#Balatro Mod Manager is now out! 🎉
1 messages · Page 6 of 1
if BMM almost worked and Norton is really leaving the mod loader in the game directory then launching the game through steam should run the mods you installed through BMM
ive been doing that but theres no mod meny
*menu
this doesn't come with all mods
if you didn't install steamodded yet then it's fine
i have cryptid talis and seteammodded installed
ok
following cryptid's installation guide: https://youtu.be/aUr0gXE77rk, should also make BMM work
do you want a kiss on the lips for solving my problem because i owe you so much
thanks dude
yeah, there should be a hint somewhere suggesting u try that button
but skyline closed my issue when i asked about it😔😔
hey all, I've recently downloaded some new mods through this manager and the game brings me to this screen whenever I start it. I have both Steammodded and Talisman downloaded through this as well, so I'm not sure why Cryptid and Lobotomy Corp say that they're missing dependencies. Can anyone help me figure out what's going on?
cryptid requires a steamoddded version newer than 0419, yours is 0323
uninstall steamodded from BMM then under the download button pick "latest - unstable" instead of 0323b
then download that version
tho it may cause issues and break other mods
Ah, lovely, will try that
Trimmed a few other mods out and that worked a treat, thanks y'all
Just in case, as I didn't have time to review the latest modifications:
My meta.json is as follows:
{
"title": "BalaQuints",
"requires-steamodded": true,
"requires-talisman": false,
"categories": [
"Resource Packs"
],
"author": "Luuumine",
"repo": "https://github.com/Luuumine/BalaQuints",
"downloadURL": "https://github.com/Luuumine/BalaQuints/releases/latest/download/BalaQuints.zip",
"automatic-version-check": true,
"version": "v1.1"
}```
I just released v1.2 of my mod, it should then update automatically ?
Thanks
(yes)
thanks!
is there a way to load in mods from other places in bmm? or will it really only work with mods in bmm?
will they show up in bmm? if not thats okay! i was just wondering because i know earlier in development they didnt
they do now
oh! yay!!!
awesome ty so much for the info
im new to modding games and bmm has been a lifesaver
does the mod manager automatically update itself?
no, and it doesn't notify you of updates either, you need to either star/watch it on github or follow this thread to find out about updates
fun
could anyone merge this pls? i wanna be able to tell people that they can quick pull cardsauce updates with this now that we're not gonna use the main branch for experimental stuff anymore
It's a backwards step from releasing to Releases, in my opinion, but up to you
You can set up actions on GitHub to automate the zip -> release process to make things quicker, but of course that's more than zero work
Merged now, the download link should be live now, but it won't show updates for users until the next auto-update in about 30 minutes
I have a svript that changes the version number, prepears a zip and gives me instructions for making a release for DebugPlus
oh also forgot about this part, updated the thumbnail and made a minor tweak to the description to keep it up to date https://github.com/skyline69/balatro-mod-index/pull/222
why do most of the on/off toggles not work
speaking of cardsauce lol
i recently updated the mod through the manager and for some reason it seems like all the sprites got removed? the only things left in the assets were the sounds and the silly discord screencap
i reinstalled it so it's working now but i have no idea what happened there
For which mods?
iirc talisman's on/off toggle has given me issues
It's gonna be fixed in the upcoming release
I was offline for a while, but I'm back now
Btw
We're very close to getting signed for windows, but the next release is required so we can have a signed signature at 0.2.7
Odd, why's that?
Look here
Ah right. That's an interesting rule, but not a big deal if it's just a once-off notice
yeah
I mean.... what does a sighned windows program get you? Is Winsows not still a wild rest of random fewware, OSS, and pirated apps with just UAC in the way to install?
that's how god intended
people don't like scary warning pop-up
⚠️angry⚠️ Windows warning bad
🌸friendly🌸 BMM warning good
oh I thought everyone conditioned themselves to ignore those by age 9
:P
Yeah, you're not wrong...
Code signing is generally good for everyone (especially the orgs - DigiCert is likely worth billions)
It's just funny that in this case, the signature just allows you to move the warning box 1 click deeper
code signing is an invented business based solely on trust in companies 99% of people don't know
i love it
(spoiler: this is also the entire corporate financial and legal world)
what does the update add?
and "Purify HTML" deletes inline HTML nodes from mod cards* markdown before rendering them
Btw I‘ve also updated the linux branch
yeah, noticed it, will make a new build today

i noticed that bunco's download is linked to the old repo that isnt being updated
so downloading it causes crashing
we should probably update that
Wow I was just gonna bring up the same thing lol
oh wow that was fast
this has happened so many times in my being in this discord lol i suggest something and it turns out it just happened the day i say it without me having to have said anything
Thanks for making the suggestions though. It's much more helpful than comments like these 👀
Any other known issues with existing mods? Fusion Jokers was switched to the J[u/i]mbocarrot wingedcatgirl fork earlier today too
I do not have a fork of Fusion Jokers btw. Did you mean mys. minty/wingedcatgirl's fork?
I totally did, whoops. Mixed up Bunco + Fusion
bro

anyways, linux builds of v0.2.6: https://github.com/kasimeka/balatro-mod-manager/releases/tag/v0.2.6
see upstream release notes: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.2.6
i am on new linux distro so i had to get this all going again and got it to work. i needed the lovely injector "version.dll" with the game files and this WINEDLLOVERRIDES="version=n,b" %command% in the launch options of steam otherwise mods would not work. in case anyone else has issues trying to get this to work.
so you no más using the custom game appimage i sent u👀
i tried using it would not work i am not using deb system anymore using an arch system "garuda" atm
oh, u used a deb not an appimage, ok🤝
yeah
i tried their lxqt+kwin variant once, i hated it and it broke on its own in like five days🥸
endeavour is the only sane arch-based distro imo
oof i am distro hopping learning as much as i can liking it atm but that was how i was feeling with fedora till my nvidia drivers broke
but i haven't used arch in years👍
aha
distro hopping is fun anyway
imma stay on arch to see how long till it brakes or something looks more useful but i am enjoying arch atm since i have been able to do want i want with it
wish parsec would let me host though only thing i am missing from when i used windows
steam remote play is the band aid atm
it's a good distro tbh
when i tried Garuda it was still new and a mish mash of random ideas, so maybe it's more of a coherent well tested thing now
it is very new user friendly (for arch anyway mint is better for new peeps) i am using "Garuda Dr460nized Gaming" and not been having any issue besides me being dumb
mmhm
why tho, i heard about a lot of newer more popular gaming distros lately
chimera for example
is the most garuda-style thing i hear about nowadays
i have not seen that
easy setup is prob the reason
https://chimeraos.org/
i assume it's arch with steam deck things out the box
people prob tired of windows 11 not being "compatible" with their pc
yeah
from the vid i am looking at it kinda has this android look to me with how the desktop looks could be good os for portable devices but i am not vibing with that one maybe for a laptop i would use it
this probably means it boots into steam big picture mode and this probably can be turned off to let u boot into kde instead
this is what i saw from the vid this is the desktop apparently
idk if there is multiple os versions or not
no doesn't look like it but the cd image is smaller then a gb so that's nice
how do you access the linux branch on github?
upstream: https://github.com/skyline69/balatro-mod-manager/tree/66-linux-support
the releases are in a fork on my account which closely follows upstream: https://github.com/kasimeka/balatro-mod-manager
its desktop is gnome🧐, ewwww
yeah lol
Gnome has a fork (or two) for mobile devices and its decent but I just don't really like it on my desktops
was gonna say im a proud kde enjoyer, but tbh i spend 98% of my time in the terminal, 1% in the browser and the rest in mpv & keepassxc. the only kde things i use are krohnkite (dwm clone extension) and spectacle for screenshots
I just like KDE's defaults a lot more
And I would rather not nedd with a bunch of settings
2 questions since I can’t figure out searching threads on mobile.
-
when I launch the game it says I have duplicate of steammodded, I’ve tried things from updating steammodded to newest beta to taking it out of the mods folder entirely, neither works.
-
how do I update bmm? I’m on version 2.3 and I see 2.6 has come out
Nvm on updating
Installer has stuff
Can’t give a log directly since I don’t have good enough internet on my pc right now
are u sure u don't have a second smods folder?
so neither Steamodded nor smods are present and it crashes with duplicate installs🤔
was gonna ask u to send the whole mod folder zipped, but ur internet
I’ll try to do it thru steam
Aaand it’s above the 30mb limit
I’ll try google drive it will be a bit tho
I have a 80kbps hotspot right now
ik how this feels
one suggestion is to move all ur mods out, install Steamodded from BMM again, then start copying them into the mod folder one by one
to find which one of them is causing the crash
it downloads a huge thing in order to show the mod list, so bad internet makes it fail to show mods
I figured
It also restarts that process when you go to settings. I got it to load after having it sit for 30ish mins while watching something with a buddy
Typist and cryptid and bettmas are good so far, and talisman
I updated the mods that needed it and downloaded like 3 mods since my last launch
i think it restarts when the cache expires (after 15 minutes)
So far its blueprint, cryptid more Mario jokes, and debug plus
And more fluff causing the crash
That is 3 more than I was expecting
2 mins left on mods upload
adding each of them alone causes the crash? hmmm intriguing
Those are the ones out of the list that are causing the duplicate crash, all the others work fine
are all these mods installed with BMM? i think there's a lot of broken things
Yes
all of the faulty dirs are indeed copies of Steamodded😅
so reinstalling them and installing a dedicated version of Steamodded should fix it
this might be caused by the internet issues, if BMM saves all pending downloads with the same temp name maybe it reused the same file when it failed to download newer ones🤷
i looked at their trees first before greping them
just chose the grep as a simpler way of demonstrating the point
Seems like most have installed successfully, with just a few failures. Definitely a fault of BMM that needs fixing!
also, i don't know if smods recurses into directories, but if not then these two mods aren't being loaded
I think SMODS does, but Lovely doesn't
@wary depot here's ur mod list with the broken mods replaced: https://pomf2.lain.la/f/kw73bx3a.7z
found sth https://github.com/skyline69/balatro-mod-manager/blob/main/src-tauri/bmm-lib/src/installer.rs#L130
could be race conditions with parallel downloads

hey, just installed bmm and already set the path and all, but the launch button doesn't work... does anybody know why?
are u on linux?
if so, and you're using the appimage or ur steam is installed as a deb package then it doesn't work
otherwise u should open bmm in a terminal and show logs of what happens when u press launch (i don't think the main branch logs anything relevant tbh)
how do I open bmm in the terminal tho
uhhhh I think u can
- open "command prompt"
- find the BMM.exe in your "c:\program files"
- then either navigate to it from the command prompt or drag and drop it in its windows
- open it with enter
and you'll see logs in the cmd window while BMM is running
another thing u can do is manually install the mod loader: https://youtu.be/uDfxnwHO134
Get everything you need to know about installing Balatro mods in today's guide. Installing Balatro mods should only take a few minutes & the first thing you will need to do is download and install lovely Injector and then steammodded as shown in the video.
Path for mod directory: %AppData%/Balatro/
Lovely Discussion: https://discord.com/chann...
this will fix BMM's launch button
okay thank you I managed to fix it, it launches now
do I need to reinstall the mod manager to update it or is there a button to check for an update in the manager itself that I'm just missing?
since my version says it's v0.2.3 when the website says the current version is v0.2.6
Yep, BMM doesn't have an auto-update feature currently. Download the latest from the website or GitHub
@cunning matrix ur pr descriptions are ass, every time i wanted to know what a pr does i had to read it myself, stop using ai generated pr descriptions pls and thank u
for example, nothing here says why the pr exists or what it achieves and alongside the vague title "Purify HTML tags in descriptions" no one would realise that it strips html tags from the description in mod preview cards
a better approach is creating a detailed issue that describes the problem and has a note about how u intend to solve it then add a pr dencription like "fixes #69420" or "addresses points x, y from #69420"
or maybe just try to state the problem in the first paragraph of the pr's description
saying what functions and what files were modified achieves nothing, i can see that from the diff if i wanted
kinda rude
i think it's fine, just feedback
idk, i tend to respond to people asking "and what does the new release have?" and actually don't mind reading the prs, but the ai generated descriptions are a waste of -even his- time
I mean.. it saves me time
omitting them completely will save u even more time
I mean the way you phrased it was kinda rude. The feedback itself is valid though, I've had to go through the diff myself before too because the description of the PR was so verbose yet so useless
i feel a bit stupid. if i want to download texture packs for balatro could i drop them directly into the mods folder using bmm? or is there a specific spot for them
if they're Malverk ones then yeah they just go in Mods
they were! thank you!
I don't quite understand why the submission is not successful, can you please point out the problem?
Thanks.👍
It's just waiting for a manual review by Skyline or myself to check that the content is valid.
In this case, thumbnail.jpg is too large and will need to be reduced down - maximum allowed dimensions are 1920 x 1080
I have resubmitted the PR.
Looks good! It's merged now and should show up in BMM after a refresh.
In case you weren't aware, changes made on your fork on GitHub will automatically show up in any pull requests that it's a part of- there's no need to close a PR and create a new one.
If you have a look at #239, you can see that the newer commits also show up, with the same content as in #240.
I'm sorry, I don't know much about the detailed fork mechanism. I hope my operation will not have any adverse effects?
No problem, the outcome is the same 👍
Ok, thank you for your answer, I hope we can become friends!☺️
not sure if i'm using BMM wrong somehow but i can't get cryptid/entropy to run, other mods seem to be fine
You might just need to get the latest dev version of Talisman. Uninstall it first in BMM, then select "latest (might be unstable)" in the drop down box and hit Download again
oh, yea that seemed to have worked
Sorting option for "new/last updated" PLEASE
How often do new mods get added?
id say every day
Nice
This error has popped up for me. Is there any tips for fixing anyone can do for me?
got mods working again, but now I don't have score whenever I try to play hand it is at level zero and is only giving zero mult
Just came by to give thanks, this is a necessity for Mac gamers imo
No running scripts in terminal.
No tedious trial and error finding out which mods are incompatible lol
[2025-05-24 22:15:25] DEBUG [bmm_lib::logging] Debug logging is enabled
Cannot get default EGL display: EGL_SUCCESS
Cannot create EGL context: invalid display (last error: EGL_SUCCESS)
for Linux (Endeavour OS)
which packaging format are you using? could u try the appimage if you haven't yet?
I tried appimage
Talisman was breaking my score
i suspect arch upgraded their graphics to mesa 25 and this is what's breaking it
will try to make a build with an arch dockerfile
@cunning matrix since the BMM index repo is becoming slower and slower to download, i was thinking of ways to lazily fetch the repo's content without hitting the rest api's 60 request/hour rate limit
then found that git LFS has a separate rate limit than REST core
moving all thumbnails in the index to LFS could lead to a huge UX improvement where the repo is fetched in one request then all mod metadata is parsed enabling the search page
but thumbnails are downloaded per page render only for the specific mod cards that are chosen for said page
the index without images is 17MB
which imo is still big but🤷
i started with the idea of using the tree api to know dir names in the repo (and thus mod IDs) then use gh graphql to selectively download files, but the unauthenticated graphql rate limit is 0, after writing the code i realized not a single request goes through
Best option would be to host a server, but that costs money
yeah, git lfs is the next best thing
will probably break compat with old BMM versions tho (unless a new repo is used)
btw i don't see a need for compute or "a server", just blob storage like AWS S3 or (i believe much cheaper) cloudflare r2
the cloudflare cost calculator says a 100,000 reads and 300 writes of 1GB of data costs $0.00 a month on R2 and $0.03 on AWS
^ don't know if cloudflare have free tier usage or not tho
they do
it will probably need a debit/credit card but (as long as the bucket isn't indexed by search engines) will cost nothing
and this can be ensured by generating a random bucket name and considering it a secret
the job that updates the index repo can be extended to PUT modified files to the bucket as well
but LFS is more of a ready solution that we'll just consume
@cunning matrix hello, i made a poc that you can cargo run at https://github.com/kasimeka/bmm-index-lib, it fetches all mod metadata and downloads 20 thumbnails in ~5 seconds on my trash internet (compared to >3 minutes time to first draw with the current index setup)
another improvement this allows is parallel downloads which speed things up a lot compared to how throttled the archive / zip endpoint is
can you get this sorter to do more than names? like maybe repo star count, last updated etc?
last updated would be amazing
the whole index downloads in 25s with 50 concurrent connections to the LFS server
anyone else get this?
check if Deck Creator depends on other mods and install them if any
Looks like another folder-name sensitive issue. Go to %AppData%/Balatro/Mods and rename the "DeckCreator" folder to "Deck Creator"
it's failing to load this file https://github.com/adambennett/Balatro-DeckCreator/blob/main/src/mods/Deck Creator/ModloaderHelper.lua with require
Even the Deck Creator Creator got it backwards, whoops
#1211808102999924746 message
yeah was just making an observation, wanted to say i have no idea how smods does this (since there are no lovely files registering the modules)
Oh? Interesting
Kasimeka, do you feel like teaming up to fix the folderName property for it? I don't have permissions to change it directly, but I can approve PRs
i just wanna play rofflelatro with 100 jokers lmao
yes
Thanks for posting the crash, that's apparently been broken since March 4...!
fr? 💀
Thanks mate!
I was worried that i'd missed a major SMODS module feature, but no. Deck Creator just reinvented the wheel by manually loading its own modules with a hardcoded path
https://github.com/adambennett/Balatro-DeckCreator/blob/main/src/mods/Deck Creator/ADeckCreatorModule.lua
Last Updated and Stars would be good additions, and relatively easy to add as additional parameters on the mod index. The auto-updater could easily check and update them as necessary.
The only minor issue is that getting the number of stargazers would require an additional API call for every mod, and increase the updater runtime by a bit.
I'd be happy to make the changes to the mod index, but i'm too clueless to touch the Rust side.
last updated can be reliably determined from the index zip metadata with no changes to meta.json
just iterate over all the objects and sort mods by when their meta.json was last modified
Metadata of metadata. I need to go check my spinning top
i think one too many wheels are being reinvented here, because love lets you extend its search paths for require (i remember using it before porting typist to lovely) so the customLoader function is even more unnecessary
https://love2d.org/wiki/love.filesystem.setRequirePath, and it handles reading the files & co itself
dates in the zip are all set to the latest commit's creation date
so they're not valid for this😔😔, cloning with a git client will definitely preserve modification dates tho
Hello. I'm new to Balatro and it's mods. I installed Balamod since it makes managing my mods easy, but I have some questions.
-
Does Balamod include only the mods that are 100% working or is it limited to a certain amount of mods listed?
-
Is it "safe" to install mods other than those found in Balamod?
I can't answer 1. because I don't know a lot about it, but the answer to 2. is 
Balamod is an alternative modloader and framework, and most (99%+) mods made for Lovely and Steamodded won't work, which is all of the mods on the Balatro Mod Manager. You'll have to uninstall Balamod completely in order to use BMM
Oh, I'm terribly sorry. I was actually talking about Balatro Mod Manager. 😁
Seems I confused the two.
Oh, haha. Alrighty.
In that case:
- All mods on BMM should work. If you find one that doesn't, let me know and i'll try and fix or remove it.
- Yep, you can still manually install mods into
%AppData%/Balatro/Mods, and they'll show up in BMM too
Thank you very much for your fast response.
Keep up the good work 😁
i made a pr for last-updated field in the index: https://github.com/skyline69/balatro-mod-index/pull/251
the time format is unix epoch (seconds) timestamps, which is just a 64bit integer. this can be parsed very easily into stdlib time objects both in python & rust, and can also be parsed and ...
Neat!
I'd personally lean towards a human-readable datetime string formatted with something like ISO 8601, but I can see the value in the UNIX time approach too
The only downside with the UNIX epoch approach is that we'll unfortunately have to reengineer a solution sometime in the next 584 billion years
there's no rust builtin for parsing iso 8601, and having a human readable field will make people try to fill it in themselves (and fail most of the time) triggering more reruns of the validation action than before
(imo)
Really good point, you've talked me into it
i looked at rfc 3339 too since it's builtin in go and used by the AWS sdk/apis but there wasn't anything for it in rust either
i also made my LFS poc thing follow the main repo, an action runs every 30 minutes and commits the changes
indeed
im thinking of making another mod manager with a native UI kit (probably libcosmic) and focus on simplicity, because imo BMM is unnecessarily hard to contribute to
so this would be the new foe
and like every tech project, u have to pick a name first, hence the (balalaika) prompt prefix here
and it has to be compatible with the BMM index of course, i think the index repo is pretty much an open standard
Yep, while GH doesn't make for the ideal database hosting platform, I think that was always the intention. I'm happy to help out with compatibility and maintaining the index, though I wonn't be much help on the Rust front
@cunning matrix made a pr for sorting by last updated in BMM: https://github.com/skyline69/balatro-mod-manager/pull/212, i tested it on my other pr to the index, with this .git_index file
https://github.com/kasimeka/balatro-mod-index.git
branch=add-last-updated
it showed typist at the very beginning of the list then the rest of the mods in A-Z as intended
Odd text artifacts with the outlines there, is that a Linux issue?
Fellow Linux appimage gang
Does BMM not open for you as well?
how do you add a mod for upload on the mod manager?
I wanna add https://discord.com/channels/1116389027176787968/1376362000854159471 to BMM
You'll want to check out the guide here to submit it to the mod index. I can help out if you have any questions
i have a suggestion for the index: an editors' picks category (à la very early apple app store) with manually curated mods that you think are high quality / essential
since not all mods will receive constant updates, and the lack of updates will demote them in the index (after the last updated change is merged) despite their quality, a category like that will help keep them relevant and it can be limited to 10 mods that are changed completely every month or two weeks
for example, it's hard to stumble into SystemClock on BMM because it starts with the letter S and is oldstable / doesn't need updates, but it's an essential mod imo, so why not nudge people towards it
hey instaled multiplayer mod form mod manager
and its windows defender says that i have a virus
its called PUA:Win32/Gamehack does anyone have the same problem?
or what does that mean?
That sounds like the mod injector Lovely, not directly related to Multiplayer or BMM. You'll need to add version.dll as an exclusion in the Windows Security settings wherever your Balatro install directory is
u sure its not a virus?
lovely isn't a virus despite working the same way as a trojan
if you're ever so worried about it, don't play modded Balatro
100%. Lovely is a code injector that's required to run mods in Balatro. It's used by hundreds of thousands of people, and is open source and has been thoroughly vetted through its development. It's developed by @cerulean rain who also works for Thunderstore, so it's not just some random program that was dug up from some russian forum, haha
russian forum, heh
Looks like Lovely v0.7.1 alone has over 700000 downloads, pretty wild
https://tooomm.github.io/github-release-stats/?username=ethangreen-dev&repository=lovely-injector
Get the latest release stats like download counts, release dates, author on any GitHub project
just updated bmm (with the .deb I think) and yeah it's not launching now
it also says tehre is no mods folder but also recognizes the mods I have installed from the launcher
i think their error was specifically a graphics issue
what logs do you get when it fails to launch?
I suggested that and I think it's wip
i wrote a pr for it and waiting on skyline's review👍
I feel like I'm missing something here
older bmm builds used ~/.config/Balatro/Mods on linux, but the correct path is the steam one
through compdata you mean?
you can symlink both dirs together
mkdir -p ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro
ln -s ~/.config/Balatro/Mods ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/
yes
I think that's what it's reading though? lol
I'm testing with the all in jest mod and it's labeling it as a manual installation after installing through the mod manager, then I click use the official version, and then can't delete the original from the manager, I'm so confused
maybe your bmm database is broken, could u delete it from ~/.config/Balatro and start over?
which of the two dirs has your mods?
oh wait, I'm using steam through snap, that might be causing issues
snap/steam/common/.local/share/Steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods
(or maybe I'm just dumb, idk
then symlink that into
~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/ i guess
i think you're the very first user with a steam snap install
but if it worked normally before then i don't think Mods path is an issue tbh
this could be a better bet
this mods folder you mean?
yes
....
did that, and installed steammodded:
- it shows up in both local and catalogue
- it still says I have no mods folder
- it still isn't able to launch balatron from bmm
yeah then it's likely the BMM database at ~/.config/Balatro/bmm_storage.db, could you delete it and restart BMM?
btw lordmagotrap's issue is BMM not opening at all, so it's unrelated to yours
ah
still having the issue, I'm gonna try reverting to an older version and seeing what happens
0.2.4 works... 0.2.6 doesn't 😭
at least the issue is fixed for now (as in I know what the problem is and I've reverted to the working version
Any progress?
Depending on how much storage I can probably donate some hosting
There's some upsides and downsides here; a list like that can very easily turn into people feeling excluded. This actually feels incredibly similar to a discussion I had with the modded balatro wiki, though they have probably more of an "we need to be objective" approach #1300973742972866660 message
i have a problem on my linux version with 2.6 where i can't download the offical sreamodded and i uninstalled all my mods but it still think they are there any help so i can properly use balatro mod manger
yeah it is pretty crazy
I used to track it religiously to motivate myself but I haven't checked it in a while
Wow the latest release of DebugPlus had close to 5k downloads
And I know a lot of people don't use the release since there's a decent amount of crash logs with ~dev versions
reverse engineering saves again mod manger fixed for now
Damn, that's a lot.
Unfortunately this website doesn't show download info if you your releases don't provide a zip file directly and rely on the source code download.
Githuv does provide some analytics if you can manage a repo
Stuff like git clines and page visits
my mod index is still missing but its fine
Interesting
very similar to lovely's stats
it's a shame that github doesn't do a better job with historical statistics
got some decently similar stats, though my reddit redirects aren't nearly as high
then the linux branch is actually broken i guess, maybe some change in main messed it up because iirc nothing linux specific was changed between 0.2.5 and 0.2.6🤦
hadn't tested it before, but 0.2.5 does work (even though the file is called 0.2.6 lol)
yeah, i built it after skyline changed the version name in package.json but before he made any new changes
time to hunt for the regression i guess😔
Quickly
I just am using 0.2.5 lol
anyone else having the issue where the gui is just stuck on "Loading mods..." no matter what tab you click on?
worked fine a couple days ago and havent updated anything since the last time i used it
yeah i have
its taking forever for the mods to load now in general, even local mods sometimes
libcosmic's docs take >10 minutes to compile for me, but things are coming together (i think)
@dawn grove Could you work on the git lfs thingy, so we can improve loading times?
im making an lfs-based bmm index crate, and here's an example on its high level api: https://github.com/kasimeka/bmm-index-lib/blob/main/examples/high_level.rs
@cunning matrix ^
it's pretty simple and can be integrated easily with BMM
in order to actually move from the old index to an lfs based one i think two separate repos need to be maintained
let's make a github org and move each of https://github.com/skyline69/balatro-mod-index, https://github.com/kasimeka/bmm-index-ng and https://github.com/kasimeka/bmm-index-lib under it
i updated the example to demo the pagination/batching more clearly. you can clone the crate and run it with cargo run --example high_level --features reqwest, you can also add the crate to a project with cargo add bmm_index --git https://github.com/kasimeka/bmm-index-lib --features reqwest
@cunning matrix @wheat wave i made an org (named balatro-mod-index) and invited you both as owners
We could introduce lazy loading to the manager when this actually works
? it does, https://github.com/balatro-mod-index/repo uses lfs and attaches last-updated timestamps, and the lib crate parses them and fetches the lfs blobs
this demoes both features
so umm all of the mods in my mod manager is gone just not there
if restarting bmm doesn't fix it then deleting the cache from the settings page should
nope still no mods
after doing a lot of mutability and lifetimes fuckery (this is my very first time seriously writing rust), i made a much higher level and simpler api for lfs blobs fetching
now i need to pick good names for all functions and structs
name the functions BigSloppy and UWUWhatsThis
Would it be possible to have a "check for mod updates" function, either for your mod library or for single mods? Would be really useful for when a new mod update just dropped and you don't want to wait 30 minutes
the index checks for mod updates once every hour, bypassing it to get the absolute latest version of a mod is possible but would be janky imo
you don't want mod versions on user machines to diverge from the index's state in unexpected ways
but, that's just my opinion and im not the mod manager's dev, so you can create an issue on github https://github.com/skyline69/balatro-mod-manager/issues to guarantee Skyline gets to see your request
Had an issue with Pokermon not loading correctly and crashing upon boot, disabling and reenabling the mod seemed to fix it.
is there a way to make mod packs with this and have seperate mod profiles?
also this keeps popping up
That URL might be outdated now that the repo has moved?
That might just be an internet issue, I'd try rebooting first.
https://github.com/MathIsFun0/Talisman seems to work for me.
I think GitHub maintains the redirects for renamed pages indefinitely, so it should be fine as long as the original MathIsFun0/Talisman repo isn't created again
Ey there sky will you add mobile balatro support and a mod maker to BMM?
That's a pretty huge set of feature requests, I reckon the chances are pretty slim
I blinked and your huge message disappeared, did you manage to solve it?
reposted it there, i wasnt sure this was the correct spot to post
fix the game through steam: https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB
then retry BMM
i believe u have an empty (0 bytes) version.dll in the game's directory
no, sadly not
so "reinstalling everything" here includes balatro too? using "verify integrity of game files" or doing a reinstall should at least make the game launch through steam
maybe it's corrupted in a different way, u can just delete it btw
Yeah, uninstalling through steam, deleting the game folder aswell as %appdata% folder, uninstalling BMM via its tool
verifying integrity of game files
I tried that many times too. Deleted the version.dll and installed it through github directly
🤔🤔
im sorry if it's a dumb question, but did u try specifically clean reinstalling the game (without BMM) and launching it fully vanilla from steam?
things shouldn't be this broken
I think so? Ive been uninstalling it via the .msi installer
ok, did this help?
oh wait I misread your text. Yeah I tried that. Uninstalled the game, reinstalled it and it worked fine
basically anytime the version.dll is in the games directory the game wont launch
i honestly have no guesses, since u say u tried to manually install lovely and it didn't work
is your computer by any chance an arm64 machine, or maybe hardened to not run unsigned DLLs?
(i know u may not know the answer to these questions and it's probably no to both, but they're my only guesses for why version.dll is failing to load)
nope, normal intel windows 11 64bit pc
i recommend u try to manually install lovely again then make an issue on their gh repo https://github.com/ethangreen-dev/lovely-injector/issues with errors and logs
where are the logs saved?
when u run the game from a cmd / terminal they're printed to the console (if any)
so my fps has been randomly really bad, wondering if any mods help with that
https://github.com/balt-dev/potatro
potatro implements all the common fps saving tricks, i don't think it's on BMM tho
my pc is fine tho, its smtn in the game i think
i do have like 20 jokers tbf
if the lag happens during hand scoring you can try skipping scoring animations with a mod like Saturn, or try this https://discord.com/channels/1116389027176787968/1336473631483760791 to get actual faster calculation / gc and general performance improvements
its just constant except main menu
and mod didnt help just tried it
wait mod seems to have helped a bit actually
im around 30 now
it locks fps to 30 by default, try changing its target fps in settings to something higher
well just started a new run and its gone so i think we good
i mustve had some joker that was laggy
Still no fix for Arch?
yea, use a real OS like Windows
hey no need for remarks like that
Or Slackware
i remember this one time i installed a yahi mod and then bees
they fucking hidden the bees so i did not know it was there
so i was at the boss blind about to win until i get bee
not one not two but three
three fucking bees
@wheat wave why
🐝 🐝 🐝
“Sort by New” or “Recently Updated” would be a cool addition
@cunning matrix merge the branch, release the feature
the masses have been asking repeatedly for this
edit: imo it's better to merge the timestamp creation code early so a good number of mods already has timestamps by the time a new BMM release is out
i have an update on the LFS thing, the GH org passed the free LFS downloads quota -which i didn't even know existed, my personal profile's usage is 5× that limit (i have free GH student pack things)-, clones of the GH repo now fail to download LFS objects
so i moved it to <gitlab.com/balatro-mod-index/repo> which has no egress quota for any tier, and applied & got accepted in their open source projects initiative which provides the highest subscription for free as long as all projects in an org are public and have OSI-compliant licenses, so the new repo's storage limit is 500GB and no limit on how many downloads it can get (and also 50k CI minutes per month)
also please merge the linux branch to main, u don't have to include the build instructions or release any prebuilt artifacts or announce linux support in any way, it's just getting harder to contribute to BMM as the two branches diverge
the installer worked fine, but the program doesnt run at all. nothing shows up
trying a reinstall with the msi instead
nah it shows in task manager but not as an actual open program
im sry for asking this, but did a restart of your system and another attempt with no dead BMMs in the background help?
Github education gives you github pro for free so that makes sense
@dawn grove I would like to use LFS, but currently I'm at vacation. If you'd like to implement it, feel free to make a PR and I'll look at it when I can. That's also the reason why I couldn't contribute a lot in the last days
im chipping away at it and will eventually contribute its integration into BMM
it didn't work with tauri because of a lifetime / trait constraints issue (which i fixed here today), and fixing this was paused a few days ago when the github repo broke because of quota
and also the separate linux branch, and having to cherry pick and fix conflicts in my patches with every pr is a bit demotivating so i started testing things first in the libcosmic-based mod manager i said im prototyping then applying them to BMM
and i honestly think that index change will be too big to cherry pick into main without losing my mind (im good at git, it's my job, but still annoying especially when most of the code isn't mine)
You know what?
I'm gonna pay for a small server which could serve as a database
instead of having to use git all the time
We could use the database
Which would be sooo much faster
I'm gonna pay it out of my own pocket
For the greater good
since I see a lot of people are using this tool and I want to scale it further
how would someone contribute a mod to the index server?
i actually think having a 100% custom solution will complicate things further
I'll make a website where people could publish the mods easily, without needing to know json or other things
But how much traffic in TB could we expect per month?
I would have to plan this
Let's say 70.000 - 100.000 People use it and the index has around 200mb that would be around 13.7TB - 19.5 TB
make sure to use object storage https://www.cloudflare.com/developer-platform/products/r2
i estimated it before and all the storage cost should fall under cloudflare r2's free teir
the most expensive thing in both cf r2 and aws s3 pricing is PUT requests per month
and i don't think the index gets more than 1000 writes a month
anyways, i made a lot of progress on my solution, when it's time for u to abandon the bmm index repo pls transfer its ownership to me or breezebuilder (if he'd still care about it)
im talking about this because renting a network attached volume (server disk) for storage will cost a lot of money just to keep the disk running and attached to the server, before it gets any traffic
and having downloads go through the server's network will bottleneck it and cost money for the traffic too
cloud pricing is weird, but my only frame of reference is AWS vs CF, so Hetzner and other independent things may be priced differently
make sure to plan the provider you'll use and their pricing model(s)
But what about the website where people upload their mods?
the site can let users upload directly to S3, https://docs.aws.amazon.com/AmazonS3/latest/userguide/PresignedUrlUploadObject.html
and CF probably has this feature too
Upload objects by using presigned URLs when someone with permission has provided you with the URL resources.
What about editing data? The site would still require authentication, no?
I mean the mod index site
presigned urls are authenticated, and yes a user needs to be trusted to get the chance to upload stuff
🤔 there can be a review bucket that people upload directly to
with per-user directories
then a reviewer moves stuff back into the main bucket
but now we're recreating git
typical problem
So I would still need a vps
- the object storage
no?
yes
a vps is required either way, my point was to avoid using it to serve the index itself but a mod submission website definitely needs a backend
getting a presigned url for uploads needs a backend
hetzner? + u could've got a poc working locally first then started paying for the server
Nah all good
No not hetzner
This kinda motivates/forces me to work on the web page
i no longer can download mods
ill try a restart shortly, next time ping so i can see
any help would be nice.
Can you access https://github.com ? Also try a reboot, and possibly a network reset if that fails (rebooting your router)
BMM is somewhat unfriendly to slow/unreliable Internet connections, as it has to download all the metadata and thumbnails as a single large package, and may fail if any small part becomes corrupted
Hmm, this might be an outage or service restriction. Being reported by a few people
#⚙・modding-general message
@dawn grove could you check dms
yep i think it is too. thank u for the help
Could you do a quick check inside the %AppData%/Balatro/Mods folder for me? Just see if there's a folder called __MACOSX in there
there is one there for me
That's wild. Could you delete that folder then retry downloading in BMM?
Why isn't there a linux distribution? I'm fine, I can just use Wine, but others might not have it.
I think I might be screwed.
The problem with linux is that Tauri performs very poorly on linux. That's why there isn't a final linux version of the app right now.
It's attempting to install prerequisites (I think) that are meant for Windows.
Ah, okay
I'm sorry, but currently I can't do much for the linux issue
Can I have an installer that doesn't install stuff?
I wish it would have better support
ok reinstalled BMM
You might not have needed to do that, but I guess it couldn't hurt. Try downloading another mod within BMM now and see if deleting the __MACOSX folder fixed the "Dependency check failed" error
with it deleted i can install mods now.
I don't suppose you remember what mods you tried to download when the error started?
a few random ones, i was trying to reinstall balatro darkmode when it first started happening
⚠️ Announcement ⚠️
We're gonna be working on a new solution for the long loading times on the mod manager a lot of users experience. That's why we decided to start working on our own server.
What does this mean?
This means, that loading times on the mod manager will improve significantly in the future. We will also create a new website for the balatro-mod-index. This will make the uploading/downloading/submitting of mods so much easier than the current process which uses GitHub.
Features that will come with this change
- Trending Mods
- Mod count
- Better moderation
- Easier mod look up
- Fancy UI
- Super fast website
When is this gonna come out?
- Once it is ready & polished, we'll be rolling this out in the future. There is no specific time we can give, since everyone who's contributing to the project is working on their own free time. All resources and services are paid from my own money. We appreciate the love & support we get and hope that you guys understand.
Alrighty, i'm trying to track down the culprit. I suspect a mod dev accidentally pushed a broken release which BMM trustingly installed, but it might have been fixed by the dev since then. Dark mode seems fine, still checking others
there are linux releases on my fork
You guys know the BMM codebase a lot better than I do -- if a dev created a release asset containing only a __MACOSX folder, would BMM install it?
Thanks!
honestly no idea but I'll try, i don't know how to create a __MACOSX dir in an archive tho
and i was under the assumption zip libraries ignore it, since it's metadata
i think it has a bug in the custom downloader for Talisman, so don't install it through BMM
I think I accidentally my python script for downloading all the mods on the index...
Nevermind, found it
I just install stuff through GitHub repos anyways. I honestly just wanted to see what BMM looked like.
Btw BMM is Ayden approved! Looks great, UI that makes me feel yummy inside, and works amazing!
works amazing
on Ubuntu? it's currently broken for arch, if an arch install is ~3 months old it works but with terrible 3d rendering performance
i know how to make it work well with my nixos-unstable system, but the default nix flake only works ok with nixos-24.11 and ubuntu
and these fragmentation issues are why linux support is stalled👍
I'm on SteamOS, which is based on Arch, but the rendering and stuff I can tell is fixed on other OSes.
you're our second steamos tester
if you're willing to help, could u answer these questions:
- which package did u pick? AppImage?
- if so, does the launch button work without adding
--no-sandboxwhile running that appimage? - does it even work with it?
All 3 are yes.
Hold on
I didn't test launch button.
Balatro is not, in fact, running.
Also I'm on an actual Steam Deck, so.
I use it as a PC lol
I connect it to a Dock, a TV, and a Keyboard + Mouse.
maybe look for it in the system monitor
or try the mod manager with --no-sandbox
KDE is a very good desktop anyway
SYSTEM MONITOR?! I HAVE BEEN TRYING TO FIND THE LINUX VERSION OF TASK MANAGER FOR A MONTH NOW! TYSM
Latest Talisman v2.2.0c release is the trigger for the "Dependency check failed' bug, and might need to be fixed on the BMM side, because it'll happen with every new Talisman install. I think this one is pretty major
There are only two assets in the entire catalog that currently contain a __MACOSX folder:
balatroDarkMode.zip (v1.2, released 3 weeks ago)
Talisman.zip (v2.2.0c, released 8 hours ago)
yeahhh
my PR that unfucks custom installers also fixes this
@cunning matrix https://github.com/skyline69/balatro-mod-manager/pull/223
updating the index to use refs/tags will fix this too
and is much faster
Neither worked.
but then we'll have to ask everyone to pick latest (unstable) when they're installing talisman
🤔
Yep, I was in the process of writing a long message basically saying "are you sure?". I don't think that's the right solution
it's a solution i guess
since this is zipped by github, it's valid (and probably created on linux) https://github.com/SpectralPack/Talisman/archive/refs/tags/v2.2.0c.zip
the best solution now is to ask a talisman maintainer to make a new release without __MACOSX
they'll need a custom archiver tho because finder hides these folders
I'll chase it up in #talisman-dev in the Cryptid server, but I think this should also be fixed on the BMM side - ignoring any folders named __MACOSX specifically might be enough
@cunning matrix hyg the hottest of hotfixes, not tested whatsoever due to the linux annoyances things i've been complaining about, https://github.com/skyline69/balatro-mod-manager/pull/224
give it a spin, it should work (unless there's a fifth unzip implementation somewhere i couldn't find)
and also check my other prs and release one last git based BMM before dedicating all your effort to the new project😔😔
Apologies for asking here, I've been using the search function to no end. New to modding this and decided the mod manager would help. How long does it take to normally load the mods on BMM? I've used the search bar trying to find it out lol but couldn't find results.
It depends on your internet connection - I think the index is a roughly 120MB download
Weird, I've got like a gig download speed, but
I've been stuck here loading for like 20 minutes
I had to run it as an administrator
and it loaded right away
That's very odd, I don't think that should make any difference. Is it possible you were just looking in the Search tab instead of the All Mods tab?
Nope the all mods tab was just loading, and the search wouldn't even come up.
i think ur download timed out and restarting started a new download that worked
either that or the download code succeeded but then BMM failed to send back a message that it did so nothing was rendered (this would explain why stuff rendered immediately on the second attempt)
ive been getting panics from tokio every once in a while, so something's wrong with background tasks handling
I've seen a couple of issues in the last few months that seemed like they might be caused by corrupted or failed mod downloads through BMM, but nothing definitive to be able to make a proper bug report about
@wheat wave Wanted to give you another proper thanks for adding our mod into the mod index! You can have a look if you're interested here: #1375131863403859998
That's alright, I'm just happy when people get a submission right on their first try, haha. I've put it on my list to play, that artwork is really appealing
You can thank @primal shard and the guest artists which are listed in the credits
I've really been struggling a bit with Lua and stuff haha
Lua is a great language, but Balatro+Steamodded is a complex environment to try and learn it in - I wouldn't blame you if you're feeling overwhelmed
Yeah I'm awesome
Wrong message to reply to lol
It's definitely a lot to learn coming from Java, C# and that stuff
Thanks for the kind words, but I'll probably head to bed now, since it's 4am over here in Germany
Have a good one!
lua can do OOP but i don't think balatro was written with any structure in mind🫣
I was just doing a lil sneaky peep of the size of the mod index, and realised there are 3 thumbnail.png files that have made it into the mix by accident:
typist's jpg is a png, i ran file on all thumbnail.jpg files and there's a lot of pngs and one tiff in there
I'll go about making some non-transparent .jpg versions after work to fix them up
The jpg is a png?
the markdown renderer in BMM doesn't care tho
As in it's a .png format image renamed with the .jpg extension??
yes, mv typist-joker.png thumbnail.jpg
i validated it works before making a pr
image magick had no problem with it either
file extensions are a lie
Whoa, i'm stunned that that just works. Even PowerToys file explorer extension displays it totally fine
If that's the case, we should really just make the .png an option as well
each file has a few bytes in its beginning that tell things what it actually is
so nothing cares about extensions (unless it's very early 2000s windows brained code)
Want to drop one last time, file extensions are mostly for windows to tell what program to use to open the file, but they are structured differently and their headers can be inspected, i.e. open a PNG file with notepad and you'll (sometimes) see a header with the letters PNG because of the Bytes in the header
I am unfortunately very early 2000s windows-brained
Linux supremacy
Gotta head to work now. I'm going to leave #271 for the moment until I can do a proper read-through, it's a single 3000-line lua file
sleep well 👋
i configured the build scripts targeting arch 3 months ago, but arch probably upgraded some core system components during this period breaking compatibility
and steam deck doesn't update daily like vanilla arch so it still works
the first 9 characters of the latest mod index commit are digits, https://github.com/skyline69/balatro-mod-index/commit/599987087e44e3dcc39a803e8e4cf298f4ca5550
Eyy
btw, your best bet with this is using an install deb packages on arch script (if any are present) because it'll use your system's version of all libs and then hopefully it'll launch
the second approach is having two build pipelines one that uses ubuntu and another uses arch and the build made on arch will likely run fine on arch
and im sorry i haven't made any builds for u to test yet, it's honestly just lack of motivation to mess with this again
Needed to manually extract it, but it worked
Hey, just wanting to know if this works on Linux/ steam deck?
I think so
you can also link the server in BMM's readme
it's not officially supported by the app's author but you can find linux binaries on my fork https://github.com/kasimeka/balatro-mod-manager/releases, the AppImage works on steam deck but the Launch button is broken due to sandboxing, so you can install mods with BMM but will have to complete steps 5 and 6 of the lovely install guide and start the game through steam
Hey I only recently found out about this Mod Manager;
Thank you for adding Celestial Funk without my input lol, I was surprised to see it
there's a rule that mod authors' approval is required before their mods are added to the index, but i can see celestial funk was added in february before this rule was established, and you can thank this person for contributing Malverk and a bunch of resource packs
I see
Well thank you skyline69 🫡
I have an update for the resource pack coming soon, I might visit here again when it happens
great, the index is configured to pick up changes to the master branch btw https://github.com/skyline69/balatro-mod-index/blob/main/mods/Lime_Effy%40CelestialFunk/meta.json#L10, so if you've merged said update but hasn't released it yet then BMM users got it early. if you'd like BMM to use releases instead of the main branch LMK and I'll make a PR updating the mod's index entry
It's perfectly fine. I only commit to main when it's 100% done and tested
Can the mod manager now detect mods not installed through it?
Yep, for just over 3 months now
Haven't played in a while, glad to see it.
App won't open, tried both .exe/.msi
It previously installed and ran fine on the same computer?
First time I'm using mod manager
Ah, hmm, that's trickier then. You might be missing a necessary component. Not sure I can help much more with that, i'm afraid
have you tried launching it after a restart?
and if you have a debloated windows install, then install edge webview2 and try again; this is the library used to render the interface
Restart didn't work, which one?
Tried the middle one but it's already installed
do you actually use a debloated install?
last time i used windows my windows mod had a helper tool that just had an "edge webview2" option so im not sure which one tbh, but would assume the 3rd one is the most normal windows installer
the app toolkit says it depends on edge webview2 but gives no instructions with regard to versions/editions either
tbh i fear all three options are targeted at someone trying to integrate it into their app, not a debloated windows user trying to readd it back to their system
asking on your windows mod's discord / facebook page would be better than letting me guess
Saw that a new release version was edited into the code about 2 weeks ago, will it be time for a new actual release on Github soon?
does BMM automatically update? like do i need to do anything when a new update releases?
There's no auto-update feature currently. You can grab the latest version from https://github.com/skyline69/balatro-mod-manager/releases
ah, so do i have to delete BMM and reinstall?
The installer will uninstall the old version and carry over the data, it's pretty easy
cool, thank you!
is there a reason why handy's updates are not reflecting on BMM?
i know for a fact i do not have the latest release of handy
but theres no "update" option for it
BMM is set to track the main branch of the repo, but the last few weeks of changes have been made in different dev branches
Ideally it would be set to grab the latest release instead, though that would also result in 1.4.2b currently, since everything since that has been set as a pre-release. I think SleepyG11 wants to make sure it's totally stable before pushing it to main and creating a proper wide release
yeah i think it should be release as well because most mods (mine included) just push changes to main and not maintain a dev branch (bad practice, i know, but it will help prevent any unintended updates from a player side)
Handy's BMM entry was submitted by someone besides SleepyG11 before I hijacked the index for my own nefarious purposes was made a reviewer. I'll submit a fix for it to be ready for when v1.5.0 goes live
i can make the PR so you'd approve and merge it, to speed things up😗✌️
I beat you to it, for once - #276. Will just wait for the proper v1.5.0 release to change it over
It's a shame that it's missing a thumbnail, it deserves a good visually appealing one for being such a good and popular mod
Is there something like this for linux?
Say the line, Bart
my fork's releases: https://github.com/kasimeka/balatro-mod-manager/releases
if you're on arch (not steamos) i recommend you install the debian package with debtap instead of using the appimage
im on debian, popOS
the debian package should work fine then
what would the debtap command be? ive never heard of debtap myself
debtap automatically creates arch packages from debian ones (if possible)
i think they maintain a database of debian -> arch package name mappings and other stuff that helps the script do a very accurate translation between the two package formats
AppImage sandboxing breaks some of the mod manager's features, so using a fully native package is advised. also the AppImage targets arch three months ago which currently doesn't work with arch nowadays, in broke on its own since arch is rolling release
you don't need debtap on pop os, I believe you can double click the package to install it or do sudo apt install /path/to/package
hey, I tried installing the deb file, but now clicking the apps shortcut does nothing
could you try running BMM in a terminal and sending logs if any are printed?
what package am I missing
ummmm
i think pop os haven't updated their ubuntu base in too long
and the deb build targets a glibc version that pop doesn't provide
logs? if it's the same error then 🤷 people are recommending the 24.04 alpha and looks like it's the only solution https://www.reddit.com/r/pop_os/comments/1fp947k/updating_glibc_238/
pop haven't updated in so long because they expected to release the new cosmic last year and paused os updates until it's ready
(it's still in alpha tho)
i'd forgotten x11 exists and that maybe i should suggest people switch between it and wayland when debugging window not rendering issues in linux
Asteroid (Multiplayer) has been added to Celestial Funk. If BMM does take it from the main branch of Github, it should automatically be updated.
Hey !
I was wondering how can we suggest mods to be added on the discovery / searching tab?
such as brainstorm mod or saturn mod
after getting the mod authors' approval, you can follow the instructions here https://github.com/skyline69/balatro-mod-index to add a mod. if you're not familiar with git, im willing to make the needed submissions on your behalf but after you get the approvals
thx, i'll look into it
I think I'm doing it correctly
https://github.com/skyline69/balatro-mod-index/pull/297
https://github.com/skyline69/balatro-mod-index/pull/298
yeah they look good to me, but im not a reviewer of the mod index so now we wait

Yep, more or less.
#297 Brainstorm is a bit problematic, see comment
#298 Saturn is good, just needs a minor tweak to enable automatic-version-check
tbh, i didn't understand the automatic-version-check value 🫣
And i didn't know about brainstorm mod problems
yesterday it seems like it's recent xD
for ABGamma fork, I can do a pullrequest if it's better
I don't blame you, the mod version updater isn't the most obvious system and there's a kind-of undocumented feature that isn't apparent unless you read the code or stumble across #192
ok so when have it do be true or false?
I think that would be a better option, but maybe just check with @thorny echo first to see if they think it's ready for a wider release: https://discord.com/channels/1116389027176787968/1383232524599427092
Oh yes good point
You can enable it for ...archive/refs/tags/<tag>.zip type releases (like Saturn's) thanks to kasimeka's #192 feature. Otherwise, it should only be enabled if the link itself will follow the latest version, for links like ...releases/latest/download/<asset-name>.zip or ...archive/refs/heads/<branch>.zip
there was one more thing u wanted implemented by the update script before all these cases are documented but i don't remember what
could you create an issue for it on the index repo so we don't forget about it again
#298 done 
thank you for your comment
I've honestly been putting off a bunch of things until I'm able to actually write changes instead of having to ask you to make PRs on my behalf
@cunning matrix Come on mate, I've been soloing this for the last few months. It's okay if you're taking a break or have moved on to different projects, but if you want things to keep functioning after you leave, you're gonna need to allow us to fix things instead of wait until you appear for 5 minutes and leave again
Why the https://github.com/skyline69/balatro-mod-index/ is not mentionned on the https://github.com/skyline69/balatro-mod-manager readme ?
otherwise you can fork it 
i made an issue for this and got the index's link in a response
so searching the mod manager's issues might lead you to the index
i guess™
Is there a linux release planned for the mod manager? I play Balatro mostly on my Steam Deck and putting the mods manually on the folder got a bit tiring
linux support is so planned that it actually works, give the AppImage here a try https://github.com/kasimeka/balatro-mod-manager/releases/tag/v0.2.6
see upstream release notes: https://github.com/skyline69/balatro-mod-manager/releases/tag/v0.2.6
the "Launch" button doesn't work with AppImages due to sandboxing
but it's the package most compatible with steam deck
should work fine for mod downloads and updates
if you have your steam games installed in a custom wineprefix (i.e. u have a dedicated steam games drive), then use v0.2.5 instead because 0.2.6 has a bug in that feature's support due to a botched rebase between the linux branch and the 0.2.6 one
Oh my god you're a life saver
So I just installed it, how do I make it run?
Sorry I'm still a bit new with how some linux stuff works
you should mark the file as executable, either from its properties menu or with chmod +x /path/to/appimage then execute it with a double click
im not sure how u may have installed it. since appimages are portable binaries that you directly run
I just checked and I installed the wrong zip from what you said
I downloaded the appimage version you mentioned and yeah it opened
so it's working fine now?
For now yes, i'll try installing some mods so they match with the mods I have on the windows version of the manager I have installed in my laptop, i'll send updates of how it goes
If I'm not mistaken when installing the mod manager you need a clean install of Balatro, right?
no, doesn't matter
the mod manager tries to install lovely and if it's there it nopes out peacefully
I'm trying to open the mod folder from the mm and it says "mod directory not found"
Apparently the mm found the steammoded I had installed manually and it shows in "installed mods"
Lemme send screenshots
could you send logs too? should be at ~/.config/Balatro/logs/bmm_*
i think it doesn't work due to the same reason the launch button doesn't
they both call xdg-open <protocol>://<thing to open> and the xdg-open inside an AppImage has no idea what XDG mimetypes your system (outside of the AppImage) supports and what handlers are registered for them
so xdg-open file:///path/to/the/mods/dir fails with something that implies there's no protocol named file
anyways the mods dir should be ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods if you have a default steam install path, if you set a custom one then it's probably <that custom path you chose>/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods
So what should I do?
try this path ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods
It seems the mm created another mod folder
if so, then its path will be spammed in the logs
how do i check the logs?
a file should be at this path
or you can run the appimage in a terminal with ./<the appimage> and theyll print to the console too
Tried to change the directory of the mm from the one you said (even tho by default it should be that one) and it says invalid
could you show me what's the mod dir the manager is trying to use? are there no files in ~/.config/Balatro/logs/?
i believe you can show hidden files in dolphin with ctrl+h
Yeah just found it i didn't have the show hidden files box checked
any dirname with a . prefix in linux and mac is hidden
There's 4 logs
Weird, they're not sending
you can paste the biggest one in a message here
just text
ok, so
[2025-06-20 01:52:58] DEBUG [bmm_lib::finder] Assuming steam wineprefix:
/home/deck/.local/share/Steam/steamapps
this means it's pointing at the correct mod dir
[2025-06-20 01:27:24] INFO [bmm_lib::logging] Logging system initialized at 2025-06-20 01:27:24.338020698 -06:00
[2025-06-20 01:27:24] INFO [bmm_lib::logging] Log file: /home/deck/.config/Balatro/logs/bmm_2025-06-20_01-27-24.log
[2025-06-20 01:27:24] DEBUG [bmm_lib::logging] Debug logging is enabled
The other two logs are copies of the two i just sent
are you having any issues with mods not actually loading
Not really
I could try booting up Balatro without the manager to see if something is wrong
The manager says Balatro was running already anyway each time I clicked the launch button
yeah, i told you the launch button doesn't work in the appimage
Booted Balatro, all my mods are gone despite the folder I had still being there
could you run this in konsole and show me its output? ls ~/.steam/steam/steamapps/compatdata/2379780/pfx/drive_c/users/steamuser/AppData/Roaming/Balatro/Mods/, does BMM detect any installed mods?
Okay let me try something
It detected the Steammoded I had installed manually
what other mods have you installed?
the logs you sent don't indicate any mod installs afaict
Let me send a ss of the mods i had installed manually before the mm
These are all in the folder i created
it should be called Mods not mods because linux is case sensitive
could you show the addressbar with the full path in your screenshots?
would appreciat a screenshot like this instead of cropping only at the tabs
like this?
yes
if you go one step back and rename mods to Mods it should be picked up
what i got from it
when u go one directory up from this screenshot you should find a Mods and mods folder side by side
renaming mods to Mods and choosing "merge" should make all the mods work
so could u try this
Wait how do I merge?
I already changed the folder name and yeah mm now recognizes them
then when you renamed the folder it asked if you want to merge and you accepted it
have u got any issues now?
Oh it didn't ask me to merge since I only kept the folder i already had and changed the name
Mm recognizes the folder now with the mods it has inside
Some of the mods I had in the folder that are available in the mm have the "Get official" button
But when I click it it says this
could you try with version 0.2.5 instead?
of the manager
most recent log
could you downgrade to v0.2.5 of BMM?
On it
okay cool
i guess stuff was still confused between the Mods and mods directories
because the mod manager caches a lot of information very unnecessarily
And clicking the file button doesn't do anything
On windows the on/off button is present, this is only for the linux version
that's expected, it won't be able to launch any other app
i honestly can't help much with this one
it's probably another breakage in the linux branch
some code is missing or so
you can toggle mods by creating an empty text file called .lovelyignore in their folder
I noticed the only mod that didn't get recognized is cryptid
But MoreMario Jokers did
It was quite messy but honestly I'm glad that at least I have a somewhat functional mm on my steam deck
delete Cryptid and reinstall it from BMM
All I wanted is to install mods more easily on my deck with the mm and I got it so I appreciate your help :]
Just did, everything works now
Thanks for the help ^^
you're welcome. you can join the BMM discord for dedicated support threads btw
And since I actively play modded Balatro on my steam deck if y'all need anything that might help with the development of the linux version I'm willing to help by testing
thank you
Do you have the link?
Thanks ^^
Is there a version of this that works on Bazzite Linux? I got the app image that was posted above to open and detect my mods but it couldnt seem to actually add mods or deactivate/activate any
your best bet would be installing the rpm package with rpm-ostree install /path/to/rpm then restarting and trying it
note tho that you'll be the very first person to try the RPM (or test on anything fedora-based)
a preview of the thumbnails lazy loading in bmm 🙂
Don't you want to add a different image for the loading state? (like a Jimbo loader)
not sure, what ive just done is remove the placeholder for the loading state and display it if there's actually no thumbnail
(preface: im not BMM's author and BMM won't include this feature)
i had to strip out a lot of BMM's internals to get this working and the mod view page is broken (you can't click mods to see their details) so im playing around with this first before thinking hard about UX
also peep the mods getting sorted by last updated 🙂
i think im gonna fork BMM into a separate project to publish my held back contributions and refused suggestions
I wish there was an option to search within threads on discord
not sure yet but i have a concrete set of goals and have implemented most of them
discord is a terrible forums platform in general its usage is gatekeeping a lot of information from the public internet and its inevitable death will destroy all the (undiscoverable) knowledge people share on it
That's nice
I have a question for you
If I have a mod if multiples mod in it, Is there a way to add a feature, to list and enable/disable all mods in it we want?
So my mod is in the Mods folder, and in it, I have a lot of folder mods
idk if you can answer (and if you've understand)
the code injector lovely doesn't load mods from subfolders, they have to be directly under Mods/ to work afaik
mmh
it's actually resource packs
but it works
this might be custom behaviour by Malverk / the resource map loader
could u send me a zip of all your mods
I plan to add it to the Balatro Mod Manager, but it might be a lot of skins for some people
So I was thinking of maybe a feature to list and enable/disable resource pack before lauching
i think adding them each as a separate mod is preferred, to avoid throwing away author credits and such
there is author credits, and there is all details of credits
but I can understand
there's nothing special about loading them from subfolders, steamodded might recursively loading mods from subdirs and i just don't know about this (i don't use smods)
but BMM detects steamodded mods by reading their json metadata and all these skins have their metadata in lua code comments (the deprecated mod format)
so idk if it's worth implementing tbh
ok I see
you mean they all need to change the mod format? 
or just the princpal mod?
each one
this text should be moved to a separate file
that looks like this instead
most of them are in the code comments format, but some aren't
search inside mod descriptions instead of just mod and author names
niceee, that has messed me up before
this entry did a somewhat common pitfall of presenting your mod on the index, which is writing idiomatic, semantic markdown
the index shows the mod name as a card title, you use the mod's name in the description.md title and start the description with "<mod name> is ..." resulting in a mod card saying nothing but the mod's name
index PRs should be advised against a description that goes like this
# My Mod
My Mod ...
no idea what you could possibly mean by that /s
yeah, my mod also was "Typist typist typist is a keyboa.." but i updated it after a while
description.md doesn't support images, inline html or quote/warn blocks it should just be plaintext
i made my bmm experimental fork public: https://github.com/kasimeka/bromomethane, no prebuilt binaries or build instructions yet tho
linux users can run ./.hack/linux/bundle.sh to generate packages + a PKGBUILD script for arch
or (as always) nix run github:kasimeka/bromomethane if you know what that means (and this probably works on macos too)
loading state animation (feat. my internet being bad, demonstrating why this feature mattered to me)
just realised BMM (and my fork)'s launch button does nothing on my machine, although it worked on linux at least on v0.2.5, so turns out it wasn't the AppImage known issue and this thing is broken for all package formats now
will fix👍
looks nice !
Do you know why it's taking so long?
Are you loading the all pages? or only the 1st one?
or it's just your internet?
only the first one, it's just my internet, earlier videos are loading (much) faster
i messaged in the mod manager discord as well but if anyone here can help, i'd appreciate it. i installed the mod manager through the exe but when i try to run it nothing happens. i made sure to allow it through the firewall. task manager says its running as a background process
starting mining bitcoins 
i havent been able to find anyone else posting a similar problem. it seems to work for everyone else :/
I assume you tried restarting your pc already?
yea, didnt help
Yeah sorry, not sure then
turns out BMM's exe installer installs edge webview2
ive always assumed someone with stripped down windows won't be able to run BMM without manually adding it but tauri's installer is good
this is what bmm has always been, im sorry😔 (and 99% of its pains are because of that too)
Webviews are stupid and dumb
a webview ui is better than no ui
if it's what gets the job done then it's fair enough
Hey @dawn grove do you have any ideas why thumbnails in 1080x1080 are not fitting with invisible border from each side but are zoomed ?
probably just the wrong css attribute, create an issue for it over at the BMM gh https://github.com/skyline69/balatro-mod-manager/issues
i'll try to fix it in my fork today
Is your fork very a side or you're making PRs ?
my fork used to be just for contributions -that mainly revolved around linux-, but im hard forking into a new project https://github.com/kasimeka/bromomethane, there's already a release you can download but i haven't announced it yet
cool name :-)
i started a dedicated thread for bromomethane: #1386839962074484788 message
it was one css attribute indeed, expect it in the next release probably on friday
does anybody have an idea why the hell am i literally unable to download Talisman? when i click it just thinks for 5 seconds then gives up
also is this even the right place to ask about this?
exact same thing happening to me right now too
Looks like the Talisman team created a new release without making a release asset, breaking the existing link
For now, just download and install it manually from here
It should be fixed now, just asked LordRuby to add the asset. BMM's approach is unfortunately a bit brittle and defaults to a link to https://github.com/SpectralPack/Talisman/releases/latest/download/Talisman.zip , but if there's no Talisman.zip attached to the latest release it'll all fall apart
alright thank you bro
hello, just making sure you noticed bromomethane's release, https://github.com/kasimeka/bromomethane
there indeed were bugs in the launch button and they're fixed in it
Omg i gotta try this
So I tried installing the appimage version and it just never opens :p
could you try this, are you on arch?
Describe the bug The Program does not launch on Wayland. To Reproduce Steps to reproduce the behavior: Install bromomethane on Arch via curl -fsSL https://raw.githubusercontent.com/kasimeka/bromome...
Yeah I think SteamOS is build using arch
Not sure what wayland is
@dawn grove hey, so i just remember, there's some sort of voodoo you can do to implement a "sort by popularity", or i guess "sort by download count"
would be interesting
(btw only about 50 people have downloaded your version lmao)
my preferred download method from github releases is to just get a ref's zip from the API, and github only keeps track of download counts for release assets so this will make my mod seem like it had 0 downloads
mods that use a link to their main branch's head will also seem like they get no downloads
there's another github API number for "repo traffic" which gives "clones" count, i think this counts ref downloads but im not really sure and i think it's limited to a repo's owner / can't be queried for repos u don't own
I'm... not sure it does 🤔
typist gets around 70 clones a month and i don't think any of them come from anywhere except BMM
so that's why i guessed this
didn't really read api docs
I mean it's possible
That would mean cardsleeves get more downloads through nexus mods (about x2) and more downloads through the release zip (about x8) when compared with BMM
those numbers could be right, depending on how many people don't use BMM
idk how likely this is tbh, but cardsleeves is very ubiquitous and id assume more people know of it than those who know BMM exists
Yeah we don't really have any stats for how many people actively use BMM as percentage
but less than 10%? it's possible I suppose
actually 10% seems reasonable with how many people I see using BMM in #⚙・modding-general and cryptid's #i-need-help
I suspect the download code button is not counted as a clone. DebugPlus has 10,000 downloads on its latest release and 45 clones (I'm not sure the time frame for clones). I link both the release and code in the same spot so they likely get similar hits and I know from looking at crasg log versions a decent chunk of people run the code builds
Hello I have a question, the Directory Structure stuff should go into my mod or the fork?
Not 100% sure what you mean by Directory Structure stuff, but if you want to have your mod added to BMM, you have to fork the balatro-mod-index repo and create meta.json and description.md in the fork specifically
ah okay thank you
okay I think I did it?
how do u fix this
settings > validate mod database
thanks alot
how do i add my mod into bmm
Submit a PR to the balatro-mod-index repo
im new to github, can you teach em how
The readme is a pretty comprehensive guide. Assuming you've read all of that, are there any parts that are unclear?
i was about to ask something from the guide
but i think its clear for now
ill talk to you later when i got something else
just curious: how do i download the latest version of mods through here, if possible?
BMI's DebugPlus entry points to the latest release zip which is currently v1.4.2. There's currently no way to choose an alternative download source for most mods, so if you want a newer version than that, you'll have to download and install it from GitHub (as it looks like you've done already)
BMI's Flush Hotkeys and Galdur links both point to the latest commit, so for those you should just be able to hit "Get Official" for BMM to download the latest version


