#Balatro Mod Manager is now out! 🎉

1 messages · Page 5 of 1

stuck sparrow
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did not work

dawn grove
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is that ok?

stuck sparrow
unborn parrot
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oo

split turtle
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I can try to help possibly

dawn grove
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@cunning matrix wdyt of making a separate BMM discord with a general channel and a support threads one

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since this thread turned into a debugging and development discussion

dawn grove
wheat wave
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Looks like an improvement to me, though I wasn't the one who requested the change, haha

stuck sparrow
stuck sparrow
split turtle
dawn grove
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bmm installs lovely for you

split turtle
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ah alright (I setup the modding before realizing that bmm worked on linux lol

lyric tendon
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lol this looks like fucking shit

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not anti ai

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just looks ugly!

dawn grove
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i have a recipe for this, but linking it here will probably get me banned

split turtle
dawn grove
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refaera

split turtle
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ah cool

dawn grove
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just to bypass all the steam and wine dll shenanigans

split turtle
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not linux specific, but the ability to sort mods by last updated would be nice

cunning matrix
dawn grove
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otherwise the suggestion will probably be lost & forgotten

cunning matrix
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Actually

wheat wave
cunning matrix
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We could just add a last-updated tag in the json when it ran an auto update

cunning matrix
stoic vault
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Is there a way to submit or apply for submission of a mod?

wheat wave
stoic vault
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Both, a mod I'm working on I'd like to submit on behalf of the team and also I wanna submit a mod I use

wheat wave
stoic vault
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alright ill get into contact

lyric tendon
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some1 add mobile draggin to this shit pls

robust scaffold
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Has anyone had luck installing the linux version on a steam deck? I tried for a few hours yesterday and just kept hitting brick walls. Not the least of which being I know very little about Linux lol

robust scaffold
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BMM

stuck sparrow
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not yet on my end BMM will not launch the game but BMM launches

mystic saddle
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Is the extra credit mod in here? I dont see it

mystic saddle
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also, is it possible to disable mods in the mod manager like you can in the mods tab in-game? It keeps crashing otherwise

wheat wave
mystic saddle
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that would save a world of trouble

dawn grove
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BalatroMultiplayer now loads itself using nativefs so it expects its dir to be called BalatroMultiplayer but since its smods id is Multiplayer BMM saves it in Multiplayer

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which leaves it broken

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not sure if the smods id and the BMM index id have to be the same, but if they don't i'll make a PR to the index

wheat wave
dawn grove
wheat wave
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I also wish Lovely would provide the current directory of the mod being loaded so that searching wouldn't be necessary at all, but 🤷‍♂️

dawn grove
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they're very flexible and their search paths can be modified

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not sure what started the "searching for ur own source code" trend

wheat wave
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That's true, I agree they're the better option. That's what I've used for both of my mods

dawn grove
vagrant plover
dawn grove
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just remembered something:
average arch experience, ran pacman -Syu and can no longer run the game's dev env🫡

ocean meadow
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I'm out of the loop I guess. Why are people searching for their own mod names?

dawn grove
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i assume instead of structuring the paths to match requires or updating require's search paths

ocean meadow
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Nativefs doesn't use relative filenames?

winged kite
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The base filename mods have is the mod directory, not the mods specific directory.

ocean meadow
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Ah. That doesn't seem very intuitive

winged kite
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Not sure why we're picking recognizable mod names and not using that to narrow down which folder to check but something something competing mod standards.

winged kite
vagrant plover
winged kite
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And that would have to be on lovely's end

vagrant plover
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can't seem to make it crash on startup with either the latest release or latest commit

wheat wave
# winged kite Not sure why we're picking recognizable mod names and not using that to narrow d...

There is a kind of weird culture of carelessness and apathy about programming best practices in this modding community that I haven't really seen in other mod communities before. Sometimes i feel like the only person who cares about proper versioning and stable releases, for example...
Maybe it's a result of Lua drawing in more amateur programmers with only prior experience with Roblox or ComputerCraft? The average age of mod devs seems to trend pretty young

winged kite
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People see one mod doing something and then follow it because they don't really know how to do it any other way.

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It's why some mods have object_type = "Joker" in their joker declarations, even though this is completely useless outside of Cryptid.

vagrant plover
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I think it's more about people who haven't programmed professionally/as a team before jumping into balatro modding (that includes me) and just not knowing about a lot of good practices and issues that can come with not following them

dawn grove
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ive only installed it from BMM today

winged kite
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I think a lot of older mods did this with Talisman and thus a bunch of mods that don't search properly and just assume it has an exact name in the mods folder.

vagrant plover
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Talisman couldn't still can't find itself if not named "Talisman", no?

vagrant plover
wheat wave
wheat wave
dawn grove
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not much better🤷

dawn grove
vagrant plover
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the current release from ~10 min ago is the same as the main branch

wheat wave
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Yeah, I can't find any indication that it wouldn't work if not named "BalatroMultiplayer" either. Is this a Linux-specific fault?

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I'll look into how SMODS determines current_mod.path

dawn grove
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maybe🤷

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this is the warning i saw

if not SMODS.current_mod.lovely then
    G.E_MANAGER:add_event(Event({
        no_delete = true,
        trigger = "immediate",
        blockable = false,
        blocking = false,
        func = function()
            if G.MAIN_MENU_UI then
                MP.UTILS.overlay_message(
                    MP.UTILS.wrapText(
                        "Your Multiplayer Mod is not loaded correctly, make sure the Multiplayer folder does not have an extra Multiplayer folder around it.",
                        50
                    )
                )
                return true
            end
        end,
    }))
    return
end
vagrant plover
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Oh. That is not an issue with the multiplayer folder being named wrongly, that's an issue with it being nested

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this happened with the BMM installed version?

dawn grove
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i fixed it by renaming the dir tho

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idk maybe something else was wrong, i was neither trying to play the game or install multiplayer, was just testing lovely love runtime things

vagrant plover
wheat wave
dawn grove
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also tried older releases

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so it's nothing with the mod's code indeed

winged kite
wheat wave
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So something unrelated caused Multiplayer's lovely patches to fail, but that's just the error message that it spits out when its lovely module hasn't loaded properly

dawn grove
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yeah

wheat wave
wheat wave
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No worries, we got to set a new fastest PR -> merge speed record

dawn grove
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but in a private repo

mystic saddle
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is there any saturn mod patch that plays nice with the current stuff in cryptid?

wheat wave
mystic saddle
wheat wave
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Sort of, it was picked up by SleepyG11 after OceanRamen ducked out. They've fixed up most of the major conflicts in the last couple weeks

mystic saddle
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siick

mystic saddle
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is something about lovely conflicting?

wheat wave
wheat wave
mystic saddle
wheat wave
mystic saddle
wheat wave
dawn grove
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just realised i haven't played balatro for weeks, since i got into the BMM linux thing i've had no time for my mod or the game itself

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it's fun tho

bleak rapids
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Hey I just started trying to mod balatro using the version.dll method, but the game doesn't seem to recognize the presence of any mods
Can anyone help me figure out what went wrong?

dawn grove
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@cunning matrix this is what the appimage generated by tauri-action looks like

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in the mint VM

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on nixos it doesn't launch at all

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i think i can get the VM to run on the gpu to prove whether or not the background animation is broken

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but meehhhh

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hello @stuck sparrow, could you enable the background animation from the settings and let us know if it's slow on your mint install? no problems if u don't want to tho

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i honestly think that "good-css" release works fine on ubuntu derivatives, but don't wanna install ubuntu on real hardware because my boot disk is ~50GB

dawn grove
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@cunning matrix ^ looks like the issue has been solved on sane linux setups, only you and i have these issues, and i think mine is fixed in the nix flake too (haven't used that in so long since u hate it and i want to test what u think is relevant)

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tho there were others testing on arch

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@hidden nexus hellooo, does BMM still work well for u with nix run ...? could u enable the background animation and let us know if it's slow or not?

placid coral
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For testing I believe WSL has GPU acceleration(?)

dawn grove
placid coral
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But reasonable

dawn grove
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i can try to get gpu acceleration working in the VM tho

dawn grove
cunning matrix
dawn grove
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is this still the case for u? what errors are emitted in the logs then?

cunning matrix
dawn grove
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this was ur last update here

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and this

cunning matrix
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nah this was fixed

cunning matrix
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They all ran like shit

dawn grove
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maybe it's trash on ur specific nvidia gpu

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(if it is nvidia)

cunning matrix
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Could be

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It's a 2070 super

dawn grove
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could u show us ur inxi -G?

cunning matrix
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But it could maybe also be the shitty webkitgtk browser

cunning matrix
dawn grove
cunning matrix
dawn grove
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and that we'll continue to obliviously do this until the linux branch is unmergable

dawn grove
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just how lovely does it

cunning matrix
cunning matrix
dawn grove
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all conditional comp is ok to remove here, and actually almost all conditional comp i used in all tauri commands can be omitted since the extra argument i added is an Option and does the non-linux thing when set to None

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also i deliberately avoided having variable function signatures per-platform everywhere except in tauri commands (thinking it's fine since they're kinda managed and u don't pass that state struct urself)

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anyways, will make a PR to fix this👍

dawn grove
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i always knew the rust compilation time memes were true but i hate that BMM compiles in 10 minutes on my machine

umbral bluff
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uhm i got this erorr lovely doesnt want to instla idk no why but i use the mod laoder

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wait maybe i should run it with no mods only steam modded and lovely

wheat wave
umbral bluff
umbral bluff
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okay il instal it and delte the 0.6.0 version

wheat wave
umbral bluff
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oki doki

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do i also delte lovely out my mods folder

wheat wave
umbral bluff
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owh okay

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uhm wtf

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i guess balatro is protect but why

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why do i need administrator acces to chage the dill

wheat wave
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Hmm, that's probably why BMM wasn't able to replace it. Try deleting version.dll first

umbral bluff
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that worked thanks

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my fing macaffe removed it ugh

wheat wave
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Yep, you'll need to temporarily disable your antivirus, put Lovely in, then go into your antivirus settings and add version.dll to the whitelist or list of exceptions

umbral bluff
wheat wave
umbral bluff
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hopefully found ti it hink it wad the Entropy

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mod

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it was that mod okay yippe

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it crashed againt hsi time its the yu gi oh mod ugh i was wanting to play that mod

dawn grove
wheat wave
umbral bluff
umbral bluff
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sized it down to 9 pages but msot of the mdos are frameworks

wheat wave
umbral bluff
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but probaly also gona play a diffirent game cuz that game jsut got the biggest update since release

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what mod is called expandinhandabileties i can find it but i need to uninstal it

vagrant plover
umbral bluff
sudden timber
mint arch
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does this program overwrite your save files when you launch it? i cant find my old saves

wheat wave
wheat wave
hidden nexus
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anything else?

dawn grove
hidden nexus
cunning matrix
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@dawn grove Ahh you see. So it's not just us

young star
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I'll pop this over here too, only started getting this error with mod manger so maybe here can help

Current mod list:

Local:
Cheesy Jokers
Item Remover
Jank Jonklers
Run Reviewer
Joker Evolution
Kuso Modpack
Mika's Mods
Myst's Jokers
Ortalab
Spicy Jokers
Tessaract
UnStable

Mod Manager Catalog:
Betmma Mods
Bunco
Card Sleeves
Cartomancer
Cryptid
Galdur
Highest Priestess
Multiplayer
Neato Jokers
Steammodded
Talisman

wet moth
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i don't think the mod manager should cause anything like this

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if theres an issue itll happen within the app

cunning matrix
cunning matrix
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@wheat wave @vagrant plover Is there anyway to specify which mods should be loaded to Balatro when using lovely? Like an argument which you can pass to lovely.

vagrant plover
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there's no argument afaik, but you can create a .lovelyignore file in the mod's folder

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that will prevent lovely and smods from loading the mod, and is also what smods does internally when you disable a mod ingame through the mod menu

cunning matrix
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Makes things much easier

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And how is this structured? Could you give me sources for it if possible?

vagrant plover
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I can give you a link to the smods code that does this?

cunning matrix
cunning matrix
vagrant plover
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In the folder of the mod you want to disable

cunning matrix
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Ah I see

vagrant plover
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And it should include the ., like .git

cunning matrix
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Alr thanks

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Alr got the enable/disable thing working now

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@vagrant plover this alright?

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or should I only do this for mods in the catalog

vagrant plover
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Hmm, I'm not sure. Might be hard to intuit what a checkmark is supposed to mean there?

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What does it look like on mods installed through BMM?

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Is it like the first screenshot?

cunning matrix
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Do you have any ideas on how else it could be communicated to the user?

vagrant plover
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Maybe I'm reading too much into it and it's obvious enough though, let's see what other people think

ocean meadow
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Is the checkmark to enable the mod, or does it mean it's currently enabled?

cunning matrix
wheat wave
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I'm not sure what kind of UI presets are available to you in Tauri, but something more closely resembling a classic checkbox or toggle slider would be much more clear than a simple button.

cunning matrix
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like this?

vagrant plover
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wait is that enabled or disabled

cunning matrix
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this is enabled

ocean meadow
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Might not be colorblind accessible to use the same icon just greyed out

vagrant plover
#

I'm not sure that is what breeze meant

wheat wave
# cunning matrix like this?

Not very clear. Doesn't resemble a checkbox, still looks like a button like the others. See if you're able to make a two-state slider in your UI library.
Moving it away from the other buttons and next to the mod name might also help to distinguish it as something that is acting "on" the mod directly, too

ocean meadow
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I think something like .slideThree in the image Breeze posted is probably a better idea

cunning matrix
#

so this

cunning matrix
wheat wave
# cunning matrix so this

Personally I'd interpret an icon with an X as a way to remove the mod, and feel confused by the garbage bin icon

cunning matrix
lusty totem
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button that just OFF/ON

cunning matrix
#

Good

vagrant plover
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a slider like this would probably work really well, if it fits 🤔

cunning matrix
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This is good I think

ocean meadow
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Maybe separate Enabled/Disabled mods so they aren't mixed in together

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Show Enabled mods above, and Disabled mods below. Could be divided up like the local/downloaded mods are separated idk

cunning matrix
vagrant plover
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I was going to suggest graying out the mod instead of seperating, but that works too

dawn grove
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there should be a list view too

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the grid is too cluttered

cunning matrix
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It looks like this rn btw @dawn grove

dawn grove
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^ this is what my favorite minecraft launcher does, it's a native Qt app so it copies your system's theme too (none of that tauri & web slop)

ocean meadow
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I love Prism Launcher

cunning matrix
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And there is no way you can make the UI look like in BMM

dawn grove
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but adding a list view would be great for UX

cunning matrix
#

current state

cunning matrix
# cunning matrix
poll_question_text

Seperate enabled/disabled mods like local/catalog mods?

victor_answer_votes

6

total_votes

6

victor_answer_id

1

victor_answer_text

Yes

victor_answer_emoji_name

👍

winter inlet
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i was wondering how to download mods off the manager

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because its just saying i dont have steam modded when i do to play jens almenac and such mods

cunning matrix
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It's a mod

winter inlet
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gotcha thank you

wheat wave
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"Steamodded" is a pretty confusing name for a modding library, I think Steamo might not have fully thought it through when he picked the name.

vagrant plover
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I believe that is indeed one of the reasons it is now often referred to as "smods"

naive laurel
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just tried out the manager and it says this when i press launch, any help?

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i already had lovely and steamodded installed manually before this, maybe it's because of that?

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welp i reinstalled balatro from steam and it seems to work now

hidden nexus
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Just to let you know it is because you had a preexisting mod folder and/or lively was already installed

vagrant plover
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^ you had a pre-existing version of lovely that was too old for one of your mods

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reinstalling balatro deleted the old version of lovely, and BMM automatically installed the latest lovely, fixing your crash

cunning matrix
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(Finally with a pipeline)

wet moth
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guessing i just have to uninstall and then download this one to update right

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unless its simpler

cunning matrix
dawn grove
#

but a better idea would be to use github pages to deploy the mod's page to a "BMM preview" app where users can click a link and see how their mod will look when merged

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not sure if the code for that page is modular enough to be split out and deployed as a separate or not tho

cunning matrix
#

If this works as a static page, without requiring a backend, this would be great

dawn grove
cunning matrix
dawn grove
#

this will make it a bit weirder UX-wise since the user is still expected to search for their mod(s) to see how they'll look

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but is the most convenient thing i can think of, and would easily support the use case for people adding multiple mods at once

cunning matrix
dawn grove
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then the whole page can be a form they submit then a json and md are created from what they type in

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i think there are in-memory zip libraries

dawn grove
cunning matrix
dawn grove
# cunning matrix And then?

there might be something for git too, or if not we can just write something that uploads the mod as zip to something like https://pomf.lain.la and sends the link somewhere (to a discord channel for example)

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and contributors run the PR creation automation on their machines

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instead of having a central server

dawn grove
cunning matrix
#

But why a zip? Couldn't we just automate the process directly without the need of creating a file and just pass it directly to the index?

dawn grove
cunning matrix
dawn grove
#

unless

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we make a github app u own and that app is what creates the PRs

cunning matrix
#

@viral locust Are you in on this?

dawn grove
cunning matrix
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You still need to authenticate via github. It would just be an alternative front-end

dawn grove
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if the flow is 100% client-side we may have to send the app's tokens to the client at some point so isomorphic-git can push commits

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idk, you'll find out when u try to implement it

cunning matrix
dawn grove
#

instead of avoiding a BE altogether we can try something with a generous free tier

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i remember using vercel, planetscale and railway for all my college projects and paying absolutely nothing for them

cunning matrix
cunning matrix
dawn grove
cunning matrix
#

I was planing on doing this anyways (hosting the mod index on seperate server and not on github) at the point where there is enough financial support for it

cunning matrix
#

But I don't get why you would need a token from github to make a PR with your own Account?

dawn grove
dawn grove
#

instead of users giving the app access to their account, so it creates a fork of the index and a PR, the app instead has access to the BMM index repo and creates a new branch and a PR to it

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like no user credentials needed at all

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this is how i thought of it first, and what i think would require leaking the app tokens to work 100% client side

cunning matrix
cunning matrix
dawn grove
#

will have to read about that

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at my job we use a dedicated user with a classic PAT (created before github apps were a thing) and it does all our automations

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ok so

If you want your app to take actions on behalf of a user, you should use a user access token for authentication. This type of request is sometimes called "user-to-server," and it means that the app will be limited by the permissions that have been given to the app as well as the user's permission. With this pattern, the user must authorize the app before the app can take action. For more information, see Authenticating with a GitHub App on behalf of a user.
src

this means when someone logs into the app u can get a token similar to the PATs we use with https git requests and that token can be used to do anything on their behalf

#

neat and static webpage pilled

cunning matrix
#

So I was thinking about something like this:

    +---------------------------+
    | User Login via GitHub     |
    | OAuth                     |
    +---------------------------+
                |
                v
    +---------------------------+
    | Check if Fork Exists      |
    +---------------------------+
       |                  |
       | Yes              | No
       v                  v
+----------------+   +----------------+
| Create Branch  |   | Create Fork    |
+----------------+   +----------------+
       |                  |
       +------------------+
                |
                v
    +---------------------------+
    | User Creates Metadata     |
    | (description, thumbnail,  |
    | meta.json)                |
    +---------------------------+
                |
                v
    +---------------------------+
    | Commit Metadata to Fork   |
    +---------------------------+
                |
                v
    +---------------------------+
    | Create Pull Request       |
    +---------------------------+
                |
                v
    +---------------------------+
    | Mod Index Maintainer      |
    | Reviews and Merges PR     |
    +---------------------------+
#

Alright, I'll look into this

dawn grove
#

or maybe give me contributor access to rebase the branch myself🥸

cunning matrix
raw onyx
#

when auto-update

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like when user is launching outdated version of the manager it says 'Newer Release Detected! Do you want to download it right now?' or sum

noble yoke
#

Wasn't there a way to add modpacks for BMM?

noble yoke
cunning matrix
noble yoke
#

Kay

wheat wave
cunning matrix
wheat wave
#

Just catching up on the chat now

wheat wave
#

Whoops, meant to reply to the message above yours. Sorry for the ping

scarlet osprey
#

Can I disable and enable modded balatro using this manager? Or is that still not possible without completely removing everything? Since I do like to play completely fresh Balatro between the occasional modded run.

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Eh, I'll check myself. I'll just back up my profiles just in case.

#

Oooh! This is great! It seems to be a completely different profile system.

raw onyx
scarlet osprey
#

That's so cool! I choose the perfect time to try out this mod manager, ha! I wasn't going to try mods again until I got completionist+, and I JUST got it a few days ago so I decided it was finally time.

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The mod manager dev is doing great work! This is a muuuch better experience than when I tried out cryptid raw a few months back. Took me hours to get it working, and it still had issues.

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I should mention I only learned of this mod manager today.

vagrant plover
dawn grove
#

other mods will still modify your saves (and may break them if they write Talisman numbers in them)

cunning matrix
#

@dawn grove Do you think it would be a good Idea to be able to create/manage seperate profiles in the mod manager?

dawn grove
#

i think game profiles are overkill

cunning matrix
dawn grove
cunning matrix
dawn grove
cunning matrix
cunning matrix
#

bruh

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Not even serialized binary structures

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what an unoptimized way of doing things

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anyways

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that makes it easier

wheat wave
#

editable plaintext > serialized data in save files, fite me

dawn grove
cunning matrix
#

I could build this into the mod manager so easily

wheat wave
#

Renaming the Balatro.exe, and using the --mod-dir argument with Lovely installed

dawn grove
cunning matrix
#

What would be the most optimal way of implementing seperation of modded and vanilla balatro in BMM?

dawn grove
#

keep it simple yada yada

cunning matrix
#

No, I mean having seperate profiles in the game. 3 for modded & 3 for vanilla

wheat wave
cunning matrix
cunning matrix
wheat wave
dawn grove
#

and i think a different executable is in fact the best approach for separating saves

dawn grove
cunning matrix
wheat wave
#

Might also be a nice feature to copy over settings.jkr, especially for the Tutorial Completed ☑️ setting

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I'm unclear on what the meta.jkr in the root folder stores exactly

cunning matrix
dawn grove
cunning matrix
dawn grove
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it's a list of everything i unlocked

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jokers and consumables

cunning matrix
#

Great

wheat wave
dawn grove
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i don't have any in the root

wheat wave
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Ah i'm talking about the root one. In all of my mod profiles that I manage manually, meta.jkr in the root just contains return {}

cunning matrix
#

So, can someone make an Issue for this real quick (Separate Modded Executable, ... & ability to Modify game saves)

wheat wave
dawn grove
wheat wave
#

Now THIS is corporate espionage

#

Hmm, just deleted the root meta.jkr and it hasn't been recreated. I might have placed it there by mistake at some point, or possibly been generated by an earlier version of SMODS. Nevermind that then, just settings.jkr is all that's necessary

dawn grove
#

now im thinking of starting a new career trajectory as a product mommy managing JIRA tickets for the team

cunning matrix
#

@dawn grove I know this might be asking too much, but could you make a design in Figma how this should optimally look like?

dawn grove
cunning matrix
wheat wave
cunning matrix
cunning matrix
#

(maybe)

#

@dawn grove You don't have to do it. But you'll get a bad mark if you don't show me your homework

dawn grove
cunning matrix
#

@wheat wave Alright this homework is being passed to you then

wheat wave
#

As long as you're cool with it being submitted a full month after the due date like all my uni work was

cunning matrix
#

This will grantly impact your life

#

Hold on

#

I have a perfect candidate for this

#

@rare mango here me out

dawn grove
#

wtf is this

cunning matrix
#

update your changes

dawn grove
#

will update them manually

cunning matrix
cunning matrix
# dawn grove <c-v> then random keys

Ok before I do the design then, I need to know which components are of which type(boolean, number, text, ...) and which values can be edited which ones are crucial and so on and so forth...

dawn grove
#

no need to overengineer the feature, nobody's gonna use it

#

my only use case for it was editing fields that a mod added anyway

cunning matrix
dawn grove
#

so selecting specific fields to whitelist will limit its power significantly

cunning matrix
dawn grove
#

yes

cunning matrix
#

Are you sure? No UI for it?

dawn grove
rare mango
dawn grove
#

u can have a UI for the basic fields someone can edit then an advanced mode which is just a text editor

dawn grove
cunning matrix
dawn grove
#

can't think of much else tbh 🤷

#

when i edited my saves i deleted fields my mod added

#

because i kept renaming them and removing save or settings fields from the code doesn't remove them from the save

#

the second time was deleting talisman numbers because they crash the game if it's loaded without it

cunning matrix
# rare mango ?

We need a design for the basic view of the Mod Profile editor (editing .jkr files)

#

It should match the design of the mod manager

cunning matrix
wheat wave
#

I might be making more homework for myself by bringing this up, but I noticed that the Mod Index GitHub page doesn't mention the Mod Manager, and vice versa. Is this intentional or an oversight?

cunning matrix
#

But we're gonna make a mod publishing page anyway

dawn grove
wheat wave
#

Just curious if BMM would handle it

dawn grove
#

i tried it with the .git-index .git_info hack

#

i think it needs to be the same as the repo url but with a .git suffix

#

u can't clone https://github.com/janw4ld/balatro-typist-mod but https://github.com/janw4ld/balatro-typist-mod.git works

dawn grove
#

im trying it again to make really sure :3

dawn grove
#

i pushed this commit to branch caseycat of my fork and pointed BMM at that branch

#

pressing the download button on typist does nothing

wheat wave
#

Thanks for checking. I might nix that then, while i'm making changes

scarlet osprey
#

I backed up my vanilla profile before modding regardless.

cunning matrix
#

@dawn grove Regarding to this issue, should the user have the option in the settings to select the "main executable" or "custom executable", which then creates the according new save and mods dir. Actually, there already is a custom executable option. I could just modify it so that it would use the mod directory of the custom executable, no?

GitHub

Balatro Mod Manager by Skyline. Contribute to skyline69/balatro-mod-manager development by creating an account on GitHub.

dawn grove
#

what u wanna add now is a toggle between vanilla and modded and that toggle should create the custom executable for users without them having to know where the game files are or how love works with game saves

cunning matrix
#

Ah I see

#

So:

Profile
Vanilla <-> Modded

dawn grove
cunning matrix
dawn grove
#

launching into your mods or into vanilla is a decision you make the moment u wanna start the game

cunning matrix
dawn grove
cunning matrix
#

But wouldn't this make it look ugly? I don't like it in my opinion. It would look kinda weird

dawn grove
#

doesn't have to be [ launch ] vanilla [ ][x] modded could be just [ launch ] [x] modded and when the user toggles modded off the text changes to vanilla

dawn grove
tidal hedge
#

As an alternate idea, could you have two launch buttons?

cunning matrix
tidal hedge
#

One for modded and one for vanilla. I’d rather there be a toggle but it being at the bottom of the screen seems like one of the worst places for it

ocean heart
#

yeah i agree

#

should have it be next to the launch button

wheat wave
# cunning matrix Here

That's a super unintuitive place to put an interactive element, there are definitely better alternatives

ocean heart
#

wouldnt need to include the vanilla text either, just text that says "Mods" next to the toggle. people will know that "mods = off" means they're launching vanilla

cunning matrix
#

I need some ideas on where to put this and how it should look like. Could you guys show me some quick draws to where I should put this button?

dawn grove
#

u prototype code changes by implementing them

cunning matrix
#

First, design then prototype then implement

dawn grove
#

🤷

wheat wave
#

Basic toggle mockups (not my preference)

#

Proper profile select mockup

#

Steam-like profile selector

#

My vote would be for a dropdown selector of some kind over a two-state toggle, simply so that the UI wouldn't need to be entirely redone if/when the multiple mod profile feature is implemented

plain turret
wheat wave
#

That's one of the main reasons for the feature suggestion, yep

plain turret
#

That's gonna be so good 🔥

wheat wave
# cunning matrix Here

If you're going to put anything at the bottom of the screen, it should be this little pagination selector. It's always bothered me that it's at the top of the screen, since as you're scrolling down, your eyes track towards the bottom of the screen.
When it was first added, I was totally blind to it until i'd flicked through a few of the categories and thought "Wait, I'm sure this category had more than 12 mods in it.

#

I could link to a dozen different articles about good hierarchical UI/UX design patterns following Gestalt principles, but the gist is:

  • Group related features together (proximity)
  • Put UI elements where users would expect to find them (continuation)
wheat wave
#

More polished mockup, with the page Sort selector moved to the left to reduce overlapping elements, and the Page selector moved to the bottom

cunning matrix
#

Did you make this with Gimp?

#

Ah I see

wheat wave
#

Definitely not the ideal software for UI mockups, but I started with a rough sketch and couldn't help myself

ocean meadow
#

Can't disable local mods that aren't in the catalog. Is this intended?

#

Also, do these two buttons do the exact same thing? Seems redundant to have them both there if so

cunning matrix
#

Great news! Signpath authorized me to use their certificates for the executables of BMM. So no more anti-virus flaggings anymore in the future! Coming soon.

#

@wheat wave Could you test it out me for me rq? I'll send you the signed exectuable

wheat wave
#

Sure, i've got 10 minutes before bed

cunning matrix
cunning matrix
cunning matrix
#

Well that's fine

#

It's the test certificte anyways

cunning matrix
#

It's looking really good with the signpath certificate currently

viral locust
#

(also sorry for being stupidly late)

bright barn
#

can someone explain how it works? i put it into mods but do you put it somewhere else instead?

vagrant plover
#

it's an exe, it runs seperate from balatro itself

bright barn
#

where do i download it @vagrant plover?

#

since i downloaded a github one

cunning matrix
vagrant plover
paper nimbus
#

or would it work under wine?

cunning matrix
wheat wave
vagrant plover
#

Could also do a filehash on both exes, don't think that would take very long

winged kite
#

Should be extremely easy unless we can't read the files inside the balatro zip.

#

very first line of globals.lua is the version string.

vagrant plover
#

can also do that yes ^

placid coral
#

You can also read version.jkr

winged kite
#

true

wheat wave
# winged kite

That would require reading the contents of the .exe with an archiver though, it's significantly more complex to implement

placid coral
#

Surely there's a lib for your language to browse zip files

wheat wave
#

I'm sure there is, but when the goal is to determine if two exes are different, it seems like an overcomplex solution

cunning matrix
#

Ok, update all is nearly done now

paper nimbus
wheat wave
cunning matrix
dawn grove
paper nimbus
dawn grove
patent warren
#

i get these when i try to install the dependency it needs and the mod manager

dawn grove
# paper nimbus

could you run ls -lh ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods/ and show its output?

dawn grove
paper nimbus
patent warren
#

@dawn grove

dawn grove
#

i think it should

patent warren
dawn grove
patent warren
#

but idk why its not opening

dawn grove
# patent warren nope

could you ls ~/.steam/steam/steamapps/common/Balatro/, is there a version.dll file there?

paper nimbus
patent warren
#

nope

quick briar
#

Thar's your problem

#

I think

dawn grove
quick briar
#

Unless this acts very weird

quick briar
#

Oh... well does it work if you manually place it? Just one part of the install being broken in Linux would be a minor issue

#

Just throwing things out

patent warren
#

ima try and make it and then see what happens

#

i did it

#

and i still have the same problem

#

wait

#

i made it and its not blue like the other .dll files

dawn grove
#

could u try that?

patent warren
#

yea

#

should i delete the version.dll

dawn grove
patent warren
#

i tried

#

and its not openeing

#

like no error

#

but its just not opening

dawn grove
patent warren
patent warren
#

nope

#

but ill do that now

paper nimbus
dawn grove
#

i don't think buliding it yourself will help tbh

patent warren
#

i did

#

but its still not blue

dawn grove
patent warren
#

does it even matter

#

ok

#

ima try and launch it now from steam

dawn grove
# patent warren does it even matter

not sure tbh but if u want it to match i think u can run chmod +x version.dll or ls -lh the directory and i'll tell u what chmod command is needed

patent warren
#

it opened but no mods

paper nimbus
patent warren
#

should i do that?

paper nimbus
#

WINEDLLOVERRIDES="version=n,b" %command%

#

try it

patent warren
paper nimbus
#

steam launch options

patent warren
#

i dont see launch options on game mode

patent warren
#

should i go back to desktop

paper nimbus
#

go to properties

patent warren
#

oo i see

#

its in general

#

IT WORKED

#

lets goo

#

thxx

#

does anyone know the mod that uncaps the joker count

paper nimbus
sacred tusk
#

God, it's so slow...

#

There you go. I just need to reboot it.

dawn grove
#

depends on your internet speeds too, it takes minutes for me with a 3.8MB/s connection but people with gigabit internet won't notice it

sacred tusk
#

Guess I'll let it running instead.

static estuary
#

steamodded on the mod manager isnt prompting for an update, and when I go to the Github for steamodded a "0406a" version doesnt even exist lol

vagrant plover
static estuary
#

I would but the "latest" version I can find anywhere is 0323b, which is what I already have

vagrant plover
#

reinstalling the latest unstable version through BMM by going to the steamodded page should give you 0416a (or something like that)

#

this one

static estuary
#

ight ill try that

#

oh now it just doesnt even bother with the game LOL

vagrant plover
#

looks like you did manage to update smods though

static estuary
#

yeah I clicked the unstable drop down

#

*didnt even know I could til you showed me that *

vagrant plover
#

it's a tad hidden (and one of the reasons I tell other mod devs to not require dev versions of steamodded unless necessary)

static estuary
#

fair and true lol

vagrant plover
static estuary
vagrant plover
static estuary
#

I just throw in my mod folder manually right?

vagrant plover
#

yeah

static estuary
#

thanks

sacred tusk
static estuary
#

not sure where else to ask this, but is anyone else having an issue with scaling jokers suddenly stopping?

#

I can be like deep into a run and suddenly if something scales it just stops working lol

ocean meadow
#

I had that issue with one of Familiar's Jokers

static estuary
cunning matrix
#

@dawn grove

#

I'm gonna kms

#

this is such an effort to implement

dawn grove
cunning matrix
cunning matrix
#

Alr

dawn grove
#

a simpler approach would be sending the file to "Open with" in case someone wants to edit it in their fav app

#

but 🤷

dawn grove
#

similar to how git rebase -i opens an editor and waits for it to exit

cunning matrix
#

I don't want to make an editor from scratch just for this

#

That's a good idea

#

But

dawn grove
cunning matrix
dawn grove
#

try doing EDITOR=code git rebase -i HEAD~5 for example and see if git can wait for vscode or immediately fails saying u made no edits

cunning matrix
#

I'll just leave the editor tbh

#

I already implemented it

#

no point in undoing so

#

There is searching and replacing implemented anyways

dawn grove
#

there are editor libraries that you could've just imported i think

#

a lot of stuff nowadays has a little vscode inside it👀

dawn grove
cunning matrix
#

Now I need to do more

#

because I forgot it

dawn grove
cunning matrix
dawn grove
#

it uses monaco (vs code's buffer component)

cunning matrix
#

@dawn grove boom

#

but it's really shit tho

#

I need to disable it

#

because not all keybinds are included

dawn grove
#

but looks like ur talking about the vim mode

#

svelte's tutorial has a good editor and a good vim mode i think

#

let's see how they wrote that

paper nimbus
dawn grove
cunning matrix
#

@dawn grove can you give me some value I can test

#

if it works

cunning matrix
#

It works

cunning matrix
#

@dawn grove Are you still awake?

dawn grove
cunning matrix
#

I got it workingg

#

Is the save.jkr relevant?

dawn grove
dawn grove
dawn grove
cunning matrix
vagrant plover
#

save.jkr is the current run iirc

cunning matrix
dawn grove
#

also unlocked hands & hand levels

#

im bringing this up since the first thing u thought of was allowing edits only for specific fields and i pushed for the raw text approach

cunning matrix
#

bruh

slim fable
#

This is the coolest thing I've ever seen

sudden timber
#

hey why is bunco in QoL mods?

ocean meadow
#

It has some QoL features in the mod

ocean meadow
#

Um, I'm seeing different mods in my installed mods section based on the sort method I click. Here's what is displayed when sorting from A-Z:

#

And this is what I see when sorting from Z-A:

#

For example, Malverk is only listed in the second screenshot. Same with Redux Arcanum

ocean heart
#

check the next page?

ocean meadow
#

oops, forgot pagination existed

#

lol

#

Now that I'm actually clicking the pages, I think the way the pagination is implemented right now is kinda confusing in the Installed Mods page. The pagination within each section isn't separate based on the category it is in. It's a little confusing

#

And when you click the next page, it scrolls all the way up to the local mods section, so you have to scroll back down to the category section

#

My suggestion is either remove the pagination from the Installed Mods section or have a different pagination system for each category

civic coral
#

Unless i missread or missed it but will there be a Portable version of BMM ?

small shadow
#

downloaded both from launcher

dawn grove
small shadow
#

i dont see anything like that

#

anytime i tried using the github the launcher didnt allow it so i was confused

dawn grove
small shadow
#

oh

#

i was looking for more of a button

#

thanks lol

radiant widget
#

heads up, apparently launching the game through the launcher disables controller input for some reason

hidden nexus
#

Does the Apple Arcade version work?

dawn grove
#

this probably means mods downloaded with BMM can be loaded

#

but ymmv with getting the launch button / automatic lovely installation working

agile pecan
#

does this pull versions from github releases or does it pull from source?

#

I hope its from source

#

also does bunco use the fixed fork?

dawn grove
dawn grove
agile pecan
dawn grove
#

it adds a third category

#

the link points to Gemstones.zip in the latest release, this link is always up to date, but requires all releases to have an extra asset called Gemstones.zip

#

this PR is unrelated to your previous questions btw, the timing is a coincidence, it's just how i wanted my mod to auto update when i first added it to BMM and today i had the time to implement it

small shadow
#

is there a way to go to a previous version of a mod if its not on the mod loader

wheat wave
small shadow
#

hm i updated cryptid and now i think talisman breaks at higher score

#

although i havent tried no animations

#

cant find a fix

dawn grove
#

and delete Cryptid* from there then download it following the official instructions

#

cryptid not talisman lol

wheat wave
#

Deleting Cryptid, Talisman and Steamodded and using the ones bundled with the Cryptid 0.5.5b zip might be the solution

small shadow
#

thanks ill try this out

wheat wave
#

Cryptid seems to target random versions of Steamodded, and because it makes so many patches to SMODS code, it's always only a matter of time before a slight tweak breaks compatibility again, so Cryptid + Talisman usually only work with specific (and not at all documented) versions of SMODS

dawn grove
wheat wave
#

"When all you have is a hammer" programming

small shadow
#

hey it worked thanks guys

#

can get back to building this >:)

dawn grove
#

came here to ask if this PR is pending on anything (no rush for a merge tho, just making sure i picked up on the whole convo)

wheat wave
#

Previously i've waited on Skyline to review code changes, but if you're around for the next couple of hours to submit fixes if anything goes wrong, then I'm confident in approving it

#

This is now a hostile takeover of the mod index 🏴‍☠️

dawn grove
#

also, looks like skyline's been offline for 5 or so days

dawn grove
dawn grove
#

saw the error

#

i tested on python3.13 and the f-string unfuckening PEP was in 3.12

wheat wave
#

Damnit. Should have insisted on you testing on your fork. Are you able to submit a fix?

dawn grove
#

yes, testing locally with python3.12, if it works will i'll update the workflow to use that, any concerns?

wheat wave
#

From a quick look, all other changes from 3.10 -> 3.12 shouldn't affect the scripts, so that'll work

#

All good!

✅ Updating janw4ld@typist from bce214b to 1.6.1 (VersionSource.RELEASE_TAG)

#

I've tried and failed 3 times now to write a succinct description of when to use automatic-version-check and it always ends up being several paragraphs that i'm certain nobody will read anyway, so I'm just going to hold off on the readme changes until I have the time and patience to implement the releases/download downloadURL updater

#

From a quick look, the assets on the GH API include a browser_download_url field that's perfect for us, so it might not be too challenging an addition

dawn grove
#

the point about it being "a url to an automatically updating source"

dawn grove
wheat wave
# dawn grove yes, but what if a release has multiple assets ¯\_(ツ)_/¯

I was just writing about that, haha. The "safe" approach would be to just not update if there are multiple .zip assets, but it's not a great solution.

Switching to the releases/tag source download link would work in most cases, but i've also seen a few cases where devs have "hotfixed" a release without incrementing the version number by just updating the release zip (which i hate with a deep passion). In those cases the source code link will still point to a broken state while the release is functional - and that might be a complex issue to try and diagnose.

Using the largest .zip asset might be more robust, but that potentially makes the mod update process O(n^2) in the worst case, and wouldn't be a sure thing.

Anyone know of any mod releases that contain multiple zips?

#

The truly insane solution would be to make downloadURL an array and have BMM install all of them...

dawn grove
#

Anyone know of any mod releases that contain multiple zips?
huh, thinking about it, uploading multiple zips is close to impossible

#

so filtering for the asset with .zip suffix should be more than enough

#

if any mod has multiple assets i'd assume one is the zip and another one with its md5 or so

wheat wave
#

BTW I was just checking that Typist is now downloaded correctly through BMM and noticed you pushed your version bump occurred after your release, so the downloaded version still indicates 1.6.0

dawn grove
#

yeah i know, didn't bother to recreate the tag

#

can i just remove the smods version field? i keep forgetting it and my mod has nothing to do with smods asasan anyway

wheat wave
wheat wave
dawn grove
wheat wave
#

From what i've read about the gamepass code changes, if Steamodded ends up supporting it, there's a chance some mods might end up releasing different versions for the different platforms.
I guess there's also the possibility that someone might release two different versions of their mod for Steamodded and Balamod, though I don't know of anyone who has

dawn grove
#

for Steamodded and Balamod
i thought balamod was dead, haven't heard of it since i joined the community except in history lessons

#

there's a chance some mods might end up releasing different versions for the different platforms
😔😔😔

#

imo there's no need to overengineer it yet btw

#

just pick the first zip and assume it's the only one

#

then figure other cases out if things start breaking

wheat wave
dawn grove
wheat wave
#

Haha, linking to the json of the api instead of the trending page is what i believe the kids would call "big backend-dev energy".
Neat!

dawn grove
dawn grove
tight harness
#

Quick Q: how to run on Linux? I'm sure there are links, just couldn't find

tight harness
#

love

dawn grove
dawn grove
# tight harness love

fyi the launch button doesn't work in appimages, and the WINEDLLOVERRIDES things doesn't get applied automatically by BMM

#

so the deb or rpm packages are recommended, and you should make sure lovely works first (don't depend on BMM to install it)

tight harness
#

Cheers. Got Lovely running fine, just need to update my mods to work with BMM

open mesa
#

this is missing pretty much every single mod i use

dawn grove
open mesa
#

or just not use this

#

the deck builder also crashes in this, but not if i mod it myself

dawn grove
tight harness
#

Any chance BMM can introduce primitive dependency handling?
I'm thinking just an extra optional meta.json field called dependencies which is an array of Author@Mod strings. Then, BMM just installs all deps (only if missing) when the mod is installed.
The root problem is with Lovely, because it will load 'library mods' multiple times (and likely break), but this is an easier fix, imo.

Asking because my mods have a common dependency, which I include in each mod's release, but there's no good way to migrate that into BMM.
The best current way is to include a big warning in the description to install the dependency, but many people don't read the manual, so suggesting a simple fix.

If you greenlight the deps addition, I could look into implementing it.

dawn grove
dawn grove
#

im not the main dev, so it's up to Skyline (he hasn't been online for a while tho)

tight harness
cunning matrix
#

I‘ll look into this when I‘m back home from the gym

cunning matrix
cunning matrix
tight harness
cunning matrix
wheat wave
#

There's already plenty of that going around with Cryptid requiring a dev version of Steamodded that BMM doesn't download by default

#

I'm hoping that with Drago steering the Cryptid ship now, he'll stick to targeting releases instead, which would help stabilise things a bit

tight harness
tight harness
#

The ideal fix is for Lovely to allow multi-file requires, I think, but I don't want to look into Rust code

winged kite
#

multi file require?

tight harness
tight harness
# winged kite multi file require?

Don't remember the exact issue, but it's on the Lovely Readme, I think.
Probably just that it's not possible to require a module that has more requires

placid coral
#

you can

#

since 0.5.0-beta7

#

unless you add the load_now option to your module

open seal
#

For some reason disabling mods is extremely sluggish or nonresponsive for me on the latest build

#

I click On to make it Off, and it just
doesn't

ocean meadow
#

I've noticed that sometimes it just doesn't disable them. Some work just fine, but occasionally that happens

open seal
#

It would be very nice to be able to disable things because I'm getting crash on starts

#

I'm able to disable coremods like Steamodded and not content mods like MoreFluff

silent wraith
#

one question the mods that are in the launcher have to publicate the dev

dawn grove
silent wraith
shut belfry
#

is this thing safe at all

dawn grove
dawn grove
dawn grove
dawn grove
shut belfry
#

I tried getting cryptid mod through here and it doenst work can anyone help?

#

it said something about version.dll having an error

#

now the launch button doesnt even work

dawn grove
shut belfry
#

yeah it does but the manager doesnt

dawn grove
#

are you on windows? you can go to %AppData%\Balatro and delete the broken version.dll
this path can be copied into the file explorer's address bar

shut belfry
#

I dont see a version.dll

#

do you think its an antivirus issue?

near pumice
#

how do i get rid of all the stuff i installed thinking i needed it because i saw the build prerequisites 😭

dawn grove
dawn grove
dawn grove
#

BMM itself has nothing to do with the issue, but the game's mod loader, lovely can be detected as a virus because it injects code into another process (which is a virus-y thing to do)

shut belfry
#

yeah i get that

vagrant plover
ocean heart
loud spruce
#

Hii! I am not seeing the double copy of smod in my mod folder, neither is the mod manager, what should I do?

#

this crash is blue btw, not the normal gray

#

is this the right place to ask?

dawn grove
#

this'll show u your installed mods folder, if it has two steamodded or smods directories delete one of them

loud spruce
#

I clicked and I only saw one, thats why I am asking here

dawn grove
#

🤔🤔🤔🤔
i don't think it's anything caused by BMM then

loud spruce
#

ok, tks! maybe empting the folder might help?

dawn grove
#

yes, deleting everything all mods and installing them from scratch will probably work

#

you'll need to press "validate BMM database" in the settings after deleting the mod folders to make BMM pick up their deletion

loud spruce
#

ok, I'll do it after dinner, tks for the help! also, the "validate BMM database" couldn't see the phantom double smod

dawn grove
vagrant plover
loud spruce
#

the only non BMM mods are tsunami and beelatro

vagrant plover
#

Hmm, weird

#

the error is technically possible with other mods but extremely unlikely

loud spruce
obtuse garnet
#

@cunning matrix you should probably remove almanac patches off the of the bmm as ive seen many people in the cryptid server install it without knowing what it does and its also discontinued because almanac is update to new calc now

wheat wave
obtuse garnet
#

it was just making almanc newcalc compatable but its newcalc now so it doesnt matter

wheat wave
#

@primal spade Just want to double-check that AlmanacPatches is no longer relevant.
Are you alright with its removal from the index?

primal spade
#

yea

toxic locust
#

Hey does anyone know why it is stuck on loading mods? is it just because i have bad interned or what?

dawn grove
#

it takes like 2 minutes to show any mods on my ~3MB/s connection

toxic locust
#

ok now it's just not launching

dawn grove
#

or BMM itself

toxic locust
#

So I figured it out

#

My antivirus quarantined the file needed to actually launch balatro via BMM

#

Fuck you Norton security

#

I can literally never mod the game

dawn grove
#

but idk about that, i don't use windows anyway

half grail
#

it's a virus itself

toxic locust
#

It’s my friends old PC and he has all the install/uninstall permissions

#

He will not cancel no matter how many times I ask

half grail
#

tell him again even if it ends your friendship

dawn grove
half grail
toxic locust
dawn grove
toxic locust
#

GUYS I FIGURED OUT HOW TO DISABLE THE QUARENTINE

#

WE ARE BACK IN BUSINESS

toxic locust
#

so i was kinda wrong

#

when i click "launch" nothing happens

vagrant plover
#

do you have a custom installation by any chance

toxic locust