#Balatro Mod Manager is now out! 🎉
1 messages · Page 4 of 1
not anymore since it's linux
however it's so-based now
similar to how macOS modding works
you have to mod it similar to macOS now
nope it's really really easy
the only upside is not having to set the dll overrides which is only like a one time thing
- build lovely injector
- preload lovely injector into environment variable
- done
setting the dll overrides would probably be faster tho
yeah but instead of doing the hacky windows dll override you use the UNIX native API of the same thing
LD_PRELOAD
It's LITERALLY the same as Windows and macOS
the only difference is how you load the thing
i mean yeah but im just kinda confused why you'd wanna change how it loads
i couldnt notice any bugs with proton running balatro
speed
less overhead running on proton
helps when you're running cryptid or some shit
its only slightly faster but it's mostly just because
why tf not
you already have love2d on linux
why use proton when you already have a love2d runtime on linux
i mean it aint broke
but regardless its an interesting project
go off and all but i do have to agree with lars i cant see the use of this being too big
i mean i play balatro natively
smods supports running balatro this way btw
I specifically requested the patch
also it's great for mod developers because you don't have to go deep into your protonprefix to install mods
when coudl we expect modding support for gamepass version of the game?
and I don't have to wait a minute to wait for my saves to sync on steam and proton to start
dunno if thats supported on lovely/smods yet
it is both
no im talking about game pass
That has nothing to do with BMM. It is something the lovely dev needs to support, and he has said he knows about it
is there any like tips and tricks channel on this discord?
regarding what?
just playing the game
yeah people are usually willing to help in #🕹・game-discussion, as long as you don't ask them about every single decision you're making haha
thanks
there's also a wiki that explains a lot about synergies
and like keku said, watching people on youtube also helps
watch Roffle or Doc
them completionist got some tricks
@waxen ether I updated the Linux branch so you can finally build it with docker. But you will see the poor performance of the webkitgtk2 webview being presented
Docker you say 😎
Note: It only works on wayland for me rn
I’m a based arch hyprland user so I should be fine
Someones got taste
you can see them all here https://github.com/skyline69/balatro-mod-index/tree/main/mods
ty
I believe there's about a 100 right now on there
So, I installed the Mod Manager and SteamModded but the Manager is saying I dont have SteamModded installed. What do I do?
istall it from the mod manager I have an issue to where it won't start balatro
Thx
That fixed it
Is steam running?
yes
ok
i did not put my mod on there
aiko
i wasn't the one who put it on there
when i feel like it's completed enough
can anyone send me or host the Lovely Injector v.0.7.1 file? my windows keep flagging it as virus and im at my work pc
it'll be flagged as a virus regardless
turn this shit off
Responding to #1340334060597285025 message in a more appropriate channel:
My personal leaning would be to only accept submissions from devs directly since it makes the whole chain of permissions very clear, but since it's not my project I've been following Skyline's lead and adding mods when they've been clearly approved by the mod dev.
As long as devs are reasonably informed about what BMM is and does, and their permission is given or shared publicly, then I think the risk of developers turning around and complaining about the way their mods have been distributed is low enough.
It might also be important to inform devs that Skyline has put a huge amount of personal time and some funding into the project and its website, and fairly accepts donations on ko-fi to help offset this. The recent content usage dispute with Jen's Almanac mod was because of an artist not wanting their content included in the Almanac when they discovered Jen had a ko-fi page that the artist wasn't previously aware of, so it's clearly something that a minority of creators care about.
Legally speaking, it's debatable whether permission is needed at all for OSS mods or otherwise, since BMM falls somewhere between a browser and a distribution platform - but for the sake of respecting developers and artists and their freely-given works, I think it's important.
hey
breeze
gotta say ty
this thing actually helped a lot
downloaded gh and git stuff and then asked AI tf hard word's mean
Cheers mate, I appreciate you saying that
(i dont know neither push, commit, pull and some more random words)
Git is a whole language to learn, but it's one worth learning
its a work pc bruv
y realized that later
thanks anyway
surely you can add an av exclusion on your work pc
cant, redirects me to the admin login
wanted to have fun with the pokemon mod,welp,
thanks for the input
Speaking of mod permission;
@raw onyx Did you check with SkywardTARDIS to see if they're happy for Reverse Tarots to be added? I couldn't find anything in the Reverse Tarots thread
tbh i'm not sure at all if it is required
but once in modding chat
i told him abt this thingy
and iirc he wanted to add it here
tho the main question remains is it required
See #1339375696254074942 message
Legally, probably maybe possibly not required. Out of respect, I think it's important
who knows
tho if it is then it's kinda boring
Can't hurt to check
but it isn't mentioned anywhere in read.me or this post
so i think it's pretty much fine
this app would be dead asf if it was unallowed
AND one of @vital bridge mod's was added to this app by someone else (he said that iirc)
so pretty sure it is
Aikoyori was cool with it and gave permission, as did the 2 or 3 other devs of the other mods that were submitted to the index by other people
On the other hand, Jen asked for his mod not to be included, so it wasn't
i only wish it was more done that's all
It's not fair to assume that devs will be cool with their work being distributed outside of places that they have direct control over, and asking permission only takes a second
if it was that simple man
now another question
how do u delete pull request
Just hit the "Close pull request" button on the website
you close it
kk
tho not gonna ask people anymore
only if ik them
like i've talked to some dev's here, like aiko, dev of reverse tarots and math guy
ngl it's kinda boring especially including the fact that they might not even know abt mod manager
Not sure i understand what you mean about "it's kinda boring".
If you want to add someone else's mod to the index, or repost it somewhere else, ask permission out of respect for them and their work.
meh for me it works so if you dont want other's to do whatever with ur mod (as long as it isn't something bad) - dont post it
-# 'its kinda boring'
asking permission for mod, then wait until he will answer, and only then add the mod take's a lot of time in total, unlike just writing md and json files and then posting them
How much active working time do you think the average dev has put into their mod? Waiting an extra minute, or hour, or week for a response isn't much to ask
they dont get a +10 respect bonus or sum for posting it there , they don't get any disrespect, they dont lose or gain anything
they just get more people who knows abt the mod
the only thing could be thumbnail that developer might want to change , but for that he can simply dms me already
or if he doesnt want it there - he can also just dms me
I more or less agree with this personally, and I'm cool with other people sharing and reusing my mods too, but it's not right to assume that all devs or artists agree. Some people prefer to have more control over their works and don't like seeing them stolen, misused or distorted against their wishes, and that's a fair viewpoint too.
and then they can just dm me or the guy who has made this app
If you ask permission, the response you get is likely to be "Hey, I'd prefer if my works weren't included on this Mod Manager, thank you for asking"
If you post it without asking and they find out later, you might be more likely to get "WTF, why did you steal my mod and get money for it?"
nobody get's money for posting smth here 💔
And that's a real bad look for Skyline and the other contributors
i think notifying the person you're putting their mod in the index and immediately removing it if they ask is fine
also yeah what's with the money thing
thats a good choice tho
adding mod , dming them with 'i added ur mod, are u fine with it?'
and thats it
i guess skyline has the kofi to fund development but that's for the manager not the index
for licenses to sign and publish the software and whatnot
Skyline accepts donations through ko-fi which is linked on the BMM GitHub page. He's totally within his rights to do it, and deserves way more than he receives - but (in the vaguest possible sense) he is making money from distributing mods through BMM, and some mod authors might be uncomfortable or upset by that
if somebody would actually be upset because of that i'd be disappointed in humanity smh
it would be fair point IF downloading the mod was taking money
but it's a donation
Waiting for a response costs nothing, and saves the possible hassle of having to remove it later. "Ask forgiveness, not permission" is not a good approach
that's just not the approach though
It happened less than a week ago with Jen's Almanac
it's so easily reversible
Waiting for a response is even easier
it truthfully isn't
the difference between never uploading it and uploading it for maybe a few hours before it gets removed is so miniscule
Unless you're a mod dev who doesn't want your work distributed against your wishes, in which case it matters a hell of a lot
not really. the mods are already publicly available, temporarily redistributing it to another publicly available place will not be a big deal for anyone
It has been previously, and I won't assume that for every single developer in the world
For me it's a matter of respect for the developers, their works, and the time invested in them
It can definitely be. Mods need to be publically available with the way balatro works, but if I'm working on a mod for some friends, or it's in alpha and just out there with a lot of addendums about playtesting, it's not great if it starts showing up on other places. You lose a lot of access to communicating intentions if you don't control the download platform a mod is in, especially if the other platforms will give a sense of 'officiality' to a person getting into mods
I won't personally add any mods to the index without clear permission from the devs. Skyline is ultimately responsible and if he has a different opinion, then he's welcome to add them as he sees fit, but I won't change my approach
can't have an honest conversation if y'all keep ignoring the fact that the mod is on the index for only a short time. the mod developer DOES control the platform it's on, because they are asked whether it should be removed or not. in your worst case scenario there's very little damage done, very few or no people would end up downloading the mod
cg is speaking facts asf
the fact that breeze is not against his mod being shared like this already says much
"Yes it wasn't what you wanted but it only happened for a short time" is not a good defense
god only knows how many people are actually against that
"I stole your car for two hours but i brought it back and i didn't damage it, why are you mad at me"
rewording things to make them sound bad is a horrible and dishonest way to make an argument
Also, notifying someone doesn't guarantee they read it, right? I've had situations in which I only found out years later that someone used my sprites for their pokémon mods, because they notified me on a platform I no longer used. In that case, not a problem, because I didn't mind, but I definitely didn't fall under the banner 'notified', even though that person probably did assume so
I earnestly think it's a fair comparison, if a little hyperbolic. I'm not trying to make you sound bad, these are genuine opinions of mine
this is fair, i imagine the mod can be removed if the author doesn't respond in a couple days or so. i doubt that situation would ever happen though since they use the same account to post the mod
first reason i came up with is that cars are personal, mods posted publicly can be freely downloaded and used
there's more but that's enough to disqualify the analogy so
Alright, fair. "Do you mind if I borrow your car this morning?" or "I borrowed your car this morning, hope you don't mind". Which would you personally prefer if you owned the car, and it was something you cared deeply about?
it is probably good to know that free to use and free to distribute are generally separate concepts. I've personally released all my assets for pokémon fangames under licenses that did not permit money to be made in any way on any project that involved them, by default, not because I minded people running a ko-fi, but because in that community plenty of stuff got repackaged and put towards somewhat scammy mobile games, or ended up being redistributed to art assets websites that were less specific. (I'm sure the 'license' wouldn't hold water regardless, ofc). Even if a community doesn't have specific rules about limiting distribution, it's in no way a strange courtesy to grand people
can I ask how this is relevant? i believe the discussion is whether asking first and undoing later is reasonably more damaging than asking first and waiting on a response to do something
But for example, a lot of free-to-use in for-profit projects game assets are not free to distribute, because that means they can be separated from clear places to associate them with their licenses.
There's no situation where a mod needs to be posted urgently to the index and the community couldn't possibly wait a day or week or month. Impatient community members don't take precedence over the preferences of creators about their works, in my view
It's a matter of respect. Like with the undamaged car, the end result is the same, but one approach is polite, considerate and respectful, and the other is entitled and expectant
It comes across as an afterthought, with the subtext of "why would you even care?"
open source communities also work better if courtesy and consideration are the norm. People are more likely to contribute if they feel respected, after all
i don't see it as impatience but rather just efficiency, there's a lot of mods that aren't on the index and (assuming all of them were to be added) waiting on a response is an extra step that adds tine
difference being that there's a reasonable expectation to be able to add a mod to the index, whereas there isn't a reasonable expectation to borrow a random person's car
i don't see it as entitled if there's a reasonable expectation
i see asking whether they wish it to be removed as plenty respectful
You have that expectation. Not all mod devs share that view.
i can ground that expectation by saying that the vast majority of mod devs wouldn't mind and would be thankful and it isn't very harmful to the minority that do mind
I definitely would've minded, to be a counter example. Not because I didn't want my mod here, but the reason I hadn't done it myself, and the reason the first pushed wasn't accepted, was because I didn't want the mod to be in a place where people have presumptions 'mods will generally work', and 'i always have cryptid and talisman installed', while I knew that specific compatibility didn't work. In this case, the mod manager team's doing proper quality control, so my worries wouldn't have happened, but if they weren't doing that, it'd be very annoyed, honestly
I'm sure you're right, the majority of devs are happy to have their work shared, and I'm included in that lot. But for the minority that aren't, when the options are:
- ask permission, no harm done
- ask forgiveness, potentially deal with a blow up from an angry dev
the choice seems obvious to me
My assumption in this case is that people who download and discover mods by going through the modding channel here may be a bit more likely to be both report bugs or crashes, and know what to do, while the chances of someone using a mod manager doing that being less likely to. Also the assumption of 'officiality' when it comes to things like balancing and polish, honestly.
i really don't see how it could go any other way than the modder saying "oh no id rather my mod not be on the index please" and the person adding the mod removing it from the index, apologizing, and then going on their way
i think it would be a really irrational thing to have a meltdown over
this person wasn't properly notified
completely different situation
actually not being notified probably isn't the best reason why it's not the same
meh
I'm not gonna weigh in on the "rationality" of the response, just linking it as an example of the kind of response i'd rather not personally be on the receiving end of
also gonna say that even though its not the same, they didn't blow up, in fact the message they tried to send jen was akin to my example
so i don't see how it would support that point either way
more ways to see if something's considerate than seeing how angry people'd get if they didn't like what you did, I'd say
You're a member of the Almanac server, I'm sure you saw the result. It was less peaceful than that single message
as jen has pointed out and taken responsibility for, if there were proper communication things would have been fine
I believe asking someone for permission rather than forgiveness is the obvious better approach here
Mostly because it's more respectful to the original creator and gives a better sense of community. Also because the big downside of asking for permission is waiting time, which probably won't cause any issues or drama
drama in my card videogames
I feel like I am missing something crucial, I just wanted to come in and ask if the Extra Credit Mod can be added to the database
re the above discussion, the answer is "yes, but only if the devs request it"
yeah, I think letting devs initiate things is the most respectful way to go about things
it also means that they don't need to be explicitly against having their content on the index
I wouldn't go as far as to only ever leave it up to the devs. Lots of people won't know about BMM until they're told about it, gotta spread the word somehow.
There's no harm in asking, as long as you understand that "No" is a complete sentence and doesn't require any further questions. It's the assumption that the answer will always be "Yes" that I really take issue with.
Just check in and ask if it's something they'd be interested in doing, or if they'd be comfortable with somebody else adding it for them.
I think it would be nice if uploading someone else's mod to the database required proof of permission before being accepted. That way such situations can be avoided.
i mean I'll be clear here
i don't think i was notified when my paint job mod was uploaded but like i didn't really mind that much
i just don't want it to happen again because i don't feel like my mods are good enough to be available on the mod manager
the paint job mod had like 3 textures done lol
If you'd like it to be removed, I can do that. Though for what it's worth, your mods deserve to be up there with the best of them, they're consistently well made and super creative
Letters? In Balatro?! Whatever will they think of next
no no it's fine I'll just keep updating the mod
i just wish i was notified about it in the first place
math is coming...
Now you've gone too far
i got expression evaluation working
using a library
How could you add math to my balatro, a game known for having multipliers in it /silly
i just need to come up with a good way to use both letters and math
You monster /silly
Letters and numbers were never meant to be used together, this unholy union can only end in devastation
LMAO
Kid named algebra /silly
do i make math and letters incompatible
Kid named calculus actually
You should Yeah
That sounds really funny
or do i somehow combine them in an amalgamation
do you wish to know the context
Yes
i have a balatro mod that adds letters to the game
as in you can make words with them
Alright, seems odd that the question has not been popped yet at least. How well known is the extra credit mod in the whole grand scheme of things?
it's decently well-known, though mostly within balatro university's community I believe?
It's probably one of the most popular in terms of numbers, but it's also sort of an independent thing, like most of the youtube/streamer community mods. I reckon most people who know about it just download it from a link in the comments
That is very fair. I tried to find a link that is more than the github mod page and came up empty. So I guess in this case trying to ask the creator for the go ahead is rather difficult.
There's this thread https://discord.com/channels/1116389027176787968/1314727172296020058
I believe the main person handling ExtraCredit stuff is CampfireCollective
so you could give them a tag in the thread Breeze just linked and ask about getting added to the BMM
I saw that too, just wanted to search for other spots.
I believe they also have a thread in balatro uni's private discord, but that's ya know... private
Rip
this chat is unfairly dead
the 7 questions just killed me lmao
but is it allowed to like add few mods at the same time
not 1 by 1
how is it even related
Did you do it?
what if no
then you gotta do it 
then what if yes
Adding multiple at a time is fine, as long as you're careful how you do it. There's some less obvious features of Git that might cause problems if you're not aware of them.
- If you make a pull request, then make commits to the fork that the pull request is from, those commits will also be added to the pull request.
- If you create a new branch after making a commit to a fork, then make pull requests from those forks, the original commit will appear in all of those pull requests as a duplicate, and may cause merge problems.
You were right to create multiple branches for each of these:
#159 #160 #161
but because themainbranch they were created from already contained the commit "Added 5 New mods" (5ce6de9), each new PR now contains that same duplicated commit.
It would merge okay, but makes the history messy
And seriously please ask for permission and take screenshots of responses
yee ts is confusing me asf
i basically got 0 idea how in the world do i even use all ts
is that some kind of racism
like would u ask me to do that if i had other user in github
or do u ask that b4 accepting anything
Do you know how insane you sound
i mean literally , ts only works for me
nonoon listen
everybody can add anything there
but for some unkown reasons
ts only works for me
like it'd be fine if it was in pinned message or sum or mentioned everytime somebody was asking abt adding thing's here
but it isnt
thats the thing
For every commit i've personally approved, if it wasn't submitted by the dev, I've gone back through the Balatro discord to check that the submitter has asked for permission before I've merged it. I've taken screenshots too, just because it's good practice to be able to prove this.
The reason i'm asking you directly is because I can see that you haven't done it publicly, and I'm politely hoping that you've done it privately in DMs instead.
sounds more fair now smh
That's fair, and I can see how that would appear to be you being singled out. I'm sorry to give that impression. It's just the first time i'm personally running up against this, and I have slightly stronger feelings on the matter than Skyline. It's still his repo and ultimately up to him. Like i've said previously, i'm just not comfortable taking the responsibility for adding mods without authors permissions.
Git can be pretty overwhelming if you haven't used it before, but it's worth taking the time to learn the basics. This is a good visual guide to explain some of the basic terminology:
https://agripongit.vincenttunru.com/
I have another request for submitters, while I'm loudly making them - if you're submitting a mod on behalf of someone else, please link to the latest Release where possible, instead of the latest HEAD.
Not all devs keep their repos in a functional state at all times, and there might be random breaking changes from time to time if devs are just committing and pushing changes as they're made. Releases are usually preferable
any tips on how to run it on linux. i am having the problem seen above along with there also being the relevant things open. here is also the backtrace message.
submitting this for the dev
aiko
does ur mod have stakes ?
shenigains one
I've had problems getting the source code thing for the releases
if you fix that that will be fire because i don't need an extra release file
BMM doesn‘t currently have linux support. It‘s still wip
Challenge accepted I will find a way to make it work without any official Linux support yet. || me finally an adult and my father with 40 years of programming experience to solve it ||
that "I" there is doing some heavy lifting, you can just talk about external contributions in the passive voice
Yeah you‘re right. Thanks for your work
I was just refering to the changes being merged into the branch
also @waxen ether the current linux branch works well with the game packaged for the native linux runtime, this is how im using it. you'll just have to wrap the combined love+balatro binary in a script that exports LD_PRELOAD and BMM will run that no problem (as long as it's called Balatro.exe)
that's what I've been doing lmfao
I was just gonna rewrite that exact script into rust and put it in boson
i have my own script for that
#!/bin/bash
gamename="Balatro"
defaultpath="/home/$USER/.local/share/Steam/steamapps/common/$gamename"
LAUNCH_COMMAND="exec love"
# LAUNCH_COMMAND="$HOME/love-11.5-x86_64.AppImage"
# LD_PRELOAD="libsteam_api.so"
export LD_PRELOAD="$LD_PRELOAD:$defaultpath/liblovely.so"
export LD_LIBRARY_PATH="$defaultpath"
pushd "$defaultpath"
$LAUNCH_COMMAND Balatro.exe "$@"
im repackaging balatro with nix🫡
package boson too 🧌
im not familiar with that (or even rust), could you link me a github or something?
It basically acts like a custom Proton build
so if you can package Proton-GE or any other steam compat tool you can package it in Nix
reference: https://github.com/NixOS/nixpkgs/pull/296009
replace the Proton build script with the intended rust and nodejs builds and you're good to go
got it
looks cool, but now i have to cope with the knowledge that people wrote games in electron😔
It'a far more common than one would expect
@dawn grove trying to launch mod maneger on arch linux. Could not create default EGL display: EGL_BAD_PARAMETER. Aborting...
could you try with GDK_BACKEND=x11 prepended to the command?
what desktop are you using? do you know if it's on wayland or x11?
Wayland
the env var should be GDK_BACKEND=x11, had a typo in the first message
Where would I put that in the command line?
just before the command
if you're using nix with the installer i linked you, the full command is GDK_BACKEND=x11 nix run github:skyline69/balatro-mod-manager/66-linux-support
if it works through xwayland then it'll probably work on wayland with WEBKIT_DISABLE_COMPOSITING_MODE=1 nix run github:skyline69/balatro-mod-manager/66-linux-support
i got this error and when i did what is said it did the 2nd image the first being the error.
try this GDK_BACKEND=x11 nix run github:skyline69/balatro-mod-manager/66-linux-support --extra-experimental-features 'nix-command flakes'
i believe you used the official nix installer (or installed it from arch's repos), the installer i linked you has different default settings that are more popular among the nix community
i have gotten the same problem as before of it just popping up and blank box in the second photo
could you check if WEBKIT_DISABLE_COMPOSITING_MODE=1 instead of GDK_BACKEND=x11 works?
are you using a dedicated nvidia gpu?
yes a nvadia geforce rtx 4080 super
any luck with this?
it did the ame empty box and the same errors again
there's one more thing that people disable
WEBKIT_DISABLE_DMABUF_RENDERER=1 WEBKIT_DISABLE_COMPOSITING_MODE=1 nix run github:skyline69/balatro-mod-manager/66-linux-support
if this doesn't work either i would suggest trying to log out of wayland and running it from a pure x11 session to see if it helps
nvidia + wayland + webkitgtk are a sad combination :3
ubuntu patches out some of webkitgtk's features to get reliable nvidia support afaik
I must correct myself as I now found out for with a 100% accuracy that I use Xwayland
xwayland is an x11 compatibility layer for wayland sessions, forcing an app to use x11 will run it on xwayland if you're logged into a wayland session, switching between wayland and x11 tho happens at the log in screen when you're selecting your desktop
no luck with this?
It is giving me the experimental nix feature again
yeah my bad, just add --extra-experimental-features 'nix-command flakes' to every nix command 😅
just to double check that is at the end of the comand?
yes
you can also enable them permanently with this echo 'experimental-features = nix-command flakes' >>~/.config/nix/nix.conf && sudo systemctl restart nix-daemon
then you won't need to add them to the commands
nope no luck there
Do you know if official Linux support is gonna come out anytime soon?
no idea, no
i think im the only one testing it, and it works on my machine
so fixing your issue will likely depend on other arch users contributing some testing effort
it's a common tauri problem with 10s of GH issues about it, and a lot of people work around it with a lot of different tweaks
so shrug
ol fashion way on my pc for now then, or until i randomly try solving it again ||which will realsitacly probaly be in 15 mins||
you can try to run the appimage i suggested sending you before
https://github.com/tauri-apps/tauri/issues/11994 the last few comments in the main tauri issue suggest there's a workaround for it in the appimage bundler
but tauri's maintainer didn't say whether or not he's switched to the linuxdeploy/lib4bin versions that include this
thank you for the help so far
Idea: allowing to sort mods by "last updated/uploaded"
already exists as a issue on github
It did, but it was closed as not planned for some reason
That along with disable button would be great features
absolutely right, it would be so peak
maybe move the verify database button there too (it acts weird when using local versions)
@cunning matrix i saw you bring up issues with "the web view" or "the css" on linux but im not sure what exactly these issues are. do you mean the somewhat broken effect on the button components? or does something not render at all for you? it would be great if you added an issue on GH demonstrating this problem. i want to help with it but im not sure what's wrong
The silly shall spread :3
any idea why Steam modded is crashing my game?
Blur, poor performance & rendering issues
you should take this to #⚙・modding-general and send a crash log with ur message there. BMM is not affiliated with smods
Move the "Mod Folder" Button to installed Mods?
17
20
1
Yeah
idea: allow the mod manager to check for updates and auto-update mods
It already checks for updates, forcing updates would not be a good idea though
whys that?
Because mods updating can break things, if it happens with the game open it'd likely crash, if done when it's closed but you had a run going then trying to resume it is liable to cause a crash, even otherwise it's still possible that an update to a mod accidentally made it incompatible with another, so you might want to delay updating it until it's fixed, etc
well i didnt mean force updates i meant like
have something notifying you a mod has an update and having a button to update it + an update all button
like what r2modman does
There is a button to update them
Only thing missing is an Update All button then?
there is? i swear a few days ago cryptid had an update and it did not notify me of it at all
The greyed out Installed block on a mod entry gets replaced with a blue Update block
huh
well then
thanks for letting me know!
Cryptid might not have the update checker enabled yet, since it's opt-in on each mod's entry to the list / it has to be told in the manifest what a new update looks like
can i download mods which is not added in mod manager?
Yeah you can download any mod, and they'll show up in the mod manager as "external" mod I believe
trying to run BMM, my directory seems to be correct and my mods seem to be installed fine but i cant launch it through BMM (launch button does nothing) and when launching through steam, my mods dont load at all. any help would be VERY appreciated but nws if not!
if you could ping me if you respond to this, that would be great!
just checking before I send a push request, but is there a way for the mod description to dynamically update? Balatro Goes Kino's description indicates the wrong version in its description, and if there's no automatic updating for it, I'll make sure to write a generic description for the mm
@cedar hamlet what platform are you running it on? could u open BMM in a terminal and send logs of what happens when u press launch?
Not currently, nope. The mod index repo only has two scripts, the validator which checks the contents of new pull requests, and the hourly version checker which only affects the version parameter of meta.json
New release guys: https://balatro-mod-manager.dasguney.com/download
What’s been updated?
no disable button 😥
yeah i had the same question so i checked github https://github.com/skyline69/balatro-mod-manager/releases/latest
Mostly fixes & stabilization
And a 774-line Fortran program? Wild
Very required || (absolutely not) ||
BMM is now almost 8% Fortran apparently
Gotta get more pretty colours on the Languages rainbow
Actually
Aha. I was just looking at the first commit
Ah, Alrighty then, coolio
No linux?
there's a branch u can try https://github.com/skyline69/balatro-mod-manager/tree/66-linux-support, im using it alongside a few other people on gh
and please report issues or missing features!
Apparently my distro has an old version of rust in apt
1.75
Welcome to manual build hell i guess
you can use nix or the Dockerfile instead
both make it much simpler, and i tested them on an old mint install
also the recommended installation method for rust is rustup, i think following the Dockerfile as a guide for a native install will work
how do i launch bmm now
nevermind
curiously, it doesn't show anything
[2025-04-03 16:53:39] INFO [bmm_lib::logging] Logging system initialized at 2025-04-03 16:53:39.058709740 +03:00
[2025-04-03 16:53:39] INFO [bmm_lib::logging] Log file: /home/magotrap/.config/Balatro/logs/bmm_2025-04-03_16-53-39.log
[2025-04-03 16:53:39] DEBUG [bmm_lib::logging] Debug logging is enabled
Gtk-Message: 16:53:39.062: Failed to load module "xapp-gtk3-module"
[2025-04-03 16:53:39] INFO [bmm_lib::discord_rpc] Initializing Discord RPC Manager
[2025-04-03 16:53:39] INFO [bmm_lib::discord_rpc] Setting Discord RPC enabled status to: true
[2025-04-03 16:53:39] INFO [bmm_lib::discord_rpc] Discord RPC thread started
Gtk-Message: 16:53:39.273: Failed to load module "xapp-gtk3-module"
Could not create default EGL display: EGL_BAD_PARAMETER. Aborting...
white window? if this is the deb i would suggest trying the appimage instead (although both worked for me), i would also recommend trying from an X11 session and seeing if this works (then we can start trying to get it working on wayland)
...there's an appimage?
yeah, the tauri build command makes a deb, rpm and appimage
ok, could u try from an x11 session?
I tried it
im getting an ubuntu install in a VM to test on, in the meantime could you try the appimage, i uploaded it in my BMM fork for convenience https://github.com/janw4ld/balatro-mod-manager/releases/download/v0.2.3%2B/Balatro.Mod.Manager_0.2.3_amd64.AppImage
It worked!
Thanks m8y
@hidden nexus in case u wanna try it too
@dawn grove Btw is it still laggy on x11?
i haven't had performance issues, just visual ones. i intended to look more into the performance at some point, but the app isn't noticeably laggy for me in its current state (on KDE 6 wayland)
Which visual issues did you see?
i assume reverie is not listed due to reasons and not being updated
mods are added manually through this repo https://github.com/skyline69/balatro-mod-index, if u can get reverie's author's permission you can just make a pr and add the mod to the index
give me a few mins to grab screenshots. it's just CSS weirdness, and Tauri's stance on this is "if the visual artifacts are present when u open your app in Epiphany (gnome's webkitgtk browser) then it's unsupported CSS that you should just change
i couldn't get past the initial "where's balatro" page on the browser tho, because the native file picker doesn't work in browsers (duh)
text outlines are cut off everywhere and that's actually it
i thought there was something wrong with the buttons (as a component), but it's just the button's text outline
i assume the bottom half of the text outline shouldn't look like this
Yeah
Could you look for a workaround for this issue, so that we can use custom CSS on linux?
it's reproducible on the welcome page, firefox vs epiphany👍
idk much about tauri / frontend tbh, but i'll look into it on my next weekend (april 11th). but i think just changing the effect to something simpler / more generally available is the better move here tbh
But on firefox, it looks correct?
yes, firefox uses a custom engine
other than tauri's
epiphany or midori are the common denominator to target
True
So we need conditional css
-webkit-text-stroke: 1px black; works on epiphany/webkitgtk and should work on mac too
(i just replaced all text-shadow with -webkit-text-stroke: 1px black; so it looks like shit but replacing them with the same intended sizes should look much better
and firefox supports a text-stroke property with the exact same interface, so the most compatible solution is slapping
-webkit-text-stroke: 1px black;
text-stroke: 1px black;
everywhere for text outlines
What about the animations? Do they work fine?
i think so, are there any animations other than the pagination thing fading in and the background swirly?
sorry for the mkv 😅
No the animations look fine
@cunning matrix are there concerns against adding CI that auto updates the pnpm-lock.yaml file to the linux branch?
I need to implement CI CD pipeline anyways
i made a pr fixing the nix build on ubuntu (and probably other distros), would u mind testing it by running nix run github:janw4ld/balatro-mod-manager/66-linux-support-upstream --extra-experimental-features 'nix-command flakes' and letting me know if u still get an empty window?
i got it working in a VM, but real hardware and graphics cards complicate things
the PR just uses a different build of webkitgtk that's compiled against mesa 24 (the one on ubuntu 24) and this worked for me both on ubuntu and in my nixos that runs the mesa 25 drivers
are you sure u used the command i sent? it points at a different branch than the one in the readme. and also, i get it if u don't wanna bother with this anymore🫡
@cunning matrix wait did u make the css change i suggested or did the ubuntu pr fix the css too?
omg looks like it fixed the css, lol
does this mean the deb and appimage have had proper rendering all along
thanks that works for me.
if you're willing to help with testing, could you try this too nix run github:janw4ld/balatro-mod-manager/66-linux-support-upstream --extra-experimental-features 'nix-command flakes'?
also are there artifacts in how the text outline is rendered for you? in both the appimage and the nix build
here's a better screenshot with hidpi scaling but the background animation doesn't render anymore and things are noticeably slow
this could be either my pr or a regression introduced in 0.2.4's commits since the only differences are the downgrade to mesa 24 and you rebasing the linux branch on main again
that works on arch, i also got no artifacts.
thank you
switching back to mesa 25 does restore the css issues, so now my pr fixes visual artifacts and introduces performance issues. i'll check if these perf issues are reproducible on ubuntu done, it works flawlessly on ubuntu
also the appimage has broken css (despite building against ubuntu 24 with the old mesa libs)
why does linux have to be like this 😂
@dawn grove I do want to report that from the appimage i am unable to launch balatro itself when i hit the launch button it says that balatro is already running, it is a small bug because you still can launch balatro from steam if you have lovely around and the mods from the launcher you installed will be there
the appimage is kinda sandboxed so it's probably unable to find the real steam binary / process
the last fallback launching method (using xdg-open) is probably the only one that'll work as expected in the appimage
[2025-04-03 23:26:05] INFO [bmm_lib::logging] Logging system initialized at 2025-04-03 23:26:05.508673373 +03:00
[2025-04-03 23:26:05] INFO [bmm_lib::logging] Log file: /home/magotrap/.config/Balatro/logs/bmm_2025-04-03_23-26-05.log
[2025-04-03 23:26:05] DEBUG [bmm_lib::logging] Debug logging is enabled
Gtk-Message: 23:26:05.512: Failed to load module "xapp-gtk3-module"
I ma go to bed
i think this is logged every time BMM launches, it's not a build error or a crash, no?
@cunning matrix add https://discord.com/channels/1116389027176787968/1221215713910325330 😔
That's up to Divvy
😭
divvy's mod preview is 3 mods in a trenchcoat, and BMM doesn't support that yet
unfortunate
@tight harness
Divvy's Preview was on the index, but I removed it because it couldn't be installed by BMM.
Fantom's Preview is an alternative that doesn't have the multi-mod problem, though it's built with the Multiplayer mod in mind. Version 2.0.0 added a new "feature" which forces a 5-second wait timer before displaying the calculated score... Recommend using version 1.1.1 if you're not playing Multiplayer
wtf
"built with the multiplayer mod in mind" for a score preview mod?
and the solution is to add a 5 second timer??? 😭
Yep. There's some ongoing discussion about it #1355950314905141282 message
Still stands out amongst the other Multiplayer-Approved Mods imo
oh landslide win to get it banned, nice
though someone brought up a very interesting point that "some people could just have a balatro calculator up on a second screen"
Yep, that's exactly why the time delay feature was included. #1355950314905141282 message
Huh. Thanks for the links breeze, interesting read
There's always drama in the banana stand
I've got a lot of catching up to do huh
pff nah man you're good
😭 🙏
really the only mods id like to see with compatibility is talisman and the gemstones mod
I'll have a look into updating my mods this weekend ig 🤷♂️
Your mods aren't at fault, it's just a limitation with BMM being unable to install multiple mods with a single mod-index entry, and lovely being unable/unwilling to recursively search through folders for mods.
More light reading here: #1339375696254074942 message
judging by the number of GH issues created about linux support (and my influence recommending nix :p), i can say there are more nix users of BMM than the other packaging formats combined
I feel like that's more of an indicator of the vocal minority than anything else tbh
That's fine and even expected. My mod structure is a mistake, so I'll have to fix that and look into BMM.
Does BMM not work on Linux? bc that's what I use xd
it does but not officially yet
Almost certainly, judging by the Windows/Mac split
You're more likely to comment on stuff when there are issues, and seeing as the Linux version has a few kinks, it's expected to see a lot of issues on it. However, people running Windows or Mac don't have as many issues, so they don't feel the need to report anything
well i meant any other linux platform😅
nix vs deb & appimage
Ohh, righto
ah, that makes more sense lol
u can get it here https://github.com/skyline69/balatro-mod-manager/tree/66-linux-support, or from my fork's releases but im cooking up the latest release now and will post it here when it's done (my country has terrible internet)
Will there be a "Localization" category in mods in the future?
v0.2.4 linux release, https://github.com/janw4ld/balatro-mod-manager/releases/tag/v0.2.4%2B
it includes deb, rpm, and appimage packages, but the recommended install method is the nix package manager which can be installed with
curl --proto '=https' --tlsv1.2 -sSf -L https://install.determinate.systems/nix | \
sh -s -- install
. /nix/var/nix/profiles/default/etc/profile.d/nix-daemon.sh
then you can compile and run BMM with
nix run github:janw4ld/balatro-mod-manager/66-linux-support-upstream --extra-experimental-features 'nix-command flakes'
Thank you for thinking of mac users - From a mac user
@dawn grove Is BMM running fine for you on Wayland?
No issues at all?
after the mesa 24 pr animations are slow, but i believe it's only an issue on nixos setups
mesa 24 pr?
the one we were just talking in its comments
the change k900 is arguing against is replacing the webkitgtk libraries used by nix with another version that's built against mesa 24 instead of mesa 25
that change
- fixed the CSS for me
- made the app run (and render correctly) for @hidden nexus on arch
- worsened the overall performance on nixos, but not on the mint VM i test on
k900's point was that i'm breaking the app on nixos while trying to make it work on other distros, while "trying to make it work on other distros" is somewhat not possible, but as far as my & theminaneinf's testing yesterday goes, i got something that works well
i pinned webkitgtk against mesa 24 because it's what ubuntu 24 ships. theminaneinf is actually testing on arch tho and it works for him
an appimage built with the Dockerfile still has broken CSS
the currently best build is the nix one
If the animations and the overall performance works, I might look into merging it into the main branch before v0.2.5
But
We definetly need a flatpak and an app image
you can test all the dockerfile artifacts from this release btw: https://github.com/janw4ld/balatro-mod-manager/releases/tag/v0.2.4%2B
tauri has no flatpak bundles support afaik, but since i was able to create an appimage using nix bundle (i haven't uploaded that anywhere), i can look into bundling a flatpak from the nix flake too
there might be simpler appimage -> flatpak bundlers
we can look into using one of those on the docker appimage
This wouldn‘t require the user to have nix, right?
right
Great
@dawn grove try using this
hmmm so the flatpak is just a repackaging of the deb
sure 👍
Hey, can I get the little red dot background used for the ui? I checked the package contents on Mac but couldn't see it
@cunning matrix
Oh and the app icon ^_^
and i assume the background is css not an image but idk
It's a tiled pattern of dots so I wouldn't assume so? If it is ill just recreate it then lol
ahh
I'll setup a pipline for the app today, so it automatically builds for the changes in the main branch
Btw, I have a new goal for my ko-fi if anyone wants to donate for a good cause: https://ko-fi.com/skyline69/goal?g=0
3.4 million euros
brother
what
wait, does mod manager automatically update mods?
It displays you the updates
If there are any available
ah sweet ok
i was about to update a mod when i realized i should instead download it through mod manager lol
So the reason i asked earlier is cuz im making Steam Grid assets so i can add it to my steam library, and im stuck on the final item
what should this little square thing be?
im not sure i understand what ur asking
They're asking what mods should they add into the thumbnail of that little box
@dawn grove Any updates?
My game keeps crashing on launch (im trying to play with the pokermon mod). I thought it might be problems with compatibility with other mods so i deleted everything besides pokermon and steam modded but its still crashing on launch. Does anyone else have this problem or know how to solve it?
not really, i was on a long vacation from work that's gonna end tomorrow so today i'll be catching up to a delayed task i had, and if i have time i'll work on automating updates to the nix flake's npm deps then i'll get to the flatpak. you can expect noticeable progress to start on monday
does this have an update checker/manager?
yes, it tells you when there are updates
u mean mods u added manually? unmanaged mods have a button on them that allows u to convert them to managed ones, and then u can update them from BMM
if a manually installed mod doesn't exist in the BMM index the option to convert it to a managed mod won't be there
alright
hey there, I recently got BMM
used it to update Steammodded and download Bunco
but the game now crashes when I try to start it
I found the problem, the version of Steamodded I got through the manager wasn't working with Bunco
got the latest release off Github and now it works
was just testing this before replying :p
the BMM entry for steamodded gets the very latest (unstable) changes instead of fetching releases
yeah, that should prolly be changed
some mods require the latest dev version of steamodded, so I don't think it should
perhaps give the user the option of getting the stable or unstable version of Steamodded through the manager?
i think very few ones do
you mean like this?
given the current BMM index schema, there's only one url that will always be fetched for mod downloads and referenced for mod version names
oh shit, I missed that 
had no idea steamodded gets special treatment
that's cool
@cunning matrix how about adding a note to the readme about the version picker being present for Steamodded and Talisman?
i assumed that ModInstaller code was unused tbh
same abt talisman
latest Steamodded is broken
uninstall it then reinstall again while picking the second option in this list
fook lol
0323b should work
There should definitely be a way to change the version without having to uninstall/reinstall imo
(And disable, but I digress)
i think it should default to the newest stable release as well
iirc it used to do that, but it was changed
you can create a feature request on GH btw, skyline pays more attention to the repo than this chat (from what ive noticed)
I did that for the disable button feature (which a lot of people have been requesting) but it was closed immediately
yeah he's trigger happy with the "close as unplanned" button, most of the issues i created i contributed their implementations myself so they got merged👍
I might look into that. But I doubt he will implement that feature specifically since he said he "didn't see the point in it", but it's worth a shot
@cunning matrix well I hope u consider it again, the point in this is having the BMM database keep track of what mods someone's interested in, even if they don't want to use them right now
either due to incompatibilities or whatever
i've installed and deleted cryptid 10 times so far
I can't even imagine it being that difficult to implement, since all it is doing is placing a '.lovelyignore' file in the mod's directory
hmm, does steamodded respect that file too?
yea
yup, I do it manually all the time
I'll consider it
@dawn grove Btw do you see the blured background on Linux too?
Because I can't on Arch
it's transparent in this video
so i believe yes
can't get to my computer to grab new screenshots tho
i wanted to test if building with the dockerfile changed to ubuntu:jammy instead of noble will produce better binaries, i made a build but didn't have the time to run it, so i'd recommend u try that
since arch's system libraries may be too new for tauri
and noble's too
the only difference between the two is that in jammy u need to add build-essential to install-deps.sh because rustc tries to link the binary using gcc for some reason
I tried with your build: https://github.com/janw4ld/balatro-mod-manager/releases/tag/v0.2.4%2B
But it was only half-transparent build for me
yeah this is the noble one
my screenshots and videos are from the nix build
Where is the build?
didn't upload it anywhere
that's why i said this
all u need to do is replace ubuntu:noble@HASH here with ubuntu:jammy and add build-essential to the apt deps script
mhmm I see. So this would produce a different binary?
yes, will use older dependencies (built against mesa 23)
im not sure what graphics libs are currently available in noble, but what i know is that older webkitgtk gave better results
indeed
I am currently not home (where my linux machine is), so I can't really experiment with it since I am on macOS rn. Could you test it by chance? If not, that's completely fine too
Alr
i wrote the pr for this https://github.com/skyline69/balatro-mod-manager/pull/167 and although i asked u first, looks like ur ignoring it (?)
wait it does that?
it's only an option when going to the smods page
ah i see
and talisman
i wish the rest of the mods had those, talisman and smoded look like the only ones for now
it makes compatibility more difficult
Does BMM have functionality to set "custom" mods?
I.e. I often edit some mods for personal preference.
I'd like to be able to point BMM to a folder within mods and say it is "X" mod, and have it give me the option to enable/disable etc.
??
its CI is failing anyway, make sure its JSON is valid (for example with jsonlint.com) and that the image is 1920x1080 or smaller
here's a review for free👍
image?
if you're not adding icons then it's fine
i checked the pr itself, the trailing commas like this are a json extension & not parseable by most tools
(so the last item shouldn't have a comma after it)
noticed and updated already
but tf is that
a bunch of random mods
on beelatro
and this thingy
i think these conflicts mean other PRs have added these mods already, but if they're unrelated to ur PR completely then i'd recommend just creating a new PR from scratch
fixing a conflict depends on your familiarity with git
welp ig ill just remove it
ts is 2 weeks old
but ty ngl
reviewed 1.948e43 times faster than the actual reviewer
🫶
u updated one json but I think all of them have trailing commas
yeah
not sure what u mean
i think only one json in the ouija pr was fixed, while the rest still have trailing commas
oh, they arent supposted to be there
it's some shit from old pull request
thought i removed them, but somehow they just sneaked in ouija with friends of jimbo
is ti fine or should i like do sum
you should remove them, otherwise they'll add back these trailing commas (and probably break auto updates for all mods)
are you uploading the mods with the git command or VSCode?
git command
and did that 2 weeks ago
smh didnt even know anything about git b4 that day
and kinda forgot everything already
since the PR has no conflicts i think you can fix it by going back to its folder and running git fetch origin main then git rebase origin/main and if this prints no errors then you can upload the fix to github with git push --force-with-lease
ok ig💔
back to git again
btw this assumes the first PR was merged
then i'd honestly just recommend deleting the entire git repo from your disk and making a new PR from scratch here too :3
you can get help from an ai https://chat.deepseek.com they're good at git
aha
i'd prefer killing myself rather than trying anything related to git without ai
it's not the most intuitive thing but it's a great tool
wait can't i just delete the useless files ?
one by one from the gui? yes but this'll clutter the history and also keep the first "add 5 new mods" commit in it
welp itll surely be 10 times easier than doing everything again
🤷 ok then
people usually care about keeping the history clean, but idk about this repo's guidlines/standards
i'd say go for it and let's see if anyone comments
man people who care abt keeping history clean
also care about git
while i don't really do that
for me it's just a way to send mods to this app
nothing else
the biggest problem rn is the reviewer who didn't even tell all ts last 2 weeks
still ty 🔥
everyone's contributing their time any way
That's me! I'd been putting them off because it seemed like you'd gotten halfway through the submissions then left. All 3 of your 3 PRs contained conflicting entries and weren't up to date with the repo so it would have merged badly.
Also:
- Revo's Vault is already on the index
- Ouija has been marked as archived and abandoned by the creator
- And have you checked with the authors of Beelatro, FriendsOfJokers, Super Balatrio Bros, Dread Jokers, Therkle's Doodles and Warpzone about whether they're happy for you to submit them to the index?
that's what u should've said 2 weeks ago so i'd fix all this
in case u didnt know theres 'changes requested' thing 💔
I did ask about the permissions and you were confrontational and dismissive about it, so i left it alone
thats not what reviewers do
It's exhausting to dig for answers if someone isn't giving them, there's no obligation, and it still seems like you're deflecting the permission question?
i literally was saying how im doing it b4
when the topic abt all ts started
in case ur wondering - nothing changed
hey as a user. i really would like the ability to tell a mod to update anyways. currently i cant update any of my mods using the button since i have a version of steamodded that the mod manager doesnt recognize.
like just a button here that says download anyways would be great.
BMM probably recognizes your unmanaged install of steamodded anyway, so this warning should be updated to check both managed and unmanaged mods first
yeah it says i have steammodded but its listed under local mods
could you create a bug report about it on github https://github.com/skyline69/balatro-mod-manager/issues?
sure
okay i made one.
should i make a feature request as well for the other thing?
the dependency warnings only appear for Talisman and Steamodded, both of which should always be detected when installed externally
so the bugfix removes the need for the "download anyway" button, unless you actually wanna be able to install incomplete/broken mods
i'm not the project's dev so i can't make a decision on new features, but if u want that make a second issue and discuss it with skyline
ill just wait and see on the bug report what is said
i'm writing its fix now (:
thank you
also btw there's a special downloader for steamodded and talisman, so if u want to use a specific release tag u can just uninstall smods and use the version picker below the download button
(it's an undocumented feature)
yeah rn the issue is that the version of steamodded that some mods want is not in a release package. its just downloading the source code off github
BMM supports both releases and the latest commit (but not specific older versions) for smods. That should be good enough for about 99% of mods
Would it be possible to point BMM to certain folders that contain "modpacks" and then use mklink to symlink the "modpack" folders to the 'Roaming/Balatro/Mods' folder?
Where the hell is the Linux appimage
in my fork's releases https://github.com/janw4ld/balatro-mod-manager/releases/tag/v0.2.4%2B
@cunning matrix does this work for the MS store version?
get this interesting message using the mod manager to get the (Deck creator mod)
I've gotten that too, mod might be broken on recent steamodded? Or it doesn't install quite right
yeah iv been playing around with Cryptid and a few other fun mods, only thing that seems to be broken is Creator
pretty sure deck creator doesn't work
also, my PR https://github.com/skyline69/balatro-mod-index/pull/180 fails validation and I'm not sure why 🤔
Are you able to add this on to a phone to add to balatro
Dang it ok
Is there any mods you can add to it on mobile
I don't think the JSON schema action supports being given a comma-separated list of files to check, so it fails whenever there are multiple affected folders
The documentation implies it should work when using newlines instead of commas actually
files- (required) Multiline input of file paths to validate - supports globs
We can try it if you've got a second. The action is run on the forked branch, not on the central mod-index, so if you change line 63 on your local fork, i can run the validator again
No idea! Let's find out
I might have been wrong about the fork action being run, I think the check-mod.yml that was present at the time of submission is what's run. More testing needed
oop
After testing, i think it runs the version of the check-mod.yml workflow that existed in the main skyline69/balatro-mod-index repo at the time of the latest commit of the PR
Validator failing for multiple mods should be fixed by #181.
I haven't been able to find any way to re-run previously failed tests using a newer workflow to be able to fix up the ❌ marks on old PRs, if anyone knows of a way to do this, let me know
CardSleeves doesn't come up if you search "sleeves", don't know how the search engine in the manager works but figured I should point out that one
You should probably make an issue on Github for that if it doesn't already exist. He checks those more regularly than here
sorry if this question is answered somewhere else but i have a deck skin i made that i wanted to upload to the balatro mod manager, where would i go to do that ?
or just wherever most mods are uploaded im not even sure if mod manager is the most popular place for mods lol
First step would be to upload it to GitHub. Creating your own thread in #1209506514763522108 for it would also be helpful for visibility
Is it in a state where it can just be copied into %AppData%/Balatro/Mods, or does it require manual installation into the Balatro.exe?
I also highly recommend starting off by making a test repo and following this guide to understand the basics of GitHub, if you haven't used it before
Still not good enough for the mainline branch?
we have inconsistent levels of goodness depending on what packaging format and distro you're using
for example, the appimage (iirc) doesn't render the text outlines correctly and its launch button does nothing
the deb has the rendering issues, but since it's not sandboxed in any way, it launches the game fine
u just want to git cherry-pick your change into each PR, and i see there are 3 open PRs so it doesn't necessitate a script to automate it imo
but if u want, and are ok with using bash, i can whip something up to query github for the PRs and automate the entire thing
I was thinking more for the closed completed PRs
i think i can do a thing
if the intention is changing old PRs to have a checkmark then it won't help, but i think making a PR based on a very old commit from the repo will make the script validate all mods
if the validation itself doesn't matter -only the check mark- u can always change a PRs status to success from the checks api
I wasn't aware, I'll look into that
For me, it's a case of trying to solve a problem because it's there, and because ❌ marks make my brain itch. Manually changing the PR status would be enough to make me happy
it's a bit convoluted because checks are addresed by id, but you can list the check runs for the last commit of each pr, then update them all to have a field "conclusion":"success"
also instead of the curls, the gh cli has nicer commands for PR queries (can help u get these commits easily) and has an api command that wraps the queries with no dedicated commands too
Thanks for the info. Seems like API write access for check runs is restricted to GitHub Apps, which is a new rabbit hole to fall down tomorrow
huh
I think these markers are entirely from check runs, separate from the PR status (which is writeable as a user)
i think the old (non fine grained) access tokens can (or maybe could) do this
I did have a crack with a couple different user authentication types, using
gh api --method PATCH -H "Accept: application/vnd.github+json" -H "X-Github-Api-Version: 2022-11-28" /repos/skyline69/balatro-mod-index/check-runs/40221327907 -f "conclusion=success"
``` and get denied with "You must authenticate via a GitHub App. (HTTP 403)", which matches up what the API docs say
40221327907 determined from querying the check_runs like you mentioned
yeah, i was just going off of what we do at my job, but a lot of our github usage is through very old users and policies
Interesting, okay. Maybe cURL with a classic token will work then
nah, id just assume the user we're doing this with still has the access just as an exception
gh maintains old things™ well, for example we're still paying $5 a month for an enterprise plan since 2012 although u can't find it anywhere in the docs or subscribe to it in any way
The API is also versioned, I might do some digging and see if there's an earlier version with different auth requirements
creating an app would be simpler
I put my spade in the dirt and immediately hit bedrock... The API is technically versioned -- in that there is one version. Looks like the App is the way, but a job for tomorrow
Done
It will come in the upcoming version
got it well im looking forward to it
I'll make this clickable too, so it's easier to get to the page
i wrote the other thing (checking if it's a local install)
It's merged btw
@dawn grove Could you give me the non-noble one rq?
And try if it works
If yes, could you make a PR
idk what "rq" means
and i haven't got around to trying this yet but ill do it now
real quick
whenever I try to use the "launch" button, it says balatro is already running, not sure why
yeah, appimage limitation, use the deb or nix flake if possible
and maybe create a bug report on github 👀
i can't repro the issue myself because i don't use steam but i know it exists because of other people reporting it
this is how u can use the nix package: #1339375696254074942 message, note that this'll compile BMM from source on your machine
for some reason it keeps installing the mods to my vanilla folder instead of my modded balatro even though i have set the path to the modded balatro version
it does properly launch the modded version but when i try to install mods through the menu it stubbornly installs them on the original
@wheat wave Good?
@dawn grove any updates so far?
it didn't work
was gonna send screenshots in a few minutes👍
Shit
both jammy and noble builds look the same
So both have the issue now?
yeah, the only build that looks good is the nix one, im trying to pin webkitgtk version in the Dockerfile to the same one in the nix flake
🤷
Did it work?
yes
Great
Could you then do a PR please
👍
for sure, i've just been able to run it btw
(due to poor internet and stuff)
?
what's wrong with the docker script?
failed to add the host (veth6a015e9) <=> sandbox (veth820d284) pair interfaces: operation not supported
something is busted with your docker setup
Nah everything looks fine
wait let me restart my computer
Might be a problem on my side
i was gonna recommend u install docker with the script\u2122
sudo sh ./get-docker.sh --dry-run```
Yeah, it was my problem
I just updated the linux kernel and ran the script, that's why it happened
when I rebooted, everything worked fine
So all good
v0.2.4+good-css linux release, https://github.com/janw4ld/balatro-mod-manager/releases/tag/v0.2.4%2Bgood-css
what's changed (from 0.2.4):
- CSS renders correctly in comparison to the previous release
- supports installing mods into custom wineprefix
%APPDATA%paths, this fixes BMM for users whose steam library is on a separate drive from their user's home
the release includes a deb, rpm & appimage packages, there's also a nix package available at github:janw4ld/balatro-mod-manager/66-linux-support-upstream
The performance on this one is reallllly bad
I get like 3fps
And the blur is not supported
And the dots disappeared
it's probably too old for your system
Could you show me in a screen recording, how it looks for you?
it's in a VM so idk if it's bad because of that or not, and i'm working on something else, give me until tomorrow
i think we need someone actually running ubuntu to test it
Hold on I have ubuntu
Let me try on that
But on Arch it definetly is not usable
what does it look like when run with task debug?
Let me see
if it looks and works fine for u then bun tauri build --target x86_64-unknown-linux-gnu --verbose your build and send me the appimage
we can update the docker container to use arch
or have two separate arch and ubuntu appimages i guess
8:47:07 PM [vite] error while updating dependencies:
Error: The service was stopped: write EPIPE
at /home/skyline/programming/balatro-mod-manager/node_modules/.deno/esbuild@0.21.5/node_modules/esbuild/lib/main.js:993:26
at responseCallbacks.<computed> (/home/skyline/programming/balatro-mod-manager/node_modules/.deno/esbuild@0.21.5/node_modules/esbuild/lib/main.js:622:9)
at afterClose (/home/skyline/programming/balatro-mod-manager/node_modules/.deno/esbuild@0.21.5/node_modules/esbuild/lib/main.js:613:28)
at /home/skyline/programming/balatro-mod-manager/node_modules/.deno/esbuild@0.21.5/node_modules/esbuild/lib/main.js:1983:18
at onwriteError (node:internal/streams/writable:603:3)
at process.processTicksAndRejections (node:internal/process/task_queues:92:21)
did u try to rm -rf your node_modules and bun i it again?
i have to beg the question
does BMM really need all this 3D rendering🥸
3D rendering?
Wdym?
since we're dealing with graphics drivers issues, im just wondering why does the app require that to run
not a question that can be answered, just nonsense
I tried to run on on Gnome (Wayland), i3(X11) & hyperland(Wayland) and none of them did work
task debug maybe failing because u never set up a tauri env to begin with 👀?
but if these failures are with the appimages then we're cooked
https://aur.archlinux.org/packages/tauri-devel-meta includes everything
They are with the appimages
We're definetly cooked
there are at least 2 people using the old appimage on arch
are u sure u can run any tauri app
they're building their app with ubuntu 20 (focal)
I really hope it has nothing to do with this
i don't think it does
because performance varies with how we built the thing
tauri v1 tho
@cunning matrix could u merge this < https://github.com/skyline69/balatro-mod-manager/pull/176 > and check its appimage
I'm trying to buid it normally now on ubuntu hold on. Nvm it's still bad performance
I can't it's gonna take a lot of workflow time
merge it then revert it after one build
to get one appimage
also i don't think a run every ~4 days will use up the 2000 minute limit
it's at most 100~200 minutes a month
but there was already a draft with a linux build in it
wdym? my releases?
but it includes non of the linux specific code tho
Oh yeah
Remember me to remove this plz
It's building now
indeed
if it works fine we can check the action's source code and replicate that for docker & local dev envs
oh btw, i noticed something weird while trying things out, the app never runs as multiple instances even when each is a different package
this prevents me from comparing builds side-by-side
trying this atm using linux mint the launch button does not do anything but i am able to run the mod manager
does it have animations? how slow is it?
runs smooth just can't get into balatro
i used this
it should work tbh, could you send the logs when u press launch?
where is the log at?
when u run BMM in a terminal they're printed to the console
does launching from steam works as expected and the installed mods work?
ik these are fundamentals that should work for everyone but just to make sure
sorry i am really new to linux so idk what you mean got linux 2 to 3 days ago but no i don't see a mods button but the manager does say it's installed
installing BMM with the method you picked adds a BMM command that you can run in the terminal emulator (the second app on your task bar)
when u run it like that it prints its logs to the terminal
so try running it like that, pressing Launch then sending the logs
if it's too long u can save it to a file and upload the file here
[2025-04-09 16:41:51] INFO [bmm_lib::logging] Logging system initialized at 2025-04-09 16:41:51.043645559 -04:00
[2025-04-09 16:41:51] INFO [bmm_lib::logging] Log file: /home/refaera/.config/Balatro/logs/bmm_2025-04-09_16-41-51.log
[2025-04-09 16:41:51] DEBUG [bmm_lib::logging] Debug logging is enabled
[2025-04-09 16:41:51] INFO [bmm_lib::discord_rpc] Initializing Discord RPC Manager
[2025-04-09 16:41:51] INFO [bmm_lib::discord_rpc] Setting Discord RPC enabled status to: true
[2025-04-09 16:41:51] INFO [bmm_lib::discord_rpc] Discord RPC thread started
[2025-04-09 16:41:51] INFO [balatro_mod_manager_lib::github_repo] URL from git_info: https://github.com/skyline69/balatro-mod-index.git
[2025-04-09 16:41:51] INFO [balatro_mod_manager_lib::github_repo] Downloading from URL: https://github.com/skyline69/balatro-mod-index/archive/refs/heads/main.zip
[2025-04-09 16:41:51] DEBUG [reqwest::connect] starting new connection: https://github.com/
[2025-04-09 16:41:51] DEBUG [reqwest::async_impl::client] redirecting 'https://github.com/skyline69/balatro-mod-index/archive/refs/heads/main.zip' to 'https://codeload.github.com/skyline69/balatro-mod-index/zip/refs/heads/main'
[2025-04-09 16:41:51] DEBUG [reqwest::connect] starting new connection: https://codeload.github.com/
[2025-04-09 16:41:52] DEBUG [balatro_mod_manager_lib] Launched Balatro through Steam URL protocol
could you close BMM, the game and steam, then run this command xdg-open steam://run/2379780 and let me know if it launched the game or not?
and this xdg-mime query default x-scheme-handler/steam prints nothing, right?
hey the mod manager keeps downloading mods to the regular balatro folder instead of my "balatro - modded" folder what's up with that?
if so, then your steam install isn't detected correctly by the system
it does this
(the system here being your OS itself)
is there any way to fix this?
(and for reference,it is connected to the "balatro - modded" directory in the settings)
one last thing to try WINEDLLOVERRIDES='version=n,b' ~/.steam/steam/steamapps/common/Balatro/Balatro.exe if this launches the game then i can update the code with a fix
does this xdg-open steam://rungameid/2379780 work instead?
how about steam steam://run/2379780
and also steam -applaunch 2379780, one of them has to work 😅
that worked
booted up steam then balatro
yeah that's the intended behaviour
could you try
- running
xdg-open ~/.config/mimeapps.list, this'll open a text file in a notepad - search for
steamin this file, then delete the linex-scheme-handler/steams=steam.desktopwhen found - running BMM again and trying the launch button
the mods directory is based on the exe name, which can be only Balatro.exe in the current state of BMM. create a bug report on github for this please
my bad, the first command should be xdg-open ~/.config/mimeapps.list instead
sad
how did u install steam?
something is misconfigured on your machine
this comes with linux mint the software manager
yeah i recognize it
give me a few minutes and i'll send you another package to try
np
the game launches now but the mod menu is not there
what does this command ls ~/.steam/steam/steamapps/common/Balatro/ return?
it should include at least Balatro.exe and version.dll
nothing looks wrong
could you try launching the mod manager with WINEDLLOVERRIDES="version=n,b" BMM instead of BMM?
mods still do not work
try following this and set the game launch options to WINEDLLOVERRIDES="version=n,b", this one should work
ahhh, i know of a much simpler approach to all this, but discussing it is against the server's rules🥸
oof
