodded
Beyond that unsure, seems like it crashes before steamodded gets running?
this is where i've gotten too lol
everything is up to date now
but something is still not interacting right
one (or more) of your mods' lovely patches is failing, for some reason
doesn't seem like it has much to do with BMM
can you send the latest lovely log from mods/lovely/logs?
try latest
if it errors let the user deal with it
Does mac installation work? I clicked custom select executable and all the apps I can choose is grayed out
I bought it from app store, and it saids invalid path
we need a disable button here ngl
like if one of the mods crashes u game - u can disable one by one to find the one that crashes it
or just disable because u dont want it to be with other mods
you can do that in-game
sounds like a crutch tbh
I mean steamodded exists without BMM so it has to have that option
but it should at least get a search menu
I would also like a disable button within the manager
I mentioned it a little bit ago but it got shot down almost immediately
It literally just adds a .lovelyignore file in the mod directory
oh i thought it had to be more than that
in that case yeah could implement that super easy
I'm glad other people have this opinion too lol
its kinda easy
ig it just checks if mod has lovelyignorefile inside of it and if it does then ignore it
it could also transfer mod from Mods directory to smth like 'DisabledMods' directory
no, use the .lovelyignore, that way you can re-enable the mod again through the mods menu ingame
yeah its a no brainer to do it like that
huh
person who submitted the mod to the index may have just not set any
like im a dumbass and didnt check that
no need to be rude
im not even sure what you're trying to say
categories: Must contain at least one of Content, Joker, Quality of Life, Technical, Miscellaneous, Resource Packs or API.
must
mod just cant have no category
'not set any'
yeah but you found the mod
now im not even sure what you're trying to say
did you check the index
still not even sure
im not sure if Resource Packs is a category so i think aiko just may have misunderstood the category system
the mod
cant
have no category
FYM CHILL
its not that big of a deal just a little fix is needed
its fucking impossible to be chill when everything u might actually have no idea how category system works and telling me to chill for no reason
the 'cant' is this big because u skipped it twice
it's not even caps smh
so you can chill out aiko followed the rules
idk why you freaked out in the first place about it it clearly has a category set
idk why are u this dumb 💔
???
at least because dialogue shouldve ended here
explain why did u fucking have to say that
cause you are freaking out over nothing?
over nothing and proceeds to rage bait me with this shitty message
doesnt matter if it was planned or na
was just trying to help and you got real aggressive
only mistake i made was misremembering what the categories were and thinking for a sec that resource packs may not have been one of them, im on my phone so i couldnt open the manager and check immediately
whats your deal
peak help
what a helper
give him the helper role if it exists
literally just going through possible explanations of what i thought you were talking about
why are you so angry over nothing
another reason why i am
because u cant shut the fuck up
simple
you're in a modding channel im a modder who came to try to understand the situation
- you brought out the big text implying strong feelings over something/yelling, aggressive tone
- the pic i posted clearly shows it has a category so you werent reading it
It's apparent you still haven't decided to follow the rules
you clearly were not chill because you couldnt listen to me for some reason
over something/yelling, aggressive tone
yelling looks LIKE THIS
NOT LIKE
this
both of those are the same thing?
thats what caps was basically made for
I think l1s3l was saying that either the category isn’t listed on the mod page (which it should be) or that it wasn’t being put in the right place?
well it was
it had a category set
and since its a retexture malverk mod its in the right spot
i said 'i can't see category of any mod, if it actually isn't possible it'd be a good feature to add'
you didnt say that you said it didnt have a category set
That's not what you said at all, actually
thats what i meant
You can't quote something that you didn't say, and say that you said it
this shit is used to make somebody pay attention
THIS SHIT IS USED TO YELL
AND THEY BOTH can be used to make u pay attention to something depending on the context
ur a dog -- this can be used as a yell
--some important info here-- this can be used to make somebody pay attention
And then get mad at some body else for not reading your mind
??????????????????????????????
answer me 1 simple question right now
you didnt say what you meant you said an entirely different thing
is it possible to see category of a mod on the mod page.
so yes or no.
no
If you would like that as a feature, create an issue on the repo page
yeah
That's what those are for
you didnt suggest a feature though
so this message was saying 'theres no way it doesnt mention mod's category'
you got angry a mod wasnt following the rules or something
and this one was saying what.
like it or not thats what you said
this shit only sounds like ' i think its possible u just did it wrong '
or some kind of that
all that implies is the possibility that you were mistaken not that you did anything wrong
same shit for me
and clearly you didnt say what you meant
so can you blame me for doubting you
bottom line you gotta mellow out
'theres no way' -- 'no way' in this case means that i thought this feature would be in mod manager because its actually useful, and im shocked that it isn't , and my shock alongside with 'its actually useful' should mean 'it should be added if it isnt there'
'it doesnt mention mod's category' -- the feature.
smh
thats not clear thats what you meant at all
Bro take a chill pill its not that deep
theres 1 clear thing
Regardless of that, there was no reason for your first response to somebody's comment to be as aggressive as it was
its also a lowkey aggressive way to suggest a feature in the first place
but the 'im shocked it isnt in it.' is fucking visible
it implies a lack of thinking on the dev's part
The manager is still in alpha. It's gonna be missing some features
already said that it's harder to notice
That's not that shocking
great im not blaming devs
im blaming this mf @ocean heart
you were the one who got aggressive
you were the one who made me aggressive
before i even said anything to you you were lowkey aggressive
and i have not sworn once in this convo
Take accountability he didn’t make you do anything
Let's be real, you were being a dick to keku
wasn't till he told me to chill
You are hostile and unreasonable, reflect and chill.
rn i am
Because you needed to chill. Hard.
you still need to
You continued to break the server rules even after it was mentioned that you were breaking them
yeah we know what you said
so i cant use # anymore or sum
Whats that supposed to prove lmao
that's not what was making you seem aggresive
Different people interpet different typefaces differently
it was the stuff you said before, between, and after that
HE said that it was the thing.
Different people interpret different typefaces differently
they're interchangable to me
You clearly lack the self awareness to reflect on your attitude as a whole over a free amateur mod lol
and what is ts supposted to mean
It means what it says.
That much emphasis was not needed for that
clearly he didnt notice the "mod can't have no category" TWICE
and to make sure he will pay attention to it this time
i used this shit
And? Thats a reason to throw a fit?
What an entitled attitude.
for one i did notice but it made no sense why you were saying that
That even though everybody seems to be calling you out for being rude, you can't seem to accept that
nope i wasnt rude at all like next 6 messages after 'dumass'
and you admit it didnt make sense cause you clarifed you meant something entirely different
till this mf told me to chill
I don’t think that matters
hell na im going to calm down, drink some tea and talk peacefully after him telling me to chill
Tone can be misinterpreted in text
You are either legitimately 12 or emotionally 12 and stunted.
me saying chill is not a declaration of war bro
Give or take a few years ofc
saying that when im trying to be chill IS
Just drop it its annoying going in circles and you are flooding the mod thread over nothing.
Genuinely? Go drink some tea and get away from this convo, you're not doing yourself any favours right now
<@&1133519078540185692>
Just block him and go play balatro lmao
absolutely wrong
i TRIED ending this shit
You might need an anger management class if that was your version of chill
until this guy said one more thing and continued it
Good solution
Bait used to be believable
Maybe biweekly at least frequent
.
this is the message when the dialogue shouldve ended
smh repeating 'chill' 10 times like i didnt notice it
you are continuing to break rule 1 after claiming you tried to end an argument at this point i think you just shouldnt be in this server this isnt acceptable
Life’s good when he is blocked 😇
mfw trying to deescalate a situation is rage baiting
He’ll argue with you all day don’t bother guys.
im just waiting for a mod to hop in
wait as much as u want
They will when they see the @
lowk dgaf
I can't go back through all of the above, but if people continue to act disrespectfully to others, I'll start timing people out. Game mods are complicated, getting to the bottom of issues isn't simple, please be kind when people are trying to help
Anyway, back to what was being talked about since it's buried up there... A disable button on mod entries would be a nice and helpful addition to the manager
Yes, so is profile presets!
mhm agreed on both fronts
also showing the categories on the mod's readme would indeed be nice
a very low priority feature that isnt needed imo but it cant hurt to have
What is boson for people not in the know
yeah what is that
basically steam compat tool that makes some steam games run natively
Is it on GitHub at all? Wouldn’t mind grabbing it once it supports Balatro
right now it supports electron-based apps and cookie clicker
Ty
Electron-based games? how would this work with Balatro? it's in Love2D 🤔
simple, instead of running electron run Love2D instead
it's that simple
ah yeah that makes sense
This seems pretty small, is it not?
it's actually really simple
thats why it's small
I don't mean in size or anything, I meant in users and usage
im planning to add love2d support later on but right now im busy with smth else
yeah
thing is theres a lot of electron-based games on steam for some reason 💀
cookie clicker is one
balatro runs pretty flawlessly on proton already
how do i install this?
yeah but imagine running natively on linux