#Balatro Mod Manager is now out! 🎉

1 messages · Page 4 of 1

ocean heart
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thinking about how modding would work on this, would lovely work?

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it is using a dll

waxen ether
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not anymore since it's linux

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however it's so-based now

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similar to how macOS modding works

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you have to mod it similar to macOS now

ocean heart
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hm idk

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not sure thats worth it

waxen ether
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nope it's really really easy

ocean heart
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the only upside is not having to set the dll overrides which is only like a one time thing

waxen ether
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  1. build lovely injector
  2. preload lovely injector into environment variable
  3. done
ocean heart
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setting the dll overrides would probably be faster tho

waxen ether
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LD_PRELOAD

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It's LITERALLY the same as Windows and macOS

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the only difference is how you load the thing

ocean heart
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i mean yeah but im just kinda confused why you'd wanna change how it loads

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i couldnt notice any bugs with proton running balatro

waxen ether
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speed

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less overhead running on proton

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helps when you're running cryptid or some shit

ocean heart
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guess i'd need a stats comparison on that

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to really judge

waxen ether
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its only slightly faster but it's mostly just because

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why tf not

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you already have love2d on linux

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why use proton when you already have a love2d runtime on linux

ocean heart
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i mean it aint broke

waxen ether
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thats it

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the question is not "why" but "why not" basically

ocean heart
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but regardless its an interesting project

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go off and all but i do have to agree with lars i cant see the use of this being too big

waxen ether
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i mean i play balatro natively

vagrant plover
waxen ether
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smods supports running balatro this way btw

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I specifically requested the patch

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also it's great for mod developers because you don't have to go deep into your protonprefix to install mods

warped arch
waxen ether
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and I don't have to wait a minute to wait for my saves to sync on steam and proton to start

ocean heart
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dunno if thats supported on lovely/smods yet

waxen ether
ocean heart
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no im talking about game pass

waxen ether
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I literally submitted patches for both lovely and smods and upstreamed

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oh ok

vagrant plover
warped arch
vagrant plover
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regarding what?

warped arch
ocean heart
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ask in game discusion or something idk

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or watch Balatro University on yt

vagrant plover
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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

warped arch
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thanks

vagrant plover
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there's also a wiki that explains a lot about synergies

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and like keku said, watching people on youtube also helps

pseudo dock
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them completionist got some tricks

cunning matrix
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@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

cunning matrix
wintry veldt
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I’m a based arch hyprland user so I should be fine

cunning matrix
green trellis
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has many mods been added to it

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?

green trellis
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ty

vagrant plover
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I believe there's about a 100 right now on there

young jasper
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So, I installed the Mod Manager and SteamModded but the Manager is saying I dont have SteamModded installed. What do I do?

green trellis
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istall it from the mod manager I have an issue to where it won't start balatro

green trellis
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np

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have any idea why mine won't load?

cunning matrix
green trellis
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yes

cunning matrix
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Wait

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It might download lovely if it doesn't exist

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so that's why

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just wait

green trellis
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ok

vital bridge
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i did not put my mod on there

raw onyx
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aiko

vital bridge
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i wasn't the one who put it on there

raw onyx
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when shenanigains

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will be added to this thing

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my brain is working so slow rn smh

vital bridge
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when i feel like it's completed enough

raw onyx
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yk it autoupdates

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💔

random otter
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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

fluid kayak
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it'll be flagged as a virus regardless

wheat wave
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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.

raw onyx
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breeze

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gotta say ty

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this thing actually helped a lot

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downloaded gh and git stuff and then asked AI tf hard word's mean

wheat wave
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Cheers mate, I appreciate you saying that

raw onyx
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(i dont know neither push, commit, pull and some more random words)

wheat wave
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Git is a whole language to learn, but it's one worth learning

random otter
random otter
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thanks anyway

fluid kayak
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surely you can add an av exclusion on your work pc

random otter
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cant, redirects me to the admin login

fluid kayak
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surely admin admin egg

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that's unfortunate tho

random otter
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wanted to have fun with the pokemon mod,welp,

wheat wave
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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

raw onyx
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but once in modding chat

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i told him abt this thingy

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and iirc he wanted to add it here

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tho the main question remains is it required

wheat wave
raw onyx
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tho if it is then it's kinda boring

wheat wave
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Can't hurt to check

raw onyx
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but it isn't mentioned anywhere in read.me or this post

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so i think it's pretty much fine

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this app would be dead asf if it was unallowed

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AND one of @vital bridge mod's was added to this app by someone else (he said that iirc)

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so pretty sure it is

wheat wave
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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

vital bridge
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i just didn't submit it

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I'm not mad that it's on there

wheat wave
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On the other hand, Jen asked for his mod not to be included, so it wasn't

vital bridge
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i only wish it was more done that's all

wheat wave
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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

raw onyx
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now another question

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how do u delete pull request

wheat wave
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Just hit the "Close pull request" button on the website

vital bridge
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you close it

raw onyx
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kk

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tho not gonna ask people anymore

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only if ik them

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like i've talked to some dev's here, like aiko, dev of reverse tarots and math guy

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ngl it's kinda boring especially including the fact that they might not even know abt mod manager

wheat wave
raw onyx
raw onyx
wheat wave
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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

raw onyx
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they just get more people who knows abt the mod

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the only thing could be thumbnail that developer might want to change , but for that he can simply dms me already

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or if he doesnt want it there - he can also just dms me

wheat wave
raw onyx
wheat wave
raw onyx
wheat wave
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And that's a real bad look for Skyline and the other contributors

fluid kayak
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i think notifying the person you're putting their mod in the index and immediately removing it if they ask is fine

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also yeah what's with the money thing

raw onyx
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thats a good choice tho

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adding mod , dming them with 'i added ur mod, are u fine with it?'

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and thats it

fluid kayak
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i guess skyline has the kofi to fund development but that's for the manager not the index

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for licenses to sign and publish the software and whatnot

wheat wave
# raw onyx nobody get's money for posting smth here 💔

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

raw onyx
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it would be fair point IF downloading the mod was taking money

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but it's a donation

wheat wave
fluid kayak
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that's just not the approach though

wheat wave
fluid kayak
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it's so easily reversible

wheat wave
fluid kayak
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it truthfully isn't

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the difference between never uploading it and uploading it for maybe a few hours before it gets removed is so miniscule

wheat wave
fluid kayak
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not really. the mods are already publicly available, temporarily redistributing it to another publicly available place will not be a big deal for anyone

wheat wave
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It has been previously, and I won't assume that for every single developer in the world

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For me it's a matter of respect for the developers, their works, and the time invested in them

velvet sierra
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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

wheat wave
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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

fluid kayak
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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

raw onyx
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cg is speaking facts asf

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the fact that breeze is not against his mod being shared like this already says much

wheat wave
raw onyx
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god only knows how many people are actually against that

wheat wave
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"I stole your car for two hours but i brought it back and i didn't damage it, why are you mad at me"

fluid kayak
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rewording things to make them sound bad is a horrible and dishonest way to make an argument

velvet sierra
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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

wheat wave
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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

fluid kayak
fluid kayak
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there's more but that's enough to disqualify the analogy so

wheat wave
velvet sierra
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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

fluid kayak
velvet sierra
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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.

wheat wave
wheat wave
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It comes across as an afterthought, with the subtext of "why would you even care?"

velvet sierra
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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

fluid kayak
fluid kayak
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i don't see it as entitled if there's a reasonable expectation

fluid kayak
wheat wave
fluid kayak
velvet sierra
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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

wheat wave
velvet sierra
fluid kayak
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i think it would be a really irrational thing to have a meltdown over

fluid kayak
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this person wasn't properly notified

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completely different situation

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actually not being notified probably isn't the best reason why it's not the same

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meh

wheat wave
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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

fluid kayak
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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

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so i don't see how it would support that point either way

velvet sierra
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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

wheat wave
fluid kayak
vagrant plover
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I believe asking someone for permission rather than forgiveness is the obvious better approach here

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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

pseudo dock
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drama in my card videogames

charred flax
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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

blazing stone
cerulean rain
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yeah, I think letting devs initiate things is the most respectful way to go about things

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it also means that they don't need to be explicitly against having their content on the index

wheat wave
# blazing stone re the above discussion, the answer is "yes, but only if the devs request it"

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.

plain turret
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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.

vital bridge
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i mean I'll be clear here

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i don't think i was notified when my paint job mod was uploaded but like i didn't really mind that much

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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

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the paint job mod had like 3 textures done lol

wheat wave
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Looks like it was added by theZamos in PR #41, commit 9022948 along with 11(!) other mods 😬

wheat wave
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Letters? In Balatro?! Whatever will they think of next

vital bridge
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i just wish i was notified about it in the first place

vital bridge
wheat wave
vital bridge
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using a library

winged cave
vital bridge
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i just need to come up with a good way to use both letters and math

winged cave
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You monster /silly

wheat wave
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Letters and numbers were never meant to be used together, this unholy union can only end in devastation

winged cave
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Kid named algebra /silly

vital bridge
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do i make math and letters incompatible

winged cave
winged cave
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That sounds really funny

vital bridge
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or do i somehow combine them in an amalgamation

vital bridge
winged cave
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Yes

vital bridge
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as in you can make words with them

winged cave
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Huh

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Cool

charred flax
vagrant plover
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it's decently well-known, though mostly within balatro university's community I believe?

wheat wave
charred flax
wheat wave
vagrant plover
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I believe the main person handling ExtraCredit stuff is CampfireCollective

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so you could give them a tag in the thread Breeze just linked and ask about getting added to the BMM

charred flax
vagrant plover
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I believe they also have a thread in balatro uni's private discord, but that's ya know... private

raw onyx
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this chat is unfairly dead

raw onyx
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the 7 questions just killed me lmao

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but is it allowed to like add few mods at the same time

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not 1 by 1

wheat wave
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Did you do it?

raw onyx
cerulean rain
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then you gotta do it kek

raw onyx
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then what if yes

wheat wave
# raw onyx 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 the main branch 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
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And seriously please ask for permission and take screenshots of responses

raw onyx
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i basically got 0 idea how in the world do i even use all ts

raw onyx
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like would u ask me to do that if i had other user in github

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or do u ask that b4 accepting anything

vagrant plover
raw onyx
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i mean literally , ts only works for me

raw onyx
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everybody can add anything there

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but for some unkown reasons

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ts only works for me

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like it'd be fine if it was in pinned message or sum or mentioned everytime somebody was asking abt adding thing's here

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but it isnt

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thats the thing

wheat wave
# raw onyx ts only works for me

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.

wheat wave
# raw onyx like it'd be fine if it was in pinned message or sum or mentioned everytime some...

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.

wheat wave
wheat wave
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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

hidden nexus
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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.

vital bridge
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submitting this for the dev

raw onyx
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does ur mod have stakes ?

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shenigains one

vital bridge
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no

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and don't submit it for me

raw onyx
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💔

vital bridge
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if you fix that that will be fire because i don't need an extra release file

cunning matrix
hidden nexus
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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 ||

dawn grove
cunning matrix
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I was just refering to the changes being merged into the branch

dawn grove
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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)

waxen ether
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I was just gonna rewrite that exact script into rust and put it in boson

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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"

$LAUNCH_COMMAND Balatro.exe "$@"
dawn grove
waxen ether
dawn grove
waxen ether
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It basically acts like a custom Proton build

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so if you can package Proton-GE or any other steam compat tool you can package it in Nix

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replace the Proton build script with the intended rust and nodejs builds and you're good to go

dawn grove
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got it

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looks cool, but now i have to cope with the knowledge that people wrote games in electron😔

worn hound
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It'a far more common than one would expect

hidden nexus
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@dawn grove trying to launch mod maneger on arch linux. Could not create default EGL display: EGL_BAD_PARAMETER. Aborting...

dawn grove
#

what desktop are you using? do you know if it's on wayland or x11?

dawn grove
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the env var should be GDK_BACKEND=x11, had a typo in the first message

hidden nexus
dawn grove
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just before the command

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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

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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

hidden nexus
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i got this error and when i did what is said it did the 2nd image the first being the error.

dawn grove
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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

hidden nexus
dawn grove
#

are you using a dedicated nvidia gpu?

hidden nexus
hidden nexus
dawn grove
#

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

dawn grove
#

ubuntu patches out some of webkitgtk's features to get reliable nvidia support afaik

hidden nexus
dawn grove
hidden nexus
dawn grove
#

yeah my bad, just add --extra-experimental-features 'nix-command flakes' to every nix command 😅

hidden nexus
dawn grove
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yes

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you can also enable them permanently with this echo 'experimental-features = nix-command flakes' >>~/.config/nix/nix.conf && sudo systemctl restart nix-daemon

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then you won't need to add them to the commands

hidden nexus
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nope no luck there

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Do you know if official Linux support is gonna come out anytime soon?

dawn grove
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i think im the only one testing it, and it works on my machine

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so fixing your issue will likely depend on other arch users contributing some testing effort

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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

hidden nexus
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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||

dawn grove
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you can try to run the appimage i suggested sending you before

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but tauri's maintainer didn't say whether or not he's switched to the linuxdeploy/lib4bin versions that include this

hidden nexus
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thank you for the help so far

dusk charm
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Idea: allowing to sort mods by "last updated/uploaded"

raw onyx
ocean meadow
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It did, but it was closed as not planned for some reason

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That along with disable button would be great features

raw onyx
cunning matrix
worldly carbon
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maybe move the verify database button there too (it acts weird when using local versions)

dawn grove
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@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

vital bridge
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:3

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i will put the shenanigans mod on the mod manager

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one day

worn hound
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The silly shall spread :3

hard reef
#

any idea why Steam modded is crashing my game?

cunning matrix
dawn grove
cunning matrix
# cunning matrix
poll_question_text

Move the "Mod Folder" Button to installed Mods?

victor_answer_votes

17

total_votes

20

victor_answer_id

1

victor_answer_text

Yeah

dusk charm
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idea: allow the mod manager to check for updates and auto-update mods

worn hound
worn hound
#

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

dusk charm
#

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

worn hound
#

There is a button to update them
Only thing missing is an Update All button then?

dusk charm
#

there is? i swear a few days ago cryptid had an update and it did not notify me of it at all

worn hound
#

The greyed out Installed block on a mod entry gets replaced with a blue Update block

dusk charm
#

huh
well then
thanks for letting me know!

worn hound
#

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

torpid osprey
#

can i download mods which is not added in mod manager?

vagrant plover
#

Yeah you can download any mod, and they'll show up in the mod manager as "external" mod I believe

cedar hamlet
#

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!

velvet sierra
#

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

dawn grove
wheat wave
cunning matrix
ocean meadow
#

no disable button 😥

dawn grove
cunning matrix
wheat wave
#

And a 774-line Fortran program? Wild

cunning matrix
wheat wave
#

BMM is now almost 8% Fortran apparently

#

Gotta get more pretty colours on the Languages rainbow

cunning matrix
wheat wave
#

Aha. I was just looking at the first commit

tardy fox
noble yoke
#

No linux?

dawn grove
#

and please report issues or missing features!

noble yoke
#

Apparently my distro has an old version of rust in apt

#

1.75

#

Welcome to manual build hell i guess

dawn grove
#

both make it much simpler, and i tested them on an old mint install

dawn grove
noble yoke
#

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...

dawn grove
noble yoke
#

...there's an appimage?

dawn grove
#

yeah, the tauri build command makes a deb, rpm and appimage

noble yoke
#

There is a grey window though

#

Nix

dawn grove
noble yoke
#

I tried it

dawn grove
noble yoke
#

It worked!
Thanks m8y

dawn grove
cunning matrix
#

@dawn grove Btw is it still laggy on x11?

dawn grove
cunning matrix
noble yoke
#

i assume reverie is not listed due to reasons and not being updated

dawn grove
dawn grove
# cunning matrix Which visual issues did you see?

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)

dawn grove
#

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

cunning matrix
#

Yeah

cunning matrix
dawn grove
dawn grove
cunning matrix
dawn grove
#

yes, firefox uses a custom engine

#

other than tauri's

#

epiphany or midori are the common denominator to target

cunning matrix
#

So we need conditional css

dawn grove
#

-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

cunning matrix
#

What about the animations? Do they work fine?

dawn grove
#

sorry for the mkv 😅

cunning matrix
dawn grove
#

@cunning matrix are there concerns against adding CI that auto updates the pnpm-lock.yaml file to the linux branch?

cunning matrix
dawn grove
# noble yoke Nix

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

noble yoke
#

Gonna stick with the app image

dawn grove
# noble yoke Crashed

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

hidden nexus
dawn grove
# hidden nexus 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

dawn grove
#

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

hidden nexus
dawn grove
dawn grove
#

also the appimage has broken css (despite building against ubuntu 24 with the old mesa libs)

#

why does linux have to be like this 😂

hidden nexus
#

@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

dawn grove
#

the last fallback launching method (using xdg-open) is probably the only one that'll work as expected in the appimage

noble yoke
#

[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

dawn grove
#

i think this is logged every time BMM launches, it's not a build error or a crash, no?

keen stream
keen stream
#

😭

vagrant plover
keen stream
#

unfortunate

keen stream
#

@tight harness

wheat wave
#

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

vagrant plover
#

wtf

#

"built with the multiplayer mod in mind" for a score preview mod?

#

and the solution is to add a 5 second timer??? 😭

wheat wave
vagrant plover
#

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"

wheat wave
vagrant plover
#

Huh. Thanks for the links breeze, interesting read

wheat wave
#

There's always drama in the banana stand

tight harness
keen stream
#

😭 🙏

#

really the only mods id like to see with compatibility is talisman and the gemstones mod

tight harness
#

I'll have a look into updating my mods this weekend ig 🤷‍♂️

wheat wave
dawn grove
#

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

ocean meadow
#

I feel like that's more of an indicator of the vocal minority than anything else tbh

tight harness
tight harness
dawn grove
wheat wave
ocean meadow
#

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

dawn grove
#

nix vs deb & appimage

wheat wave
ocean meadow
#

ah, that makes more sense lol

dawn grove
placid flare
#

Will there be a "Localization" category in mods in the future?

dawn grove
# dawn grove u can get it here https://github.com/skyline69/balatro-mod-manager/tree/66-linux...

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'
hallow geyser
#

Thank you for thinking of mac users - From a mac user

cunning matrix
#

@dawn grove Is BMM running fine for you on Wayland?

cunning matrix
dawn grove
dawn grove
#

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

cunning matrix
#

Great

#

I‘ll test the linux branch later today to see if it works fine

dawn grove
#

an appimage built with the Dockerfile still has broken CSS

#

the currently best build is the nix one

cunning matrix
#

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

dawn grove
dawn grove
#

there might be simpler appimage -> flatpak bundlers

#

we can look into using one of those on the docker appimage

cunning matrix
#

This wouldn‘t require the user to have nix, right?

cunning matrix
#

Great

cunning matrix
dawn grove
#

sure 👍

cunning matrix
#

Great! I'm so hyped

#

Btw I'm also currently working on Code signing for Windows

stoic vault
#

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 ^_^

dawn grove
#

and i assume the background is css not an image but idk

stoic vault
#

It's a tiled pattern of dots so I wouldn't assume so? If it is ill just recreate it then lol

stoic vault
#

ahh

cunning matrix
#

I'll setup a pipline for the app today, so it automatically builds for the changes in the main branch

tardy fox
#

brother
what

stoic vault
#

wait, does mod manager automatically update mods?

cunning matrix
#

If there are any available

stoic vault
#

ah sweet ok

#

i was about to update a mod when i realized i should instead download it through mod manager lol

stoic vault
#

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?

dawn grove
pseudo dock
cunning matrix
#

@dawn grove Any updates?

grim blade
#

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?

dawn grove
# cunning matrix <@959438245219934210> Any updates?

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

young mango
#

does this have an update checker/manager?

dawn grove
young mango
#

does that apply to ones installed to appdata?

#

(like manual installs)

dawn grove
#

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

young mango
#

alright

radiant widget
#

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

radiant widget
#

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

dawn grove
radiant widget
#

yeah, that should prolly be changed

vagrant plover
#

some mods require the latest dev version of steamodded, so I don't think it should

radiant widget
#

perhaps give the user the option of getting the stable or unstable version of Steamodded through the manager?

dawn grove
radiant widget
dawn grove
#

that's cool

dawn grove
#

i assumed that ModInstaller code was unused tbh

raw onyx
crude cliff
#

i'm trying to use the mod manager, any ideas on this error?

dawn grove
dawn grove
crude cliff
#

fook lol

dawn grove
crude cliff
#

so I want 0312b?

#

ok

#

ok that worked, great thank you

ocean meadow
#

(And disable, but I digress)

dawn grove
#

i think it should default to the newest stable release as well

ocean meadow
#

iirc it used to do that, but it was changed

dawn grove
ocean meadow
#

I did that for the disable button feature (which a lot of people have been requesting) but it was closed immediately

dawn grove
ocean meadow
#

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

dawn grove
#

either due to incompatibilities or whatever

#

i've installed and deleted cryptid 10 times so far

ocean meadow
#

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

dawn grove
winged kite
#

yea

ocean meadow
#

yup, I do it manually all the time

cunning matrix
#

@dawn grove Btw do you see the blured background on Linux too?

#

Because I can't on Arch

dawn grove
dawn grove
#

can't get to my computer to grab new screenshots tho

dawn grove
#

since arch's system libraries may be too new for tauri

dawn grove
#

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

dawn grove
#

my screenshots and videos are from the nix build

dawn grove
dawn grove
#

all u need to do is replace ubuntu:noble@HASH here with ubuntu:jammy and add build-essential to the apt deps script

cunning matrix
dawn grove
#

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

cunning matrix
#

Damn

#

This is some bs

dawn grove
#

indeed

cunning matrix
#

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

dawn grove
#

it's 2am & im on my phone in bed

#

but i'll be able to test it tomorrow

cunning matrix
#

Alr

dawn grove
surreal mango
vagrant plover
surreal mango
#

ah i see

dawn grove
surreal mango
#

i wish the rest of the mods had those, talisman and smoded look like the only ones for now

#

it makes compatibility more difficult

rustic summit
#

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.

raw onyx
dawn grove
# raw onyx ??

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👍

raw onyx
#

image?

dawn grove
#

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)

raw onyx
#

but tf is that

#

a bunch of random mods

#

on beelatro

#

and this thingy

dawn grove
# raw onyx 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

raw onyx
#

welp ig ill just remove it

#

ts is 2 weeks old

#

but ty ngl

#

reviewed 1.948e43 times faster than the actual reviewer

#

🫶

dawn grove
dawn grove
raw onyx
#

not sure what u mean

dawn grove
raw onyx
#

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

dawn grove
#

are you uploading the mods with the git command or VSCode?

raw onyx
#

git command

#

and did that 2 weeks ago

#

smh didnt even know anything about git b4 that day

#

and kinda forgot everything already

dawn grove
# raw onyx git command

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

dawn grove
raw onyx
#

it wasn't

#

:fiire

dawn grove
# raw onyx it wasn't

then i'd honestly just recommend deleting the entire git repo from your disk and making a new PR from scratch here too :3

raw onyx
#

lmfao

#

yee ikrr

#

using ts for first time properly is kinda impossible

dawn grove
raw onyx
#

theres a thing

#

that's exactly what i did

#

but with gpt not the deepseek

dawn grove
#

aha

raw onyx
#

i'd prefer killing myself rather than trying anything related to git without ai

dawn grove
raw onyx
#

wait can't i just delete the useless files ?

dawn grove
raw onyx
dawn grove
#

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

raw onyx
#

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 🔥

dawn grove
wheat wave
# raw onyx the biggest problem rn is the reviewer who didn't even tell all ts last 2 weeks

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?
raw onyx
#

in case u didnt know theres 'changes requested' thing 💔

wheat wave
#

I did ask about the permissions and you were confrontational and dismissive about it, so i left it alone

worn hound
#

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?

raw onyx
#

when the topic abt all ts started

#

in case ur wondering - nothing changed

lusty totem
#

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.

dawn grove
lusty totem
#

yeah it says i have steammodded but its listed under local mods

dawn grove
lusty totem
#

sure

lusty totem
#

should i make a feature request as well for the other thing?

dawn grove
#

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

lusty totem
#

ill just wait and see on the bug report what is said

dawn grove
lusty totem
#

thank you

dawn grove
#

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)

lusty totem
#

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

vagrant plover
#

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

rustic summit
#

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?

noble yoke
#

Where the hell is the Linux appimage

nimble quarry
#

@cunning matrix does this work for the MS store version?

static estuary
#

get this interesting message using the mod manager to get the (Deck creator mod)

worn hound
#

I've gotten that too, mod might be broken on recent steamodded? Or it doesn't install quite right

static estuary
#

yeah iv been playing around with Cryptid and a few other fun mods, only thing that seems to be broken is Creator

vagrant plover
#

pretty sure deck creator doesn't work

vagrant plover
frigid mountain
#

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

wheat wave
vagrant plover
wheat wave
wheat wave
#

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

vagrant plover
#

oop

wheat wave
wheat wave
#

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

uncut fable
#

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

ocean meadow
#

You should probably make an issue on Github for that if it doesn't already exist. He checks those more regularly than here

wraith fern
#

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

wheat wave
#

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?

wraith fern
#

uhh i think it is in a state to be copied but let me make sure real quick

#

yeah

wheat wave
#

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

noble yoke
dawn grove
#

the deb has the rendering issues, but since it's not sandboxed in any way, it launches the game fine

dawn grove
#

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

wheat wave
#

I was thinking more for the closed completed PRs

dawn grove
#

oh

#

it shouldn't matter tho

wheat wave
#

#180 for example, where the validator failed incorrectly

dawn grove
#

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

wheat wave
#

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

dawn grove
#

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

wheat wave
#

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

wheat wave
#

I think these markers are entirely from check runs, separate from the PR status (which is writeable as a user)

dawn grove
# dawn grove huh

i think the old (non fine grained) access tokens can (or maybe could) do this

wheat wave
# dawn grove 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

dawn grove
#

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

wheat wave
#

Interesting, okay. Maybe cURL with a classic token will work then

dawn grove
#

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

wheat wave
#

The API is also versioned, I might do some digging and see if there's an earlier version with different auth requirements

dawn grove
#

creating an app would be simpler

wheat wave
lusty totem
#

amazing

#

is the update out that is gonna have this feature?

cunning matrix
lusty totem
#

got it well im looking forward to it

cunning matrix
#

I'll make this clickable too, so it's easier to get to the page

dawn grove
cunning matrix
#

@dawn grove Could you give me the non-noble one rq?

#

And try if it works

#

If yes, could you make a PR

dawn grove
split turtle
dawn grove
#

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

dawn grove
pseudo tapir
#

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

cunning matrix
#

@wheat wave Good?

cunning matrix
#

@dawn grove any updates so far?

dawn grove
#

was gonna send screenshots in a few minutes👍

cunning matrix
dawn grove
cunning matrix
#

Shit

#

What can we do

cunning matrix
dawn grove
#

🤷

dawn grove
#

yes

cunning matrix
#

Great

cunning matrix
dawn grove
dawn grove
#

(due to poor internet and stuff)

cunning matrix
#

?

#

what's wrong with the docker script?

dawn grove
#

failed to add the host (veth6a015e9) <=> sandbox (veth820d284) pair interfaces: operation not supported
something is busted with your docker setup

cunning matrix
#

Nah everything looks fine

#

wait let me restart my computer

#

Might be a problem on my side

dawn grove
cunning matrix
#

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

dawn grove
#

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

cunning matrix
#

The performance on this one is reallllly bad

#

I get like 3fps

#

And the blur is not supported

#

And the dots disappeared

dawn grove
#

it's probably too old for your system

cunning matrix
#

Could you show me in a screen recording, how it looks for you?

dawn grove
#

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

cunning matrix
#

Hold on I have ubuntu

#

Let me try on that

#

But on Arch it definetly is not usable

dawn grove
#

what does it look like when run with task debug?

cunning matrix
dawn grove
# cunning matrix 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

cunning matrix
#
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)
dawn grove
#

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🥸

dawn grove
#

not a question that can be answered, just nonsense

cunning matrix
dawn grove
#

but if these failures are with the appimages then we're cooked

cunning matrix
#

We're definetly cooked

dawn grove
cunning matrix
#

I hope that I'm doing something wrong

#

I really hope

dawn grove
#

are u sure u can run any tauri app

#

they're building their app with ubuntu 20 (focal)

cunning matrix
dawn grove
#

because performance varies with how we built the thing

dawn grove
cunning matrix
cunning matrix
dawn grove
#

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

cunning matrix
#

but there was already a draft with a linux build in it

dawn grove
cunning matrix
#

No I had one

#

Hold on

dawn grove
cunning matrix
#

Remember me to remove this plz

#

It's building now

dawn grove
#

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

stuck sparrow
dawn grove
stuck sparrow
#

runs smooth just can't get into balatro

dawn grove
#

with the appimage, right?

#

the deb should work tho

stuck sparrow
#

i used this

dawn grove
#

it should work tbh, could you send the logs when u press launch?

stuck sparrow
#

where is the log at?

dawn grove
#

when u run BMM in a terminal they're printed to the console

dawn grove
#

ik these are fundamentals that should work for everyone but just to make sure

stuck sparrow
dawn grove
#

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

stuck sparrow
#

discord won't let me upload it

#

imma assume it's a server setting

dawn grove
stuck sparrow
#

[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

dawn grove
stuck sparrow
#

nope

dawn grove
# stuck sparrow

and this xdg-mime query default x-scheme-handler/steam prints nothing, right?

pseudo tapir
#

hey the mod manager keeps downloading mods to the regular balatro folder instead of my "balatro - modded" folder what's up with that?

dawn grove
dawn grove
#

(the system here being your OS itself)

dawn grove
#

this means it should work

pseudo tapir
#

(and for reference,it is connected to the "balatro - modded" directory in the settings)

dawn grove
# stuck sparrow it does this

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

stuck sparrow
dawn grove
dawn grove
#

how about steam steam://run/2379780

#

and also steam -applaunch 2379780, one of them has to work 😅

stuck sparrow
#

booted up steam then balatro

dawn grove
dawn grove
# stuck sparrow booted up steam then balatro

could you try

  • running xdg-open ~/.config/mimeapps.list, this'll open a text file in a notepad
  • search for steam in this file, then delete the line x-scheme-handler/steams=steam.desktop when found
  • running BMM again and trying the launch button
dawn grove
stuck sparrow
dawn grove
# stuck sparrow

my bad, the first command should be xdg-open ~/.config/mimeapps.list instead

stuck sparrow
#

no matchs

dawn grove
#

how did u install steam?

#

something is misconfigured on your machine

stuck sparrow
#

this comes with linux mint the software manager

dawn grove
#

give me a few minutes and i'll send you another package to try

stuck sparrow
#

np

stuck sparrow
dawn grove
#

it should include at least Balatro.exe and version.dll

dawn grove
dawn grove
# stuck sparrow

could you try launching the mod manager with WINEDLLOVERRIDES="version=n,b" BMM instead of BMM?

stuck sparrow
#

mods still do not work

dawn grove
#

ahhh, i know of a much simpler approach to all this, but discussing it is against the server's rules🥸

stuck sparrow
#

oof