#Balatro Mod Manager is now out! đ
1 messages · Page 7 of 1
oh absolutely 100
i needed a help
I had a look at it and it's a bit of a quirky GitHub situation, but won't take long to fix. If you open up that in-browser VSCode editor again from here:
- First go to the Explorer tab (Ctrl+Shift+E) and delete the empty Nxkoo@Tangents file and the
thumbnail.png - Go to Source Control tab and Commit changes (with a short descriptive message)
Then:
- In Explorer tab again, create new folder in
modscalled Nxkoo@Tangents - Drag the existing
description.mdandmeta.jsoninto it - Upload
thumbnail.jpg - In Source Control tab, Commit changes again
is this normal?
i just did the above
was about to do the second
That's odd, try reloading
done
can you see it
Yep, looks right!
thats good to hear!
It was necessary to delete the file and commit the changes before creating the folder with the same name, since otherwise GitHub thinks you're trying to put files inside an existing file, which isn't a valid operation
ohh okay i see now
when will my mod be available on BMM either way?
Right now
No worries, happy to help
the mod manager seems to just be endlessly loading, what do i do?
it's known issue caused by how the mod index is implemented. the next version of BMM will use a new mod index implementation that loads fast. you can also use bromomethane, which is a fork of BMM with a fast mod index implementation as well
so basically i can't really do anything?
yes (except trying bromomethane, it works well)
i managed to find the %appdata% folder in the end lol
When you use %appdata% to find your mod folder
my screen keeps going to this any time i load the manager up anyone know how to fix it?
i got the bromomethane one for now
Clicking the shortcut doesn't work anymore.
uh
could you show me the content of your mods folder?
also got this when opening balatro
Oops! The game crashed:
Syntax error: card.lua:2255: '<eof>' expected near 'end'
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0711a-STEAMODDED
LĂVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows
Stack Traceback
(3) C function 'function: 0x37b5cee8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 884
(6) global C function 'require'
(7) LĂVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x37b59c68 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x37b59cb8, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LĂVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) LĂVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LĂVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LĂVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LĂVE Function)' (defined at line 355 of chunk [love "boot.lua"])
could you try updating your lovely install to v0.8?
if you're not sure what that means, id recommend you try bromomethane https://github.com/kasimeka/bromomethane, it will auto update lovely for you
do i uninstall BMM and use this instead?
nothing really looks wrong in your mod dir tbh, but could you zip it and send it here? i suspect one of your mods contains a __MACOSX__ directory
ah
yes the deltarune one does
do i delete that?
you can use it without uninstalling BMM
yeah, delete that directory and it should fix BMM
bromomethane deletes them automatically btw
(and the next version of BMM will do so as well)
thanks so much for the help!!
i am getting the same error
do i need to do anything to get bromomethane to update lovely?
it should do it when you press the launch button
could you send the error's log again? it may be already updated to 0.8 but that didn't fix the issue
Oops! The game crashed:
Syntax error: card.lua:2184: '<eof>' expected near 'end'
Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0711a-STEAMODDED
LĂVE Version: 11.5.0
Lovely Version: 0.8.0
Platform: Windows
Stack Traceback
(3) C function 'function: 0x06dcbab8'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 884
(6) global C function 'require'
(7) LĂVE function at file 'boot.lua:323' (best guess)
Local variables:
c = table: 0x06de7c58 {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x06de7ca8, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
openedconsole = boolean: false
confok = boolean: true
conferr = nil
(8) global C function 'xpcall'
(9) LĂVE function at file 'boot.lua:362' (best guess)
Local variables:
result = boolean: true
(10) global C function 'xpcall'
(11) LĂVE function at file 'boot.lua:377' (best guess)
Local variables:
func = Lua function '(LĂVE Function)' (defined at line 355 of chunk [love "boot.lua"])
inerror = boolean: true
deferErrhand = Lua function '(LĂVE Function)' (defined at line 348 of chunk [love "boot.lua"])
earlyinit = Lua function '(LĂVE Function)' (defined at line 355 of chunk [love "boot.lua"])
yeah it says lovely is 0.8.0
could you send the lovely console log too?
there should be an extra black window that launches with the game and has logs in it
just the part about the crash or the whole thing?
the whole thing
id actually recommend also removing any mods you've added recently to rule them out as the reason the game doesn't launch
and adding them back one by one to see which one exactly caused the crash
this is the best approach to diagnosing this
i removed mods that ive known to have been problematic in the past (cough cough tangents cough cough cryptid and its addons)
and i removed underlatro
and it's still crashing? if no send me a zip of all your mods so i can check them on my machineđđ
including the lovely directory too
still crashing
please dont make it be the UT/DR one i literally booted up BMM specifically to play
ok thank god it isnt the problem
it could be fine on its own but breaks another mod
if you want to play it specifically just remove everything else (and maybe keep QoL mods)
i meant to ask you to zip your whole mod dir and to not remove lovely from it
ok so its a random mod incompatibility that i dont really want to sift through at 11:30PM to find the specific one
its either:
fears and phobias
bunco
prism
too many decks
another stupid balatro mod
colorsplashed
terrariaxbalatro
or any combination
too many of these mods are very recent additions to the index
so i wouldn't trust their compatibility / code quality a lot tbh
I would like to know, is there a Linux port of the mod manager?
my bad lol yes, https://github.com/kasimeka/bromomethane
Ah alright thanks
autocorrect (?) turned bromomethane into bromomemethane
btw, i maintain it and it doesn't launch on my plasma 6 wayland (from latest nixos-unstable) anymore
so if you're on arch and use wayland it might not work
Cool
Well, i just know there was a linux port before but that didn't worked, even using the normal exe trough wine wouldn't work at all
I'm using Pop!OS 22.04 so i don't know if iit's my system that does that or something else
actually i'm gonna see, if it may work now
Ill install this when i get a pc
it was mine as well, but back then i just built vanilla BMM for linux, builds were being created on my machine (against a modern glibc that isn't backwards compatible with pop os's glibc)
bromomemethane is built against Ubuntu 24.04, which is much more likely to work with pop os
Gotta be honest, i know nothing with building in Linux, but i suppose that yeah the app should work on my system
the appimage didn't wanted to workso now i'm using the .deb one
also wouldn't flatpack be easier ? from what i get it's the general type of program file for all linux systems
if the appimage's error contained anything about GLIBC then the deb shouldn't work too
actually the app simply doesn't run, nothing at all shows
installed the deb too and same, maybe i gotta restart my computer first
they're a huge PITA to create, especially with BMM's tooling
if you're using an nvidia GPU, then it's likely the issue, running the manager with WEBKIT_DISABLE_DMABUF_RENDERER=1 bromomethane (which will use CPU rendering) should help
there's an issue about this on the repo: https://github.com/kasimeka/bromomethane/issues/1
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...
I only have a intel core i3 and radeon graphics, but i guess i could try running it trough steam this way
could you run it from a terminal and send the logs here?
Oh okay fair i suppose, i mostly base myself from Celeste's Olympus wihch also had a flatpack, but since both game aren't exactly the same it is a bit dumb of me to assume so
I can try
the command should be
WEBKIT_DISABLE_DMABUF_RENDERER=1 bromomethane
So this directly trough a terminal then after i installed the mod manager in deb, noted
well at least i know why i t never runs
bromomethane: /lib/x86_64-linux-gnu/libc.so.6: version GLIBC_2.39' not found (required by bromomethane)
yeah, pop os haven't updated their base os in 5 years because they're more focused on creating their new desktop interface. so programs that aren't built specifically for pop don't work on it
so basically i'm fucked
ill try to build bromomethane against an older version of ubuntu and see if anything breaks / improves
sure thing, thanks for the help at least, at least i know why it won't work
@wheat wave can we make sure the smods download is targetting the latest release and not the main branch please?
this is pending on a new release of BMM being made, i already contributed the fix to BMM so it no longer assumes the index provides the unstable smods download, and have had this PR to the index waiting for months
as soon as skyline cuts a new release im gonna merge this PR and it will be fixed, if this is merged now then BMM's "latest (unstable)" download of smods will download the latest release
that would be preferable to people who aren't mod developers downloading the unstable version imo
BMM has options for releases as well as the main branch, this is special code for smods and talisman, and by default the dropdown picks the latest release
are there instances of people having BMM download the main branch for them when they just pressed "Download"?
I don't know what they press, but I've been seeing a lot of people reporting crashes because they have the main branch downloaded rather than a release - I'd much prefer that the branch isn't downloaded at all through the manager if it's going to cause people to experience crashes because obviously their mods aren't updated yet
support for getting the main branch is mainly there because cryptid
cryptid hasn't relied on the main branch for a while now
mods shouldn't depend on the main branch ever, that was the whole point of moving to a regular release schedule
yes, and we were annoyed by it back then
but none of us has been in the scene since it improved i guess
could you create an issue to the BBM repo about removing main branch support for smods and talisman?
sure
merging this now will make the option for the main branch download a release, so it's also gonna achieve the goal with no need for a new BMM release. so @cunning matrix wdyt of this?
I'll double-check tonight, but I'm almost certain that the default behavior for all the Steamodded Download buttons is to download latest release.
I remember doing a pretty thorough dive to check the versions on everything a few months ago when the Cryptid server helpers were frequently complaining about BMM causing issues.
i can attest that it's the default behaviour toođ
and ill go ahead and remove the option for main branch from bromomethane today (and probably release it on friday)
Merging #268 prematurely probably isn't the right way to solve the issue though - if users are deliberately selecting the dropdown issue that warns "might be unstable!" only to find that the install is unstable, then... I don't know how to help people like that
true, it's what we call in the biz a quick and dirty solution
It comes from unaware people telling them to do that
But if the option isnât there it would help the issue somewhat
i think it comes from old cryptid era installs + them just pressing the update button
A lot does come from new cryptid players too, they have links to the main branch download in a few places Iâve been trying to clean up
I reckon you might be cleaning out cobwebs in dark corners for a long time. I've been trying to steer people away from repo HEAD downloads since i jumped into the Balatro modding community - it's always struck me as a bad idea, but i think when these practices become the default for modders and users it becomes really hard to push people towards better practices
The Magic bot in the Cryptid server still links to the smods HEAD download, for one
While I'm here, just wanted to say that you've been killing it with the index submissions, though you're not alone on them. I still check the GitHub fairly regularly, but you're always so much quicker on the draw than me that there's nothing to be done by the time i get around to it!
seems that if people have manually installed smods, then press "get official" in BMM it downloads the main branch rather than the release - this might be where the influx of crashes is coming from
im getting an error
and heres my mods folder
i installed the UTDR more and now all of my local mods are now not showing up in the manager
but they are working
inside this mod's folder there's probably a __MACOSX__ folder, delete that and it should fix it
i tried installing the smods mod from the mod manager and its giving me an error that says "development version of steamodded detected! please try using the latest release instead"
- uninstall smods
- search for it and open its full page in the mod manager
- you'll find a dropdown menu above or below the download button
- make sure you picked
0711anot "latest (might be unstable)"
if the error still happens, please send a crash report. it might be on 0711a but some other mod assumes it's not a tagged released when it actually is
Hey y'all! I am getting a duplicate label continue error on Mac. I have personally downloaded mods a few months ago but I thought I cleared them all out of my folders but I am wondering if this could be the issue?
How to make mods not in the database(?) be autoupdated in BMM?
click the get official button on them so they get saved into the database
otherwise there's no way for BMM to update them
Asking about mods that don't have the "Get Official / In Catalog" Button (right), no way to auto update those?
yes, other than adding them to the catalog: https://github.com/skyline69/balatro-mod-index#balatro-mod-index-guide
it worked, thanks! (sorry it took me so long to reply)
anybody know the issue here?
is it a crash on launch?
if not then my guess would be you went too fast with an unsafe handy movement
Crash on starting a run
just a guess, but try starting a new run instead of continuing an old one (or uninstall Talisman if you have to continue)
if you actually are starting a new run then i have no idea what's up
but id still suspect talisman tbh
yeah started new, crashes with just mp and all else disabled. But it's alright, we gave up on getting it to work lol
I have this same issue only when starting a run with Multiplayer mod. works fine with multiplayer disabled. I have reinstalled multiplayer and it has not fixed it.
it's either an mp issue or incompatibility between it and smods 0827
maybe try checking the multiplayer mod's discord for help
is the modman able to be ran on linux in any capacity? Outside of proton
try https://github.com/kasimeka/balatro-mod-manager/releases/tag/v0.2.4%2B or https://github.com/kasimeka/bromomethane/releases/tag/v0.4.0
check the 0.4.0 changelog for what's new
get your bromomethane fix on linux and windows:
the .exe installer for windows
the .deb package for debian and ubuntu based distros
the .rpm package fo...
if you're on steam deck then the 0.2.4 appimage is your only option
works for me
came to say that this release uses my lfs-based index as a backend 
@cunning matrix could you update the release notes to say that the gitlab index mirror is mineđ?
also the "remove dependency" entry is just this PR https://github.com/skyline69/balatro-mod-manager/pull/223 but you tested it in a branch you own
so it's attributed to you despite being 100% my code
I didnât use the code from the Balatro mod index lib. The implementation was still an own one by me. But I can add your name as well, since you were a big help and also had the idea for it
i didn't want u to attribute the PR to me, just call it meka's index mirror not "the gitlab" one
Ahhhh
Sure I can do
yeah and merge this pls https://github.com/skyline69/balatro-mod-index/pull/268, since BMM doesn't read it anymore it makes more sense to just point at a stable release
Iâll check on that when I am on my mac, so I can merge it into main
i don't think "skyline & kasimeka" is valid, it's literally my code and a merge commit. and there's still no mention of me in the "gitlab mirror" entry
i still own every line of code i wrote under gpl, the index is my infra and a very clever use of a tech you didn't even know exists
The gitlab mirror entry is under the balatro mod index's repository. It's easier to understand when it is named "gitlab mirror" and not kasimeka's mirror
use gitlab mirror for lazy loading
i think it makes very little sense either way
Hi there, I recently found the Balatro mod manager and I've been enjoying it a lot as of late. I wanted to extend my thanks to the team. I did also want to ask what the process is in order to install local mods and will the mod manager keep track of updates for that?
Hi, i just installed the latest version (previously operating off v0.2.5) and tried to run it. It just does this when i click on the continue button though, any idea what i should do?
(mac user btw)
No the updates are only tracked for mods from the catalog, since the mod manager would have no idea on where you've gotten the mod
Could you try removing bmm_storage.db from ~/Library/Application Support/Balatro and when you launch into the mod manager, go to settings -> scroll down -> click on "Validate Mod Database"
@stoic vault If it still doesn't work, could you open an issue here, so I won't forget about this issue?
I see. I understand that. how would I go about installing a mod locally using the loader then? Thank you for your answer so far.
i tried deleting bmm_storage.db and even bmm_storage.db.bak and reinstalling the latest version but it seems to have the same problem. I am unable to go to the settings in the mod manager since i'm stuck on the select directory screen. I have just added a bug report on the github repository you linked
@stoic vault Could you try building the project yourself and see if works?
You need to install these perquisites (if you don't have them):
And try to build it using the following steps:
- Clone the repo using git
git clone https://github.com/skyline69/balatro-mod-manager
- Switch to the fixing branch
git fetch origin
git checkout 249-unable-to-install-new-version
- Build and run the mod manager
task
Feedback is very important since this would solve the issue for everyone else who has it
You can install a mod from the mod's repo by downloading the zip archive and drag-and-dropping it into the mod manager
My brain is cooked because I read this and went âwho the hell is ModMan?â
me
is anyone else having issues with it stuck on loading mods in the background
could you elaborate by showing a screen recording of that issue?
So i assume bromomethane is dead in the water
[copied from that other place]
i don't really know, im not very interested in it or the BMM codebase anymore. and its main thing was the custom index, which now BMM uses, so đ€·
the main thing im currently busy with is hiring and mentoring new people at work, and i think if work gets less busy ill probably get back to bromomethane. for the time being im maintaining the index but not the mod manager
i suggested merging it back into BMM (with linux support and all) but skyline and i didn't agree at the end
can someone like merge prs đ
I'm stuck on this screen, and clicking anything other than launch does nothing
that happened to me too
did you get it to work?
I have question, how mods are getting added to manager
@cunning matrix it is possible to remove one mod from mod manager
i have no idea what happened to breezebuilder, but ong that useless guy was ruining this project
what now
Huh
How so?
not sure if u think the same, but basically his opinion was that only creator of the mod could submit that mod here, nobody else
for me, that was the craziest thing that could possibly come to his mind, as the main purpose of this project (most likely) - let people find and get mods easily, without having to move from one folder to another, without waiting for browser to download it and without having to press 20 (not literally) buttons on github just to start downloading.
Which surely means that the more mods this project has - The better it is for everyone, and there's no difference between some user123456 uploading it and the creator of the mod uploading it, unless the creator of the mod said 'i dont want it to be there' himself.
i submitted like 20 mods i didn't make
the rule was getting the mod author's approval
which is very reasonable and prevented a lot of noise that used to happen before setting that rule
no breeze slander allowed in this thread
yeah that makes it better, however the amount of problems u could (or already did) encounter is surely worse than just.. Waiting for the owner to notice it and ask to remove? 99.9% sure that there is much more people that dont mind it being here than people that wont like thatđ€·ââïž
the point with approval is more understandable tho, but still not even close to perfection, especially because theres literally no way for people that publish the mods in the app to earn money from that.
good job on submitting 20 mods btw
I started a new job a couple months ago that doesn't leave me a lot of downtime, and haven't been keeping up with the Balatro modding scene much. I still check in on the main threads and the github every week or so, though
We had this conversation 6 months ago
#1339375696254074942 message
My add-on mod "Pokermon+" was showing the correct description/thumbnail before, but now it is copying Pokermon's
It's now happening the other way round... Is it ignoring the "+" sign when fetching the data or something?
probably
if this isn't reproducible in https://github.com/kasimeka/bromomethane then it is the case
BMM doesn't have a consistent method for uniquely identifying a mod, while bromomethane identifies them by their directory name in the index (it's the only truly unique id)
I tried installing this but it just wouldn't launch
on windows?đ that's neww
Yep, maybe I did something wrong? I just downloaded the installer and ran it
The folder contained 1 subfolder, the exe and the uninstall exe
I'm not home rn so can't check any other details
maybe a soundpacks tab? đ đ
https://discord.com/channels/1116389027176787968/1404160210951475231
Sounds are a kind of resource, I'd say
insanely bad take, don't know how you even got to this conclusion
imo i agree with his points on the fact that itâs not really important for the author themselves needing to upload the mod
that wasn't the case, it just needed permission from the author
okay in that case iâm not sure where thatâs coming from lol
I can only assume they're young and don't quite understand why we care about getting permission beforehand, the reasons probably seem rather abstract to them?
My only problem is when itâs hard to contact the author
But thatâs an edge case that probably doesnât have any sort of meaningful impact as I canât imagine there being a good mod that people want where you canât contact the author
Because they are usually in this discord for one
cryptd expansions?
I swear Cryptid is the Calamity of Balatro
Does it have eldrich waifus yet?
Maybe
I was reading the indexing rules.
Just to be 100% sure, by "copyrighted content" you mean...
- "Just the assets (like code, images, audio, et cetera) that belong to a third party"?
- "The same thing above + anything that could belong to a third party's intellectual property (so, including depictions of characters even if drawn by someone else)"?
I know it's probably a dumb question, but the wording was honestly pretty broad. lol
the index includes mods based on undertale, pokemon and other franchises. the rules are indeed vague.
but i took this rule to mean your first point
Alrighty, thanks!
I think fair use/parody applies
I mean, the devs wrote the ToS, I simply didn't want to break 'em. lol
linux support when
Not for now. I'm waiting for cef-rs to be stable, so I can use it for the balatro mod manager on Linux. The current browser engine for Linux which is being used is webkit2gtk 4.1 which is known to be slow and laggy af. That's why we have to wait for the mod manager to properly support Linux. It's sadly not up to me.
I am playing on Mac and no matter what Mod's I load now my love crashes for some reason. I had no problems until earlier this week. I can post the crash notes, but does anyone have any idea why this would be happening?
Hey this might've been asked before but i cant find it in this chat. Manager installed correctly, got lovely running, gave exceptions in Defender and firewall. Whenever i select a mod it states "no versions available" and gives a 403 limit rate exceeded error when i try to download anyway
Now
dont know if i did smth wrong but no mods show up for any section
BMM versions v0.2.7 - v0.2.9 are currently down as the GitLab repo mirror it relies on has been banned. No ETA for when this might be resolved.
For now, please use BMM v0.2.6 which should continue to work as usual.
We appreciate your participation in GitLab's Open Source Program, however the Open Source Program is designed to support software development workflows rather than primarily serving as a distribution layer for high volume static content delivery. We have removed the block from your account for now, but we do ask that you work toward significantly reducing the traffic volume to this repository.
the index is back, @cunning matrix could u create a gitlab account so i can transfer the organization to you?
they privated the repo from their side, i can transfer it to you and you'd be able to make it public again
do
what's your username
@skyline69
invited you as an owner, you probably received it as an email
i also believe the open source fund thing i got is linked to my account as a subscription, so you'll have to sign up for it again after accepting the invitation
https://about.gitlab.com/solutions/open-source/join/
or, you know, just buy a subscription and pay for itđ
Alr thanks
also give this a read https://docs.gitlab.com/user/storage_usage_quotas
GitLab product documentation.
Weâre gonna be using our own selfhosted git so this wonât be an issue
We have mod collection support now!
how does it work?
@cunning matrix hi sorry for the ping
are all the recent issues that people have with BMM known? (smods not installing correctly, mods being marked as not compatible with smods for no reason, bmm tanking fps, etc.)
should we redirect people on modding support to the bmm discord or to open a github issue?
Does the mod manager work for mobile?
is the mod manager not working for anyone else?
can i ask how the mods being mentioned there are chosen? i was looking for Banner mod, which is not in the mod manager and wanted to ask why
(nevermind yes you can, im just blind please ignore this)
are you able to launch the game and only have it use the mods from one collection while having the other collection's mods still installed but disabled?
is it true that claude was used in the creation of this?
Waht
Possibly or possibly not for the creation of BMM (see upload date of the file)
Basically confirmed for current development
it was added later on
i don't care as long as it's good
however the issue is that in its current state, it's not uh the best imo 
I wish there was a way to scroll through all my mods w/o having to mess with the sorting or go in-game,..,.